Information processing device and program

The game information processing device relaxes geographical constraints by allowing players who have previously met location conditions to challenge games alone or in cooperation, enhancing gameplay flexibility and collaboration while maintaining balance.

JP7876122B2Active Publication Date: 2026-06-19MIXI INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
MIXI INC
Filing Date
2026-01-20
Publication Date
2026-06-19

AI Technical Summary

Technical Problem

Existing electronic games impose strict geographical constraints that limit gameplay to players only when location conditions are met, restricting access and collaboration opportunities.

Method used

A game information processing device and method that relaxes geographical constraints by allowing players who have previously met location conditions to challenge games alone or in cooperation, even if current conditions are not met, and adjusts participation parameters based on past and present location relationships.

Benefits of technology

Enables players to participate in location-specific quests regardless of current location, enhancing gameplay flexibility and collaboration, and adjusts parameters to maintain game balance.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007876122000001
    Figure 0007876122000001
  • Figure 0007876122000002
    Figure 0007876122000002
  • Figure 0007876122000003
    Figure 0007876122000003
Patent Text Reader

Abstract

The geographical restrictions set for the target game will be relaxed under certain conditions. [Solution] A "game information processing device" (e.g., user management server 10) according to one aspect of the present invention comprises: a registration means (e.g., registration unit 310) that stores the location of a player as a location record (e.g., flag) in a storage means, with or without the player's request; and a first designation means (e.g., first designation unit 351) that designates a first player (e.g., a player who does not currently meet the play location conditions) who has a location record indicating that he previously met the play location conditions, as a challenger (e.g., a solo player, a multiplayer host) who will challenge a target game (e.g., a quest) that can be played alone (e.g., solo play) only if the play location conditions are met.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0003] ,

[0005] , , , , , , , , , , , , , ,

[0004] , , , , ,

[0006] ,

[0001] The present invention relates to an information processing apparatus and a program.

Background Art

[0002] An electronic game that introduces a mechanism for jointly processing events specified according to the location of mobile terminals by a plurality of mobile terminals is known (see, for example, Patent Document 1). Specifically, monsters corresponding to a specific geographical range are respectively displayed on the screens of a plurality of mobile terminals existing within the specific geographical range, and parameters for changing the display of the monsters are synchronized by short-range wireless communication between the mobile terminals existing in the vicinity, so as to produce an effect that the monsters are attacked by a plurality of players.

Prior Art Documents

Patent Documents

[0007] The "game information processing device" in [A] above may be subject to the following technical limitations. Furthermore, similar technical limitations may be added to the "control method" in [B] above, the "control program" in [C] above, and the control program recorded in the "recording medium" in [D] above. The first designation means designates the first player who does not currently meet the play position conditions. The first designation means further comprises a second designation means for designating the first player as a challenger to host a cooperative play of the target game, and designating the second player who applied to the first player's recruitment as a challenger to participate in the cooperative play of the target game hosted by the first player. The second designation means designates a second player who does not currently meet the play position conditions. The second designation means designates the second player that is currently located near the current location of the first player. The second designation means designates the second player who is currently located near the past location of the first player. The second designation means designates the second player whose location record indicates that it was previously located near the past location of the first player. The play position condition is that the player is located in the vicinity of a predetermined position, and the system further comprises setting means for setting participation parameters used when the second player participates in cooperative play of the target game, according to the current positional relationship between the predetermined position and the second player. The setting means sets the participation parameters such that the second player who does not meet the play position conditions is at a relative disadvantage compared to the player who meets the play position conditions. The setting means sets the participation parameters, taking into account the current positional relationship between the first player and the predetermined position. The setting means sets the participation parameters such that the second player is at a relative disadvantage when the first player does not currently meet the play position conditions compared to when the first player currently meets the play position conditions.

[0008] In this specification, the following terms are used: The term "game" refers to electronic games that are provided, at least partially, through online game services. In a broad sense, it refers to the game service itself, while in a narrow sense, it refers to the individual stages that make up the game service. "Player" refers to a user of a game service. "Playing" refers to a player progressing through a specific game and enjoying it. "Solo play" refers to gameplay by a single player. "Cooperative play" refers to synchronized gameplay by multiple players in a cooperative relationship. In cooperative play, a cooperative relationship is formed between a player who organizes a cooperative play session for a specific game and recruits teammates (host), and players who respond to the recruitment and participate in the cooperative play session for that specific game (guest), and the progress of the game is synchronized among the players. A "challenger" is a player who attempts to play a specific game. "Nearby" refers to, for example, a range of a predetermined first distance from a player's location. "Surroundings" refers to, for example, a range of a predetermined second distance from a predetermined location. In these examples, the relative magnitudes of the first and second distances can be set arbitrarily. "Defined location" refers to, for example, the location in the real world that corresponds to a spot location when a spot location is defined within a virtual space that is associated with the real world. • "Play location conditions" refer to conditions related to the player's location while playing a specific game. For example, it means that the player's location must be in the vicinity of a designated location. There may be differences between the conditions required for a solo player and the conditions required for each player in a cooperative play. There may also be differences between the conditions required for a player who hosts a cooperative play and the conditions required for each player participating in that cooperative play. • "Event" refers to the factors that cause the addition of a new location record or the deletion of an existing location record. Factors that cause addition include player instructions. Factors that cause deletion include player instructions, execution of periodic processing, expiration of validity period, and expiration of validity period. • "Parameters" refer to at least some of the setting data used to play a particular game. Parameters are a concept that includes in-game parameters, which primarily affect the progress of the game, and out-game parameters, which primarily affect the calculation of rewards after the game ends. Note that even if the target of play is the same, there may be differences between the parameters for a solo challenger and the parameters for each challenger in a cooperative play. Also, there may be differences between the host parameters for the challenger who hosts the cooperative play and the participation parameters for each challenger participating in that cooperative play. Furthermore, if there are multiple challengers participating in a particular cooperative play, there may be differences in participation parameters among the challengers. "Applicable conditions" refer to location-related conditions among the conditions under which benefits applicable to playing a given game are granted. For example, it refers to the player's location being in the vicinity of a designated location. "Location-based benefits" refer to geographical benefits granted to players who currently meet the eligibility requirements. Location-based benefits are a concept that includes in-game benefits, which primarily affect the progress of the game, and out-of-game benefits, which primarily affect the calculation of rewards after the game ends. • A "fictitious location benefit" refers to a geographical benefit granted to a player who does not currently meet the eligibility requirements but previously did. Fictitious location benefits are a concept that includes in-game benefits, which primarily affect the game's progression, and out-of-game benefits, which primarily affect the calculation of rewards after the game ends. The content of these benefits can be set to be inferior to actual location benefits. • "Pseudo-location benefit" refers to a geographical benefit that may be granted when a player who has not met the application conditions from the past to the present plays cooperatively with other players. For example, if a location benefit or pseudo-location benefit is applied to cooperative play by one player, then... A pseudo-location bonus is applied to this cooperative play. The pseudo-location bonus is a concept that includes in-game bonuses that primarily affect the progress of the game, and out-game bonuses that primarily affect the calculation of rewards after the game ends. The content of the bonuses can be set to be inferior to the location bonus and the pseudo-location bonus. [Effects of the Invention]

[0009] The present invention permits the play of a target game that can be played alone only when play position conditions are satisfied, to a first player who has a location record of having satisfied the play position conditions in the past, regardless of whether or not the play position conditions are satisfied at the present time. In this regard, according to the present invention, geographical restrictions set for the target game are relaxed.

Brief Description of the Drawings

[0010] [Figure 1] Illustrates a network configuration. (Example) [Figure 2-1] Illustrates the hardware functional configuration of a server device. (Example) [Figure 2-2] Illustrates the hardware functional configuration of a user device. (Example) [Figure 3] Illustrates a software functional configuration. (Example) [Figure 4] Illustrates a database configuration. (Example) [Figure 5] Illustrates a screen display update procedure. (Example) [Figure 6] Illustrates a flag setting procedure. (Example) [Figure 7] Illustrates a flag deletion procedure. (Example) [Figure 8] Illustrates a spot effect acquisition procedure. (Example) [Figure 9] Illustrates a procedure for executing a solo play. (Example) [Figure 10] It is an explanatory diagram of the positional relationship in a solo play. (Example) [Figure 11] Illustrates a play start procedure for a normal quest. (Example) [Figure 12] Illustrates a play start procedure for a spot-limited quest. (Example) [Figure 13] It is an explanatory diagram of the positional relationship in a solo play. (Example) [Figure 14] Illustrates a play start procedure for a spot-limited quest. (Example) [Figure 15] The following is an example of the procedure for running multiplayer. (Example) [Figure 16] This document provides an example of the recruitment procedure for short-range multiplayer games. (Example) [Figure 17] The application procedure for short-range multi-player games is illustrated below. (Example) [Figure 18] This is an explanatory diagram of the positional relationships in a short-range multi-target system. (Example) [Figure 19] This is an explanatory diagram of the positional relationships in a short-range multi-target system. (Example) [Figure 20] This is an explanatory diagram of the positional relationships in a short-range multi-target system. (Example) [Figure 21] This is an explanatory diagram of the positional relationships in a short-range multi-target system. (Example) [Figure 22] This is an explanatory diagram of the positional relationships in a short-range multi-target system. (Example) [Figure 23] This document provides an example of the recruitment procedure for a social networking service (SNS). (Example) [Figure 24] An example of the application procedure for SNS multi-level marketing is provided. (Example) [Figure 25] This is an explanatory diagram of the spatial relationships in an SNS multi-platform. (Example) [Figure 26] This is an explanatory diagram of the spatial relationships in an SNS multi-platform. (Example) [Modes for carrying out the invention]

[0011] [1. Embodiments] [1-1. Embodiment 1] [1-1-1. Overview] Embodiment 1 relates to an electronic game that uses the geographical location of a terminal device or player measured using GPS. The game information processing device according to Embodiment 1 is configured to relax the geographical constraints set for the target game under predetermined conditions.

