Execution function evaluation device and computer program
The executive function assessment device standardizes the evaluation of neurodevelopmental disorders by analyzing behavior in virtual environments with varied tasks, addressing inconsistencies in existing methods and correlating with established neuropsychological tests for effective treatment planning.
Patent Information
- Application Number
- JP2024026386
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-02-26
- Publication Date
- 2025-09-05
- Estimated Expiration
- 2044-02-26
AI Technical Summary
Existing methods for assessing executive function in neurodevelopmental disorders like ADHD and ASD are inconsistent due to differing environments for brain function measurements and self-report scales, making it difficult to evaluate executive function accurately in real-life situations.
An executive function assessment device and computer program that evaluates executive function through a subject's behavior in virtual spaces with different tasks, calculating indices based on operation information in multiple virtual environments to standardize the assessment.
The device provides standardized evaluation of executive function, capturing both basic cognitive abilities and social activity achievements, correlating with established neuropsychological tests like CANTAB, enabling effective psychosocial treatment planning.
Smart Images

Figure 2025129628000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to an apparatus and a computer program for assessing executive function. [Background technology]
[0002] Neurodevelopmental disorders according to the American Psychiatric Association's diagnostic classification DSM (Diagnostic and Statistical Manual of Mental Disorders)-5 include Attention-Deficit Hyperactivity Disorder (ADHD), Autism Spectrum Disorder (ASD), and Learning Disability (LD). [Prior art documents] [Non-patent literature]
[0003] [Non-Patent Document 1] Kibby, MY, Schmitter-Edgecombe, M., & Long, CJ, (1998). "Ecological Validity of Neuropsychological Tests: Focus on the California Verbal Learning Test and the Wisconsin Card Sorting Test." Archives of Clinical Neuropsychology 13(6), August 1998, p. 523-534. [Non-patent document 2] Conners, CK, translated by Yasuo Tanaka, translated by Ritsu Sakamoto, "Conners 3 Japanese Manual," Kaneko Shobo, June 1, 2011 Summary of the Invention
[0004] One of the symptoms of neurodevelopmental disorders, particularly those with ADHD and ASD, is executive function disorder. Executive function refers to the complex ability to systematically decide and execute actions in response to goals or problems. The inventors have developed an executive function assessment device and computer program that can evaluate executive function related to the symptoms of neurodevelopmental disorders, particularly in order to identify and address neurodevelopmental disorders accompanied by executive function disorder, such as ADHD and ASD.
[0005] According to one embodiment, an apparatus for evaluating executive functions related to symptoms of neurodevelopmental disorders includes a memory for storing operation information indicating operations performed by a subject in a virtual space displayed on a user terminal and having a task set therein, and a calculation unit for evaluating the executive functions of the subject. The calculation unit is configured to calculate an index of the executive functions of the subject using the relationship between the operation information performed by the subject in each of a plurality of virtual spaces displayed on the user terminal and having different tasks set therein.
[0006] According to one embodiment, a computer program causes a computer to function as an evaluation device for executive function related to symptoms of neurodevelopmental disorders. The computer program causes the computer to input operation information indicating operations performed by the subject in a virtual space displayed on a user terminal and in which a task is set, and to evaluate the executive function of the subject. Evaluating the executive function includes calculating an index of the executive function of the subject using the relationship between the operation information of the subject in each of multiple virtual spaces displayed on the user terminal and in which different tasks are set.
[0007] According to one embodiment, a computer program causes a computer to function as a user terminal for obtaining operation information used in evaluating executive functions related to symptoms of neurodevelopmental disorders in an evaluation device. The computer program causes the computer to switch between and display multiple virtual spaces, each with a different task set, move an object in each of the multiple virtual spaces within a field of view narrower than the entire virtual space, in accordance with a first operation by the subject, place one or more pieces that affect the movement of a moving object in each virtual space at a position corresponding to the object within the field of view of the virtual space, in accordance with a second operation by the subject, start the movement of the moving object in each virtual space, in accordance with a third operation by the subject, and store operation information specifying the first to third operations in a memory.
[0008] Further details will be described in the following embodiments. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is a diagram showing an overview of the configuration and processing of an evaluation system for executive functions according to an embodiment. [Figure 2] FIG. 2 is a schematic diagram of the evaluation device provided in the evaluation system. [Figure 3] FIG. 3 is a diagram for explaining the pieces. [Figure 4] FIG. 4 is a diagram for explaining the pieces. [Figure 5] FIG. 5 is a diagram for explaining the characters. [Figure 6] FIG. 6 is a diagram for explaining the rotation of the pieces. [Figure 7] FIG. 7 is a schematic diagram showing an example of a field of view. [Figure 8] FIG. 8 is a schematic diagram showing an example of a game screen in the main mode of the measurement game. [Figure 9] FIG. 9 is a schematic diagram illustrating a first example of a game screen in the execution phase after the preparation phase of FIG. [Figure 10]FIG. 10 is a schematic diagram illustrating a second example of a game screen in the execution phase of the main mode. [Figure 11] FIG. 11 is a schematic diagram showing an example of a game screen in the free mode of the measurement game. [Figure 12] FIG. 12 is a diagram illustrating the score object. [Figure 13] FIG. 13 is a schematic diagram illustrating a first example of a game screen in the execution phase after the preparation phase of FIG. [Figure 14] FIG. 14 is a schematic diagram illustrating a second example of a game screen in the execution phase of the free mode. [Figure 15] FIG. 15 is a flowchart showing the flow of game processing in the evaluation device, and is an example of the flow of processing in the main mode. [Figure 16] FIG. 16 is a flowchart showing the flow of game processing in the evaluation device, and is an example of the flow of processing in free mode. [Figure 17] FIG. 17 is a flowchart showing an example of the flow of the evaluation process in the evaluation device. [Figure 18] FIG. 18 is a diagram showing the relationship between the indices 1 to 6 and the elements of executive function. [Figure 19] FIG. 19 is a schematic diagram showing an example of a display screen displayed on an output device. [Figure 20] FIG. 20 is a diagram showing indicators 1 to 6 obtained from operation information in a test game for participants in a verification experiment conducted by the inventors. [Figure 21] Figure 21 shows the scores for each item obtained from the responses of participants in the verification experiment to the "Conners3 Parent Form." [Figure 22] FIG. 22 shows the measured values for each CANTAB test item of the participants in the validation experiment. [Figure 23]Figure 23 shows the correlation coefficients between each of Indicators 1 to 6 in Figure 20 and the "executive function" scores obtained from the responses to the "Conners3 Parent Form" in Figure 21, and the measured values of each test item on the CANTAB in Figure 22. DETAILED DESCRIPTION OF THE INVENTION
[0010] <1. Description of the assignment> Executive function is comprised of fundamental cognitive abilities such as planning, impulse control, working memory, and trial-and-error. Cognitive ability here refers to the ability to clearly perceive things—in other words, intellectual functions such as comprehension, judgment, and logic. These elements can be measured through brain function assessments. Brain function assessments measure whether specific brain functions can be utilized when faced with specific tasks or situations. Examples of brain function assessments include neuropsychological tests. Non-Patent Document 1 discloses the Wisconsin Card Sorting Test (WCST), in which participants sort cards under changing classification criteria. In the WCST, the classification criteria change without the participant's knowledge. The WCST measures participants' ability to adapt to changing situations by noticing changes in the classification criteria. Another example of brain function assessment is the Tower of London (TOL), in which participants rearrange stacked spheres into a specified shape according to rules using the fewest number of moves.
[0011] There is also a method for assessing executive dysfunction and symptoms using a self-report rating scale. This method is based on diagnostic criteria for mental illness, etc., and involves asking the patient or their guardian to indicate to what extent items related to the symptoms or illness apply to them. Non-Patent Document 2 discloses the EF score, which measures executive function (impairment) from the "Conners 3" ADHD rating scale, as a representative evaluation method specialized in executive dysfunction related to ADHD symptoms.
[0012] Traditionally, executive function has been assessed based on real-life situations using brain function measurements and self-report scales. Real-life assessment of executive function is necessary for psychosocial treatment of neurodevelopmental disorders such as ADHD. Psychosocial treatment includes individualized behavioral therapy, as well as environmental adjustments for parents and teachers, behavioral therapy, and guidance on childcare and teaching methods.
