Information Processing System, Storage Medium, and Information Processing Method

By combining the training device and the information processing device in the information processing system, using sensors to detect loads and give rewards, the problem of users lacking motivation when the game is not executed is solved, and the incentive for users' continuous training and effective excitement of game progress is achieved.

CN112439191BActive Publication Date: 2025-06-13NINTENDO CO LTD
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Patent Information

Application Number
CN202010620050.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2019-08-30
Filing Date
2020-06-30
Publication Date
2025-06-13
Estimated Expiration
2040-06-30

AI Technical Summary

Technical Problem

The prior art is difficult to give users the motivation to use training devices to train, resulting in the lack of motivation for continuous training without executing the game.

Method used

By introducing a training device and an information processing device into the information processing system, the load applied by the training device is detected by using sensors, and when the game processing unit does not execute the game, the relevant information is sent to the user as a reward, which stimulates his motivation to continue training.

Benefits of technology

Effectively give the user the motivation to use the training device to train without executing the game, and stimulate the user's interest in using the training device in the game by giving rewards that affect the progress of the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Provided are an information processing system, a storage medium, and an information processing method. The information processing system includes a training device and an information processing device. The information processing device executes a game. The training device includes a sensor and a control unit. The sensor detects a load applied to the training device. When the game is being executed, the control unit can send information related to the load detected by the sensor to the information processing device as first information. When the game is not being executed, the control unit can store information related to the load detected by the sensor as second information in a storage device integrated with or independent of the training device. The information processing device advances the game based on the first information received from the training device, and gives a reward that affects the progress of the game to the user of the game based on the second information obtained from the storage device.
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Description

Technical Field

[0001] The present invention relates to an information processing system including a training device, a storage medium storing an information processing program used in the information processing system, and an information processing method. Background Art

[0002] Conventionally, there has been a training device that can be used as an input device for a game (for example, refer to International Publication WO2016 / 059943).

[0003] There is room for improvement in the following aspect: giving a user who trains using the above training device a motivation to train so that the user continues to train.

[0004] Therefore, an object of the present invention is to provide an information processing system, a storage medium storing an information processing program, and an information processing method that can give a user a motivation to train using a training device. Summary of the Invention

[0005] In order to solve the above problems, the present invention adopts the following configurations (1) to (10). (1)

[0007] An example of the present invention is an information processing system including a training device and an information processing device. The information processing device includes a game processing unit that executes a game. The training device includes a sensor and a control unit. The sensor detects a load applied to the training device. When the game processing unit is executing the game, the control unit can send information related to the load detected by the sensor to the information processing device as first information. In addition, when the game processing unit is not executing the game, the control unit can store information related to the load detected by the sensor as second information in a storage device integrated with or independent of the training device. The game processing unit advances the game based on the first information received from the training device. In addition, the game processing unit gives a reward that affects the progress of the game to a user of the game based on the second information acquired from the storage device.

[0008] According to the configuration (1) above, by giving a reward, it is possible to give a player a motivation to train using the training device during a period when the game is not being executed. And the reward given is a reward that affects the progress of the game, so by giving such a reward, it is also possible to give a player a motivation to play the game (that is, to train using the training device in the game). (2)

[0010] Alternatively, when the information obtained from the storage device indicates a heavy load, the game processing unit gives the user a reward that makes the progress of the game more favorable for the user, as compared to the reward given when the information indicates a light load.

[0011] According to the structure of (2) above, it is possible to give the player an incentive to perform more training using the training device. (3)

[0013] Alternatively, the game processing unit displays a candidate user image on the display device, which represents a candidate for a user who is to be given a reward among the users who play games using the information processing system. Optionally, the candidate user image includes the progress of the game related to the candidate user and / or user information related to the obtained information. Optionally, the game processing unit determines at least one user from the candidates represented by the candidate user image based on the player's designation, and gives a reward to the determined user.

[0014] According to the structure of (3) above, it is easy for the player to select the user who is to be given a reward, and the convenience of the player can be improved. (4)

[0016] Alternatively, the game processing unit determines a user who is different from the player and who plays games using the information processing system or another information processing system different from the information processing system, based on an instruction from the player who is operating the information processing system. Optionally, the game processing unit gives a gift based on second information obtained from the storage device to the determined user.

[0017] According to the structure of (4) above, it is possible to give more users an incentive to perform training using the training device. (5)

[0019] Alternatively, the game processing unit gives a reward based on the gift to the user who has been given the gift.

[0020] According to the structure of (5) above, it is possible to use the gift to give both the user on the side giving the gift and the user on the side receiving the gift an incentive to play the game. (6)

[0022] Alternatively, when the game processing unit is not executing a game, the control unit can store the operation count information as second information in the storage device, where the operation count information represents the number of operations for applying a load to the training device. Alternatively, the game processing unit can allocate the operation count information obtained from the storage device to a user and give a reward corresponding to the operation count information to the user to whom the operation count information has been allocated. Alternatively, the game processing unit sets an upper limit on at least one of the number of times the operation count information is allocated to one user within a unit period of a specified length and the total number of operations represented by the operation count information allocated to one user within the unit period.

[0023] According to the structure of (6) above, it is possible to reduce the possibility that the difficulty of the game decreases too much due to the user receiving many rewards, thereby reducing the fun of the game. (7)

[0025] Alternatively, when one user is allocated first operation count information obtained during a first unit period and second operation count information obtained during a second unit period, the game processing unit gives the reward corresponding to the first operation count information and the reward corresponding to the second operation count information to the user, respectively.

[0026] According to the structure of (7) above, the amount of training when the game is not executed does not become too small, and it is possible to give the user an incentive to perform an appropriate amount of training. (8)

[0028] Alternatively, the information processing system further includes a notification unit. When the game processing unit is not executing a game, the notification unit notifies the user that the number of operations represented by the operation count information stored in the storage device has reached a specified number. Alternatively, the game processing unit makes the reward given corresponding to the operation count information indicating an operation count above the specified number greater than the reward given corresponding to the operation count information indicating an operation count less than the specified number, and / or makes the reward given corresponding to the operation count information indicating an operation count above the specified number a different type of reward from the reward given corresponding to the operation count information indicating an operation count less than the specified number.

[0029] According to the structure of (8) above, it is possible to improve the convenience for players who want to perform fitness actions until they reach the demarcation number of times. (9)

[0031] Alternatively, when the game processing unit is executing a game, the control unit can send information based on the information detected by the sensor to the information processing device as the first information. Alternatively, when the game processing unit is not executing a game, the control unit stores information different from the first information and calculated based on the first information as the second information in the storage device.

[0032] According to the structure of (9) above, by storing the second information calculated based on the first information, the processing load on the information processing device during game execution can be reduced. Additionally, when a game is being executed, the training device sends the first information, enabling the information processing device to calculate more diverse information. (10)

[0034] Alternatively, the first information is the information detected by the sensor. Alternatively, the second information is operation count information indicating the number of operations for applying a load to the training device.

[0035] According to the structure of (10) above, by storing simple information such as operation count information, the storage capacity of the storage device can be reduced, and during game execution, the information processing device can calculate diverse information based on the information detected by the sensor.

[0036] Furthermore, another example of the present invention can be either the information processing device in (1) to (10) above or a storage medium storing an information processing program that causes a computer to execute each process in the information processing device. Additionally, another example of the present invention can also be an information processing method executed in the information processing system in (1) to (10) above.

[0037] According to the present invention, a user can be given the motivation to train using the training device.

[0038] Regarding these and other objects, features, aspects, and effects of the present invention, they should become clearer in accordance with the following detailed description in contrast to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0039] Figure 1 It is a diagram showing an example of each device included in the game system.

[0040] Figure 2 It is a diagram showing an example of a state where the left controller 3 and the right controller 4 are mounted on the main body device 2.

[0041] Figure 3 It is a diagram showing an example of a state where the left controller 3 and the right controller 4 are respectively removed from the main body device 2.

[0042] Figure 4 It is a six-sided view showing an example of the main body device 2.

[0043] Figure 5 This is a six-sided view showing an example of the right controller 4.

[0044] Figure 6 This is a block diagram showing an example of the internal structure of the main body device 2.

[0045] Figure 7 This is a block diagram showing an example of the internal structures of the main body device 2, the left controller 3, and the right controller 4.

[0046] Figure 8 This is a diagram showing an example of the circular expansion device 5.

[0047] Figure 9 This is a block diagram showing an example of the internal structure of the circular expansion device 5.

[0048] Figure 10 This is a diagram showing an example of a situation where a user uses the circular expansion device 5.

[0049] Figure 11 This is a diagram showing an example of the flow of processing executed in the game system 1.

[0050] Figure 12 This is a diagram showing an example of a user selecting an image.

[0051] Figure 13 This is a diagram showing an example of an image for awarding a reward.

[0052] Figure 14 This is a diagram showing an example of the relationship between the number of operations indicated by the operation count information and the content of the awarded reward.

[0053] Figure 15 This is a diagram showing an example of a game image displayed during the game.

[0054] Figure 16 This is a flowchart showing an example of out-of-game processing executed by the training device.

[0055] Figure 17 This is a flowchart showing an example of user determination processing executed by the main body device 2.

[0056] Figure 18 This is a flowchart showing an example of story mode processing executed by the main body device 2. Detailed Implementation Manner

[0057] [1. Structure of the Game System]

[0058] Next, a game system according to an example of the present embodiment will be described. Figure 1 This is a diagram showing an example of each device included in the game system. AsFigure 1 As shown in the figure, the game system 1 includes a main device 2, a left controller 3, a right controller 4, and a ring-shaped expansion device 5.

[0059] The main device 2 is an example of an information processing device and functions as a game console main body in this embodiment. The left controller 3 and the right controller 4 can be respectively attached to and detached from the main device 2 (refer to Figure 1 and Figure 3 ). That is to say, the user can attach the left controller 3 and the right controller 4 to the main device 2 respectively and use them as an integrated device (refer to Figure 2 ). In addition, the user can also use the main device 2 and the left controller 3 and the right controller 4 independently (refer to Figure 3 ). In addition, hereinafter, the main device 2 and each controller 3 and 4 may be collectively referred to as a "game device".

[0060] The ring-shaped expansion device 5 is an example of an expansion device for the right controller 4. The ring-shaped expansion device 5 is used in a state where the right controller 4 is attached to the ring-shaped expansion device 5. In this way, in this embodiment, the user can also use the right controller 4 in a state where the right controller 4 is attached to the ring-shaped expansion device 5 (refer to Figure 10 ). In addition, the ring-shaped expansion device 5 is not limited to being able to attach the right controller 4, and it may also be able to attach the left controller 3 to the ring-shaped expansion device 5.

[0061] [1-1. Structure of the game device]

[0062] Figure 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 are attached to the main device 2. As Figure 2 shown, the left controller 3 and the right controller 4 are respectively attached to the main device 2 and integrated. The main device 2 is a device that executes various processes (for example, game processes) in the game system 1. The main device 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include an operation unit for the user to input.

[0063] Figure 3 is a diagram showing an example of a state after the left controller 3 and the right controller 4 are respectively detached from the main device 2. As Figure 2 and Figure 3 shown, the left controller 3 and the right controller 4 can be attached to and detached from the main device 2. In addition, hereinafter, sometimes as a collective name for the left controller 3 and the right controller 4, it is described as a "controller".

[0064] Figure 4 is a six-sided view showing an example of the main device 2. As Figure 4As shown, the main body device 2 includes a substantially plate-shaped housing 11. In the present embodiment, the main surface of the housing 11 (in other words, the front-side surface, i.e., the surface on which the display 12 is provided) is substantially rectangular in shape.

