Programs and Information Processing Systems

By generating a virtual space tied to real-world maps and allowing character interactions, the program enhances the entertainment value of location-based games by integrating real-world elements and user interactions.

JP7832435B2Active Publication Date: 2026-03-18CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-08-04
Publication Date
2026-03-18

AI Technical Summary

Technical Problem

Conventional location-based games lack a sense of intimacy with characters, leading to insufficient entertainment value.

Method used

A program that generates a virtual space where characters act based on real-world maps, allowing users to set movement paths and specific locations, granting benefits when characters reach these locations, and adjusting character parameters based on user interactions and real-world locations.

Benefits of technology

Enhances the entertainment value of games by increasing character interaction and engagement through real-world integration, improving the sense of intimacy and gameplay experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a program capable of improving an entertaining aspect of a game, server device and information processing system.SOLUTION: A program causes a computer to function as virtual space generation means 223, setup means 224 and processing means 225. The virtual space generation means 223 generates a virtual space in which characters corresponding to a map of a real space play active roles. The setup means 224 sets up a specific place on the map of the real space or the virtual space. When a position of a character reaches the specific pace, the processing means 225 gives a first privilege to the character.SELECTED DRAWING: Figure 3
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Description

Technical Field

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

Background Art

[0002] Conventionally, location-based games that progress a game based on information regarding the location of a user terminal in the real space have been known. For example, Non-Patent Document 1 discloses a location-based game in which when the location of a user terminal in the real space reaches a predetermined location, an item useful for the game can be obtained from a facility arranged in the virtual space.

Prior Art Documents

Non-Patent Documents

[0003]

Non-Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the conventional location-based game disclosed in Non-Patent Document 1, there was a problem that it was insufficient to obtain a sense of intimacy with a character.

[0005] The present disclosure aims to improve the entertainment of the game.

Means for Solving the Problems

[0006] A first aspect is a program that causes a computer to function as virtual space generation means, setting means, and processing means, where the virtual space generation means generates a virtual space in which characters corresponding to a map of the real space act, The setting means sets a specific location on the map of the real space or on the virtual space, The processing means is a program that grants a predetermined first benefit to the character when the character's position reaches the specific location.

[0007] Furthermore, in the first aspect, The computer is further configured to function as a receiving means, and the receiving means receives input from the user to set the movement path of the character. The processing means may move the character along the movement path.

[0008] Furthermore, in the first aspect, The travel path includes a destination, and if the character's virtual parameters satisfy a predetermined first condition when the character's position reaches the destination, the character may be granted a predetermined second benefit.

[0009] Furthermore, in the first aspect, The aforementioned computer is further configured to function as a location information acquisition means, and the location information acquisition means acquires information about the location of the user terminal in the physical space. The processing means may change the virtual parameters of the character if the character's position is within a predetermined range from the user terminal's position.

[0010] Furthermore, in the first aspect, The virtual space generation means receives information about a specific object from an external device and reflects it on the virtual space. The setting means may set the specific location based on the information of the specific object received by the receiving means.

[0011] Furthermore, in the first aspect, The processing means may change the virtual parameters of the character if the character's position does not reach the specific location for a certain period of time.

[0012] The second aspect is a program that causes a computer to function as a virtual space generation means, a position information acquisition means, a setting means, and a processing means, wherein the virtual space generation means generates a virtual space in which characters corresponding to a map of the real space act, the position information acquisition means acquires information on the position of the user terminal on the real space, the setting means sets a specific location on the map of the real space or on the virtual space corresponding to the map of the real space, and the processing means is a program that grants a predetermined third privilege to the character when the position of the user terminal reaches the specific location.

[0013] Also, in the second aspect, the setting means may set the specific location based on a user operation.

[0014] Also, in the second aspect, the processing means may change the virtual parameters of the character if the position of the user terminal does not reach the specific location for a certain period.

[0015] Also, in the first and second aspects, [[ID=e28]]the virtual space generation means receives information on a specific object from an external device and reflects it on the virtual space, and the setting means may set the specific location based on the information on the specific object.

[0016] Also, in the first and second aspects, the specific location set by the setting means may be different for each character.

[0017] Also, in the first and second aspects, when the virtual parameters of the character do not satisfy a predetermined second condition, the processing means may impose a predetermined restriction on the control of the character in a user operation.

[0018] Also, on the first side and the second side, The virtual space generation means receives information of a specific object from an external device and reflects it on the virtual space. When the processing means receives the information of the specific object during the execution of the game, the virtual parameters of the character may be changed.

[0019] Also, on the first side and the second side, The setting means sets a specific object. When the information received by the receiving means includes the information of the specific object, the processing means may change the virtual parameters of the character.

[0020] Also, on the first side and the second side, The information of the specific object may include image data or sound data.

[0021] The third side is A virtual space generation unit that generates a virtual space in which a character corresponding to a map of the real space acts, A setting unit that sets a specific location on the map of the real space or on the virtual space, A processing unit that gives a predetermined first privilege to the character when the position of the character reaches the specific location, An information processing system including the above.

[0022] The fourth side is A virtual space generation unit that generates a virtual space in which a character corresponding to a map of the real space acts, A position information acquisition unit that receives information on the position of the user terminal in the real space, A setting unit that sets a specific location on the map of the real space or on the virtual space corresponding to the map of the real space, A processing unit that gives a predetermined third privilege to the character when the position of the user terminal reaches the specific location, An information processing system including the above. [Effects of the Invention]

[0023] According to this disclosure, the entertainment value of games can be improved. [Brief explanation of the drawing]

[0024] [Figure 1] This block diagram shows the configuration of the game system in each embodiment. [Figure 2] In the first embodiment, this is the screen displayed on the user terminal's touch panel when setting a travel route. [Figure 3] In the first embodiment, this is the screen displayed on the touch panel of the user's terminal while the user is in solo walking mode. [Figure 4] This is a chart illustrating the transmission and reception of information between the server device and an external device when a specific location is set in the first embodiment. [Figure 5] This is a chart illustrating the transmission and reception of information between the server device and the user terminal when setting a travel route in the first embodiment. [Figure 6] The first embodiment is a chart illustrating the transmission and reception of information between the server device and the user terminal while in solo walking mode. [Figure 7] This is a flowchart illustrating the sequence of operations of the game system when a specific location is set in the first embodiment. [Figure 8] This is a flowchart illustrating the sequence of operations of the game system when setting a movement path in the first embodiment. [Figure 9] This is a flowchart illustrating a series of operations of the game system during the "Solo Walking Mode" in the first embodiment. [Figure 10] In the second embodiment, this is the screen displayed on the user's terminal's touch panel while in "walking together" mode. [Figure 11] The second embodiment is a chart showing the transmission and reception of information between the server device and an external device when a specific location is set. [Figure 12] The second embodiment is a chart illustrating the transmission and reception of information between the server device and the user terminal during the "walk together" mode. [Figure 13] This is a flowchart illustrating the sequence of operations of the game system when a specific location is set in the second embodiment. [Figure 14] The second embodiment is a flowchart illustrating the sequence of operations of the game system during the "Stroll Together" mode. [Figure 15] In the third embodiment, this is the screen displayed on the touch panel of the user terminal. [Modes for carrying out the invention]

[0025] [First Embodiment] A game system 1 of the first embodiment of this disclosure will be described with reference to the drawings.

[0026] <Explanation of Game System 1> In the game system 1 of the first embodiment, the server device 2 (computer), user terminal 3, and external device 5 are connected to each other via a communication network 6 so that they can communicate with one another. The user terminal 3 is, for example, a personal computer, smartphone, tablet device, etc. In the following, the case where the user terminal 3 is a smartphone will be used as an example.

[0027] <Overview of Game System 1> Server device 2 stores game programs and game data, and enables user terminal 3 to play the game by sending and receiving control signals related to the game.

[0028] User terminal 3 executes a predetermined game based on user input. To do this, user terminal 3 receives (specifically, downloads and installs) the game program and game data from server device 2 via communication network 6.

[0029] Each user is assigned account information, including identification information and a password, associated with user terminal 3. This account information is transmitted from user terminal 3 to server device 2 during login and is used for user authentication on server device 2.

[0030] After user authentication, communication between the server device 2 and the user terminal 3 becomes possible. After logging in, the user terminal 3 receives data necessary for game progression (data related to game progress) from the server device 2, and proceeds with the game while outputting game images and sounds to the touch panel 38 and speaker 39 based on the user's input.

