Programs and Information Processing Systems
The system optimizes user interaction in location-based games by adjusting the usable range for in-game objects based on real-world location and event participation, improving engagement and managing event dynamics.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- COLOPL
- Filing Date
- 2025-03-11
- Publication Date
- 2026-07-16
AI Technical Summary
Existing location-based games struggle with managing user interactions and events in virtual spaces that reflect real-world locations, leading to inefficiencies and reduced engagement due to unbalanced event participation and object usability.
A system that dynamically adjusts the usable range for in-game objects based on the user's real-world location and event participation status, allowing for enhanced interaction and event progression through spatial and operational controls.
Enhances user engagement by optimizing event participation and object usability, encouraging exploration and interaction within virtual spaces that reflect real-world locations, while managing participant density and event dynamics effectively.
Smart Images

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Abstract
Description
Technical Field
[0007] , , , ,
[0001] The present invention relates to a program and an information processing system.
Background Art
[0008] [Figure 1] This is a diagram illustrating the schematic configuration of an information processing system. [Figure 2] This is a block diagram showing the functional configuration of an information processing system. [Figure 3] This figure shows an example of a game screen. [Figure 4] This is a diagram to explain an event that involves visiting multiple checkpoints. [Figure 5] This diagram illustrates how the size of the available range changes for a specific event. [Figure 6] This diagram illustrates how the size of the usable range changes depending on the number of specific objects. [Figure 7] This diagram illustrates how the usable area changes in response to the user's movement speed. [Figure 8] This diagram illustrates how the size of the usable area changes in response to the display of advertisements. [Figure 9] This diagram illustrates an example of a screen that displays a list of items that can be shared with other users, illustrating the operations related to sharing items. [Figure 10] This diagram illustrates the process of receiving shared items, and shows an example of a screen displaying a list of items that can be shared. [Figure 11] This diagram illustrates an example of a screen that displays a list of event items owned by a user, illustrating the operations involved in using event items. [Figure 12] This diagram illustrates an example of how the virtual space changes in response to the sharing status of items. [Figure 13] This diagram illustrates an example of how the virtual space changes in response to the sharing status of items. [Figure 14] This flowchart shows an example of the process involved in expanding the range of usability. [Figure 15] It is a flowchart showing an example of a process related to the occurrence of an event by using an item.
Embodiments for Carrying Out the Invention
[0009] Hereinafter, embodiments of the present invention will be described with reference to the drawings.
[0010] <Hardware Configuration of the System> As shown in FIG. 1, the information processing system 1 of the present embodiment includes a plurality of terminal devices 10 and a server 20.
[0011] The terminal device 10 and the server 20 are connected via a network 2. The network 2 may be configured by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, Long Term Evolution (LTE), etc.), Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or any combination thereof. Also, the connection between the terminal device 10 and the server 20 may be a wired connection or a wireless connection.
[0012] The server 20 (in other words, a computer, an information processing device) may be a general-purpose computer such as a workstation or a personal computer. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.
[0013] The processor 21 controls the operation of the entire server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and expands it in the memory 22. The processor 21 executes the expanded program.
[0014] The memory 22 is a main memory device. The memory 22 is composed of, for example, a storage device such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 provides a working area for the processor 21 by temporarily storing the program and various data read by the processor 21 from the storage 23. The memory 22 also temporarily stores various data generated while the processor 21 operates according to the program.
[0015] Note that in this embodiment, the program may be a program for realizing a game by the terminal device 10. Further, the program may be a program for realizing the game by the cooperation of the terminal device 10 and the server 20. Note that, as an example, the game realized by the cooperation of the terminal device 10 and the server 20 may be a game executed on a browser started on the terminal device 10. Further, the program may be a program for realizing the game by the cooperation of a plurality of terminal devices 10. Further, the various data includes, for example, data related to the game such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.
[0016] The storage 23 is an auxiliary storage device. The storage 23 is composed of, for example, a storage device such as a flash memory or a HDD (Hard Disk Drive). Various data related to the game is stored in the storage 23.
[0017] The communication IF 24 controls the transmission and reception of various data via the network between the server 20 and the terminal device 10 and the like.
[0018] The input / output interface 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. The input / output interface 25 may include, for example, an input unit which is an information input device such as a mouse or keyboard, and a display unit which is a device that displays and outputs images.
[0019] The terminal device 10 (in other words, a computer or information processing device) may be, for example, a smartphone, feature phone, PDA (Personal Digital Assistant), tablet computer, personal computer, wearable device, or game device. The terminal device 10 may also be a portable device. The terminal device 10 may also be a portable device when the user is running a game.
[0020] The terminal device 10 comprises a processor 11, memory 12, storage 13, communication interface 14, input / output interface 15, input unit 17, and display unit 18. These components of the terminal device 10 are connected to each other by a communication bus.
[0021] The processor 11 controls the operation of the entire terminal device 10. The processor 11 may include a CPU, MPU, and GPU. The processor 11 reads a program from the storage 13 and loads it into the memory 12. The processor 11 executes the loaded program.
[0022] Memory 12 is the main memory. Memory 12 is composed of storage devices such as ROM and RAM. Memory 12 provides the processor 11 with a workspace by temporarily storing programs and various data read by the processor 11 from storage 13. Memory 12 also temporarily stores various data generated by the processor 11 while it is operating according to the program.
[0023] Storage 13 is an auxiliary storage device. Storage 13 is comprised of, for example, a storage device such as flash memory or an HDD. Various data related to the game is stored in Storage 13.
[0024] The communication interface 14 controls the transmission and reception of various types of data over the network between the terminal device 10 and the server 20, etc.
[0025] The input / output interface 15 is an interface for the terminal device 10 to receive data input and an interface for the terminal device 10 to output data. The input / output interface 15 may perform data input and output via, for example, USB (Universal Serial Bus). The input / output interface 15 may include an input unit 17 or a display unit 18, etc.
[0026] The input unit 17 accepts input from the user. The input unit 17 may be, for example, a pointing device such as a touchpad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touchscreen 16 which is an electronic component combining the input unit 17 and the display unit 18.
[0027] The input unit 17 has the function of detecting the position input to the input surface by user operation (e.g., touch operation, tap operation, slide operation, swipe operation, and flick operation, etc.) and transmitting information indicating the detected position as an input signal. The touch panel as the input unit 17 can employ a capacitive type or a resistive type, but other types may also be used.
[0028] The input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (e.g., an acceleration sensor, angular velocity sensor, magnetic sensor, GPS sensor, motion sensor, gaze sensor, biopotential sensor, fingerprint sensor, breath sensor, pressure sensor, or image sensor), an operating stick, a camera, or a microphone. The display unit 18 may be, for example, a projector.
[0029] <System Functional Configuration> Figure 2 is a block diagram showing the functional configuration of the server 20 and the terminal device 10. In this embodiment, the server 20 has functions such as providing various data and programs necessary to realize the game to each terminal device 10, collecting and managing game-related data from each terminal device 10, and performing synchronization processing between multiple terminal devices 10.
[0030] In this embodiment, the server 20 identifies each user and terminal device 10 using user accounts that have been registered in advance. The method of registering accounts is not particularly limited. For example, a terminal device 10 or another device such as a personal computer may transmit information necessary for user account registration to the server 20 based on user operations, and the server 20 may create and store each user's account based on the received information.
[0031] As shown in Figure 2, the server 20 functions as a control unit 210 and a storage unit 220 through the cooperation of the processor 21, memory 22, storage 23, communication IF 24, and I / O IF 25, etc. The storage unit 220 stores various types of data used by the control unit 210. These types of data include, for example, game programs, game information, and user information.
[0032] The game program is a program that enables the game to be played. Game information and user information are data that the control unit 210 refers to when executing the game program.
[0033] In this embodiment, the game program may include not only the game program executed on the server 20 but also the game program executed on the terminal device 10. Furthermore, the storage unit 220 may store both the game program executed on the server 20 and the game program executed on the terminal device 10.
[0034] Game information is shared across accounts. This information includes, for example, information defining various virtual spaces. A virtual space is a space where various objects are placed, such as objects of characters used by the user (in other words, objects that the user can control) (hereinafter referred to as "player characters"). Game information includes, for example, various setting information about objects shared across accounts, such as the placement, size, color, and shape of background objects like buildings, trees, and stones, as well as non-player character (NPC) objects placed in the virtual space. Furthermore, game information includes, for example, the setting values of various NPC parameters. In the following, the character objects placed in the virtual space may simply be referred to as "characters."
[0035] User information is information managed for each game account. User information includes, for example, information about the player character, information about owned assets, and information indicating the progress of the game. Owned assets can be described as the value that the user owns in the virtual world. Examples of such value (in other words, in-game value, owned assets) include electronic currency, items, and characters. Examples of electronic currency include in-game currency usable within the game and cryptocurrencies.
[0036] The control unit 210 controls various processes related to the game by executing the game program stored in the memory unit 220. The control unit 210 includes, for example, a transmitting / receiving unit 211 and a game control unit 212.
[0037] The transmitting / receiving unit 211 transmits or receives various types of data. For example, the transmitting / receiving unit 211 receives requests to transmit various types of data and programs, requests for synchronization processing to support multiplayer functionality, and data to be synchronized from each terminal device 10, and passes them to the game control unit 212. The transmitting / receiving unit 211 also transmits various types of data and programs, including instructions for synchronization, to each terminal device 10 in accordance with the control of the game control unit 212.
[0038] In this embodiment, the multiplayer function is a function that synchronizes the game processing of multiple accounts. The server 20 and terminal device 10 of the information processing system 1 execute various processes to support the multiplayer function when multiple accounts logged into the information processing system 1 participate in the same game.
[0039] The game control unit 212 provides the game to the terminal device 10 by executing calculations described in the game program in response to requests from the terminal device 10.
[0040] The game control unit 212 defines the virtual space based on the information for defining the virtual space included in the game information. The game control unit 212 places objects in the virtual space based on the object setting information included in the game information. The game control unit 212 also controls the objects in the virtual space. Specifically, the game control unit 212 changes the position, orientation, shape, color, etc., of objects in the virtual space, and makes objects perform predetermined actions.
[0041] Furthermore, the game control unit 212 places player characters in the virtual space based on information transmitted from the terminal device 10. The game control unit 212 also performs various judgment processes related to the progress of the game based on information transmitted from the terminal device 10. In other words, the game control unit 212 controls objects and performs various judgment processes based on user information input into the terminal device 10.