[0065] As Figure 4 shown, the main body device 2 includes a display 12 provided on the main surface of the housing 11. The display 12 is used to display an image generated by the main body device 2. In the present embodiment, it is assumed that the display 12 is a liquid crystal display device (LCD). However, the display 12 can be any type of display device. In addition, the main body device 2 can also output an image to an external monitor.

[0066] The main body device 2 includes a speaker inside the housing 11. As Figure 4 shown, speaker holes 11a and 11b are formed on the main surface of the housing 11. Moreover, the output sound of the speaker is output from these speaker holes 11a and 11b respectively.

[0067] In addition, the main body device 2 includes a left terminal 17 as a terminal for the main body device 2 to perform wired communication with the left controller 3 and a right terminal 21 for the main body device 2 to perform wired communication with the right controller 4.

[0068] As Figure 4 shown, the main body device 2 includes a slot 23. The slot 23 is provided on the upper side surface of the housing 11. The slot 23 has a shape capable of mounting a storage medium of a specified type. The storage medium of the specified type is, for example, a storage medium dedicated to the game system 1 and information processing devices of the same type as it (for example, a dedicated memory card). The storage medium of the specified type is used, for example, to store data used in the main body device 2 (for example, save data of an application, etc.) and / or a program executed in the main body device 2 (for example, a program of an application, etc.). In addition, the main body device 2 includes a power button 28.

[0069] Figure 5 is a six-sided view showing an example of the right controller 4. As Figure 5 shown, the right controller 4 includes a housing 51. In the present embodiment, the housing 51 is in a vertically long shape, that is, a shape that is long in the vertical direction (i.e., the Figure 5 shown y-axis direction). The right controller 4 can also be longitudinally held in a state of being separated from the main body device 2. The housing 51 is designed to have a shape and size that can be held with one hand, especially with the right hand, when held longitudinally. 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.

[0070] The right controller 4 includes an analog joystick 52 as a direction input unit. As Figure 5As shown, the analog joystick 52 is provided on the main surface of the outer shell 51. The user can input a direction corresponding to the tilting direction (and input a magnitude corresponding to the tilting angle) by tilting the analog joystick 52. In addition, the right controller 4 may be provided with a cross key or a slide joystick capable of performing slide input instead of the analog joystick. In addition, in the present embodiment, it is possible to input by pressing the analog joystick 52.

[0071] In addition, the right controller 4 is provided with various operation buttons. In addition, the right controller 4 is provided with four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the outer shell 51. And, the right controller 4 is provided with a + (plus) button 57 and a Home button 58. In addition, the right controller 4 is provided with a first R button 60 and a ZR button 61 at the upper right of the side surface of the outer shell 51. In addition, the right controller 4 is provided with a second L button 65 and a second R button 66 on the surface of the side surface of the outer shell 51 on the side where it is mounted to the main body device 2 when mounted. These operation buttons are used to give instructions corresponding to various programs (for example, an OS program, an application program) executed by the main body device 2.

[0072] In addition, the right controller 4 is provided with a terminal 64 for the right controller 4 to communicate with the main body device 2 in a wired manner.

[0073] As Figure 5 shown, the right controller 4 is provided with a notification LED 67. The notification LED 67 is a notification unit for notifying the user of specified information. The notification LED 67 is provided on the above-mentioned slider 62. Specifically, the notification LED 67 is provided on the mounting surface of the slider 62 (that is, the surface facing the Figure 5 positive x-axis direction side as shown). In the present embodiment, the right controller 4 is provided with four LEDs as the notification LED 67. The above-mentioned specified information is, for example, a number assigned to the right controller 4 by the main body device 2 and information related to the battery level of the right controller 4.

[0074] In addition, the left controller 3 is provided with an analog joystick and a plurality of operation buttons in the same manner as the right controller 4. In addition, the left controller 3 has a terminal for communicating with the main body device 2 in a wired manner in the same manner as the right controller 4.

[0075] Figure 6 is a block diagram showing an example of the internal structure of the main body device 2. In addition to the Figure 4 structure shown, the main body device 2 further includes Figure 6 each of the structural elements 81 to 91, 97, and 98 shown. Several of these structural elements 81 to 91, 97, and 98 may also be mounted on an electronic circuit board as electronic components and housed in the outer shell 11.

[0076] The main device 2 includes a processor 81. The processor 81 is an information processing unit that executes various information processes performed in the main device 2. For example, it can be composed of only a CPU (Central Processing Unit), or can be composed of an SoC (System-on-a-chip) including multiple functions such as CPU function and GPU (Graphics Processing Unit) function. The processor 81 executes various information processes by executing information processing programs (such as game programs) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium installed in the slot 23, etc.).

[0077] As an example of the internal storage medium built in itself, the main device 2 includes a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory mainly used to store various data (which can also be programs) saved in the main device 2. The DRAM 85 is a memory used to temporarily store various data used in information processing.

[0078] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F".) 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data of a specified type of storage medium (such as a dedicated memory card) installed in the slot 23 according to the instructions of the processor 81.

[0079] The processor 81 appropriately reads or writes data among the flash memory 84, the DRAM 85, and the above-mentioned various storage media to execute the above-mentioned information processes.

[0080] The main device 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 an external device via a network (specifically, wireless communication). In the present embodiment, as a first communication method, the network communication unit 82 communicates with an external device by connecting to a wireless LAN in a manner compliant with the Wi-Fi standard. In addition, as a second communication method, the network communication unit 82 performs wireless communication with other main devices 2 of the same type by a specified communication method (such as communication based on a unique protocol, infrared communication). Furthermore, the wireless communication based on the above-mentioned second communication method realizes a function of so-called "local communication" as follows: It can perform wireless communication with other main devices 2 configured within a closed local area network, and send and receive data by directly communicating between multiple main devices 2.

[0081] The main body device 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. The communication method between the main body device 2 and the left controller 3 and the right controller 4 is arbitrary. In the present embodiment, the controller communication unit 83 performs communication conforming to the Bluetooth (registered trademark) standard between the left controller 3 and the right controller 4.

[0082] In addition, the display 12 is connected to the processor 81. The processor 81 displays an image generated (for example, by executing the above information processing) and / or an image acquired from the outside on the display 12.

[0083] Figure 7 It is a block diagram showing an example of the internal structure of the main body device 2, the left controller 3, and the right controller 4. In addition, the detailed content of the internal structure related to the main body device 2 is shown in Figure 6 and is thus omitted in Figure 7

[0084] The right controller 4 includes a communication control unit 111 that communicates with the main body device 2. As shown in Figure 7 , the communication control unit 111 is connected to each structural element including the terminal 64. In the present embodiment, the communication control unit 111 can communicate with the main body device 2 by both wired communication via the terminal 64 and wireless communication without passing through the terminal 64. The communication control unit 111 controls the communication method of the right controller 4 with respect to the main body device 2. That is, when the right controller 4 is installed on the main body device 2, the communication control unit 111 communicates with the main body device 2 via the terminal 64. In addition, when the right controller 4 is detached from the main body device 2, wireless communication is performed between the communication control unit 111 and the main body device 2 (specifically, the controller communication unit 83). For example, wireless communication between the controller communication unit 83 and the communication control unit 111 is performed conforming to the Bluetooth (registered trademark) standard.

[0085] In addition, the right controller 4 includes a memory 112 such as a flash memory, for example. The communication control unit 111 is constituted by a microcomputer (also called a microprocessor), for example, and executes various processes by executing the firmware stored in the memory 112.

[0086] The right controller 4 includes each button 113 (specifically, buttons 53 to 58, 60, 61, 65, and 66). In addition, the right controller 4 includes an analog joystick (in Figure 7 ​(described as "rocker" in ) 52. Each button 113 and analog rocker 52 repeatedly output information related to the operations performed on themselves to the communication control unit 111 at appropriate times.

[0087] The right controller 4 is equipped with an inertial sensor. Specifically, the right controller 4 is equipped with an acceleration sensor 114. In addition, the right controller 4 is equipped with an angular velocity sensor 115. In the present embodiment, the acceleration sensor 114 detects the magnitude of the acceleration in the directions along three specified axes (for example, Figure 5 the xyz axes shown). In addition, the acceleration sensor 114 may also detect the acceleration in one-axis or two-axis directions. In the present embodiment, the angular velocity sensor 115 detects the angular velocity around three specified axes (for example, Figure 5 the xyz axes shown). In addition, the angular velocity sensor 115 may also detect the angular velocity around one axis or around two axes. The acceleration sensor 114 and the angular velocity sensor 115 are respectively connected to the communication control unit 111. Moreover, the detection results of the acceleration sensor 114 and the angular velocity sensor 115 are repeatedly output to the communication control unit 111 at appropriate times.

[0088] The communication control unit 111 acquires input-related information (specifically, operation-related information or sensor detection results) from each input unit (specifically, each button 113, analog rocker 52, and sensors 114 and 115). The communication control unit 111 sends operation data including the acquired information (or information obtained by performing specified processing on the acquired information) to the main device 2. In addition, the operation data is repeatedly sent at a rate of once every specified time. In addition, the intervals for sending input-related information to the main device 2 may be the same or different for each input unit.

[0089] By sending the above operation data to the main device 2, the main device 2 can learn about the inputs made to the right controller 4. That is, the main device 2 can determine the operations on each button 113 and analog rocker 52 based on the operation data. In addition, the main device 2 can calculate information related to the movement and / or posture of the right controller 4 based on the operation data (specifically, the detection results of the acceleration sensor 114 and the angular velocity sensor 115).

[0090] The right controller 4 is provided with a vibrator 117 for notifying the user by vibration. In the present embodiment, the vibrator 117 is controlled according to an instruction from the main body device 2. That is, when the communication control unit 111 receives the above instruction from the main body device 2, it drives the vibrator 117 according to the instruction. Here, the right controller 4 is provided with an encoding / decoding unit 116. When the communication control unit 111 receives the above instruction, it outputs a control signal corresponding to the instruction to the encoding / decoding unit 116. The encoding / decoding unit 116 generates a drive signal for driving the vibrator 117 based on the control signal from the communication control unit 111 and supplies the drive signal to the vibrator 117. Thereby, the vibrator 117 operates. In addition, in the present embodiment, the vibrator 117 is a voice coil motor. That is, the vibrator 117 can generate vibration according to a signal input to itself and can generate sound according to the signal. For example, when a signal having a frequency in the audible range is input to the vibrator 117, the vibration unit 271 generates vibration and generates sound (i.e., audible sound).

[0091] The right controller 4 is provided with a power supply unit 118. In the present embodiment, the power supply unit 118 includes a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and is connected to each part of the right controller 4 (specifically, each part that receives power supply from the battery).

[0092] In addition, although not shown, the left controller 3 has the same structure as each structure of the right controller 4 shown Figure 7 above.

[0093] [1-2. Structure of the loop-shaped expansion device]

[0094] Figure 8 is a diagram showing an example of the loop-shaped expansion device. In addition, Figure 8 a loop-shaped expansion device 5 in a state where the right controller 4 is installed is shown. In the present embodiment, the loop-shaped expansion device 5 is an expansion device capable of installing the right controller 4. In the present embodiment, the user performs a new operation of applying force to the loop-shaped expansion device 5 to deform it, the details of which will be described later. For example, the user can perform a fitness action using the loop-shaped expansion device 5 with a feeling of exercise, thereby operating the loop-shaped expansion device 5.