[0031] The game of this embodiment is a game in which a character in a virtual space corresponding to the real space acts based on map information in the real space and information regarding the location of the user terminal 3. The user raises multiple characters on the user terminal 3 and forms a party to achieve goals such as defeating enemy characters or clearing quests in the virtual space. Characters include player characters and NPCs (non-player characters). The following description will focus on character raising in the game of this embodiment. In the game of this embodiment, the user selects one character from multiple characters and raises this character by moving it in the virtual space.

[0032] In this embodiment, the user pre-sets a movement path for the character in the virtual space. The character begins moving to a specific location along the movement path. As the game progresses, information about the character's position in the virtual space is sent from the user terminal 3 to the server device 2, and the server device 2 grants the character a predetermined first reward when the character reaches a pre-set specific location.

[0033] <Configuration of Game System 1> The hardware configurations of server device 2, user terminal 3, and external device 5 will be described below with reference to Figure 1.

[0034] <Configuration of Server Device 2> As shown in Figure 1, the server device 2 has a network interface 21, a control unit 22, and a storage unit 23. The network interface 21 and the storage unit 23 are electrically connected to the control unit 22 via a bus 24.

[0035] The network interface 21 is connected to the user terminal 3 and external devices 5 via a communication network 6 such as the Internet and a LAN.

[0036] The control unit 22 consists of a microcomputer including a CPU and semiconductor memory, and controls the operation of the server device 2.

[0037] The control unit 22 functions as a reception means 221, a location information acquisition means 222, a virtual space generation means 223, a setting means 224, a processing means 225, and a transmission means 226 by executing various programs stored in the storage unit 23, which will be described later.

[0038] The receiving means 221 and the transmitting means 226 send and receive game information to and from the user terminal 3 for the purpose of running the game. The game information that the transmitting means 226 sends to the user terminal 3 is the information necessary for the user to play the game on the user terminal 3. Specifically, this includes data for running game sessions such as quests, data for controlling various parameters and actions of each character, and data such as virtual game space objects and textures.

[0039] Furthermore, the game information received by the reception means 221 from the user terminal 3 includes information entered by the user into the user terminal 3 during the game. Specifically, the game information includes data that identifies the actions and results of the character controlled by the user, as well as data related to the various choices selected by the user.

[0040] In this embodiment, the receiving means 221 receives various information from the user terminal 3 and external device 5 via the communication network 6. In this embodiment, the receiving means 221 receives information such as the character's position in the virtual space, route setting information set by the user, destination information, and location information of specific objects.

[0041] The location information acquisition means 222 acquires information about the location of the user terminal 3 in real space. Specifically, the location information acquisition means 222 acquires information about the location of the user terminal 3 in real space when the location information of the user terminal 3 in real space, acquired by the GPS 37 of the user terminal 3 (described later), is transmitted from the user terminal 3 to the server device 2.

[0042] The virtual space generation means 223 generates a virtual space corresponding to a map of the real world and allows characters to operate within the virtual space. The virtual space generation means 223 also receives information about specific objects from the external device 5 and reflects it in the virtual space.

[0043] The virtual space includes the game's environment, which is created based on a map of the real world. The virtual space contains virtual roads, railways, buildings, land, rivers, etc., corresponding to real-world roads, railways, buildings, land, rivers, etc. Characters include the player's avatar, animals (pet characters), mascots, NPCs, etc., that appear in the game. A character's position in the virtual space includes their position as they move within the virtual space during gameplay.

[0044] A specific object is a character's favorite, and each character has a different specific object. Specific objects include real-world items such as specific buildings, places, goods, and vehicles. Specific objects include both fixed and moving objects. In the virtual space, virtual specific objects are created that correspond to the real-world specific objects.

[0045] Specific buildings include, for example, train stations, schools, radio towers, restaurants, cafes, flower shops, clothing stores, convenience stores, supermarkets, etc. Specific places include, for example, parks, flower gardens, parking lots, etc. Specific items include, for example, playground equipment, fountains, signs, monuments, railway crossings, traffic lights, sweets, toys, flowers, dogs, cats, birds, etc. Specific vehicles include, for example, trains, ships, buses, etc.

[0046] The setting means 224 sets a specific location on a map in real space or in virtual space. The specific location includes the location of a character's favorite specific object. Specifically, the setting means 224 sets the specific location based on information about the location of the specific object transmitted from the external device 5 and received by the receiving means 221. The specific location set by the setting means 224 is different for each character.

[0047] The processing means 225 grants a predetermined first benefit to the character when the character's position in the virtual space reaches a specific location. The first benefit includes changes to the character's virtual parameters.

[0048] Furthermore, if the virtual parameters satisfy a predetermined first condition when the character's position reaches the destination, the processing means 225 grants the character a predetermined second benefit. Specifically, if the virtual parameters are equal to or greater than a predetermined first setting value when the character's position reaches the destination, the processing means 225 places the character in a specific state or grants a reward as a second benefit.

[0049] A character's virtual parameters are numerical representations of their abilities (e.g., attack power, defense power, speed), health, stamina, affection level, mood, etc. Below, we will use the example of a character whose virtual parameter is a numerical representation of their mood, and refer to the mood value as the "mood parameter." The mood parameter changes within a range of, for example, 0 to 100, with a higher value indicating a better mood and a lower value indicating a worse mood.

[0050] In this embodiment, the processing means 225 increases the character's mood parameter as a first reward when the character's position in the virtual space reaches a specific location. Furthermore, the processing means 225 performs a process to gradually decrease the character's mood parameter when the character moves in the virtual space.

[0051] The transmission means 226 transmits virtual parameter information, including the changed mood parameter, to the user terminal 3. As a result, when the character's virtual parameters change during the game played on the user terminal 3, the information about the changed virtual parameters is reflected in the game played on the user terminal 3.

[0052] The memory unit 23 consists of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), and SSD (Solid State Drive). The memory unit 23 stores various programs, including a part of the game program of this embodiment, as well as various data necessary for the game to progress.

[0053] Furthermore, the memory unit 23 stores user identification information, the type of one or more characters for each user, virtual parameters, and information such as the characters' favorite buildings and items. The memory unit 23 also stores a map of the real world, information of the virtual world, route setting information received by the reception means 221, and information of specific locations set by the setting means 224.

[0054] <User terminal 3 configuration> As shown in Figure 1, the user terminal 3 has a touch panel 38 and a speaker 39. The user terminal 3 also has a network interface 31, a control unit 32, a graphics processing unit 33, an operation unit 34, an audio processing unit 35, a storage unit 36, and a GPS 37 (Global Positioning System). The network interface 31, graphics processing unit 33, operation unit 34, audio processing unit 35, storage unit 36, and GPS 37 are electrically connected to the control unit 32 via a bus 40.

[0055] The network interface 31 is connected to the communication network 6 in a communicative manner for sending and receiving various types of data between the user terminal 3 and the server device 2.

[0056] The graphics processing unit 33 renders game images, including characters and various objects related to the virtual space, in video format, according to the game image information output from the control unit 32, which will be described later. The graphics processing unit 33 is connected to, for example, a touch panel 38, and the game images rendered in video format are displayed on the touch panel 38 as a game screen.

[0057] The control unit 34 is connected to the touch panel 38 and transmits and receives data related to operation input to the touch panel 38. The user inputs an operation signal to the user terminal 3 by touching the touch panel 38.

[0058] The audio processing unit 35 is connected to the speaker 39 and, following instructions from the control unit 32 (described later), plays and synthesizes game audio, which is then output from the speaker 39.

[0059] The GPS37 obtains information about the current location of the user terminal 3 by receiving signals from several satellites orbiting in the sky.

[0060] The control unit 32 consists of a microcomputer including a CPU and semiconductor memory, and controls the operation of the user terminal 3. The control unit 32 functions as a communication means 321, a game execution means 322, a notification control means 323, and a reception means 324 by executing various programs stored in the memory unit 36, which will be described later.

[0061] The communication means 321 is a function that communicates with the server device 2 via the network interface 31.

[0062] The communication means 321 generates and transmits information that the server device 2 can understand in response to various operation signals received by the operation unit 34 from the touch panel 38. For example, the communication means 321 transmits account information, new game data download request information, quest execution requests, etc., to the server device 2. The communication means 321 also receives new game data, etc., sent from the server device 2 in response to download request information.

