Computer program product, game system, information processing device, server, and game method

By adding parameters during the activity period to the game system and using sleep information to calculate a second parameter, the problem of insufficient game operation during the user's wake-up time is solved, and the fun and continuity of the sleep game are improved.

CN121623280APending Publication Date: 2026-03-10THE POKEMON CO
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-06-01
Publication Date
2026-03-10

AI Technical Summary

Technical Problem

The existing game system cannot fully utilize the game operation during the user's wake-up time, which affects the fun and appeal of sleep games.

Method used

By adding a first parameter during user activity and calculating sleep parameters during sleep to determine game events, the game's fun can be enhanced by utilizing sleep information.

Benefits of technology

Without affecting the user's gaming experience during activity, the game enhances the fun and continuity of the sleep game by making full use of sleep information.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Provided are a computer program product, a game system, an information processing device, a server, and a game method, which are capable of improving the interestingness of a sleep game using sleep information of a user. The game program causes the processor to execute: a parameter control step for increasing the first parameter by adding to the first parameter a total value obtained by adding one or more predetermined values to the first parameter during an activity period other than a period during which the user is sleeping; a parameter storage step of storing a first parameter of the timing at which the user starts sleep as a sleep start time parameter at the time of sleep start; a sleep parameter calculation step of calculating a sleep parameter based on the sleep information of the user; and an event determination step for determining a game event to occur on the basis of a second parameter obtained by multiplying the sleep parameter by the sleep start time parameter.
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Description

[0001] This application is a divisional application of the Chinese Invention Patent Application with the application date of June 1, 2024, the application number of 202480027452.0, and the invention name of "Game Program, Game System, Information Processing Apparatus, Server, Game Method, and Generation Method". TECHNICAL FIELD

[0002] The present application relates to a game program, a game system, an information processing apparatus, a server, a game method, and a generation method. In particular, the present application relates to a game program, a game system, an information processing apparatus, a server, a game method, and a generation method that execute a game process using sleep information of a user. BACKGROUND

[0003] In the past, a game system that executes a game using sleep information related to a user's sleep has been known, and the game system includes: a sleep information acquisition unit that acquires sleep information of a user; a sleep information change unit that generates changed sleep information obtained by changing the sleep information with respect to at least a part of the sleep information based on content different from the sleep information; and a game control unit that, in a case where the sleep information change unit does not generate the changed sleep information, decides a first effect of a game based on the sleep information, and in a case where the sleep information change unit generates the changed sleep information, decides a second effect different from the first effect based on the changed sleep information (for example, refer to Patent Literature 1). According to the game system described in Patent Literature 1, even in a case where an event occurs in which the sleep information of the user cannot be properly measured, the sleep information can be properly acquired to progress the game using the sleep information.

[0004] Prior Art Documents

[0005] Patent Literature

[0006] Patent Literature 1: Japanese Patent Application Publication No. 2022-161264 SUMMARY

[0007] Problems to be Solved by the Invention

[0008] In the sleep game of the game system described in Patent Literature 1 and the like, it is important for the user to take proper sleep, but on the other hand, it is not possible to completely eliminate the game operation in the period when the user gets up. The applicant has obtained the insight that, in the development of the sleep game, improving the game in the period when the user gets up is not necessarily associated with improving the appeal, the interestingness of the sleep game.

[0009] Therefore, an object of the present application is to provide a game program, a game system, an information processing apparatus, a server, a game method, and a generation method that can improve the interestingness of a sleep game using sleep information of a user.

[0010] Solution to the problem

[0011] The present application provides a game program for causing a computer to execute, the computer having a processor and a memory, and managing execution of a game using sleep information related to a user's sleep, the game program causing the processor to execute: a parameter control step of increasing a first parameter by adding a total value obtained by adding one or more prescribed values to the first parameter during an active period other than a period during which the user sleeps; a parameter saving step of saving the first parameter at a timing at which the user starts sleeping as a sleep start time parameter at a sleep start time; a sleep parameter calculation step of calculating a sleep parameter based on the user's sleep information; and an event decision step of deciding a game event to occur based on a second parameter obtained by multiplying the sleep parameter by the sleep start time parameter.

[0012] Effects of the invention

[0013] According to the game program, game system, information processing device, server, game method, and generation method of the present application, it is possible to provide a game program, game system, information processing device, server, game method, and generation method that can improve the interest of a sleep game using a user's sleep information. BRIEF DESCRIPTION OF DRAWINGS

[0014] Figure 1 is a diagram showing an outline of the game system according to the present embodiment.

[0015] Figure 2 is a diagram showing a flow of the game system according to the present embodiment.

[0016] Figure 3 is a functional block diagram of the game system according to the present embodiment.

[0017] Figure 4 is a diagram showing a data structure of each saving unit of the saving unit according to the present embodiment.

[0018] Figure 5 is a flowchart of the processing in the game system according to the present embodiment.

[0019] Figure 6 is a diagram showing a display content in the game system according to the present embodiment.

[0020] Figure 7 is a diagram showing a display content in the game system according to the present embodiment.

[0021] Figure 8 is a flowchart of the processing in the game system according to the present embodiment.

[0022] Figure 9 This is a diagram of the display content in the game system involved in this embodiment.

[0023] Figure 10 This is a diagram of the display content in the game system involved in this embodiment.

[0024] Figure 11 This is a diagram of the display content in the game system involved in this embodiment.

[0025] Figure 12 This is a diagram of the display content in the game system involved in this embodiment.

[0026] Figure 13 This is a flowchart of the processing in the game system involved in this embodiment.

[0027] Figure 14 This is a diagram of the display content in the game system involved in this embodiment.

[0028] Figure 15 This is a diagram of the display content in the game system involved in this embodiment.

[0029] Figure 16 This is a diagram of the display content in the game system involved in this embodiment.

[0030] Figure 17 This is a flowchart of the processing in the game system involved in this embodiment.

[0031] Figure 18 This is a flowchart of the processing in the game system involved in this embodiment.

[0032] Figure 19 This is a flowchart of the processing in the game system involved in this embodiment.

[0033] Figure 20 This is a diagram of the display content in the game system involved in this embodiment.

[0034] Figure 21 This is a diagram of the display content in the game system involved in this embodiment.

[0035] Figure 22 This is a flowchart of the processing in the game system involved in this embodiment.

[0036] Figure 23 This is a flowchart of the processing in the game system involved in this embodiment. Detailed Implementation

[0037] [Implementation Method]

[0038] <Overview of Game System 1>

[0039] Figure 1 This section provides an overview of the game system described in this embodiment. Specifically, Figure 1 This section shows an outline of the structure of the game system 1 according to this embodiment.

[0040] The game system 1 described in this embodiment uses sleep information related to the user's sleep to execute the game. For example... Figure 1 As shown, the game system 1 includes a user's terminal device 10, a sleep measurement unit 11 for measuring the user's sleep state, and a server 20 for executing game processing. The terminal device 10 and the server 20 are connected bidirectionally via a communication network 80. Furthermore, in the game system 1, the server 20 receives the user's sleep information to advance the game. Additionally, the game system 1 can be a server-client type game system. The sleep measurement unit 11 can be a device independent of the terminal device 10 or built into the terminal device 10.

[0041] In addition, Figure 1 The illustration shows an example where two terminal devices 10 are connected to server 20 via communication network 80, but it is also possible for one terminal device 10 and / or multiple terminal devices 10 used by different users to be connected to server 20 via communication network 80 respectively. In the following description, for the sake of simplicity, an example of one terminal device 10 connecting to server 20 via communication network 80 will be described.

[0042] First, game system 1 advances the game based on a first parameter, a sleep parameter, and a second parameter. The first parameter increases based on whether the user performs any actions during their waking and active periods. The sleep parameter is determined based on sleep information related to the user's sleep. The second parameter is obtained by multiplying the first parameter by the sleep parameter. Game system 1 determines the game events to occur based on the second parameter and generates game event information for these events. Furthermore, the period during which the user is awake and active is sometimes referred to as the "activity period." The activity period can be a time period that varies depending on the user, or it can be any time period other than the user's sleep time.

[0043] Here, game system 1 has the following functions: it does not excessively enhance the gameplay of game system 1 during the user's activity period and can encourage the user to take appropriate naps. For example, during the user's activity period, whenever a prescribed action is received from the user, game system 1 advances the game processing according to the prescribed action and adds a prescribed value to a first parameter, thereby increasing the first parameter. Alternatively, if there is no prescribed action from the user during the user's activity period, game system 1 adds a value determined based on the length of the activity period to the first parameter (wherein, it can be a different value than the prescribed value when a prescribed action is received from the user during the activity period, for example, a smaller value) to increase the first parameter (either by persistently increasing the first parameter through prescribed actions by the user, or by the minimum first parameter required to ensure game progress even without actions). Then, game system 1 calculates a second parameter by multiplying the sleep parameter determined based on the user's sleep time by the first parameter at the start of the user's sleep. Game system 1 performs game event decisions and generates game event information based on this second parameter. Game system 1 causes different events to occur according to the second parameter. For example, the larger the second parameter, the easier it is for game events that are beneficial to the user (or preferred by the user) to occur.

[0044] In other words, game system 1, based on the user's actions during their activity period (most often during daytime hours after the user wakes up), increments a first parameter by a predetermined value each time, and records the timing of the user's sleep on the first parameter. Then, game system 1 calculates a second parameter by multiplying a sleep parameter determined by the length of the user's sleep by the pre-stored first parameter. Therefore, in game system 1, by extending the sleep time, the value of the second parameter can be easily increased.

[0045] Therefore, in Game System 1, users do not need to be immersed in the game during the event period, allowing them to increase the first parameter at their leisure. Furthermore, in Game System 1, the second parameter, which is important for game progress, can be easily increased by allowing users to get sufficient sleep during periods other than the event period, thus encouraging users to get enough sleep and enhancing the enjoyment of the sleep game.

[0046] <Overview of Game System 1's Flow>

[0047] Figure 2 This section outlines the flow of the game system according to this embodiment. Specifically, Figure 2 This illustration shows an example of the display process of the terminal device 10 included in the game system 1 according to this embodiment. Figure 2 The diagram shows how time passes as we move from (a) to (d).

[0048] As an example, in game system 1, such as Figure 2 As shown in (a), there are multiple venues 500 in the virtual space within the game, such as Figure 2 As shown in (b), each of the 500 locations is inhabited by a location character 600. The game system 1 develops the location characters 600 based on predetermined actions performed by the user during their activity and the user's own sleep information (e.g., sleep duration). Furthermore, the game system 1 causes game events to occur based on predetermined parameters of the location characters 600 that have been developed through this process. Game events may include, for example, the appearance of a character in a drowsy state around the location characters 600.

[0049] Here, game system 1, according to each prescribed game period, develops the field character 600 to trigger prescribed game events within each game period. Upon the end of a game period, it accepts the user's selection of a new field 500 and restarts the development of the new field character 600 residing in the selected field 500. That is, game system 1, based on the user's prescribed actions and sleep patterns, develops the field character 600 within a certain game period, triggering the prescribed game events. Upon moving to the next field 500, the development of the field character 600 residing in the previous field 500 ends. Then, game system 1 repeats this cycle of determining the new field 500 and field character 600 through user selection and starting the development of the new field character 600, thereby progressing the game.

[0050] As an example, the following example illustrates the situation: the defined unit of game time is one week (7 days), and the user starts the game on the morning of the first day of the week (e.g., Monday).

[0051] First, such as Figure 2 As shown in (a), on the first morning of the week, the game system 1 displays multiple locations 500 on the display unit 300 of the terminal device 10 and accepts the user's selection of a location 500. Each of the multiple locations 500 is inhabited by location characters 600 with the same or different training conditions. The game system 1 determines the location character 600 of the location 500 selected by the user as the location character 600 to be trained that week.

[0052] Then, during the user's activity period (e.g., when the user is awake, typically during the day), game system 1 provides prescribed items (e.g., virtual berries in the game) and food (virtual food in the game) to the field character 600 based on the user's actions, thereby increasing the first parameter corresponding to the field character 600. In game system 1, the field character 600 grows as the first parameter increases. For example, as... Figure 2As shown in (b), the game system 1 adds a specified value corresponding to the specified item to the first parameter, and causes the first parameter display area 630 of the display unit 300 to display the value of the first parameter (in Figure 2 (b) is displayed as "Total Energy". Additionally, the first parameter is set to a non-zero initial value upon the game's initial launch.

[0053] Here, the game system 1 displays characters 700 and 702 (hereinafter sometimes referred to as "helper characters") around the field character 600 on the display unit 300 to assist in the development of the field character 600. These helper characters are selected by the user from the characters held by the user. These "helper characters" collect and possess prescribed items (virtual fruits in the game, hereinafter sometimes simply referred to as "fruits" or "direct growth items") that can be directly provided to the field character 600 and / or raw materials (virtual food ingredients in the game, which can be used to cook food for the field character 600, hereinafter sometimes simply referred to as "food ingredients" or "indirect growth items") that can be indirectly provided to the field character 600.

[0054] Furthermore, when the game system 1 receives a user's click on the "helper character" during the event, it provides the "fruits" held by the "helper character" to the field character 600 to add the prescribed value corresponding to the "fruit" to the first parameter. For example, if there is a prescribed value corresponding to a certain type of "fruit," the game system 1 adds that prescribed value to the first parameter immediately before the user clicks on the "helper character." If the "helper character" holds multiple "fruits" and provides them to the field character 600, the game system 1 adds the prescribed values ​​corresponding to each "fruit" and adds the total value to the first parameter.

[0055] Furthermore, when game system 1 receives a user's click on the "helper character," it saves the "food ingredients" held by the "helper character" in relation to the user. Then, during the event, game system 1 receives the user's instructions and consumes the "food ingredients" to create food for the field character 600. Each created meal has a specified value, and game system 1 provides the meal to field character 600 according to the user's instructions, thereby adding that specified value to the first parameter. In this way, during the event period of a single game day, the first parameter of field character 600 gradually increases, thus allowing field character 600 to gradually grow.

[0056] Next, if it is nighttime (in this case, the first night of the week, i.e., Monday night), the user goes to bed. In this case, as... Figure 2As shown in (b), the game system 1 accepts the user's input to the sleep button 400 displayed on the display unit 300 and begins to acquire information related to the user's sleep, i.e., sleep information. After accepting the user's input to the sleep button 400, the game system 1, based on the measurement results of the sleep measurement unit 11, begins to measure the user's sleep time from predetermined times, such as the time when the user's activity disappears and the time when the user's deep sleep is detected. In addition, the game system 1 saves the first parameter of the time point when the user's input to the sleep button 400 is accepted as the sleep start parameter. Then, as... Figure 2 As shown in (c), the game system 1 displays the "Sleep Measurement in Progress" screen together with the time display 404 on the display unit 300.

[0057] Furthermore, the game system 1 can accept the user's input to the sleep button 400, and then accept the setting of the alarm clock and / or the setting of the sleep guidance sound. For example, as Figure 2 As shown in (c), the game system 1 displays an alarm setting area 410 on the display unit 300 to process the user's alarm settings. Additionally, the game system 1 displays a sleep guidance sound setting area 412 on the display unit 300 to process the settings for sounds and music output from the terminal device 10 until the user begins to sleep, according to the user's instructions.

[0058] Next, upon detecting that the user has woken up via terminal device 10, game system 1 stops acquiring the user's sleep information. For example, as... Figure 2 As shown in (c), upon receiving the user's operation of the measurement end button 402 displayed on the display unit 300, the game system 1 stops acquiring sleep information. Then, the game system 1 calculates a sleep score as a sleep parameter based on the acquired sleep information. The sleep score is set, for example, as the maximum score (e.g., "100", meaning the maximum value of the sleep score is "100") when the user has taken a sleep duration of more than a predetermined sleep time (hereinafter, sometimes referred to as "baseline sleep time"). The score is obtained by subtracting a predetermined amount of the maximum score if the sleep duration is shorter than the base sleep time.

[0059] Game System 1 calculates the second parameter by multiplying the calculated sleep score by the parameter at the start of sleep. For example, as... Figure 2 As shown in (d), the game system 1 displays the value of the second parameter 800 together with the details 802 of the second parameter on the display unit 300. Figure 2 In example (d), the value of the second parameter 800 is "160,000" (in... Figure 2 In (d), the second parameter is represented as "sleep power". Regarding its details 802, the parameter at the start of sleep (in...) Figure 2In the example of (d), it is represented as "energy". The value of ) is "2,000", and the value of the sleep score is "80".

[0060] Next, the game system 1, based on the calculated second parameter, executes the decision on the game events to be performed and generates game event information. For example, the game system 1 selects characters around the field character 600 as the result of a predetermined selection based on the second parameter. This selection is based on the principle that a larger value of the second parameter is more advantageous to the user (e.g., a larger value of the second parameter makes it easier for characters with a high rarity, such as those with a sleeping face, to appear). In addition to selection, the game system 1 can also, according to the user's instructions, exchange the second parameter for predetermined items, predetermined characters, etc. That is, the game system 1 can give the second parameter the same function as virtual currency in the game, and can use the second parameter in place of virtual currency. Furthermore, the character appears in a sleeping state. Then, the game system 1, based on the user's operation, performs the following actions: acquiring the image of the character appearing (sleeping face image, sleeping posture image), assigning the predetermined items to the character appearing, assigning the character appearing to the user when predetermined conditions are met, and assigning rewards to the user. The game system 1 outputs the user's sleep information and / or the results of these game events to the terminal device 10.

[0061] Then, Game System 1 continues the game on the second day of the week (Tuesday in the example above). In this case, Game System 1 directly carries over the first parameter increased on the first day as the first parameter for the second day to continue the game. Thus, in Game System 1, the game progress on day n of a unit game period continues to the game on day n+1 (where n is an integer greater than 1). Also on day n+1, during the user's activity period, according to the user's actions, the prescribed props and food are provided to the field character 600, and the first parameter gradually increases, thereby the field character 600 gradually grows. Then, by the user taking a nap, the first parameter of day n+1 immediately before taking that nap becomes the new nap start parameter. This nap start parameter is multiplied by the sleep score determined based on the user's sleep information on day n+1, thereby calculating the second parameter on the morning of day n+2, and determining and executing game events based on the calculated second parameter. Therefore, in the unit game period, the first parameter of day n+1 (the moment when the user begins to sleep is the nap start parameter) and the first parameter of day n+1 are both larger. In other words, during a given game period, the first parameter gradually increases with each passing day, meaning the character's 600 gradually grows. The second parameter is calculated by multiplying the first parameter (the parameter at the start of sleep when the user begins to sleep) by the sleep score. Therefore, the later in the game period, the larger the second parameter becomes. Consequently, the later in the game period, the more likely the draw upon waking up will be a favorable outcome for the user.

[0062] Next, when the game system 1 transitions from the last day of one unit of game time to the first day of the next unit of game time, the display unit 300 displays a summary of the game execution results for that unit of game time and accepts the user's selection of a new location 500. In this case, the game system 1 resets the first parameter for that unit of game time (that is, resets the parameters related to the location character 600 residing in the location 500 selected by the user during that unit of game time). Then, the game system 1 restarts the training of the new location character 600 residing in the newly selected location 500. That is, when the user selects a new location 500 and begins training a new location character 600, the game system 1 sets the first parameter accumulated during that unit of game time to "0". Then, the first parameter of the new location character 600 starts from "0". Next, in the next unit of game time, the game system 1, based on the user's input, etc., re-executes the same game processing as described above, including the process of increasing the first parameter, calculating the second parameter, and the occurrence of the prescribed game events. Furthermore, when the game system 1 transitions from one unit of gameplay to the next, it continues to advance the game by maintaining information related to the user (such as the user's level), the items the user possesses, the role the user acquires (such as a helper role), and information related to that role (such as status information), as well as other information.

[0063] Thus, in Game System 1, the game progresses in a general manner according to the following process.

[0064] 1) On the first day of a unit's game period (e.g., the morning of the first Monday of the week), the venue 500 and venue role 600 are determined by the user's selection.

[0065] 2) During the event (e.g., during the day), based on the prescribed operation / process, add a prescribed value to the first parameter of the field character 600 to increase the first parameter (i.e., make the field character 600 grow).

[0066] 3) Record the first parameter of when the user takes a sleep (e.g., at night) as the sleep start parameter, and the user takes a sleep.

[0067] 4) After the user wakes up, calculate the sleep score based on that sleep.

[0068] 5) Multiply the calculated sleep score by the sleep start parameter to calculate the second parameter.

[0069] 6) Based on the calculated second parameter, determine the game events to occur, such as causing the selected character to appear around the 600 characters on the field. Here, the larger the second parameter, the higher the probability of selecting a character with a low probability of being drawn (a character with a high rarity like the sleeping face) (that is, the easier it is for them to appear).

[0070] 7) Repeat steps 2) to 6) from the day after the first day of the unit game period to the last day. Furthermore, the first parameter continues the value of the previous day even if it crosses days within the unit game period. On the second day, a predetermined value is added to the continued value of the first parameter based on user actions, etc. Therefore, since the first parameter increases significantly in the latter half of the unit game period (i.e., the growth of the field character 600), the second parameter also increases. Thus, the later the unit game period, the higher the probability of encountering a rare character with a sleeping face.

[0071] 8) On the last day of a unit game (e.g., when it changes from Sunday to Monday), the first parameter added during that unit game will be reset, and the field 500 and field character 600 for the next unit game will be determined by the user's selection. Thereafter, 2) to 8) above will be repeated, and the user will gradually collect the characters (characters and their prescribed images, etc.) that appear around field character 600.

[0072] Therefore, in game system 1, the second parameter, obtained by multiplying the user's sleep score based on sleep time by the first parameter, can be used to determine the game events to occur. Thus, even if the user doesn't spend time playing the game during the activity period, they can progress simply by taking sufficient sleep. Furthermore, game system 1 allows for repeated gameplay in each unit of playtime. Therefore, even if the user misses a game session and has limited opportunities to obtain sleep information during a particular unit of playtime, they can restart the game in the next unit of playtime without significant disadvantage. Moreover, even if the user is too busy with real-world activities such as studying or working during a particular unit of playtime and doesn't get enough sleep, game system 1 can still allow them to restart the game in the next unit of playtime or during a quieter unit of playtime without significant disadvantage.

