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WO2025088739A1 - Game server and game system - Google Patents

Game server and game system Download PDF

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Publication number
WO2025088739A1
WO2025088739A1 PCT/JP2023/038586 JP2023038586W WO2025088739A1 WO 2025088739 A1 WO2025088739 A1 WO 2025088739A1 JP 2023038586 W JP2023038586 W JP 2023038586W WO 2025088739 A1 WO2025088739 A1 WO 2025088739A1
Authority
WO
WIPO (PCT)
Prior art keywords
area
user
incentive
visiting
owner
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
PCT/JP2023/038586
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French (fr)
Japanese (ja)
Inventor
慎人 内藤
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Super Massive Global
Super Massive Global Inc
Original Assignee
Super Massive Global
Super Massive Global Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Super Massive Global, Super Massive Global Inc filed Critical Super Massive Global
Priority to PCT/JP2023/038586 priority Critical patent/WO2025088739A1/en
Publication of WO2025088739A1 publication Critical patent/WO2025088739A1/en
Pending legal-status Critical Current
Anticipated expiration legal-status Critical

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/216Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions

Definitions

  • a storage unit that stores a virtual space generated based on geographic information of a real space, an area object corresponding to an area existing in the real space, owner information certified as an owner of the area object, and content information associated with the owner information; an object providing unit that provides the virtual space, the area object, and the user object in association with position information of a user terminal in the real space so as to be displayable on a display unit of the user terminal; a content providing unit that provides the content so that it can be used by the user terminal when the location information of the user terminal indicates that the user terminal is visiting within a predetermined range from the area and a request for the content is made from the user terminal in the real space;
  • a content providing device is obtained that includes an incentive granting section that grants a predetermined incentive to the owner of the corresponding area object in accordance with the number of user terminals that have visited within a predetermined range of the area.
  • the use of entertainment can further promote trading of digital data.
  • FIG. 1 is a diagram showing an example of a configuration of a content providing system according to an embodiment of the present invention
  • 2 is a diagram showing a schematic diagram of correspondence between a virtual space and a real space provided by the content providing device of FIG. 1
  • 3 is a diagram showing the positional relationship with a user located within a predetermined range from the area in the real space of FIG. 2.
  • 2 is an example of a screen displayed on a display unit of the user terminal of FIG. 1 .
  • FIG. 2 is a functional block diagram of the game server of the present system.
  • 13 is a flowchart showing an example of processing of a game server of the present system.
  • the problem that the invention aims to solve is the problem that there are limited means to encourage users to visit specific areas while providing them with new experiences by linking real space and virtual space.
  • the effect of the invention is that by generating a virtual space based on geographic information of the real space and managing owner information of objects corresponding to the area, it becomes possible to provide occupancy conditions and incentives for visits. This increases the frequency of visits to areas in the real space, and new value is given to the owners of the area objects.
  • a game system includes a game server, a user terminal, and an owner terminal.
  • the game server, the user terminal, and the owner terminal are connected to each other via a network so as to be able to communicate with each other.
  • this system allows a user to use a user terminal to experience a virtual space generated based on geographic information of the real space. That is, as shown clearly in Figure 2, the virtual space 200 is generated by directly reproducing the real space 100. There exists position information ( Xn , Yn ) of the virtual space 200 that uniquely corresponds to position information ( xn , yn ) of the real space 100.
  • real-space location information can be measured using GPS (Global Positioning System) or other methods, but location information may also be determined using other methods.)
  • an area 102 in which a building exists is located at position information (x 1 , y 1 ).
  • An area 104 in which a stadium exists is located at position information (x 2 , y 2 ).
  • the user position information that changes with the movement of the user 110 is represented as (x 0 , y 0 ).
  • the area 102 in the real space is displayed as an area object 202 at position information (X 1 , Y 1 ) in the virtual space.
  • the area 104 is displayed as an area object 204 at position information (X 2 , Y 2 ).
  • the user 110 is represented as a user object 210 at position information (X 0 , Y 0 ).
  • the relative positional relationship between the area or terrain in the real space and the user is maintained in the virtual space as well.
  • the virtual space 200 of the present invention is expressed as if the real space were faithfully objectified or symbolized.
  • the user object in the virtual space is displayed moving a distance and in a direction corresponding to the movement.
  • the game server recognizes that the user has visited (checked in to) area 102.
  • the method of recognizing a visit to area 102 is not limited to this, and may be detected, for example, by connection to a network of a beacon or the like installed in area 102.
  • FIG. 4 shows an example of a screen displayed on a user terminal.
  • a user can use the game system by using the user terminal.
  • the hardware configuration of the user terminal will be described later.
  • the area object 202 and user object 210 that existed in the virtual space 200 shown in FIG. 2 are displayed as 3D objects or 3D images on the display unit (display, etc.) of the user terminal.
  • an owner object 220 is written alongside the area object 220.
  • the virtual space generation unit generates a virtual space based on geographic information of the real space.
  • an area object corresponding to a specific area e.g., a park, a building, a station, etc.
  • the virtual space generation unit generates and displays a user object 210 at a corresponding position in the virtual space based on the user's position in the real space (position information acquired from the user terminal).
  • the user object is displayed in the same position in the virtual space based on the user's position in the real world.
  • the owner information management unit manages the owner (occupant) information of area objects. Specifically, it has the function of storing information on which user or group is occupying each area object in a database or other appropriate data storage, and querying and updating that information. This unit cooperates with the owner information registration unit and owner information update unit to register and update owner information when occupancy conditions are met.
  • the owner information management unit can also retain the history when the owner of an area object is changed. This makes it possible to track the history of occupancy of a specific area object and the transition of ownership among multiple users. This function is useful for promoting events and promotions within the game, as well as for encouraging competition between users.
  • the owner information management unit can cooperate with APIs and other systems, and is structured to flexibly support things like referencing owner information in external systems and setting occupancy conditions outside the game server. This allows for scalability and diverse operation.
  • the owner information registration unit registers the user as the owner of the area object.
  • the owner information registration unit has a function of registering the information in the database or the owner information management unit.
  • the owner information registration unit recognizes the user as the new owner and updates the owner information. This part has logic for acquiring the user's location information in the real space using GPS information and other sensor data and determining whether it matches or is close to a specific area object.
  • the occupancy condition can be set, for example, by a user staying at a specific location for a certain period of time or more, using a specific item, etc.
  • the owner information registration unit confirms that the condition is met, it updates the owner information in the database in cooperation with the owner information management unit. This makes it possible to change ownership in real time.
  • the owner information is changed, it is also possible to notify the relevant user via a notification function. In this way, the owner information registration unit plays a role in enhancing the competitive and cooperative elements in the game and improving user engagement.
  • the owner information update unit updates the owner information of the area object when another user meets the occupancy conditions.
  • the owner information update unit has a mechanism for updating the information when a new user occupies the location of an existing owner based on specific occupancy conditions. For example, when a new user performs an action that meets the occupancy conditions (e.g., staying in a specific location for a certain amount of time, completing a specific task, etc.), the owner information update unit updates the corresponding record in the database.
  • the owner information update unit refers to real-world location information, item use history, time data, etc. to detect that the occupancy conditions have been met. This information is provided by the owner information management unit, or is obtained directly from a sensor, GPS, user input, etc.
  • the owner information management unit Once the new owner is determined, the information is sent to the owner information management unit, and the owner information of the corresponding area object is updated.
  • the owner information management unit when the owner is changed, it is common for the system to have a function for sending a notification to both the existing owner and the new owner. This will stimulate competition between users and increase engagement in games and services.
  • the owner information update unit efficiently and fairly manages the transfer of ownership in the virtual space, promoting interaction between users.
  • the incentive granting unit has a function of linking the geographic information of the real space with the virtual space and rewarding user behavior in a specific area. Specifically, when a user visits a specific area in the real space, that information is reflected in the corresponding area object in the virtual space. This area object may already have owner information set, in which case some incentive is also given to the owner.
  • the incentive granting unit first detects when a visiting user enters the area from outside the specified range of the area. Then, it refers to the area incentive information set in the area object and grants the corresponding area incentive to the visiting user.
  • This area incentive is realized in the form of items or points that can be used in the virtual space, for example. Furthermore, incentives are also given to the owner of the area object based on an increase in visiting users.
  • the quantity and quality of the incentives given to the owner are adjusted according to the number and activity level of visiting users. In this way, a system is completed that promotes the activation of the area and provides rewards to both the owner of the area object and the visiting users. This is expected to increase engagement in both the virtual space and the real space.