[0063] The game execution means 332 constitutes part of the virtual space generation means and processing means. The game execution means 322 generates two-dimensional or three-dimensional game image information while executing a game program, using data such as virtual game space objects and textures contained in the game data, which are read from the storage unit 36 ​​(described later) or data received from the server device 2, in accordance with the user's operation of the touch panel 38 on the user terminal 3. As the game image information is processed by the graphics processing unit 33, the processed game image is sequentially displayed on the touch panel 38.

[0064] The game execution means 322 then places characters on the game image in the virtual game space and controls the characters' actions in the virtual game space according to user operations and the progress of the game. The game execution means 322 also executes quests in the game in response to user operations via the touch panel 38.

[0065] The notification control means 323 controls the display of the touch panel 38 and the audio output of the speaker 39 in response to user operations on the user terminal 3 when the game is being played.

[0066] The reception means 324 receives data from the operation unit 34 that identifies the actions and results of the character controlled by the user, as well as data related to various choices selected by the user, based on the operation input to the touch panel 38. The reception means 324 also receives information from the server device 2 that is necessary for the user to play the game on the user terminal 3. In addition, the reception means 324 receives information from the server device 2 such as the character's position in the virtual space, route setting information set by the user, destination information, and information on the location of specific objects.

[0067] The storage unit 36 ​​consists of an HDD, RAM, ROM, and SSD. The storage unit 36 ​​stores game data downloaded from the server device 2, various programs including parts of the game program, and account information for the user terminal 3.

[0068] External device 5 includes computers of map production companies, traffic information management companies, railway companies, etc. In this embodiment, external device 5 transmits location information of a specific object to server device 2.

[0069] <Operation flow of Game System 1> Next, I will explain the operation flow of Game System 1. The operation flow of Game System 1 can be broadly divided into setting the destination, setting a specific location, setting the travel route, and progressing through the solo stroll mode.

[0070] First, let's explain the operation flow of the game system 1 when setting a destination. When the user selects to set a destination on the touch panel 38 in the game's menu screen on the user terminal 3, the destination setting screen is displayed on the touch panel 38. Specifically, the destination setting screen includes a map 100 and the user's home 102 located on the map 100. This destination setting screen is displayed when information about the real-world map stored in the storage unit 23 of the server device 2 is transmitted from the server device 2 to the user terminal 3.

[0071] The location of Home 102 is set by the user during the game installation on user terminal 3. During gameplay, the character departs from Home 102. The user can also change the location of Home 102.

[0072] When setting a destination, multiple destination options are displayed on the touch panel 38 based on the user's past play history, and the destination location is set by the user selecting a specific destination from these options. The user can also set a new destination using the touch panel 38. In another configuration, when the user sets a destination location on the destination setting screen, the location of the destination previously set by the user is displayed, and the user can change this previously set destination location as desired.

[0073] In this destination setting screen, when the user inputs information about the destination's location on the map 100 using the touch panel 38, the input destination location information is transmitted from the user terminal 3 to the server device 2. When the receiving means 221 of the server device 2 receives the destination location information, the received destination location information is stored in the storage unit 23.

[0074] Next, we will explain the operation flow of the game system 1 when setting a specific location. Figure 4 is a chart showing the transmission and reception of information between the server device 2 and the external device 5 when setting a specific location in this embodiment, and Figure 7 is a flowchart showing the sequence of operations of the game system 1 when setting a specific location.

[0075] When setting a specific location, information about the location of a specific object is transmitted from the external device 5 to the server device 2. The location of the specific object includes the location of a specific building, a specific place, a specific item, a specific vehicle, etc. For example, information about the location of a specific building, a specific place, a specific item, etc., is transmitted from the external device 5 of a map production company to the server device 2. Also, information about the location of a specific vehicle, etc., is transmitted from the external device 5 of a traffic information management company or a railway company to the server device 2.

[0076] When the receiving means 221 of the server device 2 receives location information of a specific object from the external device 5 ("YES" in step St101), the setting means 224 sets the specific location on a map in real space or in virtual space (step St102). Specifically, the specific location is set on a map in real space or in virtual space managed by the server device 2. Then, the control unit 22 stores the map information in which the specific location has been set in the storage unit 23 (step St103).

[0077] Next, we will explain the operation flow of the game system 1 when setting a movement path. Figure 2 is the screen displayed on the touch panel 38 of the user terminal 3 when setting a movement path in this embodiment. Figure 5 is a chart showing the transmission and reception of information between the server device 2 and the user terminal 3 when setting a movement path in this embodiment, and Figure 7 is a flowchart showing the sequence of operations of the game system 1 when setting a movement path.

[0078] When the user selects on the touch panel 38 to set a travel route on the game's menu screen on the user terminal 3, the control unit 32 sends a route setting start command to the server device 2. When the receiving means 221 of the server device 2 receives the route setting start command ("YES" in step St201), the transmitting means 226 sends route setting screen information to the user terminal 3 (step St202).

[0079] When the control unit 32 of the user terminal 3 receives route setting screen information from the server device 2, it displays the route setting screen on the touch panel 38. Figure 2 shows the route setting screen displayed on the touch panel 38. As shown in Figure 2, the route setting screen includes a map 100, the user's home 102 placed on the map 100, a destination 104, a plurality of specific objects 106, and a message 120.

[0080] Each specific object 106 is placed in a specific location set by the setting means 224 within the virtual space generated by the virtual space generation means 223.

[0081] Message 120, displayed on the route setting screen, prompts the user to set the route (outing route) that the character will take as the game progresses. When the user traces the route from home 102 to destination 104 on the map 100 on the route setting screen displayed on the touch panel 38, the character's travel route 110 is set. The user can also set waypoints along the travel route from home 102 to destination 104 on the route setting screen displayed on the touch panel 38.

[0082] Route setting information, including information such as the character's movement path set by the user, is transmitted from the user terminal 3 to the server device 2. When the receiving means 221 of the server device 2 receives the route setting information (step St203), the control unit 22 stores the route setting information in the storage unit 23 (step St204). Subsequently, the transmitting means 226 of the server device 2 transmits route setting completion information to the user terminal 3 (STEP205). As a result, a message indicating that route setting is complete is displayed on the touch panel 38 of the user terminal 3.

[0083] Next, we will explain the operation flow of the game system 1 during solo walking mode. Figure 3 is the screen displayed on the touch panel 38 of the user terminal 3 during solo walking mode in this embodiment. Figure 6 is a chart showing the transmission and reception of information between the server device 2 and the user terminal 3 during solo walking mode in this embodiment, and Figure 9 is a flowchart showing the sequence of operations of the game system 1 during solo walking mode.

[0084] In the display screen of the user terminal 3's touch panel 38 shown in Figure 3, the home 102, destination 104, and various specific objects 106 are displayed on the map 100 during gameplay. Furthermore, when the character moves in the virtual space, a graphic representing the character's movement (indicated by reference numeral 112) is displayed on the touch panel 38 on the map 100.

[0085] Additionally, during gameplay, a message 122 indicating that the character is out is displayed on the touch panel 38 of the user terminal 3.

[0086] Under normal circumstances, the character moves according to the user's location or waits at home. When the character movement initiation condition is met, the character temporarily moves away from the user's location. Specifically, when the character movement initiation condition is met ("YES" in step St301), the solo stroll mode is started on server device 2 and user terminal 3. In this case, the user's location is displayed on the map separately from the character's location. More specifically, before the solo stroll mode is started, the user's location and the character's location are the same, so the user's location does not need to be displayed, but once the solo stroll mode is started, the user's location is always displayed.

[0087] The conditions for initiating character movement include at least one of the following: a specific time set in advance has arrived; the user has entered a command to start the solo walking mode into the touch panel 38 on the user terminal 3; or the location of the user terminal 3, as obtained by GPS 37, has moved away from home 102.

[0088] The specific time can be set by the user via user terminal 3. Furthermore, the pre-set specific time may differ for each character.

[0089] When the solo walking mode is started, the character (indicated by reference numeral 112) moves at a predetermined speed along a set travel path on the map 100 displayed on the touch panel 38 of the user terminal 3 (step St302). The predetermined speed is set for each type of character. Information on the character's position on the map 100 is transmitted from the user terminal 3 to the server device 2 over time, and the receiving means 221 of the server device 2 receives the information on the character's position.

[0090] The processing means 225 of the server device 2 gradually decreases the mood parameter as the character moves in the virtual space. Furthermore, if the character's position, as received by the reception means 221, reaches a specific location ("YES" in step St303), the processing means 225 grants the character a first benefit. Specifically, it increases the character's mood parameter (step St304).