[0013] However, because responses to self-report scales and brain function measurements are conducted in different environments, these results are not obtained from the subject's behavior under identical conditions. Therefore, the inventors have come to realize that it is difficult to use these results to appropriately evaluate the subject's executive function in accordance with their real-life situations. Therefore, the inventors have developed an executive function assessment device and computer program that can evaluate the executive function necessary for psychosocial treatment of neurodevelopmental disorders based on the subject's behavior under identical conditions.
[0014] <2. Overview of the executive function assessment device and computer program> (1) An embodiment of an apparatus for assessing executive function related to symptoms of neurodevelopmental disorders includes a memory for storing operation information indicating operations performed by a subject in a virtual space displayed on a user terminal and having a task set therein, and a calculation unit for evaluating the executive function of the subject. The calculation unit is configured to calculate an index of the executive function of the subject using the relationship between the operation information performed by the subject in each of multiple virtual spaces displayed on the user terminal and having different tasks set therein.
[0015] The executive function assessment device according to the embodiment calculates an executive function index related to the symptoms of the subject's neurodevelopmental disorder by using the relationship between the subject's operation information in multiple virtual spaces displayed on a user terminal and each virtual space having different tasks. Therefore, the assessment device according to the embodiment obtains an executive function index based on the subject's behavior obtained under the same conditions. Therefore, the executive function assessment device according to the embodiment can assess the executive function necessary for psychosocial treatment of the subject's neurodevelopmental disorder.
[0016] (2) In the evaluation device of (1), preferably, the plurality of virtual spaces include a first virtual space in which the subject is required to take the most appropriate action in the shortest time to solve a task, and a second virtual space in which the subject is required to solve the task by trial and error. By using the relationship between the first virtual space and the second virtual space of the subject's operation information to calculate an index of the subject's executive function, both an index representing basic cognitive ability, which has traditionally been obtained by brain function measurement, and an index representing achievement in social activities, which has traditionally been obtained by symptom evaluation using a self-report scale, can be obtained from the subject's behavior under the same conditions.
[0017] (3) In the evaluation device of (2), preferably, the operations by the subject of evaluation include a first operation of moving an object within a field of view narrower than the entirety of each virtual space, a second operation of placing one or more pieces that affect the movement of the moving object in each virtual space at a position corresponding to the object within the field of view of each virtual space, and a third operation of instructing the start of movement of the moving object in each virtual space. Each virtual space has a preparation phase in which the first and second operations are permitted but the third operation is not, and an execution phase in which the first and second operations are not permitted but the third operation is permitted. This allows an index of executive function to be obtained using operation information of the first to third operations by the subject of evaluation.
[0018] (4) In the evaluation device of (3), preferably, the relationship between the multiple virtual spaces of the operation information by the subject in each virtual space includes a relationship between the first virtual space and the second virtual space of the degree of deviation from a reference value of the number of times an object passes at each position by a first operation. The number of times an object passes represents the complexity of the piece placement. Since the tasks differ between the first virtual space and the second virtual space, the complexity of the required piece placement differs. In other words, the degree of deviation from the reference value is a statistical difference from the reference value. Therefore, by calculating an index using the relationship between the first virtual space and the second virtual space of the degree of deviation from the reference value of the number of times an object passes at each position in each virtual space, the evaluation device can obtain an index representing the subject's ability to adopt behavior appropriate to the given task.
[0019] (5) In the evaluation device of (4), preferably, the first virtual space is composed of multiple stages with different levels of difficulty for each task, and the difficulty level increases as each task is solved. In the second virtual space, scoring objects are pre-placed, and a third operation can be performed an unlimited number of times within a time limit. When the moving object moves to solve a task in accordance with the third operation, points corresponding to the scoring objects passed through are added. Thus, the evaluation device can use the difficulty level of the stage in which the task was solved in the first virtual space and the points obtained within the time limit in the second virtual space to calculate an index.
[0020] (6) In the evaluation device of (5), preferably, the calculation unit is configured to calculate an index of the subject's executive function using the relationship between the multiple virtual spaces of the subject's operation information in each virtual space and the highest difficulty level of the stage at which the task was solved in the first virtual space. The highest difficulty level of the stage at which the task was solved in the first virtual space represents the subject's ability to tackle logically complex tasks (problem-solving ability). The ability to solve a given task represents the results one can achieve in real-life difficulties and fluid and complex situations. Therefore, the highest difficulty level of the stage at which the task was solved in the first virtual space represents the subject's achievements in social activities. Therefore, by calculating an index using the relationship between the multiple virtual spaces of the subject's operation information in each virtual space and the highest difficulty level of the stage at which the task was solved in the first virtual space, the evaluation device can obtain a composite index of the subject's executive function, including two elements: achievements in social activities and basic cognitive ability.
[0021] (7) In the evaluation device of (5), preferably, the calculation unit is further configured to calculate an index of planning ability, one of the elements of executive function, using the highest level of difficulty of the stage at which the task was solved in the first virtual space. The highest level of difficulty of the stage at which the task was solved in the first virtual space represents the subject's ability to tackle logically complex tasks (problem-solving ability). Therefore, the evaluation device calculates an index using the highest level of difficulty of the stage at which the task was solved in the first virtual space, thereby obtaining an index of planning ability, one of the elements of executive function. The inventors compared this index obtained by the evaluation device with measurements obtained from participants using the Planning Test (OTS) of the CANTAB (Cambridge Neuropsychological Test Automated Battery), and verified a significant correlation.
[0022] (8) In the evaluation device of (5), preferably, the calculation unit is further configured to calculate an index of impulse control ability, one of the elements of executive function, using the time from when the second virtual space is displayed on the user terminal to when the third operation is first performed. The time from when the second virtual space is displayed on the user terminal to when the third operation is first performed represents the time spent by the subject in voluntarily planning and executing the first and second operations. Therefore, this time represents the subject's ability to suppress the impulse to perform the third operation. The evaluation device calculates an index using this time, thereby obtaining an evaluation value of impulse control ability, one of the elements of executive function. The inventors compared this index obtained by the evaluation device with measurements obtained from participants in the CANTAB Impulse Control Test (SST) and verified a significant correlation.
[0023] (9) In the evaluation device of (5), preferably, the calculation unit is further configured to calculate an index of working memory ability, which is one of the elements of executive function, using the maximum number of pieces placed in the second virtual space when the third operation is performed. While placing more pieces in the second virtual space leads to a higher score, the amount of information that needs to be temporarily memorized increases. Therefore, the maximum number of pieces placed in the second virtual space when the third operation is performed represents the working memory ability of the subject. The evaluation device calculates an index using the maximum number of pieces placed in the second virtual space when the third operation is performed, thereby obtaining an evaluation value of working memory ability, which is one of the elements of executive function. The inventors compared this index obtained by the evaluation device with measurements obtained from participants in the CANTAB Working Memory Test (SWM) and verified a significant correlation.
[0024] (10) In the evaluation device of (5), preferably, the calculation unit is further configured to calculate an index of trial-and-error ability, one of the elements of executive function, using the maximum value among the results of the processing performed by the passage of the moving object specified by the object placed in the second virtual space as the moving object moves to solve the task in the second virtual space. Because a third operation is possible an unlimited number of times in the second virtual space, once the task is solved, the subject modifies the first and second operations performed earlier to obtain a better result in the further specified processing. For example, if the object awards a specified number of points upon the passage of the moving object, the subject modifies the first and second operations performed earlier to obtain a higher score. Therefore, the maximum value represents the subject's trial-and-error ability. The evaluation device calculates an index using the maximum value, thereby obtaining an evaluation value of trial-and-error ability, one of the elements of executive function. The inventors compared this index obtained by the evaluation device with the regularity of participants' responses in the CANTAB working memory test (SWM-S) and verified a significant correlation.
[0025] (11) A computer program according to an embodiment causes a computer to function as an assessment device for executive function related to symptoms of neurodevelopmental disorders. The computer program causes the computer to input operation information indicating operations performed by the subject in a virtual space displayed on a user terminal and having a task set, and to evaluate the subject's executive function. Assessing the executive function includes calculating an index of the subject's executive function using the relationship between the operation information of the subject in each of multiple virtual spaces displayed on the user terminal and having different tasks set. Using this computer program causes a computer to function as an assessment device capable of assessing the executive function necessary for psychosocial treatment of neurodevelopmental disorders.