[0095] As Figure 8 shown, the loop-shaped expansion device 5 includes an annular portion 201 and a main body portion 202. The annular portion 201 has an annular shape. In addition, in the present embodiment, the annular portion 201 is formed into an annular shape by an elastic member and a pedestal portion described later. In the present embodiment, the annular portion 201 is circular. In addition, in other embodiments, the shape of the annular portion 201 is arbitrary, and for example, it may be an elliptical ring.

[0096] The main body portion 202 is provided on the annular portion 201. The main body portion 202 has a guide rail portion (not shown). The guide rail portion is an example of a mounting portion capable of mounting the right controller 4. In the present embodiment, the guide rail portion is engaged with a slider 62 of the right controller 4 (refer to Figure 5 ) in a slidable manner. The slider 62 is inserted into the guide rail member in a specified linear direction (i.e., the sliding direction), whereby 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 in this linear direction. In addition, the guide rail portion can be engaged with the slider of the controller in a slidable manner, which is the same as the guide rail portion of the main body device 2. Therefore, the guide rail portion may also have the same structure as the guide rail portion of the main body device 2.

[0097] In the present embodiment, the direction parallel to the direction of observing the ring formed by the annular portion 201 from the front (referred to as the "front view direction") is set as the front-rear direction of the loop expansion device 5 (i.e., Figure 8 the Z-axis direction shown). The "(front view direction of the ring)" is, for example, the direction in which the area of the shape presented by the outer edge of the ring looks the largest. In the case where the ring is a circular ring, the "(front view direction)" can also be said to be the direction in which the ring looks circular.

[0098] In addition, the guide rail portion is provided at a position on one side in the front-rear direction with respect to the annular portion 201 based on the annular portion 201. In the present embodiment, the above-mentioned one side is set as the front side of the loop expansion device 5 (in other words, the front side of the front surface), and the opposite side is set as the rear side of the loop expansion device 5 (in other words, the back side).

[0099] In the present embodiment, the right controller 4 has a locking portion 63 (refer to Figure 5 ). The locking portion 63 is provided to protrude laterally from the slider 62 (i.e., Figure 5 the positive z-axis direction shown). The locking portion 63 can move in the direction of the inside of the slider 62 and is biased (e.g., by a spring) in the direction of being in a state of protruding laterally. In addition, a notch is provided in the guide rail portion. In a state where the slider 62 is inserted deep into the guide rail portion, the locking portion 63 is locked with the notch. By locking the locking portion 63 with the notch in a state where the slider 62 is engaged with the guide rail portion, the right controller 4 is mounted on the main body portion 202.

[0100] In addition, the right controller 4 includes a release button 69 that can be pressed (refer to Figure 5)。According to the release button 69 being pressed, the above-described locking portion 63 moves in the direction of the inside of the slider 62 and becomes a state of not protruding (or hardly protruding) with respect to the slider 62. Therefore, when the right controller 4 is attached to the main body portion 202 of the ring-shaped expansion device 5 and the release button 69 is pressed, the locking portion 63 no longer engages with the notch (or hardly engages any longer). Through the above, when the right controller 4 is attached to the main body portion 202 of the ring-shaped expansion device 5, the user can easily remove the right controller 4 from the ring-shaped expansion device 5 by pressing the release button 69.

[0101] As Figure 8 shown, the ring-shaped expansion device 5 has holding covers 203 and 204. The holding covers 203 and 204 are components for the user to hold. In the present embodiment, by providing the holding covers 203 and 204, it is easy for the user to hold the ring-shaped expansion device 5. The details of the holding covers 203 and 204 will be described below.

[0102] As Figure 8 shown, in the present embodiment, two holding covers 203 and 204 are provided on the annular portion 201. Here, in the present embodiment, the holding covers 203 and 204 can be detached from the annular portion 201. The holding covers 203 and 204 are attached to the holding portions in the annular portion 201. Here, the holding portion refers to the portion in the annular portion 201 for the user to hold. In the present embodiment, the portion near the right end of the annular portion 201 and the portion near the left end of the annular portion 201 are the holding portions. That is, it can also be said that when the main body portion 202 is located at a position with a central angle of 0 degrees with respect to the center of the annular portion 201, the holding portions are provided at positions near +90 degrees and -90 degrees with respect to the center of the annular portion 201. Hereinafter, the holding portion near the right end of the annular portion 201 will be referred to as the right holding portion, and the holding portion near the left end of the annular portion 201 will be referred to as the left holding portion. Although not shown, a structure for attaching the holding cover 203 or 204 is provided in the holding portion. When the holding cover 203 or 204 can be detached from the annular portion 201 as in the present embodiment, the portion where the structure for attaching the holding cover 203 or 204 is provided can be said to be the holding portion.

[0103] In addition, the gripping portion can also be any structure that can be recognized distinctively from other portions of the annular portion 201 other than the gripping portion. For example, when a part of the annular portion 201 (specifically, the parts near the left end and the right end of the annular portion 201) has a color and / or pattern different from other parts, this part (since it has the function of enabling a user to recognize that this part is to be gripped for operation) can be said to be the gripping portion. Further, when a part of the annular portion 201 (specifically, the parts near the left end and the right end of the annular portion 201) is formed thicker than other parts, this part (since it has the function of enabling a user to recognize that this part is to be gripped for operation) can be said to be the gripping portion. For example, when a member identical to the above-described gripping cover is fixed to the annular portion 201 in a non-removable manner, this member can be said to be the gripping portion. As described above, the loop expansion device 5 enables a user to perform an operation while gripping an appropriate portion through the gripping portion.

[0104] Figure 9 is a block diagram showing the electrical connection relationship of the structural elements included in the loop expansion device 5. As Figure 9 shown, the loop expansion device 5 includes a strain detection unit 211. The strain detection unit 211 is an example of a detection unit that detects a case where the annular portion 201 is deformed. In the present 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 an elastic member described later (in other words, a signal indicating the magnitude and direction of the deformation of the elastic member).

[0105] Here, in the present embodiment, the annular portion 201 has a pedestal portion and an elastic portion that can be elastically deformed. The pedestal portion holds both end portions of the elastic member in such a manner that a ring is formed by the pedestal portion and the elastic member. Further, since the pedestal portion is provided inside the main body portion 202, it is not Figure 8 shown in the figure. The pedestal portion is made of a material having a higher rigidity than 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 above-described strain gauge is provided on the pedestal portion and detects the strain of the pedestal portion. When the annular portion 201 is deformed from a stable state, the deformation causes the pedestal portion to be strained, and thus the strain of the pedestal portion is detected by the strain gauge. The direction of deformation (i.e., the direction in which the two gripping covers 203 and 204 approach or separate from each other) and the amount of deformation of the annular portion 201 can be calculated based on the detected strain.

[0106] In addition, in other embodiments, the strain detection unit 211 may also include any sensor capable of detecting that the annular portion 201 has deformed from the stable state instead of the 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 by which the annular portion 201 is bent.

[0107] The loop expansion device 5 includes a signal conversion unit 212. In the present 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 through the amplifier, and performs AD conversion through the AD converter. The signal conversion unit 212 outputs a digital signal representing the strain value detected by the strain detection unit 211. In addition, in other embodiments, the signal conversion unit 212 may not include an AD converter, but the control unit 213 described later may include an AD converter.

[0108] The loop expansion device 5 includes a control unit 213. The control unit 213 is a processing circuit including a processor and a memory, and is, for example, an MCU (Micro Controller Unit). The control 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 control unit 213. In addition, the loop expansion device 5 includes a terminal 214. The terminal 214 is electrically connected to the control unit 213. When the right controller 4 is installed in the loop expansion device 5, the control unit 213 transmits information representing the strain value shown by the output signal of the signal conversion unit 212 (in other words, the loop operation data described later) to the right controller 4 via the terminal 214.

[0109] The loop expansion device 5 includes a power conversion unit 215. The power conversion unit 215 is electrically connected to the above-described units 211 to 214. The power conversion unit 215 supplies the power supplied from the outside (that is, the right controller 4) via the terminal 214 to the above-described units 211 to 214. The power conversion unit 215 may also adjust the supplied power, such as the voltage, and then supply it to the above-described units 211 to 214.

[0110] In addition, the "data related to the detection result of the strain detection unit" sent by the loop expansion device 5 to other devices can be either data representing the detection result (in this embodiment, the output signal of the strain detection unit 211 representing the strain of the pedestal portion) itself, or data obtained by performing a certain process on the detection result (for example, transformation of the data form and / or calculation process of the strain value, etc.). For example, the control unit 213 can also perform a process of calculating the deformation amount of the elastic member based on the strain value as the above detection result. In this case, the "data related to the detection result of the strain detection unit" can also be data representing the deformation amount.

[0111] In addition, in other embodiments, the loop expansion device 5 may include a battery and operate using the power of the battery. Further, the battery included in the loop expansion device 5 may be a rechargeable battery that can be charged using the power supplied from the right controller 4.

[0112] Figure 10 is a diagram showing an example of the situation where the user uses the loop expansion device 5. As Figure 10 shown, in addition to being able to use the game device (i.e., the main body device 2 and each of the controllers 3 and 4), the user can also use the loop expansion device 5 to play games.

[0113] For example Figure 10 as shown, the user holds the loop expansion device 5 with the right controller 4 installed in both hands. At this time, the user can play games by operating the loop expansion device 5 (for example, an operation of deforming the loop expansion device 5 and an operation of moving the loop expansion device 5).

[0114] In addition, in Figure 10 an example is shown of a situation where the user holds the holding covers 203 and 204 and performs an action of deforming the loop expansion device 5 by pressing it. Through this action, the user can perform a fitness action of exercising both arms as a game operation. In addition, the user can perform game operations with various actions on the loop expansion device 5. For example, the user can also perform the following action: deforming the loop expansion device 5 in a state where one holding cover is held with both hands and the other holding cover is in contact with the abdomen. Through this action, the user can perform a fitness action of exercising the arms and abdominal muscles as a game operation. Further, the user can also perform the following action: deforming the loop expansion device 5 in a state where the holding covers 203 and 204 are in contact with the inner sides of both legs and the loop expansion device 5 is clamped with the legs. Through this action, the user can perform a fitness action of exercising the leg muscles as a game operation. Thus, according to this embodiment, by using the loop-shaped loop expansion device 5, the user can perform many types of fitness actions.

[0115] In addition, the circular expansion device 5 equipped with the right controller 4 will sometimes be referred to as a "training device" below. In addition, in other embodiments, the training device is not limited to two devices that can be attached to each other, and may also be a single device.

[0116] [2. Processing in the game system]

[0117] Refer to Figures 11 - 15 to describe the processing executed in the game system 1. In the present embodiment, the main device 2 executes a game played by the player using the above-described training device. Specifically, the main device 2 executes the following game: The player performs game operations through fitness actions that deform the training device. In addition, in the present embodiment, during the period when the game is not executed in the main device 2 (hereinafter referred to as the "out-of-game period"), the player can also use the training device to perform fitness actions. Moreover, when the game is subsequently executed in the main device 2, a reward that affects the progress of the game is given to the player corresponding to the result of the fitness actions performed during the out-of-game period. By giving the player a reward in this way, the player can be given the motivation to perform fitness actions during the period when the game is not executed. In addition, since the reward given is a reward that affects the progress of the game, the player can also be given the motivation to play the game (that is, perform fitness actions in the game) after the fitness actions during the period when the game is not executed.

[0118] Here, in the present embodiment, it is assumed that multiple users can be registered in the main device 2 as users of the game application using the main device 2. In addition, a user registered in the game application of the main device 2 refers to a user among the users registered in the main device 2 who has created an account for this game application. In the present embodiment, it is assumed that before the above game is initially played, the user creates an account, and the user who has created an account can play the game. The "user who has created an account" refers to a user who includes the following: Save data is saved in association with this user.