[0091] Additionally, items and virtual currency are scattered throughout the virtual space, and when a character approaches an item or virtual currency, they can pick it up. By using items, it becomes possible to change the character's virtual parameters, add playable characters, alter the game environment (for example, the game scenario), or trigger specific game events.

[0092] Even if the character's location, which is registered by the reception means 221, does not reach a specific location while the character is in solo stroll mode, the user can increase the character's mood parameter by giving it an item on the touch panel 38 of the user terminal 3. However, items that can be given to the character can be purchased with virtual currency, for example. Virtual currency refers to gems and other items obtained by making in-game purchases, and can be obtained by making purchases or completing specific quests in the game.

[0093] While in solo walking mode, when the character is moving in the virtual space, if the user moves in the real space while holding the user terminal 3, the GPS 37 acquires information about the location of the user terminal 3 in the real space. The acquired location information of the user terminal 3 is transmitted from the user terminal 3 to the server device 2, and the location information acquisition means 222 of the server device 2 acquires the location information of the user terminal 3.

[0094] Then, when the position of the user terminal 3 obtained by the position information acquisition means 222 approximately matches the position of the character ("YES" in step St305), the processing means 225 sets the game status to linked mode. When the game status is set to linked mode, the processing means 225 increases the character's mood parameter (step St306). In addition, in linked mode, even if the character moves in the virtual space, the mood parameter does not decrease or the degree of decrease is reduced.

[0095] Furthermore, while in solo walking mode, if the user uses the camera function on the user terminal 3 to photograph objects such as sweets, toys, flowers, dogs, cats, birds, or vehicles in collaborative mode, the captured image data is transmitted from the user terminal 3 to the server device 2. When the receiving means 221 receives the image data, the control unit 22 determines whether or not objects of the same type as a specific object in the virtual space are included in the image data. For example, identification may be done by the outline of the object, the vehicle number or color in the case of a vehicle, or the arrangement of eyes, nose, mouth, ears, etc. in the case of an animal.

[0096] The processing means 225 changes the character's virtual parameters if the image data contains an object of the same type as a specific object in the virtual space. Specifically, if the character's favorite item is nearby, the processing means 225 increases the mood parameter.

[0097] Furthermore, in collaborative mode, when a user records the sounds of dogs or cats using the microphone installed in the user terminal 3, the recorded audio data is transmitted from the user terminal 3 to the server device 2. When the receiving means 221 receives the audio data, the control unit 22 determines whether or not the audio data contains the sounds of an object of the same type as the specific object set by the setting means 224.

[0098] In this case as well, the processing means 225 changes the character's virtual parameters if the audio data contains the sound of an object of the same type as the specific object set by the setting means 224. Specifically, if the character's favorite dog or cat is nearby, the processing means 225 increases the mood parameter. The audio data may be identified by, for example, frequency, pitch, sound pressure, etc.

[0099] Furthermore, if the receiving means 221 of the server device 2 does not receive information containing information about a specific object from the user terminal 3 for a certain period of time, the processing means 225 reduces the character's mood parameter, assuming that the character has not been in contact with their favorite item for some time. This forces the user to periodically obtain information about real-world items that the character likes at the user terminal 3, thereby improving the gameplay.

[0100] The transmission means 226 of the server device 2 transmits information about the changed virtual parameters to the user terminal 3. The user terminal 3 displays the information about the changed virtual parameters on the touch panel 38. Specifically, the gauge 124 for the character's mood parameter is displayed on the touch panel 38.

[0101] Furthermore, if a waypoint is set along the route from home 102 to destination 104, the character will wait at the waypoint for a certain period of time upon arrival. This ensures that even if the user holding user terminal 3 is late in the linked mode and misses the character's movement, the user can rejoin the character at the waypoint. In this case, once the location of user terminal 3, as obtained by the location information acquisition means 222, reaches the waypoint, the character will resume movement.

[0102] Furthermore, if the character's location, as determined by the location information acquisition means 222 of the server device 2, does not reach a specific location for a certain period of time, the processing means 225 reduces the character's mood parameter because the character has not been to its preferred location for some time. This forces the user to set the character's movement path so that the character periodically goes to a specific location, thereby improving the gameplay.

[0103] Furthermore, if the character's mood parameter falls below a predetermined second setting value during gameplay ("YES" in step St307), the transmission means 226 sends an instruction to the user terminal 3 to disable character control. As a result, character control becomes impossible (step St308). Specifically, the character's movement speed on the map 100 decreases or the character stops moving altogether.

[0104] Furthermore, if the character becomes uncontrollable, the character may move regardless of the set path. For example, the character may move towards the nearest specific location, or towards their home. The character's movement speed may also increase or decrease depending on the value of the mood parameter.

[0105] In this case, the user with user terminal 3 can retrieve the character or increase the mood parameter by moving to the location on map 100 where the character is located in the real world. When the mood parameter exceeds the second setting value, the character will move again along the set movement path at a predetermined speed.

[0106] Additionally, enemy characters may exist in the virtual space, and when a character approaches an enemy character, the character will engage in combat. If a character's health reaches 0 during combat, the character is considered incapacitated and will no longer be able to move in the virtual space.

[0107] In this case as well, when a user with user terminal 3 moves to the location on map 100 where the character is located in a real-world space, and the location of user terminal 3 obtained by location information acquisition means 222 approximately matches the character's location, the character can be healed by using a recovery item on the incapacitated character.

[0108] Furthermore, when multiple users are playing the game, the position of one user's character may nearly coincide with the position of another user's character, or one user's character may move together with another user's character. In this case, the processing means 225 of the server device 2 increases the mood parameter of each user's character. Other users can be arbitrarily set, or users who have a predetermined relationship with the user (for example, users who are registered as friends) may be considered other users.

[0109] If the character's position on the map 100 reaches the destination 104 during gameplay ("YES" in step St309), the control unit 22 of the server device 2 determines whether the character's mood parameter is equal to or greater than a predetermined first setting value (step St310).

[0110] Then, if the character's mood parameter is equal to or greater than a predetermined first setting value ("YES" in step St310), the processing means 225 grants the character a second benefit. Specifically, it puts the character into a specific state or grants a reward (step St311).

[0111] When a character reaches a certain state, they will perform actions such as automatic exploration, automatic training, or hibernation, or their parameters will increase.

[0112] Automatic exploration includes characters automatically searching for items and virtual currency in a virtual space without the user setting a movement path, and acquiring the items and virtual currency they find. Automatic training includes characters automatically training in training grounds or dojos in the virtual space, thereby gaining experience points, leveling up, learning skills, increasing virtual parameters, and increasing the maximum value of virtual parameters. Furthermore, dormancy includes resting the character to recover predetermined virtual parameters (e.g., health points). Parameters include health, stamina, and the character's combat level, and increasing parameters gives an advantage in the game.

[0113] Furthermore, the rewards granted include increases in virtual parameters, the granting of new characters, the right to participate in an event where a predetermined number of characters are selected (granted) by lottery from among multiple candidate characters (so-called gacha tickets), the granting of items, or the granting of virtual currency.

[0114] Furthermore, when the character's position on the map 100 reaches the destination 104 during gameplay ("YES" in step St309), the transmission means 226 of the server device 2 sends a command to the user terminal 3 to perform a predetermined event (step St312). As a result, the predetermined event is executed in the game on the user terminal 3.

[0115] The designated events include the granting of items, battles between the user's character and enemy boss characters, mini-games that allow players to improve their character's virtual parameters, and events where the character performs specific dances, poses, or other movements at a designated destination.

[0116] Subsequently, when the character leaves destination 104 to return to home 102, the processing means 225 cancels the character's specific state. The route the character takes to return from destination 104 to home 102 may be the same route taken to return from home 102 to destination 104, or the user may be able to specify a different route.

[0117] In summary, the virtual space generation means 223 generates a virtual space in which characters corresponding to a map of real space are active, the setting means 224 sets a specific location on the map of real space or in the virtual space, and the processing means 225 grants a predetermined first benefit to the character when the character reaches the specific location.

[0118] <Effects> According to this embodiment, in particular, in location-based games, even when the user is unable to move in reality, the character can move independently and the game can progress, thereby improving the entertainment value of the game.

[0119] [Second Embodiment] A game system 1a of the second embodiment of this disclosure will be described with reference to the drawings.

