Game server, program, method, game system, and information processing terminal
The game system addresses the lack of engagement in maintaining regular life habits by using sleep information to enhance user motivation through virtual life form training, ensuring healthy sleep habits are cultivated within the game experience.
Patent Information
- Application Number
- JP2024190214
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-10-30
- Publication Date
- 2025-01-20
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing game systems fail to encourage users to maintain regular life habits, particularly good sleeping habits, as they primarily rely on biometric information without effectively fostering continuous engagement.
A game system that includes a server and user terminal connected via a network, which acquires and processes sleep information such as bedtime and wake-up time, stores it as a sleep history, and executes game-related processing based on this information to encourage good sleep habits through virtual life form training.
The system maintains user motivation for good sleep habits by integrating sleep patterns into the game progression, providing positive and negative events that reinforce healthy sleep practices.
Smart Images

Figure 2025010295000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a game server, a program, a method, a game system, and an information processing terminal. [Background technology]
[0002] In recent years, activity measuring devices that measure human behavior and activity levels by using motion detection sensors that detect body movements have become widespread. Activity measuring devices increase the health awareness of users by presenting the amount of activity, etc. to the users, and it is desirable to use them continuously. For example, Patent Document 1 discloses an invention that increases the health awareness of users in the process of enjoying a game of raising virtual creatures using measured biological information. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2007-117639 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, the invention described in Patent Document 1 simply reflects parameters based on automatically acquired biometric information in the game, and is unlikely to encourage users to develop the habit of living a regular life on an ongoing basis.
[0005] Therefore, the present invention has been made in consideration of the above-mentioned problems, and its object is to provide a game server, program, method, game system, and information processing terminal that manage the progress of a training game in which a user can train a virtual life form by living a regular life, in particular by maintaining good sleeping habits, and can maintain motivation for maintaining good sleeping habits while enjoying training the virtual life form. [Means for solving the problem]
[0006] In order to achieve the above objective, the game server of the present disclosure is a server that manages the progress of a virtual life form training game, and is equipped with an acquisition unit that acquires sleep information including at least sleep patterns indicating the user's bedtime and wake-up time, a sleep history memory unit that stores the acquired sleep information as a sleep history, and a processing unit that executes processing related to the training game based on the sleep patterns in the sleep history.
[0007] In addition, in order to achieve the above-mentioned objective, the program disclosed herein is a program for managing the progress of a virtual life form training game, and causes a computer to function as an acquisition unit that acquires sleep information including at least sleep patterns indicating the user's bedtime and wake-up time, a sleep history storage unit that stores the acquired sleep information as a sleep history, and a processing unit that executes processing related to the training game based on the sleep patterns in the sleep history.
[0008] In addition, in order to achieve the above-mentioned objective, the method disclosed herein is a method for managing the progress of a virtual life form raising game, and includes the steps of acquiring sleep information including at least a sleep pattern indicating the user's bedtime and wake-up time, storing the acquired sleep information as a sleep history, and executing processing related to the raising game based on the sleep patterns in the sleep history.
[0009] In addition, in order to achieve the above-mentioned objective, the game system of the present disclosure is a system in which a game server that manages the progress of a virtual life form training game and a user terminal are connected via a network, and the game server includes an acquisition unit that acquires sleep information including at least sleep patterns indicating the user's bedtime and wake-up time, a sleep history storage unit that stores the acquired sleep information as a sleep history, and a processing unit that executes processing related to the training game based on the sleep patterns in the sleep history.
[0010] In addition, in order to achieve the above-mentioned objective, the information processing terminal of the present disclosure is an information processing terminal that executes a virtual life form raising game, and includes an acquisition unit that acquires sleep information including at least a sleep pattern indicating the user's bedtime and wake-up time, a sleep history memory unit that stores the acquired sleep information as a sleep history, and a processing unit that executes processing related to the raising game based on the sleep patterns of the sleep history. Effect of the Invention
[0011] According to the present disclosure, a user's well-ordered lifestyle leads to the development of a virtual life form, and thus the user can maintain motivation for good sleeping habits while enjoying a development game. [Brief description of the drawings]
[0012] [Figure 1] FIG. 1 is a configuration diagram of a game system 1. [Diagram 2] 2 is a functional block diagram showing an example of a functional configuration of a user terminal 100. FIG. [Diagram 3] 2 is a functional block diagram showing an example of the functional configuration of the game server 200. FIG. [Figure 4] 13 is a flowchart showing an example of processing in the user terminal 100. [Diagram 5] 13 is a flowchart showing the processing in the game server 200. [Figure 6] FIG. 11 is a diagram for explaining an example of determining a reference sleep pattern. [Figure 7] FIG. 13 is a diagram showing an example of a positive event. [Figure 8] FIG. 13 is a diagram showing an example of a bonus event. [Figure 9] FIG. 13 is a diagram showing an example of a negative event. [Figure 10] FIG. 2 is a configuration diagram of the game system 2. [Figure 11] 2 is a functional block diagram showing an example of a functional configuration of a user terminal 300. FIG. [Figure 12] FIG. 11 is a diagram illustrating an example of jet lag detection. [Figure 13] FIG. 11 is a diagram illustrating an example of information regarding sleep quality. [Figure 14] 4 is a functional block diagram showing an example of a functional configuration of a user terminal 400. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0013] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In all drawings describing the embodiments, common components are given the same reference numerals, and repeated explanations will be omitted. Note that the following embodiments do not unduly limit the contents of the present disclosure described in the claims. In addition, not all components shown in the embodiments are necessarily essential components of the present disclosure.