[0012] [1-1-2. Game Information Processing Device] The game information processing device (e.g., user management server 10) according to Embodiment 1 comprises: a first designation means (e.g., first designation unit 351) for designating a first player who satisfies the play location conditions as a challenger (e.g., host) for co-op play (e.g., multiplayer) of a target game (e.g., quest) that is only playable solo (e.g., solo play) if the play location conditions are met; and a second designation means (e.g., second designation unit 352) for designating a second player (e.g., a player who does not currently meet the play location conditions) who has applied to be a challenger (e.g., guest) to participate in the co-op play of the target game hosted by the first player.

[0013] [1-2. Embodiment 2] [1-2-1. Overview] Embodiment 2 relates to an electronic game that uses the geographical location of a terminal device or player measured using GPS. The game information processing device according to Embodiment 2 is configured to relax the geographical constraints set for the target game under predetermined conditions.

[0014] [1-2-2. Game Information Processing Device] The game information processing device according to Embodiment 2 (for example, user management server 10) comprises: a registration means (for example, registration unit 310) that stores the location of a player as a location record (for example, flag) in a storage means (for example, storage unit 370) with or without the player's request; and a first designation means (for example, first designation unit 351) that designates a first player (for example, a player who does not currently meet the play location conditions) who has the location record indicating that he previously met the play location conditions, as a challenger (for example, a solo player, a multiplayer host) who will challenge a target game (for example, a quest) that can be played alone (for example, solo play) only if the play location conditions are met.

[0015] Furthermore, the system may be configured to further include a second designation means (for example, a second designation unit 352) which designates the first designation means as a challenger who will host a cooperative play of the target game, and a second designation means (for example, a player who does not currently meet the play position conditions) which designates a second player who has applied to be invited by the first player as a challenger to participate in the cooperative play of the target game hosted by the first player (for example, a player who does not currently meet the play position conditions).

[0016] [1-3. Embodiment 3] [1-3-1. Overview] Embodiment 3 relates to an electronic game that uses the geographical location of a terminal device or player measured using GPS. The game information processing device according to Embodiment 3 is configured to relax the criteria for assigning geographical effects under predetermined conditions.

[0017] [1-3-2. Game Information Processing Device] The game information processing device (e.g., user management server 10) according to Embodiment 3 comprises a designation means (e.g., designation unit 350) for designating a plurality of players, including at least a first player and a second player who does not meet the conditions for applying a location-based reward (e.g., spot reward), as challengers (e.g., host or guest of multiplayer) for cooperative play (e.g., multiplayer) of a predetermined game (e.g., quest), and a setting means (e.g., setting unit 360) for applying a pseudo-location-based reward that is inferior to the location-based reward to the cooperative play of the second player when the location-based reward is applied to the cooperative play of the first player.

[0018] If the above application condition is that the location is currently in the vicinity of the predetermined location, the setting means will provide the first player, who does not currently meet the above application condition but met it in the past, to the location A fictitious location benefit that is inferior to the actual location benefit and superior to the fictitious location benefit mentioned above may be applied. In this case, the setting means may set the pseudo-location bonus applied to the cooperative play by the second player according to the content of the bonus applied to the cooperative play by the first player. [Examples]

[0019] [2. Examples] [2-1. Overview] This embodiment relates to a game service (the service of the embodiment) that is provided at least in part online. In the service described in this example, the player is provided with an electronic game (a game in the broad sense) in which the player sequentially controls four monsters that make up a deck through predetermined actions, and challenges multiple stages (games in the narrow sense) provided within the game. Hereafter, these stages will be referred to as "quests".

[0020] There are two ways to play quests: solo play (solo) where one player attempts the quest alone, and multiplayer (cooperative) where two to four players work together to complete the quest. In multiplayer mode, a cooperative relationship is formed between the host who organizes the multiplayer session and recruits players, and the guests who respond to the recruitment and participate in the multiplayer session, and the progress of the game is synchronized among the players.

[0021] There are two types of recruitment methods used by hosts to find guests: recruitment that primarily targets unspecified players located nearby, and recruitment that primarily targets specific players located at a chosen location. In the following, multiplayer games using the former recruitment method will be referred to as "close-range multiplayer," and multiplayer games using the latter recruitment method will be referred to as "SNS multiplayer."

[0022] [2-2. Features] [2-2-1. Spot Placement and Spot Benefits] It creates a virtual space that is geographically mapped to the real world, and changes the display of the virtual space on the screen (map display) in conjunction with the player's physical movement in the real world. Numerous spots are placed in the virtual space. When a player is located near a real-world location (a predetermined location) that corresponds to a particular spot location, the spot benefits (spot effects, eligibility to play spot-specific quests) associated with that spot location are granted to that player.

[0023] [2-2-2. Flag Placement and Spot Rewards] Players can register their location in the real world as a record (location record). A flag is placed at the location in the virtual world that corresponds to the recorded location. If there is a location record indicating that a player was in the vicinity of a real-world location (a predetermined location) corresponding to a certain spot placement location, the player will be granted a lesser reward (a fictitious spot reward) than the spot reward set in association with that spot placement location. The maximum number of flags that can be set can be arbitrarily configured. In the example service, the maximum number is set to 1. Set flags can be deactivated by the player deleting them or by setting new flags. They are also cleared periodically (for example, by daily batch processing).

[0024] [2-2-3. Types of Spot Benefits] Spot benefits include, for example, the following: (a) Obtain virtual currency item fragments (objects that can be exchanged for a specific virtual currency item when multiple points are collected). (b) Obtain spot-exclusive monsters (c) Obtain eligibility to play spot-limited quests (d) Parameters that primarily affect the progress of quests (quest progression parameters, progress parameters) change in a favorable direction. (e) Parameters that primarily affect the calculation of clear rewards (reward calculation parameters, calculation parameters) change in a favorable direction.

[0025] The above (d) refers to, for example, the following benefits. These benefits may be applied to a player's play of a designated quest after they have been granted to that player. (d-1) The rank of the emblem you are wearing will increase. (d-2) The hit points (HP), attack power, and speed of monsters of a specified attribute will each be increased. (d-3) The activation rate of Luck Skills (e.g., Shield, Friendship Combo Critical, Guide) increases.

[0026] The above (e) refers to, for example, the following benefits. These benefits may be applied to a player's play of a given quest after they have been granted to that player. (e-1) A portion of stamina will be refunded upon completion of a quest. (e-2) Experience points increase (e-3) Points earned will increase (e-4) Luck increases (i.e., the probability of obtaining a luck bonus increases) (e-5) The probability of finding additional treasure chests increases.

[0027] [2-2-4. Relaxation of player location requirements for multiplayer] There are spot-specific quests that can only be played solo if you are located near a designated spot (i.e., if you meet the play location requirements). In the service described in this example, players who have a record indicating they previously met the location requirements are allowed to attempt the location-specific quest. Therefore, players who do not currently meet the location requirements may play the location-specific quest alone or in collaboration with others.

[0028] Furthermore, if a guest is participating in a multiplayer game hosted by a host who meets the location requirements, they will be allowed to challenge the spot-specific quest in multiplayer mode, regardless of whether they themselves meet those location requirements. In this case, the guest's participation parameters (progression parameters, calculation parameters) will be adjusted according to the past and present location relationship between the guest and the spot. Furthermore, if a guest is participating in a cooperative play session hosted by a host who has a record indicating that the play location conditions were met, multiplayer for the spot-specific quest will be permitted regardless of whether the play location conditions are met or not. In this case, the guest's participation parameters (progression parameters, calculation parameters) will be adjusted according to the past and present positional relationship between the host, guest, and the spot.

[0029] [2-2-5. Relaxation of eligibility requirements for multiplayer bonuses] In the service of the example, when a spot effect (location benefit or fictitious location benefit) is applied to a player who is challenging multiplayer, the other players challenging the same multiplayer will receive the same benefit. A less effective spot effect (pseudo-location benefit) is applied to these spot effects. At this time, the content of the spot effects applied to other players who do not meet the application conditions is adjusted according to the content of the spot effect applied to a certain player. For example, if a spot effect is applied to a host that meets the application conditions, a less effective spot effect will be applied to all guests that do not meet those conditions. Also, if a spot effect is applied to a guest that meets the application conditions, a less effective spot effect will be applied to hosts and other guests that do not meet those conditions.