  • the incentive granting unit may have a more complex reward structure. Specifically, rather than simply granting incentives to users who visit an area, the visiting user incentive varies depending on the actions the user takes within the area. For example, when a user completes a specific activity within the area or stays for a certain amount of time, the amount and quality of the incentive granted varies depending on the action. This function makes it possible to encourage not only simple visits but also more engaging actions. For the owner of the area object, this increases the possibility that more users will be active within the area, which may result in an increase in the incentives received by the owner. In addition, such a flexible incentive mechanism is expected to improve overall engagement, as users are rewarded for various actions in virtual and real spaces. As a result, activation in both virtual and real spaces will be encouraged.
  • the actions of the visiting user may be as follows: Time spent in an area: If a user stays in an area for a certain amount of time, their incentives will increase to reflect their loyalty.
  • Interaction When an interaction (e.g. chat, item exchange, etc.) occurs with virtual objects or other users within the area.
  • Task Completion When you complete a specific task within an area (e.g. answering a quiz, searching for an item, etc.).
  • Sharing and Inviting When you share an Area or its contents on social media or invite other users to access the Area.
  • Event participation If you attend a special event (e.g. concert, quiz, etc.) that is held in the area from time to time.
  • Purchase behavior If you purchase virtual goods or services in the area.
  • Reviews and Ratings If you leave a review or rating for an area or a specific activity within an area.
  • each user may register a home area.
  • a "home area” is an area in virtual space that corresponds to the real space where each user mainly works or is registered or associated. This area is often determined by the location information when the user first logs into the application, or by the user's own setting. Since the home area is the place that is most easily accessible to the user, it is a place where many basic activities and tasks are set, and often has fewer special incentives and rewards set. Objects, activities, and events unique to the home area may be set, which may cause the user to feel a sense of belonging and attachment to the home area. On the other hand, the newly added mechanism of "granting incentives based on the distance from the home area” increases the possibility that users will be proactive in activities outside the home area. In this way, the "home area” is the center of each user's activities, and its characteristics and reward structure are important factors that greatly affect the user's behavior.
  • the "incentive granting unit” may adopt a more advanced reward mechanism.
  • the incentive granted varies depending on how far away the visiting user is from the "home area" with which the visiting user is normally associated. For example, if the user visits an area very far from the home area, a larger incentive is granted in the form of rewarding the adventurous and curious spirit. Conversely, if the area is close to the home area, the incentive may be more modest. This mechanism increases the motivation of the user to explore new areas, while the owner of the area object also has an incentive to increase the attractiveness and popularity of the area by providing a larger reward to users who visit from far away. In this way, granting incentives based on the distance from the home area will stimulate the user's curiosity and become a new element that promotes the revitalization of the entire area.
  • the system also includes a visiting user recorder that records information about visiting users.
  • the visiting user recorder records detailed information about each visiting user.
  • This recorder collects and stores a wide range of data, such as the areas visited by visiting users, the duration of their stay, their behavioral history, and the type and amount of incentives acquired by them.
  • This information not only provides useful analytical data to area object owners, but is also used as basic data for future incentive design, area improvements, and increased user engagement.
  • information such as which areas each user frequently visits and their behavioral patterns at that time is an important indicator for area object owners to develop more effective incentive strategies.
  • personalized incentives and services will be provided to users themselves based on these records. In this way, the visiting user recorder can be said to be an important element for improving the functionality of the game server as a whole.
  • the benefit for the owner of the area object is that detailed information on visiting users can be recorded, allowing for the formulation of more sophisticated marketing strategies and incentive plans. For example, it is possible to provide specialized incentives to specific target groups based on the visiting users' stay time, frequency, and behavioral history. This allows the owner of the area object to increase user engagement and promote interest in the area and motivation to participate. Economic benefits also arise for the area in real space. Incentives in the virtual space can have a positive impact on consumption activities and frequency of visits in the real space. For example, if a specific incentive provided in the virtual space is linked to discounts or benefits at an actual store, this will contribute to the number of visitors and sales at the actual store.
  • the embodiment of the present invention comprises the following steps.
  • Acquiring real space data (step S1): The virtual space generation unit acquires geographic information of the real space.
  • Virtual space generation (step S2): A virtual space and a corresponding area object are generated based on the acquired geographic information of the real space.
  • Obtain user position information (step S3): Obtain user position information in the real space.
  • Display user object (step S4): Based on the acquired user position information, a corresponding user object is displayed in the virtual space.
  • Owner information determination (step S5): The owner information management unit determines whether or not the area object that the user has approached already has an owner.
  • Occupancy condition check (step S6): The owner information registration unit evaluates the occupancy conditions such as the positional relationship between the user and the area object.
  • - Owner information update (step S7): If the occupancy condition is satisfied, the owner information is updated to reflect the relevant user.
  • Granting incentives (step S8): The incentive granting unit grants a set incentive to users and owners who visit the area object.
  • the present invention may have the following configuration.
  • Area user count monitoring unit In this improved invention, a new area user count monitoring unit is added. This unit monitors the number of users in a specific area in real time and stores the number in the memory unit.
  • Enhanced real-time performance The frequency of monitoring is increased to further enhance real-time performance.
  • Aggregation of user attributes User attributes such as age, gender, and interests are also monitored.
  • Considering dwell time The time a user spends in an area is also monitored and incentives are adjusted based on that.
  • Incentive calculation unit Based on the data obtained from the area user count monitoring unit, the incentive calculation unit dynamically adjusts the amount of incentive given to the owner and users. Specifically, the more users there are in the area, the greater the amount of incentive.
  • AI will automatically select the optimal content based on the number of users and other indicators.
  • ⁇ User experience optimization In areas with a large number of users, a more attractive experience can be achieved by providing each user with a high incentive.
  • Gamification elements When the number of users is large, gamification that incorporates elements of competition and cooperation can be used to enhance the experience.
  • Localization Optimize the user experience for locale and culture.
  • Premium Option Premium options are provided to users who receive high incentives.
  • processes and procedures described in this application document may be realizable not only by those explicitly described in the embodiments, but also by software, hardware, or a combination of these.
  • the processes and procedures described in this application document may be implemented as computer programs and executed by various computers.
  • these computer programs may be stored in storage media.
  • these programs may be stored in non-transient or temporary storage media.
  • Configuration 1 a virtual space generation unit that generates a virtual space based on geographic information of a real space; an area object corresponding to an area existing in the real space; and a user object to be displayed at a corresponding position in the virtual space based on a user's position in the real space; an owner information management unit for managing owner information of the area object; an owner information registration unit that registers the owner information of the area object as the user when an occupancy condition including a positional relationship between the user and the area in the real space is satisfied;
  • a game server comprising an incentive granting unit that grants an area incentive associated with the area object to visiting users who visit the area from outside a specified range of the area, and grants visiting user incentives to the owner of the area object in accordance with the number of visiting users.
  • (Configuration 2) 2. The game server according to claim 1, the incentive granting unit grants the visiting user incentive in accordance with the behavior of the visiting user.
  • Game server. (Configuration 3) 2. The game server according to claim 1, Each of the visiting users is associated with a predetermined home area; the incentive granting unit grants the visiting user incentive in accordance with a distance between the home area and the area in question.
  • Game server. (Configuration 4) 2. The game server according to claim 1, A visiting user recording unit that records information about the visiting user, Game server.
  • a game system including a user terminal and a game server,
  • the game server includes: a virtual space generation unit that generates a virtual space based on geographic information of a real space; an area object corresponding to an area existing in the real space; and a user object to be displayed at a corresponding position in the virtual space based on a position of a user terminal in the real space; an owner information management unit for managing owner information of the area object; an owner information registration unit that registers the owner information of the area object as the user terminal when an occupancy condition including a positional relationship between the user terminal and the area in the real space is satisfied; an incentive granting unit that grants an area incentive associated with the area object to visiting users who visit the area from outside a predetermined range of the area, and grants visiting user incentives to an owner of the area object in accordance with the number of visiting users; Game system.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Environmental & Geological Engineering (AREA)
  • Radar, Positioning & Navigation (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

[Problem] To further promote digital data transactions. [Solution] The present invention comprises: a virtual space generation unit that generates a virtual space, an area object corresponding to an area existing in the real space, and a user object to be displayed in the virtual space; an owner information management unit that manages owner information of the area object; an owner information registration unit that registers the owner information of the area object as the user when an occupancy condition including the positional relationship between the user and the area is satisfied in the real space; and an incentive-granting unit that grants an area incentive associated with the area object to a visiting user who visits the area from outside a prescribed range of the area, and grants a visiting user incentive to the owner of the area object in accordance with the number of the visiting users.

