Game program and game system
The game program and system enhance location-based games by integrating real-world missions and rewards, encouraging users to perform actions outside the game and improving engagement and survey participation.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-17
- Publication Date
- 2026-04-02
AI Technical Summary
Location-based games lack strong connections to real-world actions, with users primarily engaging in game-related activities without taking meaningful actions outside the game.
A game program and system that incorporates location information to transmit missions for real-world actions, reward completion, and generate in-game effects based on user location, allowing users to perform actions in the real world to advance the game.
Encourages users to engage in real-world activities, enhances game engagement, and facilitates large-scale surveys or labor assistance by leveraging user movements for real-world tasks.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game program and a game system.
Background Art
[0002] In recent years, in games installed on communication terminals such as smartphones, games that utilize the position information of the communication terminal are known. For example, a two-dimensional or three-dimensional virtual space is associated with the real space, and a player character is placed at a position in the virtual space corresponding to the position of the user, that is, the position of the communication terminal possessed by the user. As the user goes to various places, items can be obtained at the corresponding positions in the virtual space, battles can be fought against enemy characters, and in-game events can occur.
[0003] Also, in Patent Document 1 below, it is proposed to provide a game using an image captured in the real space by capturing the image captured in the real space together with position identification data for identifying the shooting location.
[0004] Thus, users of games that utilize the position information of the computer operated by the user are highly likely to move to various places in the real space in order to find new items, enemy characters, in-game events, and the like.
Prior Art Documents
Patent Documents
[0005]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0006] However, in location-based games like those described above, although they utilize real-world location information, the connection between the game and the real world is not very strong. For example, in the game described in Patent Document 1, the user simply goes to a location to take pictures for use in the game. In other words, while users of location-based games may move to various locations as described above, they do not take any actions outside of the game at those locations. Thus, there is room for improvement in utilizing users who are likely to move to various locations outside of the game in location-based games.
[0007] Therefore, the present invention aims to provide a game program and game system that can encourage users to take actions outside the game in real space in a game that utilizes location information. [Means for solving the problem]
[0008] A game program according to one aspect of the present invention is a game program for a game system comprising a computer operated by a user and a server connected to the computer via a communication network, wherein a control unit, comprising at least one of the server and the computer, functions as: a location information acquisition means for acquiring location information of the computer; a game execution means for executing a game corresponding to the location of the computer; a mission transmission means for transmitting a mission from the server to the computer, the mission having as its objective to perform a predetermined action in real space at a predetermined execution location in real space; and an execution content transmission means for transmitting the execution content of the mission from the computer to the server.
[0009] The game execution means may generate advantageous effects in the game if the computer's position is within a first region determined based on the execution position of the mission.
[0010] The mission transmission means may transmit the corresponding mission if the computer's location is within a first region defined based on the execution location of the mission.
[0011] The mission transmission means may set the mission completion conditions according to the number of users in the second area, which is set based on the execution position.
[0012] The control unit may also function as a reward-granting means that determines whether the user has achieved the mission based on the content of the mission's execution, and grants the user a predetermined reward if the mission has been achieved.
[0013] The reward-granting means may change the reward depending on the time of day the mission was performed.
[0014] The reward-granting means may grant the reward in proportion to the number of users who have completed the mission.
[0015] The reward-granting means may grant the reward in proportion to the number of users in the second area, which is set based on the execution location.
[0016] The mission includes taking photographs at the execution location, and the execution content transmission means may transmit the photographs taken by the user.
[0017] The mission includes the user being located within a predetermined area set based on the execution location at a predetermined time or period, and the execution content transmission means may transmit the computer's location information in association with time information.
[0018] The control unit may also function as a mission creation means that creates the mission by setting the achievement goals and uploads the created mission to the server.
[0019] The game execution means may generate an in-game event when the position of the computer is included within a first area set based on the execution position of the mission.
[0020] Moreover, a game system according to another aspect of the present invention includes a program storage unit that stores the above game program, and a computer that executes the game program stored in the program storage unit.
Advantages of the Invention
[0021] According to the present invention, it is possible to provide a game program and a game system that can prompt a user to perform actions outside the game in the real space in a game that utilizes position information.
Brief Description of the Drawings
[0022] [Figure 1] FIG. 1 is a block diagram showing the hardware configuration of a game system to which a game program according to an embodiment of the present invention is applied. [Figure 2] FIG. 2 is a block diagram showing the functional configuration of the game system in the present embodiment. [Figure 3] FIG. 3 is a diagram showing an example of a game screen in the present embodiment. [Figure 4] FIG. 4 is a flowchart showing an example of the flow of the game in the present embodiment. [Figure 5] FIG. 5 is a diagram showing a mission execution screen for a first example of a mission in the present embodiment. [Figure 6] FIG. 6 is a diagram showing a mission execution screen for a second example of a mission in the present embodiment. <00,00098>FIG. 7 is a diagram showing a mission execution screen for a third example of a mission in the present embodiment [Figure 8] FIG. 8 is a diagram showing an example of a mission creation screen in the present embodiment. [Modes for carrying out the invention]
[0023] Hereinafter, a game system 1 according to one embodiment of the present invention will be described with reference to the drawings. The game system 1 of the present invention allows, for example, the game described later to be executed on a computer device such as a smartphone on which at least a portion of the game program is installed. Hereinafter, the computer device on which at least a portion of the game program is installed will be referred to as game device 2.
[0024] [Hardware configuration] Figure 1 is a block diagram showing the hardware configuration of a game system to which a game program according to one embodiment of the present invention is applied. The game system 1 is configured such that a game device 2 and a server 3 are connected to each other via a communication network NW such as the Internet or a LAN. Multiple game devices 2 are connected to the server 3 via the communication network NW.
[0025] Game device 2 is equipped with a processor such as a CPU 10 that controls its operation, and the operation input unit 12, storage device 14, ROM 15, and RAM 16 are connected to this CPU 10 via a bus 11. Note that Figure 1 shows an example of the configuration of one of the multiple game devices 2, and examples of the other game devices 2 are omitted, but the configuration of the other game devices 2 is the same as that of the first game device 2 described above.