[0073] Furthermore, the terminal device 10 can be connected to one or more sleep measurement units 11 via wired or wireless means. Figure 1 In this embodiment, each terminal device 10 may have one sleep measurement unit 11 connected to or built into it, but multiple sleep measurement units 11 may also be connected to or built into the terminal device 10. In the following description, we will mainly describe an example in which the terminal device 10 has a sleep measurement unit 11 built into it.

[0074] Furthermore, the terminal device 10 is a device that can be operated by a user. The terminal device 10 can be, for example, a portable terminal such as a mobile phone, smartphone, or tablet computer that supports a mobile communication system. Additionally, the terminal device 10 can also be, for example, a fixed-type personal computer (PC), a laptop PC, a notebook PC, a portable game console and / or a home game console, or a dedicated game console. In this embodiment, from the viewpoint of ease of operation for the user and the ability to immediately accept user operations upon sleep and wake-up, the terminal device 10 is preferably a smartphone. Furthermore, the communication network 80 is a mobile phone network and / or the Internet, etc. The communication network 80 can also include wired LANs and wireless LANs, etc. Incidentally, while the details of the game system 1 involved in this embodiment are described below, the names and values ​​in the above and following descriptions are merely illustrative, and the present invention is not limited to these inherent names and values, and these inherent names and values ​​may not necessarily be related to actual inherent names and values.

[0075] <Details of Game System 1>

[0076] Figure 3 This is an example illustrating an outline of the functional structure of the game system involved in this embodiment.

[0077] [An overview of the structure of Game System 1]

[0078] Game System 1 is a system that uses sleep information related to the user's sleep to execute a game. For example, Game System 1 is executed on Terminal Device 10, and the game progresses based on the user's sleep. Game System 1 includes: an output unit 100 that outputs various information; an input unit 102 that receives input from the user; a sleep measurement unit 11 that measures the user's sleep state; an input acquisition unit 200 that acquires information related to the input received from the user; an output control unit 202 that controls the output of information to the output unit 100; a sleep information acquisition unit 204 that acquires the user's sleep information; a parameter control unit 206 that controls the calculation and adjustment of various parameters; a sleep parameter calculation unit 208 that calculates sleep parameters based on the user's sleep information; a game control unit 210 that controls various processes during game progress; an event decision unit 212 that decides game events (including the generation and decision of game event information); and a storage unit 216, which serves as a storage unit, for storing various information. The storage unit 216 includes: a user information storage unit 218 that stores information related to the user; a game information storage unit 220 that stores information related to the game; a character information storage unit 222 that stores information related to the character; a venue character information storage unit 224 that stores information related to the venue character 600; and a food information storage unit 226 that stores information related to virtual food in the game.

[0079] In game system 1, for example, the game is executed on a user-operated terminal device 10. In this case, the terminal device 10 is configured to have at least an output unit 100 and an input unit 102. Furthermore, the game control unit 210 may also have some or all of the functions of other structures possessed by game system 1.

[0080] Game system 1 can not only have the aforementioned multiple constituent elements in the same physical device or location, but also have some of the aforementioned multiple constituent elements located in physically separate locations. In this case, the constituent elements can be connected, for example, via a communication network such as the Internet. For example, game system 1 can also have an external server perform part of the functions of the constituent elements. In addition, game system 1 can also be configured as one or more servers. In this case, game system 1 is configured by combining a terminal device with the constituent elements of one server and the constituent elements of other servers. In addition, in this embodiment, each device (terminal device, server, etc.) can also be configured as an information processing device. That is, the collection of each device (the collection of the specified constituent elements) can be configured as an "information processing device", and game system 1 can also be formed as a collection of multiple information processing devices. Regarding the allocation method for one or more hardware devices to implement the multiple functions required by game system 1 according to this embodiment, it can be appropriately determined based on the processing capabilities of each hardware and / or the specifications required by game system 1. In addition, the various information stored in the storage unit 216 can be updated by user instructions and information received through the input unit 102, or updated at any time by obtaining specified information from a specified server located outside the game system 1.

[0081] [Details of the structure of Game System 1]

[0082] In the following description, we will use the case where the user primarily uses terminal device 10 (e.g., smartphone, tablet, etc.) to play the game provided by game system 1 as an example. Furthermore, server 20 manages user information within game system 1 and performs game processing.

[0083] (Game Control Department 210)

[0084] The game control unit 210 communicates between the terminal device 10 and the server 20, and controls the user's gameplay based on the user's sleep information received from the terminal device 10. The game control unit 210 can also control the actions of various components of the game system 1. For example, based on the user's sleep information acquired as the game progresses, the game control unit 210 controls the selection process for game objects such as the field character 600, designated characters, and / or items (e.g., determining the state of the field character 600, the appearance of designated characters, and the type and quantity of items to be used), and the process of assigning designated characters and items to the user. Furthermore, the selected characters and items may appear during gameplay without being owned by the user. Thus, the user can experience discovering new game characters based on sleep information. For example, the game control unit 210 receives sleep time and sleep quality information from the user's terminal device 10 as the user's sleep information, and selects items based on this sleep information and assigns them to the user.

[0085] Furthermore, the game control unit 210 performs prescribed game progress processing and / or character, item, and other selection processing based on the first parameter calculated by the parameter control unit 206 (described later), the sleep parameter calculated by the sleep parameter calculation unit 208, and the events determined by the event determination unit 212 (described later). Here, the game control unit 210 can also change the selection table and the number of selections used in the selection process based on the user's user information, sleep information, sleep parameters, and / or information about the scene character 600. Therefore, when this information differs, the selection algorithm also differs, and the game progress changes upon waking, thus providing varied enjoyment when the user wakes up.

[0086] Furthermore, the game control unit 210 performs various game processing based on the user's operation input received via the input unit 102 and / or the user's sleep information obtained by the sleep information acquisition unit 204. For example, the game control unit 210 performs game processing such as saving the user's own information to the storage unit 216, saving character-related information to the storage unit 216, providing specified items to the character, processing the character's actions in the virtual space within the game when the user has specified a character, processing the user's paid / free acquisition of items, processing the acquisition of virtual currency, processing the consumption of items held by the user, and outputting specified information from the output control unit 202 to the output unit 100.

[0087] (Output unit 100, Output control unit 202)

[0088] The output unit 100 is controlled by the output control unit 202 and outputs various information related to the execution of the game (e.g., text information, still images, moving images, sound information, etc.). The output unit 100 outputs various processing results and information stored in the storage unit 216 in a manner perceptible to the user. Specifically, the output control unit 202 causes the output unit 100 to output various processing results of each component and information stored in the storage unit 216 as data, still images, moving images, sound, text, and / or vibration in a prescribed format. The output unit 100 can also output information received from an external server. Furthermore, the output unit 100 can be configured to have a display unit for displaying various information, a speaker for outputting sound, and / or a vibration unit that generates vibration according to prescribed information. Moreover, the display unit can be, for example, a liquid crystal display or an organic EL display.

[0089] Furthermore, the output control unit 202 controls the output of specified information to the output unit 100 based on instructions from each component of the game system 1. For example, the output control unit 202 causes the output unit 100 to output various information from the game, such as sleep information acquired by the sleep information acquisition unit 204, specified information received through user input, game effects determined by the game control unit 210, and / or game events determined by the event determination unit 212.

[0090] (Input unit 102, Input surface 104, Input control unit 106)

[0091] The input unit 102 accepts inputs such as specified instructions and operations from the user. This input can also be voice-based. The input unit 102 provides these instructions to specified components of the game system 1. Each component that receives the instructions performs its specified function. The input unit 102 is an input device (e.g., a touch panel, touchpad, mouse, keyboard, motion sensor, microphone, etc.) for accepting operation inputs from the user. In this embodiment, the input unit 102 is described as an example of a touch panel provided with the terminal device 10. Furthermore, the touch panel may also be capable of detecting multi-touch. Specifically, the touch panel, as the input unit 102, has an input surface 104 for inputting operations from the user, and an input control unit 106 for acquiring information related to the operations input to the input surface 104. The touch panel is arranged overlapping the display unit 300, which is the output unit 100, with the surface of the touch panel corresponding to the input surface 104.

[0092] For example, the display unit 300 displays an area for receiving specified instructions, and the input surface 104 detects the specified instructions at a location indicated by the user's operation on that area of ​​the input surface 104 (e.g., touch operation, click operation, swipe operation, etc.). The input surface 104 provides the detected information, that is, information indicating the specified instructions at the detected location, to the input control unit 106. As an example, the display unit 300 displays an area for receiving instructions to start sleep, an area for receiving instructions to wake up, etc. The input control unit 106 obtains information indicating the specified instructions from the input surface 104 and provides this information to the specified components of the game system 1.

[0093] (Sleep Measurement Department 11)

[0094] The sleep measurement unit 11 acquires information related to the sleep of the user of the terminal device 10. The sleep measurement unit 11 provides the acquired information to the sleep information acquisition unit 204. Furthermore, when the terminal device 10 and the sleep measurement unit 11 are separate devices, the terminal device 10 communicates with the sleep measurement unit 11 via short-range wireless communication such as Bluetooth (registered trademark) or Wi-Fi, and receives the sensing results from the sleep measurement unit 11. Alternatively, the sleep measurement unit 11 may also support communication standards of mobile communication systems such as 5G, and send the sensing results to the server 20 without using short-range wireless communication. In this case, the terminal device 10 may also receive and store the sleep information acquired by the server 20 after receiving the sensing results from the sleep measurement unit 11.

[0095] The sleep measurement unit 11 is implemented, for example, by a sensor such as a motion sensor built into the terminal device 10. That is, the terminal device 10 and the sleep measurement unit 11 may also be located in the same device. In this case, the terminal device 10 also functions as the sleep measurement unit 11. Alternatively, the sleep measurement unit 11 may be a wearable device such as a watch, ring, or eye mask worn on the user's body, and may be configured as a device independent of the terminal device 10, equipped with a motion sensor such as a gyroscope sensor. Alternatively, the sleep measurement unit 11 may also be a device placed on the user's mattress, pillow, or other similar surface.

[0096] Here, the motion sensor can be configured to include an accelerometer, an angular velocity sensor, etc., to sense the activity of the terminal device 10 and output the sensing results. For example, by placing the terminal device 10 on the mattress of the bed where the user sleeps, the motion sensor can detect the activity when the user moves on the mattress while sleeping. Using the sensing results of the motion sensor, the sleep information acquisition unit 204, described later, can determine whether the user is asleep or awake, and further, whether the user is in light sleep, deep sleep, REM sleep, or non-REM sleep, etc., and acquire sleep information.

[0097] Furthermore, users can use two or more sleep measurement units 11 simultaneously. For example, a user can wear two watch-type sleep measurement units 11, or a user can wear a watch-type sleep measurement unit 11 and use a smartphone as a sleep measurement unit 11. This allows for direct detection of the user's bodily activities during sleep using sensors such as gyroscopes. Additionally, by accumulating the sensing results from various sensors during the user's sleep period, the sleep information acquisition unit 204 can determine whether the user is asleep, in a light sleep state, a deep sleep state, or in REM or non-REM sleep, and acquire sleep information. By distinguishing the waveforms of REM and non-REM sleep in this way, the user's sleep quality can be evaluated. For example, the sleep information acquisition unit 204 can pre-set information related to the cycles of REM and non-REM sleep under conditions of quality sleep, or pre-store information related to general REM and non-REM sleep. By comparing the waveforms of the user's REM and non-REM sleep during sleep with this information, the user's sleep quality can be evaluated and sleep information acquired.

[0098] Furthermore, the sleep information acquisition unit 204 detects when a user goes to bed (e.g., lies down in bed) and falls asleep after going to bed (e.g., when the user's activity ceases or the user enters deep sleep) based on the output of motion sensors such as the sleep measurement unit 11. The sleep information acquisition unit 204 can also determine whether the user has performed any input operations on the terminal device 10 during the period from when they go to bed until they fall asleep, and whether the user has perceived any information output by the output unit 100 of the terminal device 10. In other words, the sleep information acquisition unit 204 can determine whether a user intending to sleep operated the terminal device 10 before going to sleep.

[0099] Additionally, sleep measurement units 11 intended for use in game system 1 can be managed using a whitelist. If the sleep information acquisition unit 204, described later, does not acquire sleep information from a sleep measurement unit 11 not managed by game system 1, the sleep information acquisition unit 204 may either consider it a sleep measurement unit 11 that server 20 cannot identify and therefore not process the sleep information, or it may use parameters from an unidentifiable sleep measurement unit 11, etc., to perform subsequent processing.

[0100] Furthermore, the different types of sleep measurement units 11 do not necessarily need to be different devices. That is, even sleep measurement units 11 with the same device structure can be managed as different sleep measurement units 11 in the game system 1 depending on the type of software and application used before providing sleep information to the server 20. For example, even when sleep information is detected using the same sleep measurement unit 11, if the sleep information is processed using sleep measurement application A, it can be managed as a different "sleep measurement unit ID" than if the sleep information is processed using a different sleep measurement application B. In this way, by managing different "sleep measurement unit IDs" based on the type of device structure and the combination of applications used, sleep information can be generated more flexibly, and as a result, the fun of the game corresponding to the sleep state can be fully utilized.

[0101] (Input Acquisition Unit 200)

[0102] The input acquisition unit 200 acquires user operation input. That is, the input acquisition unit 200 acquires information representing user operation input input that is entered into the input unit 102 (e.g., input surface 104) via the input control unit 106. The input acquisition unit 200 provides the acquired information representing operation input to other components such as the game control unit 210.

[0103] (Sleep Information Acquisition Department 204)

[0104] The sleep information acquisition unit 204 acquires the user's sleep information and / or error information (information indicating unexpected adverse events, adverse events in the sleep measurement unit 11, etc.) obtained by the sensors constituting the sleep measurement unit 11. Specifically, the sleep information acquisition unit 204 acquires sleep-related information, i.e., sleep information, obtained by the sleep measurement unit 11 from the sleep measurement unit 11. Sleep information includes, for example, the user's wakefulness / sleep state, information about the user's activities, date information, bedtime, time of going to bed, time of falling asleep, time of waking up, sleep duration, the depth of the user's sleep (for example, it can be classified into multiple stages such as "light sleep", "sleep soundly", "deep sleep"), sleep quality, the user's sleep type (for example, light sleep type, sleep soundly type, deep sleep type, etc.) determined based on sleep quality or the duration of sleep quality specified during sleep, and / or information such as environmental sounds during sleep. For example, the sleep information acquisition unit 204 acquires sleep information from the start of the user's sleep (or from the start of going to bed or going to sleep) until the user wakes up, either always or at a predetermined time interval.

[0105] Furthermore, the sleep information acquisition unit 204 determines whether the user has started sleeping and whether they have woken up based on the sleep information. That is, the sleep information acquisition unit 204 determines the user's sleep start time and wake-up start time based on the sleep information acquired by the sleep measurement unit 11. The sleep information acquisition unit 204 provides the acquired sleep information to the parameter control unit 206, the sleep parameter calculation unit 208, and the game control unit 210.

[0106] Furthermore, when the input acquisition unit 200 receives a sleep start operation input from the user via the input unit 102, the sleep measurement unit 11 can begin acquiring information related to the user's sleep. In this case, the sleep information acquisition unit 204 determines that the user has started sleeping based on the operation input or on the sleep information acquired by the sleep measurement unit 11 (for example, information such as motion sensor sensing results). For example, the sleep measurement unit 11 begins acquiring sleep information when the input acquisition unit 200 receives an instruction from the user to start sleeping. Additionally, the sleep information acquisition unit 204 can begin measuring the user's sleep time when the measurement results from the sleep measurement unit 11 indicate that the user's activity has changed to only breathing movements or that the user has entered deep sleep. Then, when the input acquisition unit 200 receives a wake-up operation input from the user via the input unit 102, the sleep measurement unit 11 stops acquiring the user's sleep information. In this case, the sleep information acquisition unit 204 determines that the user has woken up based on the operation input or on the sleep information acquired by the sleep measurement unit 11. The sleep information acquisition unit 204 acquires the sleep information of the user from the start of sleep to the time of waking up, as measured by the sleep measurement unit 11, based on the user's judgment of the start of sleep and the judgment of waking up.

[0107] Additionally, the sleep measurement unit 11 can continuously acquire information related to the user's sleep. In this case, the sleep information acquisition unit 204 determines that the user has started sleeping when the input acquisition unit 200 receives an operation input from the user to start sleeping via the input unit 102, or based on the sleep information acquired by the sleep measurement unit 11. Then, the sleep information acquisition unit 204 determines that the user has woken up when the input acquisition unit 200 receives an operation input from the user to wake up via the input unit 102, or based on the sleep information acquired by the sleep measurement unit 11. In this way, the sleep information acquisition unit 204 acquires the user's sleep information measured by the sleep measurement unit 11 from the time the user's sleep is determined to have started until the user is determined to have woken up, from the continuously acquired sleep information.

[0108] (Parameter Control Unit 206)

[0109] The parameter control unit 206 controls the calculation and adjustment of various parameters. In the game system 1, at least the following parameters are used for the game's progress.

[0110] a) First parameter: This is the parameter corresponding to the field character 600, and is used to represent the growth level and evaluation of the field character 600.

[0111] b) Sleep parameters: These are parameters determined based on the user's sleep information, specifically the user's sleep duration, which is one aspect of sleep information. Sleep parameters are sometimes also referred to as "sleep scores."

[0112] c) The second parameter is the parameter obtained by multiplying the first parameter of the specified timing by the sleep parameter.

[0113] Here, the parameter control unit 206 mainly controls the calculation and / or increase / decrease of the first parameter and the second parameter.

[0114] Specifically, the parameter control unit 206 increases the first parameter during activity periods other than user sleep periods. The parameter control unit 206 can increase the first parameter during these activity periods regardless of user sleep. More specifically, during activity periods other than user sleep periods, the parameter control unit 206 increases the first parameter by adding a total value obtained by adding one or more predetermined values, or by sequentially adding one or more predetermined values ​​to the first parameter. Furthermore, the parameter control unit 206 provides the first parameter to the game control unit 210 in real time, and the game control unit 210 saves the first parameter in real time in the field / character information storage unit 224 (i.e., by gradually saving the calculated first parameter in the field / character information storage unit 224 external to the terminal device 10, cheating is prevented).

[0115] For example, the parameter control unit 206 calculates a total value by adding one or more prescribed values ​​for each prescribed input operation received by the user via the input unit 102. Then, the parameter control unit 206 adds the calculated total value to the first parameter at the time of the input operation as a new first parameter. In other words, when the user is awake, the parameter control unit 206 adds a prescribed value corresponding to the prescribed input operation from the user to the first parameter at the time of the prescribed input operation performed by the user as a new first parameter. As an example, the game control unit 210 makes a prescribed character (called a "helper character") appear in the arena 500 and assigns a prescribed item to the character. The prescribed item has a prescribed value (prescribed value). Then, when the parameter control unit 206 receives a prescribed operation performed by the user on the character via the input unit 102, it adds the prescribed value of the item corresponding to the character to the first parameter and sets the first parameter with the added prescribed value as a new first parameter.

[0116] Furthermore, the parameter control unit 206 can determine the specified value based on the user's sleep information during sleep, even when the game is paused or not started. And / or, the parameter control unit 206 can determine the specified value based on the user's sleep information during sleep, even without relying on user input. Then, the parameter control unit 206 sets the value obtained by adding the determined specified value to the first parameter as a new first parameter. For example, after the user goes to bed and wakes up, after the specified game event caused by the game control unit 210 is completed, and before the user begins their next sleep cycle, the parameter control unit 206 adds the specified value to the first parameter.

[0117] Furthermore, the parameter control unit 206 can determine a specified value based on the length of the activity period, even when the game is paused, not started, and / or the user does not perform a specified input operation. Then, before the user's next sleep cycle begins, the parameter control unit 206 adds this determined specified value to a first parameter, using this new first parameter as the new first parameter. For example, the parameter control unit 206 can determine the specified value at the moment the user goes to sleep (e.g., when the user clicks a button). Figure 2 (b) The timing of the sleep button 400 shown is based on the time of the activity period prior to the click (e.g., from the time the user clicked the button). Figure 2 The time from the measurement end button 402 shown in (c) to the next click of the sleep button 400 is used to determine the specified value, and the determined specified value is added to the first parameter to calculate the new first parameter.

[0118] Then, the parameter control unit 206 determines when the user started sleeping (e.g., when the user clicked the button). Figure 2 The first parameter of the sleep button 400 shown in (b) is saved as the sleep start time parameter (hereinafter sometimes referred to as the "total energy" at bedtime). Alternatively, the parameter control unit 206 may use the time when the sleep information acquired by the sleep information acquisition unit 204 indicates that the user has started sleeping as the time when the user has started sleeping. For example, the parameter control unit 206 may save the sleep start time parameter in the user information storage unit 218. In addition, the parameter control unit 206 may also have a storage unit for saving the sleep start time parameter, in which case the sleep start time parameter is saved in the storage unit. The parameter control unit 206 provides the calculated first parameter to the game control unit 210 and the event decision unit 212.

[0119] (Sleep Parameter Calculation Unit 208)

[0120] The sleep parameter calculation unit 208 calculates sleep parameters (sometimes called "sleep scores") based on the user's sleep information acquired by the sleep information acquisition unit 204. For example, the sleep parameters are calculated based on the user's sleep duration. As an example, the sleep parameter calculation unit 208 predefines a baseline sleep duration, and sets the sleep parameter to its maximum value (e.g., "100") when the user takes a sleep duration consistent with the baseline sleep duration. Alternatively, the sleep parameter calculation unit 208 may determine that the user's sleep duration is consistent with the baseline sleep duration not only when the length of the user's sleep duration is exactly the same as the baseline sleep duration, but also when the difference between the length of the user's sleep duration and the baseline sleep duration is within a specified time (e.g., about 4 to 5 minutes, or a few minutes).

