Storage medium, information processing system, information processing device, and information processing method

By introducing motion data acquisition, fitness event settings, and enemy stamina update mechanisms into fitness games, the problem of insufficient motivation in existing fitness games is solved, achieving diversity and sustained motivation in fitness movements, and enhancing players' interest in fitness and sense of accomplishment.

CN112169307BActive Publication Date: 2026-04-21NINTENDO CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NINTENDO CO LTD
Filing Date
2020-06-30
Publication Date
2026-04-21

AI Technical Summary

Technical Problem

Existing fitness games lack effective motivational mechanisms, leading to player fatigue and insufficient motivation.

Method used

By introducing a mechanism in the game that acquires motion data, designates fitness events, sets completion conditions, and combines the update of enemy character stamina and player parameters, diverse fitness and combat events are designed to provide a dynamic game flow and a sense of accomplishment.

Benefits of technology

It enhances players' motivation to exercise, reduces fatigue caused by repetitive exercises, increases the game's tension and sense of accomplishment, and enhances the diversity and adaptability of exercise movements.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A storage medium, an information processing system, an information processing apparatus, and an information processing method are provided. The information processing apparatus acquires motion data based on an output of a sensor corresponding to an exercise motion performed by a player, and executes a game event. In the game event, the information processing apparatus specifies at least one kind of exercise event from among a plurality of kinds of exercise events, the exercise event being an event that causes the player to perform an exercise motion. In addition, the information processing apparatus executes, in the game event, an exercise event that causes the player to perform an exercise motion corresponding to the specified exercise event until a completion condition is satisfied. The information processing apparatus determines whether or not the completion condition has been satisfied based on the motion data acquired in the exercise event. The information processing apparatus repeats the specification and execution of the exercise event until it is determined that the completion condition has been satisfied.
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Description

Technical Field

[0001] This invention relates to a storage medium storing an information processing program for executing a game, an information processing system, an information processing device, and an information processing method. Background Technology

[0002] Previously, there were information processing programs for executing games that induce players to perform fitness movements. For example, there was a game that induced players to perform steps that mimicked jogging (see, for example, Japanese Patent Application Publication No. 2009-134572).

[0003] In games that, as described above, involve players performing fitness exercises, there is room for improvement in motivating players to do so.

[0004] Therefore, the purpose of this invention is to provide a storage medium, an information processing system, an information processing device, and an information processing method that can motivate players to perform fitness exercises. Summary of the Invention

[0005] In order to solve the above problems, the present invention adopts the following structures (1) to (28). (1)

[0007] One example of the present invention is a storage medium storing an information processing program executed by a computer of an information processing device. The information processing program enables the computer to function as an acquisition unit and a game event execution unit. The acquisition unit acquires motion data based on the output of sensors corresponding to a player's exercise movements. The game event execution unit executes a game event with set completion conditions. The game event execution unit includes a designation unit, a first exercise event execution unit, and a completion determination unit. The designation unit designates at least one type of exercise event from a plurality of types of exercise events, said exercise event being an event that causes the player to perform an exercise movement. The first exercise event execution unit executes a first exercise event in the game event that causes the player to perform an exercise movement corresponding to the designated exercise event until the completion conditions are met. The completion determination unit determines whether the completion conditions have been met based on the motion data acquired in the first exercise event. Before determining that the completion conditions have been met, the game event execution unit repeats the designation and execution of the first exercise event.

[0008] Based on the structure of (1) above, players can be motivated to perform fitness activities by aiming at the completion of game events, thus giving players the motivation to perform fitness activities. (2)

[0010] Alternatively, for a fitness event that has been assigned a specified number of times, the assigning unit may restrict the assignment of the fitness event until the conditions that allow the fitness event to be assigned again are met.

[0011] Based on the structure of (2) above, it is possible to reduce the possibility of players getting tired by only performing specific fitness movements. (3)

[0013] Alternatively, the conditions that enable a fitness event to be specified again may include at least one of the following: a condition relating to the elapsed time since the last execution of the fitness event as the first fitness event; and a condition relating to the number of times other fitness events different from the last fitness event as the first fitness event have been executed since the last execution of the fitness event as the first fitness event.

[0014] Based on the structure described in (3) above, conditions can be set to ensure sufficient time from when the player performs a certain fitness movement until the next time that fitness movement can be specified. This can more reliably reduce the likelihood of the player becoming fatigued from performing only specific fitness movements. (4)

[0016] Alternatively, conditions that can be specified again can be set for each type of fitness event.

[0017] Based on the structure of (4) above, appropriate conditions can be set according to the type of fitness movement. (5)

[0019] Alternatively, the designated unit may specify at least one type of fitness event from multiple types of fitness events based on the selection instructions made by the player.

[0020] Based on the structure of (5) above, it is possible to select the fitness movements that the player desires. (6)

[0022] Game events can also be combat events involving battles against enemy characters. Game event execution units can also include attack event execution units. The attack event execution unit executes an attack event against an enemy character in accordance with the fitness actions performed by the player in the first fitness event. Alternatively, a completion determination unit can determine whether conditions related to the enemy character's stamina have been met as the completion condition.

[0023] Based on the structure described in (6) above, players can perform fitness actions towards game objectives such as satisfying conditions related to the enemy character's stamina (e.g., defeating the enemy character), thus giving players a stronger motivation to perform fitness actions. (7)

[0025] The game event execution unit may also include a second fitness event execution unit and a defense event execution unit. The second fitness event execution unit executes a second fitness event during a combat event, causing the player to perform a prescribed fitness action. The defense event execution unit executes a defense event corresponding to the fitness action performed by the player during the second fitness event, defending against attacks from enemy characters.

[0026] Based on the structure of (7) above, players perform fitness actions for both attack and defense in combat events, thus increasing the opportunities for players to perform fitness actions. (8)

[0028] Alternatively, the second fitness event may be determined independently of the player's instructions.

[0029] Based on the structure described in (8) above, the game flow can be carried out in a good rhythm, such as the player character defending against attacks from the enemy character. (9)

[0031] The game event execution unit may also include a stamina update unit and an end unit. The stamina update unit reduces the player's stamina value in accordance with the fitness actions performed by the player in the second fitness event. The end unit determines that the player has lost the battle event and ends the battle event if the player's stamina value has met the prescribed conditions.

[0032] Based on the structure of (9) above, it is possible to enable players to perform fitness exercises with a sense of tension that cannot be obtained by simply performing fitness exercises. (10)

[0034] Alternatively, the completion determination unit may determine whether the completion condition has been met based on game results, including action data, player parameters associated with the player, and / or player parameters associated with the player's corresponding character. The information processing program may also function as a player parameter updating unit. This unit updates the player parameters in accordance with the completion of game events, progressing the game and updating the player parameters accordingly to facilitate the fulfillment of the completion condition.

[0035] Based on the structure described in (10) above, by updating player parameters, players are more likely to advance the game favorably, thus giving them a sense of accomplishment in the game. This, in turn, motivates players to continuously engage in fitness activities through continuous gameplay. (11)

[0037] The information processing program can also enable the computer to function as a body information storage and control unit. The body information storage and control unit stores the body information set before a game event is executed into a storage medium accessible to the information processing device. Alternatively, the game event execution unit can use the body information to execute the game event.

[0038] Based on the structure of (11) above, game events are executed according to each player's physical information, so players can easily perform fitness movements that correspond to their own physical abilities and physical condition. (12)

[0040] Alternatively, the body information may include information determined based on motion data from fitness movements performed by the player prior to the execution of the game event.

[0041] Based on the structure described in (12) above, high-precision body information can be used to execute game events. (13)

[0043] Alternatively, the first fitness event execution unit can adjust the load of the fitness movements that the player is to perform in the game event based on the player's body information.

[0044] Based on the structure described above (13), players can perform fitness exercises with a load that corresponds to their physical abilities and physical condition. (14)

[0046] The game event execution unit may also include an evaluation unit. The evaluation unit calculates the evaluation result of the player's fitness movements performed in the first fitness event based on body information and motion data obtained during that event. The completion determination unit determines whether the completion condition has been met based on the game result derived from the evaluation.

[0047] Based on the structure described above (14), it is possible to evaluate fitness movements with high precision by taking into account the player's physical information. (15)

[0049] Alternatively, in the first fitness event where the first fitness event execution unit causes the player to perform a fitness action that requires them to adopt a specified target body posture, if the state of not achieving the target body posture has lasted for a specified time based on the action data, the threshold used in the determination is updated to make it easier to determine that the player has adopted the target body posture.

[0050] Based on the structure described above (15), players can perform fitness exercises without adopting difficult body postures. (16)

[0052] The game event execution unit may also include a start determination unit. Before the first fitness event, the start determination unit determines, based on motion data, whether the player's body posture is the same as the body posture at the start of the fitness movement corresponding to the first fitness event. Alternatively, the first fitness event execution unit may start the first fitness event in accordance with the determination, based on motion data, that the player has already adopted the body posture at the start of the fitness movement.

[0053] Based on the structure described in (16) above, the likelihood of starting a fitness event before the player has completed the preparation for the fitness movements can be reduced. In addition, the player can easily perform fitness movements from the initial body posture during the fitness event. (17)

[0055] Alternatively, the first fitness event execution unit may display an image of the player's or the player character's body on a display device during the first fitness event, and emphasize the parts of the body image that correspond to the fitness movements that the player is to perform in the first fitness event.

[0056] Based on the structure of (17) above, it is easy to understand to inform the player which part of the body the fitness exercise is effective for, or which part of the body the exercise uses. (18)

[0058] Another example of the invention is an information processing program executed by a computer of an information processing device. The information processing program enables the computer to function as an acquisition unit and a game processing unit. The acquisition unit acquires motion data based on the output of sensors corresponding to fitness movements performed by the player. The game processing unit executes a battle event involving combat with an enemy character, and progresses the game accordingly upon completion of the battle event. The game processing unit includes a fitness event execution unit and a stamina update unit. The fitness event execution unit executes a fitness event during the battle event, causing the player to perform fitness movements. If the motion data acquired during the fitness event meets the conditions corresponding to that fitness event, the stamina update unit reduces the enemy character's stamina. If the enemy character's stamina meets a predetermined condition, the game processing unit considers the battle event complete, thus progressing the game.

[0059] Based on the structure described in (18) above, fitness actions are used as instructions for attacking during combat events, thus transforming the game-related motivation of "defeating enemy characters to advance the game" into the player's motivation to perform fitness actions. Therefore, it is possible to provide players with the motivation to perform fitness actions in the game. (19)

[0061] Alternatively, the fitness event execution unit can execute multiple types of fitness events that cause the player to perform different types of fitness movements. Or, the stamina update unit can adjust the amount of stamina reduction in the enemy character based on the type of fitness event performed by the player.

[0062] Based on the structure described above (19), players can be motivated to improve the quality of the fitness movements they perform. (20)

[0064] Alternatively, the stamina update unit can change the amount of stamina reduction in the enemy character based on the evaluation related to the action data obtained in the battle event.

[0065] Based on the structure described above (20), the strategic aspect of the game that prompts players to perform fitness exercises can be enhanced. Furthermore, it can motivate players to perform a wide variety of fitness exercises. (twenty one)

[0067] Alternatively, it could be the load of the fitness action corresponding to the fitness event set for that fitness event, or the load calculated based on the fitness action performed by the player in the fitness event. If the load is high, the stamina update unit increases by the amount that reduces the enemy character's stamina compared to if the load is low.

[0068] Based on the structure described above (21), players can achieve good game results by performing fitness exercises solidly, thus giving players the motivation to improve the quality of the fitness exercises they perform. (twenty two)

[0070] Alternatively, the stamina update unit updates the enemy character's stamina based on action data and player parameters associated with the player and / or the player character they represent. The information processing program can also function as a player parameter update unit. The player parameter update unit updates player parameters in such a way that, given the same action data acquired during a combat event, the decrease in the enemy character's stamina increases proportionally to the game's progress.

[0071] Based on the structure described in (22) above, by updating the player parameters, the player can more easily inflict greater damage on the enemy character, thus giving the player a sense of accomplishment in the game. This, in turn, motivates the player to continuously engage in fitness activities through continuous gameplay. (twenty three)

[0073] Alternatively, after the battle event in which the first enemy character appears is completed, the game processing unit executes a battle event in which a second enemy character with a higher health value than the first enemy character appears.

[0074] Based on the structure described above (23), players can gain a sense of accomplishment from progressing through the game. (twenty four)

[0076] Alternatively, the fitness event execution unit can execute multiple types of fitness events that cause the player to perform different types of fitness movements. The game processing unit may also include a designation unit. The designation unit designates at least one type of fitness event from multiple types of fitness events during a battle event. Alternatively, the fitness event execution unit executes the designated fitness event. Alternatively, the designation unit can execute the designation of a fitness event multiple times during the game. Alternatively, for a fitness event that has been designated a predetermined number of times, the designation unit restricts the designation of that fitness event until the conditions for that fitness event to be designated again are met.

[0077] Based on the structure described above (24), it is possible to reduce the likelihood of players becoming fatigued by performing only specific fitness movements. (25)

[0079] Alternatively, the fitness event execution unit can execute multiple types of fitness events that cause the player to perform different types of fitness movements. Alternatively, combat events can include attack events that attack enemy characters and defense events that defend against attacks from enemy characters. The game processing unit may also include a designation unit. In combat events, the designation unit designates at least one type of fitness event from multiple types of fitness events according to the player's selection instructions. Alternatively, in attack events, if the action data obtained in the designated fitness event meets the conditions corresponding to that fitness event, the stamina update unit reduces the enemy character's stamina. Alternatively, in defense events, if the action data obtained in a fitness event determined independently of the player's instructions meets the conditions corresponding to that fitness event, the stamina update unit reduces the stamina of the player's corresponding character.

[0080] Based on the structure described above (25), the game flow can be carried out in a good rhythm, such as the player character defending against attacks from the enemy character. (26)

[0082] The game processing unit may also include an ending unit. The ending unit determines that the player has lost the battle event and ends the battle event if the player's corresponding health value has met the specified conditions.

[0083] Based on the structure described above (26), it is possible to enable players to perform fitness exercises with a sense of tension that cannot be obtained by simply performing fitness exercises. (27)

[0085] The information processing program can also enable the computer to function as a body information storage and control unit. This unit stores the player's body information, set before a combat event, in a storage medium accessible to the information processing device. Alternatively, a stamina update unit can reduce the enemy character's stamina based on body information and motion data acquired during fitness events.

[0086] Based on the structure described above (27), the game results can be adjusted according to the player's physical information and the fitness movements performed by the player. (28)

[0088] Alternatively, in a fitness event where the fitness event execution unit causes the player to perform a fitness action that requires them to adopt a specified target body posture, if the motion data obtained in the fitness event does not reach the value corresponding to the target body posture for a specified period of time, the unit updates the threshold related to the target body posture to make it easier for the motion data to reach the value corresponding to the target body posture.

[0089] Based on the structure described above (28), players can perform fitness exercises without adopting difficult body postures.

[0090] Furthermore, another example of the present invention may be an information processing apparatus or information processing system comprising each of the units described in (1) to (28) above. Additionally, another example of the present invention may be an information processing method executed in the information processing apparatus (or information processing system) described in (1) to (28) above.

[0091] Based on the aforementioned storage medium containing information processing programs, information processing system, information processing device, and information processing method, players can be motivated to perform fitness exercises.

[0092] These and other objects, features, aspects, and effects of the present invention should become more apparent from the following detailed description in comparison with the accompanying drawings. Attached Figure Description

[0093] Figure 1 This is a diagram illustrating one example of the various devices included in a game system.

[0094] Figure 2 This diagram shows an example of a state in which a left controller 3 and a right controller 4 are installed on the main unit 2.

[0095] Figure 3 This diagram shows an example of the state after the left controller 3 and right controller 4 have been removed from the main unit 2.

[0096] Figure 4This is a six-view diagram showing an example of the main body device 2.

[0097] Figure 5 This is a six-view diagram representing an example of the left controller 3.

[0098] Figure 6 This is a six-view diagram representing an example of the right controller 4.

[0099] Figure 7 This is a block diagram illustrating an example of the internal structure of the main device 2.

[0100] Figure 8 This is a block diagram illustrating an example of the internal structure of the main unit 2, the left controller 3, and the right controller 4.

[0101] Figure 9 This is a diagram showing an example of the circular expansion device 5.

[0102] Figure 10 This is a block diagram illustrating an example of the internal structure of the circular expansion device 5.

[0103] Figure 11 This is a diagram showing an example of a belt-type extension device 6.

[0104] Figure 12 This diagram illustrates an example of a user using the circular extension device 5 and the strip extension device 6.

[0105] Figure 13 This is an example of a game image representing a battle event.

[0106] Figure 14 This is a diagram illustrating an example of the game's flow during a combat event.

[0107] Figure 15 This is a diagram representing an example of selecting an image.

[0108] Figure 16 This is an example of a diagram representing a preparatory action.

[0109] Figure 17 This is an example of an image displayed during a fitness event.

[0110] Figure 18 This is an example of an image displayed during an attack.

[0111] Figure 19 This is an example of an image displayed during a fitness event in a defensive round.

[0112] Figure 20 This is an example of an image displayed during a defensive event in a defensive round.

[0113] Figure 21 This is a diagram illustrating an example of the various types of data used in information processing within Game System 1.

[0114] Figure 22 This is a flowchart illustrating an example of information processing performed by game system 1.

[0115] Figure 23 It means Figure 22 The following is a sub-flowchart of an example of the detailed process for handling combat events in step S14.

[0116] Figure 24 It means Figure 23 The following is a sub-flowchart of an example of the detailed process of handling fitness events during an attack, shown in step S22.

[0117] Figure 25 It means Figure 23 The following is a sub-flowchart of an example of the detailed process of handling fitness events during defense in step S27. Detailed Implementation

[0118] [1. The Structure of the Game System]

[0119] The following describes an example of a game system involved in this embodiment. Figure 1 This is a diagram illustrating one example of the devices included in a game system. For example... Figure 1 As shown, the game system 1 includes a main unit 2, a left controller 3 and a right controller 4, a circular expansion device 5 and a strip expansion device 6.

[0120] The main unit 2 is an example of an information processing device, and in this embodiment, it functions as the main body of a game console. The left controller 3 and right controller 4 are respectively detachable from the main unit 2 (see reference). Figure 1 and Figure 3 In other words, users can install the left controller 3 and the right controller 4 separately on the main unit 2 to use it as an integrated device (see reference). Figure 2 Additionally, users can also use the main unit 2, left controller 3, and right controller 4 independently (see reference). Figure 3 Furthermore, in the following text, the main unit 2 and the controllers 3 and 4 are sometimes collectively referred to as the "game device".

[0121] The loop-shaped expansion device 5 is an example of an expansion device for the right controller 4. The loop-shaped expansion device 5 is used with the right controller 4 installed on it. Similarly, the strip-shaped expansion device 6 is an example of an expansion device for the left controller 3. The strip-shaped expansion device 6 is used with the left controller 3 installed on it. Thus, in this embodiment, the user can also use each controller 3 and 4 with each controller installed on its respective expansion device (see reference). Figure 12 Furthermore, the circular expansion device 5 is not limited to being able to install the right controller 4; it may also be able to install the left controller 3. Similarly, the belt expansion device 6 is not limited to being able to install the left controller 3; it may also be able to install the right controller 4.

[0122] Figure 2 This diagram illustrates an example of a configuration where a left controller 3 and a right controller 4 are mounted on the main unit 2. (Example) Figure 2 As shown, the left controller 3 and the right controller 4 are respectively mounted on the main unit 2 and thus integrated. The main unit 2 is a device that performs various processes (e.g., game processing) in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices equipped with operation units for user input.

[0123] Figure 3 This diagram illustrates an example of the state after the left controller 3 and right controller 4 have been removed from the main unit 2. (See diagram for example.) Figure 2 and Figure 3 As shown, the left controller 3 and the right controller 4 can be attached to and detached from the main unit 2. Furthermore, in the following text, the left controller 3 and the right controller 4 are sometimes collectively referred to as "controllers".