[0026] The game device 2 is configured so that the user grasps a mobile casing on which a monitor 19, which serves as a display unit, is provided. An operation input unit 12 is provided on the mobile casing. In this embodiment, each component of the game device 2 is housed within the mobile casing.
[0027] ROM15 is a semiconductor memory such as a mask ROM or PROM, and stores the startup program for starting the game device 2. RAM16 is composed of DRAM or SRAM, and reads and temporarily stores the game program 30a that the CPU 10 should execute, and various game data 30b required for its execution, according to the game's execution status.
[0028] Furthermore, the CPU 10 is connected to a graphics processing unit 17, an audio synthesis unit 20, a network interface 25, an imaging unit 28, and a location information receiving unit 29 via a bus 11.
[0029] Of these, the graphics processing unit 17 draws a predetermined application image, including a user image display unit that displays a user image, according to instructions from the CPU 10. The graphics processing unit 17 is connected to a monitor 19 built into the game device 2 via a video conversion unit 18. The application image drawn by the graphics processing unit 17 is converted into a video format by the video conversion unit 18 and displayed on the monitor 19.
[0030] The audio synthesis unit 20 plays and synthesizes digital game audio according to instructions from the CPU 10. An external speaker 22 is connected to the audio synthesis unit 20 via an audio conversion unit 21. Therefore, the game audio played and synthesized by the audio synthesis unit 20 is decoded into analog format by the audio conversion unit 21 and output to the outside through the speaker 22.
[0031] The imaging unit 28 is located on the opposite side of the display surface of the monitor 19 of the mobile housing and / or on the display surface side, and captures images of the external scenery (images of the real world). The captured image data is stored in the storage device 14.
[0032] The location information receiving unit 29 receives information about the current location of the game device 2. The location information receiving unit 29 is composed of, for example, a GPS satellite receiver.
[0033] The operation input unit 12 consists of a touch panel provided on the monitor 19, and the user can perform the corresponding operation input by touching the operation buttons, etc., displayed on the monitor 19.
[0034] On the other hand, server 3 is equipped with a high-performance CPU 40 that controls its operation, and a storage device 42, ROM 43, RAM 44, and network interface 45 are connected to this CPU 40 via a high-speed bus 41.
[0035] The ROM 43 of server 3 is a semiconductor memory such as a mask ROM or PROM, and stores basic programs necessary for the basic operation of server 3, such as a program that controls communication between server 3 and other game devices 2.
[0036] Furthermore, RAM 44 is composed of DRAM or SRAM, and temporarily stores programs that the CPU 40 should execute, as well as data necessary for their execution, by reading them from storage device 42, etc.
[0037] In this embodiment, the game system 1 operates using a so-called native application.
[0038] The storage device 42 of Server 3 is a large-capacity storage medium built into Server 3. Server 3 stores the game program 42a and various game data 42b used in it, which are to be executed by Server 3's CPU 40, in the storage device 42. The CPU 40 stores and manages image data uploaded from each game device 2 (account). Server 3 and the game devices 2 communicate with each other via a communication network NW.
[0039] Game device 2 receives (downloads and installs) game programs 42a and game data 42b stored in the storage device 42 of server 3 via the communication network NW in order to execute the application based on user input. Furthermore, game device 2 receives (downloads and installs) game programs and game data for updates from server 3.
[0040] Game device 2 controls the progress of the application based on the installed game program and game data, and outputs the visual effects (images, sounds) associated with the progress of the application to monitor 19 and speaker 22, etc.
[0041] Each of the multiple game devices 2 is assigned different account information (unique identification information) for each user operating that game device 2. Each account information is then assigned an ID (identification code). When each game device 2 transmits (uploads) predetermined image data along with its ID to the server 3, the server 3's CPU 40 stores that image data along with its corresponding ID in the storage device 42. Furthermore, the CPU 40 displays images based on the image data stored in the storage device 42 on the monitor 19 of each game device 2, according to the progress of the application on that device.
[0042] [Functional configuration of the game device] Figure 2 is a block diagram showing the functional configuration of the game system in this embodiment. As shown in Figure 2, the game device 2, which constitutes the game system 1, operates as a computer equipped with a control unit 5a that includes a CPU 10, a storage device 14, a ROM 15, a RAM 16, a graphics processing unit 17, an audio synthesis unit 20, etc. The server 3 also operates as a computer equipped with a control unit 5b that includes a CPU 40, a storage device 42, a ROM 43, and a RAM 44, etc.
[0043] As shown in Figure 2, the control unit 5 of the game system 1, which is formed by the cooperation of the control unit 5a of the game device 2 and the control unit 5b of the server 3, executes game programs 30a and 42a, thereby performing functions such as location information acquisition means 51, game execution means 52, mission transmission means 53, execution content transmission means 54, reward granting means 55, and mission creation means 56.
[0044] Of these, the game execution means 52 executes a predetermined game. In this embodiment, the game is, for example, a game in which the user operates a player character placed in a two-dimensional or three-dimensional virtual space to capture non-player characters (monsters) that appear in the virtual space, or to raise the captured characters. For this purpose, the game execution means 52 generates a virtual space and places the player character and non-player character in the virtual space. The game execution means 52 also controls the player character based on the user's operations. The game execution means 52 controls the non-player character, manages the parameters of each character, and manages in-game objects such as captured non-player characters or acquired items.
[0045] The game execution means 52 executes a game corresponding to the position of the game device 2. For this purpose, the position information acquisition means 51 acquires the position information of the game device 2. The game execution means 52 executes the game based on the acquired position information. For example, a virtual space is formed in accordance with the real space. The game execution means 52 places the player character at a position in the virtual space that corresponds to the position of the game device 2 in the real space (i.e., the user's current position). In addition, at least some of the in-game objects placed in the virtual space are placed in correspondence with their positions in the real space.
[0046] Furthermore, the mission transmission means 53 transmits a mission from the server 3 to the game device 2, the mission having as its objective the execution of a predetermined action in real space at a predetermined execution location in real space. The execution content transmission means 54 transmits the execution content of the mission from the game device 2 to the server 3.