[0026] (12) A computer program according to an embodiment causes a computer to function as a user terminal for obtaining operation information used in an evaluation device to evaluate executive functions related to symptoms of neurodevelopmental disorders. The computer program causes the computer to switch between and display multiple virtual spaces, each with a different task set, move an object in each of the multiple virtual spaces within a field of view narrower than the entire virtual space in accordance with a first operation by the subject, place one or more pieces that affect the movement of the moving object in each virtual space at a position corresponding to the object within the field of view of each virtual space in accordance with a second operation by the subject, and start the movement of the moving object in each virtual space in accordance with a third operation by the subject. Operation information identifying the first to third operations is stored in memory. Using this computer program, the evaluation device can obtain the operation information of the subject required to evaluate executive functions necessary for psychosocial treatment of neurodevelopmental disorders. This allows the evaluation device to evaluate executive functions necessary for psychosocial treatment of neurodevelopmental disorders.
[0027] (13) In the computer program of (12), preferably, the plurality of virtual spaces include a first virtual space in which the subject is required to take the most efficient and fastest action to solve a task, and a second virtual space in which the subject is required to solve the task by trial and error. This allows the evaluation device to use the relationship between the subject's operation information in the first virtual space and the second virtual space to calculate an index of the subject's executive function. As a result, the evaluation device can obtain, from the subject's behavior under the same conditions, both an index representing basic cognitive ability, which has traditionally been obtained by brain function measurement, and an index representing social activity achievement, which has traditionally been obtained by symptom evaluation using a self-report scale.
[0028] (14) In the computer program of (12) or (13), preferably, the task includes moving a moving object from a start point to an end point set in the virtual space in each of the plurality of virtual spaces at a timing based on a third operation, and further causes the computer to change the movement of the moving object in accordance with the piece when the moving object collides with the piece in each of the plurality of virtual spaces. In this way, the subject of evaluation performs an operation to move the moving object from the start point to the end point, and operation information of the subject of evaluation used in the evaluation device is obtained.
[0029] 3. Examples of devices and computer programs for assessing executive function [Evaluation system overview] FIG. 1 is a diagram showing an overview of the configuration and processing of an executive function assessment system 100 according to an embodiment. The assessment system 100 includes an assessment device 1 for executive functions related to symptoms of neurodevelopmental disorders. FIG. 2 is a schematic diagram of the assessment device 1. The assessment device 1 is composed of one or more computers working together.
[0030] The evaluation device 1 is capable of communicating with a user terminal 3 and causes the user terminal 3 to display a virtual space. The virtual space changes according to user operations received by the user terminal 3. One example of the virtual space is a video game for measuring executive functions (hereinafter referred to as a measurement game). One example of displaying the virtual space is to display a game screen 300 on the display 31 of the user terminal 3.
[0031] The measurement game is a game operated by a patient (hereinafter, player) A to be evaluated to complete tasks in a virtual space. The measurement game has multiple modes with different tasks. The user terminal 3 has a game controller 32 (operation unit) and accepts operations by player A. The evaluation device 1 obtains operation information of player A accepted by the user terminal 3. The evaluation device 1 has a memory 12 that stores the operation information. The evaluation device 1 evaluates the executive function related to the symptoms of neurodevelopmental disorder of player A using the operation information of player A. Specifically, the evaluation device 1 calculates an index of executive function using the relationship between different modes of the operation information of player A. The evaluation device 1 is capable of communicating with the output device 5 and causes the output device 5 to output the calculated index.
[0032] [System Configuration] The evaluation device 1 has a processor 11 (arithmetic unit). The processor 11 is, for example, a CPU (Central Processing Unit). The memory 12 stores a game program 121 and an evaluation program 124.
[0033] The memory 12 further has an operation information storage unit 122 for storing operation information. The operation information is information indicating the actions of the players in the virtual space, and in this example, is information indicating the operations of player A in the measurement game. Specifically, the operation information includes the mode of the measurement game described below, the operation content by player A, and the timing of the operation.
[0034] The memory 12 further includes a game information storage unit 123 for storing information about the game. The evaluation device 1 further includes a first communication unit 13 for communicating with the user terminal 3 and a second communication unit 14 for communicating with the output device 5.
[0035] The processor 11 executes the game program 121 to perform game processing 111. Through the game processing 111, the processor 11 displays a game screen 300 on the user terminal 3 and changes the game screen 300 based on an operation signal from the user terminal 3. Through the game processing 111, the processor 11 also stores operation information of player A in the operation information storage unit 122 of the memory 12.
[0036] Processor 11 executes evaluation program 124 to perform evaluation process 112. Through evaluation process 112, processor 11 calculates an index of Player A's executive function using operation information of Player A.
[0037] [User device] The user terminal 3 includes a display 31 that displays a game screen 300 and a controller 32 that accepts operations by player A. The controller 32 includes a button 32A for accepting a first operation, a button 32B for accepting a second operation, and a button 32C for accepting a third operation, which will be described later. Each of the buttons 32A, 32B, and 32C may consist of multiple buttons, or two or more buttons may be combined into a single button. The buttons 32A, 32B, and 32C may be stick-shaped, plus-shaped, or pad-shaped. The display 31 and the controller 32 may be integrated into the user terminal 3, or at least one of them may be separate and connected via a wire or wirelessly. While the controller 32 is illustrated enlarged in FIG. 1 for ease of understanding, the size of the controller 32 is arbitrary. The controller 32 may be, for example, small enough to fit in both palms of player A.
[0038] [Measurement Game] In a measurement game, a player controls an object (hereinafter referred to as a character) that represents the player within a limited range (hereinafter referred to as a stage) in a virtual three-dimensional space. The player controls the character within the stage through trial and error to solve one or more tasks that are specified in advance. The measurement game requires a moving object (hereinafter referred to as a ball) to move in a specific manner within the stage to solve the task. One example of a task in a measurement game is to make the ball reach an end point (hereinafter referred to as a goal) specified within the stage. One example of the specific movement of the ball required to solve the task in a measurement game is to automatically move the ball from a starting point (hereinafter referred to as a launch pad) specified within the stage to the goal. The player operates to place and adjust objects (hereinafter referred to as pieces) that can be added to the stage to make the ball perform specific movements.
[0039] The measurement game has a preparation phase and an execution phase. The preparation phase refers to a state in which the player can freely control the character and assemble an intermediate solution to the problem. Specifically, the preparation phase refers to a state in which the player can move the character around the stage and place and adjust the pieces. The execution phase refers to a state in which the player cannot control the character and the ball can move automatically (hereinafter referred to as execution) in accordance with objects on the stage (hereinafter referred to as obstacles) and placed pieces.
[0040] The pieces change the movement of the ball in the execution phase. Changing the movement of the ball includes changing the direction of the ball's movement and blocking the movement of the ball to make it disappear. As another example, the pieces may perform predetermined in-game processing depending on the collision conditions when the ball collides with them, similar to the pass-detection objects described below. The in-game processing may, for example, award points to the player, similar to the score objects described below.
[0041] 3 and 4 are diagrams for explaining the piece 302, each showing the piece 302 arranged in a virtual space as viewed from directly above. The piece 302 has a repulsive portion 302A. When a moving ball 305 collides with the repulsive portion 302A, the piece 302 changes the direction of movement of the ball 305, R1, by an angle α to direction R2. If the piece 302 collides with an obstacle other than the repulsive portion 302A, the ball 305 disappears. Obstacles also hinder the movement of the ball in the execution phase, and the ball 305 disappears upon collision. The position and orientation of the piece 302 and the obstacle may or may not change upon collision with the ball. Furthermore, if the piece 302 performs a predetermined in-game process depending on the collision conditions, the predetermined process may change upon collision with the ball. For example, if the piece 302 awards a predetermined number of points upon collision with a ball, the number of points awarded may change depending on the number of collisions with the ball.
[0042] The angle α is set between 0° and 180° for each piece 302. The angle α in Fig. 3 is 90°. The angle α may be 180° as shown in Fig. 4. That is, the piece 302 may change the moving direction R1 of the sphere 305 that collides with it to the opposite direction R2.