[0042] Furthermore, when the game control unit 212 receives, for example, a request for synchronization processing to support the multiplayer function or data to be synchronized from the terminal device 10 via the transmission / reception unit 211, it executes the synchronization processing to support the multiplayer function. The game control unit 212 also commands the transmission / reception unit 211 to send game information or user information. For example, when the server 20 sends information to multiple terminal devices 10, the game control unit 212 synchronizes the game progressing among the terminal devices 10 by simultaneously sending the information to each terminal device 10. By executing the synchronization processing, it becomes possible to simultaneously reflect in-game events caused by an operation entered on one terminal device 10 to other terminal devices 10.
[0043] In this embodiment, the terminal device 10 has functions such as an input device that accepts user input operations, and an output device that outputs game images and sounds.
[0044] The terminal device 10 functions as a control unit 110 and a storage unit 120 through the cooperation of the processor 11, memory 12, storage 13, communication IF 14, and input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. These various data include, for example, game programs, game information, and user information. The game program is a program for implementing the game on the terminal device 10 side. Game information and user information are data that the control unit 110 refers to when executing the game program. The game information and user information stored in the storage unit 120 may include the same information as the game information and user information stored in the storage unit 220.
[0045] The control unit 110 controls various processes related to the game executed in the terminal device 10 by executing the game program stored in the memory unit 120. The control unit 110 includes, for example, an operation reception unit 111, a transmission / reception unit 112, a game control unit 113, a display control unit 114, and a location information acquisition unit 116.
[0046] The operation reception unit 111 receives operations (hereinafter also referred to as "input operations") input by the user via the input unit 17. Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of input operation. Examples of input operations include various operations performed with fingers, such as touch operations, tap operations, slide operations, swipe operations, flick operations, pinch-in operations, and pinch-out operations. Input operations are not limited to operations that physically contact the input unit 17 (for example, the touchscreen 16), but can also include non-contact operations. Operations that terminate an input operation that was previously performed, such as a touch-off operation that ends contact with the touchscreen 16, can also be considered a form of input operation.
[0047] Here, the operation reception unit 111 can accept input operations performed using operating devices connected via the input / output IF 15, in the same way as input operations performed on the input unit 17.
[0048] In this embodiment, it can also be said that a user moving in real space and changing the location information described later is one form of input operation.
[0049] The transmitting / receiving unit 112 transmits or receives various types of data. The transmitting / receiving unit 112 transmits, for example, game information or user information, or synchronization requests for multiplayer functionality to the server 20. The transmitting / receiving unit 112 receives various types of data, programs, and synchronization data for multiplayer functionality from the server 20. The synchronization data includes, for example, synchronization instruction data to instruct each terminal device 10 participating in multiplayer to synchronize. The synchronization instruction data includes, for example, data to specify the data to be synchronized, the type of data, and the timing of the synchronization.
[0050] Furthermore, the transmitting / receiving unit 112 transmits to the server 20 operation information related to input operations received by the operation reception unit 111, as well as user information such as location information, which will be described later.
[0051] The game control unit 113 performs various processes related to the progress of the game. Based on the user's input detected by the operation reception unit 111, the game control unit 113 identifies the user's instructions. Based on the identified instructions, the game control unit 113 performs various judgment processes related to the progress of the game. Based on the results of the judgment processes, the game control unit 113 communicates with the server 20 and proceeds with the game.
[0052] The game control unit 113 defines a virtual camera for specifying the area to be presented to the user within the virtual space. The game control unit 113 positions the virtual camera within the virtual space by defining its position and orientation. The game control unit 113 instructs the display control unit 114 to generate an image that renders the field of view defined by the virtual camera and the objects placed within this field of view. In other words, the game control unit 113 instructs the display control unit 114 to display an image on the display unit 18 that corresponds to the progress of the game.
[0053] The position and orientation of the virtual camera can be determined as appropriate for each virtual space. For example, the game control unit 113 positions the virtual camera based on the position and orientation of a specific object, so that the specific object is centered in the field of view with a specific orientation. In doing so, the game control unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle relative to the specific object. The specific object may be a dynamic object, or a static object such as a building, tree, or stone. Examples of dynamic objects include player characters and NPCs that operate based on the game program. NPCs include so-called enemy characters, etc.
[0054] The display control unit 114 causes the display unit 18 to display images related to the game. A specific example will be given below.
[0055] The display control unit 114 generates an image that depicts the field of view of the virtual camera defined by the game control unit 113 within the virtual space, along with the objects present in that field, and displays it on the display unit 18. The display control unit 114 can superimpose objects related to the UI (User Interface) necessary for various game operations, such as icons, buttons, and menus showing various parameters, onto the image displayed on the display unit 18.
[0056] Furthermore, the control unit 110 of the terminal device 10 may place objects in the virtual space and display a predetermined area of the virtual space on the display unit 18 based on object data sent from the server 20 and information indicating the positions of various objects in the virtual space. Alternatively, the control unit 210 of the server 20 may place objects in the virtual space, control the virtual camera, generate an image to be displayed on the display unit 18, and send it to the terminal device 10, and the control unit 110 of the terminal device 10 may display the image on the display unit 18. In other words, various processes related to object control based on user information, virtual camera control, and generation of images to be displayed on the display unit 18 may be performed by the server 20 or by the terminal device 10.
[0057] The location information acquisition unit 116 acquires location information indicating the user's location in the real world (in other words, the user's current location). The location information only needs to indicate the user's location in the real world, as identified by an account, etc. Various methods for acquiring location information have been known for some time, and publicly known methods can be used. For example, the location information acquisition unit 116 may acquire location information using the GPS sensor provided by the terminal device 10 to which the user is logged into the account. Alternatively, the location information acquisition unit 116 may acquire location information acquired by a device used by the user, such as a smart device, which is linked with the terminal device 10 (e.g., a smartphone) (e.g., linked via the user's account, or linked via wireless communication, etc.), as location information indicating the location of the user logged into the account from the terminal device 10. Furthermore, the location information acquisition unit 116 may acquire location information using, for example, Wi-Fi or Bluetooth (e.g., based on communication between the terminal device 10 and a Wi-Fi access point). Furthermore, the location information acquisition unit 116 may be provided, for example, in the control unit 210 of the server 20.
[0058] Note that the functions of the terminal device 10 and server 20 shown in Figure 2 are merely examples. Each device, such as the terminal device 10 and server 20, may also possess at least some of the functions of other devices. Furthermore, each device, such as the terminal device 10 and server 20, does not have to be implemented by a single device; for example, it may be implemented by multiple devices connected via a network. In addition, the information processing system 1 may consist of only the terminal device 10 or the server 20. In other words, the information processing system 1 does not have to be implemented by multiple devices connected via a network.
[0059] Note that the functions of the terminal device 10 and server 20 shown in Figure 2 are merely examples. Each device, such as the terminal device 10 and server 20, may also possess at least some of the functions of other devices. Furthermore, each device, such as the terminal device 10 and server 20, does not have to be implemented by a single device; for example, it may be implemented by multiple devices connected via a network. In addition, the information processing system 1 may consist of only the terminal device 10 or the server 20. In other words, the information processing system 1 does not have to be implemented by multiple devices connected via a network.
[0060] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processing according to this embodiment will be described as being performed by the processor 11 of the terminal device 10 or the processor 21 of the server 20 executing the game program stored in the information processing system 1. However, at least a portion of the processing according to this embodiment that is performed by the processor 11 may be executed by a processor other than the processor 11. Also, at least a portion of the processing according to this embodiment that is performed by the processor 21 may be executed by a processor other than the processor 21. For example, the processing performed by one of the game control unit 113 and the game control unit 212 may be performed by the other. In other words, the computer that executes the game program in this embodiment may be either the terminal device 10 or the server 20, or it may be realized by a combination of multiple devices.
[0061] The configuration according to this embodiment can be applied, for example, to location-based games that link the user's location in the real world with their location in a virtual space. The following section will describe an example of applying the configuration according to this embodiment to such a location-based game.
[0062] As shown in Figure 3, the game control unit 212 places a player character 30, which corresponds to the user operating the terminal device 10, at a position in the virtual space that corresponds to the user's position in the real world (in other words, the position indicated by the location information). The game control unit 212 then moves the player character 30 in the virtual space in conjunction with the user's movement in the real world.
[0063] In other words, in this embodiment, the game control unit 212 moves the user's player character 30 in the virtual space based on the user's location information, which is information from the user. Alternatively, the game control unit 212 may also move the user's player character 30 in the virtual space based on operation information related to input operations to the input unit 17 (for example, operations such as moving a finger in any direction while touching the touchscreen 16 (i.e., drag operations)), which is information from the user.
[0064] Furthermore, the virtual space in this embodiment is a virtual space that reflects at least a part of the real space. In other words, the virtual space in this embodiment is a virtual space generated using map information of the real space. For example, in the virtual space of this embodiment, objects corresponding to roads that actually exist in the real space (for example, road object 31) are placed at positions corresponding to the locations of roads in the real space.
[0065] In location-based games and similar games, multiple objects (hereinafter referred to as "in-game objects 33") associated with predetermined events (in other words, events or effects) are placed in a virtual space, and it is known that an event corresponding to a particular in-game object 33 occurs when the user approaches an in-game object 33 (for example, by approaching it and then performing an operation on the in-game object 33 displayed on the display unit 18 (for example, a touch operation)). Here, in location-based games, approaching a particular in-game object 33 placed in a virtual space can also be said to be approaching that particular in-game object 33 in the virtual space, or it can also be said to be visiting a location in the real space that corresponds to the location in the virtual space where the particular in-game object 33 is placed (in other words, approaching that particular in-game object 33 in the real space). When an in-game object 33 that generates a particular event is placed in a virtual space, the game control unit 212 generates a particular event corresponding to the in-game object 33 based on the fact that the user has visited a location in the real space that corresponds to the location in the virtual space where the in-game object 33 is placed. Furthermore, the locations where in-game object 33 is placed in the virtual space can also be considered locations where a predetermined event has been set.