[0119] In addition, in the present embodiment, among the users registered in the game application of the main device 2, a player who is performing an operation on the game system 1 (that is, a user who is using the training device or a user who is using the game application) is sometimes referred to as a player.

[0120] Figure 11 is a diagram showing an example of the flow of the processing executed in the game system 1. In addition, in Figure 11 it is described by taking as an example the flow in the case where the game application is started in the main device 2 to execute the game after the player has performed fitness actions using the training device during the out-of-game period. In addition, whether to perform fitness actions using the training device during the out-of-game period is arbitrary, and the player is not required to perform this fitness action before the game.

[0121] [2-1. Processing during out-of-game period]

[0122] In this embodiment, the player uses the training device to perform fitness movements during the out-of-game period. At this time, the training device operates in the independent operation mode. The independent operation mode is a mode in which the training device executes processing independently of the main device 2. In the independent operation mode, the training device operates without communicating with the main device 2, so the main device 2 does not need to be started.

[0123] In addition, the conditions for the training device to start operating in the independent operation mode are arbitrary. In this embodiment, in a state where the wireless connection between the training device (specifically, the right controller 4) and the main device 2 is not established, the independent operation mode is started on the condition that a specified start operation for the training device (for example, an operation of pressing the analog stick 52 of the right controller 4) is detected. In addition, the state where the wireless connection between the right controller 4 and the main device 2 is established means a state where data can be transmitted and received between the right controller 4 and the main device 2 through wireless communication.

[0124] In the independent operation mode, the training device detects an operation in which the player deforms the training device (specifically, the loop expansion device 5), and calculates and stores the number of operations performed (step S1). In this embodiment, the training device detects a pressing operation and a stretching operation on the loop expansion device 5. In addition, the pressing operation is an operation that deforms the annular portion 201 in a direction in which the two gripping portions of the loop expansion device 5 approach each other (referred to as the "pressing direction"). In addition, the stretching operation is an operation that deforms the annular portion 201 in a direction in which the two gripping portions move away from each other (referred to as the "stretching direction").

[0125] The training device calculates the deformation amount of the loop expansion device 5 based on the strain value output from the strain detection unit 211, and detects a pressing operation or a stretching operation based on this deformation amount. Specifically, when the deformation amount in the pressing direction becomes greater than a specified pressing threshold, the training device detects a pressing operation, and when the deformation amount in the stretching direction becomes greater than a specified stretching threshold, the training device detects a stretching operation. The training device counts the number of operations in the following manner: every time a pressing operation or a stretching operation is detected, the number of operations is incremented by 1.

[0126] The training device stores operation - count information representing the counted number of operations in the memory included in the control unit 213 of the loop - type expansion device 5. In the present embodiment, the above - mentioned memory is a non - volatile memory and stores data even when the power supply to the loop - type expansion device 5 is stopped. In addition, in other embodiments, the counting process of the number of operations may be executed in the right controller 4, and the operation - count information may also be stored in the right controller 4. Further, the operation - count information may also be stored in another device independent of the training device. For example, when the main device 2 is also activated in the independent operation mode, the operation - count information may be stored in the main device 2.

[0127] In addition, in the present embodiment, the loop - type expansion device 5 calculates the total number of operations of both the pressing operation and the stretching operation without distinguishing between the pressing operation and the stretching operation. However, in other embodiments, the number of pressing operations and the number of stretching operations may be counted separately, and the two types of operation - count information may be stored independently of each other.

[0128] In the present embodiment, the training device outputs sound and vibration corresponding to the pressing operation and the stretching operation. In the present embodiment, at the moment corresponding to the detected pressing operation and at the moment corresponding to the detected stretching operation, the training device outputs sound and vibration from the vibrator 117 of the right controller 4.

[0129] In addition, the training device may output sound and vibration at any moment corresponding to the operation. For example, the training device may output sound and vibration at the moment when the amount of deformation crosses the above - mentioned pressing threshold and at the moment when the amount of deformation crosses the above - mentioned stretching threshold. In addition, the moment when the amount of deformation crosses the threshold includes both the moment when the amount of deformation increases and exceeds the threshold (i.e., becomes greater than the threshold) and the moment when the amount of deformation decreases and is lower than the threshold (i.e., becomes less than the threshold). Accordingly, at the moment when a pressing operation or a stretching operation performed by the player is detected and at the moment when the loop - type expansion device 5 is recovering to the stable state after the pressing operation or the stretching operation, sound and vibration are output from the right controller 4.

[0130] In addition, in response to the counted number of operations having reached a specified boundary number, the training device outputs sound and vibration from the right controller 4. In the present embodiment, the above - mentioned boundary number is a multiple of 100 (however, it is a number smaller than the upper - limit number described later). Here, compared with the case where the number of operations is less than the boundary number, when the number of operations is equal to or more than the boundary number, more rewards are given to the player (refer to Figure 14 ), and the detailed content will be described later. Thus, it is possible to notify the player aiming to perform fitness actions until reaching the boundary number that the goal has been achieved.

[0131] In addition, in the present embodiment, an upper limit number of times is set for the counted number of operations. In the present embodiment, the upper limit number of times is 500. In response to the counted number of operations reaching the upper limit number of times, the training device outputs sound and vibration. In addition, when the counted number of operations has reached the upper limit number of times, the training device ends the counting of the number of operations, and the update of the operation number information also ends.

[0132] In the present embodiment, when the number of operations has reached the above-mentioned demarcation number or the upper limit number of times, the training device does not output the sound and vibration output corresponding to one operation, but instead outputs the sound and vibration corresponding to the number of operations having reached the demarcation number or the upper limit number of times. In addition, the training device makes the ways of outputting sound and vibration (for example, frequency, size, output length, number of times, etc.) different when outputting sound and vibration corresponding to one operation, when outputting sound and vibration corresponding to the number of operations having reached the above-mentioned demarcation number, and when outputting sound and vibration corresponding to the number of operations having reached the upper limit number of times.

[0133] During the operation in the independent operation mode, the training device repeats the following process: calculates and stores the number of pressing operations and stretching operations. Then, in response to detecting a specified end operation for the training device, the training device ends the operation in the independent operation mode. In the present embodiment, the end operation is the operation of pressing the analog joystick 52 in the same way as the above-mentioned start operation. However, in other embodiments, the end operation can be any operation. In addition, after the independent operation mode ends, the right controller 4 stops feeding power to the circular expansion device 5 and enters the sleep state. Thereby, the power supply from the right controller 4 to the circular expansion device 5 also stops, so the circular expansion device 5 also ends the operation.

[0134] [2-2. Processing in the game application]

[0135] In Figure 11In the example shown, after performing a fitness action using the training device during the out-of-game period, the player plays a game using the training device. First, in response to a user's instruction, if the main device 2 itself is in a sleep state, the main device 2 resumes from the sleep state and establishes a wireless connection with the training device (specifically, the right controller 4). Here, when the right controller 4 detects an input to its own operation unit while not having a wireless connection established with the main device 2 (however, excluding the case where it starts the independent operation mode in response to the above-mentioned start operation and the case where it is operating in the independent operation mode), it executes communication processing for establishing a wireless connection between the own device and the main device 2. When a wireless connection is established between the two through this communication processing, the training device starts operating in the main operation mode. The main operation mode is a mode in which the training device operates together with the main device 2, and is a mode in which the main device 2 executes processing based on the input from the player to the training device (for example, processing in the game application being executed by the main device 2). After the start of the operation in the main operation mode, in response to a start instruction performed by the player, the main device 2 starts the above-mentioned game application (in other words, the program) (step S2). Thus, the game using the training device starts in the game system 1.

[0136] After the game application is started, the main device 2 executes the following series of processing: receives operation count information from the training device (step S4), determines the user to be given a reward based on the received operation count information (step S5), and gives a reward to the selected user (step S6). Hereinafter, this series of processing will be described.

[0137] In the present embodiment, when the game application is started, a menu image is displayed on the display device. Although not shown, this menu image includes a game mode icon and a reward giving icon. The game mode icon indicates an instruction to start a prescribed game mode included in the game application, and the reward giving icon indicates an instruction for determining the user to be given a reward. When an input designating the game mode icon is detected, the main device 2 starts the story mode processing, in which the above-mentioned prescribed game mode (here, the story mode) is executed. When an input designating the image of the icon indicating reward giving is detected, the main device 2 starts executing the user determination processing. The user determination processing is processing for determining the user to be given a reward based on the operation count information received from the training device.

[0138] [2-2-1. User determination processing]

[0139] In the process of user determination, first, the main device 2 obtains the operation count information from the training device. That is, the training device sends the operation count information stored in itself to the main device 2 (step S3), and the main device 2 receives the operation count information from the training device (step S4). In the present embodiment, the main device 2 requests the training device to send the operation count information, and the training device sends the operation count information to the main device 2 in response to this request.

[0140] When the operation count information is obtained, the main device 2 displays the user selection image on the display device. The user selection image is an image for accepting an input for selecting a user to whom a reward is to be given. Further, in the present embodiment, the display device for displaying the game image may be the above-described display 12 or a fixed monitor.

[0141] Figure 12 is a diagram showing an example of the user selection image. As Figure 12 shown, the user selection image includes an operation count image 301. The operation count image 301 represents the operation count of the obtained operation count information (150 times in the example Figure 12 shown). Thus, the game system 1 can notify the player of the result of the fitness action (i.e., the operation count) performed during the out-of-game period before determining the user to whom the reward is to be given. Further, in the present embodiment, the operation count image 301 represents the above-described upper limit count (here, 500 times) and the operation count. Additionally, in the present embodiment, the user selection image includes a message such as "Please select a user who will receive a reward." that prompts the player to select a user to whom a reward is to be given.

[0142] As Figure 12As shown, the user selection image includes candidate user images 302 to 304. The candidate user images represent users who are candidates to be rewarded. In the present embodiment, the main device 2 displays candidate user images for each user registered in the game application of the main device 2. Here, in the present embodiment, the following usage patterns can exist: there is one game system 1, and in contrast, there are multiple registered users. In such a usage pattern, there are also cases where during a non-game period, a certain user A uses the training device to perform fitness actions, and thus the operation count information is stored in the training device, and then another user B starts the game application in the main device 2 and uses the game application. In this case, if a reward based on the above operation count information is automatically given to the user B who started the game application, there is a concern that user A is not given the reward, and as a result, the reward is not given to the appropriate user. In addition, it is originally uncertain who the user who started the game application is, so there is also a possibility that the game system 1 cannot determine the user to whom the reward should be given. Therefore, in the present embodiment, the game system 1 presents the user selection image to the player in the user determination process, allowing the player to select the user to be rewarded. In addition, at this time, the user selection image displayed can be either the user selection images of all users registered in the game system 1 or the user selection images of the users registered in the game system 1 who are registered as players of this game application (for example, users who have created save data).

[0143] As Figure 12 shown, the candidate user image includes information on the user's username and an image of the player character operated by the user as information that can identify the user. In addition, the candidate user image includes information such as level, play time, and calories burned as user information related to the user and related to the progress of the game. In addition, the level is the current level of the player character corresponding to the user. The play time is the time when the user plays the above game. The calories burned are the calories consumed by the user in the above game previously. In addition, in the present embodiment, it is set that the main device 2 calculates the calories burned based on the detection result of the fitness actions performed by the user in the game. By confirming the above candidate user images, the player can select themselves as the object of reward or select other users as the object of reward. For example, the player can also select a user with a slow progress as the object of reward by referring to the progress of the game indicated by the candidate user image.