[0043] In the preparation phase, the player operates button 32A of controller 32 (first operation) to move the character within the stage. FIG. 5 is a diagram illustrating character 301. Character 301 has face 301A, which is an example of a part indicating the orientation of character 301. Button 32A may include a cursor key. The player uses the cursor key to specify the orientation of character 301A and presses button 32A to move the character within the stage a distance defined by the orientation of face 301A. When button 32A is pressed in the left state of FIG. 5, character 301 moves a distance defined by orientation R3. When button 32A is pressed after changing the orientation of character 301A to the right state of FIG. 5 using the cursor key, character 301 moves a distance defined by orientation R4. In this way, the player moves character 301 to a position where a new piece is to be placed or near a position where a piece to be adjusted is placed.
[0044] Next, the player operates button 32B of controller 32 (second operation) to place a piece near the character or adjust a piece that has already been placed. The player places a new piece near the character by pressing button 32B once. When a piece has been placed near the character, the player rotates the piece by a predetermined angle each time button 32B is pressed, changing its orientation. When a piece has been placed near the character, the player deletes the piece by pressing button 32B.
[0045] Piece 302 in Fig. 3 rotates 90° counterclockwise each time button 32B is pressed. When the player moves character 301 near piece 302 and then presses button 32B once, piece 302 in Fig. 3 rotates 90° counterclockwise and its orientation changes to that shown in Fig. 6. In Fig. 3, repulsive portion 302A faces downward and to the right, and in Fig. 6, repulsive portion 302A faces upward and to the right.
[0046] In the preparation phase, a field of view through a pseudo camera based on the position of the character is displayed on the game screen 300 of the user terminal 3. The field of view is, for example, a predetermined range based on the character within the entire stage, and refers to a range narrower than the entire stage.
[0047] FIG. 7 is a schematic diagram showing an example of a field of view. The field of view here is, as an example, a field of view of the entire stage through a pseudo camera that starts from a predetermined position on character 301 and faces face 301A. Field of view V1 in FIG. 7 represents the field of view when face 301A of character 301 is facing R3. Field of view V1 does not include the area forward and to the right of face 301A of character 301. In other words, the state of the stage that the player can grasp in the preparation phase is not always the entire state, but is limited by the field of view through a pseudo camera based on the position of the character.
[0048] When the player changes the direction R3 to the direction R4, the field of view V1 changes to the field of view V2. The field of view V2 includes the range that was not included in the field of view V1. In order to grasp the wide range of the stage, the player needs to perform operations such as moving the character 301 and changing the direction of the face 301A.
[0049] Note that during the preparation phase, the entire stage may be displayed by a specific operation by the player. This allows the player to have a bird's-eye view of the entire stage during the preparation phase. In this case, it is preferable that movement of the character 301, placement of pieces, change of orientation, etc. are not permitted while the entire stage is displayed. The operation by the player to display the entire stage may also be stored as operation information and used to calculate the index.
[0050] In the preparation phase, the player places pieces 302 or adjusts the placed pieces 302 so that the ball 305 will automatically move to the goal 304 in the execution phase. In the execution phase, the ball 305 starts moving in the direction in which it was placed from a launch pad 303 installed on the stage. Therefore, in the preparation phase, the player places pieces 302 in appropriate positions on the path to change the direction of the ball 305 so that it will reach the goal 304 or to avoid obstacles 309. In doing so, the player changes the direction of the pieces 302 as necessary so that the moved ball 305 will collide with the rebound section 302A. The player can also delete unnecessary pieces 302 as necessary.
[0051] In the preparation phase, the player moves the character 301 close to the intended position in the stage to place the piece 302 there. Therefore, the player needs to either remember the state of the stage outside of his / her field of view and the piece 302 placed outside of his / her field of view, or move the character 301 to adjust his / her field of view and check it. In the preparation phase, the player imagines the completed movement of the ball 305 in the execution phase and solves complex problems through the placement of the piece 302.
[0052] The player can switch from the preparation phase to the execution phase at any timing by operating button 32C of controller 32 (third operation) during the preparation phase. When the game switches to the execution phase, the ball is launched from the launch pad and begins to move. During the execution phase, the player cannot operate the character or adjust the pieces. Therefore, in the measurement game, it is important for the player during the preparation phase to imagine with high accuracy the movement of the ball during the execution phase and to place the appropriate pieces in the appropriate positions to solve the problem.
[0053] The measurement game has a main mode (first virtual space) with different challenges and a free mode (second virtual space). The main mode has multiple stages with challenges of different difficulty. In the main mode, once a challenge in one stage is solved, the player moves on to the next stage with higher difficulty. In addition, a first time limit of, for example, 30 to 35 minutes is set for the main mode. When the first time limit has elapsed since the start of the main mode, the mode of the measurement game switches from the main mode to the free mode.
[0054] In main mode, one achievement is how difficult a stage you can solve within the first time limit. In main mode, the stage challenges gradually become more complex, so players are required to take the shortest and most optimal action to solve the challenge without trying to make it more difficult than necessary.
[0055] In free mode, the goal is to obtain the highest possible score. A second time limit, typically 10 to 15 minutes, is set for free mode. In free mode, players must repeatedly try and refine the same stage within the second time limit. Scores are determined by the number of collisions between the ball and pieces or objects within the stage in a single run, as well as the type of collision. In free mode, the longer and more complex the ball's automatic movement, the higher the score. Therefore, in free mode, players are required to expand and complicate the provisionally completed form of the ball's movement through trial and error, while keeping track of the state of the stage and the objects placed on it.
[0056] FIG. 8 is a schematic diagram illustrating an example of a game screen in the main mode. The game screen in the main mode includes a virtual space SP1. FIG. 8 is a top-down view of the entire virtual space SP1. In the main mode, a launch pad 303, a goal 304, and obstacles 309 are pre-placed. In the multiple stages of the main mode, different levels of difficulty are set depending on the relative positions of the launch pad 303 and the goal 304, and the number and positions of obstacles 309 between the launch pad 303 and the goal 304. In the preparation phase of the main mode, the player moves the character 301 in the virtual space SP1 and performs operations such as placing pieces 302 near the character 301, rotating pieces 302 near the character 301, and deleting pieces 302 placed near the character 301 in order to create a path along which the ball 305 will automatically move during the execution phase while avoiding the pre-placed obstacles 309. Figure 8 shows three pieces 302-1 that change the direction of movement of the ball 305 by 90 degrees and one piece 302-2 that changes the direction by 180 degrees, placed in the virtual space SP1 by the player's operation in the preparation phase.
[0057] FIG. 9 is a schematic diagram illustrating a first example of a game screen in the execution phase after the preparation phase of FIG. 8. When the execution phase begins, a ball 305 is launched from a launch pad 303. The launched ball 305 automatically moves in virtual space SP1 according to the direction of the launch port of the launch pad 303 (in the example of FIG. 9, it faces horizontally to the left on the paper). In the example of FIG. 9, the ball 305 launched from the launch pad 303 moves along a path P11 and reaches a goal 304. On the path P11, the ball 305 collides with each of the three pieces 302-1, changing its direction of movement by 90° each. When the ball 305 reaches the goal 304, the task of this stage is accomplished, and the game switches to a stage with the next higher difficulty.
[0058] FIG. 10 is a schematic diagram showing a second example of a game screen in the execution phase. In the example of FIG. 10, the position of piece 302-1 placed by the player in the preparation phase is different from that in FIG. 8. Therefore, in the example of FIG. 10, ball 305 launched from launch pad 303 moves along path P12, which is different from path P11. On path P12, ball 305 collides with the initial piece 302-1, changes direction by 90 degrees, and collides with obstacle 309. Ball 305 disappears upon colliding with obstacle 309, and the task of this stage is not accomplished. In this case, the same stage is repeated again in the main mode.
[0059] FIG. 11 is a schematic diagram showing an example of a game screen in free mode. The game screen in free mode has a virtual space SP2. FIG. 11 is a view of the entire virtual space SP2 as seen from directly above. In free mode, there are no obstacles 309, and a launch pad 303, a goal 304, and a score object 306 are pre-installed. The score object 306 is an example of a pass detection object. A pass detection object refers to an object that, when a ball 305 passes through it, performs pre-defined in-game processing depending on the pass conditions, such as the state of the ball 305 at the time of passage and the number of passes. This processing is applied while the execution is valid.