[0014] <Embodiment 1> Fig. 1 is a configuration diagram of the game system 1. The configuration of the game system 1 according to the first embodiment will be described with reference to Fig. 1.
[0015] The game system 1 includes a user terminal 100 and a game server 200, which are communicatively connected via a network NW. The network NW is configured from a WAN (World Area Network), a LAN (Local Area Network), or the like.
[0016] 1 shows only one user terminal 100, but in this embodiment, the game system 1 includes multiple user terminals 100, each provided for a different user. The game system in this embodiment maintains the user's motivation to maintain good sleeping habits while enjoying a virtual creature training game.
[0017] The user terminal 100 detects the user's sleep information and transmits it to the game server 200. The sleep information includes at least a sleep pattern indicating the user's bedtime and wake-up time. The bedtime indicates the time when the user falls asleep, and may be, for example, the time when the user goes to bed, or the time when the user's consciousness shifts from an awake state to a sleep state. The wake-up time indicates the time when the user wakes up, and may be, for example, the time when the user wakes up from the bed, or the time when the user's consciousness shifts from a sleep state to an awake state. In this embodiment, the pair of the bedtime and wake-up time from falling asleep to waking up is called a sleep pattern.
[0018] The game server 200 is a game server that manages the progress of a game for raising virtual creatures, and provides a game service for raising virtual creatures in response to a request from the user terminal 100. For example, the game server 200 distributes a game program to the user terminal 100 that has accessed the game server 200 via the network NW, and the game program is executed in the user terminal 100. The user terminal 100 that has executed the game program transmits the user's sleep information to the game server 200.
[0019] The game server 200 acquires the sleep information from the user terminal 100 and stores it as a sleep history. Then, the game server 200 executes processing related to the training game based on the sleep pattern based on the sleep history and the sleep pattern of the acquired sleep information, and transmits information related to the progress of the training game to the user terminal 100.
[0020] As described above, in this embodiment, the user terminal 100 detects the user's sleep information and transmits the sleep information to the game server 200. Furthermore, the game server 200 executes processing related to the training game based on the sleep information and transmits the processing results to the user terminal 100. That is, the user can maintain motivation for maintaining good sleeping habits while enjoying the training game in which the user's sleep information is used as game input.
[0021] Fig. 2 is a functional block diagram showing an example of the functional configuration of the user terminal 100. Note that the user terminal 100 of this embodiment may have a configuration in which some of the components (units) in Fig. 2 are omitted.
[0022] The user terminal 100 is an information processing device, and in this embodiment, is, for example, a smartphone, a feature phone, a tablet computer, a laptop computer, a desktop computer, a portable game console, a stationary game console, a wearable terminal such as a head-mounted display, or a multi-function device such as a multi-function television receiver (smart TV) with information processing capabilities.
[0023] That is, the user terminal 100 has various functions that a general multifunction device has (for example, an input function, an output (display) function, an information processing function, a network communication function, a sensor function, a telephone function, a camera function, etc.).
[0024] The network communication function is a communication function via the Internet or the like and / or a communication function via a mobile communication network. The user terminal 100 may be realized by installing a predetermined function in an existing multifunction device. In this embodiment, the user terminal 100 is used to detect the sleep information and execute the training game, in addition to being used as the multifunction device.
[0025] The user terminal 100 includes a communication unit 110, an input unit 120, an output unit 130, a storage unit 140, a sensor unit 150, and a processing unit 160.
[0026] The communication unit 110 performs various controls for communicating with the game server 200 via the network NW, and the functions thereof can be realized by hardware such as various processors or communication ASICs, programs, and the like.
[0027] The input unit 120 is an interface for receiving input from a user, and sends the user's input to the processing unit 160. The input unit 120 is, for example, a touch panel, a button, a microphone, or a controller. Note that sensing data detected by a sensor unit 150 (described later) may be used as input from the user. The user can make input related to the training game via the input unit 120.
[0028] The output unit 130 is, for example, a display device such as a display or an audio output device such as a speaker, and displays and outputs various images and sounds generated in the user terminal 100 in response to an input to the input unit 120, and displays and outputs various images and sounds based on data received from the game server 200. The output unit 130 includes an artificial intelligence-equipped speaker (smart speaker).
[0029] The output unit 130 may also have a notification function that prompts the user to wake up by sound (such as an alarm), light, vibration, or the like. For example, when the standard wake-up time (described in detail in FIG. 6) arrives or approaches, the output unit 130 may output the cry or movement (vibration) of a virtual life form, or light that evokes the image of the virtual life form. The output unit 130 may also output music such as the cry or items of a virtual life form different from the virtual life form the user is raising, to make the user look forward to the progress of the game. This can motivate the user to wake up in the morning.
[0030] The storage unit 140 is a storage device for storing programs for causing the computer to function and various data. The storage unit 140 may include a temporary storage area and storage.
[0031] The sensor unit 150 is a variety of devices that detect various states of the user terminal 100. The sensor unit 150 is, for example, an attitude sensor (acceleration sensor or gyro sensor) that detects the attitude or tilt of the terminal itself, a gaze sensor that detects the direction of the user's gaze, an optical sensor that detects the brightness of the surroundings, or an infrared sensor that detects the user's movement. The sensor unit 150 may also be a microphone that collects sounds around the user terminal 100, a humidity sensor that detects the humidity around the user terminal 100, a geomagnetic sensor that detects the magnetic field at the location of the user terminal 100, or the like.