[0124] Figure 4 This is a six-view diagram showing an example of the main body device 2. For example... Figure 4 As shown, the main body device 2 has a generally plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front side, i.e., the surface on which the display 12 is provided) is generally rectangular in shape.

[0125] Furthermore, the shape and size of the outer casing 11 are arbitrary. For example, the outer casing 11 can be a portable size. Alternatively, the main unit 2 can be a standalone device, or an integrated device with the left controller 3 and right controller 4 mounted on the main unit 2, which can also be a handheld device. Additionally, the main unit 2 or the integrated device can also be a movable device.

[0126] like Figure 4As shown, the main unit 2 includes a display 12 disposed on the main surface of the housing 11. The display 12 is used to display images generated by the main unit 2. In this embodiment, the display 12 is assumed to be a liquid crystal display (LCD). However, the display 12 can be any type of display device.

[0127] Furthermore, the main device 2 includes a touch panel 13 on the display screen 12. In this embodiment, the touch panel 13 is a touch panel capable of multi-touch input (e.g., capacitive touch). However, the touch panel 13 can be any type of touch panel; for example, it can also be a touch panel capable of single-touch input (e.g., resistive touch).

[0128] The main unit 2 has a speaker inside the housing 11 (i.e., Figure 7 The speaker 88 shown. Figure 4 As shown, speaker holes 11a and 11b are formed on the main surface of the housing 11. Moreover, the output sound of the speaker 88 is output from these speaker holes 11a and 11b respectively.

[0129] In addition, the main unit 2 has a left terminal 17 for wired communication between the main unit 2 and the left controller 3, and a right terminal 21 for wired communication between the main unit 2 and the right controller 4.

[0130] like Figure 4 As shown, the main unit 2 includes a slot 23. The slot 23 is located on the upper side of the housing 11. The slot 23 has a shape suitable for storing a specified type of storage medium. The specified type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) used by the game system 1 and similar information processing devices. The specified type of storage medium is used to store data used in the main unit 2 (e.g., application save data) and / or programs executed in the main unit 2 (e.g., application programs). In addition, the main unit 2 includes a power button 28.

[0131] The main unit 2 includes a lower terminal 27. The lower terminal 27 is used for communication between the main unit 2 and the tray. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a concave-side connector). When the aforementioned integrated device or main unit 2 is mounted on the tray, the game system 1 can display the image generated and output by the main unit 2 on a fixed monitor. Furthermore, in this embodiment, the tray has the function of charging the mounted integrated device or main unit 2. Additionally, the tray functions as a hub device (specifically, a USB hub).

[0132] Figure 5 This is a six-view diagram representing an example of the left controller 3. For example... Figure 5 As shown, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a longitudinal shape, that is, in the vertical direction (i.e., Figure 2 and Figure 5 The shape is elongated along the y-axis (as shown). The left controller 3 can be held longitudinally even when detached from the main body 2. The housing 31 is designed to be held in a shape and size that allows for single-handed, particularly left-handed, handling when held longitudinally. Furthermore, the left controller 3 can also be held laterally. When holding the left controller 3 laterally, it can also be held with both hands.

[0133] The left controller 3 has an analog stick 32. For example... Figure 5 As shown, the analog joystick 32 is provided on the main surface of the housing 31. The analog joystick 32 can be used as a direction input unit. The user can input the direction corresponding to the tilting direction (and the magnitude corresponding to the tilting angle) by tilting the analog joystick 32. In addition, the left controller 3 may also be equipped with a cross button or a sliding joystick that can perform sliding input to replace the analog joystick as the direction input unit. In addition, in this embodiment, the input of pressing the analog joystick 32 can be performed.

[0134] The left controller 3 is equipped with various operation buttons. On the main surface of the housing 31, the left controller 3 has four operation buttons 33-36 (specifically, a right-direction button 33, a down-direction button 34, an up-direction button 35, and a left-direction button 36). Furthermore, the left controller 3 has a recording button 37 and a negative button 47. On the upper left side of the housing 31, the left controller 3 has a first L button 38 and a ZL button 39. Additionally, on the side of the housing 31 on the side where it is mounted when installed on the main unit 2, the left controller 3 has a second L button 43 and a second R button 44. These operation buttons are used to give instructions corresponding to various programs (e.g., OS programs, application programs) executed by the main unit 2.

[0135] In addition, the left controller 3 has a terminal 42 for wired communication between the left controller 3 and the main unit 2.

[0136] Figure 6 This is a six-view diagram representing an example of the right controller 4. For example... Figure 6As shown, the right controller 4 includes a housing 51. In this embodiment, the housing 51 is elongated, that is, elongated in the vertical direction. The right controller 4 can be held vertically even when detached from the main body device 2. The housing 51 is designed to be shaped and sized so that it can be held with one hand, especially the right hand, when held vertically. In addition, the right controller 4 can also be held horizontally. When holding the right controller 4 horizontally, it can also be held with both hands.

[0137] Like the left controller 3, the right controller 4 also has an analog joystick 52 as a direction input unit. In this embodiment, the analog joystick 52 has the same structure as the analog joystick 32 of the left controller 3. Alternatively, the right controller 4 may have a crosshair or a sliding joystick for sliding input instead of the analog joystick. Like the left controller 3, the right controller 4 also has four operation buttons 53-56 (specifically, A button 53, B button 54, X button 55, and Y button 56) on the main surface of the housing 51. Furthermore, the right controller 4 has a + (positive) button 57 and a Home button 58. Additionally, the right controller 4 has a first R button 60 and a ZR button 61 on the upper right side of the housing 51. Also like the left controller 3, the right controller 4 has a second L button 65 and a second R button 66.

[0138] Additionally, a window 68 is provided on the lower side of the housing 51. The right controller 4 includes an infrared camera 123 and an infrared emitter 124 disposed inside the housing 51, details of which will be described later. The infrared camera 123 emits infrared light from the lower direction of the right controller 4. Figure 6 Using the negative y-axis direction as the shooting direction, the area around the right controller 4 is photographed via window 68. The infrared emitting unit 124 will shoot in the downward direction (as shown) of the right controller 4. Figure 6 The area centered on the negative y-axis (as shown) is designated as the illumination range, and infrared light is irradiated onto the target to be photographed by the infrared camera unit 123 via the window 68. The window 68 protects the lens of the camera unit 123, the light emitter of the infrared light-emitting unit 124, etc., and is made of a material (e.g., a transparent material) that allows light of the wavelength detected by the camera and light irradiated by the light emitter to pass through. Alternatively, the window 68 may be a hole formed in the housing 51. Furthermore, in this embodiment, the infrared camera unit 123 itself has a filter member that suppresses the transmission of light of wavelengths other than the light detected by the camera (infrared light in this embodiment). However, in other embodiments, the window 68 may also have a filtering function.

[0139] In addition, the right controller 4 has a terminal 64 for wired communication between the right controller 4 and the main unit 2.

[0140] Figure 7This is a block diagram showing an example of the internal structure of the main body device 2. The main body device 2, besides... Figure 4 In addition to the structure shown, it also has Figure 7 The structural elements 81-91, 97, and 98 are shown. Some of these structural elements 81-91, 97, and 98 can also be mounted as electronic components on an electronic circuit board and housed within the housing 11.

[0141] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that performs various information processing tasks within the main unit 2. For example, it can be composed solely of a CPU (Central Processing Unit), or it can be a System-on-a-Chip (SoC) that includes multiple functions such as CPU functionality and GPU (Graphics Processing Unit) functionality. The processor 81 performs various information processing tasks by executing information processing programs (e.g., game programs) stored in a storage unit (specifically, internal storage media such as flash memory 84, or external storage media installed in slot 23).

[0142] As an example of its built-in internal storage media, the main unit 2 includes flash memory 84 and DRAM (Dynamic Random Access Memory) 85. Flash memory 84 and DRAM 85 are connected to processor 81. Flash memory 84 is primarily used to store various data (which may also be programs) stored in the main unit 2. DRAM 85 is used for temporarily storing various data used in information processing.

[0143] The main unit 2 has a slot interface (hereinafter referred to as "I / F") 91. Slot I / F 91 is connected to processor 81. Slot I / F 91 is connected to slot 23 and reads and writes data to a specified type of storage medium (e.g., a dedicated memory card) installed in slot 23 according to instructions from processor 81.

[0144] The processor 81 performs the above-mentioned information processing by appropriately reading or writing data between the flash memory 84, the DRAM 85, and the aforementioned storage media.

[0145] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with external devices via a network (specifically, wirelessly). In this embodiment, as a first communication method, the network communication unit 82 communicates with external devices by connecting to a wireless LAN in accordance with the Wi-Fi standard. Furthermore, as a second communication method, the network communication unit 82 communicates wirelessly with other main units 2 of the same type using a prescribed communication method (e.g., communication based on a unique protocol, infrared communication). Moreover, the wireless communication based on the second communication method enables a so-called "local communication" function: it allows wireless communication with other main units 2 configured within a closed local area network area, and transmits and receives data through direct communication between multiple main units 2.

[0146] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 wirelessly communicates with the left controller 3 and / or the right controller 4. The communication method between the main unit 2 and the left controller 3 and the right controller 4 is arbitrary. In this embodiment, the controller communication unit 83 communicates with the left controller 3 and with the right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0147] The processor 81 is connected to the left terminal 17, right terminal 21, and lower terminal 27 described above. When communicating with the left controller 3 via a wired connection, the processor 81 sends data to and receives operation data from the left controller 3 via the left terminal 17. Similarly, when communicating with the right controller 4 via a wired connection, the processor 81 sends data to and receives operation data from the right controller 4 via the right terminal 21. Furthermore, when communicating with the bracket, the processor 81 sends data to the bracket via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired and wireless communication with the left controller 3 and the right controller 4, respectively. Additionally, when the left controller 3 and right controller 4 are integrated into the main unit 2, or when the main unit 2 is mounted as a standalone unit on the bracket, the main unit 2 can output data (e.g., image data, audio data) to a fixed monitor or similar device via the bracket.

[0148] Here, the main device 2 can communicate simultaneously (in other words, in parallel) with multiple left controllers 3. Additionally, the main device 2 can communicate simultaneously (in other words, in parallel) with multiple right controllers 4. Therefore, multiple users can simultaneously input to the main device 2 using separate groups of left controllers 3 and right controllers 4. For example, a first user can use a first group of left controllers 3 and right controllers 4 to input to the main device 2, while a second user simultaneously uses a second group of left controllers 3 and right controllers 4 to input to the main device 2.

[0149] The main unit 2 includes a touch panel controller 86, which is a circuit for controlling the touch panel 13. The touch panel controller 86 is connected between the touch panel 13 and the processor 81. Based on signals from the touch panel 13, the touch panel controller 86 generates data, for example, indicating the location of a touch input, and outputs the data to the processor 81.

[0150] Additionally, the display 12 is connected to the processor 81. The processor 81 displays images generated (e.g., by performing the information processing described above) and / or images acquired from external sources on the display 12.

[0151] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speakers 88 and the sound input / output terminals 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of sound data to the speakers 88 and the sound input / output terminals 25.

[0152] Additionally, the main unit 2 includes an acceleration sensor 89. In this embodiment, the acceleration sensor 89 detects acceleration along three predetermined axes (e.g., Figure 2 The magnitude of the acceleration in the x, y, and z axes is shown. Furthermore, the acceleration sensor 89 can also detect acceleration in one or two axial directions.

[0153] Additionally, the main body device 2 includes an angular velocity sensor 90. In this embodiment, the angular velocity sensor 90 detects angular velocity around three predetermined axes (e.g., Figure 2 The angular velocity (xyz axis shown) is also measured. Furthermore, the angular velocity sensor 90 can also detect angular velocities about one axis or two axes.

[0154] Accelerometer 89 and angular velocity sensor 90 are connected to processor 81, and the detection results of accelerometer 89 and angular velocity sensor 90 are output to processor 81. Processor 81 can calculate information related to the activity and / or posture of main body device 2 based on the detection results of accelerometer 89 and angular velocity sensor 90.

[0155] The main unit 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Furthermore, although not shown in the diagram, the power control unit 97 is connected to various parts of the main unit 2 (specifically, the parts that receive power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the power supply from the battery 98 to these parts based on instructions from the processor 81.

[0156] Additionally, the battery 98 is connected to the lower terminal 27. When an external charging device (e.g., a bracket) is connected to the lower terminal 27 and power is supplied to the main unit 2 via the lower terminal 27, the supplied power is charged into the battery 98.

[0157] Figure 8 This is a block diagram illustrating an example of the internal structure of the main unit 2, the left controller 3, and the right controller 4. Furthermore, detailed information regarding the internal structure related to the main unit 2 can be found in... Figure 7 As shown in the text, therefore in Figure 8 Omitted in .

[0158] The left controller 3 includes a communication control unit 101 for communicating with the main unit 2. For example... Figure 8 As shown, the communication control unit 101 is connected to various structural elements, including terminal 42. In this embodiment, the communication control unit 101 can communicate with the main device 2 via both wired communication via terminal 42 and wireless communication without terminal 42. The communication control unit 101 controls the communication method between the left controller 3 and the main device 2. That is, when the left controller 3 is installed on the main device 2, the communication control unit 101 communicates with the main device 2 via terminal 42. In addition, when the left controller 3 is detached from the main device 2, the communication control unit 101 communicates wirelessly with the main device 2 (specifically, the controller communication unit 83). For example, wireless communication between the controller communication unit 83 and the communication control unit 101 follows the Bluetooth (registered trademark) standard.

[0159] Additionally, the left controller 3 includes a memory 102, such as a flash memory. The communication control unit 101 is configured as a microcomputer (also called a microprocessor), which performs various processes by executing firmware stored in the memory 102.

[0160] The left controller 3 has buttons 103 (specifically, buttons 33-39, 43, 44, and 47). Additionally, the left controller 3 has an analog joystick (in... Figure 8The analog joystick 32 (referred to as "joystick" in the text) will repeatedly output information related to the operation performed on itself to the communication control unit 101 at appropriate times.

[0161] The left controller 3 includes an inertial sensor. Specifically, the left controller 3 includes an acceleration sensor 104. Additionally, the left controller 3 includes an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects along three predetermined axes (e.g., Figure 5 The magnitude of the acceleration in the x, y, and z axes (as shown). Furthermore, the accelerometer 104 can also detect acceleration in one or two axial directions. In this embodiment, the angular velocity sensor 105 detects acceleration around three predetermined axes (e.g., x, y, z axes). Figure 5 The angular velocity (x, y, z axes shown) is also measured. Furthermore, the angular velocity sensor 105 can also detect angular velocities about one or two axes. The accelerometer 104 and the angular velocity sensor 105 are each connected to the communication control unit 101. Moreover, the detection results from the accelerometer 104 and the angular velocity sensor 105 are repeatedly output to the communication control unit 101 at appropriate times.

[0162] The communication control unit 101 acquires input-related information (specifically, operation-related information or sensor detection results) from each input unit (specifically, each button 103, analog joystick 32, and each sensor 104 and 105). The communication control unit 101 then transmits operation data, including the acquired information (or information obtained after predetermined processing of the acquired information), to the main unit 2. Furthermore, the operation data is repeatedly transmitted at a rate of once every predetermined time interval. The interval at which input-related information is transmitted to the main unit 2 can be the same or different for each input unit.

[0163] By sending the aforementioned operation data to the main unit 2, the main unit 2 can obtain the input made to the left controller 3. That is, the main unit 2 can determine the operation of each button 103 and analog joystick 32 based on the operation data. In addition, the main unit 2 can calculate information related to the activity and / or posture of the left controller 3 based on the operation data (specifically, the detection results of the accelerometer 104 and the angular velocity sensor 105).

[0164] The left controller 3 includes a vibrator 107 for notifying the user via vibration. In this embodiment, the vibrator 107 is controlled according to instructions from the main unit 2. That is, when the communication control unit 101 receives the aforementioned instructions from the main unit 2, it drives the vibrator 107 according to those instructions. Here, the left controller 3 includes an encoding / decoding unit 106. When the communication control unit 101 receives the aforementioned instructions, it outputs a control signal corresponding to the instructions to the encoding / decoding unit 106. The encoding / decoding unit 106 generates a drive signal for driving the vibrator 107 based on the control signal from the communication control unit 101 and provides the drive signal to the vibrator 107. As a result, the vibrator 107 operates.

[0165] More specifically, the oscillator 107 is a linear vibration motor. Unlike ordinary motors that perform rotary motion, linear vibration motors are driven in a predetermined direction based on the input voltage, and therefore can vibrate with an amplitude and frequency corresponding to the waveform of the input voltage. In this embodiment, the vibration control signal sent from the main unit 2 to the left controller 3 can be a digital signal representing frequency and amplitude per unit time. In another embodiment, information representing the waveform itself can also be sent from the main unit 2, but the amount of communication data can be reduced by sending only the amplitude and frequency. In addition, to further reduce the amount of data, only the difference between the amplitude and frequency values ​​and the previous values ​​can be sent instead of the current amplitude and frequency values. In this case, the encoder / decoder unit 106 converts the digital signal representing the amplitude and frequency values ​​obtained from the communication control unit 101 into an analog voltage waveform, and inputs a voltage based on this waveform, thereby driving the oscillator 107. Therefore, by changing the amplitude and frequency sent per unit time, the main unit 2 can control the amplitude and frequency at which the oscillator 107 vibrates. Furthermore, the amplitude and frequency sent from the main unit 2 to the left controller 3 are not limited to one, but can be two or more. In this case, the encoder / decoder unit 106 can generate a waveform for controlling the voltage of the oscillator 107 by synthesizing the waveforms represented by the multiple received amplitudes and frequencies.

[0166] The left controller 3 includes a power supply unit 108. In this embodiment, the power supply unit 108 includes a battery and a power control circuit. Although not shown in the figure, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).

[0167] like Figure 8As shown, the right controller 4 includes a communication control unit 111 for communicating with the main device 2. Additionally, the right controller 4 includes a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to various structural elements, including a terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main device 2 via both wired communication via the terminal 64 and wireless communication without the terminal 64 (specifically, communication conforming to the Bluetooth standard), controlling the communication method of the right controller 4 with the main device 2.

[0168] The right controller 4 has the same inputs as the left controller 3. Specifically, it has buttons 113, an analog joystick 52, and inertial sensors (accelerometer 114 and angular velocity sensor 115). These inputs have the same functions as the inputs of the left controller 3 and operate in the same manner.

[0169] Furthermore, the right controller 4 includes an oscillator 117 and an encoding / decoding unit 116. The oscillator 117 and the encoding / decoding unit 116 operate in the same manner as the oscillator 107 and the encoding / decoding unit 106 of the left controller 3. That is, the communication control unit 111 uses the encoding / decoding unit 116 to operate the oscillator 117 according to the instructions from the main unit 2.

[0170] Additionally, the right controller 4 includes an infrared camera unit 123. The infrared camera unit 123 has an infrared camera for capturing images of the area surrounding the right controller 4. For example, the main unit 2 and / or the right controller 4 calculate the captured information (e.g., information related to the brightness of multiple blocks obtained by dividing at least a portion of the captured image area) and determine changes around the right controller 4 based on this information. Alternatively, the infrared camera unit 123 can also capture images using ambient light, but in this embodiment, it has an infrared emitting unit 124 for illuminating infrared light. The infrared emitting unit 124 illuminates infrared light, for example, in time with the timing of the infrared camera capturing images. Then, the infrared light illuminated by the infrared emitting unit 124 is reflected by the target image, and the reflected infrared light is received by the infrared camera, thereby acquiring an infrared image. Thus, the infrared camera unit 123 can obtain a clearer infrared image. Furthermore, the infrared camera unit 123 and the infrared light-emitting unit 124 can be installed as separate devices within the right controller 4, or they can be installed as a single device within the same package within the right controller 4. Additionally, in this embodiment, the infrared camera unit 123 with an infrared camera is used; however, in other embodiments, a visible light camera (a camera using a visible light image sensor) can be used instead of an infrared camera as the imaging unit.

[0171] The right controller 4 includes a processing unit 121. The processing unit 121 is connected to the communication control unit 111. In addition, the processing unit 121 is connected to the infrared camera unit 123 and the infrared emitting unit 124.