Description

ゲームサーバ及びゲームシステムGame server and game system

 本発明は、コンテンツ提供装置、コンテンツ提供方法、コンテンツ提供プログラム及びコンテンツ提供システムに関する。 The present invention relates to a content providing device, a content providing method, a content providing program, and a content providing system.

 近年、イメージデータ等のデジタルデータを非代替性トークン(Non-Fungible Token:NFT)として取引、流通させる技術が提案されている。かかるNFTに関する技術としては、以下の文献が開示されており、その全体を参照することにより本明細書の一部を構成する。 In recent years, technology has been proposed for trading and distributing digital data such as image data as non-fungible tokens (NFTs). The following documents disclose such NFT-related technology, and their entirety is incorporated herein by reference.

特許第6710401号公報Patent No. 6710401 特許第6656628号公報Patent No. 6656628 特許第6572493号公報Patent No. 6572493 特許第6640320号公報Patent No. 6640320 特許第6538996号公報Patent No. 6538996 特許第6404435号公報Patent No. 6404435 特許第6710401号公報Patent No. 6710401 特許第6391128号公報Patent No. 6391128

 上述したNFTに関する技術はデジタルデータの取引を行うためのものに過ぎず、取引の促進を積極的に行わせるためには不十分である。 The NFT technologies mentioned above are merely for trading digital data and are insufficient to actively promote trading.

 本発明は、デジタルデータの取引をより促進することを目的とする。 The present invention aims to further promote trading of digital data.

 本発明によれば、
 実空間の地理情報に基づいて生成された仮想空間と、前記実空間に存在するエリアに対応するエリアオブジェクトと、当該エリアオブジェクトの所有者として証明されたオーナー情報と、当該オーナー情報に関連付けられたコンテンツ情報とを記憶する記憶部、
 前記仮想空間と;前記エリアオブジェクトと;ユーザオブジェクトと;を前記実空間におけるユーザ端末の位置情報に対応付けて当該ユーザ端末の表示部に表示可能に提供するオブジェクト提供部、
 前記実空間において、前記ユーザ端末の前記位置情報が前記エリアから所定範囲内に来訪し、且つ前記ユーザ端末から前記コンテンツに関するリクエストがあった場合に当該コンテンツを前記ユーザ端末において利用可能に提供するコンテンツ提供部と、
 前記エリアから所定範囲内に来訪したユーザ端末の数に応じて、対応する前記エリアオブジェクトのオーナーに対して所定のインセンティブを付与するインセンティブ付与部、を備える
コンテンツ提供装置
が得られる。
According to the present invention,
a storage unit that stores a virtual space generated based on geographic information of a real space, an area object corresponding to an area existing in the real space, owner information certified as an owner of the area object, and content information associated with the owner information;
an object providing unit that provides the virtual space, the area object, and the user object in association with position information of a user terminal in the real space so as to be displayable on a display unit of the user terminal;
a content providing unit that provides the content so that it can be used by the user terminal when the location information of the user terminal indicates that the user terminal is visiting within a predetermined range from the area and a request for the content is made from the user terminal in the real space;
A content providing device is obtained that includes an incentive granting section that grants a predetermined incentive to the owner of the corresponding area object in accordance with the number of user terminals that have visited within a predetermined range of the area.

 本発明によれば、エンターテインメントを用いることにより、デジタルデータの取引をより促進することができる。 According to the present invention, the use of entertainment can further promote trading of digital data.

本発明の実施の形態によるコンテンツ提供システムの構成例を示す図である。1 is a diagram showing an example of a configuration of a content providing system according to an embodiment of the present invention; 図1のコンテンツ提供装置において提供される仮想空間と実空間との対応を模式的に表した図である。2 is a diagram showing a schematic diagram of correspondence between a virtual space and a real space provided by the content providing device of FIG. 1 . 図2の実空間内においてエリアから所定範囲内に位置したユーザとの位置関係を示す図である。3 is a diagram showing the positional relationship with a user located within a predetermined range from the area in the real space of FIG. 2. 図1のユーザ端末の表示部において表示される画面例である。2 is an example of a screen displayed on a display unit of the user terminal of FIG. 1 . 本システムのゲームサーバの機能ブロック図である。FIG. 2 is a functional block diagram of the game server of the present system. 本システムのゲームサーバの処理の一例を示すフローチャートである。13 is a flowchart showing an example of processing of a game server of the present system.

<実施の形態の詳細>
 本発明の実施の形態について、図面を参照しながら説明する。
<Details of the embodiment>
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An embodiment of the present invention will be described with reference to the drawings.

<概要>
発明が解決しようとする課題は、実空間と仮想空間を連動させることで、ユーザに新たな体験を提供しつつ、特定のエリアに対する訪問を促進する手段が限定的である問題である。発明の効果としては、実空間の地理情報に基づいて仮想空間を生成し、エリアに対応するオブジェクトのオーナー情報を管理することで、占有条件や来訪に対するインセンティブを提供することが可能となる。これにより、実空間のエリアへの訪問頻度が増加し、エリアオブジェクトのオーナーにも新たな価値が付与される。
<Overview>
The problem that the invention aims to solve is the problem that there are limited means to encourage users to visit specific areas while providing them with new experiences by linking real space and virtual space. The effect of the invention is that by generating a virtual space based on geographic information of the real space and managing owner information of objects corresponding to the area, it becomes possible to provide occupancy conditions and incentives for visits. This increases the frequency of visits to areas in the real space, and new value is given to the owners of the area objects.

実施の形態としては、ゲームサーバにおいて仮想空間生成部、オーナー情報管理部、オーナー情報登録部、インセンティブ付与部を備える。特に、インセンティブ付与部では来訪ユーザの行動に応じてインセンティブの内容を変更可能であり、オーナーに対してもエリアインセンティブの内容の変更を受け付けるエリアインセンティブ変更受付部を更に備える。さらに、来訪ユーザに関する情報を記録する来訪ユーザ記録部も備えることで、より詳細なユーザ行動分析とインセンティブの最適化が可能である。 In one embodiment, the game server comprises a virtual space generation unit, an owner information management unit, an owner information registration unit, and an incentive granting unit. In particular, the incentive granting unit can change the content of the incentive depending on the behavior of visiting users, and further comprises an area incentive change receiving unit that receives changes to the content of the area incentive from the owner. Furthermore, by comprising a visiting user recording unit that records information about visiting users, more detailed user behavior analysis and incentive optimization are possible.

<構成>
 図1に示されるように、本発明の実施の形態によるゲームシステム(以下、「本システム」と呼ぶ)は、ゲームサーバと、ユーザ端末と、オーナー端末とを含んでいる。ゲームサーバと、ユーザ端末と、オーナー端末とは、互いにネットワークを介して通信可能に接続されている。
<Configuration>
1, a game system according to an embodiment of the present invention (hereinafter referred to as "this system") includes a game server, a user terminal, and an owner terminal. The game server, the user terminal, and the owner terminal are connected to each other via a network so as to be able to communicate with each other.

 本システムは、システムを実行するプログラムを読み込み可能な記録媒体を備えている。プログラムは、コンピュータ端末等のプロセッサ(制御部)に読み込まれ、ハードウェア資源と物理的及び/又は論理的に共同して、システム及び方法を実現する。 This system is equipped with a recording medium onto which a program that executes the system can be loaded. The program is loaded into a processor (control unit) of a computer terminal or the like, and physically and/or logically cooperates with hardware resources to realize the system and method.

<システムの概要>
 図2乃至図4に示されるように、本システムは、ユーザがユーザ端末を使用して、実空間の地理情報に基づいて生成された仮想空間内を体験することができるものである。即ち、図2によく示されるように、仮想空間200は、実空間100を直接的に再現し生成されたものである。実空間100の位置情報(x,y)と一意に対応する仮想空間200の位置情報(X,Y)が存在する。
<System Overview>
As shown in Figures 2 to 4, this system allows a user to use a user terminal to experience a virtual space generated based on geographic information of the real space. That is, as shown clearly in Figure 2, the virtual space 200 is generated by directly reproducing the real space 100. There exists position information ( Xn , Yn ) of the virtual space 200 that uniquely corresponds to position information ( xn , yn ) of the real space 100.

 なお、実空間の位置情報は、GPS(Global Positioning System)等によって測定が可能なものであるがこれ以外の方法によって位置情報を特定することとしてもよい。) Note that real-space location information can be measured using GPS (Global Positioning System) or other methods, but location information may also be determined using other methods.)