[0060] FIG. 12 is a diagram for explaining the score object 306, and is a diagram showing the score object 306 placed in the virtual space SP2 as viewed from directly above. The score object 306 does not change the direction of movement of the ball 305, and the ball 305 can pass through it. As an example of a process defined for the score object 306 depending on the number of times the ball 305 passes through, when the ball 305 passes through and reaches the goal 304, points are awarded to the player depending on the number of times the ball 305 passes through in the same run. The number of points is defined in advance for each score object 306. The score object 306 in FIG. 12 awards three points to the player when the ball 305 passes through and reaches the goal 304, so the number "3" is displayed within the score object 306.
[0061] Fig. 13 is a schematic diagram showing a first example of a game screen in the execution phase after the preparation phase of Fig. 11. In the example of Fig. 13, a ball 305 launched from a launch pad 303 travels along a path P21 and reaches a goal 304. The path P21 includes two score objects 306, each of which awards one point (see Fig. 11). As the ball 305 travels along the path P21 and reaches the goal 304, two points are awarded to player A.
[0062] FIG. 14 is a schematic diagram showing a second example of a game screen in the execution phase. In the example of FIG. 14, five pieces 302-1 that change the direction of movement of ball 305 by 90 degrees are added compared to FIG. 11. Therefore, in the example of FIG. 14, ball 305 launched from launch pad 303 travels along path P22, which is different from path P21, to reach goal 304. Path P22 includes score objects 306 that award 1 point, 3 points, 1 point, and 3 points (see FIG. 11). Player A is awarded 8 points by ball 305 reaching goal 304 via path P22.
[0063] The objective of the free mode is to obtain as high a score as possible. For example, by executing both path P21 and path P22 within the second time limit, player A will receive 10 points. In the free mode, player A may aim to obtain a high score by arranging pieces 302 to form path P22, which takes a detour and passes through more score objects 306 than path P21, which is the shortest path to goal 304, i.e., by forming a path that will obtain a higher score in one execution of the execution phase. Alternatively, player A may aim to obtain a higher overall score by forming a relatively simple path such as path P21 and executing the execution phase more times within the second time limit.
[0064] [Game Processing] Fig. 15 is a flowchart showing an example of the flow of game processing 111 in the evaluation device 1, which is an example of the flow of processing in main mode. Fig. 16 is a flowchart showing an example of the flow of game processing 111 in the evaluation device 1, which is an example of the flow of processing in free mode.
[0065] The game information storage unit 123 stores various information associated with player operations in the main mode and free mode. The stored information includes, for example, character position information, and information indicating the type of piece placed by the player, the placement position, or the orientation of the rebound part. As an example, the game information storage unit 123 stores positions within a stage using coordinates. For example, in the virtual space SP1 shown in FIG. 8 and the virtual space SP2 shown in FIG. 11, one square represents one coordinate. The processor 11 manages the positions of objects within a stage using coordinates.
[0066] The processor 11 of the evaluation device 1 starts the main mode from the first (least difficult) stage (step S101). In step S101, the main mode game of the measurement game starts in the user terminal 3. When an operation signal is input from the controller 32, the user terminal 3 passes operation information to the evaluation device 1. When the processor 11 receives operation information from the user terminal 3 (YES in step S103), it records the operation information in the operation information storage unit 122 (step S105). The operation information stored here includes the operation content by player A associated with the main mode and stage, and the timing of the operation.
[0067] If the operation information indicates the first operation (YES in step S107), processor 11 moves character 301 in accordance with the first operation (step S109). The current position of character 301 is stored in game information storage unit 123. In step S109, processor 11 updates the current position of character 301 stored in game information storage unit 123 to the position after the movement. In step S109, processor 11 further changes the field of view of game screen 300 of user terminal 3 in accordance with the current position of character 301 after the movement.
[0068] If the operation information indicates a second operation to add or delete piece 302 (NO in step S107, YES in step S111), processor 11 adds piece 302 near character 301 or deletes piece 302 placed near character 301 (step S113). Game information storage unit 123 stores the position of each placed piece 302. If piece 302 is added in step S113, processor 11 stores the position of added piece 302 in game information storage unit 123. If piece 302 is deleted in step S113, processor 11 deletes the corresponding piece 302 stored in game information storage unit 123.
[0069] If the operation information indicates a second operation to rotate piece 302 (NO in step S107, NO in step S111, YES in step S115), processor 11 rotates pieces 302 near character 301 to change their orientation (step S117). Game information storage unit 123 stores the current orientation of each placed piece 302. The orientation of piece 302 may, for example, be stored as the position of rebound portion 302A. In step S117, processor 11 updates the orientation of piece 302 stored in game information storage unit 123 to the changed orientation.
[0070] Processor 11 repeats steps S103 to S117 until the operation information indicates the third operation (NO in step S107, NO in step S111, NO in step S115, NO in step S119).
[0071] If the operation information indicates the third operation (NO in step S107, NO in step S111, NO in step S115, YES in step S119), processor 11 launches ball 305 from launch pad 303 (step S121). In step S121, processor 11 moves ball 305 in the launch direction from launch pad 303 arranged within the stage. The current position of ball 305 is stored in game information storage unit 123.
[0072] After step S121, processor 11 moves ball 305 (step S123). In step S123, processor 11 compares the position of ball 305 with the position of piece 302, the position of rebound portion 302A of piece 302, and the position of obstacle 309 stored in game information storage unit 123, to determine the direction in which ball 305 will move. Specifically, when ball 305 reaches the position of rebound portion 302A of piece 302, processor 11 changes the direction in which ball 305 will move by an angle that is pre-stored in association with piece 302. In step S123, processor 11 updates the position of ball 305 stored in game information storage unit 123 to the position after the movement, in accordance with the movement of ball 305.
[0073] If ball 305 is in a position other than repulsive portion 302A of piece 302 or in the position of obstacle 309, processor 11 causes ball 305 to disappear in step S123.
[0074] Processor 11 determines whether ball 305 has reached goal 304 (step S125). In step S125, processor 11 compares the current position of ball 305 stored in game information storage unit 123 with the position of goal 304 stored in association with the stage.
[0075] If processor 11 determines that ball 305 has reached goal 304 (YES in step S125), it switches the current stage to the stage with the next highest difficulty level (step S127) and repeats the process from step S101. As a result, the game of the stage with the next highest difficulty level is started on user terminal 3.
[0076] If processor 11 determines that ball 305 has not reached goal 304 (NO in step S125), it skips step S127 and repeats the process from step S101. Even if processor 11 has made ball 305 disappear in step S123, processor 11 determines that ball 305 has not reached goal 304. At this time, processor 11 initializes the position of ball 305 stored in game information storage unit 123 and maintains the position of piece 302. As a result, in user terminal 3, the game of the same stage is started with piece 302 reproduced. Note that, if piece 302 or obstacle 309 are ones whose positions, orientations, and collision processing changes upon collision with ball 305, processor 11 initializes the positions, orientations, and collision processing stored in game information storage unit 123. Also, as a result, in user terminal 3, the game of the same stage is started with the state before execution reproduced.
[0077] When processor 11 starts the processing of Figure 15, it measures the time that has passed since the start of the processing of Figure 15 in parallel with the processing of Figure 15. Processor 11 continues the above processing until the first time limit is reached. When the measured time reaches the first time limit, processor 11 ends the processing of Figure 15 and starts the processing of free mode (Figure 16) (step S201). In step S201, the mode of the measurement game on user terminal 3 switches from main mode to free mode.
[0078] Steps S203 to S225 are the same as steps S103 to S125 in Figure 15. If it is determined in step S225 that ball 305 has reached goal 304 (YES in step S225), processor 11 determines whether ball 305 has passed through score object 306 (step S227). Game information storage unit 123 stores in advance the position of each score object 306 and the number of points to be awarded. In step S227, processor 11 compares the position of ball 305 stored in game information storage unit 123 with the position of score object 306.
[0079] If processor 11 determines that ball 305 has passed through score object 306 (YES in step S227), processor 11 awards to player A the number of points stored in game information storage unit 123 that corresponds to score object 306 that ball 305 has passed through (step S229). In step S229, processor 11 causes game information storage unit 123 to store the points each time processor 11 determines that ball 305 has reached goal 304.
[0080] If processor 11 determines that ball 305 has not passed through score object 306 (NO in step S227), processor 11 skips step S229. As a result, no score is awarded to player A.