[0066] The in-game objects 33 include, for example, item spots 33a corresponding to the event of acquiring an item, and recovery spots 33b corresponding to the event of restoring a predetermined parameter related to the user (for example, the health of the user's player character). The in-game objects 33 also include enemy objects 33c corresponding to the event of combat with an enemy character, and spots corresponding to events that constitute part of the game's story. The game control unit 212 grants the user an item corresponding to a specific item spot 33a based on the user visiting a location in the real world that corresponds to the location in the virtual space where a specific item spot 33a is placed. The game control unit 212 also restores a predetermined parameter related to the user (in other words, brings the predetermined parameter closer to a specified value) based on the user visiting a location in the real world that corresponds to the location in the virtual space where a specific recovery spot 33b is set. Furthermore, the game control unit 212 initiates combat with a specific enemy character based on the user visiting a location in the real world that corresponds to the location in the virtual space where an enemy object 33c related to a specific enemy character is placed. Furthermore, the event associated with the in-game object 33 may be an event that can be progressed through multiplayer (in other words, playable by at least two or more people). In other words, approaching the in-game object 33 that corresponds to an event that can be progressed through multiplayer may start an event that progresses through multiplayer (for example, an event in which players cooperate with other users to fight enemy characters (a so-called raid battle), etc.). Furthermore, the appearance of the in-game object 33 is not particularly limited and may be the shape of an item, a building, a character, or a predetermined symbol. Furthermore, the event associated with the in-game object 33 may progress and end automatically without user intervention, or it may progress through user intervention (for example, by controlling the player character 30, etc.).
[0067] In this embodiment, user operations (e.g., touch operations) on in-game objects 33 located within a predetermined range X (in other words, the operable range; hereinafter referred to as "usable range X") from the player character 30 in the virtual space are enabled. The game control unit 212 generates an event corresponding to the operated in-game object 33 when the user moves the player character 30 so that the in-game object 33 for which the user wants to generate an event (in other words, use) is located within the usable range X, and performs an operation on the in-game object 33. In other words, in this embodiment, by visiting a location in the real space that corresponds to the location where a specific in-game object 33 is placed in the virtual space (specifically, by visiting and performing a predetermined operation (e.g., a touch operation on the specific in-game object 33)), the event corresponding to that specific in-game object 33 can be generated. In other words, the user can use in-game objects 33 that exist within the usable range X. In other words, the game control unit 212 determines whether or not an in-game object 33 is located within the usable range X, and controls the in-game object 33 located within the usable range X to make it usable. Here, "usable" means that it is possible to trigger the events set for the in-game object, etc.
[0068] The usable range X may be, for example, a circular area of a predetermined size centered on the player character 30 (in other words, the user's position). However, the shape of the usable range X is not limited to a circle, nor is it limited to an area centered on the player character 30. The usable range X can also be said to be the range that the user can use in the virtual space (in other words, the entire virtual space). The usable range X is determined according to the user's position in the real space (in other words, based on the user's position information) and fluctuates according to the user's position in the real space. The display control unit 114 displays an indication of the usable range X (a circle in Figure 3) on the display unit 18, making the usable range X recognizable to the user.
[0069] In this embodiment, the player character 30 is positioned in a virtual space corresponding to the user's position in real space and displayed on the display unit 18. However, it is also possible to have a configuration in which the player character 30 is not positioned in the virtual space (in other words, a configuration in which the player character 30 is not displayed on the screen as illustrated in Figure 3). Even in such a configuration, it is possible to have a configuration in which an event corresponding to the in-game object 33 is generated based on the user's operation on the in-game object 33 located within the usable range X determined according to the user's position in real space. Similarly, in games that can be played in first-person view, such as games that can be switched from a third-person view that displays the player character 30 to a first-person view in which the player character 30 is hardly displayed, a usable range X in which operations can be performed may be set for each person.
[0070] The game control unit 212 may be able to switch between two modes based on user operation: a manual mode in which a corresponding event is generated based on the user approaching an in-game object 33 and performing an operation (e.g., touch operation) on the in-game object 33, and an automatic mode in which an event corresponding to the approached in-game object 33 is automatically generated (in other words, without requiring touch operation, etc.) when the user approaches the in-game object 33. That is, in automatic mode, the game control unit 212 may automatically generate an event corresponding to a specific in-game object 33 when that specific in-game object 33 is located within the usable range X. There may be in-game objects 33 in which an event corresponding to that in-game object 33 is automatically generated when the user approaches it (in other words, when it is located within the usable range X), regardless of whether it is set to manual mode or automatic mode. Furthermore, even when set to automatic mode, it may be possible to generate an event based on an operation (e.g., touch operation) on the in-game object 33. Furthermore, the switching between manual mode and automatic mode may be performed automatically based on the fulfillment of predetermined conditions (for example, triggered by the start of a predetermined event).
[0071] In location-based games, where real space and virtual space are associated, each point in real space corresponds to each point in virtual space. Therefore, setting a specific location in virtual space can be said to be equivalent to setting a specific location in real space. Similarly, setting a specific location in real space can be said to be equivalent to setting a specific location in virtual space. That is, for example, placing a specific in-game object 33 at a specific location in virtual space can be said to be equivalent to placing the in-game object 33 at the corresponding specific location in real space. Also, for example, setting a specific range in virtual space as a range for a predetermined control can be said to be equivalent to setting a corresponding specific range in real space as a range for a predetermined control. These settings may be made by the game operator or by the user.
[0072] <Changes in the size of the usable range> The following describes the control of changing the size of the usable range X. In the information processing system 1 (in other words, the game program), one or more of the conditions related to changing the size of the usable range X exemplified below can be adopted. Furthermore, when adopting multiple conditions, the size of the usable range X may be changed based on the fulfillment of one of the conditions, or it may be changed based on the fulfillment of multiple (for example, all) of the conditions.
[0073] (Changes in the size of the available scope related to a specific event) In location-based games, specific events may take place at specific locations in the real world. These specific locations could be, for example, amusement parks, stadiums, shops, parks, or other specific facilities. They could also be specific areas such as Shibuya, Asakusa, or Kyoto. Furthermore, they could correspond to specific routes (in other words, roads). That is, if a particular event follows a specific route in the real world, the specific location could be the area corresponding to that route. Hereafter, this specific location (in other words, the area corresponding to a specific event) will also be referred to as the "event venue."
[0074] Furthermore, the area corresponding to the event venue in the real world is registered in the memory unit 220 as the event area. For example, if a specific amusement park in the real world becomes the event venue, the area corresponding to that specific amusement park in the real world is set as the event area, and information indicating the extent of the event area is stored in the memory unit 220. Note that the setting of the event area may be done by the game operator or by the user.
[0075] The game control unit 212 is capable of determining whether or not a user is inside the event venue. For example, the game control unit 212 determines whether or not a user is inside the event venue based on the user's location information. For example, the game control unit 212 determines whether or not a user is inside the event venue by determining whether or not the user's location (in other words, the location of the player character 30) indicated by the location information is within the range set as the event area. Alternatively, the event venue may be equipped with a device capable of detecting entry and exit from the venue, and the game control unit 212 may determine whether or not a user is inside the event venue based on a signal transmitted from the device when the user enters the venue. Furthermore, the game control unit 212 may determine whether or not a user is outside the event venue based on a signal transmitted from the device when the user leaves the venue.
[0076] The game control unit 212 changes the size of the range in which the user can access the in-game object 33, which is determined based on the user's location, based on the user's presence in a real-world location corresponding to a specific event. In other words, the game control unit 212 changes the size of the usable range X based on whether the user is in a real-world location corresponding to a specific event. Specifically, the game control unit 212 may reduce the usable range X when the user is inside the event venue compared to when the user is outside the event venue. Alternatively, the game control unit 212 may increase the usable range X when the user is inside the event venue compared to when the user is outside the event venue.
[0077] Here, let's assume, for example, that a particular event is one in which the user visits multiple checkpoints P set up within the event venue, as shown in Figure 4. In the specific event illustrated in Figure 4, five checkpoints P1 to P5 are set up, and the user visits checkpoints P1 to P5 in the order of the numbers assigned to them. Checkpoints P may also be predetermined in-game objects 33 placed in a virtual space. In this case, the user can progress through the event by actually moving within the event venue so that the predetermined in-game object 33, which serves as a checkpoint P, is located within the usable range X, and by performing touch operations on the predetermined in-game object 33. In other words, the user can progress through the event by actually moving within the event venue so that checkpoints P are located within the usable range X. In such a case, if the size of the usable range X is too large compared to the size of the event venue, the user can visit multiple checkpoints P without moving much, which reduces the excitement of the event. Therefore, as shown in Figure 5, by reducing the usable range X for users (in other words, event participants) who are inside the event venue, it is possible to encourage users to walk towards checkpoint P and improve the interest of the event. In Figure 5, the size of the usable range X before reduction (for example, when the user is outside the venue) is shown by the dashed line. Furthermore, not only events that involve visiting multiple checkpoints, but also events that utilize many enemy objects 33c or item spots 33a as in-game objects 33 (for example, events where players defeat multiple enemy characters inside the event venue, or events where players visit multiple item spots 33a inside the event venue) can have their interest improved by reducing the usable range X.
[0078] Furthermore, for example, if a particular event takes place in a vast event venue, if the usable area X is the normal size (in other words, the standard size), it may become too burdensome for users to move around. Also, for example, if a particular event has a large number of participants, if the usable area X is the normal size, it may cause users to become too densely concentrated around a particular in-game object 33. Therefore, depending on the nature of the event, expanding the usable area X can improve the event's appeal.
[0079] Furthermore, the game control unit 212 may restrict the use of in-game objects 33 related to a specific event (hereinafter referred to as "event-related objects") by users for whom information indicating that they are participants in a specific event (hereinafter referred to as "participant information") is not stored in a predetermined storage unit (for example, storage unit 120 or storage unit 220). In other words, in this embodiment, "participant" may refer to a user whose participant information is stored in a predetermined storage unit, and "non-participant" may refer to a user for whom participant information is not stored in a predetermined storage unit.
[0080] Participant information may, for example, be information indicating that a predetermined two-dimensional code (e.g., a QR code®) related to participation in a particular event has been read by a terminal device 10 (in other words, by using a game application). Alternatively, participant information may be information indicating that a participant possesses participation rights (e.g., by purchasing a predetermined ticket (including electronic tickets)) if the event requires participation through the purchase of such tickets. Furthermore, participant information may be information indicating that a predetermined operation (e.g., by pressing a predetermined button to indicate participation in the event) has been performed on a terminal device 10 (in other words, through a game application).
[0081] Furthermore, restrictions on the use of event-related objects may be as follows. That is, such restrictions may include, for example, a control that prohibits non-participants from using event-related objects that are available to participants. Specifically, the game control unit 212 may disable operation by non-participants on event-related objects displayed on the non-participant's terminal device 10 (in other words, even if a touch operation is performed on an event-related object, the event corresponding to that event-related object will not occur). The game control unit 212 may also control the system so that event-related objects displayed on the participant's terminal device 10 are not displayed on the non-participant's terminal device 10. In addition, the game control unit 212 may make it impossible for non-participants to use event-related objects by changing the shape of the usable range X. Specifically, for example, if there is a part of the usable range X related to non-participants that overlaps with the event area, the game control unit 212 may perform a control that excludes the part that overlaps with the event area from the usable range X. In other words, for example, if the event venue is a specific amusement park, the terminal device 10 for non-participants may display a usable area X that is shaped like a circle, with the usable area X being cut out along the outer perimeter of the specific amusement park, instead of the usual circular usable area X.