[0032] The sensor unit 150 may also detect various information using the above-mentioned sensor function. For example, the sensor unit 150 may detect the number of steps of the user who owns the user terminal 100 using the function of an acceleration sensor. The sensor unit 150 may also detect operation information indicating whether the user terminal 100 is operating or stationary at regular intervals or at each timing when the user terminal 100 operates using the function of an acceleration sensor. The sensor unit 150 sends the sensing data detected as described above to the processing unit 160.
[0033] The sensor unit 150 may be an information processing terminal (so-called wearable terminal) that can be worn by the user and is communicatively connected to the user terminal 100, such as a wristwatch-type or finger ring-type terminal, and detects the user's biological information. The sensor unit 150 determines the user's heart rate, for example, by photoelectric volume pulse wave recording, and sends it to the processing unit 160 as sensing data. Note that the sensing data detected by the sensor unit 150 is not limited to these, and the sensor unit 150 may detect biological information related to the user's sleep, such as breathing, pulse, and body movement.
[0034] The processing unit 160 executes various information processing executed in the user terminal 100. The processing unit 160 has a CPU (Central Processing Unit) and a memory. In the user terminal 100, the CPU executes an information processing program stored in the storage unit 140 using the memory, thereby executing the various information processing. In this embodiment, the processing unit 160 executes, as the information processing, a process of calculating sleep information and a process of presenting information on the progress of the training game received from the game server 200 to the user. Furthermore, when the user terminal 100 operates as a multi-function device, the processing unit 160 executes information processing for realizing each function. Furthermore, the processing unit 160 acquires the current date and time using a system clock.
[0035] The processing unit 160 calculates a sleep pattern indicating the user's bedtime and wake-up time based on the sensing data sent from the sensor unit 150. Then, the processing unit 160 instructs the communication unit 110 to transmit the data as sleep information to the game server 200. The sleep pattern may be calculated using a sleep analysis function provided in a general multi-function device as described above, and the developer of the training game may set how to calculate the bedtime and wake-up time. For example, in a training game, the time when the user performs an operation to put a virtual creature to sleep may be set as the bedtime, and the time when the user performs an operation to wake up the virtual creature may be set as the wake-up time. For example, the operation to wake up the virtual creature may be to tap the virtual creature displayed on the display or to shake the terminal. The processing unit 160 may be configured to transmit the sensing data sent from the sensor unit 150 to the game server 200 via the communication unit 110, and calculate the sleep pattern in the game server 200.
[0036] Fig. 3 is a functional block diagram showing an example of the functional configuration of the game server 200. Note that the game server 200 of this embodiment may have a configuration in which some of the components (units) of Fig. 3 are omitted.
[0037] The game server 200 includes a communication unit 210, an acquisition unit 220, a storage unit 230, and a processing unit 240.
[0038] The communication unit 210 performs various controls for communicating with the user terminal 100 via the network NW, and the functions thereof can be realized by hardware such as various processors or communication ASICs, programs, and the like.
[0039] The acquisition unit 220 acquires the sleep information received by the communication unit 210 from the user terminal 100 , and sends it to the storage unit 230 .
[0040] The storage unit 230 is a storage device for storing programs and various data for causing the computer to function, and includes a sleep history 231 and game information 232.
[0041] The sleep history 231 functions as a sleep history storage unit, and accumulates the sleep information of the user acquired by the acquisition unit 220, that is, the sleep pattern indicating the user's bedtime and wake-up time. The game information 232 stores information related to the virtual creature raising game. The storage unit 230 may include a temporary storage area and storage. The storage unit 230 may also be configured to store sensing data received by the communication unit 210 from the user terminal 100.
[0042] The processing unit 240 executes various information processing executed in the game server 200. The processing unit 240 has a CPU and a memory, and the CPU executes an information processing program stored in the storage unit 230 using the memory to execute various information processing. In this embodiment, the processing unit 240 executes processing related to the training game based on the sleep pattern of the sleep history as the above information processing. The processing unit 240 may also execute processing related to the training game based on various information detected by the user terminal 100. The processing result related to the training game is transmitted to the user terminal 100. The processing unit 240 may perform a process of progressing the training game according to a random number result corresponding to the acquired sleep information. The processing unit 240 also acquires the current date and time using the system clock.
[0043] In this embodiment, the term "server" refers not only to one information processing device (i.e., server device), but also to the entire group of server devices (i.e., server system) when the server is composed of multiple server devices. In this embodiment, the game server 200 is described as an integrated configuration, but the game server 200 may be configured to include multiple server devices divided according to functions and / or roles. For example, the game server 200 may be configured to include a data server that stores sleep information acquired from the user terminal 100, and a service server that provides game services based on the sleep information. Furthermore, when a service of providing items is performed as part of the above-mentioned game service, the game server 200 may be configured to include a shop server that provides items and handles billing.