[0172] Furthermore, the processing unit 121 includes a CPU, memory, etc., and performs management processing on the infrared camera unit 123 based on a predetermined program (e.g., an application program for image processing and various calculations) stored in a storage device (e.g., non-volatile memory) provided in the right controller 4, according to instructions from the main unit 2. For example, the processing unit 121 causes the infrared camera unit 123 to perform a camera operation, or acquires and / or calculates information based on the camera results (information on the captured image, or information calculated based on that information), and sends this information to the main unit 2 via the communication control unit 111. Additionally, the processing unit 121 performs management processing on the infrared emitting unit 124 according to instructions from the main unit 2. For example, the processing unit 121 controls the emitting of the infrared emitting unit 124 according to instructions from the main unit 2. Furthermore, the memory used by the processing unit 121 during processing can be either located within the processing unit 121 or in the memory 112.

[0173] The right controller 4 has a power supply unit 118. The power supply unit 118 has the same function as the power supply unit 108 of the left controller 3 and operates in the same way.

[0174] Figure 9 This is a diagram illustrating an example of a circular expansion device. Furthermore, Figure 9 The diagram shows the circular extension device 5 with the right controller 4 installed. In this embodiment, the circular extension device 5 is an extension device capable of housing the right controller 4. In this embodiment, a new operation is performed by the user applying force to the circular extension device 5 to deform it, the details of which will be described later. The user can operate the circular extension device 5 by performing fitness movements using the circular extension device 5, for example, with the feeling of exercising.

[0175] like Figure 9 As shown, the ring-shaped expansion device 5 includes an annular portion 201 and a main body portion 202. The annular portion 201 has an annular shape. Furthermore, in this embodiment, the annular portion 201 is formed into an annular shape by the elastic member and the base portion described later. In this embodiment, the annular portion 201 is circular. Furthermore, in other embodiments, the shape of the annular portion 201 is arbitrary, for example, it may be an elliptical annular shape.

[0176] The main body 202 is disposed on the annular portion 201. The main body 202 has a guide rail portion (not shown). The guide rail portion is an example of a mounting portion on which the right controller 4 can be mounted. In this embodiment, the guide rail portion and the slider 62 of the right controller 4 (see reference) Figure 6 The slider 62 is inserted into the guide rail member in a sliding manner. The guide rail member and the slider 62 are engaged in a state where the slider 62 can slide relative to the guide rail member along this straight direction. Furthermore, the guide rail can also engage with the controller's slider in a sliding manner, similar to the guide rail of the main body device 2. Therefore, the guide rail can also have the same structure as the guide rail of the main body device 2.

[0177] In this embodiment, the right controller 4 has a locking unit 63 (see reference). Figure 6 The locking part 63 is configured to extend laterally from the slider 62 (i.e., Figure 6 (The z-axis positive direction is shown). The locking part 63 can move inward toward the interior of the slider 62, and is (e.g., by a spring) forced in a direction that causes it to protrude toward the aforementioned side. Additionally, a notch is provided in the guide rail section. When the slider 62 is inserted deep into the guide rail section, the locking part 63 engages with the notch. By engaging the locking part 63 with the notch while the slider 62 is engaged with the guide rail section, the right controller 4 is mounted on the main body 202.

[0178] In addition, the right controller 4 has a pressable release button 69 (see reference). Figure 6When the release button 69 is pressed, the locking part 63 moves inward toward the slider 62, becoming so that it does not protrude (or almost does not protrude) relative to the slider 62. Therefore, with the right controller 4 mounted on the main body 202 of the circular expansion device 5, when the release button 69 is pressed, the locking part 63 no longer engages with the notch (or almost no longer engages). Thus, with the right controller 4 mounted on the main body 202 of the circular expansion device 5, the user can easily remove the right controller 4 from the circular expansion device 5 by pressing the release button 69.

[0179] like Figure 9 As shown, the circular extension device 5 has grip covers 203 and 204. Grip covers 203 and 204 are components for the user to grip. In this embodiment, grip covers 203 and 204 can be detached from the annular portion 201. In this embodiment, a left grip cover 203 is provided on the left grip portion near the left end of the annular portion 201, and a right grip cover 204 is provided on the right grip portion near the right end of the annular portion 201. Furthermore, the number of grip portions is arbitrary; depending on the intended operation method, grip portions can be provided in three or more locations, or only in one location. Additionally, depending on the content of the game (or the content of the fitness movements performed by the user in the game), sometimes only a specific grip portion among multiple grip portions can be gripped with one or two hands.

[0180] Figure 10 This is a block diagram showing the electrical connection relationships of the structural elements of the display ring-shaped expansion device 5. For example... Figure 10 As shown, the ring-shaped expansion device 5 includes a strain detection unit 211. The strain detection unit 211 is an example of a detection unit that detects deformation of the annular portion 201. In this embodiment, the strain detection unit 211 includes a strain gauge. The strain detection unit 211 outputs a signal indicating the strain of the pedestal portion corresponding to the deformation of the elastic member described later (in other words, a signal indicating the magnitude and direction of the deformation of the elastic member).

[0181] In this embodiment, the annular portion 201 has a base portion and an elastic portion capable of elastic deformation. The base portion holds both ends of the elastic member in a ring-like manner formed by the base portion and the elastic member. Furthermore, the base portion is disposed inside the main body portion 202, therefore... Figure 9Not illustrated. The pedestal portion is made of a material with higher stiffness compared to the elastic member. For example, the elastic member is made of resin (specifically, FRP (Fiber Reinforced Plastics)), and the pedestal portion is made of metal. The aforementioned strain gauge is installed on the pedestal portion to detect the strain of the pedestal portion. When the annular portion 201 deforms from a stable state, the deformation causes strain in the pedestal portion, therefore the strain of the pedestal portion is detected using a strain gauge. Based on the detected strain, the direction of deformation of the annular portion 201 (i.e., the direction in which the two holding covers 203 and 204 approach or move away from each other) and the amount of deformation can be calculated.

[0182] Furthermore, in other embodiments, the strain detection unit 211 may also include any sensor capable of detecting deformation of the annular portion 201 from a stable state instead of a strain gauge. For example, the detection unit 211 may also include a pressure sensor that detects the pressure applied when the annular portion 201 is deformed, and may also include a bending sensor that detects the amount of bending of the annular portion 201.

[0183] The loop-shaped expansion device 5 includes a signal conversion unit 212. In this embodiment, the signal conversion unit 212 includes an amplifier and an AD converter. The signal conversion unit 212 is electrically connected to the strain detection unit 211, amplifies the output signal of the strain detection unit 211 by the amplifier, and performs AD conversion by the AD converter. The signal conversion unit 212 outputs a digital signal representing the strain value detected by the strain detection unit 211. Alternatively, in other embodiments, the signal conversion unit 212 may not include an AD converter, but the processing unit 213 (described later) may include an AD converter.

[0184] The coil-type expansion device 5 includes a processing unit 213. The processing unit 213 is a processing circuit with a processor and memory, such as an MCU (Micro Controller Unit). The processing unit 213 is electrically connected to the signal conversion unit 212, and the output signal of the signal conversion unit 212 is input to the processing unit 213. Additionally, the coil-type expansion device 5 includes a terminal 214. The terminal 214 is electrically connected to the processing unit 213. When the right controller 4 is installed in the coil-type expansion device 5, the processing unit 213 sends information representing the strain value indicated by the output signal of the signal conversion unit 212 (in other words, the coil operation data described later) to the right controller 4 via the terminal 214.

[0185] The circular expansion device 5 includes a power conversion unit 215. The power conversion unit 215 is electrically connected to each of the aforementioned units 211-214. The power conversion unit 215 supplies power from an external source (i.e., the right controller 4) via terminal 214 to each of the aforementioned units 211-214. The power conversion unit 215 can also adjust the voltage or other parameters of the supplied power before supplying it to each of the aforementioned units 211-214.

[0186] Furthermore, the "data related to the detection result of the strain detection unit" sent by the ring-shaped expansion device 5 to other devices can be data representing the detection result itself (in this embodiment, the output signal of the strain detection unit 211 representing the strain of the pedestal portion), or data obtained by processing the detection result in some way (e.g., data format transformation and / or calculation processing for strain values, etc.). For example, the processing unit 213 may also perform processing to calculate the deformation of the elastic member based on the strain value as the above-mentioned detection result. In this case, the "data related to the detection result of the strain detection unit" can also be data representing the deformation.

[0187] In other embodiments, the coil-shaped extension device 5 may also include a battery and operate using the power of that battery. Alternatively, the battery in the coil-shaped extension device 5 may be a rechargeable battery that can be charged using power supplied from the right controller 4.

[0188] Figure 11 This diagram shows an example of a belt-type extension device. The belt-type extension device 6 is used with the left controller 3 mounted on it and fixed to the user's leg (see Figure 6). Figure 12 ).like Figure 11 As shown, the belt-type extension device 6 includes a receiving portion 301 and a belt portion 302. The receiving portion 301 is planar in shape and is capable of accommodating the left controller 3. Specifically, the receiving portion 301 has a pocket portion 303. The pocket portion 303 is formed into a pocket shape capable of accommodating the left controller 3. In this embodiment, the left controller 3 is mounted on the belt-type extension device 6 by accommodating the left controller in the receiving portion 301. Furthermore, in other embodiments, the structure for mounting the left controller 3 on the belt-type extension device 6 is arbitrary.

[0189] In the receiving section 301, a through hole 304 is provided on the side of the bag section 303. A strap section 302 is provided in the receiving section 301, on the side of the bag section 303, opposite to the through hole 304. The strap section 302 is strip-shaped, and one end is fixed to the receiving section 301. In this embodiment, the strap section 302 is made of a stretchable material (e.g., woven rubber).

[0190] A first surface connector 305 and a second surface connector 306 are provided on the same side of the strap portion 302 as the side where the bag portion 303 is provided in the receiving portion 301. The first surface connector 305 is located near the end of the side opposite to the side fixed to the receiving portion 301. The second surface connector 306 is located on the same side as the first surface connector 305, closer to the receiving portion 301 than the first surface connector 305. The first surface connector 305 and the second surface connector 306 are detachable from each other. For example, the first surface connector 305 is a hook-type surface connector, and the second surface connector 306 is a loop-type surface connector.

[0191] When securing the strap-type extension device 6, the user wraps the strap 302 around the leg once, passes the strap 302 through the through hole 304, and then bonds the first connecting piece 305 to the second connecting piece 306. Thus, the user can secure the strap-type extension device 6, on which the left controller 3 is mounted, to the leg (see reference). Figure 12 ).

[0192] Figure 12 This diagram illustrates an example of a user using the loop-type extender 5 and the strip-type extender 6. (See diagram for example.) Figure 12 As shown, in addition to using the game device (i.e., the main device 2 and each of the controllers 3 and 4), the user can also use two expansion devices 5 and 6 to play the game. For example, the user can use the ring-shaped expansion device 5 and the strip-shaped expansion device 6 as a set.

[0193] For example Figure 12 As shown, the user holds the loop-shaped extension device 5, which is equipped with the right controller 4, with both hands, and attaches the strap-shaped extension device 6, which is equipped with the left controller 3, to their leg. At this time, the user can play the game by operating the loop-shaped extension device 5 (e.g., bending the loop-shaped extension device 5 and moving the loop-shaped extension device 5) and by moving the leg to which the strap-shaped extension device 6 is attached.

[0194] In addition, Figure 12The example illustrates a user holding the handles 203 and 204 and bending the loop extension device 5. This action allows the user to perform arm exercises as a gameplay mechanic. Furthermore, the user can perform various actions targeting the loop extension device 5. For example, the user can bend the loop extension device 5 while holding one handle with both hands and pressing the other handle against their abdomen. This action allows the user to perform arm and abdominal muscle exercises as a gameplay mechanic. Additionally, the user can bend the loop extension device 5 while pressing the handles 203 and 204 against the inside of their legs and clamping the loop extension device 5 between their legs. This action allows the user to perform leg muscle exercises as a gameplay mechanic.

[0195] When game processing is performed in the main unit 2, the right controller 4 receives loop operation data from the loop expansion device 5. The loop operation data includes the information representing the strain value mentioned above. Specifically, the processing unit 213 of the loop expansion device 5 sends the loop operation data to the right controller 4 via terminal 214. For example, the processing unit 213 repeatedly sends the loop operation data at a rate of once every predetermined time interval.

[0196] In the above-described scenario, the communication control unit 111 of the right controller 4 transmits the coil operation data received from the coil extension device 5 via terminal 64 to the main unit 2. Furthermore, the communication control unit 111 transmits right controller operation data, including information acquired from each input unit included in the right controller 4 (specifically, each button 113, analog joystick 52, and each sensor 114 and 115), to the main unit 2. Moreover, with the right controller 4 installed in the coil extension device 5, communication from the right controller 4 to the main unit 2 is performed wirelessly. The communication control unit 111 can transmit the right controller operation data and the coil operation data to the main unit 2 either collectively or independently. Additionally, the communication control unit 111 can either directly transmit the received coil operation data to the main unit 2, or process the received coil operation data (e.g., data format transformation and / or strain value calculation) before transmitting it to the main unit 2.

[0197] On the other hand, when game processing is performed in the main unit 2, the communication control unit 101 of the left controller 3 sends left controller operation data, including information obtained from each input unit included in the left controller 3 (specifically, each button 103, analog joystick 32, and each sensor 104 and 105), to the main unit 2. When the left controller 3 is installed in the strip-type extension device 6, communication from the left controller 3 to the main unit 2 is conducted wirelessly.

[0198] [2. Information Processing in the Game]

[0199] Next, the information processing performed in the game system 1 will be explained. In this embodiment, the player (in other words, the user) can perform in-game actions by performing fitness movements. Fitness movements are any exercises that can maintain / improve health and physical strength. Fitness movements can be, for example, exercises that build muscle strength, such as squats, high knees, push-ups, sit-ups, or movements that deform the circular extension device 5; exercises that burn fat; or exercises that improve flexibility, such as stretching or yoga. In this embodiment, in the game, when the player character controlled by the player is fighting against an enemy character, the player can perform fitness movements to make the player character attack and defend. Below, as an example of a game event, the game flow in a battle event, which is a game event in which the player character fights against an enemy character, will be explained. Furthermore, a game event refers to any event that occurs in the game. In a game event, for example, a game image representing the progress of the game is displayed in response to the player's game actions.

[0200] [2-1. Game Flow During Combat Events]

[0201] Figure 13 This is an example of a game image representing a battle event. Furthermore, the completion condition for a battle event is victory in that battle event (i.e., defeating all enemy characters). When a battle event begins, Game System 1 will... Figure 13 The game image shown is displayed on the display device. Furthermore, the display device for displaying the game image can be either the aforementioned display 12 or the aforementioned fixed monitor.

[0202] Figure 13 The game image shown includes a player character 401 and enemy characters 403-405. In this embodiment, the player character 401 is holding a ring object 402 that mimics the ring-shaped expansion device 5. Figure 13 In the middle, 3 enemy characters appear (403-405), but the number of enemy characters appearing in battle events can be arbitrary.

[0203] Figure 14 This is a diagram illustrating an example of the game's flow during a combat event. For example... Figure 14 As shown, in this embodiment, battles are conducted in a turn-based system during combat events. That is, battles proceed by alternating attack and defense turns, during which the player character 401 attacks the enemy character, and during the defense turn, the player character 401 defends against attacks from the enemy character. In this embodiment, it is assumed that when a battle event begins (as shown in the diagram),... Figure 13 After the game image shown, an attack turn may occur, but a defense turn may occur first. Furthermore, the method of progressing battle events is not limited to turn-based systems and can be any method. For example, in other implementations, a character may attack in response to the elapsed waiting time set for each character (i.e., player character 401 and enemy character).

[0204] First, let's explain the game flow for player character 401 during the attack round. At the start of the attack round, first, a selection event is executed where the player chooses the fitness action they wish to perform during the attack round. Figure 14 (See step S1). In the selection event, game system 1 displays the selection image on the display device. The selection image is a UI (user interface) image used to allow the player to select a fitness action.

[0205] Figure 15 This is an example of a selection image. The selection images include images 411-413 for allowing the player to choose one fitness action from multiple types of fitness actions. These images 411-413 are arranged to overlap with images of the game space, including enemy characters 403-405 in battle. Image 411 represents a message prompting the player to select a fitness action (specifically, a message such as "Choose a fitness action").

[0206] In this embodiment of the game, multiple types of fitness movements are prepared as exercises that the player can perform during attack rounds to control the game. The content of these multiple types of fitness movements is arbitrary. In this embodiment, the multiple types of fitness movements include actions such as: pushing the ring-shaped extension device 5 to deform it; moving the player's leg equipped with the belt-shaped extension device 6; and making the player adopt a prescribed posture.

[0207] Furthermore, in this embodiment of the game, the actions performed by player character 401 in response to a fitness action (i.e., in response to an instruction performed via a fitness action) are associated with each type of fitness action. In this embodiment, the player character can perform single-target attacks, multi-target attacks, and recovery actions. A single-target attack is an action that attacks one enemy character; a multi-target attack is an action that attacks multiple enemy characters at once; and a recovery action is an action that restores the player character 401's health. Moreover, the actions of player character 401 associated with fitness actions can differ for each type of fitness action, or several types of fitness actions can be associated with the same action of player character 401. During a selection event, the player can choose either the fitness action they wish to perform or a fitness action associated with the action they wish to perform for player character 401 (e.g., a multi-target attack).

[0208] Image 412 shows one fitness exercise from a variety of selectable exercises. Figure 15 In the selection image 412, a picture representing a fitness exercise such as "high lift and push" and the name of the exercise are displayed. During a selection event, the game system 1 responds to a switching instruction given by the player. The game system 1 switches the fitness exercise shown in the selection image 412 in accordance with the switching instruction. In this embodiment, the multiple types of fitness exercises that can be selected are set in a specific order. When the first switching instruction is given (e.g., by tilting the analog stick 52 of the right controller 4 to the left), the game system 1 switches the fitness exercises shown in the selection image 412 in the aforementioned order. Conversely, when the second switching instruction is given (e.g., by tilting the analog stick 52 of the right controller 4 to the right), the game system 1 switches the fitness exercises shown in the selection image 412 in the reverse order. Furthermore, in this embodiment, instructions given by the player during a battle event (excluding instructions given through fitness movements) can be given either by operating the buttons or analog sticks of the controller, or by moving the circular extension device 5.

[0209] As described above, in the selection event, multiple types of fitness movements are presented as options. In this embodiment, a selection image 412 showing one fitness movement among the multiple types of fitness movements as options is shown, but in other embodiments, selection images showing each of the multiple types of fitness movements as options may be displayed simultaneously.

[0210] Explanatory image 413 illustrates the explanation related to the fitness exercise shown in the selected action image 412. Here, in this embodiment, the magnitude of the effect (specifically, the amount of damage or recovery from an attack) of the player character 401 associated with the fitness exercise is calculated based on the basic effect value set for the fitness exercise. Furthermore, the effect quantity of the player character 401's action is calculated based on the aforementioned basic effect value and the evaluation result of the fitness exercise, as detailed later. Explanatory image 413 shows the aforementioned basic effect value set for the fitness exercise. For example, in... Figure 15 In the illustration, image 413 shows that the base value (in this case, attack power) for the "high lift and push" fitness exercise is 25.

[0211] In addition, in this embodiment, a standby round number is set for the fitness action. The standby round number is the number of rounds from when the player performs the fitness action until the next time the player can select that fitness action; details will be described later. Explanatory image 413 shows the standby round number set for the fitness action shown in the displayed selection image 412. For example, in... Figure 15 In the illustration, image 413 shows that the number of standby rounds set for the "high lift and push" exercise is 2.

[0212] During the display of the selection image, the game system 1 is influenced by the selection instructions given by the player. For example, a selection instruction is given by pressing a designated button on the right controller 4. The game system 1 designates the fitness action shown in the selection action image 412 displayed at the time the selection instruction is given as the fitness action selected by the player. Furthermore, it can be said that the designation of the fitness action is the designation of the fitness event that causes the player to perform that fitness action.