[0082] Furthermore, the game control unit 212 may initiate a specific event based on the user visiting a location within the usable range X where an in-game object 33 related to the initiation of a specific event (hereinafter referred to as the "starting object") is located. For example, the game control unit 212 may initiate a specific event based on the user visiting a location within the usable range X where the starting object is located and performing an operation on the starting object. Alternatively, for example, the game control unit 212 may automatically initiate a specific event when the user visits a location within the usable range X where the starting object is located. In other words, the game control unit 212 may initiate a specific event based on the user visiting a location in real space that has been set as the starting point of the specific event.
[0083] A start object is a type of event-related object. A start object may be placed within the virtual space corresponding to the event venue (in other words, within the event area).
[0084] The control by the game control unit 212 to initiate a specific event may also be a control that removes restrictions on the use of a specific event-related object different from the initiation object. Specifically, the game control unit 212 may make a specific event-related object appear to the user based on the user visiting a location where the initiation object is located within the available range X (in other words, it may change the state in which the specific event-related object is displayed on the user's terminal device 10 from not being displayed to being displayed). In other words, the control to initiate a specific event may make a specific event-related object available. Furthermore, the game control unit 212 may disable the user's operation of a specific event-related object that is presented to the user (displayed on the user's terminal device 10) before the user visits a location where the initiation object is located within the available range X, until the user visits that location, and then enable the user's operation based on the user visiting that location. In other words, the control to initiate a specific event may enable operation on a specific event-related object.
[0085] Furthermore, in a specific event where a destination is set for the user, the game control unit 212 may change the size of the available range X to guide the user toward the destination. In other words, the game control unit 212 may change the size of the available range X depending on whether the user is toward the destination or not. The destination may be, for example, each checkpoint P in an event that involves visiting multiple checkpoints P (in other words, multiple event-related objects). For example, the game control unit 212 may change the size of the available range X to guide the user toward a second event-related object (for example, the next checkpoint P) associated with a first event-related object (for example, the checkpoint P that has been passed). Specifically, the game control unit 212 may change the size of the available range X depending on whether the user is deviating from the path toward the destination (for example, the path from the first event-related object to the second event-related object). In other words, the game control unit 212 may change the size of the available range X based on whether predetermined conditions regarding the path toward the destination have been met. More specifically, the game control unit 212 may expand or contract the usable range X when the user is not off the path compared to when the user is off the path. Here, in either the case of being on the path or being off the path, the size of the usable range X may be the normal size (in other words, the standard size) for which no control over size changes is performed. Alternatively, whether or not the user is off the path may be determined by pre-registering information indicating the map range corresponding to the path in the storage unit 220 and determining based on that information (for example, by determining whether or not the user has left that range). Alternatively, whether or not the user is off the path may be determined based on the user's direction of movement (in other words, the direction the user is heading) based on the user's location information, etc., and the relationship between the user's direction of movement and the location of the destination (for example, whether or not the user's direction of movement is toward the destination). In other words, the path may be, for example, a specified road to be taken, as shown by the dashed arrow in Figure 4, or it may be a specified order to be visited without specifying the road to be taken for multiple checkpoints P.
[0086] Furthermore, the game control unit 212 may change the size of the usable range X even when the user is continuing to move without deviating from the path to the destination (in other words, moving towards the destination). For example, points where the usable range X is reduced or expanded may be set on the path, and the game control unit 212 may change the size of the usable range X based on the user approaching such points. Such points may be points where predetermined in-game objects 33 are placed.
[0087] Furthermore, the game control unit 212 may control the size of the usable range X to gradually expand (or gradually shrink) as the user continues to move along the path. Specifically, for example, if multiple checkpoints P are set on the path, the game control unit 212 may expand (or shrink) the usable range X each time the user passes through a checkpoint P. Alternatively, the game control unit 212 may gradually expand (or shrink) the usable range X in accordance with the passage of a predetermined period of time or the movement of a predetermined distance, etc., as long as the user is moving without deviating from the path.
[0088] Multiple paths may be set within a predetermined range in real space (in other words, a specific area, for example, within a single event venue). For example, multiple paths may be set for a particular event. In other words, a particular event may include an event that follows a first path and an event that follows a second path. In other words, multiple events, including an event that follows a first path and an event that follows a second path, may be set within a predetermined range in real space. Furthermore, the first path and the second path may overlap in part. In such cases, the game control unit 212 may change at least one of the size of the available range X and the color of the display indicating the available range X depending on which of the multiple paths the user is following. That is, for example, the game control unit 212 may make at least one of the size of the available range X and the color of the display indicating the available range X different depending on whether the user is following the first path or the second path. For example, the game control unit 212 may vary the amount of change from the standard size of the available range X depending on which of the multiple paths the user is following. Alternatively, for example, each path may be assigned a corresponding color, and the game control unit 212 may display the available range X in the color corresponding to the path the user is following, depending on which of the multiple paths the user is following.
[0089] Here, the path a user is following may be determined, for example, as follows. For example, the game control unit 212 may determine which path the user is following by determining which of the multiple paths the user's current location corresponds to (for example, whether or not the user is on a specific path, or whether or not they are more than a predetermined distance from a specific path). In this case, the game control unit 212 may determine that the user is following a specific path if it is confirmed that the user's current location has been at a location corresponding to a specific path for a predetermined period of time or distance or longer. Alternatively, the user may be able to select and set which path to follow, and the game control unit 212 may determine the path selected by the user as the path the user is following. Specifically, the user may be able to select and set which of the multiple paths to follow from a predetermined settings screen on their terminal device 10. Also, in an event that involves visiting multiple checkpoints P, the intervals between each checkpoint P may correspond to each of the multiple paths. That is, for example, the path from the first checkpoint P1 to the second checkpoint P2 may be designated as the first path, and the path from the second checkpoint P2 to the third checkpoint P3 may be designated as the second path. In this case, the game control unit 212 may determine which of the multiple paths the player is following by determining which checkpoint P has been passed. Note that the multiple paths may have at least one of their starting and ending points be the same, or both may be different. That is, for example, the first path and the second path may be different paths that go from the same point to the same point.
[0090] Furthermore, for certain events, the user may be able to choose whether to proceed with the usable range X set to a first size (in other words, to proceed by expanding the usable range X) or to proceed with a second size smaller than the first size (in other words, to proceed without expanding the usable range X). Specifically, the user may be able to set the size of the usable range X during the progress of a particular event from a predetermined settings screen on their terminal device 10. The game control unit 212 accepts the user's operation related to this setting and proceeds with the specific event using the usable range X size selected by the user (for example, the standard size or a size expanded from the standard size). In such a configuration, the game control unit 212 may grant a predetermined reward (i.e., a reward for playing with the second size instead of the first size) to a user who played the specific event with the usable range X set to the second size at a predetermined trigger (for example, when a predetermined goal in the specific event is achieved, for example, when the specific event is cleared). The rewards are not particularly limited, but may include, for example, designated items, in-game currency, designated points, or electronic information exchangeable for designated items in the real world. Furthermore, granting items to a user (in other words, allowing them to acquire them) can also be described as linking the items to the user's account and storing them in a designated storage unit (for example, storage unit 220) as items owned by the user.
[0091] (Changes in the size of the usable range according to the number of specified objects) The game control unit 212 may change the size of the usable range X according to the number of specific in-game objects 33 within the usable range X. In other words, the game control unit 212 may expand (or shrink) the usable range X based on the number of specific in-game objects 33 within the usable range X satisfying a predetermined condition. For example, the game control unit 212 may expand (or shrink) the usable range X based on the number of specific in-game objects 33 within the usable range X decreasing. In other words, in a game where events (for example, events corresponding to each in-game object 33) located within a predetermined range from the player character 30 can be advanced, the game control unit 212 may change the size of the usable range X based on the number of advanceable events within the predetermined range satisfying a predetermined condition.
[0092] The specific in-game object 33 may include only one type of object from among various objects such as item spots 33a, enemy objects 33c, or event-related objects, or it may include multiple types of objects.
[0093] For example, as shown in Figure 6, the game control unit 212 may expand the usable range X (for example, change from the state shown in Figure 6(a) to the state shown in Figure 6(b)) based on the number of enemy objects 33c within the usable range X reaching a predetermined number (for example, "0"). Here, "the number of enemy objects 33c reaching a predetermined number" could mean, for example, when an event is generated for enemy objects 33c existing within the usable range X (in other words, by utilizing enemy objects 33c within the usable range X), thereby reducing the number of enemy objects 33c within the usable range X.
[0094] (Changes in the size of the usable range in accordance with the amount of movement) The game control unit 212 may change the size of the usable range X according to the amount of movement of the user in real space. In other words, the game control unit 212 may expand (or contract) the usable range X based on whether the amount of movement of the user in real space satisfies a predetermined condition. For example, the game control unit 212 may expand (or contract) the usable range X based on whether the amount of movement of the user exceeds a predetermined amount.
[0095] For example, the game control unit 212 may expand the usable range X based on the fact that the amount of movement of the user within a predetermined period (e.g., one day) exceeds a predetermined amount (e.g., a predetermined number of steps or a predetermined distance). That is, the game control unit 212 may increase the size of the usable range X when the amount of movement of the user is a second amount (e.g., 10,000 steps or more) compared to when the amount of movement of the user is a first amount (e.g., less than 10,000 steps). Furthermore, the game control unit 212 may increase the size of the usable range X when the amount of movement of the user is a third amount (e.g., 20,000 steps or more) compared to when the amount of movement of the user is a second amount (e.g., 10,000 steps or more but less than 20,000 steps).
[0096] (Changes in the size of the usable range according to the speed of movement) The game control unit 212 may change the size of the usable range X according to the user's movement speed in real space. In other words, the game control unit 212 may expand (or contract) the usable range X based on whether the user's movement speed in real space meets a predetermined condition. For example, the game control unit 212 may expand (or contract) the usable range X based on whether the user's movement speed falls below a predetermined speed. Alternatively, for example, the game control unit 212 may contract (or expand) the usable range X based on whether the user's movement speed exceeds a predetermined speed.