[0044] FIG. 4 is a flowchart showing an example of processing in the user terminal 100. An example of processing in the user terminal 100 will be described with reference to FIG. 4. The user terminal 100 may use an input operation from the user indicating that the user is going to bed as a trigger for starting processing. The input operation indicating that the user is going to bed may be, for example, an operation to interrupt the raising game or an operation to put the virtual creature to sleep (stroking the virtual creature via a touch panel, turning off the light used by the virtual creature, etc.). The user terminal 100 always performs sensing using the sensor unit 150, and can detect the user's going to bed from sensing data (for example, the movement of the terminal, the surrounding brightness, sound, etc.). When the reference bedtime (described in detail in FIG. 6) approaches, the virtual creature may look sleepy or the game world may be set to night to encourage the user to go to bed.
[0045] In step S401, the processing unit 160 of the user terminal 100 instructs the sensor unit 150 to execute sensing. Specifically, the sensor unit 150 senses the movement of the user terminal 100 and biological information such as the user's heart rate. The processing unit 160 acquires sensing data from the sensor unit 150.
[0046] In step S402, the processing unit 160 determines whether or not a sleep pattern indicating a bedtime and a wake-up time can be calculated based on the sensing data sent from the sensor unit 150. If the processing unit 160 determines that the sensing data is not sufficient to calculate a sleep pattern (N in step S402), the process returns to step S401. If not (Y in step S402), the processing unit 160 calculates a sleep pattern, and the process proceeds to step S403.
[0047] In step S403, the processing unit 160 instructs the communication unit 110 to transmit to the game server 200 the sleep information including the calculated sleep pattern.
[0048] In step S404, the communication unit 110 receives the game information transmitted from the game server 200 in response to the sleep information transmitted in step S403, and sends it to the processing unit 160.
[0049] In step S405, the processing unit 160 instructs the output unit 130 to output the game information received in step S404, and then ends the process.
[0050] Fig. 5 is a flowchart showing the processing in the game server 200. An example of the processing in the game server 200 will be described with reference to Fig. 5. In Fig. 5, the game server 200 uses the reception of sleep information from the user terminal 100 as a trigger for starting the processing.
[0051] In step S501, the acquisition unit 220 of the game server 200 acquires sleep information including a sleep pattern indicating the user's bedtime and wake-up time transmitted from the user terminal 100 via the communication unit 210, and sends the information to the memory unit 230.
[0052] In step S502, the storage unit 230 stores the sleep information in the sleep history 231 as a sleep history.
[0053] In step S503, the processing unit 240 determines whether the sleep pattern based on the sleep history stored in the sleep history 231 satisfies the reference sleep pattern. The reference sleep pattern is a sleep pattern based on a reference bedtime and a reference wake-up time set by the user or a developer of the training game.
[0054] The processing unit 240 may also recognize the user's regular sleep pattern based on the sleep history and set the recognized sleep pattern as the reference sleep pattern. Since sleep patterns vary from person to person, by setting a reference sleep pattern for each person based on the sleep history, the user can be made to have a sleep habit that matches his or her own constitution without forcing himself or her.
[0055] 6 is a diagram for explaining an example of a determination of a reference sleep pattern. With reference to FIG. 6, an example of a determination criterion for determining whether or not a sleep pattern satisfies the reference sleep pattern will be described.
[0056] 6, the vertical axis represents time and the horizontal axis represents date, with the standard bedtime being 9 p.m. and the standard wake-up time being 7 a.m. Sleep patterns 10 to 14 are represented by line segments indicating the bedtimes and wake-up times.
[0057] The reference sleep pattern is set based on a reference bedtime and a reference wake-up time (hereinafter, the reference bedtime and / or the reference wake-up time may be referred to as the reference time), and may have a width of the time period within a range in which the minimum sleep time is ensured. In the example of FIG. 6, the width is set to 30 minutes before and 15 minutes after the reference time. The width of the reference time may be different before and after the reference time. For example, from the viewpoint of encouraging early sleep and early rise, the width of the time period before the reference time is set longer than that after the time period. In addition, the setting of the minimum sleep time may be changed according to the age of the user. For example, it can be set by the user or the game developer to 7 hours for adults and 10 hours for children.
[0058] For sleep patterns 10 to 12, the bedtime is included in the reference bedtime (time period), and the wakeup time is also included in the reference wakeup time (time period). Therefore, processing unit 240 determines that sleep patterns 10 to 12 satisfy the reference sleep patterns.
[0059] On the other hand, in sleep pattern 13, the bedtime is 9 p.m., which satisfies the reference bedtime, but the wake-up time is after 7:15 a.m., which does not satisfy the reference wake-up time. Therefore, processing unit 240 determines that sleep pattern 13 does not satisfy the reference sleep pattern.
[0060] In sleep pattern 14, the wake-up time is between 7:00 and 7:15, which satisfies the reference wake-up time, but the bedtime is after 9:15 p.m., which does not satisfy the reference bedtime. Therefore, processing unit 240 determines that sleep pattern 14 does not satisfy the reference sleep pattern.
[0061] In this manner, the processing unit 240 determines whether the sleep pattern satisfies the reference sleep pattern.
[0062] In addition, when the processing unit 240 determines from the sleep information acquired from the user terminal 100 that there is a problem with the sensing of the user terminal, such as the sleep time being fragmented or the sleep time not being detected, the processing unit 240 may assume the sleep pattern based on the amount of activity of the user during the day, such as the number of steps. For example, when the processing unit 240 determines that there is a problem with the sensing of the user terminal, it acquires sensing data on the amount of activity of the user from the user terminal 100. Then, when the amount of activity of the user on that day is the average amount of activity of the user, it is assumed that the average sleep pattern was calculated based on the user's sleep history up to that point. In this way, even if there is a problem with the detection of the sleep information, such a rescue measure can be taken to prevent the progress of the training game from being disadvantageous to the user.