[0213] As described above, in this embodiment, the game system 1 specifies one type of fitness exercise from multiple types of exercises based on the selection instruction given by the player. Then, a fitness event is executed that causes the player to perform the specified fitness exercise (details will be described later). Thus, in this embodiment, the player can choose the fitness exercise they should perform. Furthermore, in other embodiments, the game system 1 may also specify multiple fitness exercises from multiple types of exercises according to the selection instruction given by the player, and the player may perform multiple specified fitness exercises in a fitness event.

[0214] Furthermore, the various types of fitness exercises presented as options can be either fixed or variable. Alternatively, the fitness exercise options may change in response to at least one of the following: game progress, player settings, and game conditions (specifically, the type of enemy character or the items possessed by player character 401). Specifically, the game system 1 may increase the number of fitness exercise options as the game progresses, or it may increase the number of fitness exercise options in response to player character 401 acquiring (or using) specified items.

[0215] When the player selects a fitness exercise from the displayed image selection screen, game system 1 ends the selection event and executes the preparation event. Figure 14 (See step S2). The preparation event is a game event that prompts the player to take the initial body posture (referred to as the "starting body posture") of the selected fitness movement.

[0216] Furthermore, if the player character 401's action associated with the selected fitness movement is a single-target attack as described above, and there are multiple enemy characters in the battle, the game system 1 displays an image on the display device before the preparation event begins, allowing the player to select an attack target. With the image displayed, the game system 1 determines the enemy character to be the attack target from among the enemy characters according to the player's instructions. After the enemy character to be the attack target is determined, the preparation event begins.

[0217] During the preparation event, game system 1 displays the preparatory motion image of the selected fitness exercise on the display device. The preparatory motion image is an image used to prompt the player to take the starting body posture for the fitness exercise.

[0218] Figure 16 This is an example of a diagram representing a preparatory action. For example... Figure 16 As shown, the preparation action image includes image 421 showing the fitness exercise selected by the player (specifically, showing the name of the fitness exercise). Additionally, the preparation action image includes image 422 showing a message prompting the player to adopt a starting body posture (specifically, a message such as "Imitate the example"). Furthermore, the preparation action image includes a start example image 423 showing an example of the starting body posture for the fitness exercise. The game system 1 can use the start example image 423 to inform the player in an intuitive and easily understandable way what body posture is best to adopt as a starting body posture.

[0219] like Figure 16 As shown, the preparatory action images include partial body pose images 424 and 425. These partial body pose images illustrate the state a portion of the player's body should assume in the starting body pose (referred to as the "partial starting body pose"). Figure 16 In the image 424, part of the body pose image shows the starting body pose related to the player's legs (i.e., "legs apart shoulder-width apart"), and part of the body pose image 425 shows the starting body pose related to the player's arms (i.e., "arms raised").

[0220] In this embodiment, the initial body posture includes both checked body postures (those examined by the game system 1) and unchecked body postures (those not examined). Figure 16 In the examples shown, partial body posture image 425 shows a partial starting body posture that is being checked, while partial body posture image 424 shows a partial starting body posture that is not being checked. Furthermore, partial body posture image 425, showing a partial starting body posture with a checkbox, includes a checkbox (see reference). Figure 16 ).

[0221] During the preparation event, the game system 1 determines whether the player has adopted a body posture that has been checked. For example, this determination is made based on the slope of the controller calculated from the output of the inertial sensor described above, which is equipped with the controller. For example, it is possible to determine whether the player has adopted the partial starting body posture shown in partial body posture image 425 by determining whether the right controller 4 installed on the circular extension device 5 has changed to the slope shown in the starting example image 423.

[0222] During the preparation event, if the player maintains the check body posture for a specified duration (e.g., 3 seconds), the game system 1 determines that the player has adopted the starting body posture. In this case, the game system 1 changes the image by selecting a checkbox on part of the body posture image 425, and then ends the preparation event. Alternatively, the game system 1 may display a count image on the display device representing the elapsed time (or the remaining time until the player is determined to have adopted the starting body posture) at the time the player begins to adopt the check body posture. Following the completion of the preparation event, the fitness event, described later, begins.

[0223] Furthermore, the number of partial starting body postures included in the starting body posture and the type of such partial starting body postures (specifically, whether there is a check body posture or not) are set according to each type of fitness exercise. In this embodiment, the starting body posture of each fitness exercise is set to include at least one check body posture. Furthermore, when displaying a preparatory action image related to a fitness exercise that includes multiple check body postures as partial starting body postures, the game system 1 starts counting the elapsed time in response to the player having taken all of the multiple check body postures. Additionally, how the starting body postures of each fitness exercise are set is arbitrary. For example, in other embodiments, it is also possible that for a specific fitness exercise, only partial starting body postures excluding check body postures are set. Furthermore, it is also possible that when displaying a preparatory action image related to a fitness exercise that only includes partial starting body postures excluding check body postures, the game system 1 displays the preparatory action image for a specified time (e.g., 5 seconds) and then starts the fitness event. Additionally, in the above cases, it is also possible that the game system 1 starts the fitness event in response to the player giving a start instruction.

[0224] As described above, in this embodiment, the game system 1 determines whether the player's body posture is the same as the posture required to begin the exercise before a fitness event occurs. Then, corresponding to the determination that the player has adopted the posture required to begin the exercise, the game system 1 starts the fitness event. This reduces the likelihood of starting the fitness event before the player has completed the preparation for the exercise. Furthermore, depending on the body posture required to begin the exercise, it is also possible to avoid difficulties in giving instructions to start the fitness event. In this regard, in this embodiment, the player does not need to give such instructions when already prepared for the exercise, thus allowing for easy commencement of the exercise from the initial body posture during the fitness event.

[0225] Following the aforementioned preparation events, game system 1 executes the fitness event ( Figure 14 (See step S3). A fitness event is a game event that prompts the player to perform fitness movements. In a fitness event, the game system 1 displays an image on a display device that prompts the player to perform fitness movements and notifies the player of the status of the performed fitness movements (e.g., the number of times the fitness movements were performed).

[0226] Figure 17 This is an example of an image displayed during a fitness event. During a fitness event, game system 1 displays image 431 showing the game space including player character 401 and enemy characters 403-405. Additionally, game system 1 displays image 432 showing a message prompting the player to perform a fitness action (specifically, a message such as "Please push"). Furthermore, game system 1 displays example action image 433, number of actions image 434, remaining actions image 435, and calories burned image 436.

[0227] Example animation image 433 shows an example of a fitness movement the player is about to perform (i.e., the fitness movement selected during the selection event). Figure 17 In the example shown, the exemplary motion image 433 includes an image depicting the action of bending the circular extension device 5 by pushing it over the head, serving as an example of the "high-lift push" exercise. The exemplary motion image 433 can inform the player of the exercise content in an intuitive and easy-to-understand way.

[0228] Action Count Graph 434 is a graph showing the number of times the player should perform the fitness action selected in the selection event (referred to as "unit action count") and the remaining number of times the player should perform the fitness action at the current time. Additionally, Remaining Count Graph 435 shows the numerical value of the remaining count. Furthermore, in Figure 17In the example shown, the action count image 434 indicates that the number of actions per unit is 5, and the number of actions remaining is 4. Furthermore, in other embodiments, the game system 1 may display an image showing the values ​​of the number of actions per unit and the number of actions remaining, instead of (or together with) the action count image 434.

[0229] Calorie consumption image 436 shows the calories burned by a fitness action performed by the player. In this embodiment, calorie consumption image 436 shows the calories burned by a fitness action during one attack round. However, in other embodiments, calorie consumption image 436 may also show the calories burned by a fitness action during one combat event, or it may show the cumulative calories burned since the start of the game.

[0230] The game system 1 calculates calories burned based on the fitness movements performed by the player and displays a calorie consumption image 436 showing the calculated calories burned. Furthermore, the method for calculating calories burned based on fitness movements is arbitrary. In this embodiment, precise calculation of calories burned is not required; an estimate is sufficient. For example, a baseline value for the calories burned in one fitness movement can be set, and each time a fitness movement is performed, the game system 1 adds the baseline value for the calories burned in that fitness movement to the previous calorie consumption, thereby calculating the total calories burned.

[0231] During a fitness event, the player performs fitness exercises while viewing example exercise images 433 as needed. In this embodiment, corresponding to the player performing fitness exercises during the fitness event, the game system 1 controls the player character 401 to perform the same fitness exercises as the player.

[0232] The aforementioned "high-lift push-press" exercise involves deforming the circular expansion device 5 by pushing it, maintaining the deformed state of the circular expansion device 5 for a fixed time, and then restoring the circular expansion device 5 to its original state. For example, when performing the aforementioned "high-lift push-press" exercise, the game system 1 calculates the deformation state of the circular expansion device 5 (specifically, the direction and amount of deformation) and controls the player character 401's actions by causing the circular object 402 to deform accordingly. Specifically, the game system 1 controls the player character 401's actions by ensuring that the calculated deformation state of the circular expansion device 5 matches the deformation state of the circular object 402. Therefore, when the player performs the aforementioned "high-lift push-press" exercise, the player character 401 is controlled to perform the same "high-lift push-press" exercise as the player.

[0233] Furthermore, when performing the aforementioned "high lift and push" exercise, with the circular extension device 5 remaining undeformed, the game system 1 displays an image 432 showing a message such as "Please push," as described above. Additionally, in this state, the game system 1 displays an image of the action of pushing the circular extension device 5 as an example action image 433 (see reference). Figure 17 Furthermore, although not illustrated, when the circular expansion device 5 has deformed by a predetermined amount or more, the game system 1 displays an image with the message "Please hold!" and an image showing the state of maintaining the state of pushing the circular expansion device 5 as an example action image 433. Also, when the deformed state of the circular expansion device 5 is maintained for a fixed time, the game system 1 displays an image with the message "Please return to normal" and an image showing the action of returning the circular expansion device 5 to its normal state as an example action image 433. In this way, the game system 1 displays images prompting the player to perform the next action based on the player's movement state during the exercise. Therefore, the player can be informed of the proper actions for the exercise in more detail.

[0234] In addition, such as Figure 17 As shown, in a fitness event, game system 1 emphasizes the body part of player character 401 corresponding to the fitness action compared to other body parts that are different from that body part. Furthermore, the "body part corresponding to the fitness action" refers to the body part primarily used by the player during the fitness action (it can refer to either the body part that is exercised by the fitness action or the body part that is effective through the fitness action). In this embodiment, the body part corresponding to the fitness action is assumed to be associated with that fitness action. Figure 17 In the example shown, the part of player character 401 that corresponds to the upper arm used by the player in the "high lift and push" exercise is illuminated (in... Figure 17 (The image shows the luminous state of this part using diagonal lines).

[0235] In addition, such as Figure 17 As shown, the example motion image 433 includes a dialogue box image 437 indicating the body parts of the person imitating the player in the example motion image 433 that correspond to the fitness movement. Additionally, in this embodiment, the dialogue box image 437 shows the name of the muscle used in the fitness movement (here, "deltoid muscle").

[0236] As described above, in this embodiment, the game system 1 displays images of the player's body (i.e., example action image 433) and the player character 401's body on the display device during a fitness event. Furthermore, the parts of these body images corresponding to the fitness actions performed by the player during the fitness event are highlighted (e.g., by changing the color of the part or by indicating the part using a dialogue box image). This allows the player to easily understand which body part the fitness action is effective on.

[0237] Furthermore, in this embodiment, as images showing the parts corresponding to the fitness movements, the game system 1 displays both an image showing parts of the player character 401's body and an image showing parts of the player's body (i.e., example movement image 433). In other embodiments, the game system 1 may display only one of the two images, and even then, it can achieve the same effect as this embodiment.

[0238] In addition, the body parts corresponding to the fitness movements can be highlighted either throughout the fitness event or during a specified period within the fitness event (e.g., while the player is performing a fitness movement).

[0239] The fitness event ends when the player completes one fitness exercise. Furthermore, each time the player completes a fitness exercise, the game system 1 updates the remaining number of exercises shown in the exercise count image 434 and the remaining number of exercises image 435.

[0240] Following the fitness incident, Game System 1 executed an attack. Figure 14 (See step S4). An attack event is a game event in which the player character 401 attacks an enemy character. In an attack event, the game system 1 displays an image on a display device showing the situation where the enemy character is damaged due to the attack by the player character 401. As described above, in this embodiment, the player character 401 attacks the enemy character in response to the player performing a fitness action in a fitness event. That is, in this embodiment, the fitness action performed by the player in a fitness event represents an attack instruction, and the player character 401 attacks the enemy character in response to the attack instruction based on the fitness action.

[0241] Figure 18This is an example of an image displayed during an attack event. In the attack event, the game system 1 displays an image 441 showing the effect of the player character 401 attacking an enemy character. Furthermore, in this embodiment, the game system 1 causes the player character 401 to perform an attack action against the enemy character using a different action than the exercise action performed in response to the player's exercise movements during a fitness event. For example, in a fitness event, the game system 1 controls the player character 401's actions by causing the player character 401 to accumulate magic power in response to the player's exercise movements, while in an attack event, the game system 1 controls the player character 401's actions by causing the player character 401 to attack the enemy character using magic that releases the accumulated magic power from the circle object 402.

[0242] Additionally, Game System 1 displays a numerical value indicating the amount of damage dealt to enemy characters (in...). Figure 18 (The value in the image is "114"). Furthermore, the method for calculating the damage amount (in other words, the amount of health reduction) will be described later. Additionally, game system 1 displays a health meter image 442 showing the health of the attacked enemy character. The health meter image 442 is displayed in such a way that it changes in accordance with the aforementioned damage amount as health is reduced.

[0243] Furthermore, when the player character 401's action associated with a fitness movement is recovery, during an attack event, the game system 1 displays an effect image representing the recovery of the player character 401's stamina, and also displays a numerical value representing the amount of recovery. Additionally, the game system 1 displays a stamina meter image representing the player character 401 by changing the way the stamina recovery amount increases. With this, the attack event ends.

[0244] If an enemy character takes damage during an attack, Game System 1 determines whether that enemy character has been defeated (i.e., their health has reached 0). If all enemy characters have been defeated, Game System 1 ends the battle event. In this case, player character 401 wins the battle, and the completion conditions set for the battle event are met.

[0245] On the other hand, if there are enemy characters who have not been defeated, and the aforementioned number of fitness actions has not yet been performed (in other words, if the number of fitness events has not yet been executed), then the fitness event is executed again (see...). Figure 14 At this point, the fitness event and attack event are repeated until a unit number of fitness events and attack events have been executed, or all enemy characters have been defeated.

[0246] After performing a fitness event and an attack event of a certain number of actions, and if there are still enemy characters who have not been defeated, Game System 1 ends the attack turn (see reference). Figure 14When the attack turn ends, the defense turn begins. The following describes the game flow for player character 401 during the defense turn.

[0247] When the defensive round begins, game system 1 executes the fitness event ( Figure 14 (See step S5 shown). In this embodiment, the exercise the player should perform during the defense round is determined to be a predetermined exercise (here, "abdominal push"). That is, the selection event for the player to choose an exercise is not executed during the defense round. Furthermore, the preparation event for displaying the preparation exercise image is not executed during the defense round. However, in other embodiments, the preparation event may be executed in the same way as in the attack round during the defense round. Additionally, in other embodiments, the selection event may be executed in the same way as in the attack round during the defense round.

[0248] Figure 19 This is an example of an image displayed during a fitness event in a defensive turn. Similar to fitness events in an attack turn, during a fitness event in a defensive turn, the game system 1 displays an image 431 on the display device showing the game space containing the player character 401 and enemy characters 403-405. Additionally, the game system 1 displays a message prompting the player to perform a fitness action (in... Figure 19 The example shown includes image 432 (a message like "Please push"), image 433 (example action), image 434 (number of actions), image 435 (number of actions remaining), and image 436 (calorie consumption). Furthermore, in... Figure 19 In the example shown, example movement image 433 includes an example image of the aforementioned "abdominal push" exercise. Furthermore, the number of repetitions per unit of the "abdominal push" exercise, performed during a defensive round, is set to 2, and movement count image 434 shows 2 repetitions per unit with 2 repetitions remaining.

[0249] Furthermore, similarly to the attack rounds, during defensive rounds, if the player performs a fitness action, the game system 1 controls the player character 401 to perform the same fitness action as the player. Additionally, the game system 1 controls the player character 401's body parts corresponding to the fitness action (in... Figure 19 The abdomen is emphasized in contrast to other body parts that differ from this area. Additionally, the example motion image 433 includes a dialogue box image 437 indicating the body part of the person mimicking the player in the example motion image 433 that corresponds to the fitness movement. Furthermore, the dialogue box image 437 shows the name of the muscle used in the fitness movement (here, "rectus abdominis").

[0250] The aforementioned "abdominal push" exercise is as follows: The circular expansion device 5 is deformed by pressing one side of it against the abdomen while simultaneously pushing the other side of the circular expansion device 5, and this deformed state is maintained for a fixed time. The exercise event ends when the player finishes the exercise during the defense round. Specifically, the exercise event ends when the player maintains the deformed state of the circular expansion device 5—by pressing one side of it against the abdomen while simultaneously pushing the other side of the circular expansion device 5—for a fixed time. In other words, the game system 1 determines whether the deformed state of the circular expansion device 5 has been maintained for a fixed time; if it is determined to have been maintained, the exercise event ends. Following the exercise event, the game system 1 executes a defense event (…). Figure 14 Step S6 is shown.

[0251] Figure 20 This is an example of an image displayed during a defensive event in a defensive turn. During the defensive event, the game system 1 displays a game image showing an enemy character (here, enemy character 404) attacking the player character 401. At this time, the game system 1 displays an image 451 showing the effect of the enemy character's attack on the player character 401. Additionally, the game system 1 calculates the damage dealt to the player character 401 and displays a numerical value representing that damage (in...). Figure 20 (The value is "54" in the original text). Furthermore, the method for calculating the damage amount (in other words, the amount of health reduction) will be described later. Additionally, during a defensive event, the game system 1 displays a health meter image 452 showing the health of the attacked player character 401. The meter image 452 is displayed as follows: the meter image 442 changes in the manner of health reduction corresponding to the aforementioned damage amount. After the above display concludes, the defensive event ends.

[0252] If player character 401 suffers damage during the aforementioned defensive event, game system 1 determines whether player character 401 has been defeated (i.e., their health has reached 0). If player character 401 has been defeated, game system 1 ends the battle event. In this case, player character 401 is defeated in battle, and the completion conditions set for the battle event have not been met.

[0253] On the other hand, if player character 401 has not been defeated, and the aforementioned number of fitness events (in other words, fitness actions) has not yet been executed, then the fitness event will be executed again (see...). Figure 14 At this point, the fitness and defense events are repeated until a unit number of fitness and defense events have been executed, or the player character 401 is defeated.

[0254] After performing a fitness event for a unit number of actions, and assuming player character 401 is not defeated, the defense turn ends (see reference). Figure 14 When the defense turn ends, another attack turn begins. Thereafter, attack and defense turns alternate until player character 401 is defeated or all enemy characters are defeated.

[0255] As described above, in this embodiment, the game system 1 executes an attack event against the enemy character in accordance with the fitness action performed by the player in the first fitness event during the attack round, and executes a second fitness event (i.e., a fitness event during the defense round) that is different from the first fitness event during the battle event. Furthermore, the game system 1 executes a defense event against attacks from the enemy character in accordance with the fitness action performed by the player in the second fitness event. Therefore, fitness actions are reflected in both the attack and defense aspects of the battle event, thus increasing the opportunities for the player to perform fitness actions.

[0256] Furthermore, in this embodiment, the fitness action performed by the player in the aforementioned second fitness event is determined independently of the player's instructions (or, in other words, determined without the player's instructions). That is, the second fitness event is determined independently of the player's instructions. Therefore, during the defense turn, the fitness event does not require the player to select a fitness action to begin. Accordingly, the game flow, such as player character 401 defending against attacks from enemy characters, is not hindered by selection events, and the game system 1 can proceed with the game flow at a good pace.