[0047] Furthermore, the reward-granting means 55 determines whether the user has completed the mission based on the content of the mission's execution. If the reward-granting means 55 determines that the user has completed the mission, it grants a predetermined reward to the corresponding user (account).
[0048] Furthermore, the mission creation means 56 creates a mission by setting achievement goals based on user input and uploads the created mission to the server 3.
[0049] [Mission execution process] The mission execution process in this embodiment will be explained in detail below with specific examples.
[0050] Figure 3 shows an example of a game screen in this embodiment. As shown in Figure 3, the game screen G in this example includes a main display unit Ga, a quest display unit Gb, and a game status display unit Gc. The main display unit Ga displays a virtual space S in three dimensions, and in-game objects, including characters such as the player character C1, are placed therein. The quest display unit Gb displays the content of the currently running quest. The game status display unit Gc displays the current game status in text.
[0051] As described above, in this game, the virtual space S is formed in accordance with the real world. For example, roads in the real world are reproduced in the virtual space S in the same way. The position of the game device 2 in the real world corresponds to the position of the player character C1. Also, directions are set in the virtual space S in the same way as in the real world. Therefore, the player character C1, which is placed in the virtual space S, moves in the direction that the user holding the game device 2 moves. In the main display unit Ga, the player character C1 is placed in a predetermined position, and as the user moves, the area of the virtual space S displayed in the main display unit Ga changes. In other words, the movement of the player character C1 within the virtual space S is represented by the movement of the virtual space S relative to the player character C1.
[0052] Figure 4 is a flowchart illustrating an example of the game flow in this embodiment. In this game, various quests are presented according to the game's progress, and the user selects and accepts a desired quest, thereby setting the quest's completion conditions. If the quest's completion conditions are met, the quest reward is granted to the user (or their account).
[0053] In this embodiment, the multiple quests include travel quests in which at least part of the quest completion conditions include travel to a destination. Travel quests may include, for example, quests in which reaching a destination is the completion condition and quests in which fulfilling predetermined clear conditions at the destination is the completion condition. Predetermined clear conditions may include, for example, battling a non-player character or finding predetermined in-game objects such as items.
[0054] When the game execution means 52 accepts a movement quest (Yes in step S1), it sets a destination, which is at least part of the quest's completion conditions (step S2). In the example in Figure 3, the case where a quest Q1 is accepted, with the completion condition being reaching destination T1, is illustrated. The contents of the accepted quest Q1 are displayed in the quest display section Gb of the game screen G. In addition, an in-game object (target object) B1 indicating destination T1 of quest Q1 is placed at destination T1 in the virtual space S. Therefore, when the user (game device 2) approaches destination T1, the target object B1 is displayed in the corresponding location on the main display section Ga.
[0055] A user who accepts quest Q1 moves to destination T1 with game device 2 in order to complete quest Q1. The game execution means 52 determines whether the user (game device 2) has arrived at destination T1 (step S3). At this time, the game execution means 52 determines that the user has arrived at destination T1 if the position of game device 2 is included within the arrival determination area Aa which is set based on destination T1. Note that although the arrival determination area Aa is shown in Figure 3, it is not displayed on the actual game screen G.
[0056] If the game execution means 52 determines that the user has arrived at destination T1 (Yes in step S3), it further determines whether the accepted quest Q1 has been completed (step S4). In the example in Figure 3, the only condition for completing quest Q1 is arriving at destination T1, so the game execution means 52 determines that the quest has been completed when it determines that the user has arrived at destination T1 (Yes in step S4).
[0057] The game execution means 52 grants a predetermined quest reward based on the completion of quest Q1 (step S5). The quest reward may be, for example, an in-game object such as an item. In addition, it may take the form of generating an effect similar to the in-game effects described later.
[0058] In the example shown in Figure 3, when player character C1 arrives at destination T1 and completes quest Q1, the process of obtaining an item by acquiring a treasure chest is performed. The game status display unit Gc shows, in order, that the player has arrived at destination T1, completed (cleared) quest Q1, and obtained a treasure chest.
[0059] Upon completion of Quest Q1, the mission transmission means 53 determines whether or not to transmit the mission from Server 3 to Game Device 2 (Step S6). Here, a quest indicates the objective of an action within the game, the conditions for completion, etc. On the other hand, a mission aims to achieve the execution of a predetermined action in real space at a predetermined execution location in real space. In other words, a mission prompts user actions in real space that are not directly related to the game. However, as will be described later, a mission may include in-game actions such as taking a photograph or entering survey responses. Multiple missions are stored in the storage device 14 of Server 3 along with the execution location of each mission, and a corresponding mission can be searched from the execution location of a mission.
[0060] In this embodiment, the mission transmission means 53 determines whether the location of the game device 2 is included in a first region A1 which is set based on the execution location of mission M1. If the location of the game device 2 is included in the first region A1, the mission transmission means 53 transmits the corresponding mission M1 from the server 3 to the corresponding game device 2, and the game device 2 accepts the mission M1 (step S7). In other words, the mission transmission means 53 searches the storage device 14 for missions that can be executed at the location of the game device 2.
[0061] Furthermore, the game execution means 52 generates an in-game effect (step S8) if the position of the game device 2 is included in the first region A1. The in-game effect is one that generates an effect advantageous in the game. The in-game effect may include, for example, granting in-game objects such as items, restoring or increasing in-game parameters such as health points and stamina points, granting buff effects that enhance the abilities of player character C1 such as attack power, or debuff effects that weaken the abilities of non-player characters, or enabling the execution of a lottery-based granting process for characters, equipment, etc. (so-called gacha, etc.). Quest rewards and in-game effects may be of the same type, or they may be of different types.
[0062] In this embodiment, the first region A1 is set to be the same region as the quest arrival determination region Aa. Therefore, if the position of the game device 2 is within the quest arrival determination region Aa, which is set based on the quest destination T1, the mission transmission means 53 transmits the corresponding mission M1 to the game device 2 (step S7), and the game execution means 52 generates an in-game effect (step S8).