[0030] [2-2-6. Summary] As described above, the service in this embodiment places numerous spots in a virtual space that is geographically mapped to the real world, and provides benefits (for example, spot effects, eligibility to play spot-exclusive quests) that are granted on the condition that the user is located near a location in the real world (a predetermined location) that corresponds to the spot placement location. On the other hand, the conditions under which the benefit applies (e.g., temporal conditions, spatial conditions) will be relaxed in certain cases. In particular, if the benefit applies to at least one player among multiple players, a benefit similar to the one applied will be applied to the other players who cooperate with that player. This mechanism enhances the appeal of the service in the example and encourages players to take on quests in multiplayer mode.

[0031] [2-3. System Configuration of the Example] [2-3-1. Network Configuration] [2-3-1-1. Overview] Figure 1 illustrates the network configuration of the system in the embodiment. The system in the embodiment provides the service in the embodiment to the user. As illustrated in Figure 1, the system of the embodiment includes a user management server 10 that manages users of the service of the embodiment, a data management server 20 that manages data related to the service of the embodiment, and multiple user terminals 30 (30-1, 30-2, ..., 30-n) (n: natural number) used by multiple users, each of them.

[0032] The user management server 10 and the user terminal 30 can exchange data via the communication network 40. The data management server 20 can access built-in or externally connectable storage 21. The user management server 10 can access the data stored in the storage 21 via the data management server 20. The communication network 40 may include at least one of the existing networks such as the Internet, mobile phone networks, wireless WANs (Wireless Wide Area Networks), wireless LANs (Wireless Local Area Networks), and Ethernet (registered trademark).

[0033] [2-3-1-2. User Management Server] User management server 10 is a server device (computer) on which the web server program is installed. The user management server 10, in response to a request, instructs the data management server 20 to retrieve the necessary data from the storage 21 and provides it to the requester (response). The user management server 10 also instructs the data management server 20 to register the necessary data in the storage 21 in response to a request. Furthermore, a server system may be configured by linking multiple server devices, and the functions of the user management server 10 may be shared or the load on the user management server 10 may be distributed.

[0034] [2-3-1-3. Data Management Server] The data management server 20 is a server device (computer) on which the DB server program is installed, and together with the storage 21, it constitutes a DBMS (Database Management System). The data management server 20 retrieves the necessary data from the storage 21 in response to a request and provides it to the requester (response). The data management server 20 also registers the necessary data in the storage 21 in response to a request. The storage 21 is a storage device that stores data related to the service of this embodiment. Furthermore, a server system may be configured by linking multiple server devices, and the functions of the data management server 20 may be shared or the load on the data management server 20 may be distributed. Alternatively, multiple storage devices may be provided, and each type of data stored in storage 21 may be stored separately, or the data stored in storage 21 may be distributed across multiple storage devices.

[0035] [2-3-1-4. User Terminals] User terminal 30 is a user device (computer) on which a predetermined game program is installed. In this embodiment, the user device can be a general-purpose portable device on which a program can be installed (e.g., a mobile phone, smartphone, tablet terminal, tablet PC (personal computer), wearable device, etc.) or a general-purpose processing device (e.g., a PC (personal computer), etc.).

[0036] [2-3-2. Hardware Functional Configuration] [2-3-2-1. Hardware Functional Configuration of Server Devices] Figure 2-1 illustrates the hardware functional configuration of a server device. The server device illustrated in Figure 2-1 includes a control processing unit 211 including an MPU (Micro-Processing Unit) and ROM (Read Only Memory), a main memory 212 including RAM (Random Access Memory), an auxiliary storage device 213 including an HDD (Hard Disk Drive), an input device 214 including a mouse and keyboard, an output device 215 including a display and speakers, and a communication control device 216 including a network interface card.

[0037] The main memory 212, auxiliary memory 213, input device 214, output device 215, and communication control device 216 are each connected to the control processing device 211 via a bus line. The control processing unit 211 (1) reads the program stored in the auxiliary storage device 213 onto the main storage device 212, (2) acquires data from at least one of the input device 214, the auxiliary storage device 213, and the communication control device 216 according to the instructions of the program, (3) performs calculations and processing on the acquired data according to the procedure specified in the program, and (4) provides the calculated and processed data to at least one of the auxiliary storage device 213, the output device 215, and the communication control device 216.

[0038] [2-3-2-2. Hardware Functional Configuration of User Devices] Figure 2-2 illustrates the hardware functional configuration of a user device. The user device illustrated in Figure 2-2 includes at least an MPU 221 constituting a control processing unit, a RAM 231 constituting a main memory unit, a ROM 232 and an EEPROM (Electrically Erasable Programmable Read-Only Memory) 233 constituting an auxiliary memory unit, a touch panel display 241 constituting an input unit and a display unit, a speaker 242 constituting an audio output unit, a NIC (Network Interface Controller) 251 and a wireless LAN (Local Area Network) chip 252 constituting a communication control unit, and a GPS (Global Positioning System) unit 261 constituting a location acquisition unit.

[0039] RAM231, ROM232, EEPROM233, touch panel display241, speaker242, NIC251, wireless LAN chip252, and GPS unit261 are connected to MPU221 via a bus line. The MPU221 (1) loads a program stored in ROM232 or EEPROM233 onto RAM231, (2) acquires data from at least one of the touch panel display 241, EEPROM233, NIC251, wireless LAN chip 252, and GPS unit 261 according to the program's instructions, (3) performs calculations and processing on the acquired data according to the procedure specified in the program, and (4) provides the calculated and processed data to at least one of the EEPROM233, touch panel display 241, speaker 242, NIC251, and wireless LAN chip 252.

[0040] [2-3-3. Software Functional Configuration] Figure 3 illustrates the software functional configuration of the system in the embodiment. As illustrated in Figure 3, the user management server 10 comprises a registration unit 310, a reception unit 320, a search unit 330, a provision unit 340, a designation unit 350, and a setting unit 360. The designation unit 350 includes a first designation unit 351 and a second designation unit 352. The data management server 20 also comprises a storage unit 370.

[0041] The software functions of the user management server 10 and the data management server 20 are realized by installing an operating system (OS) for the server device and programs that run on that OS on the server device, respectively. The program to be installed on the server device may be distributed on a recording medium such as a CD (Compact Disc), DVD (Digital Versatile Disk), MO disk (Magneto-Optical disk), or flash memory, and read from the recording medium to the server device, or it may be supplied to the server device by superimposing it on a carrier wave via the communication network 40 or other communication network.

[0042] The software functions of the user terminal 30 are realized by installing an operating system (OS) for the user device and a game program that runs on that OS on the user device. Alternatively, the software functionality of the user terminal 30 can also be realized by installing a web browser program that runs on the OS for the user device and a game program (plugin) that runs on the said web browser program on the user device, instead of a game program.

[0043] The operating system for user devices is typically pre-installed on them from the time of shipment. Other programs that should be installed on user devices are typically supplied to them via the communication network 40, superimposed on the carrier wave. Furthermore, the other programs to be installed on the user's device may be distributed on recording media such as CDs (Compact Discs), DVDs (Digital Versatile Disks), MO disks (Magneto-Optical disks), or flash memory, and then read from these recording media to the user's device.

[0044] The registration unit 310 registers the player's location or an approximate location in the storage unit 370 upon individual requests from the player. A flag for the player is placed at the location in the virtual space corresponding to the location registered in the storage unit 370. Alternatively, the system may be configured to register the player's location or an approximate location in the storage unit 370 without individual requests from the player. Furthermore, the registration unit 310 invalidates the flags stored in the storage unit 370 through a predetermined procedure or at a predetermined trigger. For example, invalidation through a procedure in which the player erases the flag. For example, if a player sets a new flag and the number of flags reaches the upper limit (1 in the example service), older flags are deactivated. Alternatively, they may be deactivated during daily batch processing.

[0045] Furthermore, the registration unit 310 registers records of spot effects associated with specific spots in the storage unit 370, corresponding to the player, based on individual requests from the player. The spot effects registered in the storage unit 370 can be applied when the player later plays a quest. Furthermore, the registration unit 310 invalidates spot effects stored in the storage unit 370 through a predetermined procedure or at a predetermined trigger. For example, when a new spot effect is acquired by a player and the number of installations reaches the upper limit (1 in the service of this embodiment), older spot effects are invalidated. Alternatively, they may be invalidated during daily batch processing, for example.

[0046] The reception unit 320 accepts challenges for solo and multiplayer quests from the user terminals 30 of players who are eligible to take on the challenge. In particular, the reception unit 320 accepts recruitment for multiplayer from the user terminals 30 of players who are eligible to take on the challenge, and also accepts applications for such recruitment from the user terminals 30 of players who meet the participation requirements for such recruitment. The search unit 330, in response to a request from the user terminal 30, searches the virtual waiting room information stored in the storage unit 370 for rooms that the requesting player meets the participation conditions for, and returns the search results to the requesting party.