[0063] 5, in step S503, processing unit 240 determines whether or not a sleep pattern based on the sleep history stored in sleep history 231 satisfies a reference sleep pattern, that is, whether the sleep pattern of the sleep information acquired from user terminal 100 satisfies the reference sleep pattern, and if it determines that the reference sleep pattern is not satisfied (N in step S503), in step S504, processing unit 240 performs processing to generate a negative event in the training game and stores the processing result in game information 232 of storage unit 230. Details of the events in the training game will be described later.
[0064] On the other hand, if it is determined that the sleep pattern satisfies the reference sleep pattern (Y in step S503), in step S505, the processing unit 240 determines whether the sleep pattern based on the sleep history continues to satisfy the reference sleep pattern for a predetermined period or more. If it is determined that the sleep pattern based on the sleep history does not satisfy the reference sleep pattern for a predetermined period or more (N in step S505), in step S506, the processing unit 240 performs processing to generate a positive event in the development game, and stores the processing result in the game information 232 of the storage unit 230. If it is determined that the sleep pattern based on the sleep history satisfies the reference sleep pattern for a predetermined period or more (Y in step S505), in step S507, the processing unit 240 performs processing to generate a bonus event different from the positive event in the development game, and stores the processing result in the game information 232 of the storage unit 230.
[0065] The user may set the predetermined period to any number of days, such as three days, one week, etc. By setting the predetermined period for generating the bonus event, the user can set a goal for continuing good sleep habits, and the occurrence of the bonus event can give the user a sense of accomplishment.
[0066] Alternatively, the game developer may set the predetermined period as an internal parameter of the game. The user can maintain motivation to maintain good sleep habits while anticipating when the bonus event will occur, and the occurrence of the bonus event can give the user a sense of surprise and satisfaction.
[0067] In step S508, the processing unit 240 transmits the in-game processing as game information to the user terminal 100 via the communication unit 210, and ends the processing.
[0068] The processing unit 240 may generate a mini-game in addition to generating each of the above-mentioned events. By having the user play the mini-game, the user can be prevented from falling asleep again. The mini-game requires the user to perform some kind of operation, and is preferably a game that requires an operation that actually moves the user's body, such as shaking the terminal itself, tapping or swiping the display to wake up a virtual creature, playing with it, or petting it, or standing up and walking a predetermined number of steps to catch a virtual creature. This is expected to have the effect of reliably waking up the user.
[0069] Furthermore, the mini-games may be played within a predetermined time from the occurrence of each event. When the mini-games are cleared, an incentive such as points (described later) is given, which can motivate the player not to go back to sleep.
[0070] 7 to 9 are diagrams for explaining an example of an event in the training game. Examples of a plus event, a bonus event, and a minus event in the training game will be explained with reference to Fig. 7 to Fig. 9. Note that the processing unit 240 may change the content of each event according to a random number result corresponding to the acquired sleep information.
[0071] 7 is a diagram showing an example of a positive event. A positive event is an event that occurs when a user's sleep pattern satisfies a reference sleep pattern, and is for advantageously progressing through the training game, such as an event that grows a virtual creature, an event that adds points related to a virtual creature, or an event that provides an item or a benefit in the training game.
[0072] Growing a virtual life form includes, for example, becoming larger in appearance, becoming stronger, becoming more beautiful, going from a child to an adult, evolving, maturing internally, and the like, but is not limited to these examples.
[0073] The points may be experience points for the virtual creature or in-game currency for purchasing items in the game. The level of the virtual creature may be determined by the value of the points, or various virtual creatures may appear. The positive event may provide an incentive for the user to keep the standard sleep pattern.
[0074] In FIG. 7, Character A, a virtual life form, acquires experience points (corresponding to points) and levels up (corresponding to growth) according to whether the user's sleep pattern meets the standard sleep pattern. In other words, Character A grows when the user's sleep pattern meets the standard sleep pattern. This allows the user to progress through the training game while enjoying the process of Character A growing by adopting good sleeping habits.
[0075] FIG. 8 is a diagram showing an example of a bonus event. A bonus event is an event that occurs when a sleep pattern based on a sleep history meets a reference sleep pattern for a predetermined period of time or more, and is for progressing the training game particularly advantageously. For example, the bonus event may be an event that promotes the growth of a virtual life form, an event that adds points related to a virtual life form as a bonus, or an event that gives an item or a benefit that is advantageous in progressing the training game, but is not limited to this example. For example, the bonus event may be an event where a character comes to deposit a new virtual life form so that the player can train it. By training a virtual life form on behalf of the character, the player can receive a message of thanks from the character, points, etc.
[0076] Also, the user may be notified of the occurrence of a bonus event. This can motivate the user to continue to maintain the standard sleep pattern. For example, a new virtual creature will appear next Sunday, or points will be added, etc., to make the user look forward to the bonus event. The bonus event can provide the user with an incentive to maintain the standard sleep pattern for a predetermined period of time or more.
[0077] In Fig. 8, when the user's sleep pattern meets the standard sleep pattern for a predetermined period of time or more, the virtual creature acquires more experience points than would be acquired in a positive event, and significantly levels up. In addition, the virtual creature is given an item (reward) that gives an advantage in the progress of the training game. For example, when the item is used to put the virtual creature to sleep, a special effect is produced, such as making it easier for the virtual creature to level up or causing other virtual creatures to appear.