[0121] On the other hand, if the user's sleep time is shorter than the baseline sleep time, the sleep parameter calculation unit 208 will subtract a predetermined amount calculated based on the difference between the baseline sleep time and the user's sleep time from "100" to obtain the sleep parameter. That is, the sleep parameter decreases accordingly when the user's sleep time is shorter than the baseline sleep time. Furthermore, even if the user's sleep time exceeds the baseline sleep time, the sleep parameter calculation unit 208 will set the maximum value of the sleep parameter to the same value as when the sleep time is the same as the baseline sleep time. Alternatively, if the sleep time taken by the user exceeds the baseline sleep time, the sleep parameter calculation unit 208 may calculate a value exceeding the maximum value of the sleep parameter as the sleep parameter, as long as it is within the range that can maintain the user's health and does not impair the fun of the game. This predetermined amount can be determined, for example, based on the difference between the sleep time and the baseline sleep time.

[0122] Here, the baseline sleep duration can be defined based on the user's individual characteristics, such as age or age group and / or gender. For example, users' ages can be categorized as under 15 years old, 15 years and older but under 24 years old, 25 years and older but under 49 years old, and over 50 years old, with the sleep duration considered appropriate for each age group set as the baseline sleep duration. Furthermore, the baseline sleep duration can also be adjusted according to the season. For example, it could be increased as the day length (from sunrise to sunset) shortens and decreased as the day length lengthens.

[0123] The sleep parameter calculation unit 208 provides the calculated sleep parameters to the game control unit 210 and the event decision unit 212.

[0124] (Event Decision Department 212)

[0125] The event decision unit 212 calculates the second parameter by multiplying the sleep parameter (i.e., sleep score) calculated by the sleep parameter calculation unit 208 by the sleep start time parameter. That is, the event decision unit 212 calculates the second parameter by multiplying the first parameter of the user's sleep start time by the sleep parameter determined based on the user's sleep time at the user's wake-up time. Then, the event decision unit 212 determines the game event that occurs within the game based on the calculated second parameter. In addition, the event decision unit 212 also generates game event information as information about the occurring game event.

[0126] In addition, game events are various events that occur within the sleep game. As examples, game events include events that cause a character to appear around the field character 600 in field 500, events that assign the character as a helper character to the user based on the prescribed actions for the appearing character, events that change the status of the helper character based on the user's sleep time, events that grant the user a prescribed reward, and events that grant the user a prescribed number of points determined by the user's sleep time, etc.

[0127] The event decision unit 212 provides game event information to the game control unit 210. Based on the game event information, the game control unit 210 executes the prescribed game events and outputs the content of the game events to the output unit 100 via the output control unit 202. Furthermore, the game control unit 210 stores the prescribed information based on the game event information and / or the prescribed information based on the execution of the game events in the designated storage section of the storage unit 216.

[0128] Figure 4 This embodiment shows an example of the data structure of each storage unit in the storage unit of the game system described herein.

[0129] (Storage Unit 216)

[0130] Storage unit 216 stores various information associated with game system 1. Each storage unit of storage unit 216 provides specified information to specified constituent elements according to requests from other constituent elements of game system 1.

[0131] (Storage Unit 216: User Information Storage Section 218)

[0132] The user information storage unit 218 stores the following information corresponding to the user ID used to identify the user: user information; sleep information, which is information related to the user's sleep; sleeping face image information, which is information related to the sleeping face image, which is used to store image information of characters appearing in the game (image information of sleeping faces of characters, etc.) obtained by the game control unit 210 according to the user's instructions; information related to the items held by the user; information related to the characters held by the user; sleep path information, which is used to record the prescribed points (hereinafter sometimes referred to as "sleep points") given to the user as the game progresses; exploration note information, which is prescribed information recorded based on the user's actions in the game; task information, which is information related to the prescribed tasks set for the user in the game; and / or food information related to virtual food in the game.

[0133] User information may include, for example, the user's username, login ID, password, gender, date of birth, level determined by the user's sleep time, and / or information related to the user's in-game virtual currency (information related to the amount of virtual currency held, such as information on the amount of virtual currency granted to the user free of charge and information related to the amount of virtual currency granted to the user for a fee). User information may also include information related to the time of the user's set alarm, game history information, etc. Game history information is information related to the actions and inputs the user has performed in the game.

[0134] Examples of sleep information include various sleep data of the user measured by the sleep measurement unit 11 (including the aforementioned sleep data and / or the number of consecutive days of sleep data acquisition), sleep start parameters, etc. Additionally, the sleep information may correspond to the date and time of sleep data acquisition by the sleep information acquisition unit 204. For example, the user information storage unit 218 can save the user's sleep time corresponding to that date and time as a sleep history record, which serves as sleep information.

[0135] As sleeping face information, examples of sleeping face information for various characters that appear around the field character 600 and have been manipulated by the user (such as user selection instructions) can be included. Furthermore, the character manipulated by the user does not become a user-owned character based on that instruction, but rather is assigned to the user when certain conditions are met. Moreover, the sleeping face information includes, for example, images of the character (e.g., images of the character when awake, sleeping face images, and sleeping posture images), and inherent information of the character (e.g., name, sleep type indicating the depth of sleep, character description, etc.), each corresponding to a sleeping face information identifier. Alternatively, the sleeping face information can be stored in a storage unit different from the user information storage unit 218. In this case, the user information storage unit 218 saves the sleeping face information identifier of the character whose manipulation was input by the user as sleeping face information, allowing the game control unit 210 to retrieve the sleeping face information of the character requested by the user from this different storage unit at any time.

[0136] Information regarding held items may include, for example, information related to the game items held by the user. Game items are items selected and assigned to the user by the game control unit 210 based on the user's sleep information, items assigned to the user during an event, items assigned to the user upon fulfilling a declaration made by the user, and / or items assigned to the user upon performing a prescribed game action. These game items may also be items assigned to the user as a reward or items assigned to the user by consuming in-game virtual currency. The information regarding held items also includes information such as the type and quantity of each game item. Additionally, information related to stamp cards (described later) may also be included as information regarding held items.

[0137] The "held character information" refers to information related to the characters acquired by the user in the game, such as the character's ID, level, skills, and sleep time (when the character sleeps with the user). Furthermore, the game control unit 210 can use the characters acquired by the user as helper characters based on the user's instructions. Here, a helper character is a character that assists the user in developing the field characters 600 within the game's field 500, and automatically performs actions such as collecting specified items without user intervention. The game control unit 210 organizes a specified number of the user's owned characters into a squad, which acts as helper characters (the helper character squad) to assist the user in playing the game. When the user goes to sleep, the game control unit 210 considers the characters in the squad to have gone to sleep with the user, and records the user's sleep time as the sleep time of the characters in the squad. In other words, when the user records sleep, the user information storage unit 218 accumulates and saves the user's sleep time information as part of the held character information for each owned character. Therefore, each character held by the user has a corresponding sleep time previously taken (considered as the time spent sleeping with the user, i.e., accumulated sleep time). Then, the game control unit 210 can output the accumulated sleep time (cumulative sleep time) of each held character to the output unit 100, etc., according to the user's instructions. In this way, the user information storage unit 218 stores the accumulated sleep time of each held character, and the user can refer to this accumulated sleep time, so the game system 1 can provide the user with an experience as if the user had taken a sleep with the character held by the user (including the character the user likes).

[0138] Furthermore, the game control unit 210 can also output information related to the held character from the output unit 100 in a manner perceptible to the user, according to the user's specified operations. This information is stored in the character information storage unit 222 corresponding to the character ID of the held character, and is information that the user is allowed to view. Thus, the user can understand the characteristics of their held character (such as helper abilities described later) to play the game.

[0139] As sleep path information, examples include the type of sleep path (e.g., whether it's a free or paid path), the number of sleep points assigned to the user based on their sleep information, browsing conditions for the user's past sleep data (part or all of the data extracted from the user's sleep information obtained by the sleep information acquisition unit 204), and the privileges granted in the case of paid paths. Furthermore, sleep points can be points assigned to the user based on sleep parameters (sleep score) determined by the user's sleep time (for example, 1 sleep point is assigned to the user for every 1 point of sleep score). Regarding sleep points, depending on the user's choice, a predetermined amount of sleep points can be used to exchange for items of higher value (e.g., items in the game that can only be obtained by consuming sleep points).

[0140] As exploration notes, information related to items discovered within the game by the user (e.g., the name of the discovered item, its description, etc.) can be included. Additionally, as task information, information related to the tasks set by the game control unit 210 for the user can be included. Task information specifies the goals the user should achieve within a unit of gameplay. For example, tasks might include goals such as collecting a specified number of sleeping face images of characters, obtaining a specified number of characters, or raising the level of the field character 600 to a specified level within a unit of gameplay. The game control unit 210 awards a specified reward to the user upon successful completion of the task.

[0141] As meal information, it can include information related to meals the user has previously prepared. For example, it can record the number of times the recipe for that meal was prepared, the recipe level (recipe level) based on the number of preparations, and / or the recipe level bonus (a bonus that increases the meal parameters corresponding to the meal by a specified amount) based on the recipe level, corresponding to the meal ID used to identify the meal. The recipe level is a value that increases as meals are cooked using the same recipe. Furthermore, as the recipe level increases, a specified value (recipe level bonus value) is added to the meal parameters based on that increase.

[0142] (Storage Unit 216: Game Information Storage Department 220)

[0143] The game information storage unit 220 stores game information corresponding to the game information ID. Game information may include information related to one or more venues 500 existing in the game's virtual space (e.g., venue name information, information related to characters appearing in the venue, information related to recommended conditions for visiting the venue, etc.), information related to in-game items, information related to item draws (e.g., information related to a prescribed draw table), information related to in-game virtual currency, useful information related to sleep, sleep-related statistics, and / or prescribed sound and music information, etc. Furthermore, the game information storage unit 220 can store game information for users with little game experience for tutorial or beginner use. Additionally, the game information storage unit 220 can store draw tables for character selection. These draw tables are stored in the game information storage unit 220, for example, corresponding to the type of venue 500, the user's sleep type, etc.

[0144] (Storage Unit 216: Character Information Storage Department 222)

[0145] The character information storage unit 222 stores character information corresponding to the character ID used to identify the character. Character information may include information related to the following: various images / motion images / voices of the character, the rarity of the character's sleeping face, the character's type (attribute) (e.g., information representing the character's attributes such as electric, fire, and grass types), sleep type (for example, light sleep, peaceful sleep, deep sleep, etc.), species / name, gender (in addition, there may be genderless characters), personality, experience points, level, vitality parameter (the higher the "vitality" parameter, the higher the execution efficiency of the specified processes during the user's activity period. Hereinafter, it is sometimes simply referred to as "vitality"), skills, special points representing the character's strength (in addition, special points increase with the character's level), the character's evolution conditions, the affinity with the user, and / or information related to helper abilities.

[0146] Furthermore, regarding character images, multiple images can exist for a single character (sleeping face image, sleeping posture image). Additionally, there can be highly specific sleeping face images (special sleeping faces) corresponding to each of the multiple images for a single character. For example, given one type of image for a character, there can be a corresponding special sleeping face image.

[0147] Furthermore, character images can vary depending on each sleep type. A character's type (attribute) can correspond to its sleep type. For example, characters with attributes like "fire" or "electricity" can be associated with the "peaceful sleep" sleep type. The same applies to other attributes, which can also correspond to specific sleep types. Additionally, the intimacy level with the user can be represented numerically, with a maximum value that can be different or the same for each character. The maximum intimacy level can also increase based on the character's level. Furthermore, character evolution refers to the transformation of a character into an evolutionary target with different character information under certain conditions.

[0148] Here, the game control unit 210 can assign a character to the user when the character's affinity reaches its maximum value. Affinity between the character and the user increases when the character encounters the user by giving the character a specified item. The specified item has the function of increasing affinity by a specified amount (for example, a specified value corresponds to a specified item; when the user gives the item to the character, the corresponding value is added to the affinity value). Therefore, when the user gives a specified item to a character, the game control unit 210 compares the character's affinity value (the summed value) after adding the value corresponding to the item with the pre-defined maximum affinity value corresponding to the character. If the summed value reaches the maximum value, the character is set as the user's character. On the other hand, if the summed value of the character given a specified item does not reach the pre-defined maximum affinity value, the game control unit 210 stores the summed value. When the specified item is given to the character again, the game control unit 210 adds the value corresponding to the re-given specified item to the stored summed value. Then, the game control unit 210 determines whether the summed value has reached the maximum value corresponding to the pre-defined intimacy level. Thus, even if the summed value does not reach the pre-defined maximum value due to a single item given to the character to increase intimacy, the game control unit 210 can carry over the summed value to the next day. Then, if the character is given the same item again, the game control unit 210 can repeat the process of increasing intimacy by adding the summed value to the newly given item. Therefore, by repeatedly giving the character the same item through repeated sleep cycles, the user can maximize the character's intimacy level and acquire the character.

[0149] Furthermore, when the game control unit 210 assigns a character to the user through a lottery, it also determines the character's personality through the lottery. Based on the personality, the game control unit 210 can calculate the probability of obtaining items (e.g., growth items 650 as direct growth items, and raw materials as indirect growth items, as described later), the amount of "vitality" restored, and / or the amount of experience points gained. Moreover, helper ability refers to information related to specific items (such as growth items 650, raw materials for meals, etc., described later) that are easily selected through a predetermined lottery when the character becomes a helper character (i.e., items that are easily collected by the character within the game).

[0150] (Storage Unit 216: Site Role Information Storage Department 224)

[0151] The Arena Character Information Storage Unit 224 stores information related to the Arena Character 600 in correspondence with the Arena Character ID used to identify the Arena Character 600. Examples of Arena Character-related information include various images, motion graphics, and sounds of the Arena Character 600; the Arena Character 600's level; information related to items preferred by the Arena Character 600 (preference information); and information related to in-game food requested by the Arena Character 600 (request information). Furthermore, the Arena Character Information Storage Unit 224 can store Arena Character information for users with limited gaming experience, for use in tutorials or for beginners.

[0152] (Storage Unit 216: Meal Information Storage Department 226)

[0153] The food information storage unit 226 stores information related to the food in correspondence with the food ID used to identify the food. This food-related information may include the food's name, recipe, and parameters. The food recipe contains information about the virtual in-game ingredients required to cook the food, including the types and quantities of the ingredients needed. Furthermore, the food parameters are values ​​corresponding to the food, and are added to the first parameter of the scene character when the food is provided.

[0154] [Processing flow of Game System 1]

[0155] Figure 5 , Figure 8 , Figure 13 , Figure 17~Figure 19 , Figure 22 , Figure 23 This illustrates an example of the processing flow in the game system according to this embodiment. Additionally, Figure 6 , Figure 7 , Figure 9~Figure 12 , Figure 14~Figure 16 , Figure 20 ,Figure 21 An example of the displayed content in the game system according to this embodiment is shown. Furthermore, the following description addresses the user's use of the terminal device 10.

[0156] In Game System 1, a tutorial begins upon initial launch. This tutorial starts with only the minimum required user input. Then, after the user goes to bed and wakes up, a more detailed tutorial is executed. After the tutorial concludes, a portion of the game processing information from that tutorial is carried over to the initial unit game period, and the initial unit game period begins based on this. Game System 1 then repeats the following process: after the end of one unit game period, a portion of the information from that unit game period is carried over to the next unit game period (resetting the remaining information), and the game progresses for that next unit game period. Here, the outline of the processing flow of Game System 1 is explained in the following order. In the following explanation, an example of a 7-day unit game period is used. Furthermore, steps are represented as "S" in the following explanation.

[0157] (A) Overview of the world view of Game System 1

[0158] (B) Processing from initial launch until the start of the unit game period

[0159] (b-1) Processing from initial activation to the onset of sleep (S10~S18)

[0160] (b-2) Procedures upon waking up (S20~S52)

[0161] (b-3) Processing begins during the unit's game (S54~S56)

[0162] (C) Processing after the start of the unit game

[0163] (c-1) Treatment from the start of activity until the onset of sleep

[0164] (c-1-1) Character growth based on props / food in the arena

[0165] (c-1-1-1) Item-based character progression system (S60~S110)

[0166] (c-1-1-2) Character growth based on food (S60~S110)

[0167] (c-1-1-3) Game assistance processing

[0168] (c-1-2) Automatic character growth processing in the arena (S90~S100)

[0169] (c-2) Management after sleep onset (S102~S110)

[0170] (c-3) Procedures upon waking up (S200~S238)

[0171] (D) Processing of the last day of the unit's game period (S250~S260)

[0172] (E) Other treatments

[0173] (e-1) Main Menu

[0174] (e-2) Upgrading and evolving helper characters (S300 to S312)

[0175] (e-3) Changes based on manually entered sleep information (S400~S406)

[0176] (e-4) Sleep Path Processing

[0177] (e-5) Venue Incentives

[0178] <(A) Overview of the game system 1's world view>

[0179] In Game System 1, the game depicts a virtual space within which a specific location resides, along with various other characters. The user visits these locations and, by sleeping in the real world with their helper character, gradually collects information about other characters appearing around the location's character. Thus, the game aims to create a compendium by collecting information and images of various locations and the characters residing in them. Specifically, the user provides instructions to their helper character, who then provides the location's character with prescribed items (fruits, food, etc.), thereby nurturing the location's character (making it grow). Correspondingly, the location's character's prescribed energy (first parameter) gradually increases. Then, based on the energy (second parameter) calculated by multiplying the sleep score (based on sleep information when the user sleeps) by the first parameter, other characters around the location's character fall asleep. By acquiring images of these sleeping characters, the user gradually obtains various information about them, which is then gradually recorded in the compendium. Additionally, users provide designated items to other characters, thereby increasing the intimacy level between the user and that character. When the intimacy level reaches a predetermined threshold, the user acquires that other character and can use them as a new helper. Thus, in game system 1, the user's sleep in the real world plays a crucial role in acquiring various characters.

[0180] <(B) Processing from initial launch until the start of the unit game>

[0181] [(b-1) Processing from initial activation to the onset of sleep]

[0182] First, after initial startup, game system 1 executes a tutorial, handling only the minimum necessary game operations before the user goes to sleep. This is based on the viewpoint that, in the game system 1 of this embodiment, to prevent the user from becoming immersed in the game just before sleep and to enable the user to take appropriate sleep, the system minimizes operations before sleep to help the user take their first nap. Therefore, game system 1 communicates the details of the game to the user when the user goes to sleep and when the user wakes up after the game's initial startup. Thus, from initial startup to the start of sleep, game system 1 executes a limited number of steps, including the initial startup action (S10), assigning a helper role (S12), setting the goal for the bedtime (S14), and starting to acquire sleep information based on the start of sleep (S16), to begin measuring the user's sleep (S18). After the user wakes up, the system continues to communicate the details of the game to the user while the game progresses (S20 and beyond).

[0183] In addition, before the tutorial is completed, Game System 1 can disable or restrict the execution of functions such as the following.

[0184] a) Functionality of purchasing items and paths for a fee

[0185] b) Function to increase / raise the first parameter of the field role

[0186] c) Function for collecting growth items by the helper character

[0187] d) Cooking function for providing meals to characters in the venue

[0188] e) Squad grouping function for helper roles

[0189] The following details the processing flow of Game System 1.

[0190] First, if you've launched the game for the first time in Game System 1, begin the tutorial section. That is, as follows... Figure 5 As shown, when the game control unit 210 receives an input operation from the input acquisition unit 200 via the input unit 102 indicating that the game has started, it determines that this is the first time the game has been started and begins the game tutorial (S10). In this case, the game control unit 210 pre-determines the location 500 that the user will visit (e.g., ...). Figure 2(as shown in (a)). That is, the game control unit 210 predetermines the venue 500 and the venue character 600 so that no user will be confused about the game operation during the initial launch of the game. In addition, the game control unit 210 can refer to the game information storage unit 220 and the venue character information storage unit 224 to predetermine the venue 500 and venue character 600 for tutorial or beginner use. Here, the level of the venue character 600 can be an initial value (for example, level 1). Then, the game control unit 210 controls the output control unit 202 to cause the output unit 100 to output a limited amount of information related to the game's overview in the form of text, images, and / or sound (that is, a small amount of information that does not interfere with the user's sleeping action. Typically, it is an amount of information that can be conveyed within 30 seconds to 3 minutes).

[0191] Next, the game control unit 210 assigns the designated character as a helper character to the user (S12). The game control unit 210 assigns a pre-defined type of character from the characters stored in the character information storage unit 222 to the user (the number of characters to be assigned can be one). The game control unit 210 stores information related to the assigned character as holding character information in the user information storage unit 218. Thus, the helper character becomes a character owned by the user.

[0192] Then, the game control unit 210 controls the output control unit 202 to cause the output unit 100 to output a form for accepting the target setting (hereinafter, sometimes referred to as "sleep agreement") for the user's bedtime. The game control unit 210 takes the time setting based on the user's input, obtained by the input acquisition unit 200 from the form via the input unit 102, as the target bedtime (hereinafter, sometimes referred to as "target bedtime") (S14). The game control unit 210 compares the user's bedtime represented by the sleep information obtained by the sleep information acquisition unit 204 with the target bedtime to manage the user's goal achievement status. After the sleep agreement is set, the game control unit 210 controls the output control unit 202 to cause the output unit 100 to output the home screen (e.g., ...). Figure 2 (as shown in (b)) within a field 500, where a field character 600 is displayed. For example, as... Figure 2 As shown in (b), a sleep button 400 is displayed on the home screen for users to start sleeping.