 例えば、図2に示されるように、実空間100において、ビルが存在するエリア102は、位置情報(x,y)に存在している。スタジアムが存在するエリア104は、位置情報(x,y)に存在している。なお、ユーザ110の移動によって変化するユーザ位置情報は、(x,y)として表している。一方、ゲームサーバが生成する仮想空間200において、実空間のエリア102は、エリアオブジェクト202として仮想空間内の位置情報(X,Y)に表示される。エリア104は、エリアオブジェクト204として位置情報(X,Y)に表示される。ユーザ110は、ユーザオブジェクト210として位置情報(X,Y)に表している。実空間におけるエリアや地形とユーザの相対的な位置関係は、仮想空間内においても維持されている。本発明の仮想空間200は、あたかも実空間を忠実にオブジェクト化またはシンボル化して表現される。実空間100においてユーザが移動すると、仮想空間内におけるユーザオブジェクトもその移動に対応した距離及び方向に移動して表示される。 For example, as shown in FIG. 2, in the real space 100, an area 102 in which a building exists is located at position information (x 1 , y 1 ). An area 104 in which a stadium exists is located at position information (x 2 , y 2 ). The user position information that changes with the movement of the user 110 is represented as (x 0 , y 0 ). Meanwhile, in the virtual space 200 generated by the game server, the area 102 in the real space is displayed as an area object 202 at position information (X 1 , Y 1 ) in the virtual space. The area 104 is displayed as an area object 204 at position information (X 2 , Y 2 ). The user 110 is represented as a user object 210 at position information (X 0 , Y 0 ). The relative positional relationship between the area or terrain in the real space and the user is maintained in the virtual space as well. The virtual space 200 of the present invention is expressed as if the real space were faithfully objectified or symbolized. When the user moves in the real space 100, the user object in the virtual space is displayed moving a distance and in a direction corresponding to the movement.

 図3に示されるように、実空間100において、ユーザがエリア102の領域L内に位置している場合、ゲームサーバは、当該ユーザがエリア102に来訪した(チェックインした)と認定する。エリア102への来訪の認定方法は、これに限られず、例えばエリア102に設置されたビーコン等のネットワークへの接続等によって検出することとしてもよい。 As shown in FIG. 3, when a user is located within region L of area 102 in real space 100, the game server recognizes that the user has visited (checked in to) area 102. The method of recognizing a visit to area 102 is not limited to this, and may be detected, for example, by connection to a network of a beacon or the like installed in area 102.

 図4に、ユーザ端末の画面に表示される画面例を示す。ユーザは、ユーザ端末を利用してゲームシステムを利用することができる。ユーザ端末のハードウェア構成については後述する。図示されるように、ユーザ端末の表示部(ディスプレイ等)には、図2に示される仮想空間200に存在していたエリアオブジェクト202とユーザオブジェクト210が3Dオブジェクト又は3Dイメージとして表示される。画面例においては、エリアオブジェクト220にオーナーオブジェクト220が併記されている。 FIG. 4 shows an example of a screen displayed on a user terminal. A user can use the game system by using the user terminal. The hardware configuration of the user terminal will be described later. As shown, the area object 202 and user object 210 that existed in the virtual space 200 shown in FIG. 2 are displayed as 3D objects or 3D images on the display unit (display, etc.) of the user terminal. In the example screen, an owner object 220 is written alongside the area object 220.

<機能構成>
図5を参照して本発明の機能ブロックを説明する。仮想空間生成部は、実空間の地理情報を基に仮想空間を生成する。同時に、実空間に存在する特定のエリア(例:公園、ビル、駅など)に対応するエリアオブジェクトを作成し、仮想空間内で表示する。仮想空間生成部は、実空間におけるユーザの位置(ユーザ端末から取得される位置情報)に基づいて前記仮想空間内の対応する位置にユーザオブジェクト210を生成し表示する。これにより、ユーザの現実世界での位置に基づいて、仮想空間内でも同じ位置にユーザオブジェクトが表示される。
<Functional configuration>
The functional blocks of the present invention will be described with reference to Fig. 5. The virtual space generation unit generates a virtual space based on geographic information of the real space. At the same time, an area object corresponding to a specific area (e.g., a park, a building, a station, etc.) existing in the real space is created and displayed in the virtual space. The virtual space generation unit generates and displays a user object 210 at a corresponding position in the virtual space based on the user's position in the real space (position information acquired from the user terminal). As a result, the user object is displayed in the same position in the virtual space based on the user's position in the real world.

オーナー情報管理部は、エリアオブジェクトのオーナー(占有者)情報を管理する。具体的には、各エリアオブジェクトがどのユーザまたはグループによって占有されているか、その情報をデータベースや他の適切なデータストレージに保存し、照会・更新する機能を持つ。この部分は、オーナー情報登録部やオーナー情報更新部と連携して、占有条件が満たされた場合のオーナー情報の登録や更新を行う。また、オーナー情報管理部は、エリアオブジェクトのオーナーが変更された際にはその履歴も保持することができる。これにより、特定のエリアオブジェクトに対する占有の歴史や、多数のユーザ間でのオーナーシップの変遷をトラッキングすることが可能である。この機能は、ゲーム内でのイベントやプロモーション、さらにはユーザ間の競争を促進する際に有用である。さらに、オーナー情報管理部はAPIや他のシステムとも連携可能であり、外部システムでのオーナー情報の参照や、ゲームサーバ以外での占有条件の設定なども柔軟に対応できる構造となっている。これにより、拡張性と多様な運用が可能である。 The owner information management unit manages the owner (occupant) information of area objects. Specifically, it has the function of storing information on which user or group is occupying each area object in a database or other appropriate data storage, and querying and updating that information. This unit cooperates with the owner information registration unit and owner information update unit to register and update owner information when occupancy conditions are met. The owner information management unit can also retain the history when the owner of an area object is changed. This makes it possible to track the history of occupancy of a specific area object and the transition of ownership among multiple users. This function is useful for promoting events and promotions within the game, as well as for encouraging competition between users. Furthermore, the owner information management unit can cooperate with APIs and other systems, and is structured to flexibly support things like referencing owner information in external systems and setting occupancy conditions outside the game server. This allows for scalability and diverse operation.

オーナー情報登録部は、ユーザが特定のエリアに対して占有条件(例:一定時間その場所に滞在する)を満たした場合、そのユーザをエリアオブジェクトのオーナーとして登録する。オーナー情報登録部は、仮想空間内のエリアオブジェクトに新たなオーナーが割り当てられた際に、その情報をデータベースやオーナー情報管理部に登録する機能を持つ。具体的には、ユーザが特定のエリアオブジェクトに対して所定の占有条件を満たした場合、オーナー情報登録部はそのユーザを新たなオーナーとして認定し、オーナー情報を更新する。この部分は、GPS情報や他のセンサデータを用いて実空間におけるユーザの位置情報を取得し、それが特定のエリアオブジェクトと一致または近接しているかを判断するロジックを有する。占有条件は、たとえば、ユーザが特定の位置に一定時間以上滞在する、特定のアイテムを使用する、などといった形で設定され得る。オーナー情報登録部は、条件が満たされたことを確認すると、オーナー情報管理部と連携してデータベース内のオーナー情報を更新する。これにより、リアルタイムでのオーナーシップの変更が可能となる。また、オーナー情報が変更された際には、通知機能を介して該当ユーザにその旨を通知することも可能である。このようにして、オーナー情報登録部は、ゲーム内での競争要素や協力要素を高め、ユーザエンゲージメントを向上させる役割を果たしている。 When a user meets an occupancy condition for a specific area (e.g., staying at a location for a certain period of time), the owner information registration unit registers the user as the owner of the area object. When a new owner is assigned to an area object in the virtual space, the owner information registration unit has a function of registering the information in the database or the owner information management unit. Specifically, when a user meets a specific occupancy condition for a specific area object, the owner information registration unit recognizes the user as the new owner and updates the owner information. This part has logic for acquiring the user's location information in the real space using GPS information and other sensor data and determining whether it matches or is close to a specific area object. The occupancy condition can be set, for example, by a user staying at a specific location for a certain period of time or more, using a specific item, etc. When the owner information registration unit confirms that the condition is met, it updates the owner information in the database in cooperation with the owner information management unit. This makes it possible to change ownership in real time. In addition, when the owner information is changed, it is also possible to notify the relevant user via a notification function. In this way, the owner information registration unit plays a role in enhancing the competitive and cooperative elements in the game and improving user engagement.