[0063] In the example shown in Figure 3, a health recovery process is performed as an in-game effect, restoring the health value of player character C1. The fact that Mission M1 has been accepted and that health has been restored as an in-game effect is displayed on the game status display unit Gc. After accepting Mission M1, the game execution means 52 performs the mission execution process based on a predetermined operation by the user (step S9). For example, in the example shown in Figure 3, a virtual menu display button VB1 is displayed on the game screen G. When the user touches the menu display button VB1, a predetermined menu screen is displayed, and a virtual execution start button for starting Mission M1 is displayed therein. When the execution start button for Mission M1 is touched, the execution process for Mission M1 is started.
[0064] During the mission execution process, the game execution means 52 displays a mission execution screen (see Figures 5-7 described later) corresponding to the received mission on the game screen G. The user performs actions (operation input, etc.) according to the mission according to the content displayed on the mission execution screen. The game execution means 52 generates mission execution content corresponding to the mission based on the user's operation input, etc. The execution content transmission means 54 transmits the mission execution content along with the user account from the game device 2 to the server 3 (step S10). The server 3 stores the received mission execution content along with the user account in the storage device 42.
[0065] The reward granting means 55 determines whether the mission has been completed based on the details of the mission sent to the server 3 (step S11). If the reward granting means 55 determines that the mission has been completed (Yes in step S11), it grants the user (account) a predetermined mission reward (step S12). The mission reward is a different type of in-game reward from quest rewards, such as in-game currency.
[0066] On the other hand, if the reward-granting means 55 determines that the mission has not been completed (No in step S11), the reward-granting means 55 notifies the corresponding game device 2 that the mission was not completed (step S13). For example, the reward-granting means 55 displays a result on the game screen G indicating that the mission was not completed.
[0067] [Example of a mission] Figure 5 shows the mission execution screen for a first example of a mission in this embodiment. The objective of the mission in the first example is to conduct an ecological survey of plants at the mission execution location in real space. For this purpose, the content of the mission in the first example is set to take photographs of plants (e.g., flowers, etc.) around destination T1 and send the captured images to server 3.
[0068] In the first example mission, the mission execution screen Gd1 includes a mission display unit Ge that displays the mission details, a shooting area display unit Gf that displays the shooting area by the imaging unit 28, and a virtual shutter button VB2. The user understands the shooting area of the imaging unit 28 through the shooting area display unit Gf and touches the shutter button VB2 at any time. As a result, the imaging unit 28 takes a photograph of the shooting area at that time and stores it in the storage device 14.
[0069] After taking a photograph, the game execution means 52 displays a confirmation screen on the game screen G to ask whether or not to send the captured image to the server 3. Based on the user's permission to send, the execution content transmission means 54 sends the captured image taken by the user as the mission execution content along with the user account from the game device 2 to the server 3 (step S10).
[0070] The reward-granting means 55 determines whether the captured image is appropriate or not. For example, the reward-granting means 55 determines whether a plant is captured in the captured image. This determination is achieved, for example, by AI-based image recognition processing. If the reward-granting means 55 determines that the captured image is appropriate (if it determines that the target plant is captured in the captured image), it determines that the mission is complete (Yes in step S11) and grants the mission reward to the corresponding user (account) (step S12).
[0071] Figure 6 shows the mission execution screen for a second example of the mission in this embodiment. The objective of the mission in the second example is to investigate the level of congestion near the mission execution location in real space. For this purpose, the content of the mission in the second example is set to answer a questionnaire about the level of congestion at a predetermined location (e.g., a park) around destination T1 and send the results to server 3.
[0072] In the second example mission, the mission execution screen Gd2 includes a mission display unit Ge that displays the mission details and a questionnaire display unit Gg that displays the questionnaire details (choices, etc.). In Figure 6, the questionnaire display unit Gg includes virtual selection buttons VB3 to VB11 corresponding to each of the multiple choices for at least one question.
[0073] The user goes to the designated P1 park near destination T1 and visually checks the level of congestion at P1 park. Then, the user touches the selection buttons VB3 to VB11 corresponding to the option they deem appropriate from the choices displayed on the survey display unit Gg. In the example in Figure 6, the survey content includes two questions.
[0074] The first question asks about the time of day when the user checks the park's congestion level, and the corresponding options include, for example, "morning," "noon," "evening," and "night." VB3 to VB6 are assigned as selection buttons corresponding to these options. When the user touches any of the selection buttons VB3 to VB6, that button becomes selectively selected. In the example in Figure 6, the selection button VB5, which corresponds to "evening," is selected. By allowing multiple time slots to be selected, it is also possible to investigate the differences (changes) in congestion levels for each time of day.
[0075] The second question asks about the park's level of crowding as observed by the user, with multiple options including, for example, "very crowded," "moderately crowded," "average," "somewhat empty," and "very empty." VB7 through VB11 are assigned as selection buttons corresponding to these options. When the user touches any of the selection buttons VB7 through VB11, that button becomes selectively selected. In the example in Figure 6, the selection button VB10, corresponding to "somewhat empty," is selected.
[0076] The user selects one of the multiple options for each question by touching the selection buttons VB3 to VB10 based on the survey content displayed on the survey display unit Gg, and then confirms the user's answer by touching the virtual submit button VB12. The game execution means 52 generates a mission answer signal based on the options selected by the user. The execution content transmission means 54 transmits the mission answer signal generated by the game execution means 52, along with the user account, from the game device 2 to the server 3 as the mission execution content (step S10).
[0077] When the reward granting means 55 receives a mission response signal, it determines that the mission has been completed (Yes in step S11) and grants the mission reward to the corresponding user (account) (step S12).
[0078] Figure 7 shows a mission execution screen for a third example of the mission in this embodiment. The objective of the mission in the third example is to monitor students commuting to school at the mission execution location in real space. For this purpose, the content of the mission in the third example is set to stay within a predetermined area determined based on the school route around destination T1 for a predetermined mission setting period. For example, the predetermined area corresponds to a first area A1 set based on destination T1.