[0193] Next, the sleep information acquisition unit 204 determines whether the user has started sleeping based on the user's sleep start instruction received via the input unit 102 (for example, if the user's operation input to the sleep button 400 is detected, it can be determined that such an instruction exists). (S16) If the sleep information acquisition unit 204 determines that the user has not started sleeping (S16 "No"), the sleep information acquisition unit 204 waits to acquire sleep information until the user starts sleeping. On the other hand, if the sleep information acquisition unit 204 determines that the user has started sleeping (S16 "Yes"), the sleep information acquisition unit 204 causes the output unit 100 to output a button for accepting the user's instruction to start sleep measurement (e.g., "Start Sleep Measurement" button). Then, if the sleep information acquisition unit 204 receives the user's instruction to this button via the input unit 102, it begins to acquire the user's sleep information measured by the sleep measurement unit 11 (i.e., sleep measurement). (S18)

[0194] Furthermore, the sleep information acquisition unit 204 begins measuring sleep time, which is one type of sleep information, based on information about the user's activities contained in the sleep information, indicating when the user's activities cease, or information about the user's sleep quality contained in the sleep information, indicating when the user enters deep sleep. For example, the sleep information acquisition unit 204 acquires information related to vibrations during the user's sleep (vibration information) via an accelerometer or the like constituting the sleep measurement unit 11. When the vibration information indicates that the user's activities have ceased or have become below a predetermined threshold (i.e., when the user has fallen asleep), it begins measuring sleep time.

[0195] Here, the game control unit 210 can also prevent the output unit 100 from outputting the time when the user falls asleep (the start time of sleep time measurement) until the user wakes up (i.e., it can be hidden until the user wakes up). This makes it difficult for the user to grasp their actual sleep time until they decide to wake up, thus increasing the fun of the sleep game.

[0196] Furthermore, the sleep information acquisition unit 204 initiates the measurement of the sleep measurement unit 11 even when the sleep measurement unit 11 is not performing a measurement action. While the sleep measurement unit 11 is continuously measuring, it acquires the sleep information measured by the sleep measurement unit 11 from the start time of the user's sleep. In addition, the sleep information acquisition unit 204 can also be set with conditions for acquiring sleep information based on sleep measurements and / or conditions for the number of sleep measurements that can be taken per day. For example, a condition for acquiring sleep information could be that the sleep information acquisition unit 204 acquires sleep measurements that last for a specified duration (for example, 1 hour and 30 minutes). Another condition for the number of sleep measurements could be that a maximum of two sleep measurements can be taken per day. Thus, the game system 1 can allow multiple sleep periods, such as naps and fragmented sleep, to accommodate diverse user habits. After clicking the "Start Sleep Measurement" button, the user places the terminal device 10, which is in the game-started state, upside down next to their pillow and falls asleep.

[0197] Furthermore, the sleep information acquisition unit 204 acquires ambient sounds during the user's sleep, either continuously or at predetermined time intervals, starting with the sleep measurement. For example, the sleep information acquisition unit 204 activates the microphone of the terminal device 10 and continuously acquires ambient sounds using the microphone. The sleep information acquisition unit 204 stores the acquired ambient sounds in the terminal device 10 along with the recording date and time, instead of storing them in an external storage unit of the terminal device 10.

[0198] Additionally, after the sleep information acquisition unit 204 begins sleep measurement, the game control unit 210, for example, causes the display unit 300 to display the following: Figure 2 The screen shown in (c) indicates that the device is in sleep measurement mode. Here, the game control unit 210 displays buttons on this screen for processing the following settings.

[0199] a) Alarm settings

[0200] The game control unit 210 displays the alarm setting area 410 on the display unit 300, enabling it to accept user input and set the alarm time (i.e., the time at which the alarm will ring at the user-specified time). When the user-set time is reached, the game control unit 210 outputs the specified alarm sound from the output unit 100. Additionally, the game control unit 210 can also set a smart alarm. That is, the game control unit 210 can detect / predict the time when the user is likely to wake up based on sleep information acquired by the sleep information acquisition unit 204, and output an alarm sound from the output unit 100 at a time earlier than the user-set alarm time by an amount of time (the user-set time can be, for example, 0 minutes, 5 minutes, 10 minutes, or 15 minutes; if the set time is "0 minutes," the smart alarm does not activate). By setting a smart alarm, sometimes the alarm sound is output from the output unit 100 at a time earlier than the user-set time. In addition, the game control unit 210 can also accept user input on the alarm setting area 410, causing the display unit 300 to display various alarm setting screens, such as the alarm sound type setting, alarm sound volume setting, and / or nap setting. The game control unit 210 accepts user input on various setting screens and executes settings such as the alarm sound type, alarm sound volume, and / or nap setting.

[0201] b) Setting the sleep-guiding sound

[0202] The game control unit 210 displays the sleep guidance sound setting area 412 on the display unit 300, and receives input from the user to output sleep guidance sounds. As the sleep information acquisition unit 204 begins sleep measurement, the game control unit 210 outputs the sleep guidance sound set by the user from the output unit 100. Furthermore, the game control unit 210 stops outputting the sleep guidance sound from the output unit 100 when the sleep information acquired by the sleep information acquisition unit 204 indicates a predetermined state, such as the user's activity ceasing or the user entering deep sleep. In addition, the game control unit 210 can also gradually decrease the volume of the sleep guidance sound output from the output unit 100 based on the sleep information acquired by the sleep information acquisition unit 204 and the elapsed time since the start of the sleep measurement.

[0203] [(b-2) Handling upon waking]

[0204] Then, the sleep information acquisition unit 204 determines whether the user has woken up based on the measurement data from the sleep measurement unit 11 or the user's wake-up instruction received via the input unit 102 (S20). If the sleep information acquisition unit 204 determines that the user has not woken up (S20 "No"), the sleep information acquisition unit 204 continues to acquire sleep information. On the other hand, if the sleep information acquisition unit 204 determines that the user has woken up (S20 "Yes"), the sleep information acquisition unit 204 stops acquiring the user's sleep information measured by the sleep measurement unit 11 (S22). For example, the sleep information acquisition unit 204 causes the output unit 100 to output a button for accepting an instruction from the user to end the sleep measurement (as an example, such as...). Figure 2 (See the "End Measurement" button shown in (c)). Then, upon receiving the user's instruction to this button via the input unit 102, the sleep information acquisition unit 204 stops acquiring the user's sleep information measured by the sleep measurement unit 11 (S22). Furthermore, the sleep information acquisition unit 204 can also stop measuring sleep time at a time when the sleep information presents a predetermined activity for the user. When the sleep information acquisition unit 204 stops acquiring sleep information, the sleep information acquired by the sleep information acquisition unit 204 is provided to the sleep parameter calculation unit 208 and the game control unit 210 (if these components exist on the server, they are also provided to the server).

[0205] Next, the game control unit 210 outputs a sleep report (a report on the game's progress and the user's sleep status, etc., determined by the user's sleep) from the output unit 100 based on the received sleep information (S24). Hereinafter, the case where the output unit 100 is the display unit 300 will be primarily described. Furthermore, the game control unit 210 may also skip steps S24 to S32 below based on instructions from the user.

[0206] First, based on sleep information, the game control unit 210 displays the user's wake-up date and which day of the game period the wake-up date falls into as a sleep report 900 on the display unit 300 (see reference). Figure 6 (a). ) In Figure 6 In example (a), today's sleep report shows what "day one" means during the unit's game period, along with the year, month, day, and week of that "day one".

[0207] Next, when the input unit 102 receives the user's input, such as Figure 6As shown in (b), the game control unit 210 displays the user's sleep time 904, calculated based on sleep information, on the display unit 300. Furthermore, in this case, the sleep parameter calculation unit 208 calculates sleep parameters (sleep score) based on the user's sleep time included in the sleep information. Then, the sleep parameter calculation unit 208... Figure 6 As shown in (b), the calculated sleep parameter 902 is displayed on the display unit 300 near the sleep time 904 (in). Figure 6 In example (b), the sleep time is 904 (S26). The sleep parameter, i.e., the sleep score, is determined based on the length of sleep time. As an example, when the user is an adult, the baseline sleep time is set to 8 hours and 30 minutes. If the baseline sleep time matches the user's sleep time (or, if the difference between the baseline sleep time and the user's sleep time is within a specified time), the sleep score is set to "100". Moreover, if the user's sleep time is shorter than the baseline sleep time, the sleep score is reduced from "100" based on the difference between the baseline sleep time and the user's sleep time. Figure 6 In example (b), sleep parameter 902 is shown as "80" minutes and sleep duration 904 as 6 hours and 47 minutes. By displaying sleep parameter 902 on display unit 300 in a way that is perceptible to the user, the user is easily aware of the need to take as long a sleep as possible.

[0208] Next, as Figure 6 As shown in (c), the game control unit 210 displays a user's sleep chart 906, created based on sleep information, on the display unit 300 (S28). The sleep chart 906 is a graph showing the depth of the user's sleep at each moment from the start of sleep to wakefulness, with the horizontal axis representing time and the vertical axis representing sleep depth. For example, sleep depth is divided into multiple stages based on the user's sleep depth as shown by the sleep information. As an example, these multiple stages could be the lightest stage of sleep ("light sleep stage"), the second lightest stage of sleep ("sleep peacefully stage"), and the deepest stage of sleep ("deep sleep stage"). The game control unit 210, based on the sleep information, categorizes the user's sleep depth at each moment into any of the three stages, and then graphs the stages of sleep depth along a time sequence, thereby generating the sleep chart 906 and displaying it on the display unit 300. In this case, the game control unit 210 can calculate the ratio of the length of each stage of sleep depth to the user's total sleep time and include it in the sleep chart 906. Figure 6 In example (c), sleep chart 906 shows that the “light sleep” stage accounts for 35% of the user’s sleep time, the “sleep soundly” stage accounts for 63%, and the “deep sleep” stage accounts for 2%.

[0209] Additionally, the game control unit 210 can also use sleep information to display, along with the sleep chart 906, the time elapsed from when the user gets into bed (e.g., from the moment sleep measurement begins according to the user's instructions in S18) to when the user falls asleep (e.g., until the user stops moving or enters deep sleep) ("time elapsed until falling asleep") and the time for each stage of sleep depth in the sleep content display area 910 of the display unit 300. The sleep content display area 910 is positioned below the sleep chart 906 in the display unit 300. Figure 6 In example (c), it is shown that below the sleep chart 906, the "time spent until falling asleep" is "2 hours and 26 minutes," and the time for the "light sleep" stage is "2 hours and 24 minutes." Furthermore, information on the time of other sleep depth stages is positioned below the "light sleep" stage time and can be displayed on the display unit 300 by the user's swiping operation.

[0210] Here, the game control unit 210 can also output ambient sounds of the user's sleep state from the output unit 100 based on user instructions received via the input unit 102. For example, such as Figure 6 As shown in (c), the game control unit 210 displays the recording data 908 button in a designated area of ​​the display unit 300. When the input unit 102 receives a user's instruction to the recording data 908 button, the game control unit 210 outputs ambient sounds during sleep time from the output unit 100. Here, ambient sounds are recorded at predetermined intervals (e.g., 10 minutes). That is, the ambient sounds are stored in the terminal device 10 as multiple units of ambient sounds divided by these intervals from the start of sleep to wake-up. The game control unit 210 can output any number of units of ambient sounds from the output unit 100 according to the user's instructions. Furthermore, the game control unit 210 does not provide ambient sounds to the outside of the terminal device 10.

[0211] Next, the game control unit 210 determines the user's sleep type based on the sleep information acquired by the sleep information acquisition unit 204 (S30). The game control unit 210 as follows... Figure 7 As shown in (a), the determined sleep type is displayed in the sleep type display area 912 of the display unit 300. Figure 7In example (a), it is shown as "sleep peacefully". In addition, as a sleep type, "light sleep" and "deep sleep" can also be specified. Here, sleep type represents the characteristics of a user's sleep on the day the user took a nap. Specifically, the game control unit 210 compares the user's past sleep information (e.g., sleep depth and duration of that sleep depth) stored in the user information storage unit 218 with the sleep information on the day the user took a nap to determine the sleep type. If there is no sleep information stored in the user information storage unit 218, or if the amount of sleep information is less than a specified amount, the game control unit 210 compares it with general sleep information (e.g., which may be stored in the game information storage unit 220) to determine the user's sleep type. Furthermore, by repeatedly measuring the user's sleep, the game control unit 210 can reflect more detailed changes in the user's individual sleep characteristics in the sleep type. For example, the game control unit 210 can determine "deep sleep type" as the sleep type if the user's sleep information on the day the user took a nap is deeper than the user's past sleep information (e.g., sleep information indicating "peaceful sleep type").

[0212] Then, the event decision unit 212 multiplies the sleep parameter (sleep score) calculated by the sleep parameter calculation unit 208 by the sleep start parameter to calculate the second parameter (S32). However, in this case, during a tutorial, the function of increasing / rising the first parameter of the site character is restricted (typically stopped). Therefore, if the first parameter is set to zero at the time the user starts the tutorial (that is, if the initial value is set to zero), the sleep start parameter also becomes zero, and the second parameter calculated by multiplying it by the sleep start parameter also becomes zero. Therefore, the event decision unit 212 sets a non-zero value as the initial value of the sleep start parameter. As an example, such as Figure 7 As shown in (b), the event determination unit 212 sets "2,000" as the initial value of the sleep start parameter (i.e., the first parameter and the parameter at the start of the user's sleep). Then, the event determination unit 212 multiplies this initial value by the sleep score to calculate the second parameter. Figure 7 In example (b), the second parameter 800 (displayed as "Today's Sleep Power") is displayed as "160,000" in the display unit 300. Below the second parameter 800, as its details 802, the parameter at the start of sleep (displayed as "Energy") is displayed as "2,000" and the sleep score is "80".

[0213] Here, we will explain the meaning of the first and second parameters in the game.

[0214] a) The first parameter is a value that increases due to the user's prescribed actions during the activity period, representing the growth status or development level of the field character 600. Furthermore, the evaluation (character evaluation) of the field character 600 is determined based on the magnitude of the first parameter. Additionally, the evaluation is determined periodically based on the first parameter. Then, the game control unit 210 changes the selection table used to draw characters appearing around the field character as the "evaluation" increases, thus changing the characters that appear through the draw. For example, corresponding to the increase in the evaluation, a selection table that makes it easier to select characters with a high rarity (like a sleeping face) can be used. Here, the game control unit 210 can also change the selection conditions for characters appearing around the field character in accordance with the increase in the "evaluation" (for example, the selection conditions can be changed to conditions favorable to the user, making it easier to select characters with a high rarity (like a sleeping face)). Furthermore, the first parameter is a parameter that is mainly accumulated before the user wakes up (before falling asleep). Furthermore, the game control unit 210 enlarges the size of the field character 602 displayed on the display unit 300 based on the evaluation of the field character 602 (the larger the evaluation, the larger the size).

[0215] b) The second parameter represents the power emitted by the field character 600. The greater the power, the more characters (characters who have entered sleep) will appear around the field character 600. Furthermore, the larger the second parameter, the easier it is to spot high-rarity characters and their sleeping faces.

[0216] (Sleep Exploration)

[0217] Then, the game control unit 210, as Figure 7 As shown in (c), the display unit 300 displays the main screen (S34), as shown. Figure 8 The sleep exploration is performed as shown (S40). Furthermore, various information can be displayed on the home screen along with the date display 406. Additionally, the sleep exploration refers to the process of executing game events, etc., determined by the event decision unit 212, based on the user's sleep information, the user's actions up to the previous day, and the user's actions after waking up.

[0218] First, the event decision unit 212, based on the calculated second parameter, selects and determines the characters that appear around or above the field character 600 (e.g., above the abdomen of the field character 600) as game events occurring within the game. Here, as an example, the selection is performed using a selection table determined based on the following conditions.

[0219] •Condition a): The evaluation of the user's role in the setting when they go to bed (600).

[0220] •Condition b): The user's sleep type for the day

[0221] •Condition c): The type of venue selected by the user during the selection process (out of 500).

[0222] Here, the selection table contains different content for each of the 500 venues, ensuring that at least one different character can appear in each of the 500 venues. In other words, different types of selection tables are used depending on the type of venue. Furthermore, the object selected from the selection table may be, for example, a character's sleeping posture (i.e., an image of a sleeping posture or a sleeping face; hereinafter referred to as "sleeping face" or "sleeping face image"). In the selection table, multiple sleeping faces correspond to multiple characters. Moreover, each of the multiple sleeping faces has a prescribed probability and rarity. Additionally, the selection table can be stored in the game information storage unit 220.

[0223] (Character's appearance)

[0224] Specifically, the event decision unit 212 uses a selection table determined based on conditions a) to c) above, and performs a selection using a second parameter (i.e., determines which character and which character's sleeping face is selected based on the second parameter), determining at least one character appearing around the field character 600. Then, the game control unit 210 arranges the sleeping face image of the character determined by the event decision unit 212 around or above the field character 600 in the field 500, and displays this situation on the display unit 300. For example, the game control unit 210... Figure 7 As shown in (c), character 700 appears in a state where it is lying around character 600 on the field, as shown in (c). Figure 9 As shown in (a), the character 704 appears in a lying-down state. The game control unit 210 can also refer to the sleeping face encyclopedia information in the user information storage unit 218, and if it determines that the sleeping face of the appearing character is not included in the sleeping face encyclopedia information, it displays information indicating that the character's sleeping face is a new sleeping face (e.g., "new") around the appearing character. Figure 9 In example (a), it is displayed as "New" above character 704.

[0225] Furthermore, the game control unit 210 only displays a portion of the area where the arena character 600 exists on the display unit 300. Therefore, based on the user's prescribed operation on the input unit 102 (e.g., a swipe operation), the display unit 300 displays the surrounding areas of the arena character 600 (e.g., ...). Figure 9 The situation in (a) is that, through Figure 7 In condition (c), the user performs a sliding operation on the display unit 300. Figure 7In case (c), the character 704, which was not displayed, is displayed. Thus, the user can enjoy the operation of thoroughly investigating the state around the character 600 in the field and finding the characters that have appeared and are sleeping around the character 600.

[0226] Alternatively, a selection table can be used that uses sleeping face images of characters whose rarity increases with the level of the venue character 600 (i.e., the lower the probability of selection). For example, the event decision unit 212 can use a selection table where the higher the level of the venue character 600, the easier it is to select a sleeping face image of a character with higher rarity, or change the probability corresponding to the sleeping face image of a character with higher rarity in the selection table to a higher probability. Furthermore, the event decision unit 212 selects characters with the same sleep type as the user's sleep type corresponding to condition b) through the selection. That is, the event decision unit 212 uses a selection table that allows the user to be assigned a specified character corresponding to a specified sleep type through the selection.

[0227] Furthermore, users can use their owned characters as helper characters. In this case, the game control unit 210 can group one or more characters selected by the user from their owned characters into a helper character squad. Here, each character has a special point indicating its strength. Therefore, when the user groups a squad, the game control unit 210 calculates the squad's special points based on the special points of each character belonging to the squad (for example, the sum of the special points corresponding to each character is set as the squad's special points). Moreover, in the venue 500, the squad's special points can be specified as a recommended condition when visiting the venue 500. In this case, if the special points of the user's grouped squad are higher than or equal to the special points corresponding to the venue 500, the event decision unit 212 can multiply the selection table by a specified coefficient, etc., to make it easier to select characters with high rarity in the selection table. Alternatively, the higher the team's special points, the easier it is for the event decision-making unit 212 to select characters with high rarity (likely referring to a character with a sleeping face). Furthermore, the higher the special points value corresponding to venue 500, the easier it is for characters with high rarity (likely referring to a character with a sleeping face) to appear in venue 500 (i.e., instead of a selection table that makes characters with high rarity (likely referring to a sleeping face) easier to select, a selection table used to select characters is used).

[0228] (The execution of the exploration of the featured characters)

[0229] Then, the game control unit 210 accepts the user's operation on the character appearing on the display unit 300 via the input unit 102 (e.g., a character designation operation based on a click operation). When the operation is accepted via the input unit 102, the game control unit 210 records the sleeping face image of the user-designated character (hereinafter, sometimes referred to as the "designated character") (the sleeping face image displayed on the display unit 300 at the time of designation) into the sleeping face encyclopedia information in the user information storage unit 218. Here, the game control unit 210 compares the sleeping face image to be recorded with the sleeping face images stored in the sleeping face encyclopedia information in the user information storage unit 218. If the sleeping face image of the designated character is not yet stored in the user information storage unit 218, it determines that a new character's sleeping face has been discovered. Then, the game control unit 210 displays information indicating the discovery of a new character's sleeping face (hereinafter, sometimes referred to as "new sleeping face encyclopedia information") on the display unit 300. Furthermore, the character initially designated by the user in the tutorial was not recorded as a sleeping face in the encyclopedia, so the game control unit 210 must have determined that a new character's sleeping face had been discovered.

[0230] For example, such as Figure 9 As shown in (b), the game control unit 210 displays the new sleeping face encyclopedia information on the display unit 300. The game control unit 210 displays the encyclopedia description 710 of the character 704 and the image (the image saved in the user information storage unit 218, i.e., the saved image) that was previously recorded as sleeping face encyclopedia information along with the encyclopedia description 710 in the image overview display area 712. The image overview display area 712 is located near the display area of ​​the encyclopedia description 710.

[0231] Specifically, the game control unit 210 displays the "Sleeping Face Encyclopedia" as new sleeping face encyclopedia information, and at the same time, the display unit 300 displays an image of the character who has woken up, and the character's ID (in...). Figure 9 (b) is “No.014”, the character's name (in Figure 9 (b) is “H”), the rarity of the character’s sleeping face, and the character’s sleep type (in Figure 9 (b) indicates "Peaceful Sleep Type") and includes character descriptions, which are used as the encyclopedia description 710. Additionally, the game control unit 210, along with the encyclopedia description 710, displays the sleeping face image of the character 700, recorded as sleeping face encyclopedia information, as a saved image 714 in the image overview display area 712. The saved image 714 is displayed along with the name of the character's sleeping posture (in...). Figure 9(b) shows "Flaming Sleep". Thus, the sleeping faces of newly appearing characters around the field character 600 are registered in the sleeping face encyclopedia information of the user information storage unit 218. The game control unit 210 can, at any time, cause the display unit 300 to display information related to the sleeping face encyclopedia based on the user's specified instructions for the sleeping face encyclopedia received via the input unit 102.