オーナー情報更新部は、別のユーザが占有条件を満たした場合、エリアオブジェクトのオーナー情報を更新する。オーナー情報更新部は、特定の占有条件に基づいて、新たなユーザが既存のオーナーの位置を占有した場合にその情報を更新する仕組みを持つ。例えば、新しいユーザが占有条件に該当する行動(例:特定の場所に一定時間滞在、特定のタスクを達成等)をした場合、オーナー情報更新部はデータベースの該当レコードを更新する。オーナー情報更新部は、占有条件が満たされたことを検出するために、実空間の位置情報、アイテム使用履歴、時間データなどを参照する。この情報は、オーナー情報管理部から提供されるか、直接センサやGPS、ユーザ入力等から取得される。一旦新しいオーナーが確定すると、その情報はオーナー情報管理部に送信され、該当のエリアオブジェクトのオーナー情報が新たに更新される。また、オーナーが変更された場合、既存のオーナーと新しいオーナー双方にその旨の通知を送る機能も持つことが一般的である。これにより、ユーザ間での競争が活発化し、ゲームやサービスのエンゲージメントが高まる。以上のような機能を通じて、オーナー情報更新部は仮想空間内での所有権の移転を効率的かつ公平に管理し、ユーザ間のインタラクションを促進している。 The owner information update unit updates the owner information of the area object when another user meets the occupancy conditions. The owner information update unit has a mechanism for updating the information when a new user occupies the location of an existing owner based on specific occupancy conditions. For example, when a new user performs an action that meets the occupancy conditions (e.g., staying in a specific location for a certain amount of time, completing a specific task, etc.), the owner information update unit updates the corresponding record in the database. The owner information update unit refers to real-world location information, item use history, time data, etc. to detect that the occupancy conditions have been met. This information is provided by the owner information management unit, or is obtained directly from a sensor, GPS, user input, etc. Once the new owner is determined, the information is sent to the owner information management unit, and the owner information of the corresponding area object is updated. In addition, when the owner is changed, it is common for the system to have a function for sending a notification to both the existing owner and the new owner. This will stimulate competition between users and increase engagement in games and services. Through the above functions, the owner information update unit efficiently and fairly manages the transfer of ownership in the virtual space, promoting interaction between users.

 インセンティブ付与部は、実空間の地理情報と仮想空間を連動させ、特定のエリアに関するユーザ行動を報酬化する機能を有している。具体的には、実空間でユーザが特定のエリアに来訪した場合、その情報が仮想空間内の対応するエリアオブジェクトに反映される。このエリアオブジェクトは、既にオーナー情報が設定されている場合もあり、その場合はオーナーにも何らかのインセンティブが付与される。インセンティブ付与部は、まず来訪ユーザがエリアの所定範囲外から当該エリアに入ったときに、それを検出する。その後、エリアオブジェクトに設定されているエリアインセンティブの情報を参照し、当該来訪ユーザに対して該当するエリアインセンティブを付与する。このエリアインセンティブは、例えば仮想空間内で使えるアイテムやポイントといった形で実現される。さらに、エリアオブジェクトのオーナーに対しても、来訪ユーザが増えたことを基にインセンティブを付与する。具体的には、来訪ユーザの数や活動量に応じて、オーナーに付与されるインセンティブの量や質が調整される。このようにして、エリアの活性化を促し、エリアオブジェクトのオーナーと来訪ユーザ双方に報酬を提供するシステムが完成する。これにより、仮想空間と実空間の双方でのエンゲージメントが高まることが期待される。 The incentive granting unit has a function of linking the geographic information of the real space with the virtual space and rewarding user behavior in a specific area. Specifically, when a user visits a specific area in the real space, that information is reflected in the corresponding area object in the virtual space. This area object may already have owner information set, in which case some incentive is also given to the owner. The incentive granting unit first detects when a visiting user enters the area from outside the specified range of the area. Then, it refers to the area incentive information set in the area object and grants the corresponding area incentive to the visiting user. This area incentive is realized in the form of items or points that can be used in the virtual space, for example. Furthermore, incentives are also given to the owner of the area object based on an increase in visiting users. Specifically, the quantity and quality of the incentives given to the owner are adjusted according to the number and activity level of visiting users. In this way, a system is completed that promotes the activation of the area and provides rewards to both the owner of the area object and the visiting users. This is expected to increase engagement in both the virtual space and the real space.

インセンティブ付与部は更に複雑な報酬構造を持つこととしてもよい。具体的には、単にエリアに来訪したユーザに対してインセンティブを付与するだけでなく、そのユーザがエリア内でどのような行動を取ったかに応じて、来訪ユーザインセンティブが変動する。例えば、エリア内で特定のアクティビティを完了したり、一定時間滞在したりすると、その行動に応じて付与されるインセンティブの量や質が異なる。この機能により、単純な来訪だけでなく、よりエンゲージメントの高い行動を促すことが可能となる。これはエリアオブジェクトのオーナーにとっても、より多くのユーザがエリア内で活動する可能性が高まるため、結果的にオーナーが受け取るインセンティブも増加する可能性がある。また、このような柔軟なインセンティブ機構によって、ユーザは仮想空間と実空間でのさまざまな行動に報酬が与えられるため、全体的なエンゲージメントが向上すると期待される。この結果として、仮想空間と実空間双方での活性化が促されるであろう。 The incentive granting unit may have a more complex reward structure. Specifically, rather than simply granting incentives to users who visit an area, the visiting user incentive varies depending on the actions the user takes within the area. For example, when a user completes a specific activity within the area or stays for a certain amount of time, the amount and quality of the incentive granted varies depending on the action. This function makes it possible to encourage not only simple visits but also more engaging actions. For the owner of the area object, this increases the possibility that more users will be active within the area, which may result in an increase in the incentives received by the owner. In addition, such a flexible incentive mechanism is expected to improve overall engagement, as users are rewarded for various actions in virtual and real spaces. As a result, activation in both virtual and real spaces will be encouraged.

なお、来訪ユーザの行動は以下のようなものであってもよい。
エリア内での滞在時間:ユーザが一定時間以上エリア内に滞在した場合、その忠誠度を反映してインセンティブが増加する。
インタラクション:エリア内に存在する仮想オブジェクトや他のユーザとのインタラクション(例:チャット、アイテム交換など)が行われた場合。
タスク達成:エリア内で特定のタスク(例:クイズの解答、アイテム探索など)を達成した場合。
シェアや招待:該当エリアやその内容をソーシャルメディアでシェアしたり、他のユーザをエリアに招待した場合。
イベント参加:エリア内で時折開催される特別イベント(例:コンサート、クイズ大会など)に参加した場合。
購入行動:エリア内で仮想商品やサービスを購入した場合。
レビューや評価:エリアやエリア内の特定のアクティビティに対して、レビューや評価を行った場合。
The actions of the visiting user may be as follows:
Time spent in an area: If a user stays in an area for a certain amount of time, their incentives will increase to reflect their loyalty.
Interaction: When an interaction (e.g. chat, item exchange, etc.) occurs with virtual objects or other users within the area.
Task Completion: When you complete a specific task within an area (e.g. answering a quiz, searching for an item, etc.).
Sharing and Inviting: When you share an Area or its contents on social media or invite other users to access the Area.
Event participation: If you attend a special event (e.g. concert, quiz, etc.) that is held in the area from time to time.
Purchase behavior: If you purchase virtual goods or services in the area.
Reviews and Ratings: If you leave a review or rating for an area or a specific activity within an area.

 なお、本ゲームシステムにおいて各ユーザはホームエリアを登録することとしてもよい。「ホームエリア」は、各ユーザが主に活動する、あるいは登録・関連付けられている実空間に対応する仮想空間のエリアである。このエリアは、ユーザがアプリケーションに初めてログインした際の位置情報、あるいはユーザ自身が設定する形で決定される場合が多い。ホームエリアは、ユーザにとって最もアクセスが容易な場所となるため、基本的な活動やタスクが多く設定される場所であり、しばしば特別なインセンティブや報酬が少なめに設定されることもある。ホームエリアに特有のオブジェクトや活動、イベントが設けられることもあり、これによってユーザは自分のホームエリアに対する帰属意識や愛着を感じる場合がある。一方で、新たに追加された「ホームエリアとの距離に基づくインセンティブ付与」の機構によって、ユーザはホームエリア外での活動にも積極的になる可能性が高まる。このように、「ホームエリア」はユーザ個々の活動の中心であり、その性格や報酬構造がユーザの行動を大きく影響する重要な要素である。 In addition, in this game system, each user may register a home area. A "home area" is an area in virtual space that corresponds to the real space where each user mainly works or is registered or associated. This area is often determined by the location information when the user first logs into the application, or by the user's own setting. Since the home area is the place that is most easily accessible to the user, it is a place where many basic activities and tasks are set, and often has fewer special incentives and rewards set. Objects, activities, and events unique to the home area may be set, which may cause the user to feel a sense of belonging and attachment to the home area. On the other hand, the newly added mechanism of "granting incentives based on the distance from the home area" increases the possibility that users will be proactive in activities outside the home area. In this way, the "home area" is the center of each user's activities, and its characteristics and reward structure are important factors that greatly affect the user's behavior.