[0144] As described above, the candidate user image includes user information related to the user who is a candidate for being given a reward and related to the progress of the game. Thus, the player can confirm the progress of the game of each user to select the user to be given a reward. Therefore, it is easy for the player to select the user to be given a reward, and the convenience of the player can be improved. In addition, each user can respectively learn about the progress of other users, so a sense of competition can be held among users, and the sense of competition can be used to give each user a motivation to train.

[0145] The main body device 2 accepts an input for selecting one of the candidate user images (and the friend images described later) included in the displayed user selection image. Then, when the above input is detected, the main body device 2 determines the user represented by the selected candidate user image as the user to be given a reward (step S5). In addition, in the present embodiment, a reward is not given to the user at this time point, but a reward is given to the user at the start of the above story mode. Therefore, when the above input is detected, the main body device 2 temporarily assigns the operation count information obtained from the training device to the determined user (specifically, temporarily stores the operation count information in association with the user).

[0146] In the present embodiment, the game system 1 sets an upper limit on the number of times the operation count information can be assigned to one user within a specified unit period (for example, one day). Specifically, the game system 1 sets the number of times the operation count information can be assigned to one user within one day to 1 time. The reason for setting the above upper limit is to reduce the possibility of the game's fun factor decreasing. Here, if it is assumed that the operation count information can be assigned to one user without limit within the unit period, the user can receive rewards without limit. Here, the reward affects the progress of the game, so when the user receives too many rewards, there is a concern that the difficulty of the game will decrease too much. When the difficulty of the game decreases too much, the fun factor of the game will decrease, so there is a possibility that the reward given for the purpose of giving the user a motivation to play will instead lead to a decrease in the user's motivation. In order to reduce the above possibility, in the present embodiment, an upper limit is set on the number of times the operation count information can be assigned, thereby also setting an upper limit on the rewards given. In addition, in other embodiments, it may also be that the game system 1 sets an upper limit on the total number of operations represented by the operation count information assigned to one user within the unit period.

[0147] In addition, as described above, in the present embodiment, an upper limit is set on the number of times of operation count information that can be allocated to one user per unit period (or the total number of operations represented by the operation count information allocated to one user per unit period). Therefore, after the above-mentioned number of times of fitness actions using the training device during the out-of-game period reaches the upper limit, the user is not given the motivation to perform the fitness action. However, in the present embodiment, no time limit is set for playing the game using the training device. Thus, a user who wants to perform more fitness actions using the training device can satisfy the desire by performing fitness actions in the above-mentioned game.

[0148] When the player selects a user whose allocated number of operation count information has reached the upper limit in the display of the selected image by the user, the game system 1 does not perform the process of associating the operation count information with the user. In this case, the game system 1 can also display a message such as "Exceeded the acceptance limit of once a day, so it cannot be accepted", thereby notifying the player that it cannot be accepted.

[0149] In addition, the main body device 2 can also display a candidate user image including an image indicating that the allocated number of operation count information has reached the upper limit (that is, the operation count information has been completely allocated). Accordingly, it is possible to notify the player, who is the user viewing the candidate user image, of the user to whom the operation count information cannot be allocated.

[0150] In the present embodiment, the operation count information allocated to the user is saved with a specified allocated number as the upper limit. Specifically, the main body device 2 saves the operation count information in an amount of 10 times for one user. Then, when the operation count information is further allocated to a certain user in a state where the operation count information in an amount of 10 times has been allocated to the user, the main body device 2 deletes the operation count information that was first allocated among the operation count information in an amount of 10 times (that is, the oldest operation count information) and saves the new operation count information. In addition, when the player executes the above-mentioned story mode in a state where the operation count information is saved, after a reward corresponding to the operation count information is given to the player at the start of the story mode, the operation count information is deleted, and the detailed content will be described later. As described above, by setting an upper limit on the number of the saved operation count information, even when the operation count information is repeatedly allocated but the operation count information is not deleted because the above-mentioned specified story mode is not executed, the increase in the data amount of the operation count information can be suppressed.

[0151] In addition, in other embodiments, it may also be that, regarding the operation count information assigned to the user, the operation count information is saved during the period before a prescribed available period (e.g., 10 days) elapses since the operation count information is assigned. For example, it may also be that, when the available period elapses without the player executing the above-described story mode during the available period, the game system 1 deletes the operation count information for which the available period has elapsed. At this time, after the operation count information is deleted, a reward corresponding to the deleted operation count information is not given to the player.

[0152] As described above, in other embodiments, it may also be that the game system 1 gives a reward corresponding to the operation count information to the user on the condition that an available period longer than the above unit period has not elapsed since the operation count information is assigned to the user. Accordingly, it is possible to give the user an incentive to play the game during the available period and enable the user to continue playing the game.

[0153] In addition, in other embodiments, it may also be that the candidate user image includes user information related to the user and related to the operation count information obtained from the training device. The user information related to the operation count information may, for example, represent the sum of the counts represented by the operation count information to be assigned to and saved for the user (that is, the added value of the operation counts assigned during a certain period from the first assignment of the operation count information until the available period elapses), or may represent the number of pieces of operation count information assigned to and saved for the user (that is, the number of times the operation count information is assigned during a certain period from the first assignment of the operation count information until the available period elapses). When such information is included in the candidate user image, similarly to this embodiment, it is possible to make it easier for the player to select the user to whom the reward is to be given.

[0154] As Figure 12As shown, the user-selected image includes a friend image 305. The friend image 305 indicates an instruction to give the operation count information to be obtained as a gift to the user's friend. Here, the user's friend is another user registered as a friend of a user registered in the game application of the main device 2 (specifically, the user corresponding to the candidate user images 302 to 304. Hereinafter referred to as "locally registered user"). The other user is, for example, a user registered as a user of another main device other than the main device 2. However, in the present embodiment, a locally registered user can also be registered as a friend. For example, the user corresponding to the candidate user image 304 can be registered as a friend of the user corresponding to the candidate user image 302. Thus, the user as a friend can be either a user who plays a game using the game system 1 (i.e., a locally registered user) or a user who plays a game using a game system different from the game system 1.

[0155] When an input for selecting the friend image 305 is detected in the user-selected image, the main device 2 proceeds to the following process: determining the user registered as a friend of the locally registered user as the user to be given a reward. In this case, the locally registered user gives a gift to the user as a friend, whereby the user as a friend is given a reward, the details of which will be described later.

[0156] In the above case, the main device 2 first accepts an input for selecting one user from the locally registered users as the source of the gift. Here, as described above, in the present embodiment, there may be a case where there are a plurality of locally registered users for one game system 1. In this case, the player who has started the game application and the user who should be the source of the gift may not be the same. Therefore, in the present embodiment, the game system 1 presents each locally registered user as a candidate at the stage of determining the user as the source.

[0157] For example, the main device 2 displays images each representing a locally registered user on the display device and accepts an input for selecting one of the images. Further, the above images can also be the same images as the candidate user images in the above user-selected image. Then, when the above input is detected, the main device 2 determines the locally registered user represented by the selected image as the user who is the source of the gift.

[0158] Next, the main device 2 accepts an input for selecting, from among the friends of the user who is the gift sender, the user who is to be the gift recipient. For example, the main device 2 displays candidate friend images each representing a friend of the user who is the gift sender on the display device, and accepts an input for selecting one of these images. In addition, it is assumed that the main device 2 stores information about friends for each registered user of the device. For example, in addition to storing the name of the user who is a friend, for a user registered in the above game application, the main device 2 also stores information indicating that the registration has been performed. Further, it may be that, in addition to storing the above information, the main device 2 also stores information related to the progress of the above game for the user who is a friend. Additionally, it may be that the information about the friends of each registered user of the device is stored in a server described later, and the main device 2 obtains the friend information from this server.

[0159] In addition, in the present embodiment, the main device 2 displays the above candidate friend images for the friends of the user who is the gift sender and who are registered in the above game application. On the other hand, in other embodiments, it may be that the main device 2 also displays the above candidate friend images for the friends of the user who is the gift sender and who are not registered in the above game application. Further, it may be that the candidate friend images include, in addition to the name of the user who is a friend, information related to the progress of the above game.

[0160] When an input for selecting a candidate friend image is detected, the main device 2 determines the friend represented by the selected image as the user who is to be the gift recipient. Here, the game system 1 (specifically, the main device 2) is communicably connected to the server of the game application via a network. In the above case, the main device 2 sends the operation count information obtained from the training device and the information indicating the user who is to be the gift recipient to the server. The server receives these information and stores the operation count information in association with the user who is to be the gift recipient. As a result, the obtained operation count information is assigned to the user who is to be the gift recipient (that is, the operation count information is given as a gift to the user who is to be the gift recipient), and in addition, the user to whom the reward is to be given is determined.

[0161] When the operation count information has been assigned to a user (specifically, a registered user of the device or a friend of a registered user of the device) in the user determination process, the main device 2 resets the operation count information stored in the training device. That is, the main device 2 sends an instruction to delete the operation count information stored in the training device to the training device. The training device deletes the operation count information in response to this instruction.

[0162] As described above, in the present embodiment, the game system 1 determines a user different from the player (i.e., a user as a friend) based on the player's instruction, and gives a gift based on the operation count information acquired from the training device to the determined user. Accordingly, in addition to being able to perform the fitness actions using the training device during the out-of-game period for the purpose of the player himself / herself getting a reward, the user can also perform the fitness actions using the training device during the out-of-game period for the purpose of sending a gift to a friend. Thus, more motivation for the user to perform the fitness actions using the training device can be given. In addition, according to the above, in addition to being able to give motivation to the user who likes to get a reward himself / herself to perform the fitness actions, motivation can also be given to the user who likes to send a gift to a friend, so motivation can be given to more users.

[0163] In addition, the above-mentioned "gift based on the operation count information" is not limited to the operation count information itself, and can be any content determined based on the operation count information. For example, the gift based on the operation count information may also be information indicating the content obtained by applying a prescribed correction to the operation count information (for example, a correction that reduces the operation count indicated by the operation count information), or may be information indicating the content of a reward determined corresponding to the operation count information.

[0164] In addition, in the present embodiment, the game system 1 sets an upper limit on the number of times a user can send a gift to one friend during a unit period. Specifically, the game system 1 sets the number of times a user can send a gift to one friend during a unit period (here, one day) to 1 time. Accordingly, the following possibility can be reduced: the user as a friend receives many rewards through many gifts, and as a result, the difficulty level of the game drops too much due to the rewards, and the fun of the game for that user decreases.

[0165] In addition, in other embodiments, it may be that no upper limit is set on the number of times a user sends a gift to a friend. In addition, in the present embodiment, an upper limit is set on the number of times the operation count information is allocated to the user himself / herself during a unit period (here, once a day). Therefore, after the number of times reaches the upper limit, if it is for the purpose of the user himself / herself getting a reward, there is no longer any motivation to perform the fitness actions during the out-of-game period. In contrast, by not setting an upper limit on the number of times of sending a gift to a friend, even after the above-mentioned number of times reaches the upper limit, the user can perform the fitness actions during the out-of-game period for the purpose of sending a gift to a friend. Thus, even after the above-mentioned number of times reaches the upper limit, motivation can be given to the user to perform the fitness actions during the out-of-game period.