[0232] On the other hand, the game control unit 210 compares the sleeping face image to be recorded with the sleeping face images stored in the sleeping face encyclopedia in the user information storage unit 218. If the sleeping face image of the specified character is already stored in the user information storage unit 218, the sleeping face of the character that has been discovered is specified. Then, the game control unit 210 does not display new sleeping face encyclopedia information, but based on the information already recorded in the sleeping face encyclopedia in the user information storage unit 218, it displays the sleeping face image as the acquisition image 720 on the display unit 300, along with the minimum information related to the discovered character and the state displayed on the display unit 300 at the specified time. For example, as Figure 9 As shown in (c), the game control unit 210, along with the sleeping face image of the character specified by the user, sets the character ID (in...) Figure 9 (c) is “No.4”, sleep type (in Figure 9 (c) refers to "sleep peacefully") and the name of the sleeping position (in Figure 9 (c) shows "Sleeping with Flames Cracking" as an acquired image 720 displayed on the display unit 300. Furthermore, the game control unit 210 can also re-display the acquired image 720 after displaying the new sleeping face information on the display unit 300. In this way, the game control unit 210 performs an exploration targeting a specific character.

[0233] The game control unit 210 receives user instructions for the character and, in the same manner as described above, enables exploration until the exploration of all characters appearing around the field character 600 is completed (S42 "No"). On the other hand, if the exploration of all characters is completed (S42 "Yes"), the game control unit 210 causes the display unit 300 to display a message indicating that the exploration is complete (e.g., "Exploration of all characters has been completed"). Furthermore, if among the characters appearing around the field character 600 are characters that the user has previously explored, i.e., if the sleeping face image of that character has been saved in the user information storage unit 218, the game control unit 210 can skip the display of sleeping face images or the like related to the sleeping face of the already discovered character to the display unit 300. Thus, according to the game system 1, the user referring to the display unit 300 during game execution can effectively make use of the valuable morning time.

[0234] (Snack Time)

[0235] Next, the game control unit 210 can perform the process of giving the prescribed items to the characters that appear (hereinafter sometimes referred to as "snack time"). The game control unit 210 can also display an explanation of "snack time" on the display unit 300. "Snack time" is a process in which the user gives the prescribed items to the characters that appear in the arena 500 to increase the affinity between the character and the user. When the affinity becomes a prescribed value or higher (for example, when it becomes the maximum affinity value corresponding to the character or higher), the character is given to the user.

[0236] Specifically, when the game control unit 210 receives an instruction from the user via the input unit 102 to assign a specified item (hereinafter sometimes referred to as "intimacy-enhancing item") to a character (e.g., a user's click on the character) (S44 "Yes"), the game control unit 210 consumes the intimacy-enhancing item and, depending on the type of intimacy-enhancing item, increases the intimacy or trust level (hereinafter referred to as "friend points") between the character assigned the intimacy-enhancing item and the user. As intimacy-enhancing items, various intimacy-enhancing items can exist depending on the amount of increase in friend points when assigned to a character (e.g., multiple intimacy-enhancing items can be set such that the increase in intimacy increases in the order of first intimacy-enhancing item < second intimacy-enhancing item < third intimacy-enhancing item <...).

[0237] Furthermore, the game control unit 210 can grant the user one free intimacy-enhancing item (hereinafter referred to as a "free item") from among various intimacy-enhancing items, the one that increases friend points the least (the intimacy-enhancing item granted to the user is recorded as held item information in the user information storage unit 218). When a free item is granted to the user during snack time, the game control unit 210 ensures that the granted free item is only available during that snack time. For example, the game control unit 210 performs processing to grant the free item to a character selected by the user during that snack time, or if the user does not select a character, the game control unit 210 automatically grants the free item to a character randomly selected by the game control unit 210 or the character with the highest rarity among multiple characters. Thus, the game control unit 210 ensures that the free item is only available during the snack time when the free item is granted to the user.

[0238] like Figure 10As shown in (a), the game control unit 210 displays the friend points of the character who has been given an intimacy-boosting item as a friend points display 730 near the character 704 on the display unit 300. Then, when the friend points of the character reach their maximum value ("Yes" in S46), the game control unit 210 assigns the character to the user as a reward (S48). The game control unit 210 assigns the character to the user by saving information related to the character as character holding information to the user information storage unit 218 (S48). Thus, the user can use the assigned character as a helper character (i.e., the assigned character becomes the user's partner).

[0239] (Sleep exploration results displayed)

[0240] Then, if the game control unit 210 does not issue an instruction to assign a specific item to the character ("No" in S44), if there is an instruction to assign an item but the character's friendship points have not reached their maximum value ("No" in S46), or if the snack time ends according to the user's instructions after assigning a character, the display unit 300 will display a message of appreciation to the user (e.g., "Thank you for your hard work"). Here, if the character's friendship points have not reached their maximum value ("No" in S46), the game control unit 210 will not assign that character to the user (referred to as a "friendship point not achieved character"). Instead, the friendship points gained through assigning the item will be carried over to the next day or later, corresponding to the "friendship point not achieved character" (S47). That is, the game control unit 210 stores the friend points gained by giving items and the corresponding friend points for characters whose friend points have not been reached. If, after the next day, the characters appearing around the field characters 600 include the character whose friend points have not been reached, and the user gives the specified item to the character whose friend points have not been reached, the friend points corresponding to the character whose friend points have not been reached are increased by adding the specified points corresponding to the newly given item. Then, if the increased friend points become the maximum friend points for that character ("Yes" in S46), the game control unit 210 gives that character as a reward to the user (S48). Thus, the user can give the specified item to the characters that appear to increase their friend points. Therefore, even if it is not possible to increase the friend points to the maximum value by giving an item once, the friend points can be increased to the maximum value by giving the specified item to the character after the next day (depending on the situation, the specified item is given once a day across multiple days). Therefore, by continuing to sleep and repeatedly encountering the character and giving them the prescribed items, the user can hold onto the character (and make them a partner), thus game system 1 can improve the user's sleep experience.

[0241] Furthermore, the game control unit 210 selects a sleeping face image chosen by the user from the sleeping face images (saved images) of the characters recorded as sleeping face encyclopedia information in the aforementioned S40 process, as "today's image". Then, the game control unit 210 displays the sleep exploration results on the display unit 300 (S50). For example, as... Figure 10 As shown in (b), the game control unit 210 displays the selected image as "Today's Image" 722 on the upper part of the display unit 300, as the result of the sleep exploration. Furthermore, below today's image 722, the value and details of the second parameter 800 used by the event decision unit 212 are displayed (in...). Figure 10 In example (b), the second parameter 800 is displayed as "Sleepy Power". Below the second parameter, images of each character (hereinafter sometimes referred to as "discovery character") who appeared around the field character 600 during the aforementioned S40 process and whose sleeping face images were obtained by the user through exploration are displayed, along with a summary of information related to each character. Figure 10 In example (b), the images and information of discovered characters 740, 742, and 744 are displayed below the display of the second parameter 800.

[0242] Here, as information for discovering roles, for example, sleep type (in...) Figure 10 In example (b), it is displayed as "Sleep Well Type". This is based on the user's sleep type being "Sleep Well Type" that day, therefore characters of the same sleep type are selected. The rarity of the character's sleeping face (represented by the number of stars; more stars indicate a higher rarity). The character's name, the name of the recorded sleeping face image (in... Figure 10 In example (b), the display for discovering character 740 is "sleeping with flames crackling," and the display for discovering characters 742 and 744 is "sleeping with a scratching face." This also includes the rewards given to the user accompanying the recorded sleeping face images (in...). Figure 10 In example (b), the number of rewards is displayed at the bottom of the "Acquisition" screen. These are sometimes referred to as "candies." Furthermore, "candies" are used for character upgrades and evolution.

[0243] (Rewards)

[0244] Next, the game control unit 210 performs a reward-granting process for the user. The game control unit 210 primarily grants the user a reward determined based on the following results, and displays the results on the display unit 300 (S52). The reward granted to the user is recorded in the held item information in the user information storage unit 218, thus becoming an item held by the user.

[0245] a) The number of sleeping face images of characters discovered by the user during sleep exploration (i.e., the number of characters discovered).

[0246] b) The user's exploration experience points (hereinafter sometimes referred to as "Exploration EXP") are determined by the number of sleeping face images of characters discovered, and the user's level is determined based on the exploration EXP. The game control unit 210 assigns exploration EXP to the user once a day and determines the user's level (exploration level) based on the total value of the corresponding exploration EXP.

[0247] c) Does the accumulation of exploration EXP upgrade the user's exploration level?

[0248] For example, the game control unit 210 determines the user's exploration level based on the exploration EXP accumulated by the user through the number of sleeping face images of characters discovered. Then, as the exploration level increases, the game control unit 210 grants the user upgrade rewards. For example, as... Figure 11 As shown in (a), the game control unit 210 displays the user's exploration level in the user level display area 920 (in Figure 11 In (a), it is shown that the level has increased from "1" to "2". The display unit 300 shows that the exploration level has increased and the rewards associated with the level up have been granted. Additionally, the game control unit 210 displays the rewards granted to the user with the level up in the reward display area 922 below the user level display area 920 (in... Figure 11 Example of three types of rewards given each time is shown in (a). ) The rewards for upgrading are, for example, items that increase intimacy, raw materials for meals (described later), items that make the field character 600, and items that make the various states of the helper character easier to make into content that is beneficial to the user, etc.

[0249] Then, if the game control unit 210 does not upgrade the exploration level and the upgrade reward is not granted, such as Figure 11 As shown in (b), other rewards that are simultaneously granted to the user along with the prescribed rewards for accompanying the user's sleep are displayed on the display unit 300. Figure 11 In example (b), an overview of the rewards given to the user is displayed in the exploration reward display area 930 of the display unit 300. As a reward, one could cite the number of sleeping face images of characters recorded as new sleeping face information in the sleeping face encyclopedia information of the user information storage unit 218 (in... Figure 11 (b) The reward display area 932 is shown as "Sleeping face found". ), and the exploration EXP determined by the number of images (in Figure 11 (b) The reward display area 934 shows "Exploration EXP". ), and items given to the user through the execution of sleep exploration, etc. (in Figure 11(b) The reward display area 936 displays "Dream Fragment". Furthermore, "Dream Fragments" are used for character upgrades, expansion of cooking utensils, etc. For example, when a user applies a "Dream Fragment" to a cooking utensil, the game control unit 210 increases the amount of raw materials that can be placed into the cooking utensil by a predetermined amount.

[0250] Furthermore, the game control unit 210 manages the achievement of the user's bedtime goal set in S14. Specifically, if the user's bedtime (e.g., the time the user goes to bed) as shown in the sleep information acquired by the sleep information acquisition unit 204 is close to the target bedtime, the game control unit 210 determines that the bedtime goal has been achieved and awards the user a prescribed reward (e.g., in-game virtual currency). "Close to the target bedtime" includes not only cases where the bedtime matches the target bedtime, but also cases where the difference between the bedtime and the target bedtime is within a prescribed time (e.g., a few minutes to about 30 minutes). The game control unit 210 uses a unit of game time as a unit and determines whether the bedtime goal has been achieved for each day within that unit. Furthermore, the game control unit 210 manages the user's goal achievement status, for example, in the form of stamp cards (as an example, cards composed of digital information that can be displayed on the display unit 300, which have frames indicating the number of days in a unit of game time; when the user achieves a goal, a predetermined mark is assigned to the frame of the day the goal was achieved, and the user is given a predetermined reward corresponding to that frame). That is, when the user achieves the goal of going to bedtime, the game control unit 210 assigns a predetermined mark to the frame of the day the goal for a unit of game time was achieved, and gives the user a predetermined reward corresponding to that frame.

[0251] Furthermore, the structure of the card's frame is not limited to the above; for example, it can also be a card composed of frames that count the number of days the user has achieved their goal (hereinafter referred to as a "cumulative card"). That is, a predetermined number of frames are set in the cumulative card. Specifically, the nth cumulative card has frames for the first to the xth times (where x is an integer greater than or equal to 2) (where n is a positive integer), and the first frame of the (n+1)th cumulative card is the next frame (x+1) after the last frame of the nth cumulative card, i.e., the xth frame. The game control unit 210 assigns a predetermined mark to the frame of the cumulative card in accordance with the user's goal of reaching bedtime, and assigns the user a predetermined reward corresponding to that frame. Thus, based on the cumulative card, the user's goal achievement status can be represented by the cumulative number of times (i.e., the cumulative number of days the goal has been achieved). That is, based on the cumulative card, it is easy to understand to present to the user "how many days the goal has been achieved". Here, the game control unit 210 can also reset the markers already assigned to the cumulative card containing the day the target bedtime has been changed when the user changes it. However, the markers already assigned to other cumulative cards are not reset. Thus, the game system 1 can handle changes to the target bedtime without causing excessive harm to the user.

[0252] The game control unit 210 stores the rewards given to the user as held item information in the user information storage unit 218, and also stores the stamp card information as one of the held item information in the user information storage unit 218. At the end of a game session, the game control unit 210 uses a new stamp card for the next game session to manage the achievement of the user's target bedtime. Alternatively, if the game control unit 210 assigns a specified mark to all frames of a stamp card with a specified number of days or times, it uses a new stamp card to manage the achievement of the user's target bedtime (in this case, regardless of whether a game session has ended, if a specified mark is assigned to all frames of a stamp card, i.e., if the target has been achieved for a specified number of days or times, a new stamp card is transferred). Furthermore, while the above example illustrates managing the achievement of the target bedtime, the achievement of the target wake-up time (i.e., the target wake-up time) can also be managed together with or separately from the target bedtime. When managing the achievement of a target wake-up time separately from the target bedtime, the stamp card's frame becomes a frame that assigns a specified mark when the target wake-up time is achieved. On the other hand, when managing the achievement of a target wake-up time together with the target bedtime, the stamp card can be either set up with a frame for achieving the target bedtime and a frame for achieving the target wake-up time, or it can be set up with a frame that assigns a mark when both the target bedtime and the target wake-up time are achieved.

[0253] [(b-3) Processing begins during unit game session]

[0254] After the game control unit 210 finishes processing the user's reward assignment in the tutorial, it outputs a summary of the minimum operations the user should perform in the game to the display unit 300. For example, the game control unit 210 outputs the following information to the display unit 300.

[0255] • It is recommended to equip the character with the specified items during the period from when the user wakes up to when they go to bed in order to maximize the information of the first parameter.

[0256] • Messages reminding users to perform sleep measurements when they go to bed.

[0257] • It is recommended to perform a sleep exploration after the user wakes up and complete the information of the Sleeping Face Encyclopedia by registering the sleeping faces of the characters that appear in the Sleeping Face Encyclopedia.

[0258] Next, the game control unit 210 displays the image and information of the character assigned to the user during the sleep exploration after the user falls asleep on the display unit 300. Then, the game control unit 210 ends the game based on the location 500 and location character 600 predetermined by the game control unit 210 in the tutorial. In this case, the game control unit 210 causes the display unit 300 to output a scene showing the user leaving the location 500.

[0259] Furthermore, after the tutorial (initial sleep) is completed, Game System 1 enables the execution of functions such as the following (that is, it enables them to be executed).

[0260] a) The function of purchasing items and paths through payment.

[0261] b) Function to increase / raise the first parameter of the field role

[0262] c) Collection function for growth items by helper characters.

[0263] d) The cooking function of food assigned to the role of the cooking venue

[0264] e) Squad grouping function for helper roles

[0265] Next, as the initial step in the process of starting a new unit game period, the game control unit 210 allows the user to select a new venue 500 (S54). Here, the process from the first day of the new unit game period will be explained.

[0266] For example, the game control unit 210 will Figure 2A map showing the overall area 500, as shown in (a), is displayed on the display unit 300, and the input unit 102 accepts the user's selection instruction for the area 500. Then, the game control unit 210 displays information related to the area 500 selected by the user on the display unit 300. Specifically, as shown in (a)... Figure 12 As shown in (a), information related to venue 500, namely venue information 510, is displayed on display unit 300. Venue information 510 may include, for example, the venue name, a description of the venue's condition, the proportion of sleeping faces of characters previously acquired in venue 500 (for example, the proportion of sleeping faces of characters that the user has discovered and recorded in the sleeping face encyclopedia relative to the total number of sleeping faces of characters that can be discovered in venue 500), the proportion of characters that the user has acquired and holds / recorded in venue 500 relative to the total number of characters that can be acquired in venue 500), and / or the special points of a team deemed appropriate for playing the game in this venue (a team with a helper character). Additionally, venue information 510 also displays the maximum level of the venue characters 600 previously developed in venue 500 and the maximum value of the first parameter.

[0267] When the user actually selects the venue 500, the game control unit 210, for example, receives a user's input to the selection button 520 via the input unit 102. Figure 12 In the case of the selection instruction shown in (a), select field 500 as the new field 500 and start the new unit game period. Then, as shown in (a), Figure 12 As shown in (b), the game control unit 210 will, for example, display the new field character 602 who resides in the new field 500 on the display unit 300 along with information such as "Meet the new character!".

[0268] Furthermore, multiple locations exist within the virtual game space. Moreover, the game control unit 210 can apply unlocking conditions to locations other than those initially accessible to the user, allowing the user to select a location. Once the user meets the unlocking conditions, the game control unit 210 enables the user to select a location where the unlocking conditions have been met. Unlocking conditions can be, for example, pre-determined conditions based on the number of different types of characters the user has recorded in their sleeping face encyclopedia, the rarity of a character's sleeping face, etc.

[0269] Here, the game control unit 210 also displays information related to items needed for efficiently developing the field character 602, either by referring to the field character information storage unit 224 or by drawing lots. Furthermore, developing the field character 602 corresponds to the following situation: the first parameter is increased in the game system 1. Moreover, as information related to items needed for efficient development, examples include preference information 604 indicating items the field character 602 likes, and request information 606 indicating the food the field character 602 wants in the game.

[0270] After the game is first started and the user has taken a nap and selected a new location 500, the game control unit 210 will display an explanation of the significance of increasing the location character 602 on the display unit 300 (alternatively, this explanation may not be displayed thereafter). Specifically, the following explanation will be displayed: In order for the user to discover rare characters' sleeping faces or obtain characters with high rarity sleeping faces during sleep exploration, the goal is to raise the location character 602 to the maximum size (i.e., to maximize the first parameter), and to accumulate the first parameter over the seven days from the first to the last day of the unit game period by repeatedly performing sleep exploration every morning (processing in S20~S52).

[0271] Then, as Figure 12 As shown in (c), the game control unit 210 performs the helper character's growth process (S56). In the tutorial, growth processing is only performed on the helper character assigned to the user in S12. The helper character's growth process refers to the recovery of the helper character's "vitality" and experience points based on the user's sleep information. Figure 12 (c) is displayed as "Basic EXP". Here, "Vitality" refers to the character's stamina, a value that decreases when the character performs a specified action (such as collecting growth items, as described later) during the user's activity period. As the "Vitality" value decreases, the frequency with which the character performs actions decreases (in other words, "Vitality" refers to the parameter consumed by the character to collect items). Then, after the user wakes up, "Vitality" is restored to a predetermined amount in conjunction with the user's sleep time (specifically, when the user sleeps while the character is in a party, "Vitality" is restored to a predetermined amount based on the user's sleep time).

[0272] Additionally, the experience points granted to the helper role accumulate each time the user sleeps and wakes up, and the helper role's level gradually increases each time a predetermined threshold is exceeded. Figure 12In example (c), the game control unit 210 restores a predetermined amount of the helper character's "vitality" based on the user's sleep time, and assigns a predetermined amount of experience points to the helper character based on the user's sleep time. The restored "vitality" 750 and the gained experience points 752, along with the sleep parameter 902 calculated in S26, are displayed on the display unit 300. When the accumulated experience points of the helper character reach a predetermined threshold, the game control unit 210 increases the helper character's level. Furthermore, information related to the helper character's "vitality," gained experience points, and level is recorded in the character information stored in the user information storage unit 218.

[0273] In the tutorial, the game control unit 210 can display the method for developing the field character on the display unit 300. That is, as described later, during the user's activity, clicking on the helper character present on the main screen will display on the display unit 300 instructions such as increasing the first parameter by giving the field character items held by the helper character, starting sleep measurement when the user goes to sleep, and performing the aforementioned sleep exploration after waking up. The game control unit 210 may also grant the user rewards based on tutorial completion after this explanation. Furthermore, unless there are specific instructions from the user, the game control unit 210 may not display the prescribed instructions on the display unit 300 after the initial start of the game and before the prescribed time after the user has taken a nap (that is, after the tutorial is completed or after the rewards based on tutorial completion are granted).

[0274] <(C) Processing after the start of unit game>

[0275] [(c-1) Treatment from the start of activity until the onset of sleep]

[0276] After the helper character's growth is completed, such as Figure 13 As shown, the game control unit 210 displays the home screen (S60). During the user's activity, the game control unit 210 performs prescribed game processing according to the user's selection.

[0277] ((c-1-1) Character growth based on props / food)

[0278] ((c-1-1-1) Growth processing of characters in the field based on props)

[0279] The field character 602 grows by increasing the first parameter corresponding to it. Then, whenever the first parameter corresponding to the field character 602 reaches a predetermined value, the character rating (representing the growth of the field character 602) of the field character 602 increases. This is achieved by increasing the first parameter (in...). Figure 14In (a), the value of the first parameter is displayed as "Total Energy" in the first parameter display area 630. One method of increasing energy is by having the helper character directly grant the field character 602 a prescribed item (hereinafter sometimes referred to as "growth item") as a growth item.

[0280] When the game control unit 210 receives an instruction from the user to assign an item via the input unit 102 ("item assignment" in S62), it assigns a growth item to the field character 602. Specifically, as follows... Figure 14 As shown in (a), when the input unit 102 receives a user's instruction (click operation) to the helper character 760 displayed on the display unit 300, the game control unit 210 determines, through a draw, which growth items and / or raw materials for meals (indirect growth items) the helper character 760 should possess (S70). The game control unit 210 causes the helper character 760 to possess the growth items and / or raw materials determined through the draw. Furthermore, the maximum number of growth items 650 that the helper character 760 can possess and the maximum number of raw materials that it can possess can vary depending on the type of helper character 760.