[0097] For example, as shown in Figure 7(a), the usable range X is defined as the standard size (in other words, the normal size) when the user is moving at a reference speed (e.g., between 3 km / h and 6 km / h). In this case, the game control unit 212 may expand the usable range X beyond the standard size, as shown in Figure 7(b), when the user is moving at a speed below the reference speed (e.g., less than 3 km / h). Also, the game control unit 212 may reduce the usable range X beyond the standard size, as shown in Figure 7(c), when the user is moving at a speed above the reference speed (e.g., more than 6 km / h). The game control unit 212 may also increase the amount of change in size depending on the degree of deviation from the reference speed. That is, for example, the game control unit 212 may gradually reduce the usable range X as the user's movement speed increases.
[0098] Furthermore, in games that utilize location information to indicate the user's position, methods for determining the user's movement speed are publicly known, and the movement speed can be determined using publicly known methods.
[0099] (Changes in the size of the usable area depending on the display of advertisements) As shown in Figure 8, the game control unit 212 may change the size of the usable range X depending on whether or not the advertisement 40 is displayed on a predetermined screen used by the user (specifically, the display unit 18 of the user's terminal device 10). In other words, the game control unit 212 may expand (or shrink) the usable range X based on whether or not predetermined conditions related to the display of the advertisement 40 are met. For example, the game control unit 212 may expand the usable range X based on whether the advertisement 40 is displayed on a predetermined screen used by the user.
[0100] Specifically, the control unit 110 of the user's terminal device 10 receives user input regarding the setting of whether or not to display advertisements 40 on a predetermined settings screen. Based on this input, the game control unit 212 sets whether or not to display advertisements 40. If the setting to display advertisements 40 is enabled, the game control unit 212 displays advertisements 40 on the screen where the player character 30, which moves in the virtual space in conjunction with the user's movement in the real space, is displayed (in other words, the play screen). In other words, if the setting to display advertisements 40 is enabled, advertisements 40 are presented to the user during gameplay. On the other hand, if the setting to not display advertisements 40 is enabled, the game control unit 212 does not display advertisements 40 on the screen where the player character 30, which moves in the virtual space in conjunction with the user's movement in the real space, is displayed (in other words, the play screen). In other words, if the setting to not display advertisements 40 is enabled, advertisements 40 are not presented to the user during gameplay.
[0101] When the advertisement 40 is not displayed on the play screen (in other words, when the setting is configured not to display the advertisement 40), the game control unit 212 sets the size of the usable range X to the standard size (in other words, the normal size), as shown in Figure 8(a). When the advertisement 40 is displayed on the play screen (in other words, when the setting is configured to display the advertisement 40), the game control unit 212 expands the size of the usable range X beyond the standard size, as shown in Figure 8(b).
[0102] Furthermore, the advertisement 40 does not necessarily have to be displayed according to the settings in the settings screen. For example, an object related to the start of displaying the advertisement 40 may be provided as an in-game object 33. The game control unit 212 may then instruct the terminal device 10 to display the advertisement 40 based on the user's operation on the object, and the control unit 110 of the terminal device 10 may display the advertisement 40 on the display unit 18 (in other words, the play screen) based on that instruction. The game control unit 212 may also expand the available range X based on the display of the advertisement 40.
[0103] In this explanation, the usable range X is expanded while the advertisement 40 is being displayed. However, the game control unit 212 may also expand the usable range X after the advertisement 40 has been displayed as a reward for the user viewing the advertisement 40.
[0104] (Changes in the size of the usable range depending on the state of the object being used) The game control unit 212 may change the size of the usable range X according to the state of the object used by the user in the game. In other words, the game control unit 212 may expand (or contract) the usable range X based on the fulfillment of predetermined conditions regarding the object used by the user. Here, the object used by the user may be, for example, a predetermined character (e.g., player character 30 or the player character 30's companions), or a predetermined item (e.g., an item equipped to player character 30).
[0105] For example, the game control unit 212 may change the size of the usable range X depending on the state of predetermined parameters related to an object used by the user. For example, the size of the usable range X is set to the standard size when the predetermined parameters of the player character 30 are not above a predetermined standard (e.g., health is not full) and are not below a predetermined standard (e.g., health is not below a predetermined value). In this case, the game control unit 212 may expand the size of the usable range X beyond the standard when the predetermined parameters of the player character 30 are above a predetermined standard (in other words, above a predetermined value, e.g., health is full). The game control unit 212 may also reduce the size of the usable range X beyond the standard when the predetermined parameters of the player character 30 are below a predetermined standard (in other words, below a predetermined value).
[0106] Furthermore, for example, the game control unit 212 may change the size of the usable range X depending on whether or not the object used by the user is in an abnormal state. Specifically, if the player character 30 is suffering from a predetermined abnormal state (for example, being poisoned), the game control unit 212 may reduce the usable range X compared to when the player is not suffering from the predetermined abnormal state.
[0107] (Changes in the size of the usable area according to the terrain) The game control unit 212 may change the size of the usable range X according to information about the terrain of the location where the user is located in real space (hereinafter referred to as "terrain information"). In other words, the game control unit 212 may expand (or shrink) the usable range X based on whether predetermined conditions regarding the terrain of the location where the user is located are met.
[0108] The game control unit 212 acquires terrain information of the user's location based on the location information acquired by the location information acquisition unit 116. The terrain information may include, for example, information indicating whether the terrain is "flat road," "downhill," "uphill," "steep slope," "unpaved road," or "muddy road." The game control unit 212 may, for example, access a predetermined server or publicly available website that stores terrain information for the location indicated by the location information to acquire the terrain information of the user's location. Alternatively, for example, terrain information for each region may be stored in the storage unit 220, and the game control unit 212 may acquire the terrain information of the user's location from the storage unit 220.
[0109] Furthermore, the game control unit 212 changes the size of the usable range X according to the acquired terrain information. For example, if the terrain information indicates that the user is on a flat road, the game control unit 212 sets the size of the usable range X to the standard size. Also, if the terrain information indicates that the user is on a downhill slope, the game control unit 212 expands the size of the usable range X beyond the standard size. Also, if the terrain information indicates that the user is on an uphill slope, the game control unit 212 reduces the size of the usable range X beyond the standard size. Also, if the terrain information indicates that the user is on an unpaved or muddy road, the game control unit 212 reduces the size of the usable range X beyond the standard size. Note that whether the user is on an uphill or downhill slope can be determined by determining the user's direction of movement based on location information, etc. In other words, the game control unit 212 may change the size of the usable range X according to the user's direction of movement.
[0110] (Variations in the size of the usable area depending on the facility) The game control unit 212 may change the size of the usable range X according to information about the facilities at the location where the user is located in real space (hereinafter referred to as "facility information"). In other words, the game control unit 212 may expand (or shrink) the usable range X based on whether predetermined conditions regarding the facilities at the location where the user is located are met.
[0111] The game control unit 212 acquires facility information for the location where the user is located, based on the location information acquired by the location information acquisition unit 116. Facility information may include, for example, information indicating that the user is inside a specific facility, on a public road, on private property, or in a residential area. The game control unit 212 may, for example, access a predetermined server or publicly available website that stores facility information for the location indicated by the location information to acquire facility information for the user's location. Alternatively, for example, facility information for each region may be stored in the storage unit 220, and the game control unit 212 may acquire facility information for the user's location from the storage unit 220.
[0112] Furthermore, the game control unit 212 changes the size of the usable range X according to the acquired facility information. For example, if the facility information indicates that the user is on a public road, the game control unit 212 sets the size of the usable range X to the standard size. Also, if the facility information indicates that the user is in a specific facility (for example, a large public facility such as a park), the game control unit 212 expands the size of the usable range X beyond the standard. Also, if the facility information indicates that the user is on private property or in a residential area, the game control unit 212 reduces the size of the usable range X beyond the standard. Note that the game control unit 212 may also reduce the size of the usable range X beyond the standard if the facility information indicates that the user is in a specific facility (for example, a large public facility such as a park). Also, the game control unit 212 may expand the size of the usable range X beyond the standard if the facility information indicates that the user is on private property.
[0113] Furthermore, the size of the usable range X, which has changed based on the fulfillment of predetermined conditions, will return to its original size at a predetermined trigger. For example, it may return to its original size when the predetermined conditions are no longer met. Alternatively, it may return to its original size after a predetermined period of time has elapsed since the size changed. Alternatively, it may return to its original size at a predetermined specific time (for example, a specific time each day).
[0114] Furthermore, the control relating to the change in the size of the usable range X can also be rephrased as follows: In a game that utilizes information about real-world location, the game control unit 212 changes the range in the game space that the user can operate (in other words, the usable range X) according to either or both of the game information associated with the user's current location and / or the user's state. Here, information associated with the user's current location may include, for example, information on whether the user is inside an event venue, information on whether the user is moving along a path, information on whether the number of specific in-game objects 33 (e.g., enemy objects 33c) around the user's current location has reached a predetermined number, information on the terrain of the location where the user is, or information on facilities at the location where the user is. The user's state may include whether the user is a participant in a particular event, whether the user's movement amount exceeds a predetermined amount, whether the user's movement speed is above (or below) a reference speed, or whether the user is viewing (in other words, displaying) an advertisement.
[0115] <Events triggered by item usage> In the game of this embodiment, there are items (hereinafter referred to as "event items") that, when used, can trigger a predetermined event within the game (hereinafter referred to as "special event"). If a user possesses an event item, they can use the event item they own to trigger a special event. Note that event items may be items that are consumed (in other words, disappear) when used, or they may not be consumed (in other words, they may be used again to trigger a special event again).
[0116] Event items can be shared with other users. Users can select which event items they own to share with other users. The event items selected for sharing can be received by other users and shared among them.
[0117] An example of sharing operations will be explained. Based on a predetermined operation by the user, the display control unit 114 displays the item selection screen 50, illustrated in Figure 9, on the display unit 18. The item selection screen 50 displays a list of event items owned by the user (in other words, event items that can be shared with other users).
[0118] Furthermore, the operation reception unit 111 accepts operations that make event items shareable with other users (in other words, operations related to recruiting users to receive event items). Specifically, the operation reception unit 111 accepts operations that select an event item to share from among the event items displayed on the item selection screen 50 (for example, touching a specific event item displayed, and touching the execute button 51 displayed on the item selection screen 50) as operations that make the selected event item shareable with other users.
[0119] When an operation to select an event item to share is performed, the game control unit 212 makes the selected event item shareable with other users and controls it so that the selected event item is displayed on the receiving screen 55, as illustrated in Figure 10, on the other user's terminal device 10. The receiving screen 55 is a screen that the display control unit 114 of the user's terminal device 10 displays on the display unit 18 based on a predetermined operation by the user who wants to receive the event item (in other words, the other user). The receiving screen 55 displays a list of event items that can be shared. In other words, the receiving screen 55 displays a list of event items owned by other users that have been made shareable by the user who owns the event item.