[0257] Furthermore, in this embodiment, the fitness action performed by the player during the defense round is defined as one type. However, in other embodiments, one type of fitness action may be selected from multiple types. In this case, the fitness action may be determined independently of the player's instructions, similar to this embodiment. Specifically, the fitness action may be selected by an algorithm determined in the game program, rather than by the player. This also allows for a smoother gameplay flow, similar to this embodiment, where the player character defends against attacks from the enemy character. Additionally, in other embodiments, the user may select the fitness action during the defense round, just as during the attack round.

[0258] [2-2. Game Progress Corresponding to Combat Events]

[0259] In this embodiment of the game, the combat events described above are repeatedly executed. For example, whenever the player character 401 encounters an enemy character while moving on the map, the game system 1 executes a combat event. Furthermore, the game system 1 progresses the game accordingly with the completion of combat events. For example, the game system 1 and the player character 401 progress the game by winning a battle against a specific enemy character. Moreover, "progressing the game" can be any process that advances the game situation; for example, it could be enabling the player character 401 to enter a new stage, advancing the game's story, or granting the player character 401 new abilities or items. As described above, in this embodiment, the player progresses the game while repeatedly performing combat events. That is, the player progresses the game by repeatedly performing fitness actions within the game.

[0260] [2-3. Game processing based on fitness movements]

[0261] As described above, in this embodiment, the game system 1 performs game processing based on fitness movements performed by the player. Specifically, the game system 1 evaluates the fitness movements performed by the player and calculates the effect quantity (i.e., damage or recovery amount) of the player character 401's actions associated with the fitness movement based on the evaluation results. The method for calculating the effect quantity based on fitness movements will be described below.

[0262] First, the evaluation method for fitness exercises will be explained. In this embodiment, various types of fitness exercises can be divided into three groups: hold-action groups, repetitive action groups, and posture-action groups. The game system 1 evaluates the fitness exercises using different methods based on these three groups. Furthermore, in this embodiment, the game system 1 calculates an evaluation score as the evaluation result for the fitness exercise. A high evaluation score indicates a good evaluation.

[0263] Exercises belonging to the hold-position group include movements in which the player, starting from the aforementioned starting body position, assumes a prescribed body posture (called a "hold posture") and maintains it for a fixed time. For example, the "high press" and "abdominal press" mentioned above are exercises belonging to the hold-position group. Furthermore, exercises belonging to the hold-position group are not limited to movements involving arm movements. For example, an exercise where the player starts from an upright starting body position, assumes a squatting posture with bent knees, maintains it for a fixed time, and then returns to the starting body position is also an exercise belonging to the hold-position group.

[0264] Regarding fitness exercises belonging to the "holding posture" group, the game system 1 evaluates the player's ability to maintain the correct body posture and the duration of that posture to calculate a score. Specifically, the score is calculated as follows.

[0265] First, game system 1 calculates an evaluation coefficient based on the difference between the tilt angle of a part of the player's body while maintaining a posture and a set ideal value. The evaluation coefficient is within a specified range (e.g., between 0 and 1) and is calculated as follows: the closer the tilt angle of a part of the player's body is to the ideal value, the larger the evaluation coefficient.

[0266] Next, while the player maintains the body posture, when the player maintains the tilt angle corresponding to the calculated evaluation coefficient for a duration corresponding to that evaluation coefficient, game system 1 adds an evaluation score. During the aforementioned period when the player maintains the body posture, game system 1 accumulates the evaluation scores and uses the accumulated score as the evaluation result. Here, the duration is set according to the evaluation coefficient, with a shorter duration for higher evaluation coefficients. For example, the duration is set as follows.

[0267] With an evaluation coefficient a = 1, the duration t = 3 (frame time).

[0268] • When the evaluation coefficient 1 > a ≥ 0.9, the duration t = 5 (frame time).

[0269] • When the evaluation coefficient is 0.9 > a ≥ 0.6, the duration is t = 10 (frame time).

[0270] • When the evaluation coefficient is 0.6 > a ≥ 0.3, the duration is t = 20 (frame time).

[0271] • When the evaluation coefficient is 0.3 > a ≥ 0, the duration is t = 40 (frame time).

[0272] Based on the above, during the period of maintaining a body posture, if a part of the player's body is at an angle close to the ideal value, points are added in a short time; conversely, if a part of the player's body is at an angle far from the ideal value, points are less likely to be added. Therefore, in this embodiment, during the period of maintaining a body posture, if the player adopts a good body posture (i.e., a body posture with an angle close to the ideal value), more points are added, resulting in a higher total score. Furthermore, assuming the player maintains a body posture at a certain angle, compared to a shorter duration of maintaining the posture, a longer duration of maintaining the posture results in more points being added, leading to a higher total score.

[0273] Exercises that belong to the repetitive exercise group are movements performed a prescribed number of times in one repetition. For example, repetitive high knee raises or repetitive left and right twisting movements are exercises that belong to the repetitive exercise group.

[0274] Regarding fitness exercises belonging to the repetitive movement group, the game system 1 calculates a score based on the tilt angle and acceleration of a part of the player's body when performing the prescribed movement. Specifically, the game system 1 calculates the score by increasing the tilt angle relative to a predetermined baseline when performing the prescribed movement. Additionally, the game system 1 calculates the score by increasing the acceleration when performing the prescribed movement. In other words, for fitness exercises belonging to the repetitive movement group, players can obtain a high score by performing the prescribed movement forcefully (i.e., by increasing acceleration) and solidly (i.e., by increasing the tilt angle relative to a baseline). In this embodiment, the game system 1 calculates a score each time the prescribed movement is performed, and the score for one fitness exercise is calculated by summing the scores of multiple prescribed movements.

[0275] Furthermore, in other embodiments, for fitness exercises belonging to the repetitive movement group, the game system 1 can also calculate the evaluation score based on the speed at which the prescribed movement is performed a prescribed number of times (in other words, based on the time required to perform the prescribed movement a prescribed number of times). Specifically, the game system 1 can also calculate the evaluation score in such a way that the evaluation score increases accordingly when the speed increases (in other words, the time decreases). In this case, for fitness exercises belonging to the repetitive movement group, the player can obtain a high evaluation score by performing the movement quickly.

[0276] Fitness movements belonging to the Posture Movement group are the following: movements in which the player changes from a prescribed first body posture to a second body posture different from the first body posture. For example, a fitness movement in which the player changes from an upright first body posture to a second body posture with knees bent and arms extended upwards belongs to the Posture Movement group.

[0277] Regarding fitness exercises that involve changes in posture, game system 1 calculates a score based on the time it takes for the player to change from assuming a first body posture to assuming a second body posture. Specifically, game system 1 calculates the score as the change time increases. In other words, for fitness exercises involving changes in posture, players can obtain a high score by gradually changing their body posture. Furthermore, in this embodiment, an upper limit is set for the score. Therefore, if the change time exceeds a certain threshold, the score becomes the upper limit, and even if the change time exceeds this threshold, the score does not increase.

[0278] Regardless of which of the three groups the fitness movement belongs to, the game system 1 acquires motion data based on the output of sensors (e.g., strain gauge or inertial sensor output) corresponding to the player's fitness movement, and calculates a score based on this motion data. Furthermore, motion data refers to data representing content corresponding to the player's fitness movement. In this embodiment, motion data represents data representing the output of strain gauges and / or inertial sensors. In other embodiments, motion data may also be data obtained by processing the output of strain gauges and / or inertial sensors in some way (e.g., data format transformation and / or calculation processing of output values, etc.).

[0279] Regarding fitness movements belonging to the aforementioned hold-up posture group, game system 1 can calculate the tilt angle of a part of the player's body when holding the aforementioned hold-up posture based on the deformation of the loop extension device 5 or the tilt angle of the controller. Furthermore, the deformation of the loop extension device 5 is calculated based on the strain gauge output represented by the operation data (specifically, loop operation data). The tilt angle of the controller is calculated based on the output of the inertial sensor represented by the operation data (specifically, left controller operation data or right controller operation data). When the hold-up posture is a body posture in which the player pushes against the loop extension device 5, game system 1 can calculate the tilt angle of a part of the player's body (here, the arm) based on the deformation of the loop extension device 5. Additionally, when the hold-up posture is a body posture in which the player bends their knees, game system 1 can calculate the tilt angle of a part of the player's body (here, the leg) based on the tilt angle of the left controller 3 mounted on the player's leg. Then, game system 1 can calculate a score based on the calculated tilt angle of a part of the player's body using the methods described above.

[0280] Furthermore, regarding fitness exercises belonging to the repetitive motion group, the game system 1 can calculate the tilt and acceleration of a part of the player's body when performing the aforementioned prescribed exercise a specified number of times, based on the tilt and acceleration of the controller. Additionally, the tilt of the controller can be calculated based on the output of the angular velocity sensor representing the motion data. The acceleration of the controller can be calculated based on the output of the acceleration sensor representing the aforementioned motion data. For example, when performing high knees as the aforementioned prescribed exercise, the game system 1 can calculate the tilt of a part of the player's body (in this case, the thigh) based on the tilt of the left controller 3 mounted on the player's leg, and can calculate the acceleration of that part of the body based on the acceleration of the left controller 3.

[0281] Furthermore, regarding fitness movements that involve changes in posture, the game system 1 can calculate whether the player has adopted a first body posture and a second body posture based on the tilt angle of the controllers. For example, if the player adopts a posture with bent knees and arms extended upwards as the second body posture, the game system 1 can determine that the player has adopted the bent knee posture based on the tilt angle of the left controller 3 mounted on the player's legs, and can determine that the player has adopted the upward-extended arm posture based on the tilt angle of the right controller 4 mounted on the circular extension device 5 held by the player. Then, the game system 1 can calculate the time change from the moment the player adopts the first body posture to the moment the player adopts the second body posture based on these determinations, thereby calculating a score.

[0282] Furthermore, in cases where the player has low flexibility or has injured themselves, adopting the aforementioned first or second body posture may be difficult. Therefore, in this embodiment, if a predetermined time has elapsed without the player being identified as having adopted the first or second body posture, the game system 1 changes the threshold to make it easier to identify that the player has adopted the first or second body posture. For example, consider the following example: In the processing of calculating the evaluation result of a certain fitness exercise, if the angle of the right controller 4 in a certain direction has become a threshold (specifically, 90°) or higher, it is determined that the player has adopted the second body posture. In this example, if the predetermined time has elapsed with the right controller 4 at an angle less than 90° in the aforementioned direction, the game system 1 changes the threshold used for identification to a value reduced by a predetermined value from 90° (e.g., 80°). As a result, if the player adopts a body posture with the right controller 4 at an angle of 80° in the aforementioned direction, it is determined that the player has adopted the second body posture. Subsequently, the game system 1 uses the changed threshold for identification in the processing of calculating the evaluation result of this fitness exercise. Alternatively, when the game system 1 uses the modified threshold for judgment, if a specified time has elapsed without determining that the player has adopted the first or second body posture, the modified threshold can be further reduced to the specified value. Furthermore, a lower limit can be set for the threshold.

[0283] Furthermore, in other embodiments, the game system 1 may set a modified threshold based on the player's body posture when the target body posture has not been achieved, as described above. For example, in the above example, if it is determined that the player has maintained a body posture with the right controller 4 at an angle of 70° in the aforementioned direction for a fixed period of time, the game system 1 may change the threshold used for determination from 90° to 70°. In this way, the game system 1 can also change the threshold based on the player's actual body posture, thereby determining that the target body posture has been achieved.

[0284] Furthermore, consider the following example: In the processing of evaluating a certain fitness movement, if the player deforms the circular expansion device 5 by a predetermined amount A, it is determined that the player has adopted a second body posture. In this example, if the deformation of the circular expansion device 5 does not meet the predetermined amount A for a fixed period of time, the game system 1 changes the threshold used for judgment to a value B that is less than the predetermined amount A. As a result, in a body posture where the deformation of the circular expansion device 5 is B, it is determined that the player has adopted the aforementioned second body posture.

[0285] Furthermore, the example described above illustrates changing the threshold when identifying a second body posture within a fitness exercise that is a posture change movement. In other embodiments, the game system 1 may also change the threshold in the same way as in the example described above when identifying a body posture within a fitness exercise that belongs to a different group than posture change movements.

[0286] As described above, in this embodiment, during a fitness event where the player performs a fitness movement requiring a predetermined target body posture, if the game system 1 determines, based on the movement data, that the state of not achieving the predetermined target body posture has persisted for a predetermined time, it updates the threshold used in the determination, making it easier to determine that the player has achieved the target body posture. In other words, during a fitness event, if the movement data acquired during the fitness event does not reach the value corresponding to the target body posture for a predetermined time, the game system 1 updates the threshold related to the target body posture, making it easier for the movement data to reach the value corresponding to the target body posture. Accordingly, the player can perform fitness movements without adopting a difficult body posture. Furthermore, in this embodiment, the threshold is automatically changed during the fitness event, so the player does not need to perform any setting or change operations, reducing inconvenience for the player.

[0287] Alternatively, the game system 1 can consider a player to have adopted the target body posture if the player's body posture in the state of not achieving the target body posture is, to some extent, close to the aforementioned "target body posture" (for example, the difference between the tilt angle of a part of the player's body in the state of not achieving the target body posture and the tilt angle of a part of the body in the "target body posture" is less than a predetermined value). This reduces the possibility that the threshold might be altered if the player adopts a body posture completely different from the original target body posture determined during the exercise.

[0288] Furthermore, the evaluation method described above is just one example; the game system 1 can use any method to evaluate the fitness exercise. For instance, in other embodiments, the game system 1 can also evaluate the fitness exercise based on the calories burned or the intensity of the exercise.

[0289] Game system 1 calculates the effect of player character 401's actions based on the evaluation results calculated as described above. In this embodiment, the effect is calculated based on at least the following information.

[0290] Evaluation results of fitness exercises

[0291] • Base effect values ​​set for each type of fitness exercise

[0292] Player parameters

[0293] By calculating the effect based on the aforementioned evaluation results, game system 1 can adjust the amount by which the enemy character's stamina is reduced based on the evaluation results of the player's fitness actions. This incentivizes the player to improve the quality of their fitness actions to obtain better evaluation results.

[0294] The aforementioned basic effect values ​​are set for each type of fitness movement. As described above, the explanatory image 413 displayed in the selection event shows the basic effect values ​​set for the fitness movement. Furthermore, when the player character 401's action is an attack, the basic effect value is the attack power of that action; when the player character 401's action is a recovery, the basic effect value is the recovery power of that action; and when the player character 401's action is a defense, the basic effect value is the defense power of that action.

[0295] By using the aforementioned basic effect values, Game System 1 can vary the amount of HP reduction in enemy characters based on the type of fitness action performed by the player (in other words, the type of fitness event). This enhances the game's strategic depth. Furthermore, since the effects in the game differ according to the type of fitness action, it provides players with the motivation to perform a wide variety of fitness actions.

[0296] As described above, in this embodiment, the game system 1 changes the amount by which the enemy character's health is reduced based on the content of the fitness movement. Furthermore, as mentioned above, "changing (the aforementioned amount) based on the content of the fitness movement" can be done either by adjusting the amount based on an evaluation related to movement data acquired during a battle event (e.g., whether the movement data indicates an effective fitness movement; that is, the evaluation result of the fitness movement) or by adjusting the amount based on the type of fitness movement.

[0297] Furthermore, "changing (the aforementioned amount) based on the content of the fitness exercise" can also mean changing it based on the load of the fitness exercise. In addition, the load of the fitness exercise can be a value preset before the fitness event (e.g., a value set for the fitness event indicating the load of the fitness exercise corresponding to that event), or a value calculated based on the fitness exercise performed by the player during the fitness event. For example, compared to a low load, if the load of the fitness exercise is high (e.g., a higher number of repetitions per unit, or a higher baseline value for calorie consumption set for the fitness exercise), the game system 1 increases the amount by which the enemy character's stamina is reduced. For example, the game system 1 can set the aforementioned basic effect value based on the load set for the fitness exercise (specifically, a higher basic effect value is set for fitness exercises with a higher load). Alternatively, the game system 1 can calculate the load of the fitness exercise actually performed by the player; the higher the calculated load, the greater the amount by which the enemy character's stamina is reduced. For example, the game system 1 could evaluate fitness exercises by assigning higher scores based on the calculated workload. Based on this, players can achieve good game results by performing fitness exercises diligently, thus motivating them to improve the quality of their workouts.

[0298] The aforementioned player parameters are parameters associated with the player (or, more specifically, with the player character). Game System 1 sets the player parameters to increase in accordance with game progress. For example, the player parameters may increase in accordance with defeating an enemy character in a battle event, or they may increase in accordance with the progression of the game's story. Furthermore, as an example of game story progression, player character 401 may enter a new game phase. Alternatively, if player character 401 is given experience points and a level, and the player parameters increase accordingly with the increase in player character 401's level and / or experience points, then the player parameters may also increase accordingly.

[0299] The effect of player character 401's action is calculated as follows: the higher the three parameters mentioned above (i.e., the evaluation result, the base effect value, and the player parameter), the greater the effect. For example, the effect can also be calculated by multiplying the base effect value by the evaluation score and the player parameter.

[0300] Furthermore, the game system 1 can also calculate the effect of the player character 401's actions based on parameters other than the three parameters mentioned above. In this embodiment, the effect is also calculated based on body information (specifically, mobility information), which will be described later. Additionally, for example, if the player character 401's action is an attack, the game system 1 can also calculate the damage to the enemy character based on the enemy character's defense power in addition to the three parameters mentioned above. Furthermore, for example, if the player character 401's action is a defense, the game system 1 can also calculate the damage to the player character 401 based on the enemy character's attack power in addition to the three parameters mentioned above.

[0301] As described above, in this embodiment, the effect of the player character 401's actions is determined based on the evaluation results of the fitness movements performed by the player. Furthermore, the effect is determined based on the aforementioned player parameters. Here, in this embodiment, during battle events, the game system 1 makes it easier for strong enemy characters (e.g., characters with high health, high attack power, and / or high defense) to appear, in accordance with the game's progress. Specifically, after the player completes a battle event in which the first enemy character appears, the game system 1 executes a battle event in which a second enemy character with a higher health value than the first enemy character appears. This is to allow the player to fully enjoy the sense of accomplishment in the game.

[0302] In order to defeat strong enemy characters, it's necessary to perform fitness exercises to maximize the aforementioned effect. However, in reality, the player's athletic ability may not increase significantly. We have also considered the possibility that the player's athletic ability might only increase slightly or remain almost unchanged. Therefore, if the effect is determined solely based on the evaluation results of fitness exercises, there is a concern that the effect might not increase much when stronger enemy characters appear as the game progresses, making it impossible to defeat them. Furthermore, if the strength of enemy characters remains constant throughout the game, there is a concern that players might become bored with the game and stop exercising.

[0303] Therefore, in this embodiment, the game system 1 increases the player's parameters in accordance with the game's progress, and the aforementioned effect quantity is calculated based on the player's parameters. Accordingly, even if the evaluation results of the fitness exercises performed by the player are the same, because the aforementioned effect quantity increases in accordance with the game's progress, it becomes easier to defeat strong enemy characters. According to this embodiment, even if the player's actual athletic ability does not significantly improve, the player can still experience a sense of accomplishment from their own growth in the game, and the game system 1 provides the player with the motivation to continuously perform fitness exercises by continuously playing the game. Furthermore, the sense of accomplishment that the game system 1 provides to the player from defeating strong enemy characters also motivates the player to continue playing the game.

[0304] As described above, in this embodiment, the game system 1 determines whether the completion condition (i.e., winning the battle event) has been met based on the game results (specifically, the enemy character's health value after reducing damage) based on the aforementioned action data and player parameters. Then, the game system 1 progresses the game accordingly with the completion of the battle event, updating the player parameters accordingly to make the completion condition easier to meet (i.e., increasing the value of the player parameters to make it easier to defeat the enemy character). In other words, the game system 1 updates the player parameters in such a way that the reduction in the enemy character's health value, given the same action data acquired in the battle event (e.g., the same fitness movements performed by the player), increases accordingly with the progress of the game. This provides the player with the motivation to continuously perform fitness movements by continuously playing the game.