[0047] The data provision unit 340 provides display data to the user terminal 30. The data provision unit 340 also provides the user terminal 30 of the quest challenger with parameters for quest progression (progress parameters) and data for displaying results. The designation section 350 includes a first designation section 351 that designates solo challengers and challengers who host multiplayer games, and a second designation section 352 that designates challengers who participate in multiplayer games.

[0048] The first designation section 351 designates the following players as challengers to attempt solo play of the limited-time quest. Note that the latter players do not need to currently meet the play location requirements. Players who currently meet the play location requirements • Players who have placed a flag at a location that meets the play position conditions (i.e., players who have previously met the play position conditions)

[0049] Furthermore, the first designated section 351 designates the following players as challengers (hosts) who will host the spot-limited quest multiplayer session. Note that the latter players do not need to currently meet the play location requirements. Players who currently meet the play location requirements • Players who have placed a flag at a location that meets the play position conditions (i.e., players who have previously met the play position conditions)

[0050] The second designation section 352 designates the following players as challengers (guests) to participate in the limited-time quest's multiplayer mode. • Players who have responded to a host's recruitment post that currently meets the play location requirements. • Players who applied to a host's recruitment post who previously met the location requirements. In this case, the guest does not need to currently meet the play location requirements, as long as they meet the following conditions. • Currently located near the host's current location. • Hosts that were previously located near the current host location (i.e., by setting a flag) (They are there.) • The host is currently located near its past location (i.e., the location where the flag was placed). • The host was previously located near the host's past location (i.e., the location where the flag was placed) (i.e., the flag was placed there). The host accessed a virtual waiting room identified by a URL obtained from an external SNS or similar service outside of the system described in the example.

[0051] The setting unit 360 sets parameters related to the quest (for example, progression parameters, calculation parameters) as follows: • Parameters for challengers attempting solo play are set taking into account the spot effects applied to that challenger. The parameters for the challenger hosting the multiplayer game are set taking into account the spot effects applied to both the challenger and the challengers participating in the multiplayer game (guests). In particular, if a specific spot effect is applied to a guest, an equivalent or lesser effect will also be applied to the host. The parameters for challengers (guests) participating in multiplayer are set taking into account the spot effects applied to the challenger, the challenger hosting the multiplayer session, and other challengers (guests) participating in the multiplayer session. In particular, if a specific spot effect is applied to the host or other guests, an effect of the same or lesser value will also be applied to those guests.

[0052] Furthermore, the setting unit 360 sets parameters related to spot-limited quests (for example, progression parameters, calculation parameters), for example, as shown below. - For solo players attempting spot-limited quests, parameters will be set to vary depending on the challenger's past and present positional relationship with the spot. Specifically, the parameters will be set so that the challenger is relatively at an advantage if they are currently near the designated location, and relatively at a disadvantage if they have been near the designated location in the past but are not currently near it. - Parameters for challengers (hosts) who host spot-limited quests will be set to differ depending on the past and present location relationship between the challenger and the spot. In particular, the parameters for the host will be set so that they are relatively advantageous if the host is currently near the designated location, and relatively disadvantageous if the host has been near the designated location in the past but is not currently near it. The parameters for challengers (guests) participating in spot-limited quest multiplayer will be set to differ depending on the past and present positional relationship between the host and the spot, and the past and present positional relationship between the guest and the spot. In particular, the parameters for the guest will be set so that they are relatively advantageous if the host is currently near the designated location, and relatively disadvantageous if the host has been near the designated location in the past but is not currently near it. Furthermore, the parameters for the guest will be set so that the degree of advantage is reflected in the following order: if the guest is currently near the designated location, if the host has been near the designated location in the past but is not currently near it, and if the host has never been near the designated location from the past to the present.

[0053] [2-3-4. Database Configuration] Figure 4 illustrates the database configuration in the system of the embodiment. Player management information (Figure 4(a)) is added during initial setup by each player and is updated before the start of a quest or after the end of the quest. Spot definition information (Figure 4(b)), spot type definition information (Figure 4(c)), spot effect setting information (Figure 4(d)), and flag status definition information (Figure 4(f)) are added or deleted as needed by the service operator of the embodiment. Flag management information (Figure 4(e)) and spot effect management information (Figure 4(g)) are added by each player through a predetermined procedure and are cleared periodically. Virtual waiting room information (Figure 4(h)) and virtual waiting management information (Figure 4(i)) are generated when a multiplayer request is accepted.

[0054] (1) Player management information The memory unit 370 stores player management information for each player, which manages various parameters related to that player. As illustrated in Figure 4(a), player management information associates each player with a unique "Player ID," along with at least "Experience Points" and "Player Rank."

[0055] (2) Spot definition information The memory unit 370 stores spot definition information that defines various parameters related to each spot. As illustrated in Figure 4(b), the spot definition information associates at least the "Spot ID" with the "Spot Type ID," "Spot Location," and "Effect Type ID." The "spot location" indicates the location of the spot in the virtual space. In this embodiment, since the virtual space is geographically mapped to the real space, the "spot location" is identified using data representing the geographical location in the real space (e.g., latitude, longitude).

[0056] (3) Spot type definition information The memory unit 370 stores spot type definition information that defines various parameters related to each spot type. As illustrated in Figure 4(c), the spot type definition information associates at least the "spot icon path" with the "spot type ID". The "spot icon path" is information that helps identify the spot icon (image) that is displayed at the spot's location and represents the type of spot.

[0057] (4) Spot effect setting information The memory unit 370 stores spot effect setting information, which sets spot effects for each effect type. As illustrated in Figure 4(d), the spot effect setting information associates "Effect Type ID" with "Value 1", "Value 2", "Value 3", ... "Value 1", "Value 2", "Value 3", ... are the modified values ​​of specific parameters (progress parameters or calculation parameters) used in the service of the embodiment, or the values ​​used in the process of modifying said parameters. "Value 1", "Value 2", and "Value 3" may also be used as values ​​for parameter settings when spot effects, fictitious spot effects, and pseudo-spot effects are applied, respectively.

[0058] (5) Flag management information The memory unit 370 stores flag management information that manages various parameters related to the flags set by each player. As illustrated in Figure 4(e), the flag management information associates at least the "Player ID" with the "Flag Status ID," "Flag Position," and "Invalid Flag." The "flag position" indicates the location where the flag is placed in the virtual space. In this embodiment, since the virtual space is geographically mapped to the real space, the "flag position" is identified by data representing the geographical location in the real space (e.g., latitude, longitude). The "invalid flag" indicates that the flag is invalid when it is significant. Furthermore, when setting a flag for a specific spot, you can configure it so that the "flag location" is set to the "spot location," or you can use the "spot ID" instead of the "flag location." It may be configured to store this information. In the latter configuration, the location of the flag is determined by the location of the spot identified by the "spot ID".

[0059] (6) Flag status definition information The storage unit 370 stores flag state definition information that defines various parameters related to each flag state. As illustrated in Figure 4(f), the flag status definition information associates at least one "flag icon path" with the "flag status ID". The "flag icon path" is information that helps identify the flag icon (image) displayed at the flag placement location, which represents the flag's status.

[0060] (7) Spot effect management information The memory unit 370 stores spot effect management information, which is assigned to each player through an acquisition procedure performed by that player and manages various parameters related to spot effects. As illustrated in Figure 4(g), the spot effect management information associates at least the "Player ID" and "Spot ID" with the "Status" and "Invalid Flag". The "Status" indicates the application status of the spot effect (e.g., acquired / applied). If there is a limit to the number of applications, the remaining number of applications may be shown. The "Invalid Flag" indicates that the spot effect is invalid when significant. The "invalid flag" is activated, for example, when the number of applications reaches the upper limit (1 in the example service) or when a new spot effect is acquired and the number of acquisitions reaches the upper limit (1 in the example service).

[0061] (8) Virtual waiting room information The memory unit 370 stores virtual waiting room information, which records various parameters related to the virtual waiting room corresponding to each multiplayer recruitment. As illustrated in Figure 4(h), the virtual waiting room information associates at least the "Virtual Waiting Room ID" with the "Recruiter" (Player ID), "Multiplayer Category," "Participation Conditions," and "Status." "Multiplayer Category" indicates, for example, local multiplayer or SNS multiplayer. "Participation Requirements" include, for example, time conditions, spatial conditions (geographical conditions), passwords, etc. "Status" indicates the recruitment status of the multiplayer (e.g., recruiting / recruitment closed).

[0062] (9) Virtual standby management information The memory unit 370 stores virtual waiting management information for each virtual waiting room, which manages the applicants for the recruitment. As illustrated in Figure 4(i), the virtual waiting management information associates at least one or more "applicants" (player IDs) with the "virtual waiting room ID".