[0078] FIG. 9 is a diagram showing an example of a negative event. A negative event is an event that occurs when a user's sleep pattern does not meet the standard sleep pattern and puts the progress of the raising game at a disadvantage, such as stopping the growth of a virtual creature, degenerating it, weakening it, or subtracting points related to the virtual creature, but is not limited to this example. For example, if the user's sleep time (length) is shorter than the time determined by the standard time, the speed of raising the virtual creature may be slowed down by making the virtual creature look sleepy during the day. In other words, if the user is sleep-deprived, the virtual creature is made less likely to grow while the user is awake. The negative event can make the user aware of the importance of following the standard sleep pattern and having good sleeping habits.
[0079] 9, character A, a virtual life form, is unable to acquire experience points and does not level up because the user's sleep pattern does not meet the standard sleep pattern. In addition, points indicating the health and vitality of character A may be consumed (deducted) to make the character appear less energetic.
[0080] As described above, based on the sleep pattern, for example, the processing related to the raising game as shown in FIG. 7 to FIG. 9 is executed.
[0081] In the training game, the difficulty level of putting the virtual lifeform to sleep may be set. For example, at the start of the training game, a virtual lifeform with a low level of difficulty may be trained, making it easier to raise the level of the virtual lifeform. This makes the training game easy to enjoy and can lead to regular sleep patterns.
[0082] Also, as the game progresses, the difficulty of putting the virtual creature to sleep may be increased, i.e., it becomes more difficult to raise the level of the virtual creature, so that the user is made aware of the occurrence of positive events or bonus events for raising the level, and thus is encouraged to maintain a regular sleeping pattern.
[0083] In addition, the game may be enhanced by having the user train multiple virtual creatures and allowing the difficulty of putting one virtual creature to sleep to affect the difficulty of putting the other virtual creatures to sleep. For example, if the user stays awake beyond the standard bedtime, a virtual creature with a high level of difficulty to put to sleep will appear, making it more difficult for the virtual creature being trained to fall asleep (i.e., the difficulty of putting the virtual creature to sleep will be increased). The appearance of a virtual creature with a high level of difficulty to put to sleep increases the difficulty of putting the virtual creature currently being trained to sleep, making it difficult to raise the level, so that the user can be made aware of going to bed before the standard bedtime. This allows the user to continue enjoying the game, and ultimately motivates the user to maintain a regular sleep pattern.
[0084] (Explanation of effect) The game system according to the present embodiment executes processing related to the raising game based on sleep information including a sleep pattern indicating the user's bedtime and wake-up time. Since a user's well-ordered lifestyle leads to raising a virtual lifeform, the user can maintain motivation for good sleeping habits while enjoying the raising game.
[0085] In addition, the game system according to the present embodiment generates various events in the training game according to the sleep pattern. By generating different events, the user can enjoy the game without getting bored, and at the same time, it is possible to provide an incentive for maintaining good sleeping habits.
[0086] <Embodiment 2> The game system of embodiment 2, when jet lag is detected from sleep information, further acquires the user's location information history, and based on the location information history, awards airline mileage points or the like as points to the virtual life form.
[0087] Since the organs in the human body work in a regular rhythm, when a person travels long distances in a short time, such as on a trip or business trip, this rhythm is disrupted by the jet lag, which can cause changes in physical condition and physical discomfort such as being unable to sleep at night. In such cases, jet lag can cause the sleep pattern to deviate significantly from the reference sleep pattern, resulting in negative events in the training game and depriving the motivation of users who have had good sleep habits up until now. This embodiment allows users with jet lag to enjoy the training game.
[0088] Fig. 10 is a configuration diagram of a game system 2. The game system 2 according to the second embodiment includes a user terminal 300 and a game server 200, which are communicatively connected via a network NW. Fig. 10 shows only one user terminal 300, but in the present embodiment, the game system 2 includes multiple user terminals 300, each of which is provided for a different user.
[0089] Fig. 11 is a functional block diagram showing an example of the functional configuration of the user terminal 300. The user terminal 300 according to the second embodiment differs in configuration from the user terminal 100 according to the first embodiment in that it includes a position information detection unit 155. Note that the user terminal 300 of this embodiment may have a configuration in which some of the components (units) in Fig. 11 are omitted.
[0090] The position information detection unit 155 detects the position of the user terminal 300. In this embodiment, the position information detection unit 155 detects the position using a Global Navigation Satellite System (GNSS). The position information detection unit 155 is, for example, a Global Positioning System (GPS) sensor (for example, a GPS module). Note that the position detection method in the position information detection unit 155 is arbitrary, and the position information detection unit 155 may detect the position using, for example, a beacon. In addition, when the user terminal 300 has a function equivalent to a contactless IC card used at a station ticket gate or a store (or when the user terminal 300 has a function for reading the history of a contactless IC card), the position information detection unit 155 records the position used together with information on the payment of a fare at a station by the user terminal 300. The position information detection unit 155 may detect this information and acquire it as position information. Furthermore, for example, when the user terminal 300 communicates with a specific access point, the location information detection unit 155 may detect location information obtainable from the access point. Furthermore, the location information detection unit 155 may detect the location where the user terminal 300 is estimated to be located based on identification information (such as an IP address) when the user terminal 300 is connected to the Internet.