「ホームエリア」との関連性により、「インセンティブ付与部」はより高度な報酬メカニズムを採用することとしてもよい。具体的には、来訪ユーザが通常関連付けられている「ホームエリア」からどれだけ遠くのエリアに来訪したかに応じて、付与されるインセンティブが変動する。たとえば、ユーザがホームエリアから非常に遠いエリアに来訪した場合、その冒険心や探究心を報酬する形で、より多くのインセンティブが付与される。逆に、ホームエリアに近い場所であれば、インセンティブは控えめになる可能性がある。この仕組みにより、ユーザは新しいエリアを探索する動機付けが高まる一方で、エリアオブジェクトのオーナーも、遠くから訪れるユーザに対してはより大きな報酬を提供することで、エリアの魅力や知名度を高めるインセンティブを得る。このようにして、ホームエリアとの距離を基にしたインセンティブ付与は、ユーザの探究心を喚起し、全体のエリア活性化を促進する新たな要素となるであろう。 Depending on the association with the "home area", the "incentive granting unit" may adopt a more advanced reward mechanism. Specifically, the incentive granted varies depending on how far away the visiting user is from the "home area" with which the visiting user is normally associated. For example, if the user visits an area very far from the home area, a larger incentive is granted in the form of rewarding the adventurous and curious spirit. Conversely, if the area is close to the home area, the incentive may be more modest. This mechanism increases the motivation of the user to explore new areas, while the owner of the area object also has an incentive to increase the attractiveness and popularity of the area by providing a larger reward to users who visit from far away. In this way, granting incentives based on the distance from the home area will stimulate the user's curiosity and become a new element that promotes the revitalization of the entire area.

 なお、本システムは、来訪ユーザに関する情報を記録する来訪ユーザ記録部を備えている。来訪ユーザ記録部は、各来訪ユーザに関する情報を詳細に記録する部分である。この部分は、来訪ユーザが訪れたエリア、滞在時間、行動履歴、獲得したインセンティブの種類と量など、多岐にわたるデータを収集・保存する。この情報は、エリアオブジェクトのオーナーに有益な分析データを提供するだけでなく、今後のインセンティブ設計やエリアの改善、ユーザエンゲージメントの高まりを図るための基礎データとしても活用される。特に、各ユーザがどのようなエリアに頻繁に訪れるのか、またその際の行動パターンは何かといった情報は、エリアオブジェクトのオーナーがより効果的なインセンティブ戦略を練る際に重要な指標となる。さらに、ユーザ自身に対しても、これらの記録をもとにパーソナライズされたインセンティブやサービスが提供される可能性が高まる。このように、来訪ユーザ記録部は、ゲームサーバ全体の機能を高めるための重要な要素と言えるであろう。 The system also includes a visiting user recorder that records information about visiting users. The visiting user recorder records detailed information about each visiting user. This recorder collects and stores a wide range of data, such as the areas visited by visiting users, the duration of their stay, their behavioral history, and the type and amount of incentives acquired by them. This information not only provides useful analytical data to area object owners, but is also used as basic data for future incentive design, area improvements, and increased user engagement. In particular, information such as which areas each user frequently visits and their behavioral patterns at that time is an important indicator for area object owners to develop more effective incentive strategies. Furthermore, there is an increased possibility that personalized incentives and services will be provided to users themselves based on these records. In this way, the visiting user recorder can be said to be an important element for improving the functionality of the game server as a whole.

また、これら来訪ユーザに関する情報は、例えば次のようなメリットをもたらす。エリアオブジェクトのオーナーにとってのメリットは、来訪ユーザに関する情報が詳細に記録されることで、より精緻なマーケティング戦略やインセンティブプランを策定できる点にある。例えば、来訪ユーザの滞在時間や頻度、行動履歴を元に、特定のターゲット層に対して専門化したインセンティブを提供することが可能となる。これにより、エリアオブジェクトのオーナーは、ユーザエンゲージメントを高め、エリアに対する興味や参加意欲を促進することができる。実空間のそのエリアにも経済的メリットが生じる。仮想空間でのインセンティブが、実空間での消費活動や訪問頻度にポジティブな影響を与える可能性がある。たとえば、仮想空間内で提供される特定のインセンティブが、実際の店舗での割引や特典と連動している場合、これが実店舗の来客数や売上に寄与することになる。また、仮想空間での活動が話題となれば、そのエリア自体のブランド価値も高まり、観光や地域活性化につながる可能性がある。このように、来訪ユーザに関する情報を記録することで、エリアオブジェクトのオーナーはもちろん、実空間の該当エリアも多方面にわたるメリットを享受できると考えられる。 In addition, the information on these visiting users brings the following benefits, for example. The benefit for the owner of the area object is that detailed information on visiting users can be recorded, allowing for the formulation of more sophisticated marketing strategies and incentive plans. For example, it is possible to provide specialized incentives to specific target groups based on the visiting users' stay time, frequency, and behavioral history. This allows the owner of the area object to increase user engagement and promote interest in the area and motivation to participate. Economic benefits also arise for the area in real space. Incentives in the virtual space can have a positive impact on consumption activities and frequency of visits in the real space. For example, if a specific incentive provided in the virtual space is linked to discounts or benefits at an actual store, this will contribute to the number of visitors and sales at the actual store. In addition, if activities in the virtual space become a hot topic, the brand value of the area itself will increase, which may lead to tourism and regional revitalization. In this way, by recording information on visiting users, it is thought that not only the owner of the area object but also the corresponding area in the real space can enjoy various benefits.

<ハードウェア構成>
 本発明のゲームサーバのハードウェア構成例を示す図である。図示された構成は一例であり、その他の構成が含まれていてもよく、同様の機能を有する要素と置換されていてもよい。更には、図示されるゲームサーバは、一の装置として表されているが、複数の装置を組み合わせて一の装置として構成してもよい。各機能ブロックは、例えばサーバ装置に備えられたハードウェア、DSP(Digital Signal Processor)、ソフトウェアの何れによっても構成することが可能である。例えばソフトウェアによって構成する場合、各機能ブロックは、実際にはコンピュータのCPU、RAM、ROMなどを備えて構成され、RAMやROM、ハードディスクまたは半導体メモリ等の記録媒体に記憶されたプログラムが動作することによって実現される。 
<Hardware Configuration>
FIG. 1 is a diagram showing an example of a hardware configuration of a game server according to the present invention. The illustrated configuration is an example, and other configurations may be included, or elements having similar functions may be substituted. Furthermore, the illustrated game server is shown as a single device, but may be configured as a single device by combining multiple devices. Each functional block can be configured, for example, by hardware, a DSP (Digital Signal Processor), or software provided in the server device. For example, when configured by software, each functional block is actually configured with a computer's CPU, RAM, ROM, etc., and is realized by the operation of a program stored in a recording medium such as a RAM, ROM, hard disk, or semiconductor memory.

 エリアオブジェクト情報は、仮想空間に配置されるエリアオブジェクトを表示するために必要な情報である。エリアオブジェクトは、実空間に存在するエリアをオブジェクト化したものである。実空間に存在するエリアは、例えば、市町村教会で規定される領域や都市・地域、商業施設(ショッピングモール、デパートメントストア)、公園や広場、観光地、名所、学校や大学のキャンパス、駅周辺、バス停周辺、住宅地、美術館や博物館、レストラン、カフェ、バーなどの飲食店、スポーツ施設(ジム、スタジアム、プール)、空港、港湾、官公庁施設、高速道路、有料道路、一般国道、主要地方道、一般都道府県道、河川、湖沼など一定の面積を持った場所が含まれる。 Area object information is information necessary to display area objects placed in virtual space. Area objects are objects that represent areas that exist in real space. Areas that exist in real space include places with a certain area, such as areas defined by municipalities, cities, and regions, commercial facilities (shopping malls, department stores), parks and squares, tourist destinations, famous places, school and university campuses, areas around train stations, areas around bus stops, residential areas, art galleries and museums, restaurants, cafes, bars, and other eating and drinking establishments, sports facilities (gyms, stadiums, swimming pools), airports, ports, government facilities, expressways, toll roads, general national highways, major regional roads, general prefectural roads, rivers, and lakes.