[0079] In the third example mission, the mission execution screen Gd3 includes a mission display unit Ge that displays the mission details, a remaining time display unit Gh that displays the remaining time, and a virtual end button VB13. The user stays near the school route from the start time of the mission, which corresponds to the start time of the school commuting period, until the end time of the mission, which corresponds to the end time of the school commuting period.
[0080] The location information acquisition means 51 acquires the location information of the game device 2 at predetermined intervals even after the start of the mission in the third example. If, after the start of the mission, the location of the game device 2 moves outside a predetermined area (first area A1 in this example) based on the mission execution location, the game execution means 52 displays a warning message such as "Please return to destination T1" on the mission execution screen Gd3. If the period since the game device 2 moved outside the predetermined area exceeds the standard period, the game execution means 52 determines that the mission has been canceled (failed). In addition, the mission can be canceled by touching the end button VB13 if desired.
[0081] When the game device 2 maintains its position within a predetermined area and the mission end time has elapsed, the execution content transmission means 54 transmits the location information (location history information) of the game device 2 at predetermined timings during the mission setting period, associated with time information and user account, from the game device 2 to the server 3 as the execution content of the mission (step S10).
[0082] The reward-granting means 55 determines whether the location of the corresponding user's game device 2 is within a predetermined area during the mission setting period. If the reward-granting means 55 determines that the location of the corresponding user's game device 2 is within the predetermined area during the period set in the mission, it determines that the mission has been completed (Yes in step S11) and grants the mission reward to the corresponding user (account) (step S12).
[0083] [Mission Request Type] Next, we will explain the nature of mission requests. The requester (client) of a mission may include the game's creator or operator, a third party requesting the creator or operator, or a game user.
[0084] These third parties include, for example, researchers such as botanists, academic research institutions, schools, companies, and local governments. The third party requests the game creator or operator to conduct a desired investigation in the real world using a prescribed request method. The game creator or operator sets up a mission based on this request and uploads the set mission to Server 3, associating it with its execution location. Similarly, when the game creator or operator orders a mission, they set up a mission based on the desired investigation content and upload the set mission to Server 3, associating it with its execution location.
[0085] The aforementioned third party pays a fee to the game creator or operator upon receiving the request. The game creator or operator sets mission rewards for users who complete the mission, according to the mission content (difficulty level, etc.) and the fee paid. Thus, mission rewards may vary depending on the mission content, etc. The third party receives the results of the missions performed by the user (data of the execution details sent to Server 3) from the game creator or operator.
[0086] When a game user requests a mission, they can create a mission within the game. The menu screen is displayed when the user touches the menu display button VB1 on the game screen G where the main display unit Ga is shown. The menu screen includes virtual operation buttons for requesting missions. Touching these virtual operation buttons displays the mission creation screen.
[0087] Figure 8 shows an example of a mission creation screen in this embodiment. The mission creation screen Gi includes a location specification section Gj, an achievement goal specification section Gk, and a virtual completion button VB14. The location specification section Gj includes a setting input section, for example, a selection format using a pull-down menu. By displaying the location specification section Gj as a pull-down menu, a list of expected execution locations (for example, the location of a destination already set in the game) is displayed.
[0088] The goal specification section Gk also includes a setting input section, for example, a selection format using a pull-down menu. By displaying the goal specification section Gk as a pull-down menu, a list of possible goals (e.g., taking photos, completing questionnaires, monitoring, etc.) is displayed. The user selects the desired content from these specification sections Gj and Gk to create a mission. After selecting all the items to be entered, the user touches the complete button VB14. This completes the creation of the mission. The mission creation means 56 sends the contents of the created mission to the server 3. The server 3 stores the contents of the received mission in the storage device 42 so that it can be searched from the execution location.
[0089] [summary] In summary, this embodiment is a game program for a game system 1 comprising a computer (game device) 2 operated by a user and a server 3 connected to the computer (game device) 2 via a communication network NW, wherein a control unit 5, composed of at least one of the server 3 and the computer (game device) 2, functions as a location information acquisition means 51 for acquiring location information of the computer (game device) 2, a game execution means 52 for executing a game according to the location of the computer (game device) 2, a mission transmission means 53 for transmitting a mission from the server 3 to the computer (game device) 2, with the goal of achieving a predetermined action in real space at a predetermined execution location in real space, and an execution content transmission means 54 for transmitting the execution content of the mission from the computer (game device) 2 to the server 3.
[0090] [Effects of the invention] According to the game program of this embodiment, in a location-based game, a mission whose objective is to perform a predetermined action in real space is transmitted to the user's computer (game device) 2 at the corresponding location. The content of the user's execution of the mission is transmitted from the game device 2 to the server 3. Therefore, in a location-based game, it is possible to encourage users to take actions outside the game in real space. This makes it possible to conduct large-scale surveys by treating multiple users playing a location-based game as researchers, or to alleviate labor shortages by gathering users in a specific location.
[0091] Furthermore, in this embodiment, the game execution means 52 generates a favorable effect in the game when the position of the computer (game device) 2 is included within the first region A1 which is set based on the execution position of the mission. This provides an incentive for the user playing the game to actively move to the execution position of the mission.
[0092] Furthermore, in this embodiment, the mission transmission means 53 transmits the corresponding mission when the position of the computer (game device) 2 is included within the first region A1 which is set based on the execution position of the mission (game device) 2. Therefore, a mission can be transmitted to a user who has come near the execution position in order to generate an effect advantageous to the game, thereby improving the mission execution rate by that user.
[0093] Furthermore, in this embodiment, the control unit 5 functions as a reward-granting means 55 that determines whether the user has completed the mission based on the content of the mission's execution, and grants the user a predetermined reward if the mission has been completed. Therefore, since a predetermined reward can be obtained even if a mission outside of the game is completed, the user's mission completion rate can be improved.
[0094] Furthermore, in this embodiment, the control unit 5 functions as a mission creation means 56 that creates the mission by setting the achievement goals and uploads the created mission to the server 3. This allows for a wide range of mission submissions from game users, and the execution of missions can contribute to revitalizing the game.