[0120] Furthermore, the operation reception unit 111 accepts an operation to receive a share of an event item from among the event items displayed on the receiving screen 55 (for example, a touch operation on the receiving button 56 provided for each event item displayed in the list) as an operation to receive a share of the selected event item.
[0121] When an operation is performed to select an event item to be shared, the game control unit 212 allows the user who performed the operation to acquire the selected event item. Specifically, the game control unit 212 stores the selected event item in the storage unit 220 as an event item owned by that user, making it available for use by that user. As a result, a particular event item becomes available for use by both the user who made it available for sharing and the user who performed the operation to receive the sharing, and is shared between these users.
[0122] The receiving screen 55 displays, for each event item in the list, the username of the user who owns the event item (in other words, the user who is recruiting users to share it), the name of the event item, and an indicator of the sharing status. The indicator of the sharing status may indicate the quality of the sharing. In the example shown in Figure 10, event items with a superior sharing status (for example, event items with a large number of shares, or event items shared in a wide area (for example, event items shared in many areas)) have more stars as an indicator of the sharing status. More details about the sharing status will be described later. The indicator of the sharing status for each event item may be displayed on the item selection screen 50 or the item list screen 60, which will be described later, in addition to or instead of the receiving screen 55 (see Figure 11).
[0123] In this embodiment, a user can share an event item they have received from another user with yet another user, but they may not be able to share an event item they have received from another user with yet another user. Also, in this embodiment, one user can share (in other words, give away) a specific event item they own with multiple users, but one user may only be able to share one event item with one other user. In this case, one event item can be shared by multiple users through sequential sharing from user to user.
[0124] Furthermore, the methods for acquiring event items other than through sharing (for example, the method by which the first user acquires an event item) are not particularly limited. For example, the game control unit 212 may generate an event item based on a predetermined operation by the user and allow the user to acquire the generated event item. For example, the game control unit 212 may allow the user to acquire an event item based on the elapsed time from a predetermined point in time (for example, the timing of a predetermined operation that instructs the generation of an event item). The game control unit 212 may also allow the user to acquire an event item as a reward when the user achieves a predetermined goal in the game. The game control unit 212 may also allow the user to acquire an event item by exchanging it for value owned by the user (for example, in-game currency, predetermined points, predetermined items, etc.) (including cases where an event item is generated by consuming a predetermined item) (Note that even when sharing, the event item may be acquired by exchanging it for value owned by the user). Furthermore, achieving a predetermined goal may include, for example, defeating a predetermined opponent (which may be another user, a non-player character, or an enemy character), reaching a predetermined destination, acquiring a predetermined object, or the user traveling a predetermined distance or number of steps. In other words, achieving a predetermined goal may also mean completing a predetermined event (for example, a predetermined quest).
[0125] Furthermore, event items may include both event items that can be shared with other users and event items that cannot be shared.
[0126] The game control unit 212 manages the sharing status of event items. For example, the game control unit 212 manages how many users are sharing (in other words, owning) a particular event item. In other words, the game control unit 212 controls the number of users sharing each event item to be stored in the memory unit 220. For example, each time a user of the game receives a share of a particular event item, the game control unit 212 controls the storage value indicating the number of users who have acquired that particular event item to be incremented by "1". The game control unit 212 also manages the regions in which a particular event item is shared. In other words, the game control unit 212 controls the storage unit 220 to store information about the regions in which each event item is shared. Specifically, the game control unit 212 stores in the memory unit 220 information indicating which regions' users own (in other words, share) each event item. For example, whenever any user of the game receives a share of a specific event item, the game control unit 212 may check which region's user acquired the specific event item and store information in the storage unit 220 indicating which region's user acquired the specific event item. This information may, for example, indicate which of the 47 prefectures' users shared the specific event item, or which country's users shared it. That is, for example, if the specific event item is owned by a user in Tokyo and a user in Osaka, this information may indicate that it is shared in two of the 47 prefectures (in other words, two regions). The region of each user may be any region related to that user, for example, one that each user registers themselves (for example, the location of their home or place of origin), or it may be automatically determined, such as the location where each user was when they acquired the event item.
[0127] The game control unit 212 generates a special event based on a predetermined operation performed by a user who possesses an event item, and provides the special event to that user. The special event is an event aimed at achieving a predetermined goal, and in this embodiment, it is an event in which a destination is set. The destination may be specified by the user or it may be set automatically. Specifically, for example, by performing an operation to specify a destination point on the virtual space map displayed on the display unit 18, the specified point may be set as the destination (see Figure 11).
[0128] In this embodiment, the special event ends (in other words, is cleared) upon arrival at the destination. Here, "upon arrival at the destination" may mean that the event ends simply by arriving at the destination, or it may end upon arriving at the destination and defeating a predetermined enemy character, etc. In other words, the objective to be achieved in the special event may be simply reaching the destination, or it may be an objective achieved at the destination, etc.
[0129] An example of an operation related to the use of event items will be described. Based on a predetermined operation by the user, the display control unit 114 displays the item list screen 60, as exemplified in Figure 11, on the display unit 18. The item list screen 60 displays a list of event items owned by the user.
[0130] Furthermore, the operation reception unit 111 accepts operations related to the start of a special event. Specifically, the operation reception unit 111 accepts an operation to select an event item to use from among the event items displayed on the item list screen 60 (for example, a touch operation on the event start button 61 provided for each event item displayed in the list) as an operation to start a special event using the selected event item.
[0131] The game control unit 212 initiates a special event corresponding to the selected event item based on the user's selection of the event item to be used. Furthermore, when initiating a special event, the game control unit 212 requests the user to specify a destination for that special event.
[0132] The display control unit 114 displays a destination specification screen 64 on the display unit 18 based on a request for destination specification from the game control unit 212 (in other words, based on an operation by the user to select an event item to use). The operation reception unit 111 also receives operations related to destination specification on the destination specification screen 64. Specifically, the operation reception unit 111 receives an operation to specify a particular point on the virtual space map displayed on the destination specification screen 64 as an operation to specify a destination. The operation to specify a particular point on the virtual space map may be, for example, an operation to select a particular candidate point from among several candidate points 66 displayed on the destination specification screen 64, or an operation to move a cursor (not shown) displayed on the destination specification screen 64 to a particular point. In other words, the user may be able to specify a destination from among several candidates, or they may be able to specify any point in the real world as a destination.
[0133] When an operation to specify a destination is performed, the game control unit 212 sets the specified specific point (in other words, the point in the real world that corresponds to the specified specific point on the map of the virtual space) as the destination for the special event. In other words, the game control unit 212 generates a special event with the specified specific point as the destination.
[0134] The game control unit 212 generates effects that are advantageous to the user for special events triggered (in other words, initiated) by the use of event items, depending on the share status of the event item being used. For example, the game control unit 212 generates effects that are advantageous to the user based on predetermined parameters related to the share of the event item being used meeting predetermined conditions. Specifically, the game control unit 212 may generate effects that are advantageous to the user based on the number of shares of the event item being used (in other words, the number of users sharing it) exceeding a predetermined number. Alternatively, the game control unit 212 may generate effects that are advantageous to the user based on the number of regions where the event item is shared exceeding a predetermined number (in other words, the range of the shared region exceeds a predetermined range). Here, the game control unit 212 may generate more advantageous effects as the predetermined parameters deviate from a baseline value (e.g., an initial value) (e.g., as the number of shares of the event item being used or the number of regions sharing it increases).
[0135] For example, the game control unit 212 may make changes to the virtual space where special events take place depending on the sharing status of event items.
[0136] Specifically, the game control unit 212 may change the configuration of the virtual space where special events take place, depending on the sharing status of event items. Specifically, as a change in the configuration of the virtual space, the game control unit 212 may change at least one of the following: the placement of enemies in the virtual space (e.g., placement location or number of enemies), the types of enemies that appear, the placement of items (e.g., placement location or number of items), the types of items that appear, or the terrain of the virtual space. Here, the placement of enemies may refer to the placement of enemy objects 33c. The placement of items may refer to the placement of item spots 33a. In other words, as a change in the configuration of the virtual space, the game control unit 212 may change the placement of specific in-game objects 33 or the types of in-game objects 33 that are placed.
[0137] In other words, the advantageous effects generated depending on the share status may be those that change the configuration of the virtual space in a direction that is advantageous to the user.
[0138] A change in the configuration of the virtual space to a favorable direction may be a change that makes it easier to encounter a predetermined enemy. In other words, the game control unit 212 may change the virtual space in which the special event takes place to a virtual space in which it is easier to encounter a predetermined enemy, depending on the sharing status of event items. Specifically, a change in the configuration of the virtual space to a favorable direction may be an increase in the number of predetermined enemies placed in the direction of the destination (in other words, between the user's current position and the destination). Alternatively, a change in the configuration of the virtual space to a favorable direction may be an increase in the number of predetermined enemies placed around the user's current position. Furthermore, a change in the configuration of the virtual space to a favorable direction may be an increase in the probability that a predetermined enemy will appear in the special event. In this embodiment, "increased probability (or high probability)" includes the case where the lower probability (in other words, the baseline probability) is 0%. In other words, a change in the configuration of the virtual space to a favorable direction may be a change in the type of enemy that appears in the special event. Here, a predetermined enemy may be, for example, an enemy that can be encountered in the special event and provides a relatively large benefit. Furthermore, enemies that offer relatively greater benefits may include, for example, enemies that yield a large amount of experience points (in other words, a predetermined parameter related to strengthening player character 30) when defeated, enemies that yield a large amount of in-game value when defeated, or enemies that have a high probability of yielding specific items when defeated.
[0139] For example, as shown in Figure 12, the game control unit 212 may increase the number of predetermined enemies (in other words, in-game objects 33 related to predetermined enemies) that are placed in the direction of the destination (in other words, between the user's current position 80 and the destination 81) when the sharing status of the event item to be used is in the second state (for example, when the number of shares exceeds a predetermined number (the situation shown in Figure 12(b))) compared to when the sharing status is in the first state (for example, when the number of shares is less than or equal to a predetermined number (the situation shown in Figure 12(a))). In Figure 12, the enemies (in other words, in-game objects 33) that increase as the sharing status changes from the first state to the second state are represented by white-filled shapes.