[0091] The position information detection unit 155 transmits the detected position information to the game server 200 via the communication unit 110. The position information may be accumulated in the user terminal 300 for a predetermined period and transmitted to the game server 200 as a history of position information, or may be transmitted each time the position information is detected. The game server 200 stores the position information acquired from the user terminal 300 as a history of position information.
[0092] The processing unit 240 of the game server 200 detects jet lag based on the sleep pattern of the sleep information transmitted from the user terminal 300 and stored in the sleep history 231.
[0093] Fig. 12 is a diagram for explaining an example of jet lag detection. Sleep patterns 20 to 25 are shown in Fig. 12. Sleep patterns 20 to 23 are sleep patterns that satisfy the reference sleep pattern. On the other hand, sleep pattern 24 has both bedtime and wake-up time that deviate significantly from the reference time. Sleep pattern 25 does not satisfy the reference sleep pattern, and sleep and wake-up are repeated discontinuously.
[0094] In this way, when a sleep pattern that is clearly different from the sleep patterns in the sleep history is detected, the processing unit 240 may determine that jet lag is occurring. Also, a sleep pattern that serves as a criterion for determining jet lag may be stored in advance, an input that a long-distance trip with a time difference has been made may be received from the user, or a long-distance trip may be detected from the history of location information transmitted from the user terminal 300, and it may be determined that jet lag is occurring.
[0095] When the processing unit 240 of the game server 200 detects jet lag, it calculates the distance traveled by the user terminal 300 based on the history of location information acquired from the user terminal 300. Then, the processing unit 240 awards mileage according to the distance traveled (miles) as points to the virtual creature in the training game. Mileage is a point program implemented by airlines, and miles are the unit of points. By incorporating the concept of mileage into the training game, even if a negative event occurs due to disruption of sleeping habits caused by jet lag, the awarded points can be used to allow the user to progress in the training game advantageously, and can also motivate the user to return to good sleeping habits.
[0096] Furthermore, the processing unit 240 may award points according to the time it takes for the user to return to a regular sleep pattern after the onset of jet lag, so as to help the user recover from jet lag quickly, thereby further motivating the user to return to good sleep habits.
[0097] <Embodiment 3> In the game system according to the third embodiment, the sleep information includes information on the quality of the user's sleep. By progressing the training game based on the sleep information including the information on the quality of sleep, the user's awareness of having better sleep habits can be increased.
[0098] Here, the information on sleep quality is the time of each sleep stage in the sleep cycle and the ratio of each sleep stage to the sleep time, for example, the time and ratio of each sleep stage of the sleep cycle, which are "awake", "light sleep", "deep sleep", and "REM sleep".
[0099] In the third embodiment, the user terminal calculates information related to the user's sleep from the user's biological information detected by the sensor unit. The information related to the user's sleep may be calculated by adopting a known function for analyzing sleep of an existing multifunction device functioning as a user terminal.
[0100] Fig. 13 is a diagram illustrating an example of information related to sleep quality. In Fig. 13, sleep results 31 are displayed for a sleep pattern 30. For example, when a user selects the sleep pattern 30, the user can check the sleep results 31.
[0101] The sleep result 31 includes the sleep time calculated from the sleep pattern 30 and the ratio of each sleep stage to the sleep time. ("Other" includes, for example, a time when the sleep stage cannot be determined, or a time when the person went to bed but was awake.)
[0102] The sleep result 31 may also include a good sleep score, which is an index showing whether the sleep was good or not, based on the sleep stages. The good sleep score may be calculated by weighting each sleep stage and using any algorithm created by the game developer. The good sleep score may also be calculated according to the user's activity level, meals, location, humidity, operation time on the user terminal, operation time zone, and the like. For example, if the location of a highly rated hotel (such as a five-star hotel) is detected as the location information of the user terminal, the good sleep score may be increased as a result of a good sleep being obtained. For example, if the user terminal is operated after a standard bedtime, the good sleep score may be decreased. The good sleep score allows the user to know at a glance whether the sleep was good or not, which motivates the user to maintain good sleeping habits.
[0103] The game server may use the good sleep score as a parameter that affects the progress of the training game, for example, but not limited to, changing the virtual creature, generating an event, or awarding points or benefits according to the good sleep score.
[0104] By making the good sleep score a parameter that affects the progress of the training game, it is possible to make the user more conscious of good sleeping habits and to further motivate the user to actively participate in the training game.
[0105] <Embodiment 4> The user terminal according to the fourth embodiment executes a game program stored in a storage unit to allow the user to play a game of raising a virtual creature based on the user's sleep information. The game program stored in the user terminal may be configured to be updateable via a network or a recording medium.
[0106] Fig. 14 is a functional block diagram showing an example of the functional configuration of the user terminal 400. The user terminal 400 according to the fourth embodiment corresponds to an information processing terminal, and differs in configuration from the user terminal 300 according to the second embodiment (see Fig. 11) in that it includes a storage unit 440 and a processing unit 460. However, other components with the same reference numerals have the same functions, so repeated explanations will be omitted. Note that the user terminal 400 of this embodiment may be configured by omitting some of the components (units) in Fig. 14.
[0107] The storage unit 440 is a storage device for storing programs for operating the computer and various data, and includes a sleep history 441 and game information 442.