[0095] [Other embodiments] Although this embodiment has been described above, the present invention is not limited to the above embodiment, and various improvements, changes, and modifications are possible without departing from the spirit of the invention.
[0096] For example, in the above embodiment, as an example of a game that utilizes the position information of the game device 2 (a game that depends on the computer's position), a game in which the virtual space S, which is the game space, is formed in accordance with the real space, such that the player character is placed at a virtual space position corresponding to the position of the game device 2. However, a game that utilizes the position information of the game device 2 may be a game in which there is no virtual space corresponding to the real space. For example, it may be a game in which a predetermined event occurs when the position of the game device 2 is at a predetermined position, triggered by that position.
[0097] Furthermore, in the above embodiment, an example was given in which a corresponding mission is transmitted when the position of the game device 2 is included in the first region A1 which is set based on the execution position of the mission. However, a mission may be transmitted regardless of the current position of the game device 2 and the execution position of the mission. For example, when the mission transmission means 53 receives a mission in which the execution position is included in a region that has been registered in advance by a user, it may transmit the mission to the user who has registered that region, regardless of whether that user is in a predetermined region which is set based on the execution position of the mission.
[0098] Furthermore, while the above embodiment exemplifies a mode in which a mission is sent when a quest is completed, a mission may also be sent to the user during the execution of a quest (before completion), or a mission may be sent to the user independently of a quest. Also, while the above embodiment exemplifies a mode in which quests and missions in the game are not associated, the game execution means 52 may be controlled to generate quests corresponding to registered missions. For example, the game execution means 52 may prioritize generating quests whose destination or waypoint is the execution location of a registered mission.
[0099] Furthermore, the above embodiment shows an example in which an in-game effect is generated in addition to the quest reward for completing the quest when the game device 2 is located within the first area A1, which is set based on the mission execution location, but it is not limited to this. For example, if, as a result of completing the quest, the location of the game device 2 comes to be located within the first area A, which is set based on the mission execution location, the generated in-game effect may be the quest reward. In this case, the content of the quest reward (in-game effect) granted may be more advantageous to the user compared to when no mission is registered at the quest destination (e.g., an increase in the number of items granted, a higher grade of items granted, an increase in the amount of stamina recovered, etc.).
[0100] Furthermore, while the above embodiment exemplifies a game in which the user selects which quests to accept, quest acceptance may be performed automatically without any user intervention. On the other hand, while the above embodiment exemplifies a mode in which mission acceptance is performed automatically without any user intervention, the user may be able to choose in advance whether or not to accept a mission.
[0101] Furthermore, in the above embodiment, the arrival determination area Aa, which is set based on the quest destination T1, and the first area A1 for mission transmission are shown as the same example, but the arrival determination area Aa and the first area A1 may be different areas. In this case, the arrival determination area Aa may include the first area A1 and be set as a larger area than the first area A1, or the first area A1 may include the arrival determination area Aa and be set as a larger area than the arrival determination area Aa. Also, the arrival determination area Aa and the first area A1 may have areas that do not overlap with each other in some respects.
[0102] Furthermore, in addition to the quest destination T1 (arrival determination area Aa), points where in-game effects are applied may be set in the surrounding area. For example, the destinations of multiple quests may be set near the mission execution location (within the first area A1). This allows users to be guided closer to the mission execution location, enabling many users to accept the mission.
[0103] Furthermore, if the mission execution location (first area A1) is set independently of the quest, the location where the in-game effect occurs may be visually represented in the virtual space S within the game. This allows users to see where the in-game effect occurs, encouraging them to actively move to that location. As a result, more users can accept the mission.
[0104] For example, an in-game effect object indicating the location where an in-game effect occurs, unrelated to the quest, may be placed near the mission execution location. The in-game effect object may be an object whose in-game effect can be inferred, such as a treasure chest object that grants an item, or an inn object that restores health, etc., or it may be an object whose in-game effect cannot be inferred, such as one that glows faintly or a "?" mark. If an object whose effect cannot be inferred is displayed, the in-game effect that occurs at that location may be predetermined, or it may be determined by lottery each time.
[0105] There may be one or more in-game effect objects placed at the execution location of a single mission. The number of in-game effect objects (placement density) may increase as the user approaches the mission execution location. This allows users to move to the first area A1 based on the mission execution location in order to trigger more in-game effects, and thus allow more users to accept the mission.
[0106] Additionally, the in-game effects may be enhanced as time passes since the mission was registered. For example, the number of locations where in-game effects are applied may increase over time, or the content of the applied in-game effects may become more advantageous to the user (e.g., an increase in the number of items applied, an increase in the grade of the items applied, an increase in the amount of health restored).
[0107] Furthermore, if a mission registration period (the period during which the mission can be accepted) is predetermined, the in-game effects may be made to increase as the remaining period for accepting missions decreases, for missions where the number of users who have completed the mission is less than a predetermined number.
[0108] Furthermore, the first area A1 for mission transmission and the mission execution area may be different. For example, the first area A1 and the execution area may have areas that do not overlap with each other in some respects.
[0109] Furthermore, in the first example mission of the above embodiment, when taking photographs, the configuration may be such that only images of the real world are obtained, as shown in Figure 5, or an AR image may be obtained by superimposing an in-game object (player character C1, etc.) onto the image of the real world. Alternatively, instead of taking photographs, video recording or audio recording may be requested.
[0110] Furthermore, in the second example of the above embodiment, the user selects a time period from several options when checking the park's congestion level, but the user does not necessarily need to select a time period. For example, the time information when the execution content transmission means 54 transmits the mission execution content may be considered as the time when the mission was executed. In this case, the storage device 42 of the server 3 stores the mission execution content in association with the time information.
[0111] Furthermore, in the second example mission of the above embodiment, a questionnaire format was used as an example of the content of the park congestion survey, but in addition to or instead of this, the content of the survey may also be images of the park taken by the user. In this case, the server 3 may determine the park congestion level from the captured images using predetermined image processing.