[0063] [2-4. In-game actions before starting a quest] [2-4-1. Screen display update procedure] Figure 5 illustrates the screen display update procedure by the system of the embodiment. Figure 5 shows the procedure in which player A moves through the real world while holding user terminal 30a, and the map display on the screen of user terminal 30a is updated in real time. [S505] The user terminal 30a receives a map display instruction operation from player A. The map display instruction operation is, for example, a tap operation on the "Map Display" menu that is displayed by tapping a tab located on the home screen. [S510] The user terminal 30a determines its current location. The GPS unit 261 is used to determine the current location. [S515] User terminal 30a requests the user management server 10 to provide display data. The request includes location data indicating the current location of the user terminal 30a. [S520] The user management server 10 provides display data to the user terminal 30a. The display data includes at least one or more map image data (or their URLs) representing a map of a predetermined area of ​​a virtual space corresponding to a certain range including the current location of the user terminal 30a, and icon data (or their URLs) and other parameters of objects to be displayed in the predetermined area on the map (in the service of this embodiment, spots located in a substantially circular area with a radius of 50m centered on the current location and the player flag installed in the substantially circular area). [S525] The user terminal 30a updates the screen display. A map of a predetermined area is displayed on the screen of the user terminal 30a, and icons for objects (spots, flags, etc.) are placed at their corresponding positions on the map. [S530] After the predetermined time has elapsed, the process returns to [S510]. Thereafter, as long as "Map Display" is selected on the user terminal 30a, the procedure from [S510] to [S525] is repeated at predetermined intervals.

[0064] [2-4-2. Flag Setting Procedure] Figure 6 illustrates the flag placement procedure using the system of the embodiment. Figure 6 shows the procedure in which player A, holding user terminal 30a, moves through the real world and places a flag at a location in the virtual world corresponding to their current location. [S605] User terminal 30a receives a flag setting instruction operation from player A. A flag setting instruction operation is, for example, a tap operation in response to a flag setting command. [S610] The user terminal 30a determines its current location. The GPS unit 261 is used to determine the current location. [S615] The user terminal 30a instructs the user management server 10 to set a new flag. This instruction includes location data indicating the current location of the user terminal 30a. [S620] The user management server 10 updates the flag management information (Figure 4(e)) stored in the storage 21. Specifically, it adds new flag management information associated with the player ID of player A and sets the position indicated by the position data as the "flag position". In addition, if there is any valid flag management information associated with player A, it updates (significantizes) the "disable flag" to disable it. [S625] The user management server 10 provides display data to the user terminal 30a. The display data is the same as that provided in [S520] (Figure 5). [S630] The user terminal 30a updates its screen display. A map of a predetermined area is displayed on the screen of the user terminal 30a, and icons of newly placed flags are placed at the corresponding locations on the map.

[0065] Furthermore, it is also acceptable to configure the system to place a flag on a spot only if the spot is displayed on the map (i.e., if it is located near the location corresponding to the spot's placement). In this case, the user terminal 30a may accept the flag setting instruction operation from player A for the spot in question by tapping the icon of the spot displayed on the map, or by tapping the flag setting command displayed by tapping the icon of the spot. The user management server 10 may set the "spot location" of the spots located around the location indicated by the location data as the "flag location".

[0066] [2-4-3. Flag Deletion Procedure] Figure 7 illustrates the flag deletion procedure using the system of the embodiment. Figure 7 shows the procedure in which player A operates user terminal 30a to delete an installed flag. [S705] The user terminal 30a receives a flag deletion instruction operation from player A. The flag deletion instruction operation is, for example, a tap operation on the flag deletion command that is displayed by tapping on the installed flag menu. [S710] User terminal 30a instructs user management server 10 to delete the flag. This instruction includes data that identifies the target flag. However, if the maximum number of flags that can be set is 1, it is sufficient to delete the currently valid flag, so data that can identify the target flag is not required. [S715] The user management server 10 updates the flag management information (Figure 4(e)) stored in the storage 21. Specifically, it updates (signifies) the "invalidation flag" in the flag management information of the flags to be erased associated with player A (e.g., target flag, latest flag) to invalidate them. [S720] The user management server 10 notifies the user terminal 30a of the update result. [S725] The user terminal 30a displays the update results.

[0067] [2-4-4. Procedure for obtaining spot effects] Figure 8 illustrates the procedure for acquiring spot effects using the system of the embodiment. Figure 8 shows the procedure in which player A operates user terminal 30a to acquire spot effects of spots located around a virtual space location corresponding to the current location. [S805] The user terminal 30a accepts a spot selection operation from player A. A spot selection operation is, for example, a tap operation on a spot icon placed on the map. [S810] The user terminal 30a accepts a spot effect acquisition operation from player A. The spot effect acquisition operation is, for example, a tap operation on the spot effect acquisition command displayed by the spot selection operation. [S815] The user terminal 30a instructs the user management server 10 to acquire spot effects. This instruction includes data that can identify the target spot. [S820] The user management server 10 updates the spot effect management information (Figure 4(g)) stored in the storage 21. Specifically, it adds new spot effect management information associated with the player ID of player A. At the same time, if there is any valid spot effect management information associated with player A, it updates (significantizes) the "invalidation flag" to invalidate it. [S825] The user management server 10 provides display data to the user terminal 30a. The display data is the same as that provided in [S520] (Figure 5). [S830] The user terminal 30a updates its screen display. The icon of the target spot located at the corresponding position on the map displayed on the user terminal 30a's screen changes.

[0068] [2-5. Steps related to completing quests] [2-5-1. Solo Play Procedure] Figure 9 illustrates the procedure for performing solo play using the system of the embodiment. Figure 9 shows the procedure after a quest has been selected by player A's user terminal 30a. [S905] User terminal 30a accepts the selection of solo play by player A. [S910] User terminal 30a assembles a deck in response to player A's input. [S915] User terminal 30a instructs user management server 10 to attempt the quest in solo play in response to player A's actions. [S920] User management server 10 designates the challenger for the quest. Here, player A is designated as the challenger who will attempt the quest solo.

[0069] [S925] The user management server 10 sets quest progression parameters for the challenger. Here, spot effects applied to the challenger are taken into consideration. Specifically, if spot definition information corresponding to the challenger's current location (Figure 4(b)) is stored, the spot effect setting information (Figure 4(d)) is identified by the "effect type ID" and the applicable spot effects ("value 1", "value 2", "value 3", ...) are identified. Also, if flag management information (Figure 4(e)) is stored associated with the challenger, the spot definition information is identified by the "flag position" The system identifies the spot (Figure 4(b)), identifies the spot effect setting information (Figure 4(d)) using the "Effect Type ID," and identifies the applicable spot effect ("Value 1," "Value 2," "Value 3,"...). Furthermore, if spot effect management information (Figure 4(g)) is stored in association with the challenger, the system identifies the spot definition information (Figure 4(b)) using the "Spot ID," identifies the spot effect setting information (Figure 4(d)) using the "Effect Type ID," and identifies the applicable spot effect ("Value 1," "Value 2," "Value 3,"...). Then, if there are any target parameters among the default progression parameters, these are updated using at least one of "Value 1," "Value 2," "Value 3,".... As a result, the target progression parameter increases. In the case of spot-limited quests, the relative positions of the spot and the challenger are further taken into account to adjust the amount or percentage increase of the progression parameter.

[0070] [S930] The user management server 10 provides the user terminal 30a with parameters for quest progression. [S935] User terminal 30a proceeds with the quest. Quest progression parameters are used to advance the quest. [S940] After the quest is completed, the user terminal 30a notifies the user management server 10 that the quest has finished.

[0071] [S945] The user management server 10 sets the parameters for calculating rewards for challengers. Here, the spot effects applied to the challenger are taken into consideration. Specifically, similar to [S925], the applicable spot effects ("Value 1", "Value 2", "Value 3", ...) are identified. Then, if there is a target parameter among the default calculation parameters, it is updated using at least one of "Value 1", "Value 2", "Value 3", ... As a result, the target calculation parameter increases. In the case of spot-limited quests, the relative positions of the spot and the challenger are further taken into consideration to adjust the amount or percentage increase of the calculation parameter. Note that the setting process in [S945] may be configured to be executed together with [S925] before the start of the quest.

[0072] [S950] The user management server 10 updates the player data stored in the storage 21. For example, it increases the "experience points" and "player rank" of the player information corresponding to the challenger (Figure 4(a)) according to the reward calculation parameters. [S955] The user management server 10 provides result display data to the user terminal 30a. [S960] The user terminal 30a displays the results, including the rewards earned. For example, it shows how the data before the update changes to the updated data due to predetermined audiovisual effects.

[0073] [2-5-1-1. If the challenger is currently located near the spot] Figure 10 is an explanatory diagram of the positional relationships in solo play. In the example shown in Figure 10, challenger 1020 is currently located in the vicinity of a predetermined location in real space corresponding to the placement of spot 1010 (for example, within a roughly circular area with a radius of 50m). In this case, the challenger is granted spot benefits derived from their current location (for example, application of spot effects, eligibility to play spot-specific quests).