[0305] [2-4. Setting the number of idle rounds]

[0306] As described above, in this embodiment, a standby turn count is set for fitness actions. If a fitness action is selected during a selection event in an attack turn, the game system 1 prevents that fitness action from being selected again from the current turn until the set standby turn count for that fitness action has elapsed. For example, the standby turn count for the fitness action "High Lift Push" is set to 2. In this case, if the player selects "High Lift Push," the game system 1 will not present "High Lift Push" as an option in the selection events of the next two attack turns following the attack turn in which the "High Lift Push" fitness action was performed. In other words, in those two attack turns, the player selects a fitness action from options other than "High Lift Push."

[0307] Furthermore, if, during an attack round, all available fitness actions are unavailable due to the wait time limit, the game system 1 can skip the attack round and proceed to a defense round. Alternatively, if a fitness action is subject to the wait time limit, the player character 401 can use a specified item to remove the restriction, making the fitness action available.

[0308] Furthermore, in this embodiment, when a certain fitness exercise is specified once as an exercise to be performed in a fitness event, the game system 1 imposes a limit on the number of idle rounds for that fitness exercise. In other embodiments, the game system 1 may also impose a limit on the number of idle rounds for a fitness exercise when it is specified two or more times. Moreover, the specified number of rounds may be set for each type of fitness exercise, or the specified number of rounds for each fitness exercise may be the same.

[0309] As described above, in this embodiment, for a fitness action (in other words, a fitness event) that has been assigned a predetermined number of times (1 time in this embodiment), the game system 1 restricts the assignment of that fitness action until the conditions for reassigning the fitness action are met (i.e., the number of idle rounds has elapsed). Here, there is a concern that when a player continuously performs the same fitness action, fatigue results from using only the same muscle groups. In contrast, according to this embodiment, the possibility of fatigue due to the player performing only specific fitness actions can be reduced. Furthermore, since players cannot simply repeat the same fitness action, they will consider groups of fitness actions performed over multiple attack rounds for battle events. This improves the tactical aspect of the game.

[0310] Furthermore, in this embodiment, the condition for allowing a fitness exercise to be specified again can be said to be related to the number of times a fitness event related to a different fitness exercise has been performed since the last fitness event related to that fitness exercise. In other embodiments, the condition for allowing a fitness exercise to be specified again could be related to the elapsed time since the last fitness event related to that fitness exercise. For example, a standby time could be set for the fitness exercise instead of the aforementioned number of standby rounds. In this case, if a fitness exercise is selected in the selection event, the game system 1 prevents that fitness exercise from being selected again during the period from the end of the fitness event related to that fitness exercise until the aforementioned standby time has elapsed. Thus, similar to this embodiment, concerns about player fatigue from performing only specific fitness exercises can be reduced. Additionally, by having the player perform many different types of fitness exercises, a balanced use of the whole body can be achieved.

[0311] In addition, in other embodiments, the conditions that allow the exercise movement to be specified again may include at least one of the above-mentioned conditions related to the number of repetitions and the above-mentioned conditions related to the elapsed time.

[0312] Furthermore, in other embodiments, the conditions under which a fitness action can be reassigned may be conditions other than those described above. For example, the conditions for reassigning a fitness action may be related to the amount of damage dealt by the player character 401 to an enemy character or the amount of damage received by the player character 401 from an enemy character. Specifically, the game system 1 may display a gauge representing the aforementioned damage amount on a display device, and the fitness action can be reassigned when the gauge is full. Even with such conditions, as in this embodiment, the likelihood of the player only performing specific fitness actions can be reduced.

[0313] Furthermore, the condition for allowing a fitness exercise to be reassigned can also be performing a specific fitness exercise different from the original exercise. For example, the condition for allowing an arm-using fitness exercise to be reassigned could be that the player performs a leg-using fitness exercise. Even under such conditions, as in this embodiment, the likelihood of the player performing only a specific fitness exercise can be reduced.

[0314] In this embodiment, the condition that allows a fitness action to be specified again (specifically, the number of idle rounds) is set for each type of fitness action (in other words, each type of fitness event). Accordingly, the conditions can be set considering the burden of each fitness action on the player for each type of fitness action, thus allowing for the setting of appropriate conditions for each type of fitness action.

[0315] Furthermore, in this embodiment, during the selection event, the game system 1 selects one type of fitness exercise from multiple types of exercises according to the selection instruction given by the player. In contrast, in other embodiments, during the selection event, the game system 1 may automatically select one type of fitness exercise from multiple types of exercises without following the player's instruction. Alternatively, in this embodiment, conditions may be set for the fitness exercise to allow it to be selected again. Thus, similar to this embodiment, concerns about player fatigue from performing only specific fitness exercises can be reduced.

[0316] [2-5. Setting Body Information]

[0317] In this embodiment, the game system 1 sets up physical information representing the player's physical abilities and / or physical state before a battle event is executed. The game system 1 then uses this physical information to execute the battle event. For example, the game system 1 executes a fitness event or calculates the evaluation result of a fitness movement based on the physical information related to the player. Accordingly, battle events are executed based on each player's physical information, making it easier for players to perform fitness movements that correspond to their own physical abilities and physical state. The details of the processing using physical information will be explained below.

[0318] (Exercise intensity information)

[0319] In this embodiment, the game system 1 sets motion intensity information as body information. Motion intensity information represents information estimating the appropriate motion intensity for the player. In this embodiment, motion intensity information represents any one of "light," "normal," and "heavy."

[0320] Exercise intensity information is set before the start of a combat event. For example, Game System 1 sets the exercise intensity information after the game program starts and at the beginning of the game. At this time, Game System 1 asks the player questions related to their physical condition that day. For example, Game System 1 asks questions such as "How are you feeling?", "Are you not tired?", and "Are there any aches or pains?" Then, Game System 1 sets the exercise intensity information based on the player's answers to the above questions. For example, if the player answers that they are in poor health or tired, Game System 1 sets the information indicating "light" as the exercise intensity information.

[0321] In this embodiment, the game system 1 sets the number of repetitions per unit for each fitness exercise performed during a battle event based on the aforementioned exercise intensity information. Specifically, when the exercise intensity information is "normal," the game system 1 sets the number of repetitions per unit for each fitness exercise to a baseline value determined in the game program. Furthermore, when the exercise intensity information is "light," the game system 1 sets the number of repetitions per unit for each fitness exercise to a value less than the baseline value; and when the exercise intensity information is "heavy," the game system 1 sets the number of repetitions per unit for each fitness exercise to a value greater than the baseline value.

[0322] Furthermore, in other embodiments, the game system 1 may also use information representing the number of unit actions as exercise intensity information. In this case, the game system 1 may also allow the player to input the number of unit actions instead of asking the player questions related to their current physical condition.

[0323] As described above, in this embodiment, the game system 1 adjusts the amount (specifically, the number of times per unit of movement) of fitness actions performed by the player during combat events based on physical information (specifically, exercise intensity information). Accordingly, the player can perform fitness actions with a load appropriate to their physical condition for the day.

[0324] In other embodiments, the amount of exercise performed by the player during a fitness event can also be the duration of maintaining the body posture within the aforementioned maintenance exercise group. That is, the game system 1 can also change the aforementioned time based on body information. Thus, similarly to this embodiment, the player can perform fitness exercises with a load appropriate to their physical condition on that day.

[0325] (Athletic ability information)

[0326] In this embodiment, the game system 1 uses motion ability information, which represents the player's athletic ability, as body information. In this embodiment, motion ability information is numerical information where a higher motion ability results in a larger value.

[0327] The athletic ability information is set before the start of a combat event. For example, game system 1 sets the athletic ability information related to the player after the game program starts and the player initially begins the game (e.g., when creating save data). At this time, game system 1 has the player actually perform fitness exercises and calculates the evaluation result of the fitness exercises performed by the player. Game system 1 sets the value represented by the athletic ability information based on the calculated evaluation result. Specifically, the athletic ability information is set in such a way that the higher the evaluation result, the larger the value represented by the athletic ability information. In this way, body information can also be determined based on the motion data of the fitness movements performed by the player before the combat event is executed. Accordingly, game system 1 can obtain high-precision body information based on the fitness movements actually performed by the player. Furthermore, the method of setting athletic ability information is arbitrary. For example, in other embodiments, game system 1 may ask the player a question to infer athletic ability (e.g., ask age), and set the athletic ability information based on the player's answer to the question.

[0328] In this embodiment, the game system 1 calculates the effect quantity (i.e., damage or recovery amount) of the player character 401's actions associated with the fitness movement based on the aforementioned motion ability information. The game system 1 calculates the effect quantity as follows: the higher the value represented by the motion ability information, the smaller the effect quantity. Furthermore, the specific method for changing the effect quantity based on the motion ability information is arbitrary. For example, the game system 1 can change the aforementioned basic effect value based on the motion ability information, or it can change the evaluation method of the fitness movement based on the motion ability information (specifically, the higher the value represented by the motion ability information, the less likely it is to obtain a good evaluation). Alternatively, the game system 1 can also calculate the final evaluation score by multiplying the evaluation score calculated using the evaluation method described in "[2-3. Game Processing Based on Fitness Movements]" by a coefficient corresponding to the motion ability information.

[0329] As described above, in this embodiment, the game system 1 reduces the enemy character's stamina based on the aforementioned physical information (specifically, athletic ability information) and motion data acquired during fitness events. Accordingly, the game system 1 can adjust the game outcome based on the player's physical abilities. For example, even players with low athletic abilities can easily progress through the game, thus providing players with the motivation to continuously engage in fitness activities through continuous gameplay.

[0330] Furthermore, in other implementations, the game system 1 can also adjust the amount (specifically, the number of repetitions per unit of movement) of the fitness movements performed by the player during a fitness event based on motor ability information. Accordingly, the player can perform fitness movements with a load appropriate to their physical capabilities.

[0331] (Motion baseline value)

[0332] In this embodiment, the game system 1 sets motion reference values ​​as body information. In this embodiment, the motion reference values ​​include a pushing reference value and a bending reference value. The pushing reference value is a value used to evaluate actions related to pushing against the circular extension device 5 during combat events. The bending reference value is a value used to evaluate actions related to bending the knees, such as squatting, during combat events.

[0333] The process of setting the aforementioned action baseline values ​​is performed before the start of a combat event. For example, the process of setting action baseline values ​​is performed after the game program starts and at the start of the game.

[0334] In setting the action reference value, the game system 1 instructs the player to push the ring-shaped expansion device 5. For example, the game system 1 displays a message such as "Please push the ring" on the display device, prompting the player to push the ring-shaped expansion device 5. In response, the player pushes the handles 203 and 204 of the ring-shaped expansion device 5 with both hands. After performing the above action, the game system 1 calculates the deformation of the ring-shaped expansion device 5. The game system 1 sets the pushing reference value based on the calculated deformation. For example, the pushing reference value can be set to the maximum value of the deformation in the above action, or it can be set to the value obtained by multiplying the maximum value by a specified coefficient (e.g., 0.8).

[0335] Furthermore, in setting the motion reference value, the game system 1 instructs the player to bend their knees. For example, the game system 1 displays a message such as "Please bend your knees" on the display device, prompting the player to bend their knees. In response, the player performs a knee-bending motion, similar to a squat. Upon performing this motion, the game system 1 calculates the tilt angle of the left controller 3. The game system 1 sets the bending reference value based on the calculated tilt angle. For example, the bending reference value can be set to the maximum tilt angle of the motion, or it can be set to the value obtained by multiplying the maximum value by a predetermined coefficient (e.g., 0.8).

[0336] In combat events, Game System 1 uses the push reference value in the following processes, for example. First, when performing the action of pushing the circular extension device 5 as a prescribed exercise belonging to the repetitive exercise group described above, Game System 1 uses the push reference value in the process of calculating the evaluation score related to the exercise. That is, Game System 1 determines whether the action of pushing the circular extension device 5 has been performed based on whether the deformation amount of the circular extension device 5 has become greater than or equal to the push reference value. In addition, Game System 1 uses the push reference value in the process of calculating the evaluation score related to the exercise belonging to the holding exercise group described above. That is, Game System 1 uses the push reference value as the ideal value used when calculating the evaluation coefficient described above.

[0337] Furthermore, in combat events, game system 1 uses a bending reference value, for example, in the following processing. First, when performing a knee-bending motion as a prescribed movement within the aforementioned repetitive movement group of fitness exercises, game system 1 uses the bending reference value in calculating the evaluation score related to that fitness exercise. That is, game system 1 determines whether a knee-bending motion has been performed based on whether the tilt angle of the left controller 3 has become above the aforementioned bending reference value. Additionally, game system 1 uses the bending reference value in calculating the evaluation score related to fitness exercises belonging to the aforementioned hold-motion group. That is, game system 1 uses the bending reference value as an ideal value when calculating the aforementioned evaluation coefficient.

[0338] Based on the above, for example, when the player's muscle strength is weak, the pushing reference value is set to a small value, or the bending reference value is set to a value with the knee not bent much. Therefore, in a combat event, in response to the player slightly deforming the circular expansion device 5, the game system 1 determines that an action of pushing the circular expansion device 5 has been performed, or in response to the player slightly bending their knee, the game system 1 determines that an action of bending the knee has been performed. On the other hand, when the player's muscle strength is strong, the pushing reference value is set to a large value, or the bending reference value is set to a value with the knee deeply bent. Therefore, in a combat event, in response to the player significantly deforming the circular expansion device 5, the game system 1 determines that an action of pushing the circular expansion device 5 has been performed, or in response to the player deeply bending their knee, the game system 1 determines that an action of bending the knee has been performed. In this way, according to this embodiment, the game system 1 can appropriately make judgments and evaluations related to the action of pushing the circular expansion device 5 and the action of bending the knee based on the player's strength.

[0339] As described above, in this embodiment, the game system 1 calculates the evaluation result of the fitness movements performed by the player in the fitness event based on body information (i.e., action baseline values) and action data acquired during the fitness event. Furthermore, the game system 1 determines whether the completion conditions of the battle event have been met based on the game results derived from the evaluation results. Accordingly, the game system 1 can evaluate fitness movements with high precision by taking into account the player's physical abilities.

[0340] Alternatively, in other embodiments, the game system 1 may adjust the load (specifically, the number of repetitions per unit of movement) of the fitness movements performed by the player during combat events based on body information (specifically, action baseline values). Accordingly, the player can perform fitness movements with a load that takes into account their own physical capabilities. Furthermore, as an example of changing the aforementioned load, the game system 1 may also change the threshold used to determine if a fitness movement has been performed. For example, when performing the action of pushing the circular extension device 5 as a fitness movement, the game system 1 may change the threshold related to the amount of pushing. Additionally, for example, when performing squats as a fitness movement, the game system 1 may change the threshold related to the angle of knee flexion used to determine if a fitness movement has been performed. By changing these thresholds, the load of the fitness movements performed by the player can also be changed.

[0341] [3. Specific examples of information processing in game systems]

[0342] Next, refer to Figures 21-25 This will illustrate a specific example of information processing in game system 1.

[0343] [3-1. Data used in information processing]

[0344] Figure 21 This is a diagram illustrating an example of the various types of data used in information processing within Game System 1. Figure 21 The various information shown is stored in a storage medium accessible to the main device 2 (e.g., flash memory 84, DRAM 85, and / or a memory card installed in slot 23, etc.).

[0345] like Figure 21 As shown, game system 1 stores game programs. The game program is a program used to execute the game application in this embodiment, for example, stored in flash memory 84 and / or a memory card installed in slot 23.

[0346] In addition, such as Figure 21 As shown, game system 1 stores fitness movement content data. This fitness movement content data can also be stored on a storage medium along with the game program. The fitness movement content data displays information representing the content of each fitness movement. For example, for fitness movements belonging to the hold group, the fitness movement content data includes data indicating the threshold for determining whether the player has adopted the aforementioned starting body posture and the threshold for maintaining the body posture (e.g., a threshold related to the tilt angle of the controller), as well as the time for maintaining the body posture. Additionally, for fitness movements belonging to the repetitive group, the fitness movement content data includes data indicating the threshold for determining whether the player has performed a prescribed movement to be repeated, as well as the number of times the movement has been repeated. Furthermore, for fitness movements belonging to the posture group, the fitness movement content data includes data indicating the threshold for determining whether the player has adopted the aforementioned first body posture and second body posture. Additionally, the fitness movement content data includes data indicating the number of repetitions per unit movement for each fitness movement. In this embodiment, for one fitness movement, the fitness movement content data includes data indicating the number of repetitions per unit movement for three categories corresponding to the content indicated by the exercise intensity information (i.e., "light," "normal," and "heavy"). In addition, the fitness movement content data includes data representing the aforementioned "body parts corresponding to each fitness movement" associated with each fitness movement.

[0347] Furthermore, the fitness action content data includes information (including the aforementioned basic effect values) that represents the action content of the player character 401 associated with the fitness action.

[0348] In addition, such as Figure 21 As shown, game system 1 includes body information data, player parameter data, player character data, and enemy character data. Information processing is performed through the aforementioned game program (see...). Figures 22-25 This data is generated and used in [the context of the data source]. In addition, besides... Figure 21 In addition to the data shown, the aforementioned storage medium also stores various data used in information processing performed by the aforementioned game program.

[0349] The body information data represents the aforementioned body information. In this embodiment, the body information includes the aforementioned exercise intensity information and pushing reference value. The player parameter data represents the aforementioned player parameters. The player character data represents various parameters related to the player character 401 (specifically, parameters such as stamina). The enemy character data represents various parameters related to each enemy character (specifically, parameters such as stamina).

[0350] [3-2. Processing performed in the game system]

[0351] Figures 22-25 This is a flowchart illustrating an example of information processing performed by game system 1. After the aforementioned game program begins execution, for example, in response to an instruction from the player to start the game... Figures 22-25 The series of processes shown.

[0352] Furthermore, in this embodiment, the following situation will be described: the game program stored in the game system 1 is executed by the processor 81 of the main device 2. Figures 22-25 The processing of each step is shown. However, in other embodiments, a portion of the processing of each step may be performed by a processor other than processor 81 (e.g., a dedicated circuit). Additionally, if the game system 1 is capable of communicating with other information processing devices (e.g., a server), the processing may be performed in those other information processing devices. Figures 22-25 This is part of the processing in each step shown. For example, if game system 1 can communicate with the server, the server can also perform part of the game processing (e.g., the game control processing in step S12 described later). Additionally, for example, the controller sending the motion data can also perform part of the processing to determine the player's actions based on that motion data. Figures 22-25 The steps shown are just an example. As long as the same result can be obtained, the order of the steps can be changed, or other processes can be performed in addition to (or instead of) the steps.

[0353] Additionally, processor 81 uses memory (e.g., DRAM 85) to perform operations. Figures 22-25 The processing steps shown are as follows. That is, the processor 81 stores the information (in other words, data) obtained through each processing step into the memory, and reads the information from the memory to utilize the information when it is needed in a later processing step.

[0354] exist Figure 22 In step S11, the processor 81 sets body information. Specifically, the processor 81 uses the method described in "[2-5. Setting Body Information]" to determine the exercise intensity information and the pressing reference value as body information, and stores the body information data representing the determined body information in memory. Furthermore, the processor 81 refers to the aforementioned fitness movement content data stored in memory and determines the number of repetitions per unit of each fitness movement based on the set exercise intensity information. Step S12 is then executed following step S11. After step S12, the game begins.

[0355] In step S12, processor 81 executes game control processing. As game control processing, processor 81 receives instructions from the player, executes game processing based on those instructions, and displays a game image representing the result of the game processing on a display device. For example, processor 81 executes processing to move the player character 401 on the game map based on instructions given by the player. Additionally, if the player character 401 wins in a specified battle event, processor 81 executes processing to advance the game as game control processing. Game control processing is temporarily interrupted at appropriate times to execute the processing in step S13.

[0356] In step S13, the processor 81 determines whether a battle event should begin. For example, in the game control process described above, if the player character 401 encounters an enemy character on the game map, the processor 81 determines that a battle event should begin. On the other hand, if the player character 401 does not encounter an enemy character on the game map, the processor 81 determines that a battle event should not begin. If the determination result in step S13 is affirmative, the process in step S14 is executed. On the other hand, if the determination result in step S13 is negative, the process in step S16, described later, is executed.