[0120] <Overview of Game System 1a> In this embodiment, as the game progresses, the location information of the actual user terminal 3 is acquired by the location information acquisition means 222 of the server device 2. When the acquired location of the user terminal 3 reaches a predetermined specific location, the server device 2 grants the character a predetermined third benefit.

[0121] <Configuration of Game System 1a> Since the configuration of the game system 1a in this embodiment is substantially the same as that of the game system 1 in the first embodiment, a detailed explanation will be omitted.

[0122] <Operation flow of game system 1a> This section explains the operation flow of game system 1a. When explaining the operation flow of game system 1a, explanations of the same operations as game system 1 will be omitted. The operation flow of game system 1a can be broadly divided into setting the destination, setting specific locations, setting the travel route, and game progression.

[0123] First, let's explain the operation flow of the game system 1a when setting a destination. When the user selects to set a destination on the touch panel 38 in the game's menu screen on the user terminal 3, the destination setting screen is displayed on the touch panel 38. Specifically, the destination setting screen includes a map 100 and the user's home 102 located on the map 100. This destination setting screen is displayed when information about the real-world map stored in the storage unit 23 of the server device 2 is transmitted from the server device 2 to the user terminal 3.

[0124] In this destination setting screen, when the user inputs information about the destination's location on the map 100 using the touch panel 38, the input destination location information is transmitted from the user terminal 3 to the server device 2. The user can also input information about the time of arrival at the destination using the touch panel 38. The input information about the time of arrival at the destination is also transmitted from the user terminal 3 to the server device 2.

[0125] Next, we will explain the operation flow of the game system 1a when setting a specific location. Figure 11 is a chart showing the transmission and reception of information between the server device 2, the user terminal 3, and the external device 5 when setting a specific location in this embodiment, and Figure 13 is a flowchart showing the sequence of operations of the game system 1a when setting a specific location.

[0126] When a user selects to set a specific location on the game's menu screen on the user terminal 3 using the touch panel 38, the specific location setting screen is displayed on the touch panel 38. Specifically, the specific location setting screen includes a map 100, a home 102 placed on the map 100, and a destination 104.

[0127] In this specific location setting screen, when the user inputs information about the character's favorite location or the location of an item using the touch panel 38, the input information is transmitted from the user terminal 3 to the server device 2 (step St401). The user can input information about the favorite location or the location of an item for each character using the touch panel 38.

[0128] When the receiving means 221 of the server device 2 receives information about each character's favorite location or the location of an item, the setting means 224 sets a specific location in the virtual space (step St402). Specifically, the specific location is set on a map managed by the server device 2. Then, the control unit 22 stores the map information with the set specific location in the storage unit 23 (step St403).

[0129] Subsequently, the transmission means 226 transmits registration information indicating that a specific location has been set to the user terminal 3 (step St404). As a result, the information that a specific location has been set is displayed on the touch panel 38 of the user terminal 3.

[0130] Furthermore, when setting a specific location, information about the location of the specific object is transmitted from the external device 5 to the server device 2. When the receiving means 221 of the server device 2 receives the information about the location of the specific object from the external device 5 ("YES" in step St405), the setting means 224 sets the specific location on a map in real space or in a virtual space corresponding to the map in real space (step St406). Specifically, the specific location is set on a map managed by the server device 2. Then, the control unit 22 stores the map information in which the specific location has been set in the storage unit 23 (step St407).

[0131] Next, the operation flow of the game system 1a when setting a travel route will be explained. When the user selects to set a travel route on the touch panel 38 of the game menu screen on the user terminal 3, the control unit 32 sends a route setting start command to the server device 2. When the receiving means 221 of the server device 2 receives the route setting start command, the transmitting means 226 sends route setting screen information to the user terminal 3.

[0132] When the control unit 32 of the user terminal 3 receives route setting screen information from the server device 2, it displays the route setting screen on the touch panel 38. The user traces the route from home 102 to destination 104 on the map 100 on the route setting screen displayed on the touch panel 38, and the character's movement path is set. The route setting information, including the movement path set by the user, is transmitted from the user terminal 3 to the server device 2.

[0133] When the receiving means 221 of the server device 2 receives route setting information, the control unit 22 stores the route setting information in the storage unit 23. Subsequently, the transmitting means 226 of the server device 2 sends route setting completion information to the user terminal 3. As a result, a message indicating that route setting is complete is displayed on the touch panel 38 of the user terminal 3.

[0134] Next, we will explain the operation flow of the game system 1a during the "Stroll Together" mode. Figure 10 is the screen displayed on the touch panel 38 of the user terminal 3 during the "Stroll Together" mode in this embodiment. Figure 12 is a chart showing the transmission and reception of information between the server device 2 and the user terminal 3 during the "Stroll Together" mode in this embodiment, and Figure 14 is a flowchart showing the sequence of operations of the game system 1 during the "Stroll Together" mode.

[0135] In the display screen of the touch panel 38 of the user terminal 3 shown in Figure 10, when in "Stroll Together" mode, the home 102, destination 104, and multiple specific objects 106 are displayed on the map 100.

[0136] Furthermore, when a user with user terminal 3 moves in a real-world space, a graphic of a character (indicated by reference numeral 112) moving along with the user on map 100 is displayed on touch panel 38. In addition, the user's and character's travel route 130 from home 102 is displayed on touch panel 38.

[0137] Additionally, during the "Stroll Together" mode, a message 126 indicating that the user and the character are going out together is displayed on the touch panel 38 of the user terminal 3. The user terminal 3's past travel route 130 on the map 100 is also displayed on the touch panel 38.

[0138] The user first inputs a command to start the "Stroll Together" mode using the touch panel 38 on the user terminal 3. Once the command to start the "Stroll Together" mode is input via the touch panel 38, a game start command is sent from the user terminal 3 to the server device 2. When the receiving means 221 of the server device 2 receives the command to start the "Stroll Together" mode ("YES" in step St501), the "Stroll Together" mode is started.

[0139] When the "Stroll Together" mode is activated, the user (indicated by reference numeral 114) and the character (indicated by reference numeral 112) move on the map 100 displayed on the touch panel 38 of the user terminal 3, based on the location information of the user terminal 3 detected by the GPS 37.

[0140] Furthermore, the location information of the user terminal 3 detected by GPS37 is transmitted from the user terminal 3 to the server device 2, and the location information acquisition means 222 of the server device 2 acquires the location information of the user terminal 3. The processing means 225 of the server device 2 moves the character in the virtual space based on the location of the user terminal 3 (step St502).

[0141] The processing means 225 of the server device 2 gradually decreases the mood parameter as the character moves in the virtual space. Furthermore, if the character's position, as received by the reception means 221, reaches a specific location ("YES" in step St503), the processing means 225 grants the character a third benefit. Specifically, it increases the character's mood parameter (step St504).

[0142] The transmission means 226 of the server device 2 transmits information about the changed virtual parameters to the user terminal 3. The user terminal 3 displays the information about the changed virtual parameters on the touch panel 38. Specifically, the gauge 124 for the character's mood parameter is displayed on the touch panel 38.

[0143] Furthermore, if the location of the user terminal 3, as received by the server device 2's receiving means 221, does not reach a specific location for a certain period of time, the processing means 225 reduces the character's mood parameter because the character has not been to their favorite place for a while. This forces the user to move so that the period during which the user terminal 3 does not go to a specific location exceeds a predetermined period, thereby improving the gameplay.

[0144] Furthermore, if the character's mood parameter falls below a predetermined fourth setting value while in "Stroll Together" mode ("YES" in step St505), the transmission means 226 sends an instruction to the user terminal 3 to disable character control. As a result, character control becomes impossible (step St506). Specifically, the character will no longer move even if the user moves.

[0145] In this case, the user with user terminal 3 can restore (increase) the character's mood parameter by standing still in the real world for a while. When the mood parameter exceeds the fourth setting value, the character can move again in the virtual world.

[0146] Furthermore, if the mood parameter is smaller than the fourth setting value, the transmission means 226 may send an instruction to the user terminal 3 to move the character independently of the user terminal 3's operation. In this case, the character will move on the map 100 displayed on the touch panel 38 independently of the user terminal 3's operation. In this case as well, the user holding the user terminal 3 can recover (increase) the character's mood parameter by moving along the character's movement and the real-world spatial path corresponding to the virtual path the character is moving (following the character).