[0074] (1) Application of spot effects to playing normal quests In the positional relationship shown in Figure 10, if a normal quest is played solo, the challenger may be affected by the spot effect. Figure 11 illustrates the procedure for starting a normal quest using the system of the embodiment. After the normal quest is started using the procedure in Figure 11, the process proceeds to the solo play execution procedure (Figure 9). [S1105] User terminal 30a receives a command from player A to display the quest selection screen. The command to display the quest selection screen is, for example, to display the "Quest" located on the home screen. This is a tap operation on the "T" button. [S1110] The user terminal 30a accepts a quest selection operation from player A. The quest selection operation is a series of operations in which player A selects a quest from a list of quests or from a classification of quests categorized according to a predetermined perspective. Note that only quests for which player A meets the play conditions are displayed as selectable in the quest list or classification. The play conditions are, for example, at least one of the following: temporal conditions, spatial conditions (geographical conditions), proficiency conditions, etc.

[0075] In [S925] (Figure 9), the user management server 10 sets the quest progression parameters for challengers, taking into account at least the spot effects applied to the challengers. Furthermore, in [S945] (Figure 9), the user management server 10 sets the parameters for calculating rewards for challengers, taking into account at least the spot effect applied to the challenger.

[0076] (2) Playing limited-time quests In the positional relationship shown in Figure 10, solo play of spot-limited quests is possible. Figure 12 illustrates the procedure for starting a spot-limited quest using the system of the embodiment. After selecting a spot-limited quest using the procedure in Figure 12, the player proceeds to the solo play execution procedure (Figure 9). [S1205] The user terminal 30a accepts a spot selection operation from player A. The spot selection operation is, for example, a tap operation on the icon of a nearby spot placed on the map. In the service of this embodiment, the icon of the spot is placed on the map displayed on the user terminal 30a only if the spot is located within a predetermined range centered on the virtual space location corresponding to the current location. [S1210] User terminal 30a accepts a quest selection operation from player A. The quest selection operation is, for example, a tap operation on the spot-limited quest execution command displayed by the spot specification operation.

[0077] [2-5-1-2. If the challenger has been in the vicinity of the spot in the past] Figure 13 is an explanatory diagram of the positional relationships in solo play. In the example shown in Figure 13, the challenger was previously located in the vicinity of a predetermined location in real space corresponding to the placement location of spot 1310 (for example, within a roughly circular area with a radius of 50m). That is, the challenger's flag 1320 is placed around the spot placement location. In this case, the challenger is granted fictitious spot benefits derived from their past location (for example, application of spot effects, eligibility to play spot-limited quests).

[0078] (1) Application of fictitious spot effects to normal quest gameplay In the positional relationship shown in Figure 13, if a normal quest is played solo, the challenger may be subject to the pseudo-spot effect. After the normal quest is started following the procedure in Figure 11, proceed to the solo play procedure (Figure 9).

[0079] In [S925] (Figure 9), the user management server 10 sets the quest progression parameters for challengers, taking into account at least the spot effect (pseudo-spot effect) applied to the challenger. Furthermore, in [S945] (Figure 9), the user management server 10 sets the parameters for calculating rewards for challengers, taking into account at least the spot effect (fictitious spot effect) applied to the challenger.

[0080] (2) Playing limited-time quests In the positional relationship shown in Figure 13, solo play of spot-limited quests is possible. Figure 14 illustrates the procedure for starting a spot-limited quest using the system of the embodiment. After selecting a spot-limited quest using the procedure in Figure 14, the player proceeds to the solo play execution procedure (Figure 9). [S1405] The user terminal 30a accepts a flag selection operation from player A. A flag selection operation is, for example, a tap operation on a flag menu placed on the screen. The flag menu becomes active only if a flag is set. [S1410] The user terminal 30a accepts a spot selection operation from player A. A spot selection operation is, for example, a tap operation on a spot selection command displayed by a flag selection operation. [S1415] User terminal 30a accepts a quest selection operation from player A. A quest selection operation is, for example, a tap operation on the spot-specific quest execution command displayed by the spot selection operation. Note that the spot-specific quest execution command is displayed only if a spot-specific quest is available in association with the specified spot.

[0081] [2-5-2. Multiplayer Execution Procedure] Figure 15 illustrates the procedure for executing multiplayer using the system of the embodiment. Figure 15 shows the procedure after a quest is selected by Player A, Player A initiates a multiplayer recruitment, and Player B applies to the recruitment. [S1505] User terminal 30a assembles a deck in response to player A's input. [S1510] User terminal 30a receives a challenge instruction operation from player A. [S1515] User terminal 30a instructs user management server 10 to take on the quest in multiplayer mode in response to player A's actions. [S1520] User management server 10 designates the challengers for the quest. Here, players A and B are designated as challengers (host and guest) for the multiplayer challenge, respectively.

[0082] [S1525] The user management server 10 sets quest progression parameters for both hosts and guests. Here, spot effects that apply to at least some challengers are taken into consideration. Specifically, if spot definition information (Figure 4(b)) corresponding to a challenger's current location is stored, the spot effect setting information (Figure 4(d)) is identified by the "effect type ID," and the applicable spot effects ("value 1," "value 2," "value 3,"...) are identified. Also, if flag management information (Figure 4(e)) is stored associated with a challenger, the spot definition information (Figure 4(b)) is identified by the "flag position," the spot effect setting information (Figure 4(d)) is identified by the "effect type ID," and the applicable spot effects ("value 1," "value 2," "value 3,"...) are identified. Furthermore, if spot effect management information (Figure 4(g)) is stored in association with a particular challenger, the spot definition information (Figure 4(b)) is identified by the "Spot ID," the spot effect setting information (Figure 4(d)) is identified by the "Effect Type ID," and the applicable spot effect ("Value 1," "Value 2," "Value 3,"...) is identified. Then, if there is a target parameter among the default progression parameters, it is updated using at least one of "Value 1," "Value 2," "Value 3,"... As a result, the target progression parameter increases. These processes are performed for each challenger. In the case of spot-limited quests, the positional relationship between the spot and the host from the past to the present, and the positional relationship between the spot and the guest from the past to the present are also taken into consideration to adjust the amount or percentage increase of the progression parameter.

[0083] [S1530] The user management server 10 provides quest progression parameters to user terminals 30a and 30b, respectively. [S1535a~c] User terminal 30a and user terminal 30b each advance the quest. Quest progression parameters are used to advance the quest. User management system The server 10 connects to user terminals 30a and 30b respectively, relaying data exchange including operation information and synchronizing the progress of the quest.

[0084] [S1540] After the quest ends, the user management server 10 sets reward calculation parameters for the host and guests. Here, spot effects that apply to at least some of the challengers are taken into consideration. Specifically, similar to [S1525], the applicable spot effects ("Value 1", "Value 2", "Value 3", ...) are identified, and if there are any applicable parameters among the default calculation parameters, they are updated using at least one of "Value 1", "Value 2", "Value 3", ... to increase the applicable calculation parameters, and this process is performed for all challengers. In the case of spot-limited quests, the positional relationship between the spot and the host from the past to the present, and the positional relationship between the spot and the guests from the past to the present are further taken into consideration, and the amount or percentage of increase in the calculation parameters is adjusted. Note that the setting process in [S1540] may be configured to be executed together with [S1525] before the start of the quest.

[0085] [S1545] The user management server 10 updates the player data stored in the storage 21. For example, it increases the "experience points" and "player rank" of the player information (Figure 4(a)) corresponding to the host and guest, respectively, according to the reward calculation parameters. [S1550] The user management server 10 provides result display data to user terminals 30a and 30b, respectively. [S1555a,b] User terminals 30a and 30b each display the results, including the rewards earned. For example, the process by which the pre-update data changes to the updated data due to predetermined audiovisual effects is shown.

[0086] [2-5-2-1. Procedure for executing short-range multiplayer] Figure 16 illustrates the recruitment procedure for a short-range multiplayer game using the system of the embodiment. Figure 17 also illustrates the application procedure for a short-range multiplayer game using the system of the embodiment. Figure 16 shows the procedure after a quest has been selected by Player A. Figure 17 shows the procedure following Figure 16. [S1605] User terminal 30a accepts player A's selection for multiplayer. [S1610] User terminal 30a accepts the selection of short-range multiplayer by player A. [S1615] User terminal 30a assembles a temporary deck in response to player A's input. [S1620] The user terminal 30a receives a request from player A to recruit for a short-range multiplayer game. In this embodiment of the service, player A can set a password (a three-digit number string) when recruiting for a multiplayer game. If a password is set, the user terminal 30a also accepts the setting. [S1625] The user terminal 30a determines its current location. The GPS unit 261 is used to determine the current location. [S1630] The user terminal 30a instructs the user management server 10 to recruit for a nearby multiplayer game. This instruction may include a set password and location data indicating the current location of the user terminal 30a. [S1635] The user management server 10 notifies the user terminal 30a that it has received a request for a short-range multiplayer match. [S1640] The user management server 10 registers new virtual waiting room information (Figure 4(h)) and virtual waiting management information (Figure 4(i)) in the storage 21 and creates a virtual waiting room. At this time, the "multiplayer category" is short-range multiplayer, the "participation condition" is being located near the location indicated by the location data included in the recruitment instructions, and the "status" is recruiting. If a password is included in the recruitment instructions, that password also constitutes a "participation condition".