[0281] Next, as Figure 14 As shown in (b), the game control unit 210 displays the growth item 650 and / or raw materials held by the helper character 760 near the feet of the helper character 760. The game control unit 210 can display on the display unit 300 the situation where the growth item 650 and / or raw materials are dropped at the feet of the helper character 760 (the situation of releasing). Then, when the input unit 102 receives the user's instruction on the growth item 650 and / or raw materials (click operation) ("Yes" in S72), the game control unit 210... Figure 14 As shown in (c), the process of the field character 602 growing by providing the growth item 650 to the field character 602 and having it consume it is displayed (S74). Furthermore, the game control unit 210 can also display on the display unit 300 the process of placing the growth item 650, released by the helper character 760, into a container such as a basket placed near the field character 602, and the process of the growth item 650 gradually decreasing as the field character 602 consumes the growth item 650. Then, if the user does not give any instruction regarding the growth item 650 and / or raw materials (S72 "No"), the game control unit 210 can remain on standby until the user gives any instruction. Additionally, if the game control unit 210 receives the user's instruction regarding the growth item 650 at the input unit 102 (S72 "Yes"), it will assign the raw materials held by the helper character 760 to the user by recording information related to raw materials in the held item information in the user information storage unit 218 (S74). That is, the raw materials themselves are not provided to the site role 602.

[0282] Furthermore, in S70, a selection of growth items and / or raw materials to be held by the helper character 760 is performed when the user gives instructions to the helper character 760. The game control unit 210 can also perform this selection at different times.

[0283] For example, the game control unit 210 performs a draw whenever a predetermined time (hereinafter sometimes referred to as "collection time") elapses during periods when the user has not given instructions to the helper character 760. This collection time can vary depending on the type and personality of the helper character 760. For example, it can be set to 3 minutes. Then, the game control unit 210 can also maintain the state where the helper character 760 holds the growth item 650 and / or raw materials determined by the draw (in addition, the number of growth items 650 and / or raw materials determined by a single draw is one or more) until the user gives instructions to the helper character 760. Furthermore, if the game control unit 210 performs a draw when the collection time has elapsed during periods when the user has not given instructions to the helper character 760, it reduces the "vitality" parameter of the helper character 760 by a predetermined amount. This predetermined amount can vary depending on the type and personality of the helper character 760. Then, the game control unit 210 reduces the "vitality" parameter of the helper character 760, and based on the amount of reduction, changes the collection time to a longer time, and performs the next draw at the time when the changed collection time has elapsed. Therefore, as time goes by, the time interval for the helper character 760 to collect items, etc. (that is, the time interval for the draw) gradually increases.

[0284] Furthermore, the game control unit 210 can store the number of times the collection time included in the "no instruction time" of the user on the helper character 760 is repeated as the collection count. The next collection time after the initial collection time is longer than the initial collection time. That is, it is set so that when the nth collection time has elapsed, the next collection time is the (n+1)th collection time, which is longer than the nth collection time (where n is a positive integer). Moreover, if the total length of each collection time from the first collection time to the nth collection time is within the "no instruction time," the collection count is "n times." Furthermore, when the user gives an instruction to the helper character 760, the game control unit 210 can also perform a draw corresponding to the collection count at the time of the instruction, and display it at the feet of the helper character 760 as if the helper character 760 has collected and possesses the growth item 650 and / or raw materials determined by the draw.

[0285] Additionally, for each type (and / or other personality traits) of the helper character 760, the types of growth items 650 and raw materials that each helper character 760 is likely to possess (i.e., likely to be selected through draws) can be pre-defined. Furthermore, the game control unit 210 can, at any time during the user's activity, display information indicating which types of growth items 650 and raw materials are easy to collect, along with the name, status, and characteristics of the helper character (and the character possessed by the user), on the display unit 300 according to the user's instructions.

[0286] Therefore, users can refer to the preference information 604 of the field character 602 to form a team including helper characters 760 who can easily collect growth items 650 corresponding to the preference information 604. Furthermore, the types and / or maximum quantity of growth items 650, as well as the types and / or maximum quantity of raw materials, that a helper character 760 can hold at one time can be determined based on the helper character 760's level. For example, the higher the level of the helper character 760, the more types and / or quantities of growth items 650 and / or raw materials it can hold.

[0287] Here, in game system 1, there are various growth items 650, and each type of growth item 650 has a pre-defined value. The game control unit 210 adds the value corresponding to the growth item 650 to the first parameter by providing the growth item 650 to the field character 602. Figure 14 In examples (b) and (c), a growth item 650 corresponds to a value of "30". By providing a growth item 650 to the field character 602, the value of "30" is added to the first parameter of the field character 602 to obtain parameter 632. The value of the first parameter after adding this value is displayed in the first parameter display area 630. That is, the game control unit 210 adds the value corresponding to the growth item 650 provided to the field character 602 to the first parameter before providing the growth item 650 to the field character 600 to calculate the new first parameter. Figure 14 In examples (b) and (c), the display of the first parameter display area 630 increases from "0" to "30". When multiple growth items 650 are provided to the field character 602, the game control unit 210 sequentially adds a value corresponding to each growth item 650 to the first parameter. Therefore, when more than one growth item 650 is provided to the field character 602, the first parameter is gradually increased by adding a value corresponding to the provided growth item 650 each time it is provided. Then, when the value of the first parameter reaches a predetermined baseline value, the game control unit 210 increases the evaluation of the field character 600.

[0288] Subsequently, the sleep information acquisition unit 204, similarly to S16, determines whether the user has started sleeping based on the user's sleep start instruction received via the input unit 102 (S76). If the sleep information acquisition unit 204 determines that the user has not started sleeping ("No" in S76), the game control unit 210 repeats S62. On the other hand, if the sleep information acquisition unit 204 determines that the user has started sleeping ("Yes" in S76), similarly to S14, after accepting the setting or change of the target bedtime (S78), the sleep information acquisition unit 204 causes the output unit 100 to output a button for accepting the user's sleep start measurement instruction. Then, if the sleep information acquisition unit 204 receives the user's instruction to the button via the input unit 102, it begins acquiring the user's sleep information similarly to S18 (S110). In addition, corresponding to the start of sleep information acquisition, the parameter control unit 206 records the first parameter at the start of acquisition as the sleep start parameter.

[0289] ((c-1-1-2) Growth handling of venue characters based on meals)

[0290] As a second method for increasing the first parameter, there exists a method for providing virtual meals in a cooking game and assigning the cooked meals to the scene character 602.

[0291] When the game control unit 210 receives an instruction to prepare a meal (hereinafter referred to as a "cooking instruction") from the user via the input unit 102 ("meal" in S62), the game control unit 210 provides the cooked meal to the field character 602. Specifically, the game control unit 210 determines whether cooking is possible when the input unit 102 receives an operation from the user on the field character 602 (e.g., a click operation) or an operation from the user on a designated icon located in a designated area within the field 500. For example, as Figure 16 As shown in (b), the designated icon (e.g., the pot icon) placed on the field becomes the meal start button 774. The game control unit 210 accepts the user's click operation on the meal start button 774 or the click operation on the field character 602, and begins to determine whether cooking is possible.

[0292] The game control unit 210 determines whether cooking is within the permitted cooking period and whether the number of cooking attempts is within the permitted number of attempts, by referring to the time when the cooking instruction is received and the number of times the cooking instruction has been received on the same day (S80). For example, in game system 1, the times when food can be provided to the field character 602 are limited to morning (e.g., 6:00-12:00), noon (e.g., 12:00-18:00), and evening (e.g., 18:00-6:00 the next day). In addition, the number of times food can be provided to the field character 602 is limited to once in each period. That is, the maximum number of times food can be provided to the field character 602 in a day is three: once in the morning, once at noon, and once in the evening.

[0293] If the game control unit 210 determines that the period for cooking is permitted and the number of cooking attempts is within the permitted number of cooking attempts (S80 "Yes"), then... Figure 15 As shown in (a), the cooking execution button is displayed on the display unit 300 along with the food image 660. The cooking execution button can be configured in two ways. The first is a cooking execution button 670 that automatically selects a recipe for a meal that can be cooked using the ingredients held by the user (that is, the ingredient information stored in the user information storage unit 218) when the user operates the cooking execution button. Figure 15 (a) is displayed as "Commissioned Cooking". ). The second is the cooking execution button 672, which uses the raw materials selected by the user from the raw materials of the meal held by the user to execute cooking when the user interacts with the cooking execution button. Figure 15 (a) is displayed as "Select to make". The game control unit 210 accepts the user's operation on the cooking execution button 670 or cooking execution button 672 via the input unit 102, and performs cooking by consuming a specified amount of specified raw materials based on the instruction for either cooking execution button (S82).

[0294] Furthermore, when the user activates the cooking execution button 672, the game control unit 210, referring to the held item information recorded in the user information storage unit 218, displays the raw materials held by the user on the display unit 300, and uses the type of raw material selected by the user from the displayed raw materials based on the consumption quantity to perform cooking. The game control unit 210 then removes the raw material used for cooking from the held item information. Additionally, during cooking, the game control unit 210 can refer to the game information storage unit 220 to display useful information related to sleep (sleep tips) in a designated area of ​​the display unit 300. The sleep tips can be useful information pre-stored in the game information storage unit 220, or useful information obtained via the communication network 80 from an external server (which may be a different server from the server provided in the game system 1). Then, the game control unit 210 records the duration and number of times the cooking was performed (for example, recording the duration and number of times the cooking was performed in the food information in the user information storage unit 218).

[0295] After cooking is completed, the game control unit 210 randomly or randomly determines the completion status of the meal. The completion status of the meal can be divided into multiple stages, such as "normal" completion status, "very successful" completion status, etc. In addition, the game control unit 210 calculates the meal parameters of the completed meal based on the raw materials used for cooking (S84). That is, each type of raw material corresponds to a pre-defined number of points. The game control unit 210 calculates the meal parameters based on the type and number of raw materials used for cooking. For example, for each raw material used for cooking, the value obtained by multiplying the point a of the raw material (where a is a positive number) by the number b of the raw materials used (where b is zero or a positive integer) is calculated, and the sum of the calculated values ​​is set as the meal parameter (meal parameter based on raw materials). In addition, if there is a recipe level bonus for the recipe used for cooking, the value obtained by adding the recipe level bonus value to the meal parameter based on raw materials is used as the final meal parameter. As an example, when cooking using raw material A and raw material B and with a recipe level bonus, the final meal parameters are calculated as "points of raw material A × number of raw material A items + points of raw material B × number of raw material B items + recipe level bonus value". Here, if the game control unit 210 determines the meal completion status to be "very successful", the final meal parameters are obtained by multiplying the "meal parameters based on raw materials" or "the value obtained by adding the recipe level bonus value to the meal parameters based on raw materials" by a prescribed coefficient. This prescribed coefficient can be appropriately set considering game balance; for example, it can be set to "2". Therefore, in the case of a "very successful" meal, twice the meal parameters (final meal parameters) compared to a "normal" completion status are calculated.

[0296] The game control unit 210 provides the completed meal to the character 602 on the field. For example, as... Figure 15 As shown in (b), the game control unit 210 displays the scene of the field character 602 eating food 662 on the display unit 300. Then, the game control unit 210 calculates a new first parameter by adding the calculated final food parameter to the first parameter at the start of cooking time, and displays the new first parameter in the first parameter display area 630. As a result, compared with before the field character 602 ate the food, the first parameter of the field character 602 increases, and the field character 602 grows (S86).

[0297] Furthermore, the game control unit 210 increases the recipe level of a dish based on the number of times the recipe is used. Then, the game control unit 210 determines a recipe level bonus value accordingly with the increase in recipe level. Each time cooking is performed, the game control unit 210 updates the number of times the recipe has been used for that cooking (stored in the user information storage unit 218), updates the recipe level if the recipe level increases with the number of times the recipe is used, and / or updates the recipe level bonus value determined based on the recipe level. Therefore, the user can increase the recipe level by repeatedly performing the same cooking, and even if the dish is not "very successful," the final dish parameters can be increased by repeatedly performing cooking. Thus, by continuing the game and repeatedly performing cooking, the first parameter can be easily increased.

[0298] Subsequently, the sleep information acquisition unit 204, similarly to S16, determines whether the user has started sleeping based on the user's sleep start instruction received via the input unit 102 (S88). If the game control unit 210 determines that it is not within the permitted cooking period and / or determines that the number of cooking attempts is not within the permitted number (S80 "No"), S88 is also executed in the same manner. If the sleep information acquisition unit 204 determines that the user has not started sleeping (S88 "No"), the game control unit 210 repeats S62. On the other hand, if the sleep information acquisition unit 204 determines that the user has started sleeping (S88 "Yes"), steps S78 and S110 are executed in the same manner as described above. Furthermore, corresponding to the start of sleep information acquisition, the parameter control unit 206 records the first parameter at the start of acquisition as the sleep start parameter.

[0299] ((c-1-1-3) Game auxiliary processing)

[0300] The game control unit 210 enables the user to use various items according to the user's instructions, and can also perform game assistance processing that allows the user to progress the game in a favorable manner. In addition, the game control unit 210 can group the characters selected by the user into a squad and treat the characters belonging to the squad as helper characters.

[0301] (Disposal of camping kits)

[0302] like Figure 16 As shown in (b), the game control unit 210 configures the camping kit 770 at a designated location on the field. The camping kit 770 consumes designated items held by the user to cause game effects beneficial to the user for a specified period of time (e.g., a unit of game time, such as a week (168 hours)). Examples of beneficial game effects include the following.

[0303] • Effect a): When the event decision unit 212 determines, based on the second parameter, the number of characters that appear around or above the field character 600 by random selection, the number of characters determined by random selection is increased, and the user is given the effect of the increased characters even if the friend points are not maximized.

[0304] • Effect b): In S82 above, this effect increases the upper limit of the prescribed amount of the prescribed raw materials that can be used when the user performs cooking. For example, the upper limit is increased by multiplying the prescribed amount by a prescribed coefficient.

[0305] • Effect c): The effect that shortens the collection time in S70 above and S90 below (the effect that increases the collection speed of items collected by the helper character). For example, the collection time is shortened by multiplying the collection time by a specified coefficient.

[0306] Effect d) Increases the maximum number of items a helper character can hold. For example, by multiplying the quantity by a specified coefficient to increase this maximum.

[0307] (Handling of sleep aids)

[0308] like Figure 16 As shown in (b), the game control unit 210 is equipped with an item setting button 772 (in which a sleep aid item can be set) at a designated location on the field. Figure 16(b) is displayed as "Incense". ) When the input unit 102 receives a user's click operation on the item setting button 772, the game control unit 210 displays a list of sleep aid items held by the user at the time the click operation is received on the display unit 300. Then, the game control unit 210 accepts the user's selection and generates an effect corresponding to the sleep aid item selected by the user when the user begins to sleep. The effect of the sleep aid item is, for example, to increase the amount of "vitality" restored in the helper character's "vitality" restoration process described in S56 (as an example, the amount of "vitality" restored based on the user's sleep time is multiplied by a predetermined coefficient to increase the amount of restoration). The effect of the sleep aid item can vary depending on the type of sleep aid item. For example, the effect of the sleep aid item can include the following: while increasing the amount of "vitality" restored, or independently of increasing the amount of "vitality" restored, increasing the amount of experience points gained by the helper character (a value determined based on the user's activity time, sleep time, etc.).

[0309] (Squad grouping)

[0310] The game control unit 210 can form a squad by accepting the user's selection instruction for the characters held by the user via the input unit 102. The game control unit 210 can treat the characters selected and formed into the squad by the user as helper characters. In addition, there is a pre-determined upper limit to the number of characters that can be included in the squad. The multiple characters included in the squad can have different types and / or different characteristics (level, personality, etc.). During the user's activity, the game control unit 210 causes the characters included in the squad to collect items as described in S70 above and S90 below. That is, the game control unit 210 performs a selection based on the type and / or characteristics of each character included in the squad to obtain the corresponding growth items 650 and / or food raw materials for each character, thereby enabling each character to possess the growth items 650 and / or food raw materials.

[0311] ((c-1-2) Automatic character growth processing in the field)

[0312] As a third method to increase the first parameter, there is a method where the user does nothing during the activity. Figure 17 This is an example of a summary of the processing flow of game system 1 in this case.

[0313] If there is no instruction from the user to assign items via the input unit 102 ("No instruction" in S62), the game control unit 210 determines whether the prescribed time (i.e., the collection time) has elapsed (S90). If the collection time has not elapsed ("No" in S90), the game control unit 210 remains idle until the collection time has elapsed. If the collection time has elapsed ("Yes" in S90), the game control unit 210 determines the type of item by drawing lots, so that the helper character 760 holds a prescribed number of the determined type of item, and reduces the "vitality" parameter (S92). The added item may be only the growth item 650. Furthermore, the game control unit 210 changes the length of the collection time while reducing the "vitality" parameter (S94). For example, the game control unit 210 changes the collection time to a longer time. If there are multiple helper characters 760, the game control unit 210 performs the processing of S90 to S94 separately for each of the multiple helper characters 760.

[0314] Furthermore, the collection time can vary for each type of helper character 760. Additionally, the game control unit 210 can, after the collection time has elapsed, set the amount of items held by the helper character 760 to, for example, "1," and set the reduction in the "Vitality" parameter to, for example, the minimum unit of "Vitality" (for example, 1 "Vitality"). The amount of items determined by the draw (and the maximum number of items a character can hold) and / or the reduction in the "Vitality" parameter can also vary depending on the type of helper character 760. Moreover, the game control unit 210 can make the types of items held by the helper character 760 (types of growth items 650), i.e., the types of items determined by the draw, different for each type of helper character 760.

[0315] Then, if the game control unit 210 receives an instruction from the user via the input unit 102 ("Yes" in S96), it executes the processing after S70. On the other hand, if there is no instruction from the user ("No" in S96), the sleep information acquisition unit 204, similar to S16, determines whether the user has started sleeping based on the user's sleep start instruction received via the input unit 102 (S98). If the sleep information acquisition unit 204 determines that the user has not started sleeping ("No" in S98), the game control unit 210 repeats S90. On the other hand, if the sleep information acquisition unit 204 determines that the user has started sleeping ("Yes" in S98), the parameter control unit 206 executes the automatic growth process for the field character (S100). Hereinafter, an example of the parameter control unit 206 executing the automatic growth process will be described, but the automatic growth process can also be executed by the game control unit 210.

[0316] Specifically, the parameter control unit 206 adds the values ​​corresponding to the one or more items (i.e., one or more growth items 650) held by the helper character 760 by the game control unit 210 each time the collection time has elapsed, to the first parameter determined by the sleep information acquisition unit 204 as the time when the user begins to sleep, to calculate a new first parameter. For example, as... Figure 16 As shown in (a), the parameter control unit 206 displays the values ​​to be added in the automatic parameter acquisition display area 764 of the display unit 300 (in Figure 16 In (a), the value "360" is displayed as "Gain Energy". The total value corresponding to one or more items held by each helper character is displayed as the automatic gain parameter 766 (in...). Figure 16 In (a), the value "360" is displayed corresponding to the helper role with the name "P".

[0317] Therefore, even if the user does not perform any game operations during the user's activity period, the game system 1 can still provide the growth items 650 automatically collected by the helper character 760 to the field character 602 to increase the first parameter. In addition, the game system 1 can also exhibit the following situation: during the user's activity period, even if the user does not perform any game operations, the helper character 760 automatically collects items, but as items are collected, the helper character 760's "vitality" decreases (helper character 760 is fatigued), and the time for collecting items gradually increases.

[0318] Here, it is also possible that even when the game is not started, the parameter control unit 206 will perform automatic growth processing based on the user's selection. Furthermore, the aforementioned processing of camping sets, sleep aid items, and squad grouping can be performed by the user at any time outside of the user's sleep period (i.e., during the event). However, in order to produce the prescribed effects based on these processes in accordance with the user's sleep information, the user needs to perform these processes before taking that sleep.

[0319] [(c-2) Management after sleep onset]

[0320] After performing the automatic growth processing of the field character in S100, the game control unit 210, like in S78, handles the setting of the bedtime target (S102). Here, the game control unit 210 is also able to handle the setting and changing of sleep aid items along with the setting of the bedtime target. For example, such as... Figure 16 As shown in (c), the game control unit 210 displays the target setting button 790 for accepting the setting of the bedtime target and the setting buttons for sleep aid items (item setting button 780, item setting button 782) on the display unit 300.

[0321] (Setting up sleep aid items)

[0322] When the input unit 102 receives a user's request for... Figure 16 When the item setting button 780 and / or item setting button 782 shown in (c) are clicked, the game control unit 210 displays a list of sleep aid items held by the user at the time the click is received on the display unit 300. Then, the game control unit 210 accepts the user's selection, enabling the use of the selected sleep aid item, and overlays the image of the selected sleep aid item onto the item setting button 780 and / or item setting button 782. The game control unit 210 generates the effect of the sleep aid item when the user begins to sleep. The effect of the sleep aid item is the same as described above.

[0323] (Setting and processing bedtime goals)

[0324] When the input unit 102 receives a user's click on the target setting button 790, the game control unit 210 is able to process the setting of a bedtime target or the modification of an already set bedtime target. The specific setting process is the same as in S14, so detailed explanation is omitted.

[0325] Then, the game control unit 210 receives the user's input at the input unit 102 for the button 420 (as specified on the display unit 300). Figure 16 When the "Sleep" button (shown in example (c)) is clicked, sleep measurement begins (S110). Furthermore, corresponding to the start of sleep information acquisition (start of sleep measurement), the parameter control unit 206 records the first parameter at the start of acquisition (the first parameter after performing the automatic growth process of the field character) as the sleep start parameter. Additionally, the game control unit 210 can also save information indicating that sleep measurement has started in the user information storage unit 218 when sleep measurement has begun. Furthermore, the processing up to S110-S200 (acquisition of ambient sounds, alarm setting, sleep guidance sound setting, etc.) is the same as the processing up to S18-S20, therefore detailed explanation is omitted.

[0326] [(c-3) Handling upon waking]

[0327] Then, after the user wakes up, a sleep exploration is performed. Figure 18 This is an example of a summary of the process for handling a user's wake-up during unit gameplay without a tutorial.