[0147] When the user terminal 3 reaches the destination 104 on the map 100 while in "Stroll Together" mode, and the location information acquisition means 222 determines that the user terminal 3 is located near the destination 104 ("YES" in step St507), the control unit 22 of the server device 2 determines whether the character's mood parameter is equal to or greater than a predetermined third setting value (step St508).

[0148] Then, if the character's mood parameter is equal to or greater than a predetermined third setting value ("YES" in step St508), the processing means 225 grants the character a fourth benefit. Specifically, it puts the character into a specific state or grants a reward. (Step St509)

[0149] Furthermore, when the user terminal 3 reaches the destination 104 on the map 100 during the walk-together mode ("YES" in step St507), the transmission means 226 of the server device 2 sends a command to the user terminal 3 to perform a predetermined event (step St510). As a result, a predetermined event is executed in the game on the user terminal 3.

[0150] Subsequently, when the user possessing user terminal 3 leaves destination 104 to return home 102, processing means 225 cancels the character's specific state.

[0151] Furthermore, if a time for arrival at destination 104 is set, and the user terminal 3 has not reached destination 104 by the arrival time, the processing means 225 gradually decreases the character's mood parameter. On the other hand, if the user terminal 3 reaches destination 104 earlier than the arrival time, the processing means 225 increases the character's mood parameter.

[0152] Furthermore, if the user terminal 3 deviates from the movement path set by the user, the processing means 225 gradually decreases the character's mood parameter. On the other hand, even if the user terminal 3 deviates from the movement path set by the user, if the character's location, as received by the reception means 221, is in a specific location, the processing means 225 does not decrease the character's mood parameter.

[0153] To summarize, the virtual space generation means 223 generates a virtual space in which characters corresponding to a map of the real world are active, the location information acquisition means 222 acquires location information of the user terminal 3 in the real world, the setting means 224 sets a specific location on the map of the real world or in the virtual space corresponding to the map of the real world, and the processing means 225 grants a predetermined third benefit to the character when the location of the user terminal 3 reaches the specific location.

[0154] <Effects> According to this embodiment, in a location-based game, the entertainment value of the game can be improved by having the user manage the character's mood as they progress through the game.

[0155] [Other aspects of the first and second embodiments] The above description primarily illustrates the case where the server device 2 operates the program, but it is not limited to this. The server device 2 and the user terminal 3 may work together to execute each of the program's means, namely the location information acquisition means 222, the virtual space generation means 223, the setting means 224, and the processing means 225. Alternatively, the location information acquisition means 222, the virtual space generation means 223, the setting means 224, and the processing means 225 may be provided on the user terminal 3 alone, or on a separate communication terminal separate from the server device 2 and the user terminal 3. Furthermore, when the server device 2 and the user terminal 3 operate together, the means operated by which device can be changed as appropriate.

[0156] Furthermore, the receiving means for receiving user input to set the character's movement path may include not only the receiving means 221 of the server device 2, but also the receiving means 334 of the user terminal 3.

[0157] Furthermore, while the above description mentions a configuration in which the user sets the movement path using the touch panel 38 of the user terminal 3 before the game starts, the system is not limited to this configuration. The movement path may be randomly selected from a history of movement paths previously taken by the character. Alternatively, the movement paths previously taken by the character may be displayed on the touch panel 38 of the user terminal 3, allowing the user to select a movement path from this list using the touch panel 38.

[0158] Furthermore, on the route setting screen displayed on the touch panel 38, instead of the user tracing the route from home 102 to destination 104 on the map 100, multiple routes, including the most recently selected route, a route not recently selected, and the route with the highest parameters, may be displayed on the touch panel 38 in a way that highlights the characteristics of each route, allowing the user to select from among the multiple routes.

[0159] To show the characteristics of each route, for example, the most recently selected route could be shown with a solid line, and other routes with dashed lines. Alternatively, the route with the highest parameters could be shown with a solid line, and other routes with dashed lines. Or, multiple routes could be displayed in different colors. The user can also select a route by touching the route displayed on the touch panel 38.

[0160] Furthermore, when setting a travel path, the processing means 225 may change the amount by which the mood parameter is increased as a first or third benefit when a specific location is reached, depending on the frequency of travel paths previously taken by the character. For example, if a frequently used travel path is selected, the processing means 225 may increase the amount by which the mood parameter is increased when a specific location is reached. In this case, the amount by which the mood parameter decreases when the character moves in the virtual space may also be reduced.

[0161] Furthermore, when setting the travel route, it may be possible to set a travel route using public transportation such as trains and buses. In this case, the character's speed in the first embodiment may be increased when using public transportation.

[0162] Furthermore, in the second embodiment, when the mood parameter becomes smaller than the fourth setting value and the character begins to move independently of operations by the user terminal 3, the user holding the user terminal 3 may recover (increase) the character's mood parameter by stopping in a real-world space.

[0163] Furthermore, even if the character reaches a transit point instead of the destination, if the character's mood parameter is equal to or greater than a predetermined first or third setting value, the processing means 225 may set the character to a specific state or grant a reward as a first or third benefit. In this case, the virtual parameters of the character in the specific state may be changed according to the movement of the user terminal 3 from the transit point to the destination.

[0164] Furthermore, even if a character enters a specific state, if the character's mood parameter is smaller than a predetermined value, or if the value of another type of virtual parameter (for example, stamina) is smaller than a predetermined value, the character may be rendered incapacitated.

[0165] Furthermore, if an object (such as a building or vehicle) displayed on the touch panel 38 of the user terminal 3 corresponds to a specific object (a character's favorite object), this object may be highlighted (for example, it may glow, change color, or have an icon added). In addition, the specific object may differ for each character, and when a character is selected, the highlighted object displayed on the touch panel 38 of the user terminal 3 may change, or the highlighting method (for example, a different color or icon) may change for each character.

[0166] Furthermore, if the specific object is a vehicle, the setting means 224 may set a specific location based on the vehicle's location information detected by a GPS installed on the vehicle, the vehicle's operation information, timetable, etc.

[0167] Furthermore, the user may use the camera function installed in the user terminal 3 to capture an image of a specific real-world object. In this case, the image of the captured specific object is transmitted from the user terminal 3 to the server device 2, which may increase the amount of the mood parameter that is received by the receiving means 221 when the character's position in the virtual space reaches a specific location.

[0168] Furthermore, if a specific object has a barcode or QR code attached to it, the user may use the camera function installed in the user terminal 3 to capture an image of the barcode or QR code. In this case, when the captured image of the barcode, etc. is transmitted from the user terminal 3 to the server device 2, the processing means 225 may increase the amount of increase in the mood parameter when the character's position reaches a specific location.

[0169] Furthermore, if a specific object has a sign or similar, the image data of the sign may be pre-registered in the storage unit 23 of the server device 2. In this case, when a user uses the camera function installed in the user terminal 3 to capture an image of the sign or similar of the actual specific object, the captured image of the sign or similar is transmitted from the user terminal 3 to the server device 2.

[0170] Furthermore, if the sign information in the image data received by the receiving means 221 of the server device 2 matches the sign information that has been registered in advance, the processing means 225 may increase the amount of increase in the mood parameter when the character's position reaches a specific location.

[0171] Furthermore, if the specific location set by the setting means 224 is not changed periodically, this specific location will become something the character dislikes, and when the user terminal 3 or the character's position reaches the specific location, the processing means 225 may decrease the mood parameter.

[0172] Furthermore, the user may be able to set the speed at which the character moves in the virtual space using the user terminal 3. In addition, in solo stroll mode or co-stroll mode, the speed at which a user holding the user terminal 3 moves in real space may be measured by the control unit 32 of the user terminal 3, and the character's movement speed may be set by the setting means 224 of the server device 2 based on the measured speed of the user.

[0173] Furthermore, the control unit 22 of the server device 2 may compare the speed at which the user possessing the user terminal 3 traveled the same route in the past with the movement speed of the user terminal 3 while in solo walking mode or walking together mode. If the latter is significantly smaller than the former, the transmission means 226 of the server device 2 sends a display command to the user terminal 3 to display a message indicating that it is lagging on the touch panel 38 of the user terminal 3. In this case, the processing means 225 may also decrease the character's mood parameter. Additionally, data may be obtained from the step count acquisition function (another application) of the user terminal 3, and if the destination is reached within a predetermined number of steps, a reward may be granted.

[0174] Furthermore, if the user boards a train or other vehicle on their way to destination 104 and the user's speed, measured using GPS 37 or the like, changes significantly, the control unit 22 of the server device 2 may determine that the user has boarded a vehicle based on the transportation information transmitted from the external device 5. In this case, an image of the user on a vehicle may also be displayed on the touch panel 38 of the user terminal 3.