[0166] [2-2-2. Story mode processing]

[0167] When the user to whom the reward should be given is determined as described above, the game system 1 ends the above user determination process. In the present embodiment, when the user determination process ends, the game system 1 displays the above menu image again. Then, when an input for selecting an image indicating the start of the above-described prescribed game mode (i.e., the story mode) is detected in the menu image, the main device 2 starts the story mode process for executing the story mode. In addition, in the present embodiment, as the prescribed game mode in the game application, a story mode in which the game progresses in the form of a role-playing game is executed. However, the content of the game in the prescribed game mode is arbitrary. For example, the game in the prescribed game mode can be any game in which the user can save the saved data. Alternatively, the game application may include multiple game modes. In the present embodiment, the reward is given after the start of the story mode process and before the start of the game in the story mode.

[0168] When the story mode process starts, first, the game system 1 accepts an input for selecting a user who will be a player for playing the game in the above story mode from among the users registered in the game application, and determines the selected player. At this point, the game system 1 identifies the user (i.e., the player) who is using the game application among the registered users in the local machine. Next, the game system 1 gives a reward to the player (step S6).

[0169] In the present embodiment, when giving a reward to the player, the game system 1 displays a reward giving image on the display device. Figure 13 FIG. is an example of a reward giving image. The reward giving image is an image showing the content of the reward given to the player. Figure 13 The shown reward giving image indicates that, as a reward that affects the progress of the game, four types, namely, experience points, money, materials, and items, are given. In addition, the experience points are the experience points set for the player character operated by the player. In the reward giving image, the amount by which the experience points of the player character are increased as a reward is shown. The money is the money held by the player character in the game. In the reward giving image, the amount given to the player character as a reward is shown. The materials are used to generate items in the game. In the reward giving image, the type and amount of the materials given to the player character as a reward are shown. The items are used by the player character in the game. Specifically, the items can affect the abilities and states of the objects appearing in the game, such as changing the parameters of the player character or the enemy character, thereby affecting the progress of the game. In addition, the items can also affect the game space, such as changing the enemy characters or materials arranged in the game space, thereby affecting the progress of the game. In the reward giving image, the type and amount of the items given to the player character as a reward are shown.

[0170] As described above, the "reward that affects the progress of the game" can be a reward in the game, or an effect that makes the progress of the game beneficial to the player or an item that has such an effect. In addition, in other embodiments, as the reward that affects the progress of the game, additional content such as additional characters and additional stages that can be added to the game can also be used. In this way, the "reward that affects the progress of the game" can also be game content such as the above-mentioned experience points, money, materials, items, additional characters, and additional content that affect the player's gameplay. In addition, regarding the rewards given, in addition to including rewards that affect the progress of the game, it can also include rewards that do not affect the progress of the game (for example, items that only change the appearance of the player character).

[0171] In this embodiment, the content of the reward given to the player is determined based on the operation count information assigned to the player. Figure 14 It is a diagram showing an example of the relationship between the operation count indicated by the operation count information and the content of the reward given. In this embodiment, as Figure 14 shown, every time the operation count reaches the boundary count or the upper limit count, the type and / or quantity of the reward given increases. Specifically, when the operation count reaches 100 times, compared with the case where the operation count is 99 times or less, money and 1 material are added as rewards. In addition, when the operation count reaches 200 times, compared with the case where the operation count is 199 times or less, 2 more reward materials are added. Similarly to them, in the case where the operation count reaches 300 times, 400 times, or 500 times, compared with the case where the operation count does not reach these counts, the type and / or quantity of the reward given increases.

[0172] The game system 1 stores association information showing the relationship between the operation count and the content of the reward as Figure 14 shown. For example, the above-mentioned association information can also be included in the program of the game application. The game system 1 refers to the association information and determines the content of the reward based on the operation count information. In addition, the game system 1 deletes the operation count information used when determining the given reward.

[0173] In addition, regarding the experience points and money, the game system 1 determines the amount of experience points or money in such a way that the amount of experience points or money is a quantity corresponding to the operation count, regardless of whether the operation count reaches the boundary count or the upper limit count. For example, the amount of experience points and money given as rewards can be set to the value obtained by multiplying the operation count by a prescribed coefficient.

[0174] In addition, as Figure 14As shown, the number of materials and items given is determined based on the number of operations. On the other hand, the types of materials and items given are determined based on the progress of the player's game. In the present embodiment, materials and items that have been obtained by the player character among the materials and items that appear in the game are given as rewards. For example, the game system 1 selects the materials or items to be given from the materials or items that have been obtained by the player character based on probability. As described above, in the present embodiment, the materials and items to be given are determined on the condition that they have been obtained by the player character, so that it is possible to prevent the rewards from causing the difficulty of the game to decrease too much.

[0175] As described above, in the present embodiment, when the obtained operation number information indicates that the load applied to the training device is large (specifically, when the number of operations is large), the game system 1 gives the player a reward that makes the progress of the game more advantageous for the player (for example, more rewards) compared to the reward given when the operation number information indicates a small load (specifically, when the number of operations is small). Accordingly, it is possible to give the player an incentive to perform more fitness actions using the training device.

[0176] In addition, in the present embodiment, the game system 1 includes a notification unit (specifically, the oscillator 117), and the notification unit notifies the user that the number of operations indicated by the operation number information has reached a specified number (specifically, the boundary number or the upper limit number) when the game is not being executed. In addition, the game system 1 gives more rewards for the operation number information indicating a number of operations equal to or more than the specified number than the rewards given for the operation number information indicating a number of operations less than the specified number. In addition, the game system 1 makes the rewards given for the operation number information indicating a number of operations equal to or more than the specified number be of a type different from the rewards given for the operation number information indicating a number of operations less than the specified number. Based on the above, consider the following situation: when the player uses the training device to perform fitness actions during the out-of-game period, the player performs fitness actions aiming at the boundary number. Here, in the present embodiment, since the game system 1 can notify the player that the number of operations has reached the boundary number, it is possible to improve the convenience for the player who wants to perform fitness actions until reaching the boundary number. In addition, it is possible to give the player an incentive to perform fitness actions until reaching the boundary number.

[0177] In addition, in the present embodiment, the above notification unit notifies by sound and vibration, but the means of notification is arbitrary. For example, in other embodiments, the notification unit may notify using light.

[0178] In the present embodiment, when multiple operation count information is assigned to a player, the game system 1 determines a reward based on each operation count information (that is, each operation count information assigned during a single-unit period). That is, the reward given is not determined corresponding to the added value of the operation counts indicated by each operation count information, but is determined separately corresponding to the operation counts indicated by each operation count information. In addition, the rewards determined in this way may be given to the player collectively.

[0179] Here, if the content of the reward is determined based on the added value of the operation counts of each operation count information in the above case, there is a possibility that: although the fitness actions during the out-of-game period in each unit period are few, an excessive reward is given to the user by adding the operation counts. At this time, the user may not perform many fitness actions during the out-of-game period in a single-unit period, and there is a concern that the user cannot be made to perform fitness actions with an appropriate amount of exercise. In contrast, in the present embodiment, the game system 1 determines the content of the reward based on the operation count information assigned during a single-unit period, and thus can give the user an incentive to appropriately perform fitness actions during the out-of-game period in a single-unit period.

[0180] As described above, a reward based on the operation count information assigned to the player is given to the player. Next, the game system 1 gives the player a reward based on a gift sent to the player. That is, in the present embodiment, the game system 1 converts a gift given to the user from another user into a reward. First, the game system 1 accesses the server and asks the server whether there is a gift sent to the player. Specifically, the game system 1 sends inquiry information including the identification information of the player (for example, the ID of the player's account) to the server. When receiving the inquiry information from the game system 1, the server confirms whether there is a gift for the player based on the identification information included in the inquiry information. As described above, the server stores the operation count information as a gift in association with the user who is the recipient of the gift. Therefore, the server can determine whether there is a gift for the user based on whether operation count information is stored in association with the user indicated by the above identification information. When there is a gift for the above player, the server sends the operation count information stored in association with the player to the game system 1. In addition, when multiple operation count information is stored in association with the player, the server sends the multiple operation count information to the game system 1. In addition, the server deletes the sent operation count information within the server. On the other hand, when there is no gift for the above player, the server sends information indicating that there is no gift to the game system 1.

[0181] In the case where the game system 1 receives the operation count information from the server, the game system 1 determines the content of the reward based on the received operation count information and awards the reward to the player. In the present embodiment, regarding the reward based on the operation count information as a gift, similar to the reward based on the operation count information obtained from the training device, the game system 1 determines the content of the reward based on the above-mentioned association information. At this time, similar to the reward awarding image shown in Figure 13 , the game system 1 displays an image indicating the content of the awarded reward on the display device. The above image may also include the name of the user who is the source of the gift.

[0182] As described above, in the present embodiment, the game system 1 awards the reward based on the gift (i.e., the operation count information) to the user who has been given the gift. Accordingly, the user who has received the gift can use the reward to advantageously advance the game, and thus the gift can give the user the motivation to play the game. In the present embodiment, the gift can give the motivation to play the game to both the user who sends the gift and the user who receives the gift.

[0183] In addition, in other embodiments, it may be that the content of the reward awarded based on the operation count information obtained from the training device included in the game system 1 is different from the content of the reward obtained based on the gift. Also, in other embodiments, it may be that the reward obtained based on the gift is a reward that does not affect the progress of the game, or it may be that the gift itself is a reward that does not affect the progress of the game.

[0184] In the present embodiment, in the case of awarding a reward based on the operation count information as a gift, the game system 1 performs correction to reduce the operation count indicated by the operation count information. Then, based on the corrected operation count and the above-mentioned association information, the content of the reward is determined. In addition, the specific method of correction is arbitrary. For example, the game system 1 may also perform correction to multiply the operation count indicated by the operation count information by a prescribed coefficient (e.g., 80%).

[0185] Here, in the present embodiment, the following situation is also considered: Multiple other users send gifts to one user. In this case, there is a concern that the rewards corresponding to the gifts become excessive, and the excessive rewards cause the difficulty of the game to decrease too much, resulting in a decrease in the fun of the game. And as a result, there is a concern that the motivation of the user to play the game decreases. Through the above, in the present embodiment, by correcting the number of operations indicated by the operation number information as a gift, the possibility that the excessive rewards cause the difficulty of the game to decrease too much is reduced. In addition, in other embodiments, it may also be that the game system 1 corrects the number of operations indicated by the operation number information to a value below the set upper limit value. Thus, similarly to the present embodiment, the possibility that the excessive rewards cause the difficulty of the game to decrease too much can be reduced.

[0186] In addition, when there are multiple pieces of operation number information as gifts for the player, the game system 1 executes the process of determining the reward based on one piece of operation number information the number of times corresponding to the number of pieces of operation number information. In other embodiments, it may also be that when there are multiple pieces of operation number information as gifts, the game system 1 adds up the numbers of operations indicated by the multiple pieces of operation number information (however, making it a number below the upper limit number of times), and determines the reward based on the added-up number of times. Thus, the possibility that the excessive rewards cause the difficulty of the game to decrease too much can also be reduced.

[0187] In addition, in other embodiments, it may also be that the game system 1 uses second association information to determine the reward based on the operation number information as a gift, and the content of the second association information is different from the content of the first association information used to determine the reward based on the operation number information obtained from the training device. At this time, the game system 1 can reduce the possibility that the rewards corresponding to the gifts become excessive by setting the content of the second association information to be less than the rewards specified in the first association information.

[0188] In addition, it may also be that when rewarding the player corresponding to the operation number information as a gift, the game system 1 prompts the player to send a gift as a return gift after awarding the reward. For example, the game system 1 can also display a message such as "Try to send a return gift" on the display device, or display a message prompting to specify the reward awarding icon in the above menu image on the display device.