[0112] Furthermore, in the third example of the mission in the above embodiment, the mission execution content is illustrated by the transmission of location information of the game device 2 at predetermined intervals within the mission setting period to the server 3, associated with time information and a user account, but the mission is not limited to this. For example, the location information of the game device 2 may be transmitted to the server 3 sequentially at predetermined intervals from the start of the mission to the end of the mission. In this case, the mission completion conditions may be that all locations of the game device 2 (multiple location information) within the mission setting period are within a predetermined area, or that a certain number or more of the multiple location information are within the predetermined area, or that the number of location information that is not within the predetermined area is less than a certain number, or that the game device 2 is located within the predetermined area at least once within the mission setting period.
[0113] Alternatively, instead of a mission setting period, the mission completion condition may be that the user (game device 2) is located within a predetermined area at a predetermined time. In this case, as part of the mission execution, the location information of game device 2 at the predetermined time is transmitted to server 3.
[0114] Furthermore, in the third example of the above embodiment, the mission execution content may be entered not only as location information of the game device 2, but also as user feedback on the monitoring experience in a free-form text format or in a questionnaire format as in the second example. For example, feedback on monitoring may include the volume of traffic during school hours in the monitored area, the behavior of the schoolchildren, the degree of danger, etc.
[0115] The content of the mission is not limited to the missions exemplified in the above embodiment. For example, the surveys that may be the subject of the mission may include pest surveys, illegal dumping surveys, ecological surveys of animals or insects, surveys of vending machine lineups, and shortcut surveys.
[0116] In the game in which missions can be executed according to the above embodiment, there may be a game mode (mission mode) in which the execution of missions is the primary focus. For example, in the normal game mode, in order to accept a mission, it is necessary to complete a quest (go to destination T1 and clear a predetermined game task there), whereas in mission mode, a mission may be accepted simply by going to destination T1 (clearing a game task is not required). However, in mission mode, there may be game restrictions that are not present in the normal game mode (for example, no quest rewards).
[0117] The achievement conditions set for a mission may vary depending on the number of users who have accepted the mission or are likely to accept the mission. For example, the mission transmission means 53 may set the mission achievement conditions according to the number of users in a second area, which is set based on the mission execution location. The second area may be the same area as the first area, which is the mission transmission area, or it may be an area that includes the first area and is larger than the first area. For example, the second area may be a wide area (such as a prefecture or a city / town / village) that includes the execution location.
[0118] For example, in the case of a mission that requires taking photographs, like the first example mission, the number of required photographs may be increased or decreased depending on the number of users in the second domain. For example, if there are many users in the second domain, the number of required photographs may be decreased, and if there are few users in the second domain, the number of required photographs may be increased. This allows the difficulty to be lowered when there are many users, allowing more people to complete the mission, and if there are few users, the amount of information provided per person can be increased to cover the small number of users. Conversely, if there are many users in the second domain, the number of required photographs may be increased, and if there are few users in the second domain, the number of required photographs may be decreased. This allows the difficulty to be increased when there are many users, limiting the number of users who receive mission rewards, and the difficulty to be lowered when there are few users, ensuring that users complete the mission.
[0119] Furthermore, in the case of a mission with a set duration of stay, such as the third example mission, the duration spent at the execution location may be increased or decreased depending on the number of users in the second domain. In this case as well, if there are many users in the second domain, the duration spent at the execution location may be increased, and if there are few users in the second domain, the duration may be decreased. Conversely, if there are many users in the second domain, the duration may be decreased, and if there are few users in the second domain, the duration may be increased.
[0120] Furthermore, the mission rewards given to users who complete a mission may vary depending on the number of users who complete the mission. That is, the reward distribution means 55 may distribute rewards according to the number of users who complete the mission. For example, if the number of users who complete a mission exceeds a predetermined number, additional rewards may be given to the users who complete the mission. Also, for example, the number or amount of rewards given (for example, the number of in-game items given) may increase as the number of users who complete the mission increases. Also, for example, if the number of users who complete the mission exceeds a predetermined number, the rewards given may be upgraded. For example, if the number of users who complete the mission exceeds a predetermined number, items with a higher effect may be given than the items given when the number is less than the predetermined number.
[0121] Furthermore, the reward-granting means 55 may grant rewards in accordance with the number of users in the second area, which is set based on the mission execution location. For example, if there are many users in the second area, the reward may be reduced, and if there are few users in the second area, the reward may be increased.
[0122] Furthermore, the reward distribution means 55 may change the mission reward depending on the time of day the mission is performed. For example, the closer the time of day the mission is performed, the more numerous, greater the quantity, or the higher the quality (grade, etc.) of the reward may be. Also, for example, better or additional rewards may be given during times when there are fewer users. For example, in a monitoring mission like the third example mission, the reward may be higher during school hours (going to and from school) and at night, and lower during the daytime when the child is at school.
[0123] In the above embodiment, an example was shown where the mission reward is a different type of in-game reward than the quest reward, but it may also be the same type of in-game reward as the quest reward. In this case, for example, there may be a quantitative or qualitative difference between the two, such as the mission reward being a larger number or quantity of in-game rewards, or a higher quality (grade, etc.) reward compared to the quest reward. Furthermore, the mission reward may also be an external reward. For example, external rewards may include electronic currency, points that can be used to purchase certain products, electronic tickets that allow participation in certain events, etc.
[0124] The game execution means 52 may generate an in-game event if the position of the game device 2 is within a first area A1 which is set based on the execution position of a mission. For example, if there are a predetermined number or more missions with close execution positions, or if the number of users participating in a mission is predetermined or more, those missions may be registered as event-generating missions, and a corresponding in-game event may be generated when a user (game device 2) is positioned at the execution position of any of these missions.
[0125] In-game events may include, for example, raid boss battle events where multiple users simultaneously attack a single boss character to defeat it.
[0126] The in-game event in this case may be a location-based event. For example, if the mission objective is to pick up trash around the location, the in-game event may also be an event that mimics trash picking (for example, the more trash objects placed in virtual space S the player picks up, the more items they receive).
[0127] Furthermore, when a game user requests a mission through the game, payment may or may not be required. Conversely, game users may be rewarded with in-game rewards or other benefits for requesting a mission.