[0081] Processor 11 repeats the process from step S201. In this case, processor 11 initializes the positions of piece 302 and ball 305 stored in game information storage unit 123. As a result, free mode starts in the initial state in user terminal 3. Processor 11 maintains the score stored in game information storage unit 123 every time it determines that ball 305 has reached goal 304. As a result, the number of points obtained every time ball 305 reaches goal 304 is stored in game information storage unit 123.
[0082] If processor 11 determines that ball 305 has not reached goal 304 (NO in step S225), it repeats the process from step S203. In this case, processor 11 initializes the position of ball 305 stored in game information storage unit 123, and maintains the position of piece 302. As a result, free mode is resumed at user terminal 3 with the arrangement of piece 302 maintained.
[0083] When processor 11 starts the processing of FIG. 16, it measures the time that has passed since the start of the processing of FIG. 16 in parallel with the processing of FIG. 16. Processor 11 continues the above processing until the second time limit is reached. When the measured time reaches the second time limit, processor 11 ends the processing of FIG. 16. This ends the measurement game on user terminal 3.
[0084] [Evaluation process] 17 is a flowchart showing an example of the flow of evaluation processing 112 in evaluation device 1. In evaluation processing 112, processor 11 reads out operation information of player A stored in operation information storage unit 122 (step S301), and determines rough scores 1 to 5 from the operation information (steps S303 to S311).
[0085] A raw score of 1 is a value representing the highest difficulty level of the stage that Player A has reached in the main mode. The main mode includes the task of avoiding pre-placed obstacles 309 and getting the ball 305 to the goal 304, as well as the task of reaching the most difficult stage possible within a first time limit. Therefore, a raw score of 1 represents Player A's ability to tackle logically complex problems (problem-solving ability). The ability to solve a given problem represents the results in social activities, i.e., the results that can be achieved when a specific task is given in a fluid and complex situation. Therefore, a raw score of 1 represents Player A's ability to achieve results in social activities.
[0086] The operation content and operation timing of player A are stored in operation information storage unit 122 in association with the main mode. In step S303, processor 11 determines a rough score 1 based on the operation information of player A stored in operation information storage unit 122 in association with the main mode.
[0087] As one example, processor 11 reads out the latest operation information from among the operation information of player A stored in operation information storage unit 122 in association with the main mode. The latest operation in main mode is an operation for a stage that was left unfinished due to the first time limit. Processor 11 then determines the difficulty level of the stage immediately preceding the stage for which the latest operation was performed as the highest difficulty level of the stages that player A has reached in main mode. As one example, processor 11 stores in advance a value to be assigned as a raw score of 1 for each stage. In step S303, processor 11 sets the value representing the determined highest difficulty level as a raw score of 1.
[0088] The raw score 2 is a value that represents the relationship between the main mode and the free mode of the operation information of player A. Specifically, the raw score 2 represents the relationship between the main mode and the free mode in terms of the degree of deviation from a reference value of the number of times the character 301 passes for each coordinate in the preparation phases of the main mode and the free mode. For the main mode, as an example, the degree of deviation from a reference value of the number of times the character 301 passes for each coordinate is determined for each stage, and the average value is used.
[0089] The degree of deviation from the reference value may be any statistical difference from the reference value. One example of the degree of deviation from the reference value is a deviation value. The degree of deviation from the reference value is, for example, a deviation value among the number of times the character 301 passes through each coordinate of multiple players, including other players. The number of times the character 301 passes through each coordinate of multiple players, including other players, may be stored in advance in the evaluation device 1 or may be input to the evaluation device 1 from another device. The other players include players with neurodevelopmental disorders (e.g., ADHD) and general players. Alternatively, the degree of deviation from the reference value may be a difference from a predetermined value. For example, the relationship between the main mode and the free mode is the difference between the degree of deviation in the main mode and the degree of deviation in the free mode. Alternatively, the relationship between the main mode and the free mode may be the ratio between the degree of deviation in the main mode and the degree of deviation in the free mode.
[0090] The number of times the character 301 passes through each position represents the complexity of the arrangement of the pieces 302. In the main mode, the player is required to take the shortest and most optimal action to solve the problem without doing anything more difficult than necessary, so it is desirable to minimize the number of times the character 301 passes through each coordinate. On the other hand, in the free mode, the more complex the arrangement of the pieces 302 through trial and error, and the longer and more complex the automatic movement of the ball, the higher the score tends to be. In other words, in the free mode, the more times the character 301 passes through each coordinate, the higher the score will be.
[0091] The behaviors appropriate for the tasks desired of Player A differ between main mode and free mode. The raw score of 2, which shows the relationship between these two, represents Player A's ability to adopt behaviors appropriate for the given tasks. The ability to adopt behaviors appropriate for the given tasks is one element of executive function.
[0092] In step S305, processor 11 counts the number of times character 301 passes at each coordinate on the stage for each of the main mode and the free mode, based on the operation information of player A stored in operation information storage unit 122. For the free mode, processor 11 calculates a deviation value for the counted number of times character 301 passes at each coordinate among the number of times character 301 passes at each coordinate on the stage for multiple players, including other players. For the main mode, processor 11 calculates a deviation value for the number of times character 301 passes at each coordinate on the stage for multiple players, and calculates an average value of these. Processor 11 determines the difference between the average deviation value in the main mode and the deviation value in the free mode as raw score 2.
[0093] A raw score of 3 represents the time elapsed from the start of free mode until the first launch command (third operation) is given. In free mode, an unlimited number of attempts can be made within the second time limit, so the time elapsed until the first third operation is made in free mode represents the time spent by Player A in voluntarily planning and creating a path. Therefore, a raw score of 3 represents Player A's ability to suppress the urge to perform the third operation. The ability to suppress urges is one element of executive function.
[0094] In step S307, processor 11 determines the difference in timing between the operation information stored in operation information storage unit 122 that instructs player A to start free mode and the operation information that instructs the player A to perform the third operation for the first time in free mode as a rough score of 3.
[0095] The raw score of 4 is the maximum number of pieces 302 that have been placed in free mode when the third operation (launch command) is performed. In free mode, the more pieces 302 placed, the more complex the path becomes, leading to a higher score, but the amount of information that needs to be temporarily memorized also increases. Therefore, the raw score of 4 represents Player A's working memory ability, which is the ability to temporarily remember and process the positions of the placed pieces 302. Working memory ability is one element of executive function.
[0096] In step S309, processor 11 counts the number of pieces 302 placed during each third operation using operation information stored in operation information storage unit 122, the operation information indicating the operations of placing and deleting pieces 302 performed by player A between the start of free mode and the first third operation, and the operation information indicating the operations of placing and deleting pieces 302 performed between consecutive third operations, and sets the maximum value as a raw score of 4.
[0097] A raw score of 5 represents the maximum value of the results of the in-game processes performed by the passage of the ball 305 defined for each of the passage detection objects arranged on the stage each time the ball 305 reaches the goal 304 in free mode. If the passage detection object is a score object 306, a raw score of 5 is the maximum value of the points obtained each time the ball 305 reaches the goal 304 in free mode. In free mode, when the ball 305 reaches the goal 304, player A tries and errors the placement of the pieces 302 to correct the path ahead so as to gain more points. Therefore, a raw score of 5 represents player A's ability to adapt to the situation and use trial and error. The ability to use trial and error is one element of executive function.
[0098] In step S311, processor 11 uses operation information indicating player A's third operation stored in operation information memory unit 122 and the scores stored in game information memory unit 123 each time ball 305 reaches goal 304, and sets the maximum score among the scores each time ball 305 reaches goal 304 as a raw score of 5.
[0099] Processor 11 calculates indicators 1 to 6 using raw scores 1 to 5 (step S313). In step S313, processor 11 converts each of player A's raw scores 1 to 5 into an evaluation value based on a reference value. The reference value is, for example, a statistical value obtained from the raw scores of multiple players, such as an average value. The evaluation value is a value representing the position of player A's raw score relative to the evaluation value, for example, a value representing the position of player A's raw score among the raw scores of multiple players, and a specific example is a standard score (hereinafter referred to as z value). The z value is player A's raw score when the average value of the raw scores of multiple players is 0 and the standard deviation is 1. The z values of raw scores 1 to 5 are z1, z2, z3, z4, and z5, respectively.