[0328] First, the sleep information acquisition unit 204 determines whether the user has woken up, just like in S20 (S200). If the sleep information acquisition unit 204 determines that the user has not woken up (S200: "No"), the sleep information acquisition unit 204 continues to acquire sleep information. On the other hand, if the sleep information acquisition unit 204 determines that the user has woken up (S200: "Yes"), just like in S22, the sleep information acquisition unit 204 stops acquiring the user's sleep information measured by the sleep measurement unit 11 (S202). The game control unit 210 records the sleep information acquired at the moment of acquisition cessation as sleep information in the user information storage unit 218 (if the user information storage unit 218 exists in the server, the sleep information is provided from the terminal device 10 to the user information storage unit 218 of the server).

[0329] Next, the game control unit 210 accepts the user's selection via the input unit 102 and decides whether to output a sleep report from the output unit 100 (S204). If the user selects not to view the sleep report (S204 "No"), the game control unit 210 skips the display of the sleep report and displays the main screen on the display unit 300 (S216). On the other hand, if the user selects to view the sleep report (S204 "Yes"), the game control unit 210 outputs the sleep report to the display unit 300 in the same manner as in S24 (S206). Then, the game control unit 210 performs the display processing of sleep parameters (S208), the display processing of the sleep chart (S210), and the determination processing of the sleep type (S212), while the event determination unit 212 performs the second parameter calculation processing (S214). Here, S208 performs the same processing as S26, S210 performs the same processing as S28, S212 performs the same processing as S30, and S214 performs the same processing as S32, so detailed explanations are omitted.

[0330] After the game control unit 210 displays the main screen (S216), when a request to display a sleep report is received, a sleep exploration (S218) is performed in the same manner as in S40. That is, the event decision unit 212 performs a selection based on a calculated second parameter using a prescribed selection table to determine the characters that will appear around the field character 602. The game control unit 210 arranges the sleeping face images of the characters determined by the event decision unit 212 around the field character 602 and displays them on the display unit 300. Then, the game control unit 210 accepts a character designation operation via the input unit 102, performed by the user clicking on a character appearing on the display unit 300. When the game control unit 210 accepts this operation via the input unit 102, it records the sleeping face image of the user-designated character at that time into the sleeping face encyclopedia information in the user information storage unit 218. Here, if the game control unit 210 determines that a new character's sleeping face has been discovered, it displays the new sleeping face encyclopedia information on the display unit 300. Additionally, the game control unit 210, along with the character's encyclopedia description 710, displays the image previously recorded as sleeping face encyclopedia information (or, in the case of a newly discovered character, an image from the current day) in the image overview display area 712. Thus, the sleeping faces of newly appearing characters around the field characters 602 are registered in the sleeping face encyclopedia information of the user information storage unit 218. On the other hand, if the sleeping face image of a designated character has already been saved in the user information storage unit 218, the game control unit 210 determines that the sleeping face of a character that has already been discovered is designated. Then, the game control unit 210 does not display new sleeping face encyclopedia information, but instead displays the minimum information related to the discovered character and the sleeping face image displayed on the display unit 300 at the time of designation as an acquired image 720 on the display unit 300.

[0331] Alternatively, when the event decision unit 212 performs a lottery based on the second parameter to determine the character to appear (that is, when a character is selected by lottery), a character with an extremely distinctive sleeping face (hereinafter referred to as a "special sleeping face character") may be selected. For example, after determining the type of character to appear by lottery based on the second parameter, the event decision unit 212 may determine whether the character is a special sleeping face character by lottery (special lottery). The selection probability of the special lottery may be a constant probability among any character, independent of the rarity of the character's sleeping face. The selection probability of the special lottery may be a probability lower than the probability used in determining the character to appear on the field based on the second parameter.

[0332] The game control unit 210 receives the user's instructions for the character and performs the exploration in the same manner as described above until the exploration of all characters appearing around the field character 600 is completed (S220 "No"). On the other hand, if the exploration of all characters is completed (S220 "Yes"), the game control unit 210 causes the display unit 300 to display that the exploration has ended.

[0333] Next, similar to S44, the game control unit 210 performs the process of deciding whether to grant the character a friendship-boosting item (S222). If the user chooses not to grant the character a friendship-boosting item (S222 "No"), the game control unit 210 displays the sleep exploration results on the display unit 300 (S228). On the other hand, if the user chooses to grant the character a friendship-boosting item (S222 "Yes"), the same processing as after "Yes" in S44 (S46 and S48) is performed. That is, the processing of S224 (determining whether the friend points have reached the maximum value) is the same as the processing of S46, and the processing of S226 (granting the character a friendship-boosting item to the user) is the same as the processing of S48, so detailed explanations are omitted. After the game control unit 210 assigns a character to the user when the friend points have not reached the maximum value ("No" in S224) or when the friend points have reached the maximum value ("Yes" in S224) (S226), it displays the sleep exploration results on the display unit 300 in the same manner as in S50 (S228). Furthermore, the game control unit 210 also assigns rewards to the user in the same manner as in S52 (S230).

[0334] Furthermore, if the user selects to equip a special sleeping face character with an item that increases intimacy (S222's "Yes"), the game control unit 210 assigns that special sleeping face character to the user regardless of their friend points. Although the probability of a special sleeping face character appearing on the field is extremely low, once it does appear, the user can obtain the character simply by equipping it with an item that increases intimacy. In game system 1, a predetermined draw is performed based on the user's sleep information. Here, for a human user, sleeping is not an action that can be performed multiple times a day. That is, the user cannot sleep multiple times during a day (repeatedly sleeping and waking up); they can only sleep once a day. Therefore, the number of times a user can perform a draw during a day is limited to one (originally, multiple draws were not possible). This differs from games where multiple draws can be performed during a day, as is the case with games where only one draw can be performed during a day, as designed. Therefore, in game system 1, when a special sleeping face character appears on the field, the user can obtain the character simply by providing the special sleeping face character with items that increase intimacy, thus preventing the user from feeling disappointed even if the special sleeping face character appears.

[0335] Then, after granting a reward to the user, the game control unit 210 determines whether the day the reward was granted is the last day of the unit's game period (S232). If the game control unit 210 determines that it is not the last day ("No" in S232), it performs the helper character's growth process in the same way as in S56 (S234). That is, as part of the helper character's growth process, the game control unit 210 performs the helper character's "vitality" restoration process and experience point (basic EXP) granting process based on the user's sleep information (sleep time).

[0336] After the helper character's growth process, the parameter control unit 206 increases the first parameter by a predetermined amount based on the user's sleep information for the day, thereby causing the field character 602 to automatically grow (S236). That is, the game control unit 210, based on the time from when the user's sleep measurement begins (the time when S110 starts), determines the type and quantity of growth items 650 through a lottery every predetermined time interval (i.e., collection time) based on the type and / or characteristics of the helper characters formed into the team, and then assigns the determined type and quantity of growth items 650 to the helper character, corresponding to that character. Furthermore, the raw materials for meals are not selected in this lottery.

[0337] The collection time can vary depending on the type of helper character. Additionally, the game control unit 210 can also determine the type of growth item 650 that the helper character will possess through a lottery after the collection time has elapsed. The quantity of growth item 650 can be preset to, for example, "1". Furthermore, the type of growth item 650 determined through the lottery can also vary depending on the type of helper character.

[0338] The game control unit 210 performs a draw every time the collection time elapses until the user wakes up (until "Yes" in S200), matching the type and quantity of growth items 650 determined by the draw to the helper character. Here, in the case of automatic growth processing for the field characters during the user's activity period (refer to the explanation in (c-1-2)), the helper character's "vitality" decreases every time the collection time elapses. However, in the processing of S236, it is considered that the helper characters in the team also rest during the user's sleep period, and their "vitality" recovers according to the user's sleep time. That is, during the user's sleep, the game control unit 210 performs the following processing, which differs from the processing during the activity period: although the helper characters in the team automatically collect growth items 650, their "vitality" does not decrease but recovers.

[0339] Furthermore, the amount of "vitality" restored by the helper character varies based on the helper character's specified characteristics (e.g., personality) and / or whether specified items (e.g., sleep aid items) were set before the user took a nap that day. For example, if the user set a sleep aid item before going to bed, the amount of "vitality" restored increases by an amount corresponding to the type of sleep aid item set, compared to the case where no sleep aid item was set. Here, the helper character whose "vitality" is restored can be only the helper character who is part of the party. However, in a variation of game system 1, it is also possible that characters who are not part of the party but are stored in the user information storage unit 218 (that is, characters held by the user) also have their "vitality" restored based on the user's nap. Alternatively, the game system 1 can provide the user with a sleep aid item that has the function of restoring an amount of "vitality" to characters not in the party based on the user's sleep. When the user sets the sleep aid item, the restoring amount to characters not in the party based on the user's sleep will also be less than the restoring amount to helper characters in the party.

[0340] In the presence of multiple helper characters, the game control unit 210 performs the same processing for each helper character. Then, the parameter control unit 206 adds the value corresponding to each of the collection time (each time the collection time during the user's sleep) and the growth item 650 held by the helper character 760 by the game control unit 210, for example, to the first parameter at any time between the end of the second parameter calculation (after S214) and the time when the user is rewarded (at the time of S230), to calculate a new first parameter (this new first parameter is used when waking up after the next sleep). That is, at any time after the second parameter calculation process ends when the user wakes up, the value determined by the growth item collected by the helper character during the user's sleep is added to the first parameter. Thus, the game system 1 can automatically provide the growth item 650 automatically collected by the helper character during the user's sleep to the field character 602 to increase the first parameter, so even if the user does not play the game at all during the activity period, the first parameter will definitely be obtained as long as the sleep measurement is performed. As a result, the second parameter is calculated as long as sleep is taken, so no matter what kind of user is involved, they can enjoy the game without being left behind. Then, the game control unit 210 displays the main screen (S238) and repeats the process from S60. That is, the same process is repeated from the first day of the unit game period to the day before the last day.

[0341] (Regarding the first parameter during the unit's game)

[0342] During a unit of gameplay, the first parameter of the field character increases through various processes during the user's activity period, including "field character growth processing based on items / foods," "automatic field character growth processing," and / or "automatic field character growth processing based on sleep." Specifically, the first parameter increases at least during the nth day of the unit of gameplay (where n is an integer greater than or equal to 1) through either "field character growth processing based on items / foods" or "automatic field character growth processing." It is temporarily recorded as the sleep start parameter when the user goes to sleep, and is used for calculating the second parameter when the user wakes up on the (n+1)th day. Then, after being used for the calculation of the second parameter, the first parameter further increases through "automatic field character growth processing based on sleep," becoming a new first parameter, and continues to increase in the (n+1)th day of the activity period in the same way as on the nth day. Thus, during the unit of gameplay, the first parameter gradually accumulates and increases as the number of days from the first day passes.

[0343] <(D) Handling of the last day of the unit game>

[0344] After awarding a reward to a user, the game control unit 210 determines whether the day the reward was awarded is the last day of the unit's game period (S232). If it determines that it is the last day (S232 indicates "yes"), it executes the last day's processing. Figure 19 As shown, firstly, the game control unit 210 resets the first parameter accumulated during the current game session (S250). Thus, the first parameter temporarily becomes "0". Here, the game control unit 210 does not reset any other parameters besides the first parameter and parameters associated with it, but instead carries them over to the next game session. For example, the game control unit 210 resets the following parameters or elements, and carries over other parameters or elements to the next game session.

[0345] (Parameters or elements reset on the last day of the unit's game period)

[0346] First parameter

[0347] • Evaluation of the field role based on the first parameter

[0348] • Mission-related information (mission information)

[0349] (Parameters or elements that continue into the next unit of the game)

[0350] User level

[0351] • Various statuses of the helper character (level, skills, sleep time taken with the user, etc.)

[0352] • Possessing items (growth items and raw materials collected by the helper character but not provided to the field character, items to increase intimacy, sleep aid items, and / or other items acquired or purchased in the game).

[0353] Sleep Points

[0354] • Status of Exploration Notes Collection (Exploration Notes Information)

[0355] • The collection status of the sleeping face encyclopedia (i.e., the accumulated sleeping face encyclopedia information) and the goals related to the sleeping face encyclopedia (e.g., information related to the goals specified by the game control unit 210 for completing the sleeping face encyclopedia).

[0356] • Data related to user sleep (sleep data), information related to user sleep rhythm (i.e., information about the user's sleep rhythm during a unit of play, such as each week, and the evaluation criteria for that information), and sleep statistics (e.g., information about the time when the user wakes up, information about the time when the user goes to bed, etc.).

[0357] • Information on the stamp card indicating the achievement status of the target bedtime.

[0358] Next, the game control unit 210 displays a summary of the game's evaluation for a given game period (here, one week) on the display unit 300 (S252). For example, such as... Figure 20 As shown in (a), the game control unit 210 displays the evaluation of the field character 602, i.e., the character evaluation 940, which is determined based on the total of the first parameter, on the display unit 300. Near the character evaluation 940, the total of the first parameter of the field character 602 during a unit of game time and the details of the total of the first parameter are displayed in the parameter acquisition display area 942.

[0359] Evaluation of Field Character 602 (in) Figure 20 In (a), it is displayed as "Character Evaluation", which is displayed as "Super 4". ) is based on the total of the first parameter accumulated during the unit game period (in Figure 20 In (a), the "Total Energy" is displayed as "60,106". This is determined by the total energy. A high rating can be given based on the total amount of the first parameter. Additionally, the details of the total amount of the first parameter accumulated during a unit of game time, i.e., the amount of the first parameter increased by the growth item 650 (in... Figure 20 (a) shows "Energy obtained through tree fruits", displayed as "48,246".) and the amount of the first parameter increased through meals (in Figure 20 In (a), "Energy obtained from meals" is shown as "11,485". The amount of the first parameter increased by other factors (in...) Figure 20 (a) does not show the increase due to other factors. Figure 20 (a) is displayed as a numerical value.

[0360] In addition, as a summary of the game's evaluation, such as Figure 20 (b) and Figure 20 As in (c), the game control unit 210 displays the following on the display unit 300: a comprehensive evaluation display 950 showing the user's overall performance; summary data on the user's sleep 952 (e.g., the appropriateness of the length of the user's sleep, the proportion of the prescribed sleep depth to the total sleep time); a summary chart 954 showing the duration of sleep from the start of sleep to the wake-up time for each day within a unit of game time; and / or detailed sleep time 956 for each day within a unit of game time (i.e., the length of sleep time for each day). This allows the user to objectively understand their own sleep status within a unit of game time. Furthermore, Figure 20 (b) and Figure 20 (c) is continuous information, obtained through... Figure 20In (b), the user performs a sliding operation on the display unit 300, and the game control unit 210 moves the information from... Figure 20 (b) towards Figure 21 (c) is moved and displayed on display unit 300.

[0361] After the weekly evaluation is displayed, the game control unit 210 ends the game (sleep exploration) at the location 500 and location character 602 selected by the user on the first day of the unit game period. In this case, the game control unit 210 causes the display unit 300 to output a scene showing the user leaving location 500 and location character 602 saying goodbye to the user. Next, as the initial step in the process of starting the next unit game period, the game control unit 210 causes the user to select a new location 500 (S254). The process in S254 is the same as the process in S54, so detailed description is omitted. When the unit game period changes to the next unit game period (for example, if the first day of the initial unit game period was Monday, when it changes to the following week), the location becomes a new location, and a new location character is selected. That is, when the user moves from the unit game period up to last week to the unit game period of the following week, they can have the experience of separating from the location character of last week and having a new location character as their game partner.

[0362] The game control unit 210 also allows the user to select the same venue 500 again. In this case, although it is the same venue 500, the game control unit 210 selects a different venue role than the venue role 602 in the previous unit game.

[0363] When a user selects a new location, a new location character is selected, corresponding to a specified preference information 604 and a specified request information 606. Even if the user selects a previously chosen location as the new location, a new location character is still selected. When the user selects a new location, the game control unit 210 causes the display unit 300 to display the new location's preference information 604 and request information 606. The user can refer to this display to assemble a team of helper characters to facilitate game progress. For example, the user can consider including helper characters who easily collect the specified items shown in the location character's preference information 604, and / or helper characters who easily collect the raw materials for meals shown in the request information 606, etc. Thus, in the game system 1, users can enjoy various combinations of team compositions for different location characters.

[0364] After the user selects a new arena, the game control unit 210 performs the helper character growth process in the same way as in S234 (S256). Next, the parameter control unit 206, in the same way as in S236, increases the first parameter by a predetermined amount based on the user's sleep information (in this case, the sleep information of the last day of the previous game session), thereby causing the newly selected arena character to automatically grow (S258). Then, the game control unit 210 displays the main screen (S260) and performs the processing after S60.

[0365] <(E) Other Treatments>

[0366] In the game system 1, the game control unit 210 is also able to perform the following various processes during the user's activities.

[0367] [(e-1) Main Menu]

[0368] Figure 22 This is an example showing an outline of the main menu of the game displayed on the display unit of the game system according to this embodiment.

[0369] The game control unit 210 displays various menus 970, a sleep chart 960 showing the user's sleep score during a unit of game time, and an average sleep time 962 on the display unit 300 within the main menu. When the game control unit 210 receives a user's selection instruction for a specific menu via the input unit 102, it displays relevant information related to the selected menu on the display unit 300 and performs the specified processing within that menu based on the user's specified instruction received within the selected menu. Furthermore, the horizontal axis of the sleep chart 960 represents the date and day of the week for each day within a unit of game time, and the vertical axis represents the sleep parameters calculated for each day in the sleep parameter calculation unit 208. Additionally, the average sleep time 962 can be the arithmetic mean of sleep times calculated based on the user's sleep information for each day within a unit of game time.

[0370] • Menu a): "Sleeping Faces Guide"

[0371] The sleep face information of characters recorded in the sleep face encyclopedia information of the user information storage unit 218 (images of the sleeping face and sleeping posture of characters that appear in the sleep exploration and are obtained through the user's prescribed instructions, the character's status, description, etc.) is displayed on the menu of the display unit 300. In addition, special sleep face characters are also recorded in the sleep face encyclopedia information. Here, if the sleep face encyclopedia information records an image of one type of character, images of other types of characters of the same character, and an image of a special sleep face character of one type corresponding to the image of one type of character, the game control unit 210 can make the display unit 300 display the image of the special sleep face character of one type, but since there are no images of other types of special sleep face characters corresponding to the images of other types recorded, the display unit 300 will not display the images of other types of special sleep face characters.

[0372] • Menu b): "Sleep Data"

[0373] The sleep information of the user acquired by the sleep information acquisition unit 204 is displayed on the menu of the display unit 300. The displayed sleep information includes, for example, the user's average sleep time during a unit of game time, the sleep time of each day during a unit of game time, the depth / quality of reliable sleep during a unit of game time, and environmental sound data during sleep.

[0374] • Menu c): "Exploration Notes"

[0375] It is a menu that can refer to various items (including growth items, food ingredients, and various items not owned by the user as rewards for the game) and / or items (growth items) provided to the characters in the field, the names of the food, and the descriptions of the dishes.

[0376] • Menu d): “Sleep Analysis”

[0377] The analysis results of the user's sleep information acquired by the sleep information acquisition unit 204 are displayed on the menu of the display unit 300. Examples of the analysis results include, for instance, the average sleep time per day of the week calculated using sleep information from the user's past gaming sessions, information related to the user's sleep rhythm, and / or statistical information about the user's sleep. Furthermore, the display method for information regarding the user's wake-up and bedtime periods, which are statistical information about the user's sleep, includes, for example, displaying times on the horizontal axis (with scales at predetermined time intervals, such as 15-minute intervals) and the cumulative number of times the user wakes up / goes to bed on the vertical axis within the corresponding time periods. As an example, the chart of wake-up / bedtime periods is plotted on a horizontal axis at 15-minute intervals, displaying the cumulative number of times a user wakes up / goes to bed from one time x to a time 15 minutes later (for example, the number of times a user wakes up between 7:30 and 7:45 is displayed as a bar chart on the horizontal axis corresponding to 7:30 to 7:45, and the number of times a user wakes up between 7:45 and 8:00 is displayed as a bar chart on the horizontal axis corresponding to 7:45 to 8:00).

[0378] • Menu e): "Backpack"

[0379] It is a menu that can refer to the various items (growth items, food ingredients, and items provided as rewards for the game) that the user has obtained through the execution of the game, and the names and descriptions of the various items the user holds at the time the user's selection instruction for "backpack" is received.

[0380] • Menu f): "Social Exploration"

[0381] The game control unit 210, based on the user's instructions, provides specified information (e.g., a friend request message for requesting the user to become friends with other users) to the terminal devices 10 of other users via the communication network 80. If the other users agree to the specified information, the game control unit 210 establishes friend connections between the user and other users. Furthermore, "Social Exploration" is a menu that allows for sharing specified game data with friends. Examples of information that can be shared include the user's sleep score for the day, the value of the second parameter for the day, the sleep type for the day, the total sleep time, the maximum value of the second parameter in the past, and the sleeping face of the character the user has acquired. This shared information can be viewed by other users on their terminal devices 10.

[0382] • Menu g): "Map Menu"

[0383] This is a menu used to display a map of the virtual space in Game System 1. For example, it can display the entire virtual space and details of each location.

[0384] • Menu (h): Submenu

[0385] It may include various other menus, such as a menu for changing the user's name, a menu for transferring game data when the user changes the terminal device 10 to another terminal device, an account collaboration processing menu, notifications from the game provider, etc.

[0386] [(e-2) Upgrade and Evolution of Helper Characters]

[0387] Figure 23 This is an example illustrating an outline of the process for upgrading and evolving a helper character in the game system 1 according to this embodiment.

[0388] (The prerequisite for a helper role)

[0389] First, the game control unit 210 can display the character information held by the user information storage unit 218 on the display unit 300, for example, by having the character enter a designated box (character box). Then, when the game control unit 210 receives the user's specified operation instruction for the box via the input unit 102, it displays the status of the box on the display unit 300. The game control unit 210 displays the following information for each of the more than one characters in the box: the character's name, personality, special points, vitality parameters, experience points, level, upgrade conditions, skills, evolution goals, evolution conditions, helper abilities (i.e., information related to the types and maximum number of growth items 650 that the character can easily collect in the field 500, and the types and maximum number of raw materials that can be collected), sleep time while sleeping with the user, cumulative time in the team state (the user's activity time in the team state or the user's sleep time in the team state, or the total time of the user's activity time in the team state and the user's sleep time in the team state), and the time and place of encounter with the user (i.e., the time and name of the place where the user obtained the character).