[0108] The sleep history 441 functions as a sleep history storage unit, and accumulates the user's sleep information calculated by the processing unit 460 described later, that is, the sleep pattern indicating the user's bedtime and wake-up time. The game information 442 stores information related to the virtual creature raising game. The storage unit 440 may include a temporary storage area and storage. The storage unit 440 may also be configured to store sensing data detected by the sensor unit 150.
[0109] The processing unit 460 executes various information processing executed in the user terminal 400. The processing unit 460 has a CPU and a memory, and the CPU executes an information processing program stored in the storage unit 440 using the memory to execute various information processing. In this embodiment, the processing unit 460 executes, as the above information processing, a process of calculating a sleep pattern and a process related to the training game based on the sleep pattern of the sleep history. The processing unit 460 may also execute a process related to the training game based on various information detected by the sensor unit 150. The processing result related to the training game is output to the output unit 130. The processing unit 460 may also execute a process of progressing the training game according to a random number result corresponding to the calculated sleep information. The processing unit 460 also acquires the current date and time using a system clock.
[0110] As described above, the user terminal according to the present embodiment can provide a virtual creature breeding game based on the user's sleep information. This allows the user to enjoy the breeding game even in an environment where the user is not connected to a game server via a network.
[0111] The above-described embodiment can be embodied in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and modifications are included in the scope of the invention and its equivalents as described in the claims, as well as in the scope and spirit of the invention.
[0112] The method described in the above embodiment can be stored as a program (software means) that can be executed by a computer on a recording medium such as a magnetic disk (flexible disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.), and can also be distributed by transmitting it via a communication medium. The program stored on the medium side also includes a setting program that configures the software means (including not only execution programs but also tables and data structures) that the computer executes within the computer. The computer that realizes this server reads the program recorded on the recording medium, and in some cases, configures the software means by the setting program, and executes the above-mentioned processing by controlling the operation of the software means. Note that the recording medium referred to in this specification is not limited to a recording medium for distribution, but also includes a storage medium such as a magnetic disk or semiconductor memory provided inside the computer or in a device connected via a network. [Explanation of symbols]
[0113] 1,2 Game system, 100, 300, 400 User terminal, 110, 210 Communication unit, 120 Input unit, 130, 430 Output unit, 140, 230, 440 Memory unit, 150 Sensor unit, 155 Position information detection unit, 160, 240, 460 Processing unit, 200 Game server, 220 Acquisition unit, 231, 441 Sleep history, 232, 442 Game information
Claims
1. A game server for managing the progress of a virtual lifeform breeding game, An acquisition unit that acquires sleep information including at least a sleep pattern indicating a user's bedtime and wake-up time; a sleep history storage unit that stores the acquired sleep information as a sleep history; A processing unit that executes a process related to the raising game based on a sleep pattern of the sleep history; A game server comprising:
2. The game server according to claim 1 , wherein the processing unit generates a positive event in the training game when it is determined that the sleep pattern of the sleep history satisfies a reference sleep pattern.
3. The game server according to claim 2, wherein the processing unit generates a bonus event different from the plus event in the development game when it determines that the sleep pattern of the sleep history has continuously satisfied the reference sleep pattern for a predetermined period of time or more.
4. 4. The game server according to claim 2, wherein the positive event is an event that causes the virtual creature to grow.
5. The game server according to claim 4 , wherein the positive event is an addition of points related to the virtual creature.
6. The game server according to claim 2 , wherein the processing unit generates a negative event in the training game when a sleep pattern in the sleep history does not satisfy the reference sleep pattern.
7. 7. The game server according to claim 6, wherein the negative event is an event that causes the virtual creature to not grow or to degenerate.
8. The game server according to claim 7 , wherein the negative event is a subtraction of points related to the virtual creature.
9. The acquisition unit further acquires a history of location information of the user, 9. The game server according to claim 8, wherein the processing unit, when jet lag is detected from the sleep history, awards mileage as the points to the virtual creature based on the history of the position information.
10. The sleep information includes information regarding the user's sleep quality, The game server according to claim 1 , wherein the processing unit changes the virtual creature in accordance with a quality of the sleep.
11. A program for managing the progress of a virtual lifeform breeding game, An acquisition unit that acquires sleep information including at least a sleep pattern indicating a user's bedtime and wake-up time; a sleep history storage unit that stores the acquired sleep information as a sleep history; A processing unit that executes a process related to the raising game based on a sleep pattern of the sleep history, A program that makes it work.
12. A method for managing the progress of a virtual creature breeding game, comprising: obtaining sleep information including at least a sleep pattern indicative of a user's bedtime and wake-up time; storing the acquired sleep information as a sleep history; Executing a process related to the raising game based on a sleep pattern of the sleep history; A method for providing the above.
13. A game system in which a game server that manages the progress of a virtual creature breeding game and a user terminal are connected via a network, The game server includes: An acquisition unit that acquires sleep information including at least a sleep pattern indicating a user's bedtime and wake-up time; a sleep history storage unit that stores the acquired sleep information as a sleep history; A processing unit that executes a process related to the raising game based on a sleep pattern of the sleep history; A game system including:
14. An information processing terminal for executing a virtual creature breeding game, An acquisition unit that acquires sleep information including at least a sleep pattern indicating a user's bedtime and wake-up time; a sleep history storage unit that stores the acquired sleep information as a sleep history; A processing unit that executes a process related to the raising game based on a sleep pattern of the sleep history; An information processing terminal comprising:
Citation Information
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