[0087] [S1705] User terminal 30b accepts a search command operation from player B for a nearby multiplayer game. If player B specifies a password (a three-digit number string) when searching for a game, the terminal accepts that specification as well. [S1710] The user terminal 30b determines its current location. The GPS unit 261 is used to determine the current location. [S1715] The user terminal 30b instructs the user management server 10 to search for recruitment that meets the participation requirements. This instruction may include a specified password and location data indicating the current location of the user terminal 30b. [S1720] The user management server 10 identifies information regarding a nearby multiplayer recruitment that player B meets the participation and play conditions from the virtual waiting room information stored in storage 21. The play conditions are the conditions set for the quest (for example, player rank, play location, play time, etc. must meet the specified conditions). [S1725] The user management server 10 provides the search results to the user terminal 30b. [S1730] User terminal 30b notifies user management server 10 of one of the short-range multiplayer recruitment requests in response to an operation by player B. [S1735] The user management server 10 grants user terminal 30b permission to apply for the selected recruitment. [S1740] User terminal 30b assembles a temporary deck in response to player B's input. [S1745] User terminal 30b instructs user management server 10 to apply for the selected recruitment in response to the application instruction operation by player B. [S1750] The user management server 10 adds the player ID of player B to the virtual waiting management information (Figure 4(i)) stored in the storage 21 and accepts the application from player B for the selected recruitment. [S1755] The user management server 10 notifies the user terminal 30a that the application has been received.

[0088] [2-5-2-1-1. If the host is currently located near the spot] Figure 18 is an explanatory diagram of the positional relationships in a close-range multi-target situation. In the example shown in Figure 18, host 1820 is currently located in the vicinity of a predetermined location in real space corresponding to the placement location of spot 1810 (for example, within a roughly circular area with a radius of 50m). In this case, the host is granted spot benefits derived from their current location (for example, application of spot effects, eligibility to play spot-specific quests).

[0089] Furthermore, guests 1830a and 1830b are currently located near the current location of host 1820. Guest 1830a is currently located near the designated location. On the other hand, guest 1830b is not currently located near the designated location. In this case, guest 1830a is granted a spot benefit derived from its current location (a benefit equivalent to the spot benefit granted to host 1820). On the other hand, guest 1830b is granted a pseudo-spot benefit similar to the spot benefit granted to host 1820 (a benefit inferior to the spot benefit).

[0090] Figure 19 is an explanatory diagram of the positional relationships in close-range multiplayer. In the example shown in Figure 19, host 1920 is currently located in the vicinity of a predetermined location in real space corresponding to the placement location of spot 1910 (for example, within a roughly circular area with a radius of 50m). In this case, the host is granted spot benefits derived from their current location (for example, application of spot effects, eligibility to play spot-specific quests).

[0091] Furthermore, the guest was previously located near the current location of host 1920. That is, guest flags 1930a and 1930b are set near the virtual space location corresponding to the current location of host 1920. A guest who has flag 1930b has been in the vicinity of the designated location in the past but is not currently located there. On the other hand, a guest who has flag 1930b has not been in the vicinity of the designated location from the past to the present. In this case, the former is granted a fictitious perk (a perk inferior to the spot perk) derived from their past location. The latter is granted a pseudo-perk (a perk inferior to the spot perk) similar to the spot perk granted to host 1920. It is preferable that the fictitious perk granted to the former be a perk superior to the pseudo-perk granted to the latter.

[0092] (1) Application of fictitious spot effects to normal quest gameplay In the positional relationship shown in Figures 18 and 19, when a close-range multiplayer quest is conducted, the host may be affected by the spot effect. Additionally, the guest may be affected by either the spot effect, a pseudo-spot effect, or a simulated spot effect. After the normal quest is started according to the procedure in Figure 11, the process proceeds to the recruitment and application for close-range multiplayer according to the procedures in Figures 16 and 17, and then to the multiplayer execution procedure (Figure 15).

[0093] In [S1525] (Figure 15), the user management server 10 sets quest progression parameters for challengers, taking into account at least some of the spot effects that apply to some of the challengers. Furthermore, in [S1540] (Figure 15), the user management server 10 sets the reward calculation parameters for hosts and guests, taking into account at least the spot effect that applies to at least some of the challengers.

[0094] (2) Playing limited-time quests In the positional relationship shown in Figures 18 and 19, short-range multiplayer is possible for spot-limited quests. After a spot-limited quest is selected using the procedure in Figure 12, the process proceeds to the multiplayer execution procedure (Figure 15) after recruiting and accepting applications for short-range multiplayer using the procedures in Figures 16 and 17.

[0095] [2-5-2-1-2. If the host has previously been located near the spot] Figure 20 is an explanatory diagram of the positional relationships in close-range multiplayer. In the example shown in Figure 20, host 2030 was previously located in the vicinity of a predetermined location in real space corresponding to the placement location of spot 2010 (for example, within a roughly circular area with a radius of 50m). That is, host 2030's flag 2020 is placed around the spot placement location. In this case, host 2030 is granted pseudo-spot benefits derived from its past location (for example, application of spot effects, eligibility to play spot-specific quests).

[0096] Additionally, guest 2040 is currently located near host 2030's current location. Guest 2040 is not currently located near the designated location. In this case, guest 2040 is granted a pseudo-spot benefit (a benefit inferior to the pseudo-spot benefit) that is equivalent to the pseudo-spot benefit granted to host 2030.

[0097] Figure 21 is an explanatory diagram of the positional relationships in close-range multiplayer. In the example shown in Figure 21, the host was previously located in the vicinity of a predetermined location in real space corresponding to the placement location of spot 2110 (for example, within a roughly circular area with a radius of 50m). That is, the host's flag 2120 is placed around the spot placement location. In this case, the host is granted pseudo-spot benefits derived from their past location (for example, application of spot effects, eligibility to play spot-limited quests).

[0098] Furthermore, guests 2130a and 2130b are currently located near the host's past location. Guest 2130a is currently located near the designated location. On the other hand, guest 2130b is not currently located near the designated location. In this case, the former is located at its current location. Guests 2130b are granted a spot benefit (a benefit superior to the fictitious spot benefit granted to the host). On the other hand, guests 2130b are granted a pseudo-spot benefit (a benefit inferior to the fictitious spot benefit) that is equivalent to the fictitious spot benefit granted to the host.

[0099] Figure 22 is an explanatory diagram of the positional relationships in close-range multiplayer. In the example shown in Figure 22, the host was previously located in the vicinity of a predetermined location in real space corresponding to the placement location of spot 2210 (for example, within a roughly circular area with a radius of 50m). That is, the host's flag 2220 is placed around the spot placement location. In this case, the host is granted pseudo-spot benefits derived from their past location (for example, application of spot effects, eligibility to play spot-specific quests).

[0100] Furthermore, the guests had previously been located near the host's past locations. That is, the guest flags 2230a and 2230b were set near the location where the host's flag 2220 was set. A guest with flag 2230a set had previously been located near the designated location but is not currently located there. On the other hand, a guest with flag 2230b set has not been located near the designated location from the past to the present. In this case, the former is granted a fictitious spot benefit (a benefit equivalent to the fictitious spot benefit granted to the host) derived from its past location. The latter, on the other hand, is granted a pseudo-spot benefit (a benefit inferior to the fictitious spot benefit) that is similar to the fictitious spot benefit granted to the host.

[0101] (1) Application of spot effects in normal quests In the positional relationship shown in Figures 20 to 22, when a close-range multiplayer quest is conducted, the host may be subject to a pseudo-spot effect. Additionally, guests may be subject to either a spot effect, a pseudo-spot effect, or a simulated spot effect. After the normal quest is started according to the procedure in Figure 11, the process proceeds to the recruitment and application for close-range multiplayer according to the procedures in Figures 16 and 17, and then to the multiplayer execution procedure (Figure 15).

[0102] (2) Playing limited-time quests In the positional relationship shown in Figures 20 to 22, close-range multiplayer is possible for spot-limited quests. After a spot-limited quest is selected using the procedure in Figure 14, the process proceeds to the multiplayer execution procedure (Figure 15) after recruiting and accepting applications for close-range multiplayer using the procedures in Figures 16 and 17.