[0175] Furthermore, if a train or other vehicle is delayed, and this information is transmitted from the external device 5 as transportation information to the server device 2, the character may be made to say a complaint in a speech bubble or similar on the display screen of the user terminal 3's touch panel 38. Specifically, the transmission means 226 of the server device 2 sends a display command to the user terminal 3 that causes the character to say a complaint on the screen. This helps the user feel a sense of familiarity with the character.

[0176] Furthermore, if a user sets a travel or other schedule using the user terminal 3, this setting information is transmitted from the user terminal 3 to the server device 2. During the period of the travel or other schedule, the processing means 225 may prevent the character's mood parameter from decreasing even if the user terminal 3 or the character's location does not approach a specific location.

[0177] Furthermore, the location-based game may be implemented in zoos, aquariums, etc., on an animal cage or tank basis. In that case, the location of the user terminal 3 may be detected not by the GPS 37 of the user terminal 3, but by reading a 2D code installed in the animal cage or tank with the camera of the user terminal 3. In addition, based on the animal sounds acquired by the microphone of the user terminal 3 and the images of animals captured by the camera of the user terminal 3, it may be determined whether the character's favorite object (a specific species of animal) was photographed or its sound was acquired, and the character's mood parameter may be increased or decreased according to this determination result.

[0178] Alternatively, the touch panel 38 of the user terminal 3 may display a character on an image of a real-world space using augmented reality technology, and this character may provide directions on the touch panel 38 screen according to rules set by the setting means 224.

[0179] Furthermore, when setting a specific location, instead of transmitting information about the location of a specific object from the external device 5 to the server device 2, the information about the location of the specific object may be stored in advance in the storage unit 23 of the server device 2, similar to game data.

[0180] Furthermore, the game systems 1 and 1a of the first and second embodiments may be linked with a company's attendance registration system. Alternatively, the game systems 1 and 1a of the first and second embodiments may be linked with an attendance registration system for a child's school or cram school. For example, if the game's destination is set to a company or school, attendance may be registered when the user reaches the destination in the game (or when the user terminal 3's location reaches the destination), or departure may be registered when the user starts heading home in the game (or when the user terminal 3's location moves a certain distance from the destination).

[0181] Even when other embodiments of the first and second embodiments are adopted, the effects and advantages of the first and second embodiments will still be achieved. Furthermore, it is possible to combine the first and second embodiments with other embodiments, and with other embodiments, as appropriate.

[0182] [Third Embodiment] A third embodiment of the game system 1b of this disclosure will be described with reference to the drawings.

[0183] <Overview of Game System 1b> In this embodiment, the movement paths and specific locations of other users (for example, the user's child) are set in advance. Then, as the game progresses, information about the location of the other user's user terminal 7 (for example, the user terminal held by the child) is sent from this user terminal 7 to the server device 2. When the location of the other user's user terminal 7 reaches a pre-set specific location, the server device 2 changes the character's virtual parameters, and information about the changed virtual parameters is sent from the server device 2 to the user terminal 3.

[0184] Other users' user terminals 7 include smartphones, security alarms, and other devices equipped with GPS. Other users may be able to play games using their user terminals 7.

[0185] <Configuration of Game System 1b> Since the configuration of game system 1b in this embodiment is substantially the same as the configuration of game system 1 in the first embodiment, a detailed explanation will be omitted.

[0186] <Operation flow of game system 1b> This section explains the operation flow of game system 1b. The operation flow of game system 1b can be broadly divided into setting the destination, setting specific locations, setting the travel route, and progressing the game.

[0187] First, let's explain the operation flow of the game system 1b when setting a destination. When the user selects to set a destination on the game's menu screen on the touch panel 38 on the user terminal 3, the destination setting screen is displayed on the touch panel 38. Specifically, the destination setting screen includes a map 150 and the home 152 located on the map 150.

[0188] In this destination setting screen, when the user inputs information about the destination location on the map 150 using the touch panel 38, the input destination location information is transmitted from the user terminal 3 to the server device 2. If the other user is a child, the user (parent) sets the destination, for example, a school, using the user terminal 3.

[0189] Next, we will explain the operation flow of the game system 1b when setting a specific location. When the user selects to set a specific location on the touch panel 38 in the game's menu screen on the user terminal 3, the specific location setting screen is displayed on the touch panel 38. On this specific location setting screen, when the user enters information about the character's favorite location or a specific object using the touch panel 38, the entered information is sent from the user terminal 3 to the server device 2.

[0190] Furthermore, if there are multiple other users, each user can input information about their favorite locations or specific objects using the touch panel 38.

[0191] When the receiving means 221 of the server device 2 receives information about other users' favorite locations, the setting means 224 sets a specific location on a map in real space or in virtual space. Specifically, it sets a specific location on a map managed by the server device 2. Then, the control unit 22 stores the map information with the set location in the storage unit 23.

[0192] Subsequently, the transmission means 226 sends registration information to the user terminal 3 indicating that a specific location has been set. As a result, the touch panel 38 of the user terminal 3 displays the information that a specific location has been set.

[0193] Furthermore, when setting a specific location, information about the location of the specific object is transmitted from the external device 5 to the server device 2. When the setting means 224 receives the location information of the specific object from the external device 5, it sets the specific location on a map in real space or in virtual space. Specifically, it sets the specific location on a map managed by the server device 2. Then, the control unit 22 stores the map information in which the specific location has been set in the storage unit 23.

[0194] Next, the operation flow of the game system 1b when setting a travel route will be explained. When the user selects to set a travel route on the touch panel 38 on the game menu screen on the user terminal 3, the control unit 32 sends a route setting start command to the server device 2. When the receiving means 221 of the server device 2 receives the route setting start command, the transmitting means 226 sends route setting screen information to the user terminal 3.

[0195] When the control unit 32 of the user terminal 3 receives route setting screen information from the server device 2, it displays the route setting screen on the touch panel 38. When the user traces the route that other users should take on the map 150 on the route setting screen displayed on the touch panel 38, the travel routes of other users are set. The route setting information, which is information such as the travel routes set by the user, is transmitted from the user terminal 3 to the server device 2.

[0196] When the receiving means 221 of the server device 2 receives route setting information, the control unit 22 stores the route setting information in the storage unit 23. Subsequently, the transmitting means 226 of the server device 2 sends route setting completion information to the user terminal 3. As a result, a message indicating that route setting is complete is displayed on the touch panel 38 of the user terminal 3.

[0197] Next, we will explain the flow of operation of the game system 1 during gameplay. Figure 15 shows the screen displayed on the touch panel 38 of the user terminal 3 during gameplay in this embodiment.

[0198] In the display screen of the user terminal 3's touch panel 38 shown in Figure 15, the home 152, destination 154, and multiple specific objects 156 are displayed on the map 150 during gameplay. Additionally, when other users move in real space, a graphic of a character (indicated by reference numeral 162) related to that user moving on the map 150 is displayed on the touch panel 38.

[0199] Additionally, during gameplay, a message 170 indicating that another user is moving is displayed on the touch panel 38 of the user terminal 3. The screen shown in Figure 15 illustrates the situation when another user (child) is returning home 152 from destination 154. In this case, the message 170 displayed on the touch panel 38 reads, "The child is returning home from school."

[0200] When another user departs from their home 152 or destination 154, the GPS installed in the user terminal 7 that the other user possesses detects the location of this user terminal. The detected location information of the other user's user terminal 7 is transmitted to the server device 2 and received by the receiving means 221. The processing means 225 of the server device 2 moves the character associated with the other user in the virtual space based on the location of the other user's user terminal 7.

[0201] Furthermore, the transmission means 226 of the server device 2 transmits information about the location of other users' user terminals 7 to the parent user terminal 3. As a result, characters related to other users move on the map 150 displayed on the touch panel 38 of the user terminal 3.

[0202] The processing means 225 of the server device 2 gradually decreases the mood parameter of the character associated with another user when that user's terminal 7 moves. Furthermore, the processing means 225 increases the character's mood parameter when the location of the other user's terminal 7, as received by the receiving means 221, reaches a specific location.

[0203] The transmission means 226 of the server device 2 transmits information about the changed virtual parameters to the user terminal 3. The user terminal 3 displays the information about the changed virtual parameters on the touch panel 38. Specifically, the gauge 164 for the character's mood parameter is displayed on the touch panel 38.