[0140] Furthermore, the placement of enemies in the virtual space may be performed at the start of a special event, or as appropriate during the progress of the special event (for example, so that enemies appear around the user in response to the user's movement). That is, for example, an increase in the number of predetermined enemies placed in the direction of the destination may mean an increase in the number of predetermined enemies placed between the user and the destination at the start of the special event, or it may mean that predetermined enemies are more likely to appear between the user and the destination during the progress of the special event.
[0141] Furthermore, for example, as shown in Figure 13, the game control unit 212 may control the game so that a second type of enemy (enemy character J in Figure 13) that does not appear when the share status of the event item being used is in the first situation appears in a special event when the share status of the event item being used is in the second situation (for example, when the number of shares is greater than in the first situation). Also, the game control unit 212 may control the game so that a third type of enemy (enemy character K in Figure 13) that does not appear when the share status is in the first or second situation appears in a special event when the share status of the event item being used is in the third situation (for example, when the number of shares is greater than in the second situation). Note that the second type of enemy may be an enemy related to the first type of enemy (enemy character C in Figure 13) that appears when the share status is in the first situation. Also, the third type of enemy may be an enemy related to the second type of enemy. Specifically, the second type of enemy may be a higher-level enemy or a derived enemy of the first type of enemy. Furthermore, the third type of enemy may be a higher-level or derived enemy of the second type of enemy. In other words, the first, second, and third types of enemies may belong to the same family or species. Also, the benefits obtained from the second type of enemy may be greater than those from the first type of enemy, and the benefits obtained from the third type of enemy may be greater than those from the second type of enemy. Furthermore, the first type of enemy may not appear when the share situation is the second or third situation. Furthermore, the second type of enemy may not appear when the share situation is the first or third situation. Furthermore, the third type of enemy may not appear when the share situation is the first or second situation. That is, when the share situation is the second situation, the first type of enemy that appears in the first situation may be replaced by a second type of enemy that provides greater benefits than the first type of enemy. Furthermore, if the share situation is the third situation, the second type of enemy that appears in the second situation may be replaced by a third type of enemy that provides greater benefits than the second type of enemy. In other words, if the share situation is the second situation, the probability of encountering the second type of enemy may be higher than in the first situation.Furthermore, in the third situation regarding market share, the probability of encountering the third type of enemy may be higher than in the second situation.
[0142] Furthermore, the game control unit 212 may change predetermined parameters related to the object used by the user in special events that occur when an event item is used, depending on the sharing status of the event item. Specifically, the game control unit 212 may change parameters related to the strength of the player character 30 (for example, attack power, defense power, stamina, magic power, or speed, etc.) as predetermined parameter changes. In other words, the game control unit 212 may apply buffs to the object used by the user in special events that occur when an event item is used, depending on the sharing status of the event item. The game control unit 212 may also change the virtual space in which the special event takes place to a virtual space with different buffs applied to the object used by the user, depending on the sharing status of the event item.
[0143] In other words, the advantageous effect generated depending on the share status may be one that strengthens the object used by the user. For example, the game control unit 212 may make the player character 30 stronger (for example, increase a predetermined parameter of the player character 30) when the share status of the event item being used is in the second state (for example, when the number of shares exceeds a predetermined number) compared to when the share status is in the first state (for example, when the number of shares is less than or equal to a predetermined number). In other words, when the share status of the event item being used is in the second state, the game control unit 212 may make the virtual space a virtual space that has an advantageous buff for the user (for example, a larger increase in a predetermined parameter) compared to when the share status is in the first state.
[0144] Furthermore, the game control unit 212 may change the probability of obtaining a predetermined item for special events that occur when event items are used, depending on the sharing status of event items. In other words, the game control unit 212 may change the virtual space in which the special event takes place to a virtual space in which the probability of obtaining a predetermined item differs, depending on the sharing status of event items.
[0145] In other words, the advantageous effect generated depending on the share status may be one that increases the probability of obtaining a predetermined item. For example, when the share status of the event item to be used is in the second state (for example, when the number of shares exceeds a predetermined number), the game control unit 212 may increase the probability of obtaining a predetermined item when defeating a predetermined enemy character (in other words, the probability that a predetermined enemy character drops a predetermined item) compared to when the share status is in the first state (for example, when the number of shares is less than or equal to a predetermined number). Also, for example, when the share status of the event item to be used is in the second state, the game control unit 212 may increase the number of item spots 33a from which the predetermined item can be obtained compared to when the share status is in the first state. In other words, when the share status of the event item to be used is in the second state, the game control unit 212 may create a virtual space where the probability of obtaining a predetermined item when defeating a predetermined enemy character is higher, or a virtual space where the number of predetermined item spots 33a is larger, compared to when the share status is in the first state.
[0146] Furthermore, the game control unit 212 may change the behavior of enemies in relation to special events that occur when event items are used, depending on the sharing status of event items. In other words, the game control unit 212 may change the virtual space in which the special event takes place to a virtual space in which the behavior of enemies is different, depending on the sharing status of event items.
[0147] In other words, the advantageous effect generated depending on the share status may be one that changes the behavior of a given object in a direction advantageous to the user. For example, the game control unit 212 moves a specific in-game object 33 (e.g., an enemy object 33c) in the virtual space during the execution of a special event. In this case, the game control unit 212 may control the enemy object 33c to move towards the player character 30 (in other words, to behave in a way that approaches the player character 30) when the share status of the event item being used is in the second state (e.g., when the number of shares exceeds a predetermined number), compared to when the share status is in the first state (e.g., when the number of shares is less than or equal to a predetermined number).
[0148] Furthermore, the game control unit 212 may change the type of object (for example, an enemy (including a boss) or an item) that appears in a special event that occurs when an event item is used, depending on the sharing status of the event item.
[0149] Furthermore, the game control unit 212 may change the size of the available range X for special events that occur when an event item is used, depending on the sharing status of the event item.
[0150] In other words, the advantageous effect generated depending on the share status may be one that changes the usable range X in a direction favorable to the user. For example, the game control unit 212 may expand the usable range X when the share status of the event item being used is in the second state (for example, when the number of shares exceeds a predetermined number) compared to when the share status is in the first state (for example, when the number of shares is less than or equal to a predetermined number).
[0151] Here, we have explained an example where a predetermined change occurs to a special event depending on the sharing status of event items, resulting in an effect favorable to the user. However, the various changes to special events depending on the sharing status do not necessarily have to be beneficial to the user. For example, as mentioned above, the game control unit 212 can change the configuration of the virtual space depending on the sharing status, but there does not have to be any superiority or inferiority between the configuration of the virtual space when the sharing status is in the first situation (for example, when the number of shares is less than or equal to a predetermined number) and the configuration of the virtual space when the sharing status is in the second situation (for example, when the number of shares exceeds a predetermined number).
[0152] In this embodiment, both the user who shares (in other words, gives) an event item to another user and the other user who receives the item each own the item and can use it freely. It can also be said that both the user who shares the event item and the other user who receives it each have 100% ownership of the event item. However, a parameter indicating ownership percentage may be set for the event item. This parameter may indicate the share of each user (or the group to which each user belongs) for each event item. That is, for example, if a particular event item is shared by the first user, the second user, and the third user, the ownership percentages for that particular event item may be set as follows: the first user has a 50% ownership percentage, the second user has a 30% ownership percentage, and the first user has a 20% ownership percentage. Furthermore, for example, if a particular event item is shared by multiple users in Group 1 (e.g., users in Tokyo) and multiple users in Group 2 (e.g., users in Osaka), the ownership rates for that particular event item may be set such that Group 1 has a 70% ownership rate and Group 2 has a 30% ownership rate (for example, the ownership rate of a group may be higher the more users belonging to that group own the event item). The game control unit 212 may then generate the aforementioned predetermined changes (in other words, advantageous effects) for special events that depend on the sharing status of the event item, according to the ownership status of the event item (e.g., ownership rate). The game control unit 212 may also generate advantageous effects for the user based on the ownership rate of the event item being used (specifically, the ownership rate of itself or the group to which it belongs) exceeding a predetermined value.
[0153] Event items may not be shareable (in other words, given) to other users until the special event triggered by using the event item is played (for example, cleared), and can only be shared with other users after playing the event. In such cases, the number of shares may correspond to the number of times the special event has been played. That is, in this embodiment, the game control unit 212 makes a predetermined change to the special event according to the sharing status of the event item, which can also be rephrased as making a predetermined change to the special event according to the number of times the special event has been played. Here, the number of times it has been played is the sum of the number of times multiple users have played it. The game control unit 212 may also make a predetermined change (in other words, the various changes described above) to a specific event (for example, a specific special event) according to the number of times a specific user (in other words, one user) has played that specific event. That is, for example, the configuration of the virtual space in which a specific user (or other users (for example, users who have received shares from that specific user)) plays that specific event may be changed according to the number of times that specific user has played that specific event. Furthermore, the game control unit 212 may count the number of times a user has played a particular event (specifically, the total number of plays by one user or the total number of plays by multiple users) when performing these controls. Specifically, the game control unit 212 may increment a stored value in the memory unit 220, which indicates the number of times a particular event has been played, by "1" each time a user plays that particular event. The game control unit 212 may then apply a predetermined change to the particular event based on the number of plays, according to the stored value. Note that the particular event to which a predetermined change is applied according to the number of plays does not have to be an event that occurs by using an event item.
[0154] <Processing flow> Next, we will explain an example of the process related to expanding the usable range X, referring to the flowchart shown in Figure 14.
[0155] First, the location information acquisition unit 116 acquires location information indicating the user's current location in the real world (step S101).
[0156] Next, the game control unit 212 determines whether the user's current location is within the event venue (step S102). Specifically, the game control unit 212 determines whether the user's current location, indicated by the acquired location information, is within the range set as the event area.
[0157] If the user's current location is within the event venue (YES in step S102), the game control unit 212 changes the size of the usable range X (step S103). For example, the game control unit 212 reduces the size of the usable range X to a size corresponding to a specific event being held within the event venue.
[0158] If the user's current location is not within the event venue (NO in step S102), the game control unit 212 does not change the size of the available range X (step S104).
[0159] Next, we will explain an example of the process related to the occurrence of special events based on the use of event items, referring to the flowchart shown in Figure 15.
[0160] First, the control unit 110 of the user's terminal device 10 receives an operation by the user related to the use of an event item (in other words, an operation related to the start of a special event) (step S201).
[0161] Next, when an operation related to the use of an event item is performed, the game control unit 212 determines whether the share status of the event item to be used satisfies predetermined conditions (step S202). For example, based on information indicating the share status of the event item to be used (in this case, information indicating the number of shares) stored in the memory unit 220, the game control unit 212 determines whether the number of shares of the event item to be used satisfies predetermined conditions (specifically, whether it exceeds a predetermined number).