[0100] In step S313, processor 11 calculates z values z1 to z5 for player A's raw scores 1 to 5 and sets them as indexes 1 to 5, respectively. Index 1, which is z value z1 for raw score 1, is an evaluation value for player A's planning ability, which is one of the elements of executive function. Index 2, which is z value z2 for raw score 2, is an evaluation value for player A's ability to perform actions appropriate to a given task. Index 3, which is z value z3 for raw score 3, is an evaluation value for player A's ability to inhibit impulses, which is one of the elements of executive function. Index 4, which is z value z4 for raw score 4, is an evaluation value for player A's working memory ability, which is one of the elements of executive function. Index 5, which is z value z5 for raw score 5, is an evaluation value for player A's ability to trial and error, which is one of the elements of executive function.
[0101] In step S313, processor 11 further obtains index 6 using index 1 and index 2 of player A obtained by the above calculation. As an example, in step S313, processor 11 adds up the z value of index 1 and the z value of index 2 of player A to obtain raw score 6, and calculates the z value of raw score 6 to obtain index 6. Index 6 includes two elements of player A: achievements in social activities and an element of executive function.
[0102] FIG. 18 is a diagram showing the relationship between Indicators 1 to 6 and elements of executive function. Indicators 1 to 5 are indices for evaluating Player A's basic cognitive abilities, respectively. By using two or more of Indicators 1 to 5, Player A's basic cognitive abilities are evaluated in a comprehensive manner. Therefore, Indicators 1 to 5 represent Player A's comprehensive cognitive function characteristics. Composite cognitive function characteristics are useful for psychosocial treatment of neurodevelopmental disorders. Indicator 6 includes Player A's achievements in social activities and basic cognitive abilities, and is therefore an indicator of Player A's executive function that is in line with Player A's real-life situation.
[0103] Processor 11 causes output device 5 to output the calculated indicators (step S315). As an example, in step S315, processor 11 generates image data for display screen 500 and passes it to output device 5. As a result, output device 5 displays indicators of player A. FIG. 19 is a schematic diagram showing an example of display screen 500 displayed on output device 5. Display screen 500 shows indicators 1 to 5 in a radar chart. Displaying display screen 500 on output device 5 makes it possible to easily know the evaluation of player A's executive function.
[0104] In the evaluation system 100 according to the embodiment, indexes 1 to 6 are calculated using operation information of player A playing the measurement game. Indexes 1 to 6 are obtained from the operation information of player A playing the same measurement game. Therefore, by using the evaluation device 1, both an index representing basic cognitive ability, which has conventionally been obtained by brain function measurement, and an index representing achievement in social activities, which has conventionally been obtained by symptom evaluation using a self-report rating scale, can be obtained from player A's behavior under the same conditions. Furthermore, by using the evaluation device 1, a composite index of executive function, including achievement in social activities and basic cognitive ability, can also be obtained from player A's behavior under the same conditions.
[0105] [verification] The inventors conducted verification to confirm that the assessment of executive function related to symptoms of neurodevelopmental disorders using the executive function assessment system 100 according to the embodiment reflects the assessment of symptoms using a self-report rating scale and the results of brain function measurements.
[0106] Thirty-three people aged 8 to 21 participated in the verification. The 33 participants consisted of 9 females and 24 males, with an average age of 13.45 years. Of the 33 participants, 22 (67%) had previously been diagnosed with ADHD by a clinician, and 12 (36%) had been diagnosed with ASD. Each of the 33 participants played the measurement game using a user terminal 3. Using the evaluation device 1, indexes 1 to 6 shown in FIG. 20 were obtained for each of the 33 participants from their operation information in the measurement game, as a result of a verification experiment conducted by the inventors. Each index in FIG. 20 is the average value of each participant's index.
[0107] In addition, the parents or guardians of each of the 33 participants assessed their symptoms by answering questions on a self-administered rating scale for the neurodevelopmental disorder group. For the verification, the Conners3 Parent Form, an assessment scale for executive dysfunction related to ADHD symptoms, was used as an example. Figure 21 shows the scores for each item obtained from the participants' responses to the Conners3 Parent Form. The items on the Conners3 Parent Form are "inattention," "impulsivity," "learning problems," "executive function," "challenge," and "interpersonal relationships." The scores in Figure 21 are the average standard deviation (T-score) obtained by standardizing the responses to each item on the Conners3 Parent Form for each participant, using age and gender.
[0108] In addition, 33 participants underwent the Cambridge Neuropsychological Test Automated Battery (CANTAB), a widely used method for measuring brain function, which includes the One-Touch Stockings (OTS), Stop-Signal Task (SST), and Spatial Working Memory (SWM). Figure 22 shows the measured values for each CANTAB test item for participants in the validation experiment. The CANTAB test items include the One-Touch Stockings (OTS), Stop-Signal Task (SST), and Spatial Working Memory (SWM-S), as well as the Spatial Working Memory (SWM-S) test. The measured values in Figure 22 are the average values for each CANTAB test item.
[0109] The inventors compared each of the Indicators 1 to 6 in FIG. 20 obtained from the participants with the "executive function" scores obtained from the "Conners3 Parent Form" in FIG. 21. The inventors also compared each of the Indicators 1 to 6 in FIG. 20 with the measured values for each test item in the CANTAB in FIG. 22. As a result of comparing each of the Indicators 1 to 6 in FIG. 20, the correlations shown in FIG. 23 were obtained. FIG. 23 is a diagram showing the correlation coefficients between each of the Indicators 1 to 6 in FIG. 20 and the "executive function" scores obtained from the responses to the "Conners3 Parent Form" in FIG. 21, and the measured values for each test item in the CANTAB in FIG. 22.
[0110] In Figure 23, for Indicators 3 to 5, the p-values indicating statistical significance were greater than the significance level of 0.05 for the "executive function" scores obtained from the "Conners3 Parent Form," indicating no statistical significance was obtained. For Indicators 2 and 6, the p-values indicating statistical significance were greater than the significance level of 0.05 for all CANTAB test items, indicating no statistical significance was obtained. Indicator 1 indicates that no statistical significance was obtained for the Impulse Control Test (SST), Working Memory Test (SWM), and Regularity of Responses on the Working Memory Test (SWM-S). Indicator 3 indicates that no statistical significance was obtained for the Operational Test (OTS), Working Memory Test (SWM), and Regularity of Responses on the Working Memory Test (SWM-S). Indicator 4 indicates that no statistical significance was obtained for the Operational Test (OTS) and the Impulse Control Test (SST). Index 5 indicates that no statistical significance was obtained for the Planning Test (OTS), the Impulse Control Test (SST), and the Working Memory Test (SWM).
[0111] The correlations in Figure 23 show that Indicators 1, 2, and 6 are significantly related to "executive function" assessed using the Conners3 Parent Form, with a particularly high correlation for Indicator 6, a composite index of Indicators 1 and 2. The correlations in Figure 23 also show that Indicator 1 is significantly related to the measurements in the CANTAB Planning Test (OTS). Furthermore, Indicator 3 is significantly related to the measurements in the CANTAB Impulse Control Test (SST). Furthermore, Indicator 4 is significantly related to the measurements in the CANTAB Working Memory Test (SWM). Furthermore, Indicator 5 is significantly related to the response regularity (SWM-S) in the CANTAB Working Memory Test.
[0112] [Variation 1] The score object 306 placed on the stage in free mode is an example of a pass detection object, and the pass detection object may be an object other than the score object 306. Another example of the pass detection object may be a goal-front condition object. The goal-front condition object refers to an object that requires the player to pass the ball 305 a predetermined number of times before reaching the goal 304. In this case, in the processing of FIG. 16 , instead of step S227, each time the ball 305 reaches the goal 304, processor 11 determines whether the ball 305 has passed through all of the placed goal-front condition objects a predetermined number of times in one execution. If there is a goal-front condition object through which the ball 305 has reached the goal 304 without passing through the predetermined number of times in one execution, processor 11 determines that the processing specified for the goal-front condition object has not been executed. In this case, processor 11 determines that the ball 305 has not reached the goal 304 for this execution and repeats the processing from step S203. As a result, the user terminal 3 resumes the initial state from the preparation phase of the free mode. The raw score 5 is the maximum value of the results of the processing performed by the passage of the ball 305 defined for each of the pre-goal condition objects placed on the stage. In this case, the raw score 5 is the number of times that the ball 305 passes through all of the pre-goal condition objects placed on the stage and reaches the goal 304 a defined number of times.