[0103] [2-5-2-2. SNS Multi-Execution Procedure] Figure 23 illustrates the recruitment procedure for SNS multiplayer using the system of the embodiment. Figure 24 also illustrates the application procedure for SNS multiplayer using the system of the embodiment. Figure 23 shows the procedure after a quest has been selected. Figure 24 shows the procedure following Figure 23. [S2305] User terminal 30a accepts player A's selection for multiplayer. [S2310] User terminal 30a accepts the selection of SNS multiplayer by player A. [S2315] User terminal 30a assembles a temporary deck in response to player A's input. [S2320] User terminal 30a instructs user management server 10 to recruit for SNS multiplayer. [S2325] The user management server 10 notifies the user terminal 30a that it has received a recruitment request for SNS multiplayer. This notification may include a URL to which the SNS program startup command and data that can identify the recruitment request are attached. [S2330] User terminal 30a sends a message containing the above URL to user terminal 30b, either directly or indirectly, outside the system of the embodiment. [S2335] User terminal 30a specifies the above URL to user management server 10. Access instructs the start of recruitment for the above-mentioned SNS multi-level marketing scheme. [S2340] The user management server 10 notifies the user terminal 30a that it has started accepting applications for the SNS multiplayer. [S2345] The user management server 10 registers new virtual waiting room information (Figure 4(h)) and virtual waiting management information (Figure 4(i)) in the storage 21 and creates a virtual waiting room. At this time, the "multiplayer category" is SNS multiplayer, the "participation conditions" are applications by accessing the above URL, and the "status" is recruiting.

[0104] [S2405] User terminal 30b instructs user management server 10 to search for a virtual waiting room that meets the participation conditions by accessing the above URL. [S2410] The user management server 10 identifies information regarding SNS multiplayer recruitment that player B meets the participation and play conditions from the virtual waiting room information stored in storage 21. The play conditions are the conditions set in the quest (for example, player rank, play location, play time, etc. must meet the specified conditions). Here, the recruitment specified by the above URL is identified. [S2415] The user management server 10 provides the search results to the user terminal 30b. [S2420] User terminal 30b selects the specified SNS multiplayer recruitment on the user management server 10 in response to the operation by player B. [S2425] The user management server 10 grants user terminal 30b permission to apply for the selected recruitment. [S2430] User terminal 30b assembles a temporary deck in response to player B's operation. [S2435] User terminal 30b instructs user management server 10 to apply for the selected recruitment in response to the application instruction operation by player B. [S2440] The user management server 10 adds the player ID of player B to the virtual waiting management information (Figure 4(i)) stored in the storage 21 and accepts the application from player B to the selected SNS multiplayer. [S2445] The user management server 10 notifies the user terminal 30a that the application has been received.

[0105] [2-5-2-2-1. If the host is currently located near the spot] Figure 25 is an explanatory diagram of the spatial relationships in SNS Multi. In the example shown in Figure 25, host 2520 is currently located in the vicinity of a predetermined location in real space corresponding to the placement location of spot 2510 (for example, within a roughly circular area with a radius of 50m). In this case, the host is granted spot benefits derived from their current location (for example, application of spot effects, eligibility to play spot-specific quests).

[0106] On the other hand, guest 2530 is not currently located near host 2520's current location. Also, guest 2530 is not currently located near the designated location. In this case, guest 2530 is granted a pseudo-spot benefit (a benefit inferior to the spot benefit) that is equivalent to the spot benefit granted to host 2520.

[0107] (1) Application of spot effects in normal quests In the positional relationship shown in Figure 25, when a normal quest is conducted via SNS multiplayer, the host may be affected by the spot effect. Additionally, the guest may be affected by a pseudo-spot effect. After the normal quest is started according to the procedure in Figure 11, the process proceeds to the multiplayer execution procedure (Figure 15) after recruiting and accepting applications for SNS multiplayer according to the procedures in Figures 23 and 24.

[0108] In [S1525] (Figure 15), the user management server 10 sets quest progression parameters for challengers, taking into account at least some of the spot effects that apply to some of the challengers. Furthermore, the user management server 10, in [S1540] (Figure 15), is directed to the host and The parameters used to calculate rewards for guests should be set to take into account at least some of the spot effects that apply to some of the challengers.

[0109] (2) Playing limited-time quests In the positional relationship shown in Figure 25, SNS multiplayer is possible for spot-limited quests. After a spot-limited quest is selected using the procedure in Figure 12, the process proceeds to the SNS multiplayer recruitment and application procedures in Figures 23 and 24, followed by the multiplayer execution procedure (Figure 15).

[0110] [2-5-2-2-2. If the host has been in the vicinity of the spot in the past] Figure 26 is an explanatory diagram of the spatial relationships in SNS Multi. In the example shown in Figure 26, the host was previously located in the vicinity of a predetermined location in real space corresponding to the placement location of spot 2610 (for example, within a roughly circular area with a radius of 50m). That is, the host's flag 2620 is placed around the spot placement location. In this case, the host is granted pseudo-spot benefits derived from their past location (for example, application of spot effects, eligibility to play spot-limited quests).

[0111] On the other hand, guest 2630 has not been located near the host's past location from the past to the present. Also, guest 2630 has not been located in the vicinity of the designated location from the past to the present. In this case, guest 2630 is granted a pseudo-spot benefit (a benefit inferior to the pseudo-spot benefit) that is equivalent to the pseudo-spot benefit granted to the host.

[0112] (1) Application of spot effects in normal quests In the positional relationship shown in Figure 26, when a normal quest is conducted via SNS multiplayer, the host may be subject to a pseudo-spot effect. Additionally, the guest may also be subject to a pseudo-spot effect. After the normal quest is started according to the procedure in Figure 11, the process proceeds to the multiplayer execution procedure (Figure 15) after recruiting and accepting applications for SNS multiplayer according to the procedures in Figures 23 and 24.

[0113] In [S1525] (Figure 15), the user management server 10 sets quest progression parameters for challengers, taking into account at least some of the spot effects that apply to some of the challengers. Furthermore, in [S1540] (Figure 15), the user management server 10 sets the reward calculation parameters for hosts and guests, taking into account at least the spot effect that applies to at least some of the challengers.

[0114] (2) Playing limited-time quests In the positional relationship shown in Figure 26, SNS multiplayer is possible for spot-limited quests. After a spot-limited quest is selected using the procedure in Figure 14, the process proceeds to the SNS multiplayer recruitment and application procedures in Figures 23 and 24, followed by the multiplayer execution procedure (Figure 15). [Explanation of Symbols]

[0115] 10. User Management Server (An example of a game information processing device) 20 Data Management Server 21 Storage 30 User terminals 40 Communication Networks 310 Registration Department 320 Reception Department 330 Search Section 340 Provision Department 350 Specified section 351 1st designated part 352 Second designated part 360 Settings Section 370 Storage section

Claims

1. A process for placing spots associated with predetermined game objects on a map of a virtual space associated with the real space, A process to display the spot on the map as an icon, provided that the current location of the first terminal satisfies the positional conditions for the location of the spot. Only if the aforementioned positional conditions are met, the process of allowing the user of the first terminal to play the game based on the game object, Only if the aforementioned location conditions are met, a process is performed to generate a location record indicating that the location of the first terminal met the aforementioned location conditions in response to an operation including a selection operation to select the icon on the map, An information processing device that, even if the current location of the first terminal does not satisfy the location conditions, performs a process to allow the user of the first terminal to play a game based on the game object, provided that the location record exists.

2. A process for placing spots associated with predetermined game objects on a map of a virtual space associated with the real space, A process to display the spot on the map as an icon, provided that the current location of the first terminal satisfies the positional conditions for the location of the spot. Only if the aforementioned positional conditions are met, the process of allowing the user of the first terminal to play the game based on the game object, Only if the aforementioned location conditions are met, a process is performed to generate a location record indicating that the location of the first terminal met the aforementioned location conditions in response to an operation including a selection operation to select the icon on the map, An information processing method in which a processor performs the following steps: even if the current location of the first terminal does not satisfy the location conditions, the processor permits the user of the first terminal to play a game based on the game object, provided that the location record exists.

3. A process for placing spots associated with predetermined game objects on a map of a virtual space associated with the real space, A process to display the spot on the map as an icon, provided that the current location of the first terminal satisfies the positional conditions for the location of the spot. Only if the aforementioned positional conditions are met, the process of allowing the user of the first terminal to play the game based on the game object, Only if the aforementioned location conditions are met, a process is performed to generate a location record indicating that the location of the first terminal met the aforementioned location conditions in response to an operation including a selection operation to select the icon on the map, A program that causes the processor to execute a process that allows the user of the first terminal to play a game based on the game object, even if the current location of the first terminal does not satisfy the location condition, provided that the location record exists.

4. A system including terminals and servers, The aforementioned server, The process involves placing spots, which are associated with specific game objects, onto a virtual map that is mapped to the real world. The process of displaying the spot on the map as an icon, provided that the current location of the terminal satisfies the positional conditions for the location of the spot, Only if the aforementioned location conditions are met, the process of allowing the user of the terminal to play the game based on the game object, Only if the aforementioned location conditions are met, a process is performed to generate a location record indicating that the location of the terminal met the aforementioned location conditions in response to an operation including a selection operation to select the aforementioned icon on the map, A system that, even if the current location of the terminal does not satisfy the location conditions, performs a process to allow the user of the terminal to play a game based on the game object, provided that the location record exists.