[0128] Furthermore, although the above embodiment described a portable information terminal having a touch panel as the operation input unit 12, such as a smartphone or tablet PC, as the game device 2, the present invention can also be suitably applied to portable game-dedicated devices having physical controls including levers and buttons. In addition, the present invention can also be suitably applied to wearable devices such as smartwatches.
[0129] Furthermore, the game device 2 may be equipped with a disk drive, a memory card slot, or an HDD, etc. In a game device equipped with a disk drive, the game device 2 may acquire application programs and application data by loading a disk-type memory device such as a DVD-ROM into the disk drive. In a game device equipped with a memory card slot, save data may be stored on a card-type memory medium by loading the card-type memory medium.
[0130] The effects and advantages of the present invention will also be exhibited when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments, and other embodiments with each other, as appropriate.
[0131] [Summary of Disclosures] Each of the following items is a disclosure of a preferred embodiment.
[0132] [Item 1] A game program for a game system comprising a computer operated by a user and a server connected to the computer via a communication network, A control unit comprising at least one of the server and the computer, Location information acquisition means for acquiring the location information of the aforementioned computer, Game execution means for executing a game corresponding to the location of the computer, A mission transmission means that transmits a mission from the server to the computer, the mission having as its objective the execution of a predetermined action in real space at a predetermined execution location in real space, and A game program that functions as a means for transmitting the details of the mission from the computer to the server.
[0133] [Item 2] The game execution means generates a favorable effect in the game when the computer's position is within a first region set based on the execution position of the mission, according to item 1.
[0134] [Item 3] The game program according to item 1 or 2, wherein the mission transmission means transmits a corresponding mission when the computer's location is within a first region set based on the execution location of the mission.
[0135] [Item 4] The game program described in item 3, wherein the mission transmission means sets the mission completion conditions according to the number of users in a second area set based on the execution position.
[0136] [Item 5] A game program according to any one of items 1 to 4, wherein the control unit functions as a reward-granting means that determines whether the user has achieved the mission based on the content of the mission's execution, and grants the user a predetermined reward if the mission has been achieved.
[0137] [Item 6] The reward-granting means is the game program described in item 5, which changes the reward according to the time period during which the mission was performed.
[0138] [Item 7] The reward-granting means is a game program according to item 5 or 6 that grants the reward in proportion to the number of users who have completed the mission.
[0139] [Item 8] The reward-granting means grants the reward according to the number of users in the second area set based on the execution position, as described in any of items 5 to 7.
[0140] [Item 9] The aforementioned mission includes taking photographs at the execution location, The execution content transmission means is a game program described in any of items 1 to 8 that transmits a captured image taken by the user.
[0141] [Item 10] The mission includes the user being located within a predetermined area set based on the execution position at a predetermined time or period of time. The execution content transmission means transmits the computer's location information in association with time information, and is a game program according to any one of items 1 to 9.
[0142] [Item 11] A game program according to any one of items 1 to 10, wherein the control unit functions as a mission creation means for creating the mission by setting the achievement goal and uploading the created mission to the server.
[0143] [Item 12] The game execution means is a game program according to any one of items 1 to 11, which generates an in-game event when the computer's position is within a first area set based on the execution position of the mission.
[0144] [Item 13] A program storage unit that stores a game program as described in any of items 1 through 12, A game system comprising a computer that executes the game program stored in the program storage unit. [Industrial applicability]
[0145] The present invention is useful in providing a game program and game system that can prompt users to take actions outside the game in real space in a location-based game. [Explanation of Symbols]
[0146] 1. Game System 2. Game device (computer) 3 Servers 5. Control Unit 5a Control unit for the game device 5b Server control unit 51 Location information acquisition means 52 Game execution methods 53 Mission transmission method 54 Means for transmitting execution content 55 Reward Granting Methods 56 Mission Creation Methods
Claims
1. A game program for a game system comprising a computer operated by a user and a server connected to the computer via a communication network, A control unit comprising at least one of the server and the computer, Location information acquisition means for acquiring the location information of the aforementioned computer, Game execution means for executing a game corresponding to the location of the computer, A mission transmission means that transmits a mission from the server to the computer, the mission having as its objective the execution of a predetermined action in real space at a predetermined execution location in real space, and This means of transmitting the execution details of the aforementioned mission from the computer to the server. The aforementioned mission transmission means is If the computer's location is within a first region set based on the execution position of the mission, the corresponding mission is transmitted. A game program in which, as a condition for achieving the aforementioned mission, the difficulty level is set higher the more users there are in the first area, and lower the difficulty level is set lower the fewer users there are in the first area.
2. The game program according to claim 1, wherein the game execution means generates a favorable effect in the game when the computer's position is within a first region set based on the execution position of the mission.
3. The game program according to claim 1 or 2, wherein the control unit is configured to function as a reward-granting means that determines whether the user has achieved the mission based on the content of the mission's execution, and grants the user a predetermined reward if the mission has been achieved.
4. The game program according to claim 3, wherein the reward-granting means changes the reward according to the time period during which the mission was performed.
5. The game program according to claim 3, wherein the reward-granting means grants the reward in proportion to the number of users who have completed the mission.
6. The game program according to claim 3, wherein the reward-granting means grants the reward in proportion to the number of users in a second area set based on the execution position.
7. The aforementioned mission includes taking photographs at the execution location, The game program according to claim 1 or 2, wherein the execution content transmission means transmits a captured image taken by the user.
8. The mission includes the user being located within a predetermined area set based on the execution position at a predetermined time or period of time. The game program according to claim 1 or 2, wherein the execution content transmission means transmits the computer's location information in association with time information.
9. The game program according to claim 1 or 2, wherein the control unit functions as a mission creation means for creating the mission by setting the achievement goal and uploading the created mission to the server.
10. The game program according to claim 1 or 2, wherein the game execution means generates an in-game event when the computer's position is within a first region set based on the execution position of the mission.
11. A program storage unit storing the game program described in claim 1 or 2, A game system comprising a computer that executes the game program stored in the program storage unit.
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