[0189] After awarding the reward to the player, the game system 1 starts the game in the above story mode. Figure 15 It is a diagram showing an example of a game image displayed in the game. Figure 15The game image shown includes an image representing a game space in which a player character 311 of an object 312 holding an imitation training device and enemy characters 313 to 315 appear. In addition, the game image includes an image 316 representing a fitness action that the player should perform in the game. In the present embodiment, a game in which the player character 311 battles against the enemy characters 313 to 315 is executed. In this game, in response to the fitness action performed by the user using the training device, the game system 1 controls the player character 311 to perform an action of attacking the enemy characters 313 to 315 or defending against attacks from the enemy characters 313 to 315. In addition, the content of the game using the training device is arbitrary, and any type of game can be used.

[0190] In addition, the player can use the given rewards to advantageously advance the game. Specifically, the experience value and money of the player character increase, thereby enabling the game to be advanced advantageously. In addition, the player character can obtain various advantageous effects in the game by using the given items. For example, the player character can strengthen the player character or weaken the enemy character by using an item. In addition, the player character can reduce the enemy characters arranged in the game space or increase the items dropped in the game space by using an item. In addition, the player character can use the given materials to manufacture the above-mentioned items in the game.

[0191] In the game, the training device transmits operation data including circle operation data and controller operation data (step S7). The circle operation data is data corresponding to the operation of the circular expansion device 5 and includes information representing the above-mentioned strain value. The controller operation data is data corresponding to the operation of the right controller 4 and includes information representing the operation of each input unit (specifically, each button 113, analog joystick 52, and each sensor 114 and 115) of the right controller 4.

[0192] The main body device 2 receives the above-mentioned operation data from the training device and executes the game in the above-mentioned story mode based on the operation data (step S8). In the game, since the operation data as described above is obtained from the training device, the main body device 2 can calculate various information related to the operation of the training device, not limited to the number of operations. For example, the main body device 2 can calculate the deformation amount and deformation direction of the circular expansion device 5 based on the information representing the strain value included in the above-mentioned circle operation data, and can also calculate the activity or posture of the training device based on the information representing the detection results of the acceleration sensor 114 and / or the angular velocity sensor 115 included in the above-mentioned controller operation data.

[0193] In addition, in the game, the training device operates in the main body action mode and does not perform the counting process of the number of operations unlike the independent action mode. In the main body action mode, the training device does not count the number of operations and does not store the number of operations.

[0194] As described above, in the present embodiment, when the game is being executed, the training device sends first information (specifically, strain value) based on the information detected by the sensor to the main body device 2. In addition, when the game is not being executed, the training device stores second information different from the first information and calculated based on the first information (specifically, operation count information indicating the number of operations for applying a load to the training device) in a storage device (for example, the memory included in the control unit 213). Furthermore, the "first information based on the information detected by the sensor" may be the information detected by the sensor itself (the strain value in the above embodiment) or information calculated based on the information detected by the sensor (for example, the amount of deformation calculated based on the strain value).

[0195] According to the above, when the game is not being executed, storing the second information calculated based on the first information as information to be used in subsequent processing in the main body device 2 can reduce the processing load on the main body device 2. In addition, when the game is being executed, sending the first information enables the main body device 2 to calculate more diverse information.

[0196] [3. Specific Example of Information Processing in the Game System]

[0197] Next, a specific example of the processing executed in the game system 1 will be described. Figure 16 It is a flowchart showing an example of off-game processing executed by the training device. The off-game processing is the processing executed when calculating and storing the number of operations performed on the training device during off-game periods, and is the processing executed when the training device operates in the above-described independent operation mode. It starts corresponding to the start of the independent operation mode Figure 16 The series of off-game processing shown.

[0198] In addition, in the present embodiment, the following will be described: By the processor of the control unit 213 of the loop expansion device 5 executing the program stored in the memory included in the control unit 213, the processing of each step shown Figure 16 is executed. However, in other embodiments, part of the processing of the above-described steps may be executed by a processor other than the processor of the control unit 213 (for example, a dedicated circuit, etc.), and part of the processing of the above-described steps may be executed by the processor of the right controller 4 (for example, the communication control unit 111). In addition, Figure 16 the processing of each step shown is merely an example, and as long as the same result can be obtained, the order of the processing of each step may be swapped, and other processing may be executed in addition to (or instead of) the processing of each step.

[0199] In addition, the control unit 213 uses the memory to execute Figure 16 the processing of each step shown. That is, the control unit 213 stores the information (in other words, data) obtained through each processing step in the memory, and when using this information in subsequent processing steps, reads this information from the memory and utilizes this information.

[0200] When the out-of-game processing starts, first in step S11, the processor acquires the strain value detected by the strain detection unit 211. After step S11, the processing of step S12 is executed.

[0201] In step S12, the processor determines whether a pushing operation or a stretching operation related to the loop expansion device 5 is detected. In addition, based on the strain value acquired through step S11, the detection of the pushing operation or the stretching operation is performed according to the method described in the above "[2-1. Processing during out-of-game period]". When the determination result in step S12 is affirmative, the processing of step S13 is executed. On the other hand, when the determination result in step S12 is negative, the processing of steps S13 to S16 is skipped, and the processing of step S17 described later is executed.

[0202] In step S13, the processor calculates the number of operations performed on the loop expansion device 5. Specifically, the processor updates the value stored in the memory as the operation count information by incrementing it by 1. After step S13, the processing of step S14 is executed.

[0203] In step S14, the processor determines whether the operation count obtained by counting in step S13 has become the above-mentioned boundary count or upper limit count. When the determination result in step S14 is negative, the processing of step S15 is executed. On the other hand, when the determination result in step S14 is affirmative, the processing of step S16 is executed.

[0204] In step S15, the processor outputs normal sound and vibration. Specifically, the processor generates a command for outputting a specified sound and vibration, and sends the command to the right controller 4 via the terminal 214. The right controller 4 that has received the command causes the vibrator 117 to output the sound and vibration specified by the command. In addition, in order to distinguish from the "notification sound and vibration" in step S16 described later, the sound and vibration in this step S15 are called "normal sound and vibration". After step S15, the processing of step S17 is executed.

[0205] On the other hand, in step S16, the processor outputs a notification sound and vibration for notifying the boundary count or the upper limit count. Here, the notification sound and vibration are in a different manner from the sound and vibration output in the above step S15. In addition, the manner of the notification sound and vibration for notifying the boundary count is different from the manner of the notification sound and vibration for notifying the upper limit count. Thereby, the player can identify whether the number of operations has reached the boundary count, the upper limit count, or neither. After step S16, the process of step S17 is executed.

[0206] In step S17, the processor determines whether to end the independent action mode. Specifically, it determines whether the above-mentioned end operation has been performed. When the determination result in step S17 is affirmative, the processor ends the out-of-game process. On the other hand, when the determination result in step S17 is negative, the process of step S11 is executed again. Thereafter, the processor repeats the processing loop of steps S11 to S17 until the determination result in step S17 becomes affirmative. In addition, the processing loop of steps S11 to S17 is repeated at a ratio of once per predetermined time.

[0207] Figure 17 It is a flowchart showing an example of the user determination process executed by the main device 2. In response to detecting an input for specifying the reward giving icon in the above menu image, the following Figure 17 shown series of user determination processes start.

[0208] In addition, in the present embodiment, the following is assumed for explanation: By the processor 81 of the main device 2 executing the program of the above game application stored in the game system 1, the following Figure 17 and the following Figure 18 shown processes of each step are executed. However, in other embodiments, part of the processes of the above steps may be executed by a processor other than the processor 81 (for example, a dedicated circuit, etc.). In addition, when the game system 1 can communicate with other information processing devices (for example, a server), part of the processes of the following Figure 17 and Figure 18 shown steps may also be executed in other information processing devices. For example, part of the process for detecting the player's operation based on the operation data from the training device may be executed by the training device. In addition, Figure 17 and Figure 18 shown processes of each step are merely an example. As long as the same result can be obtained, the order of the processes of each step may be swapped, and other processes may be executed in addition to (or instead of) the processes of each step.

[0209] In addition, the processor 81 uses a memory (e.g., DRAM 85) to execute Figure 17 and Figure 18 the processing of each step shown. That is, the processor 81 stores the information (in other words, data) obtained through each processing step in the memory, and when using this information in subsequent processing steps, reads this information from the memory and utilizes this information.

[0210] In addition, it is assumed that when there is operation count information assigned to the user registered in the game application of the main device 2 at the time when the user determines the start of processing (that is, when there is operation count information that was assigned to the user after the previous user determination process and no reward was given due to the user not playing the game), the main device 2 stores this operation count information associated with the user in the memory.

[0211] When the user determines the start of processing, first in step S21, the processor 81 determines whether operation count information is obtained from the training device. As described above, in this embodiment, the main device 2 requests the training device to send operation count information, and the training device sends the operation count information to the main device 2 in response to this request. By receiving the operation count information from the training device, the processor 81 obtains the operation count information from the training device. In addition, when the training device does not store operation count information, in response to the above request, it sends information indicating that there is no operation count information to the main device 2. In this case, the processor 81 determines that the operation count information has not been obtained from the training device. If the determination result in step S21 is affirmative, the processing of step S22 is executed. On the other hand, if the determination result in step S21 is negative, the processor 81 ends the user determination process.

[0212] In step S22, the processor 81 causes the display device to display the above-mentioned user selection image. At this time, the processor 81 accepts an input for selecting one of the candidate user images and friend images included in the user selection image. Then, when this input is detected, the processor 81 executes the processing of step S23.

[0213] In step S23, the processor 81 determines whether a friend image is selected in the user selection image. If the determination result in step S23 is negative (that is, when a candidate user image is selected), the processing of step S24 is executed. On the other hand, if the determination result in step S23 is affirmative, the processing of step S24 is executed.

[0214] In step S24, the processor 81 assigns operation count information to the selected user. Specifically, the processor 81 stores the operation count information obtained through step S21 in the memory in association with the selected user. In addition, as described in the above "[2-2-1. User determination process]", for the selected user, when the number of times of allocating the operation count information during the unit period reaches the upper limit, the processor 81 does not assign operation count information to this user and ends the process of step S24. Further, as described in the above "[2-2-1. User determination process]", when operation count information is further assigned to a user in a state where the number of pieces of operation count information assigned to one user reaches the upper limit, the processor 81 deletes the oldest operation count information stored in the memory and stores the newly assigned operation count information in the memory. After step S24 ends, the processor 81 ends the user determination process.

[0215] On the other hand, in step S25, the processor 81 determines the user who is the source of sending the gift (in other words, the operation count information). In addition, the user who is the source of sending is determined through the process described in the above "[2-2-1. User determination process]". After step S25, the process of step S26 is executed.

[0216] In step S26, the processor 81 determines the user who is the recipient of the gift. In addition, the user who is the recipient is determined through the process described in the above "[2-2-1. User determination process]". After step S26, the process of step S27 is executed.

[0217] In step S27, the processor 81 sends the gift to the server. Specifically, the processor 81 sends the operation count information obtained through step S21 and the information of the user indicating the recipient of the gift to the server. After step S27 ends, the processor 81 ends the user determination process.

[0218] Figure 18 It is a flowchart showing an example of the story mode process executed by the main device 2. In response to detecting an input specifying the game mode icon in the above menu image, the following series of story mode processes start Figure 18 as shown.