<処理の流れ>
図6に示されるように、本発明の実施の形態は以下のステップによって構成される。
・実空間データ取得(ステップS1):仮想空間生成部が、実空間の地理情報を取得する。
・仮想空間生成(ステップS2):取得した実空間の地理情報に基づき、仮想空間とそれに対応するエリアオブジェクトを生成する。
・ユーザ位置情報取得(ステップS3):実空間におけるユーザの位置情報を取得する。
・ユーザオブジェクト表示(ステップS4):取得したユーザの位置情報に基づいて、仮想空間内で対応するユーザオブジェクトを表示する。
・オーナー情報判定(ステップS5):オーナー情報管理部が、ユーザが近づいたエリアオブジェクトにすでにオーナーがいるかどうかを判定する。
・占有条件チェック(ステップS6):オーナー情報登録部が、ユーザとエリアオブジェクトとの位置関係などの占有条件を評価する。
・オーナー情報更新(ステップS7):占有条件が満たされた場合、オーナー情報を当該ユーザとして更新する。
・インセンティブ付与(ステップS8):インセンティブ付与部が、エリアオブジェクトを訪れたユーザとオーナーに対して、設定されたインセンティブを付与する。
<Processing flow>
As shown in FIG. 6, the embodiment of the present invention comprises the following steps.
Acquiring real space data (step S1): The virtual space generation unit acquires geographic information of the real space.
Virtual space generation (step S2): A virtual space and a corresponding area object are generated based on the acquired geographic information of the real space.
Obtain user position information (step S3): Obtain user position information in the real space.
Display user object (step S4): Based on the acquired user position information, a corresponding user object is displayed in the virtual space.
Owner information determination (step S5): The owner information management unit determines whether or not the area object that the user has approached already has an owner.
Occupancy condition check (step S6): The owner information registration unit evaluates the occupancy conditions such as the positional relationship between the user and the area object.
- Owner information update (step S7): If the occupancy condition is satisfied, the owner information is updated to reflect the relevant user.
· Granting incentives (step S8): The incentive granting unit grants a set incentive to users and owners who visit the area object.

<他の実施例>
本発明は以下の構成を有していてもよい。
・領域ユーザ数監視部: 本改良発明では、新たに領域ユーザ数監視部が追加される。この部分は、特定の領域にいるユーザ数をリアルタイムで監視し、その数値を記憶部に保存する。リアルタイム性強化: 監視の頻度を高め、リアルタイム性をさらに強化する。
ユーザ属性の集計: 年齢、性別、興味などのユーザ属性も合わせて監視する。
滞在時間の考慮: ユーザが領域内に滞在している時間も監視し、それに基づいてインセンティブを変動させる。
・インセンティブ算出部: 領域ユーザ数監視部から得られたデータに基づいて、インセンティブ算出部はオーナーおよびユーザに付与するインセンティブの量を動的に調整する。具体的には、領域内のユーザ数が多ければ多いほど、インセンティブの量が増加する。段階的インセンティブ: ユーザ数が特定の閾値を超えるごとにインセンティブを増加させる。時間帯別調整: 一日のうち特定の時間帯においては、インセンティブをさらに高く設定する。特別イベント: ユーザ数が急激に増えるようなイベントが発生した場合、特別なインセンティブを設定する。
・ダイナミックコンテンツ提供: また、多くのユーザが集まる領域であれば、その領域のオーナーは更に高品質なコンテンツを提供するインセンティブも得られる。これは、コンテンツ提供部が領域内のユーザ数に応じてコンテンツのクオリティを調整できるように改良される。コンテンツローテーション: 領域内のユーザ数に応じて、提供するコンテンツの種類を自動で変更する。ユーザ参加型コンテンツ: ユーザ数が多い場合、インタラクティブなコンテンツを提供して参加を促す。AIによる最適化: ユーザ数やその他の指標に基づいて、AIが自動的に最適なコンテンツを選出する。
・ユーザエクスペリエンス最適化: ユーザが多い領域では、各ユーザに対しても高いインセンティブが提供されることで、より魅力的なエクスペリエンスが得られる。ゲーミフィケーション要素: ユーザ数が多い場合、競争や協力の要素を取り入れたゲーミフィケーションでエクスペリエンスを高める。
ローカライズ: 地域性や文化に合わせて、ユーザエクスペリエンスを最適化する。
プレミアムオプション: 高いインセンティブを得たユーザには、プレミアムオプションを提供する。
<Other Examples>
The present invention may have the following configuration.
Area user count monitoring unit: In this improved invention, a new area user count monitoring unit is added. This unit monitors the number of users in a specific area in real time and stores the number in the memory unit. Enhanced real-time performance: The frequency of monitoring is increased to further enhance real-time performance.
Aggregation of user attributes: User attributes such as age, gender, and interests are also monitored.
Considering dwell time: The time a user spends in an area is also monitored and incentives are adjusted based on that.
Incentive calculation unit: Based on the data obtained from the area user count monitoring unit, the incentive calculation unit dynamically adjusts the amount of incentive given to the owner and users. Specifically, the more users there are in the area, the greater the amount of incentive. Staged incentive: The incentive is increased each time the number of users exceeds a certain threshold. Time-of-day adjustment: The incentive is set higher during certain times of the day. Special event: A special incentive is set when an event occurs that causes a sudden increase in the number of users.
Dynamic content provision: In addition, if an area attracts many users, the owner of that area will have an incentive to provide higher quality content. This will be improved so that the content provider can adjust the quality of the content according to the number of users in the area. Content rotation: The type of content provided will be automatically changed according to the number of users in the area. User-participatory content: When there are a large number of users, interactive content will be provided to encourage participation. Optimization by AI: AI will automatically select the optimal content based on the number of users and other indicators.
・User experience optimization: In areas with a large number of users, a more attractive experience can be achieved by providing each user with a high incentive. Gamification elements: When the number of users is large, gamification that incorporates elements of competition and cooperation can be used to enhance the experience.
Localization: Optimize the user experience for locale and culture.
Premium Option: Premium options are provided to users who receive high incentives.

 本願書類の実施例において述べた発明例は、本願書類で説明されたものに限らず、その技術的思想の範囲内で、種々の例に適用できることはいうまでもない。例えば、本願書類の実施例において、情報処理装置の画面に提示される情報は、他の情報処理装置における画面で表示できるために前記他の情報処理装置に対して送信できるよう、各実施例のシステムが構成されてもよい。 It goes without saying that the invention examples described in the embodiments of this application document are not limited to those described in this application document, but can be applied to various examples within the scope of the technical concept. For example, in the embodiments of this application document, the system of each embodiment may be configured so that information presented on the screen of an information processing device can be transmitted to another information processing device so that it can be displayed on the screen of the other information processing device.

 また、本願書類で説明される処理及び手順は、実施形態において明示的に説明されたものによってのみならず、ソフトウェア、ハードウェア又はこれらの組み合わせによっても実現可能なものであってよい。また、本願書類で説明される処理及び手順は、それらの処理・手順をコンピュータプログラムとして実装し、各種のコンピュータに実行させることが可能であってよい。またこれらのコンピュータプログラムは、記憶媒体に記憶されてよい。また、これらのプログラムは、非一過性又は一時的な記憶媒体に記憶されてよい。 Furthermore, the processes and procedures described in this application document may be realizable not only by those explicitly described in the embodiments, but also by software, hardware, or a combination of these. Furthermore, the processes and procedures described in this application document may be implemented as computer programs and executed by various computers. Furthermore, these computer programs may be stored in storage media. Furthermore, these programs may be stored in non-transient or temporary storage media.