[0204] Furthermore, if the location of another user's user terminal 7 deviates from the movement path set by the user, the processing means 225 gradually decreases the character's mood parameter.

[0205] On the other hand, even if the location of another user's user terminal 7 deviates from the travel path set by the user, if the location of the user terminal 7 received by the reception means 221 is in a specific location, the processing means 225 will not decrease the character's mood parameter. Specifically, for example, if a location such as a cram school, a building for extracurricular activities, or an after-school facility is set as the specific location by the setting means 224, the processing means 225 will not decrease the character's mood parameter.

[0206] Furthermore, if another user's user terminal 7 is detected by GPS or other means to be staying in a specific location such as a cram school, a building for extracurricular activities, or an after-school facility for longer than a predetermined time, the other user will be rewarded. In this case, the other user's user terminal 7 may be approved by the instructor of the extracurricular activity, etc., and the approval information will be received by the server device 2 via the receiving means 221, and the other user may be rewarded as a result. The reward may include, for example, the granting of objects to characters related to the other user, parameter increases, etc.

[0207] During gameplay, when a character related to another user reaches the destination 104 on the map 100, the control unit 22 of the server device 2 determines whether the character's mood parameter is equal to or greater than a predetermined fifth setting value. If the character's mood parameter is equal to or greater than the predetermined fifth setting value, the processing means 225 grants the character a predetermined fifth benefit. Specifically, this means either putting the character into a specific state or granting a reward. Furthermore, if the other user's user terminal 7 is a smartphone, the restrictions on the use of some apps on the smartphone that the user (parent) has previously restricted (locked) may be lifted (unlocked).

[0208] Furthermore, the location of one user's user terminal 7 may nearly coincide with the location of yet another user's user terminal, or the location of one user's user terminal 7 may move along with the location of yet another user's user terminal. In this case, the processing means 225 of the server device 2 increases the mood parameter of the character corresponding to the other user. Other users could include friends or adults watching over children going to and from school.

[0209] Furthermore, if the location of another user's user terminal 7 does not reach their home 152 even after the pre-set return time has passed, the transmission means 226 of the control unit 22 sends a notification to the user's user terminal 3 that the other user has not returned home. As a result, the touch panel 38 of the user terminal 3 displays information that the other user has not returned home.

[0210] Furthermore, the location of another user's friend's house or a park may be set as a specific location. Also, the user's user terminal 3 or other users' user terminals 7 may set plans for other users to visit. In this case, if the location of the other user's user terminal 7 is at the specific location, even if the pre-set return time has passed, the transmission means 226 of the control unit 22 will not send a notification to the user's user terminal 3 that the other user has not returned home. Therefore, the touch panel 38 of the user terminal 3 will not display information that the other user has not returned home.

[0211] Furthermore, if another user is traveling from destination 154 to home 152 and the user goes to pick up the other user, the app may be unlocked when the location of the user's user device 3 approximately matches the location of the other user's user device 7.

[0212] Furthermore, if another user's user terminal 7 is a smartphone, some apps on the smartphone may be locked until the other user completes the task. Tasks include, for example, homework from school or cram school, extracurricular activities, study apps, etc. If the task is a study app, when the task is completed in the study app, this information is sent to the server device 2, and the server device 2 sends a command to the other user's user terminal 7 to unlock the app.

[0213] Furthermore, the camera function installed on another user's user terminal 7 may capture images of the completed homework, and these images may be sent from the server device 2 to the user terminal 3. In this case, the parent may give approval from the user terminal 3, and the server device 2 may send a command to the other user's user terminal 7 to unlock the app.

[0214] Furthermore, if another user's user device 7 is a smartphone, that user can play the game using the character they have developed on their user device 7. [Explanation of Symbols]

[0215] 1, 1a, 1b Game System 2 Server devices 3. User terminals 5 External device 221 Reception methods (reception department) 222 Setting means (setting unit) 223 Processing means (processing unit) 224 Transmission means (transmitting unit)

Claims

1. A program that causes a computer to function as a means for generating a virtual space, a means for setting up, a means for receiving data, and a means for processing data, The virtual space generation means generates a virtual space in which characters corresponding to a map of real space are active. The setting means sets a specific location on the map of the real space, The reception means receives input from the user regarding the setting of the character's movement path. The processing means grants a predetermined first privilege to the character when the character's position reaches the specific location, and when the character movement start condition is met, the character temporarily leaves the user's position and moves along the movement path. A program in which the processing means reduces the virtual parameters of the character if the character's position does not reach the specific location for a certain period of time.

2. The program according to claim 1, wherein the travel path includes a destination, and when the character's position reaches the destination, the program grants the character a predetermined second benefit if the character's virtual parameters satisfy a predetermined first condition.

3. The aforementioned computer is further configured to function as a location information acquisition means, and the location information acquisition means acquires information about the location of the user terminal in the physical space. The program according to claim 1 or 2, wherein the processing means changes the virtual parameters of the character if the character's position is within a predetermined range from the user terminal's position.

4. The program according to any one of claims 1 to 3, wherein the processing means changes the virtual parameters of the character if the character's position does not reach the specific location for a certain period of time.

5. A program that causes a computer to function as a means for generating a virtual space, a means for acquiring location information, a means for setting, a means for receiving, and a means for processing, The virtual space generation means generates a virtual space in which characters corresponding to a map of real space are active. The location information acquisition means acquires information about the location of the user terminal in the real space, The setting means sets a specific location on the map of the real space, The reception means receives input from the user regarding the setting of the character's movement path. The processing means grants a predetermined third privilege to the character when the user terminal reaches the specific location, and when the character movement start condition is met, the character temporarily leaves the user's location and moves along the movement path. A program in which the processing means reduces the virtual parameters of the character if the character's position does not reach the specific location for a certain period of time.

6. The program according to claim 5, wherein the setting means sets the specific location based on user operation.

7. The program according to claim 5 or 6, wherein the processing means changes the virtual parameters of the character if the user terminal does not reach the specific location for a certain period of time.

8. The virtual space generation means receives information about a specific object from an external device and reflects it on the virtual space. The setting means sets the specific location based on information of the specific object, according to any one of claims 1 to 7.

9. The program according to any one of claims 1 to 8, wherein the specific location set by the setting means is different for each character.

10. The program according to any one of claims 1 to 9, wherein the processing means imposes a predetermined restriction on the control of the character by the user if the virtual parameters of the character do not satisfy a predetermined second condition.

11. The program according to claim 10, wherein if the virtual parameter does not satisfy the second condition, the processing means moves the character regardless of the path the character should move, or stops the character, regardless of the user's operation or the path set by the user.

12. The virtual space generation means receives information about a specific object from an external device and reflects it on the virtual space. The program according to any one of claims 1 to 11, wherein the processing means changes the virtual parameters of the character when it receives information about the specific object.

13. The program according to claim 12, wherein the information of the specified object includes image data or sound data.

14. A virtual space generation unit that generates a virtual space in which characters corresponding to a map of real space operate, A setting unit for setting a specific location on a map of the aforementioned physical space, A reception unit that accepts user input for setting the character's movement path, A processing unit that grants a predetermined first privilege to the character when the character's position reaches the specified location, and when the character movement start condition is met, the character temporarily leaves the user's position and moves along the movement path, and if the character's position does not reach the specified location for a certain period of time, the virtual parameters of the character are reduced. An information processing system equipped with [the following features].

15. A virtual space generation unit that generates a virtual space in which characters corresponding to a map of real space operate, A location information acquisition unit that receives information about the location of the user terminal in the aforementioned real space, A setting unit for setting a specific location on a map of the aforementioned physical space, A reception unit that accepts user input for setting the character's movement path, A processing unit that grants a predetermined third benefit to the character when the user terminal reaches the specified location, and when the character movement start condition is met, the character temporarily leaves the user's location and moves along the movement path, and if the character's location does not reach the specified location for a certain period of time, the virtual parameters of the character are reduced. An information processing system equipped with [the following features].

16. The program according to any one of claims 1 to 13, wherein the character movement start condition includes the arrival of a specific time set in advance, a user issuing an instruction to start character movement, or the user terminal moving away from a pre-set home location.

17. The information processing system according to claim 14 or 15, wherein the character movement start condition includes any of the following: the arrival of a specific time set in advance, a user issuing an instruction to start character movement, or the user terminal moving away from a pre-set home location.

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