[0219] When the user determination process starts, first in step S31, the processor 81 determines whether there is operation count information assigned to the player. When the determination result in step S31 is affirmative, the process of step S32 is executed. On the other hand, when the determination result in step S31 is negative, the process of step S32 is skipped and the process of step S33 is executed.

[0220] In step S32, the processor 81 grants a reward to the player based on the operation count information assigned to the player. Specifically, the processor determines the content of the reward according to the method described in the above "[2-2-2. Story mode processing]" and grants the determined reward to the player. Here, the main device 2 stores save data of the game for the registered user of this device. The processor updates the save data of the player to represent the content after the reward is granted. After step S32, the process of step S33 is executed.

[0221] In step S33, the processor 81 determines whether there is a gift for the player. Specifically, as described in the above "[2-2-2. Story mode processing]", the processor 81 accesses the server and asks the server whether there is a gift for the player. In response to the inquiry, the server sends the operation count information stored in association with the player or the information indicating that there is no gift to the main device 2. Therefore, the processor 81 can determine whether there is a gift for the player based on the information received from the server. If the determination result in step S33 is affirmative, the process of step S34 is executed. On the other hand, if the determination result in step S33 is negative, the process of step S34 is skipped and the process of step S35 is executed.

[0222] In step S34, the processor 81 grants a reward to the player based on the gift for the player. Specifically, the processor determines the content of the reward according to the method described in the above "[2-2-2. Story mode processing]" and grants the determined reward to the player. At this time, similarly to the above step S32, the processor updates the save data of the player to represent the content after the reward is granted. After step S34, the process of step S35 is executed.

[0223] In step S35, the processor 81 executes the process for starting the game in the story mode. For example, the processor 81 determines the game state at the time point of restarting the game based on the save data of the player. Therefore, the game is restarted in a state reflecting the granting of the reward in the processes of the above steps S32 and S34. After step S35, the process of step S36 is executed.

[0224] In step S36, the processor 81 acquires operation data from the training device via the controller communication unit 83. After step S36, the process of step S37 is executed.

[0225] In step S37, the processor 81 performs processing to advance the game based on the operation data acquired in step S36. For example, the processor 81 makes the player character perform actions based on the operation data, or performs processing corresponding to the player's instruction represented by the operation data, thereby advancing the game. In addition, the processor 81 causes the display device to display a game image representing the game situation. The processing of step S38 is executed after step S37.

[0226] In step S38, the processor 81 determines whether to end the game. For example, when the player gives an instruction indicating the intention to end the game, the processor 81 determines to end the game. If the determination result in step S38 is affirmative, the processor ends the story mode processing. On the other hand, if the determination result in step S38 is negative, the processing of step S36 is executed again. Thereafter, the processor repeatedly executes the processing loop of steps S36 to S38 until the determination result in step S38 becomes affirmative.

[0227] [4. Effects and Modifications of the Present Embodiment]

[0228] In the above embodiment, the information processing system (for example, the game system 1) includes a training device and an information processing device (for example, the main device 2). The information processing device includes a game processing unit (for example, the processor 81) that executes a game. The training device includes a sensor (for example, the strain detection unit 211) and a control unit 213. The sensor detects the load applied to the training device. When the game processing unit is executing the game, the control unit 213 can send information related to the load detected by the sensor (for example, the number of operation information) to the information processing device as the first information. When the game processing unit is not executing the game, the control unit 213 can store information related to the load detected by the sensor (for example, the strain value) as the second information in a storage device (for example, the memory of the control unit 213) integrated with or independent of the training device. The game processing unit advances the game based on the first information received from the training device, and gives a reward that affects the progress of the game to the user of the game based on the second information obtained from the storage device. In addition, the above first information and the above second information may be the same information or different information.

[0229] According to the above, in response to the player operating the training device when the game is not being executed, a reward is given to the player. Accordingly, it is possible to give the player the motivation to use the training device for training (for example, the above fitness actions) during the period when the game is not being executed. And the reward given is a reward that affects the progress of the game, so according to the above, it is also possible to give the player the motivation to play the game (that is, to use the training device for training in the game) after using the training device during the period when the game is not being executed.

[0230] The above-mentioned sensor is used to detect the load applied to the training device, but the specific type of the sensor is arbitrary, and the specific physical quantity detected by the sensor as the load is arbitrary. In the present embodiment, the strain detection unit 211 detects the above-mentioned strain value. Therefore, the strain detection unit 211 can be said to be a sensor that detects the force applied to the training device and can also be said to be a sensor that detects the deformation of the training device.

[0231] In addition, the above-mentioned "information related to the load" can be any information related to the load applied to the training device. In addition to the operation count information (i.e., the information indicating the number of times the load is applied) in the above-mentioned embodiment, it can also be information indicating the maximum load applied to the training device or information indicating the value obtained by multiplying the operation count by the load.

[0232] In the above-mentioned embodiment, the training device stores the operation count information during the period when the main device 2 is not started. Here, in other embodiments, it may also be that during the period when the main device 2 is started and when the game is not being executed, the training device stores the operation count information. For example, it may also be that during the period when the main device 2 is executing an application different from the above-mentioned game application (however, an application that does not use the training device), the training device stores the operation count information. In this way, the above-mentioned "when the game processing unit is not executing the game" may also be the period when the information processing device is started.

[0233] In addition, the above-mentioned "when the game processing unit is executing the game, it is possible to (send the information related to the load detected by the sensor as the first information) to the information processing device" is not limited to always sending the first information to the information processing device when the game processing unit is executing the game. Here, in the above-mentioned embodiment, the training device stores the operation count information in the independent operation mode without communicating with the main device 2. Therefore, when the training device becomes in a state of not communicating with the main device 2 during the period when the main device 2 is executing the game application, the training device operates in the independent operation mode. As a result, even during this period, the operation count information is stored. The training device does not need to send the operation count information to the main device 2 even in this state. The training device only needs to have the function of sending the first information when the main device 2 is executing the game. In the above-mentioned state, it may also (even during the period when the main device 2 is executing the game) not send the operation count information but store it in itself. In addition, the training device only needs to be able to store the operation count information when the game is not being executed, and does not need to always store the operation count information when the game processing unit is not executing the game. It may also be that during the execution of the game, in the above-mentioned state, the operation count information is stored.

[0234] The above-described embodiments are intended to give a user an incentive to train using the training device, etc., and can be used, for example, in a game system or a game program.

[0235] Several system examples, method examples, device examples, and apparatus examples have been described, but it should be understood that the appended claims are not limited to the disclosed systems, methods, devices, and apparatuses, and various improvements and modifications can be made without departing from the spirit and scope of the appended claims, which goes without saying.

Claims

1. An information processing system includes a training device and an information processing device, wherein the information processing device includes a game processing unit that executes a game, the training device includes a sensor and a control unit, the sensor detects a load applied to the training device, when the game processing unit is executing the game in the main body action mode, the control unit can send information related to the load detected by the sensor to the information processing device as first information, wherein, the main body action mode is a mode in which the training device and the information processing device operate together, when the game processing unit does not execute the game in the independent action mode, the control unit can store information related to the load detected by the sensor as second information in a storage device that is integrated with or independent of the training device, and the independent action mode is a mode in which the training device executes processing independently of the information processing device, in the main body action mode, the game processing unit advances the game based on the first information received from the training device, the game processing unit gives a user of the game a reward that affects the progress of the game based on the second information obtained from the storage device.

2. The information processing system according to claim 1, wherein, when the second information obtained from the storage device indicates a large load, compared with the reward given when the second information indicates a small load, the game processing unit gives the user a reward that makes the progress of the game more favorable for the user.

3. The information processing system according to claim 1 or 2, wherein, the game processing unit displays a candidate user image on a display device, and the candidate user image represents a candidate for a user who is to be given a reward among the users who use the information processing system to play the game, the candidate user image includes user information related to the user who becomes a candidate and related to the progress status of the game and / or information related to the load applied by the user who becomes a candidate to the training device, the game processing unit determines at least one user from the candidates represented by the candidate user image based on the player's designation, the game processing unit gives the determined user the reward.

4. The information processing system according to claim 1 or 2, wherein, the game processing unit determines, based on an instruction from a player who is operating the information processing system, a user who is different from the player and who uses the information processing system or a different information processing system to play the game, the game processing unit gives the determined user a gift based on the second information obtained from the storage device.

5. The information processing system according to claim 4, wherein, the game processing unit gives the user who is given the gift a reward based on the gift.

6. The information processing system according to claim 1 or 2, wherein, When the game processing unit does not execute the game, the control unit can store the operation count information as the second information in the storage device, where the operation count information represents the number of operations for applying a load to the training device. The game processing unit allocates the operation count information obtained from the storage device to a user, and gives a reward corresponding to the operation count information to the user to whom the operation count information is allocated. The game processing unit sets an upper limit on at least one of the number of times the operation count information is allocated to one user within a unit period of a specified length and the total number of operations represented by the operation count information allocated to one user within the unit period.

7. The information processing system according to claim 6, wherein, when one user is allocated the first operation count information obtained in the first unit period and the second operation count information obtained in the second unit period, the game processing unit gives the reward corresponding to the first operation count information and the reward corresponding to the second operation count information to the user respectively.

8. The information processing system according to claim 6, wherein, the information processing system further includes a notification unit, and the notification unit notifies the user that the number of operations represented by the operation count information stored in the storage device has reached a specified number when the game processing unit does not execute the game. The game processing unit makes the reward given corresponding to the operation count information indicating an operation count equal to or more than the specified number greater than the reward given corresponding to the operation count information indicating an operation count less than the specified number, and / or makes the reward given corresponding to the operation count information indicating an operation count equal to or more than the specified number be a reward of a type different from the reward given corresponding to the operation count information indicating an operation count less than the specified number.

9. The information processing system according to claim 1 or 2, wherein, when the game processing unit is executing the game, the control unit can send information based on the information detected by the sensor as the first information to the information processing device. When the game processing unit does not execute the game, the control unit can store information calculated based on the first information, which is different from the first information, as the second information in the storage device.

10. The information processing system according to claim 9, wherein, the first information is the information detected by the sensor, and the second information is the operation count information representing the number of operations for applying a load to the training device.

11. A storage medium storing an information processing program executed in a computer of an information processing device capable of communicating with a training device, where the training device detects the load applied to the training device, and the information processing program causes the computer to execute the following steps: When the computer is executing a game in the main body action mode, cause the training device to be able to send information related to the detected load as the first information to the information processing device. Among them, the main body action mode is a mode in which the training device and the information processing device operate together; when the game is not executed in the independent action mode, the training device can store information related to the detected load as second information in a storage device that is integrated with or independent of the training device, where the independent action mode is a mode in which the training device executes processing independently of the information processing device; in the main body action mode, the game progresses based on the first information received from the training device; and in the main body action mode, a reward that affects the progress of the game is given to the user of the game based on the second information obtained from the storage device.

12. An information processing method, which is executed in an information processing system including a training device and an information processing device, the information processing device executes a game, the training device detects the load applied to the training device, when the information processing device is executing the game in the main body action mode, the training device can send information related to the detected load as first information to the information processing device, wherein, the main body action mode is a mode in which the training device and the information processing device operate together, when the information processing device does not execute the game in the independent action mode, the training device can store information related to the detected load as second information in a storage device that is integrated with or independent of the training device, where the independent action mode is a mode in which the training device executes processing independently of the information processing device, in the main body action mode, the information processing device makes the game progress based on the first information received from the training device, the information processing device gives a reward that affects the progress of the game to the user of the game based on the second information obtained from the storage device.

13. A computer program product, which includes a computer program that implements the information processing method according to claim 12 when executed by a processor.

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