[0357] In step S14, the processor 81 executes battle event processing, which is game processing for executing battle events. (See below for further details.) Figures 23-25 This will explain the details of how to handle combat events.

[0358] Figure 23 It means Figure 22 The following is a sub-flowchart of an example of the detailed process of battle event handling in step S14. In battle event handling, firstly, as part of the game processing during the attack turn, a series of processes from steps S20 to S26 are executed.

[0359] In step S20, processor 81 executes the selection event described above. That is, processor 81 selects an image (refer to...). Figure 15The selected exercise is displayed on the display device and, based on the player's switching and selection instructions, is specified. Step S21 is then executed following step S20.

[0360] In step S21, the processor 81 executes the aforementioned preparation event. During the preparation event, the processor 81 prepares the motion image (refer to...). Figure 16 The data is displayed on the display device, and motion data is acquired. Furthermore, in this embodiment, the processor 81 acquires operation data from each of the controllers 3 and 4. Specifically, the processor 81 acquires right controller operation data, left controller operation data, and circle operation data, which include motion data.

[0361] Furthermore, during the preparation event, the processor 81 determines whether the player has adopted the body posture required to start the fitness exercise based on motion data. As described above, in this embodiment, this determination is made based on whether the player has adopted the body posture required for the exercise. Moreover, when performing the above determination, the processor 81 refers to the fitness exercise content data stored in the memory as needed. If it is determined that the player has adopted the body posture required to start the fitness exercise, the processor 81 terminates the processing in step S21 and executes the processing in step S22.

[0362] In step S22, the processor 81 executes attack-time fitness event processing. Attack-time fitness event processing is used to process fitness events during the attack round. See below for details. Figure 24 This section will explain the details of handling fitness events during an attack.

[0363] Figure 24 It means Figure 23 The diagram shows a sub-flowchart of an example of the detailed process for handling fitness events during an attack, as shown in step S22. In handling fitness events during an attack, firstly in step S41, the processor 81 acquires motion data using the same method as in step S21 described above. Following step S41, the processing in step S42 is executed.

[0364] In step S42, the processor 81 determines the player's actions based on the motion data acquired in step S41. For example, the processor 81 determines the extent to which the player pushes the circular extension device 5 and / or the extent to which the player bends their leg. Furthermore, in the processing of step S42 and the following step S44, the processor 81 refers to the fitness motion content data and body information data stored in the memory as needed. Step S43 is then executed following step S42.

[0365] In step S43, the processor 81 will display the game image (refer to) in the fitness event. Figure 17The image is displayed on the display device. At this time, the processor 81, based on the player's actions determined in step S42, causes the player character 401 to move, and displays an image representing the game space containing the player character 401. Additionally, the processor 81 displays the aforementioned example action image 433, action count image 434, remaining action count image 435, and calorie consumption image 436. Step S44 is then executed following step S43.

[0366] In step S44, the processor 81 determines whether the player has completed one fitness movement. This determination can be made based on the player's movement identified in step S42. If the determination result in step S44 is negative, the processing in step S41 is executed again. Then, the series of processes from S41 to S43 is repeated until the determination result in step S44 becomes positive. Furthermore, in this embodiment, the series of processes from S41 to S43 is executed once every predetermined time interval (e.g., one frame). On the other hand, if the determination result in step S44 is positive, the processor 81 terminates. Figure 24 The attack shown illustrates the fitness event handling.

[0367] Return to Figure 23 As explained, in step S23, the next step after step S22, processor 81 evaluates the fitness movements performed by the player in the fitness event of step S22. Specifically, processor 81 calculates the evaluation result (specifically, the evaluation score) of the fitness movements according to the method described in "[2-3. Game Processing Based on Fitness Movements]" above. Step S24 is then executed following step S23.

[0368] In step S24, the processor 81 executes the aforementioned attack event. In the attack event, the processor 81 calculates the damage inflicted on the enemy character by the player character 401's attack, and displays an image representing the damage received by the enemy character (see reference). Figure 18 The damage is displayed on the display device. Furthermore, the damage amount is calculated according to the method described in "[2-3. Game Processing Based on Fitness Movements]". At this time, the processor 81 reduces the health and damage of the attacked enemy character accordingly, and updates the enemy character data stored in the memory to represent the reduced health. Step S25 is then executed following step S24.

[0369] In step S25, the processor 81 refers to the enemy character data stored in the memory to determine whether all enemy characters appearing in the battle event have been defeated. If the determination result in step S25 is positive, the processor 81 terminates. Figure 23The battle event processing is shown. On the other hand, if the determination result in step S25 is negative, the processing in step S26 is executed.

[0370] In step S26, the processor 81 determines whether a fitness event with a unit number of actions has been executed in the current attack round. Furthermore, the unit number of actions used in this determination is the unit number of actions determined in step S11 above. If the determination result in step S26 is negative, the processor 81 executes the processing in step 22 again. On the other hand, if the determination result in step S26 is positive, the processing in step S27 is executed. After performing the game processing in the attack round through the series of processes in steps S20 to S26 above, the series of processes in steps S27 to S29 are executed as the game processing in the defense round.

[0371] In step S27, the processor 81 executes defense-time fitness event processing. Defense-time fitness event processing is used to process fitness events during a defense round. See below for further details. Figure 25 This section will explain the details of handling fitness events during defense.

[0372] Figure 25 It means Figure 23 The diagram shows a sub-flowchart of an example of the detailed process for handling a fitness event during defense, step S27. In handling a fitness event during defense, firstly, in step S51, the processor 81 acquires motion data. Next, in step S52, the processor 81 determines the player's actions. And, in step S53, the processor 81 displays the game image from the fitness event (refer to...). Figure 19 The result is displayed on the display device. The series of processes in steps S51 to S53 are performed in the same manner as the series of processes in steps S41 to S43 described above. Step S54 is then performed following step S53.

[0373] In step S54, the processor 81 determines whether the player has completed one exercise movement. This determination can be made based on the player's movement identified in step S52. If the determination result in step S54 is negative, the process of step S51 is executed again. Then, the series of processes from S51 to S54 is repeated until the determination result in step S54 becomes positive. Conversely, if the determination result in step S54 is positive, the processor 81 terminates. Figure 25 The defense-time fitness event handling is shown.

[0374] Return to Figure 23As explained, in step S28, the next step after step S27, processor 81 evaluates the fitness movements performed by the player during the fitness event handling in step S27. The processing in step S28 is performed in the same manner as the processing in step S23 described above. Step S29 is then executed following step S28.

[0375] In step S29, the processor 81 executes a defense event. In the defense event, the processor 81 calculates the damage inflicted on the player character 401 by an attack from an enemy character, and displays an image representing the damage suffered by the player character 401 (see reference). Figure 20 The damage is displayed on the display device. Furthermore, the damage amount is calculated according to the method described in "[2-3. Game Processing Based on Fitness Movements]". At this time, the processor 81 reduces the player character 401's stamina and the damage amount accordingly, and updates the player character data stored in the memory to represent the reduced stamina. Step S30 is then executed following step S29.

[0376] In step S30, the processor 81 refers to the player character data stored in the memory to determine whether the player character has been defeated. If the determination result of step S30 is positive, the processor 81 terminates. Figure 23 The battle event processing is shown. On the other hand, if the determination result of step S30 is negative, the processing of step S31 is executed.

[0377] In step S31, the processor 81 determines whether a fitness event of a unit number of actions has been performed during the current defensive round. Furthermore, the unit number of actions used in this determination is the unit number of actions determined in step S11 above. If the determination result of step S31 is negative, the processor 81 executes the processing of step S27 again. On the other hand, if the determination result of step S31 is positive, the processing of step S20 is executed again. In other words, an attack round is initiated again after the defensive round ends. This concludes the explanation of the battle event processing ending in step S14.

[0378] Return to Figure 22As explained, in step S15, the next step after step S14, the processor 81 increases the player parameters under certain conditions. Furthermore, the conditions for updating the player parameters are arbitrary. As mentioned above, the player parameters can be increased based on the player character 401 defeating an enemy character in a battle event, or based on the progression of the game's story (e.g., the player character 401 entering a new game phase). When the player parameters are increased in step S15, the processor 81 updates the player parameter data stored in memory to represent the increased value. Step S16 is then executed following step S15.

[0379] In step S16, the processor 81 determines whether to end the game. For example, the processor 81 determines whether the user has indicated that they want to end the game. If the determination result in step S16 is negative, the processing in step S12 is executed again. Thereafter, the series of processes from steps S11 to S16 is repeated until it is determined in step S16 that the game should be ended. On the other hand, if the determination result in step S16 is positive, the processor 81 terminates information processing in the game application.

[0380] [4. Effects and variations of the above embodiments]

[0381] In the above embodiment, the information processing program (specifically, the game program) executed by the computer (specifically, the processor 81) of the information processing device (specifically, the main device 2) enables the computer to function as the following unit.

[0382] • The acquisition unit (steps S31, S41) acquires motion data based on the outputs of sensors (specifically, strain gauges, accelerometers, and / or angular velocity sensors) corresponding to the fitness movements performed by the player.

[0383] • Game event execution unit (step S14), which executes a game event (specifically, a battle event) that has completion conditions set.

[0384] In addition, the game event execution unit includes the following units.

[0385] • Action designation unit (step S20), which designates at least one type of fitness event from multiple types of fitness events, wherein the fitness event is the event that causes the player to perform a fitness action.

[0386] • First Fitness Event Execution Unit (Step S22), which executes the first fitness event (specifically, the battle event in the attack round) in the game event, causing the player to perform the fitness action corresponding to the specified fitness event until the end condition is met.

[0387] • The completion determination unit (step S25) determines whether the completion condition has been met based on the motion data obtained in the first fitness event.

[0388] Additionally, before determining that the completion condition has been met, the game event execution unit repeats the specification and execution of the first fitness event (see reference). Figure 23 ).

[0389] Based on the above, it is possible to motivate players to perform fitness activities within game events with the goal of completing them. Therefore, players can be motivated to engage in fitness activities in order to achieve the goal of completing game events.

[0390] Furthermore, in the above embodiment, the game event is a battle event involving combat with an enemy character, but it can also be any game event. In other embodiments, the game event can be, for example, a game event where the player character performs a prescribed task.

[0391] Furthermore, the completion conditions set for game events are used to determine whether a player has completed (or succeeded in) a game event. In the above embodiment, the completion condition is victory in battle. That is, the game system 1 determines whether a condition related to the enemy character's health has been met as the completion condition. Accordingly, players can be motivated to perform fitness actions towards a game objective such as defeating an enemy character.

[0392] Furthermore, the completion condition can be any condition determined based on motion data obtained during a fitness event. For example, in other embodiments, when a game event is executed in which the player character obtains items in response to the fitness actions performed by the player, the completion condition could be that the player character obtains a specified number of items. By setting game-related conditions as completion conditions, players can perform fitness actions as if they were playing a game. Moreover, the completion condition is not limited to game-related conditions; for example, it could be performing a fitness event a specified number of times during a game event. Furthermore, "determined based on motion data" includes both methods of determining the condition by directly using motion data (e.g., determining whether the motion data has met the conditions) and methods of determining the condition by indirectly using motion data (e.g., determining whether the game result calculated using the motion data has met the conditions).

[0393] In the above embodiment, it can also be said that the information processing program (specifically, the game program) executed by the computer (specifically, the processor 81) of the information processing device (specifically, the main device 2) enables the computer to function as the following unit.

[0394] • Acquisition unit (steps S31, S41) acquires motion data based on the outputs of sensors corresponding to the fitness movements performed by the player (specifically, the outputs of strain gauges, accelerometers, and / or angular velocity sensors).

[0395] • The game processing unit (steps S12 to S16) executes battle events that involve fighting enemy characters, and progresses the game accordingly upon completion of these battle events.

[0396] In addition, the game event execution unit includes the following units.

[0397] • Fitness event execution unit (step S22), which executes a fitness event during a battle event to cause the player to perform fitness actions.

[0398] • Stamina update unit (step S24): If the action data obtained during a fitness event meets the conditions corresponding to that fitness event (e.g., if it is determined from the action data that the player has performed a fitness action), this stamina update unit reduces the enemy character's stamina.

[0399] When the enemy character's health reaches the specified condition (specifically, when the health becomes 0), the game processing unit considers the battle event to be completed, thus advancing the game (step S25).

[0400] Furthermore, the aforementioned enemy character's health value can be represented by data used as parameters of the enemy character in the information processing performed in the game, or by information presented to the player explicitly or implicitly in the game as a way to represent the enemy character's health value (e.g., the length of the health bar).

[0401] As described above, in the above embodiment, a fitness movement, which is different from an attack, is used as an instruction to attack in the game. Furthermore, there are conventional games where, in response to a player swinging the controller like a sword, the player character performs a sword attack; or in response to a player moving the controller like a boxer, the player character performs a boxing attack. These conventional games use real-world player actions that are the same as or similar to the attack actions performed by the player character in the game as attack instructions. In contrast, the above embodiment uses fitness movements, which are different from in-game attack actions, as attack instructions, which is different from conventional games and cannot be conceived based on conventional games.

[0402] Furthermore, according to the above embodiment, the fitness movements are used as instructions for attacking in the game, thereby transforming the game's motivation—such as "defeating enemy characters to advance the game"—into the player's motivation to perform the fitness movements. Thus, players are given the motivation to perform fitness movements in the game.

[0403] Furthermore, in the above embodiment, the game system 1 reduces the player's stamina value in accordance with the fitness movements performed by the player during the fitness event (step S46). Moreover, if the player's stamina value has met the prescribed conditions, the game system 1 determines that the player has lost the battle event and ends the battle event (step S28). Accordingly, players can experience a sense of tension during fitness movements that cannot be achieved by simply performing fitness movements. Therefore, according to the above embodiment, the fun of the game involving fitness movements can be increased, and players are more motivated to perform the fitness movements, thus achieving the exercise effects of the fitness movements more effectively.

[0404] Furthermore, the aforementioned "stamina value corresponding to the player" can be either the player character's stamina value or stamina value associated with the player. In this embodiment, the player character appears in the game, but in other embodiments, the player character may not appear in the game. Even when the player character does not appear in the game, the player's stamina value can be set within the game and changed in response to enemy attacks during combat events.

[0405] (Variations related to fitness events)

[0406] In the above embodiment, an attack event is executed after the fitness event ends. This attack event is a game event that displays the game result based on the fitness movements performed during the fitness event. Accordingly, the game result based on the fitness movement is not displayed during the fitness movement itself, allowing the player to perform the fitness movement without worrying about the game result. Therefore, according to the above embodiment, it is possible to make it easier for the player to focus on the fitness movement.

[0407] In contrast, in other implementations, it is not necessary to separate the fitness event and the attack event in time; the game system 1 can also execute the attack event midway through the fitness event. For example, the game system 1 can also control the player character 401 to perform an attack action against an enemy character midway through the player's fitness action.

[0408] Furthermore, during a fitness event, game system 1 acquires the aforementioned motion data and uses this data to determine the fitness movements performed by the player. In other words, the period during which game system 1 determines the player's fitness movements (even if game events such as attack events occur during this period) can be considered the period of the fitness event.

[0409] Furthermore, in the above embodiment, during a fitness event, the player can start the fitness exercise at any time. That is, the game system 1 remains idle during the fitness event until the player performs the exercise, and ends the fitness event in response to the player completing the exercise. Accordingly, the player can start and end the fitness exercise at their own pace, thus making the exercise easy for the player to perform.

[0410] In contrast, in other implementations, game system 1 can also allow the player to perform a fitness action at a time determined during the game. For example, during a defensive turn in a combat event, game system 1 could cause the enemy character to initiate an attack action at a time independent of the player's fitness action, and the player could then initiate a fitness action at the time corresponding to that attack action. Alternatively, game system 1 could initiate a fitness event at the time corresponding to the aforementioned attack action and end the fitness event in response to a predetermined time elapsed from the start time of the fitness event (e.g., ending the processing of determining the fitness action).

[0411] The above-described embodiments are intended to motivate players to perform fitness exercises, and can be used in, for example, game programs or game systems.

[0412] Several system examples, method examples, equipment examples, and apparatus examples have been described. However, it should be understood that the appended claims are not limited to the disclosed systems, methods, equipment, and apparatuses. It goes without saying that various modifications and variations can be made without departing from the spirit and scope of the appended claims.

Claims

1. A storage medium storing an information processing program executed by a computer of an information processing device. The information processing program enables the computer to function as a unit in the following ways: The acquisition unit acquires motion data based on the output of sensors corresponding to the fitness movements performed by the player. as well as The game event execution unit executes game events, which have defined completion conditions. in, The game event execution unit includes: A designated unit that designates at least one type of fitness event from a plurality of types of fitness events, wherein the fitness event is an event that causes the player to perform a fitness action; The first fitness event execution unit executes, within the game event, a first fitness event that causes the player to perform a fitness action corresponding to the specified fitness event until a termination condition is met; and The completion determination unit determines whether the completion condition has been met based on the motion data obtained in the first fitness event. Before determining that the completion condition has been met, the game event execution unit repeats the specification and execution of the first fitness event. The designation unit designates at least one type of fitness event from the plurality of types of fitness events based on a selection instruction made by the player on a selection image displayed on the display device. The game events mentioned are combat events where you fight against enemy characters. The game event execution unit includes an attack event execution unit, which executes an attack event to attack the enemy character in accordance with the fitness action performed by the player in the first fitness event. The completion determination unit determines whether the conditions related to the enemy character's health value have been met, and uses this as the completion condition. The game event execution unit also includes: The second fitness event execution unit executes a second fitness event during the combat event, causing the player to perform a prescribed fitness movement; and The defense event execution unit executes defense events to defend against attacks from the enemy character, corresponding to the fitness movements performed by the player in the second fitness event. The second fitness event is determined independently of the instructions given by the player.

2. A storage medium storing an information processing program executed by a computer of an information processing device. The information processing program enables the computer to function as a unit in the following ways: an acquisition unit that acquires motion data based on an output of a sensor corresponding to an exercise motion performed by a player; as well as The game event execution unit executes game events, which have defined completion conditions. in, The game event execution unit includes: A designated unit that designates at least one type of fitness event from a plurality of types of fitness events, wherein the fitness event is an event that causes the player to perform a fitness action; The first fitness event execution unit executes, within the game event, a first fitness event that causes the player to perform a fitness action corresponding to the specified fitness event until a termination condition is met; and The completion determination unit determines whether the completion condition has been met based on the motion data obtained in the first fitness event. Before determining that the completion condition has been met, the game event execution unit repeats the specification and execution of the first fitness event. The designation unit designates at least one type of fitness event from the plurality of types of fitness events based on a selection instruction made by the player on a selection image displayed on the display device. In the first fitness event in which the player performs a fitness action that requires the player to adopt a specified target body posture, if the first fitness event execution unit determines, based on the action data, that the state of not achieving the target body posture has lasted for a specified time, it updates the threshold used in the determination, making it easier to determine that the player has adopted the target body posture.

3. A storage medium storing an information processing program executed by a computer of an information processing device. The information processing program enables the computer to function as a unit in the following ways: The acquisition unit acquires motion data based on the output of sensors corresponding to the fitness movements performed by the player. as well as The game event execution unit executes game events, which have defined completion conditions. in, The game event execution unit includes: A designated unit that designates at least one type of fitness event from a plurality of types of fitness events, wherein the fitness event is an event that causes the player to perform a fitness action; The first fitness event execution unit executes, within the game event, a first fitness event that causes the player to perform a fitness action corresponding to the specified fitness event until a termination condition is met; and The completion determination unit determines whether the completion condition has been met based on the motion data obtained in the first fitness event. Before determining that the completion condition has been met, the game event execution unit repeats the specification and execution of the first fitness event. The designation unit designates at least one type of fitness event from the plurality of types of fitness events based on a selection instruction made by the player on a selection image displayed on the display device. The game event execution unit further includes a start determination unit, which, before the first fitness event, determines, based on the motion data, whether the player's body posture is the same as the body posture at the start of the fitness movement corresponding to the first fitness event. Corresponding to the body posture at the start of the fitness movement determined based on the motion data, the first fitness event execution unit starts the first fitness event.