 本発明に含まれる構成を明示すると以下のとおりである。
(構成1)
 実空間の地理情報に基づいて生成された仮想空間と;前記実空間に存在するエリアに対応するエリアオブジェクトと;前記実空間におけるユーザの位置に基づいて前記仮想空間内の対応する位置に表示するユーザオブジェクトと;を生成する仮想空間生成部と、
 前記エリアオブジェクトのオーナー情報を管理するオーナー情報管理部と、
 前記実空間において、前記ユーザと前記エリアとの位置関係を含む占有条件を満たした場合に前記エリアオブジェクトの前記オーナー情報を当該ユーザとして登録するオーナー情報登録部と、
 前記エリアの所定範囲外から当該エリアに来訪した来訪ユーザに対して当該エリアオブジェクトに関連付けられたエリアインセンティブを付与すると共に、前記来訪ユーザの数に応じて前記エリアオブジェクトのオーナーに対して来訪ユーザインセンティブを付与するインセンティブ付与部、を備える
ゲームサーバ。
(構成2)
 構成1に記載のゲームサーバであって、
 前記インセンティブ付与部は、前記来訪ユーザの行動に応じて、前記来訪ユーザインセンティブを付与する、
ゲームサーバ。
(構成3)
 構成1に記載のゲームサーバであって、
 前記来訪ユーザのそれぞれは所定のホームエリアと関連付けられており、
 前記インセンティブ付与部は、前記ホームエリアと当該エリアとの距離に応じて、前記来訪ユーザインセンティブを付与する、
ゲームサーバ。
(構成4)
 構成1に記載のゲームサーバであって、
 前記来訪ユーザに関する情報を記録する来訪ユーザ記録部を更に備える、
ゲームサーバ。
(構成5)
 ユーザ端末と、ゲームサーバとを含むゲームシステムであって、
 前記ゲームサーバは、
 実空間の地理情報に基づいて生成された仮想空間と;前記実空間に存在するエリアに対応するエリアオブジェクトと;前記実空間におけるユーザ端末の位置に基づいて前記仮想空間内の対応する位置に表示するユーザオブジェクトと;を生成する仮想空間生成部と、
 前記エリアオブジェクトのオーナー情報を管理するオーナー情報管理部と、
 前記実空間において、前記ユーザ端末と前記エリアとの位置関係を含む占有条件を満たした場合に前記エリアオブジェクトの前記オーナー情報を当該ユーザ端末として登録するオーナー情報登録部と、
 前記エリアの所定範囲外から当該エリアに来訪した来訪ユーザに対して当該エリアオブジェクトに関連付けられたエリアインセンティブを付与すると共に、前記来訪ユーザの数に応じて前記エリアオブジェクトのオーナーに対して来訪ユーザインセンティブを付与するインセンティブ付与部、を備える、
ゲームシステム。
The configurations included in the present invention are as follows.
(Configuration 1)
a virtual space generation unit that generates a virtual space based on geographic information of a real space; an area object corresponding to an area existing in the real space; and a user object to be displayed at a corresponding position in the virtual space based on a user's position in the real space;
an owner information management unit for managing owner information of the area object;
an owner information registration unit that registers the owner information of the area object as the user when an occupancy condition including a positional relationship between the user and the area in the real space is satisfied;
A game server comprising an incentive granting unit that grants an area incentive associated with the area object to visiting users who visit the area from outside a specified range of the area, and grants visiting user incentives to the owner of the area object in accordance with the number of visiting users.
(Configuration 2)
2. The game server according to claim 1,
the incentive granting unit grants the visiting user incentive in accordance with the behavior of the visiting user.
Game server.
(Configuration 3)
2. The game server according to claim 1,
Each of the visiting users is associated with a predetermined home area;
the incentive granting unit grants the visiting user incentive in accordance with a distance between the home area and the area in question.
Game server.
(Configuration 4)
2. The game server according to claim 1,
A visiting user recording unit that records information about the visiting user,
Game server.
(Configuration 5)
A game system including a user terminal and a game server,
The game server includes:
a virtual space generation unit that generates a virtual space based on geographic information of a real space; an area object corresponding to an area existing in the real space; and a user object to be displayed at a corresponding position in the virtual space based on a position of a user terminal in the real space;
an owner information management unit for managing owner information of the area object;
an owner information registration unit that registers the owner information of the area object as the user terminal when an occupancy condition including a positional relationship between the user terminal and the area in the real space is satisfied;
an incentive granting unit that grants an area incentive associated with the area object to visiting users who visit the area from outside a predetermined range of the area, and grants visiting user incentives to an owner of the area object in accordance with the number of visiting users;
Game system.

 100    実空間
 102、104    エリア
 106    道路
 110    ユーザ
 200    仮想空間
 202、204    エリアオブジェクト
 206    道路オブジェクト

 
100 Real space 102, 104 Area 106 Road 110 User 200 Virtual space 202, 204 Area object 206 Road object

Claims (5)

 実空間の地理情報に基づいて生成された仮想空間と;前記実空間に存在するエリアに対応するエリアオブジェクトと;前記実空間におけるユーザの位置に基づいて前記仮想空間内の対応する位置に表示するユーザオブジェクトと;を生成する仮想空間生成部と、
 前記エリアオブジェクトのオーナー情報を管理するオーナー情報管理部と、
 前記実空間において、前記ユーザと前記エリアとの位置関係を含む占有条件を満たした場合に前記エリアオブジェクトの前記オーナー情報を当該ユーザとして登録するオーナー情報登録部と、
 前記エリアの所定範囲外から当該エリアに来訪した来訪ユーザに対して当該エリアオブジェクトに関連付けられたエリアインセンティブを付与すると共に、前記来訪ユーザの数に応じて前記エリアオブジェクトのオーナーに対して来訪ユーザインセンティブを付与するインセンティブ付与部、を備える
ゲームサーバ。
a virtual space generation unit that generates a virtual space based on geographic information of a real space; an area object corresponding to an area existing in the real space; and a user object to be displayed at a corresponding position in the virtual space based on a user's position in the real space;
an owner information management unit for managing owner information of the area object;
an owner information registration unit that registers the owner information of the area object as the user when an occupancy condition including a positional relationship between the user and the area in the real space is satisfied;
A game server comprising an incentive granting unit that grants an area incentive associated with the area object to visiting users who visit the area from outside a specified range of the area, and grants visiting user incentives to the owner of the area object in accordance with the number of visiting users.
 請求項1に記載のゲームサーバであって、
 前記インセンティブ付与部は、前記来訪ユーザの行動に応じて、前記来訪ユーザインセンティブを付与する、
ゲームサーバ。
2. The game server according to claim 1,
the incentive granting unit grants the visiting user incentive in accordance with the behavior of the visiting user.
Game server.
 請求項1に記載のゲームサーバであって、
 前記来訪ユーザのそれぞれは所定のホームエリアと関連付けられており、
 前記インセンティブ付与部は、前記ホームエリアと当該エリアとの距離に応じて、前記来訪ユーザインセンティブを付与する、
ゲームサーバ。
2. The game server according to claim 1,
Each of the visiting users is associated with a predetermined home area;
the incentive granting unit grants the visiting user incentive in accordance with a distance between the home area and the area in question.
Game server.
 請求項1に記載のゲームサーバであって、
 前記来訪ユーザに関する情報を記録する来訪ユーザ記録部を更に備える、
ゲームサーバ。
2. The game server according to claim 1,
A visiting user recording unit that records information about the visiting user,
Game server.
 ユーザ端末と、ゲームサーバとを含むゲームシステムであって、
 前記ゲームサーバは、
 実空間の地理情報に基づいて生成された仮想空間と;前記実空間に存在するエリアに対応するエリアオブジェクトと;前記実空間におけるユーザ端末の位置に基づいて前記仮想空間内の対応する位置に表示するユーザオブジェクトと;を生成する仮想空間生成部と、
 前記エリアオブジェクトのオーナー情報を管理するオーナー情報管理部と、
 前記実空間において、前記ユーザ端末と前記エリアとの位置関係を含む占有条件を満たした場合に前記エリアオブジェクトの前記オーナー情報を当該ユーザ端末として登録するオーナー情報登録部と、
 前記エリアの所定範囲外から当該エリアに来訪した来訪ユーザに対して当該エリアオブジェクトに関連付けられたエリアインセンティブを付与すると共に、前記来訪ユーザの数に応じて前記エリアオブジェクトのオーナーに対して来訪ユーザインセンティブを付与するインセンティブ付与部、を備える、
ゲームシステム。

 
A game system including a user terminal and a game server,
The game server includes:
a virtual space generation unit that generates a virtual space based on geographic information of a real space; an area object corresponding to an area existing in the real space; and a user object to be displayed at a corresponding position in the virtual space based on a position of a user terminal in the real space;
an owner information management unit for managing owner information of the area object;
an owner information registration unit that registers the owner information of the area object as the user terminal when an occupancy condition including a positional relationship between the user terminal and the area in the real space is satisfied;
an incentive granting unit that grants an area incentive associated with the area object to visiting users who visit the area from outside a predetermined range of the area, and grants visiting user incentives to an owner of the area object in accordance with the number of visiting users;
Game system.

PCT/JP2023/038586 2023-10-25 2023-10-25 Game server and game system Pending WO2025088739A1 (en)

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JP2020054451A (en) * 2018-09-28 2020-04-09 株式会社 ディー・エヌ・エー Information processing device, game program, and information processing method
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WO2017122233A1 (en) * 2016-01-15 2017-07-20 株式会社ハイスピードボーイズ Game server, game system, and program
JP2020054451A (en) * 2018-09-28 2020-04-09 株式会社 ディー・エヌ・エー Information processing device, game program, and information processing method
JP2022083403A (en) * 2020-11-24 2022-06-03 エーストーム インコーポレイテッド Method for providing building occupation game of gps (global positioning system) baseboard based on actual map and server using the same

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