[0162] If the share status meets predetermined conditions (YES in step S202), the game control unit 212 generates an effect advantageous to the user for the special event that occurs when an event item is used (step S203).
[0163] If the share status does not meet the predetermined conditions (NO in step S202), the game control unit 212 will not generate any effects that are advantageous to the user for the special event that occurs when an event item is used (step S204).
[0164] It should be noted that the present invention is not limited to the embodiments described above, and can be implemented in various ways without departing from its essence. The configuration of this embodiment may be applied to games that utilize information about the user's location in real space. Furthermore, the configuration of this embodiment may be applied to games that link virtual space and real space, such as the location-based games described in this embodiment, or games that utilize images captured from real space. Games that utilize images captured from real space may include, for example, games that can display superimposed images in which virtual objects (for example, virtual space objects such as player characters) are superimposed on images captured from real space (in other words, games that utilize augmented reality), or games in which images captured from real space have a predetermined effect on virtual space (for example, games that change the parameters of virtual space objects or change the shape of virtual space objects based on captured images). In other words, the control unit 110 of the terminal device 10 may be capable of acquiring images captured by a predetermined camera, such as a camera built into the terminal device 10, or generating superimposed images in which virtual objects are superimposed on said images. Furthermore, the configuration of this embodiment may be applied to games other than games that link virtual space and real space. Also, the configuration of this embodiment may be applied to games other than games that utilize information about the user's location in real space. Furthermore, the configuration of this embodiment may be applied to services other than games (in other words, applications). For example, it may be applied to walking apps, running apps, pedometer apps, etc.
[0165] Within the scope of this invention, the components of this invention can be freely combined, any component can be modified, any component can be substituted, any component can be omitted, or other components can be added. Furthermore, the processing flow described herein is merely an example, and the order and configuration of each process may differ. Also, some processes described herein may not exist. In other words, the processing flow and specific decision processes may differ from those exemplified herein.
[0166] <Note> The configuration of this embodiment may be used, for example, to improve the entertainment value of a service. The matters described in the above embodiments may also be described as follows.
[0167] (Note 1-1) Computers, In a service that utilizes location information indicating a user's position in real space, a change mechanism (e.g., game control unit 212) is configured to change the size of the range (e.g., usable range X) within the service that the user can use, based on the location information, based on the user being in a real-world location corresponding to a specific event. program. With this configuration, the user can change the size of the available range of a given object within the service to a size suitable for a specific event, thereby improving the enjoyment of the service.
[0168] (Appendix 1-2) Computers, For users for whom information indicating they are participants in the aforementioned specific event is not stored in a predetermined storage unit, the system functions as a restricting means (e.g., a game control unit 212) to restrict the user's use of objects related to the aforementioned specific event within the service. The program described in Appendix 1-1. This configuration allows for restricting the use of objects related to a specific event by non-participants. Therefore, it becomes possible to differentiate between participants and non-participants for a particular event.
[0169] (Appendix 1-3) Computers, The event control means (e.g., game control unit 212) functions to initiate the specific event based on the user visiting a location where the object related to the initiation of the specific event is located within the specified range. The program described in Appendix 1-1. This configuration makes it possible to specify the user's position at the start of a particular event.
[0170] (Appendix 1-4) The aforementioned specific event includes an event that follows a first path and an event that follows a second path. The means for changing the range causes at least one of the size of the range and the color of the display indicating the range to differ depending on whether the user is following the first path or the second path. The program described in Appendix 1-1. With this configuration, it is possible to make the user aware of which path they are following based on the size and color of the range, and to make the range appropriate for each path.
[0171] (Appendix 1-5) The aforementioned changing means is The range is expanded based on the number of specific objects within the range satisfying predetermined conditions. The program described in Appendix 1-1. With this configuration, for example, if the number of specific objects within the range satisfies a predetermined condition, it becomes possible to change the size of the range so that specific objects outside the range are placed within the range. Therefore, for example, instead of having the user move specific objects outside the range to be placed within the range during gameplay, it becomes possible to have the user move them to be placed within the range by changing the size of the range, thereby improving the entertainment value of the service.
[0172] (Appendix 1-6) The aforementioned changing means is The range is expanded based on the amount of movement of the user in the real space meeting predetermined conditions. The program described in Appendix 1-1. This configuration allows users to receive benefits based on their movement, and also encourages them to move around.
[0173] (Appendix 1-7) The aforementioned changing means is The size of the range is changed according to the user's movement speed in the real world. The program described in Appendix 1-1. This configuration allows for providing users with benefits based on their movement speed. It also encourages gameplay at a safe speed.
[0174] (Appendix 1-8) The aforementioned changing means is The range is expanded based on the fact that an advertisement is displayed on a predetermined screen used by the user (for example, display unit 18). The program described in Appendix 1-1. This configuration allows us to offer users benefits from viewing advertisements.
[0175] (Appendix 1-9) The aforementioned changing means is In the aforementioned service, the size of the range is changed according to the state of the object used by the user. The program described in Appendix 1-1. This configuration allows for linking the gameplay status with the size of the aforementioned range, thereby enhancing the user's immersion in the service.
[0176] (Appendix 1-10) The aforementioned changing means is The size of the range is changed according to information about the terrain of the location where the user is located in real space. The program described in Appendix 1-1. This configuration allows for linking the actual user situation with the size of the aforementioned range, thereby enhancing the user's sense of immersion in the service.
[0177] (Appendix 1-11) The aforementioned changing means is The size of the range is changed according to information about the facilities at the location where the user is located in the real world. The program described in Appendix 1-1. This configuration makes it possible to prevent users from gathering or entering places unsuitable for using the service, such as private property or residential areas.
[0178] (Note 2-1) Computers, Regarding specific events that occur when an item is used, a control means (e.g., game control unit 212) is provided to generate effects favorable to the user depending on the sharing status of the item being used. program. With this configuration, depending on the sharing status of an item, it is possible to generate advantageous effects for users regarding specific events that occur as a result of using that item. Therefore, it is possible to encourage users to share the item. In addition, the user experience obtained from using the item can be changed depending on the sharing status, thereby improving the interest level of the service.
[0179] (Note 2-2) Computers, Regarding specific events that occur as a result of using an item, a control means (e.g., a game control unit 212) is configured to change the configuration of the virtual space where the specific event takes place, depending on the sharing status of the item being used. program. With this configuration, the virtual space in which specific events triggered by the use of an item take place can be varied depending on the item's sharing status. Therefore, it is possible to encourage users to share the item. Furthermore, the user experience obtained from using the item can be changed according to the sharing status, thereby improving the service's appeal.
[0180] (Appendix 2-3) The control means changes predetermined parameters related to the object used by the user according to the sharing status of the item being used. The program described in Appendix 2-1 or Appendix 2-2. With this configuration, it becomes possible to increase predetermined parameters related to the object used by the user depending on the sharing status of the item. Therefore, it is possible to encourage users to share the item. In addition, it is possible to change the user experience obtained from using the item depending on the sharing status, thereby improving the interest level of the service.
[0181] (Appendix 2-4) The control means changes the probability of acquiring a predetermined item in the specific event according to the sharing status of the item being used. The program described in Appendix 2-1 or Appendix 2-2. With this configuration, the probability of acquiring a given item can be changed depending on the item's sharing status. Therefore, it is possible to encourage users to share the item. Furthermore, the user experience obtained from using the item can be changed according to the sharing status, thereby improving the service's appeal.
[0182] (Appendix 2-5) The control means changes the behavior of a predetermined object in the specific event according to the sharing status of the item being used. The program described in Appendix 2-1 or Appendix 2-2. With this configuration, the behavior of a given object can be changed depending on the sharing status of the item. Therefore, it is possible to encourage users to share the item. In addition, the user experience obtained from using the item can be changed according to the sharing status, thereby improving the interest level of the service.
[0183] (Appendix 2-6) The control means changes the type of object that appears in the specific event according to the sharing status of the item being used. The program described in Appendix 2-1 or Appendix 2-2. With this configuration, the type of object that appears in specific events triggered by the use of an item can be changed depending on the item's sharing status. Therefore, it can encourage users to share the item. Furthermore, the user experience obtained from using the item can be changed according to the sharing status, thereby improving the service's appeal.
[0184] (Appendix 2-7) The control means changes the size of the range (e.g., availability range X) in which a user can use a predetermined object in the service during a particular event, depending on the sharing status of the item being used. The program described in Appendix 2-1 or Appendix 2-2. With this configuration, the size of the range in which users can access a given object within the service can be changed depending on the sharing status of the item. Therefore, it is possible to encourage users to share the item. In addition, the user experience obtained from using the item can be changed according to the sharing status, thereby improving the interest level of the service.
[0185] Furthermore, the problem-solving means configured in the above-mentioned program (for example, the configurations described in the appendix) can be adapted to devices, systems, methods, media, etc., as appropriate. [Explanation of Symbols]
[0186] 1 Information processing system, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 14 Communication IF, 15 Input / Output IF, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 24 Communication IF, 25 Input / Output IF, 110 Control unit, 111 Operation reception unit, 112 Transmit / receive unit, 113 Game control unit, 114 Display control unit, 116 Location information acquisition unit, 120 Storage unit, 210 Control unit, 211 Transmit / receive unit, 212 Game control unit, 220 Storage unit, X Available range
Claims
1. Computers, In a game that utilizes information about the user's location in real space, a control means is used to change the size of the usable range when predetermined conditions are met for checkpoints placed in the game. The aforementioned usable range is the range in the game that the user can operate within, and which changes according to the user's current position in real space. program.
2. The change in the size of the usable range when the predetermined conditions are met continues until a predetermined period of time has elapsed or until the user has traveled a predetermined distance. The program according to claim 1.
3. When the aforementioned predetermined conditions are met, the change in the size of the available range occurs each time the user passes a checkpoint. The program according to claim 1.
4. The control means changes the size of the available range to guide the user from the checkpoint they have passed to the next checkpoint. The program according to claim 1.
5. Multiple checkpoints are set along the route to a specific destination. The control means changes the size of the available range in accordance with whether the predetermined conditions are met for the plurality of checkpoints in a predetermined order. The program according to claim 1.
6. In a game that utilizes information about the user's location in real space, the system includes a control means that changes the size of the usable range when predetermined conditions are met for checkpoints placed in the game. The aforementioned usable range is the range in the game that the user can operate within, and which changes according to the user's current position in real space. Information processing system.