4. The storage medium according to any one of claims 1 to 3, characterized in that, For a fitness event that has been assigned a predetermined number of times, the assignment unit restricts the assignment of the fitness event until the conditions that allow the fitness event to be assigned again are met.

5. The storage medium according to claim 4, characterized in that, The conditions that enable the fitness event to be specified again include at least one of the following: a condition relating to the elapsed time since the last execution of the fitness event as the first fitness event; And the number of times that other fitness events different from that fitness event are executed as the first fitness event after the last fitness event is executed as the first fitness event.

6. The storage medium according to claim 4, characterized in that, Set the conditions that can be specified again for each type of fitness event.

7. The storage medium according to claim 2 or 3, characterized in that, The game events mentioned are combat events where you fight against enemy characters. The game event execution unit includes an attack event execution unit, which executes an attack event to attack the enemy character in accordance with the fitness action performed by the player in the first fitness event. The completion determination unit determines whether the conditions related to the enemy character's stamina value have been met, and uses this as the completion condition.

8. The storage medium according to claim 7, characterized in that, The game event execution unit also includes: The second fitness event execution unit executes a second fitness event during the combat event, causing the player to perform a prescribed fitness movement; and The defense event execution unit executes a defense event to defend against attacks from the enemy character in accordance with the fitness movements performed by the player in the second fitness event.

9. The storage medium according to claim 8, characterized in that, The second fitness event is determined independently of the instructions given by the player.

10. The storage medium according to claim 1, characterized in that, The game event execution unit also includes: A stamina update unit, which reduces the stamina value corresponding to the player in accordance with the fitness action performed by the player in the second fitness event; and The termination unit determines that the player has been defeated in the battle event and ends the battle event if the player's stamina value has met the specified conditions.

11. The storage medium according to any one of claims 1 to 3, characterized in that, The completion determination unit determines whether the completion condition has been met based on the game results, which are based on the action data and player parameters associated with the player and / or player parameters associated with the player character corresponding to that player. The information processing program also enables the computer to function as a player parameter updating unit, which advances the game in accordance with the completion of the game event and updates the player parameters accordingly to make the completion conditions easier to meet.

12. The storage medium according to any one of claims 1 to 3, characterized in that, The information processing program enables the computer to function as a body information storage and control unit, which stores the body information set before the game event is executed into a storage medium accessible to the information processing device. The game event execution unit uses the body information to execute the game event.

13. The storage medium according to claim 12, characterized in that, The body information includes information determined based on motion data from fitness movements performed by the player prior to the execution of the game event.

14. The storage medium according to claim 12, characterized in that, The first fitness event execution unit adjusts the load of the fitness movements that the player is to perform in the game event based on the body information.

15. The storage medium according to claim 12, characterized in that, The game event execution unit further includes an evaluation unit, which calculates an evaluation result of the fitness movements performed by the player in the first fitness event based on the body information and the motion data obtained in the first fitness event. The completion determination unit determines whether the completion condition has been met based on the game result based on the evaluation result.

16. The storage medium according to claim 1 or 3, characterized in that, In the first fitness event in which the player performs a fitness action that requires the player to adopt a specified target body posture, if the first fitness event execution unit determines, based on the action data, that the state of not achieving the target body posture has lasted for a specified time, it updates the threshold used in the determination, making it easier to determine that the player has adopted the target body posture.

17. The storage medium according to claim 1 or 2, characterized in that, The game event execution unit further includes a start determination unit, which, before the first fitness event, determines, based on the motion data, whether the player's body posture is the same as the body posture at the start of the fitness movement corresponding to the first fitness event. Corresponding to the body posture at the start of the fitness movement determined based on the motion data, the first fitness event execution unit starts the first fitness event.

18. The storage medium according to any one of claims 1 to 3, characterized in that, In the first fitness event, the first fitness event execution unit displays an image of the player's or the player character's body on a display device, and emphasizes the parts of the body image that correspond to the fitness movements that the player is to perform in the first fitness event.

19. An information processing apparatus comprising: The acquisition unit acquires motion data based on the output of sensors corresponding to the fitness movements performed by the player. as well as The game event execution unit executes game events, which have defined completion conditions. in, The game event execution unit includes: A designated unit that designates at least one type of fitness event from a plurality of types of fitness events, wherein the fitness event is an event that causes the player to perform a fitness action; The first fitness event execution unit executes, within the game event, a first fitness event that causes the player to perform a fitness action corresponding to the specified fitness event until a termination condition is met; and The completion determination unit determines whether the completion condition has been met based on the motion data obtained in the first fitness event. Before determining that the completion condition has been met, the game event execution unit repeats the specification and execution of the first fitness event. The designation unit designates at least one type of fitness event from the plurality of types of fitness events based on a selection instruction made by the player on a selection image displayed on the display device. The game events mentioned are combat events where you fight against enemy characters. The game event execution unit includes an attack event execution unit, which executes an attack event to attack the enemy character in accordance with the fitness action performed by the player in the first fitness event. The completion determination unit determines whether the conditions related to the enemy character's health value have been met, and uses this as the completion condition. The game event execution unit also includes: The second fitness event execution unit executes a second fitness event during the combat event, causing the player to perform a prescribed fitness movement; and The defense event execution unit executes defense events to defend against attacks from the enemy character, corresponding to the fitness movements performed by the player in the second fitness event. The second fitness event is determined independently of the instructions given by the player.

20. An information processing device, comprising: The acquisition unit acquires motion data based on the output of sensors corresponding to the fitness movements performed by the player. as well as The game event execution unit executes game events, which have defined completion conditions. in, The game event execution unit includes: A designated unit that designates at least one type of fitness event from a plurality of types of fitness events, wherein the fitness event is an event that causes the player to perform a fitness action; The first fitness event execution unit executes, within the game event, a first fitness event that causes the player to perform a fitness action corresponding to the specified fitness event until a termination condition is met; and The completion determination unit determines whether the completion condition has been met based on the motion data obtained in the first fitness event. Before determining that the completion condition has been met, the game event execution unit repeats the specification and execution of the first fitness event. The designation unit designates at least one type of fitness event from the plurality of types of fitness events based on a selection instruction made by the player on a selection image displayed on the display device. In the first fitness event in which the player performs a fitness action that requires the player to adopt a specified target body posture, if the first fitness event execution unit determines, based on the action data, that the state of not achieving the target body posture has lasted for a specified time, it updates the threshold used in the determination, making it easier to determine that the player has adopted the target body posture.

21. An information processing device, comprising: an acquisition unit that acquires motion data based on an output of a sensor corresponding to an exercise motion performed by a player; as well as The game event execution unit executes game events, which have defined completion conditions. in, The game event execution unit includes: A designated unit that designates at least one type of fitness event from a plurality of types of fitness events, wherein the fitness event is an event that causes the player to perform a fitness action; The first fitness event execution unit executes, within the game event, a first fitness event that causes the player to perform a fitness action corresponding to the specified fitness event until a termination condition is met; and The completion determination unit determines whether the completion condition has been met based on the motion data obtained in the first fitness event. Before determining that the completion condition has been met, the game event execution unit repeats the specification and execution of the first fitness event. The designation unit designates at least one type of fitness event from the plurality of types of fitness events based on a selection instruction made by the player on a selection image displayed on the display device. The game event execution unit further includes a start determination unit, which, before the first fitness event, determines, based on the motion data, whether the player's body posture is the same as the body posture at the start of the fitness movement corresponding to the first fitness event. Corresponding to the body posture at the start of the fitness movement determined based on the motion data, the first fitness event execution unit starts the first fitness event.

22. An information processing system, comprising: The acquisition unit acquires motion data based on the output of sensors corresponding to the fitness movements performed by the player. as well as The game event execution unit executes game events, which have defined completion conditions. in, The game event execution unit includes: A designated unit that designates at least one type of fitness event from a plurality of types of fitness events, wherein the fitness event is an event that causes the player to perform a fitness action; The first fitness event execution unit executes, within the game event, a first fitness event that causes the player to perform a fitness action corresponding to the specified fitness event until a termination condition is met; and The completion determination unit determines whether the completion condition has been met based on the motion data obtained in the first fitness event. Before determining that the completion condition has been met, the game event execution unit repeats the specification and execution of the first fitness event. The designation unit designates at least one type of fitness event from the plurality of types of fitness events based on a selection instruction made by the player on a selection image displayed on the display device. The game events mentioned are combat events where you fight against enemy characters. The game event execution unit includes an attack event execution unit, which executes an attack event to attack the enemy character in accordance with the fitness action performed by the player in the first fitness event. The completion determination unit determines whether the conditions related to the enemy character's health value have been met, and uses this as the completion condition. The game event execution unit also includes: The second fitness event execution unit executes a second fitness event during the combat event, causing the player to perform a prescribed fitness movement; and The defense event execution unit executes defense events to defend against attacks from the enemy character, corresponding to the fitness movements performed by the player in the second fitness event. The second fitness event is determined independently of the instructions given by the player.

23. An information processing system, comprising: The acquisition unit acquires motion data based on the output of sensors corresponding to the fitness movements performed by the player. as well as The game event execution unit executes game events, which have defined completion conditions. in, The game event execution unit includes: A designated unit that designates at least one type of fitness event from a plurality of types of fitness events, wherein the fitness event is an event that causes the player to perform a fitness action; The first fitness event execution unit executes, within the game event, a first fitness event that causes the player to perform a fitness action corresponding to the specified fitness event until a termination condition is met; and The completion determination unit determines whether the completion condition has been met based on the motion data obtained in the first fitness event. Before determining that the completion condition has been met, the game event execution unit repeats the specification and execution of the first fitness event. The designation unit designates at least one type of fitness event from the plurality of types of fitness events based on a selection instruction made by the player on a selection image displayed on the display device. In the first fitness event in which the player performs a fitness action that requires the player to adopt a specified target body posture, if the first fitness event execution unit determines, based on the action data, that the state of not achieving the target body posture has lasted for a specified time, it updates the threshold used in the determination, making it easier to determine that the player has adopted the target body posture.

24. An information processing system, comprising: The acquisition unit acquires motion data based on the output of sensors corresponding to the fitness movements performed by the player. as well as The game event execution unit executes game events, which have defined completion conditions. in, The game event execution unit includes: A designated unit that designates at least one type of fitness event from a plurality of types of fitness events, wherein the fitness event is an event that causes the player to perform a fitness action; The first fitness event execution unit executes, within the game event, a first fitness event that causes the player to perform a fitness action corresponding to the specified fitness event until a termination condition is met; and The completion determination unit determines whether the completion condition has been met based on the motion data obtained in the first fitness event. Before determining that the completion condition has been met, the game event execution unit repeats the specification and execution of the first fitness event. The designation unit designates at least one type of fitness event from the plurality of types of fitness events based on a selection instruction made by the player on a selection image displayed on the display device. The game event execution unit further includes a start determination unit, which, before the first fitness event, determines, based on the motion data, whether the player's body posture is the same as the body posture at the start of the fitness movement corresponding to the first fitness event. Corresponding to the body posture at the start of the fitness movement determined based on the motion data, the first fitness event execution unit starts the first fitness event.

25. An information processing method, executed by an information processing system, the information processing method comprising the following steps: The acquisition process involves acquiring motion data based on the sensor outputs corresponding to the fitness movements performed by the player. as well as The game event execution steps involve executing a game event, which has defined completion conditions. The game event execution steps include: The specified steps involve selecting at least one type of fitness event from multiple types of fitness events, where the fitness event is an event that causes the player to perform fitness actions. a first exercise event execution step of executing, in the game event, a first exercise event that causes the player to perform an exercise motion corresponding to the exercise event designated until a completion condition is satisfied; and a completion determination step of determining whether or not the completion condition has been satisfied, based on the motion data acquired in the first exercise event, in the game event execution step, the specifying step and the first exercise event execution step are repeated until it is determined that the completion condition has been satisfied, in the specifying step, at least one kind of exercise event is specified from among the plurality of kinds of exercise events, based on a selection instruction made by the player on a selection image displayed on a display device, the game event is a battle event in which a battle is fought with an enemy character, the game event execution step includes an attack event execution step of executing, in the battle event, an attack event that attacks the enemy character in correspondence with the exercise motion performed by the player in the first exercise event, in the completion determination step, it is determined whether or not a condition related to a power value of the enemy character has been satisfied as the completion condition, the game event execution step further includes: a second exercise event execution step of executing, in the battle event, a second exercise event that causes the player to perform a prescribed exercise motion; and a defense event execution step of executing, in the battle event, a defense event that defends against an attack from the enemy character in correspondence with the exercise motion performed by the player in the second exercise event, the second exercise event is determined independently of an instruction made by the player.

26. An information processing method executed by an information processing system, the information processing method comprising the steps of: an acquisition step of acquiring motion data based on an output of a sensor corresponding to an exercise motion performed by a player; and a game event execution step of executing a game event provided with a completion condition, wherein the game event execution step includes: a specifying step of specifying at least one kind of exercise event from among a plurality of kinds of exercise events, the exercise event being an event that causes a player to perform an exercise motion; a first exercise event execution step of executing, in the game event, a first exercise event that causes the player to perform an exercise motion corresponding to the exercise event designated until a completion condition is satisfied; and a completion determination step of determining whether or not the completion condition has been satisfied, based on the motion data acquired in the first exercise event, in the game event execution step, the specifying step and the first exercise event execution step are repeated until it is determined that the completion condition has been satisfied, in the specifying step, at least one kind of exercise event is specified from among the plurality of kinds of exercise events, based on a selection instruction made by the player on a selection image displayed on a display device, the game event is a battle event in which a battle is fought with an enemy character, the game event execution step includes an attack event execution step of executing, in the battle event, an attack event that attacks the enemy character in correspondence with the exercise motion performed by the player in the first exercise event, in the completion determination step, it is determined whether or not a condition related to a power value of the enemy character has been satisfied as the completion condition, the game event execution step further includes: a second exercise event execution step of executing, in the battle event, a second exercise event that causes the player to perform a prescribed exercise motion; and a defense event execution step of executing, in the battle event, a defense event that defends against an attack from the enemy character in correspondence with the exercise motion performed by the player in the second exercise event, the second exercise event is determined independently of an instruction made by the player. In the first exercise event execution step, in the first exercise event in which the player is caused to perform an exercise motion that takes a prescribed target body posture, in a case where it is determined based on the motion data that a state in which the target body posture is not reached has continued for a prescribed time, a threshold used in the determination is updated so that it is easy to determine that the player has taken the target body posture.

27. An information processing method executed by an information processing system, the information processing method comprising the steps of: acquiring motion data based on output of a sensor corresponding to an exercise motion performed by a player; and a game event execution step of executing a game event provided with a completion condition, wherein the game event execution step includes: a specification step of specifying at least one kind of exercise event from among a plurality of kinds of exercise events, the exercise event being an event in which a player is caused to perform an exercise motion; a first exercise event execution step of executing, in the game event, a first exercise event in which the player is caused to perform an exercise motion corresponding to the specified exercise event until a termination condition is satisfied; and a completion determination step of determining whether or not the completion condition has been satisfied based on the motion data acquired in the first exercise event, in the game event execution step, the specification step and the first exercise event execution step are repeated until it is determined that the completion condition has been satisfied, in the specification step, at least one kind of exercise event is specified from among the plurality of kinds of exercise events based on a selection instruction made by the player on a selection image displayed on a display device, the game event execution step further includes a start determination step in which, before the first exercise event, it is determined based on the motion data whether or not a body posture of the player is a body posture at the start of the exercise motion corresponding to the first exercise event, the first exercise event is started in correspondence with a determination based on the motion data that the player has taken the body posture at the start of the exercise motion.

28. A computer program product including an information processing program executed by a computer of an information processing apparatus, the information processing program causing the computer to execute an information processing method, the information processing method comprising the steps of: acquiring motion data based on output of a sensor corresponding to an exercise motion performed by a player; and a game event execution step of executing a game event provided with a completion condition, wherein the game event execution step includes: a specification step of specifying at least one kind of exercise event from among a plurality of kinds of exercise events, the exercise event being an event in which a player is caused to perform an exercise motion; a first exercise event execution step of executing, in the game event, a first exercise event in which the player is caused to perform an exercise motion corresponding to the specified exercise event until a termination condition is satisfied; and a completion determination step of determining whether or not the completion condition has been satisfied based on the motion data acquired in the first exercise event, in the game event execution step, the specification step and the first exercise event execution step are repeated until it is determined that the completion condition has been satisfied, in the specification step, at least one kind of exercise event is specified from among the plurality of kinds of exercise events based on a selection instruction made by the player on a selection image displayed on a display device, the game event execution step further includes a start determination step in which, before the first exercise event, it is determined based on the motion data whether or not a body posture of the player is a body posture at the start of the exercise motion corresponding to the first exercise event, the first exercise event is started in correspondence with a determination based on the motion data that the player has taken the body posture at the start of the exercise motion. In the game event execution step, the specifying step and the first exercise event execution step are repeated until it is determined that the completion condition has been satisfied, In the specifying step, at least one kind of exercise event is specified from among the plurality of kinds of exercise events based on a selection instruction made by the player on a selection image displayed on a display device, The game event is a battle event in which a battle is fought with an enemy character, The game event execution step includes an attack event execution step in which an attack event in which the enemy character is attacked is executed in correspondence with an exercise motion made by the player in the first exercise event, In the completion determination step, it is determined whether a condition related to a power value of the enemy character has been satisfied as the completion condition, The game event execution step further includes: a second exercise event execution step in which a second exercise event in which a prescribed exercise motion is made by the player is executed in the battle event; and a defense event execution step in which a defense event in which an attack from the enemy character is defended is executed in correspondence with an exercise motion made by the player in the second exercise event, The second exercise event is determined independently of an instruction made by the player.

29. A computer program product including an information processing program executed by a computer of an information processing apparatus, the information processing program causing the computer to execute an information processing method including the steps of: an acquisition step of acquiring motion data based on an output of a sensor corresponding to an exercise motion made by a player; and a game event execution step of executing a game event provided with a completion condition, wherein the game event execution step includes: a specifying step of specifying at least one kind of exercise event from among a plurality of kinds of exercise events, the exercise event being an event in which a player makes an exercise motion; a first exercise event execution step of executing, in the game event, a first exercise event in which the player makes an exercise motion corresponding to the specified exercise event until an end condition is satisfied; and a completion determination step of determining whether the completion condition has been satisfied based on the motion data acquired in the first exercise event, In the game event execution step, the specifying step and the first exercise event execution step are repeated until it is determined that the completion condition has been satisfied, In the specifying step, at least one kind of exercise event is specified from among the plurality of kinds of exercise events based on a selection instruction made by the player on a selection image displayed on a display device, In the first exercise event execution step, in the first exercise event in which the player makes an exercise motion that assumes a prescribed target body posture, in a case where it is determined based on the motion data that a state in which the target body posture has not been reached has continued for a prescribed time, a threshold used in the determination is updated so that it is easier to determine that the player has assumed the target body posture. ​ 30. A computer program product comprising an information processing program executed by a computer of an information processing apparatus, the information processing program causing the computer to execute an information processing method including the steps of: an acquisition step of acquiring action data based on an output of a sensor corresponding to an exercise action performed by a player; and a game event execution step of executing a game event provided with a completion condition, wherein the game event execution step includes: a specification step of specifying at least one kind of exercise event from among a plurality of kinds of exercise events, the exercise event being an event that causes the player to perform an exercise action; a first exercise event execution step of executing, in the game event, a first exercise event that causes the player to perform an exercise action corresponding to the specified exercise event until a termination condition is satisfied; and a completion determination step of determining whether or not the completion condition has been satisfied based on the action data acquired in the first exercise event, in the game event execution step, the specification step and the first exercise event execution step are repeated until it is determined that the completion condition has been satisfied, in the specification step, at least one kind of exercise event is specified from among the plurality of kinds of exercise events based on a selection instruction made by the player on a selection image displayed on a display apparatus, the game event execution step further includes a start determination step in which, before the first exercise event, it is determined, based on the action data, whether or not a body posture of the player is a body posture at a start of the exercise action corresponding to the first exercise event, the first exercise event is started in correspondence with a determination, based on the action data, that the player has assumed the body posture at the start of the exercise action.

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