[0113] As another example, the pass determination object may be a pass count limit object. A pass count limit object refers to an object that allows ball 305 to pass through only a specified number of times (for example, once) for the player, and does not allow further pass therethrough. In this case, in the processing of FIG. 16 , processor 11 counts the number of times that ball 305 passes through the object in the execution. Processor 11 counts the number of pass count limit objects that ball 305 has passed through the specified number of times or less. When ball 305 passes through the object again after the specified number of times of passing exceeds the specified number, ball 305 may disappear. In this case, processor 11 determines that ball 305 has not reached goal 304 (NO in step S225). In this case, processor 11 repeats the processing from step S203. As a result, user terminal 3 resumes the initial state from the preparation phase of the free mode. In this case, the raw score 5 may be, for example, the maximum number of pass-count-limited objects that the ball 305 has passed through within a predetermined number of times or a specified number of times, counted each time the ball 305 reaches the goal 304.
[0114] The pass determination object is not limited to the score object 306, the goal front condition object, and the pass count limit object, but may be any object that performs predefined in-game processing depending on the state of the ball 305 at the time of passing and the number of passes when the ball 305 passes through.
[0115] [Variation 2] The pass detection object may be placed in a stage in the main mode as well as in the free mode. In this case, when determining whether or not ball 305 has reached goal 304 in step S125 of FIG. 15 , processor 11 further determines whether or not ball 305 has passed through the pass detection object in a specified state. For example, if a pass count limiting object is placed in the main mode, processor 11 counts the number of times ball 305 passes through the object in the execution, and when ball 305 passes through the object again after the number of times that ball 305 has passed through it exceeds the specified number of times, processor 11 determines in step S125 that ball 305 has not reached goal 304.
[0116] [Variation 3] The game processing 111 may not be executed by the processor 11 of the evaluation device 1 but may be executed by another device. The other device may be, for example, the user terminal 3. In this case, the evaluation device 1 obtains operation information of player A from the other device such as the user terminal 3 and executes the evaluation processing 112.
[0117] [Variation 4] A game in which pieces are placed to create a path to launch a ball from a launch pad and reach a goal is merely one example of a measurement game. The measurement game may be any game in which a player completes a task in a virtual space according to user operations, as long as it provides the subject with multiple virtual spaces with different tasks. Preferably, the multiple virtual spaces include a virtual space in which the player is required to take the quickest and most optimal action to solve the task, and a virtual space in which the player is required to use trial and error to solve the task.
[0118] [Variation 5] In the above example, the first half of the measurement game is the main mode and the second half is the free mode, but the order of the modes is not limited, and the first half may be the free mode and the second half the main mode. The measurement game may also include other modes in addition to the main mode and the free mode. The measurement game may or may not display the rules of the game at the beginning of each mode. The game program 121 for executing the measurement game may also be composed of, for example, multiple programs linked together, each of which is different for each mode.
[0119] <3. Notes> The present invention is not limited to the above-described embodiment, and various modifications are possible. [Explanation of symbols]
[0120] 1: Evaluation device (executive function evaluation device), 3: User terminal, 11: Processor (computing unit), 12: Memory, 100: Evaluation system, 121: Game program, 124: Evaluation program, 302: Piece, 303: Launch pad (starting point), 304: Goal (ending point), 305: Ball (moving object), 309: Score object, A: Evaluation subject, SP1: Virtual space (first virtual space), SP2: Virtual space (second virtual space), V1, V2: Field of view
Claims
1. An apparatus for assessing executive functions related to symptoms of neurodevelopmental disorders, a memory for storing operation information indicating operations performed by the subject on a virtual space in which a task is set and displayed on the user terminal; and a calculation unit for evaluating the executive function of the person to be evaluated, the calculation unit is configured to calculate the index of the executive function of the person to be evaluated by using a relationship between the plurality of virtual spaces of the operation information by the person to be evaluated in each of the plurality of virtual spaces displayed on the user terminal and having different set tasks. An assessment device for executive function.
2. The plurality of virtual spaces include a first virtual space in which the subject is required to take the shortest and most optimal action to solve the task, and a second virtual space in which the subject is required to use trial and error to solve the task. The apparatus for assessing executive function according to claim 1 .
3. The operation by the subject of evaluation is a first operation of moving an object in a field of view narrower than the entirety of each of the virtual spaces; a second operation of placing one or more pieces that affect movement of the moving object in each of the virtual spaces at positions within the field of view of each of the virtual spaces and corresponding to the object; a third operation of instructing the moving object to start moving in each of the virtual spaces, Each of the virtual spaces has a preparation phase in which the first operation and the second operation are permitted but the third operation is not permitted, and an execution phase in which the first operation and the second operation are not permitted but the third operation is permitted. The apparatus for assessing executive function according to claim 2 .
4. The relationship between the plurality of virtual spaces of the operation information by the evaluation subject in each of the virtual spaces includes a relationship between the first virtual space and the second virtual space in the degree of deviation from a reference value of the number of times the object passes for each position by the first operation. The apparatus for assessing executive function according to claim 3 .
5. the first virtual space is composed of a plurality of stages in which the difficulty of the tasks varies and the difficulty level increases as the tasks are solved; A score object is placed in advance in the second virtual space, the third operation can be performed an unlimited number of times within a time limit, and points corresponding to the score object that the moving body passes through when the moving body moves to solve the task in accordance with the third operation are added. The apparatus for assessing executive function according to claim 4 .
6. the calculation unit is configured to calculate the index of the executive function of the person to be evaluated by using a relationship among the plurality of virtual spaces of the operation information of the person to be evaluated in each of the virtual spaces and a maximum difficulty level of a stage at which the task is solved in the first virtual space. The apparatus for assessing executive function according to claim 5 .
7. The calculation unit is further configured to calculate an index of planning ability, which is one of the elements of the executive function, by using a highest difficulty level of a stage in which the task has been solved in the first virtual space. The apparatus for assessing executive function according to claim 5 .
8. The calculation unit is further configured to calculate an index of impulse control ability, which is one of the elements of the executive function, using a time period from when the second virtual space is displayed on the user terminal to when the third operation is first performed. The apparatus for assessing executive function according to claim 5 .
9. The calculation unit is further configured to calculate an index of working memory ability, which is one of the elements of the executive function, by using the maximum number of pieces arranged in the second virtual space when the third operation is performed. The apparatus for assessing executive function according to claim 5 .
10. The calculation unit is further configured to calculate an index of trial and error ability, which is one of the elements of the executive function, by using a maximum value among results of processing performed by the passage of the moving body defined in an object arranged in the second virtual space, each time the moving body moves in the second virtual space to solve the problem. The apparatus for assessing executive function according to claim 5 .
11. A computer program that causes a computer to function as an assessment device for executive functions related to symptoms of neurodevelopmental disorders, inputting operation information indicating an operation performed by the subject of evaluation on the virtual space in which the task is set and displayed on the user terminal; causing the computer to evaluate the executive function of the subject; evaluating the executive function includes calculating an index of the executive function of the person to be evaluated using a relationship between the plurality of virtual spaces of the operation information of the person to be evaluated in each of the plurality of virtual spaces displayed on the user terminal and having different set tasks. Computer program.
12. A computer program that causes a computer to function as a user terminal for obtaining operation information used in an evaluation of executive functions related to symptoms of neurodevelopmental disorders in an evaluation device, the computer program comprising: Switch between multiple virtual spaces, each with a different task, In each of the plurality of virtual spaces, moving an object in a field of view narrower than the entirety of each of the virtual spaces in accordance with a first operation of the subject of evaluation; placing one or more pieces that affect movement of a moving object in each of the virtual spaces at positions within the field of view of each of the virtual spaces and corresponding to the object in accordance with a second operation by the person to be evaluated; starting movement of the moving object in each of the virtual spaces in accordance with a third operation by the person to be evaluated; and causing the computer to store the operation information specifying the first operation to the third operation in a memory. Computer program.
13. The plurality of virtual spaces include a first virtual space in which the subject is required to take the shortest and most optimal action to solve the task, and a second virtual space in which the subject is required to use trial and error to solve the task.
13. A computer program according to claim 12.
14. The task includes moving the moving object from a start point to an end point set in the virtual space at a timing based on the third operation in each of the plurality of virtual spaces, and further In each of the plurality of virtual spaces, when the moving object collides with the piece, the movement of the moving object is changed in accordance with the piece.
13. A computer program according to claim 12.
Citation Information
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