[0390] Experience points (base EXP) can be determined, for example, based on the length of the user's activity period during which the helper character is part of the team, the length of the user's sleep time, and / or the type and quantity of specified items collected by the helper character during the activity period (i.e., the type and quantity of items determined by a draw). Furthermore, the level is determined by the accumulated experience points gained by the helper character (in addition, experience points can be increased by providing the helper character with specified "candy" items). Level-up conditions can be, for example, reaching a specified threshold of accumulated experience points (this threshold increases with level). Evolution conditions can be, for example, reaching a specified level for the helper character and consuming a specified amount of specified items (e.g., "candy").

[0391] Here, the helper's abilities increase accordingly with leveling up. For example, when a character exceeds a certain level, the variety and / or maximum quantity of easily collectable growth items 650 can be increased. Additionally, skills refer to special functions possessed by each character, functions that produce effects beneficial to the game. The game control unit 210 activates skills whenever a pre-defined time has elapsed, or when the input unit 102 receives a user's instruction for a character with a skill, producing effects beneficial to the game (e.g., adding a predetermined value to the first parameter, acquiring predetermined items (e.g., items that can be given to the helper character to gain experience points, items used in the helper character's evolution), collecting items before the collection time expires, time-limited increases in helper abilities, recovery of the "vitality" parameter, etc.). The number of skills also increases as the character's level increases.

[0392] Furthermore, when assigning a character to a user through a lottery, the types of skills possessed by the character are also determined through a lottery. In this case, if the game control unit 210 determines that the user already possesses the same character after the lottery has determined a character already recorded in the user information storage unit 218, it will set the newly selected character to have skills that are easier to obtain through a lottery to produce a beneficial effect compared to the character already possessed by the user.

[0393] Additionally, the sleep time spent sleeping with the user refers to the accumulated sleep time of the user when the user takes a nap while the character is in a squad. The sleep time spent sleeping with the user increases when the user takes a nap while the character is in a squad. Alternatively, the parameter representing the relationship between the user and the character can be increased separately from the sleep time spent sleeping with the user, based on the length of the sleep time spent sleeping with the user.

[0394] (Upgrading / Evolving Helper Characters)

[0395] The game control unit 210 assigns experience points to one or more helper characters formed into a squad, based on the length of sleep time contained in the user's sleep information obtained by the sleep information acquisition unit 204, and experience points based on the length of the activity period (S300). Thus, the helper characters gain experience points. The game control unit 210 determines whether the experience points gained by the helper characters have reached or exceeded a predetermined value (S302). This predetermined value may vary depending on the type and characteristics of each helper character. If the experience points gained by the helper characters have not reached or exceeded the predetermined value (S302 "No"), the game control unit repeats S300.

[0396] On the other hand, when the helper character's experience points exceed a specified value (S302 "Yes"), the game control unit 210 enables the helper character to be upgraded (S304). For example, when the input unit 102 receives a user's specified operation instruction for the character box, the game control unit 210 displays the box's status on the display unit 300. Then, the game control unit 210 displays information about the character selected by the user based on the user's selection instruction. If the game control unit 210 can upgrade the character, it displays the ability to upgrade on the display unit 300. Then, when the user receives an upgrade instruction for the character, the game control unit 210 performs the upgrade (S306). Through the upgrade, the character's helper abilities improve, and / or, the character is given a specified skill (the type of skill can be determined by drawing lots). Furthermore, the game control unit 210 can also perform character upgrades even without a user instruction.

[0397] Furthermore, the game control unit 210 determines whether the user possesses the prescribed number of prescribed items (S308). If the user does not possess the prescribed number of prescribed items (S308 "No"), the game control unit 210 repeats S300. If the user possesses the prescribed number of prescribed items (S308 "Yes"), the game control unit 210 enables the evolution process of the helper character (S310). Then, upon receiving an evolution instruction for the character from the user, the game control unit 210 performs the evolution process for the character by consuming the prescribed number of prescribed items possessed by the user (S312). Thus, the character becomes the evolved character. Furthermore, the prescribed items can be one type or multiple types. Compared to the character before evolution, the evolved character has more attributes such as the amount of vitality, the maximum number of growth items that can be held, and the maximum number of raw materials that can be held.

[0398] Furthermore, certain characters can evolve by sleeping with the user for a certain period of time. That is, instead of determining in S308 whether the user has a certain number of the prescribed items, the game control unit 210 will execute the evolution of that specific character (S312) if the user takes a nap while the specific character is in a squad and the user's nap time or the cumulative nap time is a predetermined length of time (evolution time).

[0399] [(e-3) Changes based on manually entered sleep information]

[0400] In cases where the user forgets to measure sleep information, game system 1 allows sleep information to be obtained through manual input. That is, instead of using the sleep information obtained by the sleep information acquisition unit 204 based on the measurement results from the sensors of the sleep measurement unit 11, game system 1 generates modified sleep information based on the user's manually input bedtime and wake-up time. Furthermore, game system 1 can use this modified sleep information to perform tasks such as game event processing, restoring the prescribed parameters of characters such as the user's helper character, and assigning prescribed items to the user. Therefore, according to game system 1, even if the user forgets to obtain sleep information, it is easy to continue playing the game.

[0401] First, the game control unit 210, for example, outputs a sleep report as described in S206, such as... Figure 1~Figure 23As shown, the display unit 300 displays a request / unnecessary operation for modifying or registering at least a portion of the sleep information to indicate whether there is a change instruction for the sleep information (S400). When the user's operation input (hereinafter referred to as "manual input") requesting registration of the operation is accepted via the input unit 102 (S400 "Yes"), the game control unit 210 outputs a form for accepting the modification or registration to the output unit 100. Then, when the game control unit 210 obtains the user's input content related to the sleep start time and / or wake-up time on the form (hereinafter referred to as "manual input form") via the input unit 102, it generates changed sleep information based on the input content (S402). Next, the event decision unit 212 determines the game event to occur based on the changed sleep information, and the game control unit 210 determines the prescribed processing such as the game effect based on the changed sleep information (S404). Furthermore, the game control unit 210 only accepts the latest sleep information as the user's input content. The game control unit 210 can be configured to prevent past dates and times beyond a specified period from being accepted as sleep start times and wake-up times. Furthermore, if a manually entered sleep start time and / or wake-up time overlaps with the user's past sleep start times and / or wake-up times, the game control unit 210 also prevents manual input from being accepted. Additionally, the specified time from acceptance to manual input can be a length such that even if the user realizes they forgot the start time of a certain day's sleep measurement and the time exceeds their bedtime the following day, they can still have ample time to input changes to their sleep information. For example, the specified time can be up to 30 hours.

[0402] On the other hand, when the game control unit 210 receives an operation input to the operation device, and the operation input is made via the input unit 102 to the operation device corresponding to a situation where at least a portion of the sleep information does not need to be modified or registered (S400 "No"), the event determination unit 212 determines the game event to occur based on the sleep information obtained by the sleep information acquisition unit 204, and the game control unit 210 formally determines the processing of the game's effects, etc., based on the sleep information (S404). If there is no sleep information obtained by the sleep information acquisition unit 204, the event determination unit 212 can pre-determine the game's effects, etc., to be used in the absence of sleep information, and determine the processing of the pre-determined game effects, etc. Then, after the game control unit 210 formally determines the game's effects, etc., based on the sleep information or modified sleep information, until the user next begins to sleep, it determines the content of the sleep information or modified sleep information used to determine the game's effects, and prohibits the modification and / or registration of some or all of them (S406). That is, once the game's effects and events on the user's wake-up day are determined, the game control unit 210 prohibits the generation of modified sleep information obtained by modifying the sleep information used by the game control unit 210 in determining the effects, etc. This prevents the following behavior: after determining the game's effects, etc., based on modified sleep information that uses inappropriate sleep information and obtaining rewards, the sleep information is rewritten to appropriate content.

[0403] [(e-4) Sleep Pathway Processing]

[0404] Game System 1 can grant users a path (sleep path) for granting them specified privileges by executing a sleep game. There are two types of sleep paths: a "normal path" for non-paying users and a "premium path" for paying users.

[0405] (Normal path)

[0406] The game control unit 210 can grant the user a normal path at the start of the user's game (specifically, after the game starts and after the tutorial ends). The following privileges are granted to users holding a normal path.

[0407] • Privilege a): Provides sleep points based on the sleep score calculated by the sleep parameter calculation unit 208. For example, 1 sleep point is provided for every 1 point of sleep score.

[0408] • Privilege b): The ability to reference the sleep data of a user for a specified number of days (e.g., the past 60 days). That is, in privilege b), the user cannot reference all of their own sleep information recorded in the sleep information stored in the user information storage unit 218, but only the sleep information for a specified number of days. Furthermore, while the sleep information stored in the user information storage unit 218 contains all sleep information from the time the user started playing the game, for users on the normal path, it is not possible to reference all sleep information, but only the sleep information up to the specified number of days from the current date.

[0409] Furthermore, the game control unit 210 can set up an exchange point within the game where users can obtain specific items by consuming sleep points. Users with a normal path can obtain specific items at the "normal exchange point" by consuming sleep points. Regardless of the type of sleep path, anyone with a sleep path can use the "normal exchange point".

[0410] (Advanced path)

[0411] Game Control Unit 210 grants a premium path to a user based on the user's real-world currency (purchase funds) payments. Users holding a premium path are granted the following privileges. Furthermore, a premium path can be a subscription plan. Payments using fees can be made, for example, monthly or every six months.

[0412] • Privilege a): This privilege is the same as privilege a) of the normal path.

[0413] • Privilege b'): Enables unlimited access to the user's sleep data and sleep statistics.

[0414] • Privilege c): Increases the amount of friend points gained by characters who use items to increase intimacy by a specified amount.

[0415] • Privilege d): Grant a set number of sleep points (e.g., 100 points) each day.

[0416] • Privilege e): In the "Advanced Exchange," which can only be used by users with advanced paths, certain items can be obtained in exchange for sleep points. The "Advanced Exchange" is an exchange where items that cannot be obtained in the "Regular Exchange" can be acquired.

[0417] • Privilege f): Grants a predetermined amount of sleep points (e.g., 1,000 points) once a month, and also grants items that enhance the game effects generated by the Camping Set 770 (e.g., Camping Tickets. When a user chooses to consume a Camping Ticket, the game effects generated by the Camping Set 770 are enhanced for the specified period). Furthermore, the game control unit 210 can also display on the display unit 300, in a manner perceptible to the user, the times when the predetermined privilege can be obtained by using Camping Tickets (e.g., the times when a character newly appears on the field).

[0418] • Privilege g): Grant the specified item whenever the premium path is used continuously for a specified period (e.g., three months).

[0419] • Privilege h): Enables the use of sleep notes, which are functions that can record arbitrary notes in accordance with the execution of a sleep measurement. Furthermore, information related to the sleep notes is stored, for example, in the information terminal 10 instead of the server, and the stored sleep notes can be output to the output unit 100 only when a high-level path is available.

[0420] • Privilege i): A supplementary reward is given when a user forgets to take a sleep measurement. That is, if a user forgets to take a sleep measurement, the sleep information acquisition unit 204 cannot acquire sleep information, and therefore sleep exploration is usually impossible. Therefore, if no correction based on manual input is received as described in [(e-3) Changes based on manually entered sleep information], privilege i) can be granted. That is, in privilege i), for users who have forgotten to take a sleep measurement, although corrections based on manual input for the sleep information on the day the measurement was forgotten are not accepted, a supplementary reward corresponding to the day the measurement was forgotten is granted the next time sleep is taken. Alternatively, even if a correction based on manual input is received as described in [(e-3) Changes based on manually entered sleep information], the following privileges i-1) and i-2) can be granted to the user. That is, from the viewpoint of continuously recording the user's sleep information, it is preferable to accept corrections based on manual input. In this case, the game system 1 can grant privilege i-1) and privilege i-2) to the user, or it can grant privilege i-1) and privilege i-2) to the user while performing events, restoring the parameters of the user's assigned role, etc., by changing the sleep information instead of the sleep information.

[0421] Specifically, the supplementary reward stipulated in this regulation can be any of the following.

[0422] • Privilege i-1): If the user performs a sleep measurement on the day following the day the user forgot about it, the user is granted the specified items or other items corresponding to the specified sleep time.

[0423] • Privilege i-2): Grants the user a voucher that allows them to obtain specified items corresponding to a given sleep duration at any time if they forget to take sleep measurements. The user can then use this voucher at any time to obtain the specified items.

[0424] • Privilege i-3): Enables manual input-based corrections as described in (e-3) Changes based on manually entered sleep information to be performed when the user forgets to take sleep measurements, etc. That is, normally it is set to not be able to perform (e.g., it is set to not be able to be performed by users with normal paths), and only allows users with advanced paths to accept a specified number of manually entered sleep information.

[0425] Furthermore, privilege i-2 coupons can be uniformly granted to users when the validity period of the premium path is updated. Additionally, the game control unit 210 can, for example, refer to the user's past sleep time for that particular day of the week (e.g., when the user forgot what day of the week it was), and retrieve that sleep time from the user information storage unit 218 for that past day of the week, calculating the average sleep time for that past sleep time. Then, the game control unit 210 can also grant the user supplementary rewards such as items determined based on the calculated average sleep time.

[0426] [(e-5) Venue Incentive Processing]

[0427] The game control unit 210 can also assign a prescribed reward to the user based on the calculation of the first parameter of the game field where the user previously played the game (the game field where the user played the game during the previous unit game) when the user selects a new field.

[0428] As a premise, the increase multiplier can be pre-set for each venue, specifically for the effects of items used to increase the first parameter, i.e., growth items, food, and / or the helper character's skills (e.g., adding a predetermined value to the first parameter through skill activation). The increase multiplier can vary depending on the type of item, food, and / or skill, or it can be the same. Here, from the viewpoint of ease of calculation, an example is given where the increase multiplier is the same regardless of the type of item, food, or skill. Specifically, at the start of the game, an increase multiplier is set corresponding to one venue. The initial value of the increase multiplier can be "1.0". Therefore, when the user plays the game for the first time in that venue, the increase multiplier is "1.0", so the values ​​corresponding to the items provided by the helper character to the venue character, the food parameters of the food, and the predetermined values ​​in the skill effects are all initial values, initial food parameters, and initial predetermined values.

[0429] Then, when the user selects a new location during the transition from one unit of play to the next, the game control unit 210 increases the multiplier of the location where the user previously played (the old location). In this case, the game control unit 210 increases the multiplier corresponding to the old location (for example, when the user first selects the old location during the unit of play and then transitions to the next unit of play, the multiplier of the old location is increased by 15% and set to "1.15". This increase can be set appropriately). Thus, for example, if the user first selects a location during one unit of play and the specified value corresponding to a growth item is "100", the amount of the first parameter increased by the growth item during that unit of play is "100". If the user selects the same location again during another unit of play (becoming the second selection), the multiplier increases (for example, +15%), so the value corresponding to the growth item during that other unit of play becomes "115", and the amount of the first parameter increased by the growth item during that other unit of play also becomes "115".

[0430] The game control unit 210 stores the multiplier corresponding to each venue. At the time of transition from one unit of play to the next, it updates the stored multiplier by increasing the multiplier of the venue selected by the user during that unit of play by a predetermined amount. However, an upper limit can be set for the multiplier of each venue (e.g., setting the upper limit to 200%). Alternatively, if the user meets predetermined conditions, such as completing a predetermined number of predetermined tasks within the game, the upper limit of the multiplier can be increased by a predetermined amount (e.g., increasing the upper limit from 200% to 300%). Furthermore, when the game control unit 210 displays information related to the venues available to the user on the display unit 300 at the time the user selects a venue, from the viewpoint of providing a reference for the user's venue selection, it can also display the multiplier of each venue along with the venue information 510.

[0431] Therefore, in game system 1, the timing of transitioning from one unit of game time to the next (e.g., the timing of the week change) increases the multiplier of the venue selected by the user during a unit of game time. Thus, even if the user repeatedly selects the venue to play the game, the first parameter can be easily increased (that is, the rating of the venue character is easily improved, and it is easier to encounter the rarer sleeping face character).

[0432] [Game Program]

[0433] Figure 1~Figure 23The various components of the game system 1 shown in this embodiment can be implemented by having a processing unit (processor) such as a central processing unit (CPU) execute a program (i.e., a game program), that is, by software-based processing. Alternatively, it can be implemented by pre-writing the program into hardware such as an integrated circuit (IC) as an electronic component. Furthermore, both software and hardware can be used in combination.

[0434] That is, the game program involved in this embodiment is a game program executed by a computer, which has a processor and a memory, and manages the execution of the game using sleep information related to the user's sleep. Furthermore, the game program involved in this embodiment can be pre-embedded in, for example, an IC, ROM, etc. Additionally, the game program can also be recorded as an installable or executable file on a computer-readable recording medium such as a magnetic recording medium, optical recording medium, or semiconductor recording medium, and provided as a computer program. The recording medium storing the program can be a non-transitory recording medium such as a CD-ROM or DVD. Furthermore, the game program can also be pre-stored on a computer connected to a communication network such as the Internet, and can be provided via download through the communication network.

[0435] The game program involved in this embodiment causes the CPU and other components to work, so that the game program can be used as a reference. ​ The sleep measurement unit 11, output unit 100, input unit 102, input surface 104, input control unit 106, input acquisition unit 200, output control unit 202, sleep information acquisition unit 204, parameter control unit 206, sleep parameter calculation unit 208, game control unit 210, event decision unit 212, storage unit 216, user information storage unit 218, game information storage unit 220, character information storage unit 222, venue character information storage unit 224, and food information storage unit 226 described herein perform their functions.

[0436] [Effects of the Implementation Method]

[0437] The game system 1 described in this embodiment provides prescribed items to a field character during the user's activity period, gradually adding values ​​corresponding to these items to the field character's first parameter, thereby increasing the first parameter and allowing the field character to grow. Furthermore, the game system 1 stores the first parameter when the user is asleep as a sleep-start parameter. After the user wakes up, the game system 1 calculates a second parameter by multiplying the sleep parameter calculated based on the user's sleep information by the sleep-start parameter. Next, based on the calculated second parameter, the game system 1 determines the game events to occur within the game and generates game event information related to these events. The larger the second parameter, the easier it is for game events beneficial (or preferred) to occur for the user. In other words, the game system 1 uses multiplication in the calculation of the second parameter, so even if the user is not immersed in the game during the activity period (typically during the day), they can increase the second parameter by taking an appropriate amount of sleep time, thereby increasing the occurrence of game events preferred by the user. Therefore, in the game system 1, by allowing the user to take an appropriate amount of sleep time during a sleep game that utilizes the user's sleep information, the game's enjoyment can be enhanced.

[0438] Furthermore, even if the user doesn't perform any game actions during their activity period, Game System 1 can increase the first parameter by having the user's helper character automatically collect specified items (that is, it prevents the first parameter from being "0"). Therefore, in Game System 1, the second parameter can be calculated whenever the user sleeps, thus preventing the user from becoming overly immersed in the game during their activity. In other words, since everyone needs to sleep, Game System 1 easily accumulates the minimum first parameter even with limited playtime or frequency (or even no playtime) while awake. The game event occurs whenever the user sleeps, ensuring that as many users as possible don't fall behind during sleep. Therefore, in Game System 1, users can maintain their motivation to continue playing while sleeping, and users can take appropriate naps.

[0439] Regarding this point, if we change our perspective, the first parameter automatically and gradually accumulates even if the user does not perform any game actions. In conventional games, for example, even if there are login rewards, these rewards will not be provided to the user if they do not log in. On the other hand, in the game system 1 according to this embodiment, as described above, the first parameter gradually accumulates to the minimum amount required to execute the game, even without relying on the user's actions. Therefore, even if the user does not play the game in game system 1 for a period of time, the first parameter automatically accumulates, thus maintaining and increasing the user's willingness to start the game again, even if a user temporarily leaves the game.

[0440] Furthermore, in Game System 1, the first parameter continues across days within a unit of game time; therefore, the latter half of a unit of game time is more likely to increase the second parameter. Thus, Game System 1 can maintain and enhance the motivation of users who started the game within a given unit of game time to continue playing.

[0441] The embodiments of the present invention have been described above, but the embodiments described above do not limit the technical solutions involved in the claims. Furthermore, it should be noted that the complete combination of features described in the embodiments is not necessarily necessary to solve the problems of the invention. Moreover, the technical elements of the above embodiments can be applied individually or divided into multiple parts such as program components and hardware components.

[0442] Explanation of reference numerals in the attached figures

[0443] 1: Game system; 10: Terminal device; 11: Sleep measurement unit; 20: Server; 80: Communication network; 100: Output unit; 102: Input unit; 104: Input surface; 106: Input control unit; 200: Input acquisition unit; 202: Output control unit; 204: Sleep information acquisition unit; 206: Parameter control unit; 208: Sleep parameter calculation unit; 210: Game control unit; 212: Event decision unit; 216: Storage unit; 218: User information storage unit; 220: Game information storage unit; 222: Character information storage unit; 224: Venue character information storage unit; 226: Meal Food information storage unit; 300: Display unit; 400: Sleep button; 402: Measurement end button; 404: Time display; 406: Date display; 410: Alarm setting area; 412: Sleep guidance sound setting area; 420: Button; 500: Location; 510: Location information; 520: Selection button; 600, 602: Location character; 604: Preference information; 606: Request information; 630: First parameter display area; 632: Obtain parameters; 650: Growth items; 660: Food image; 662: Food; 670, 672: Cooking execution button; 700, 702 704: Character; 710: Encyclopedia Description; 712: Image Overview Display Area; 714: Save Image; 720: Get Image; 722: Today's Image; 730: Friend Points Display; 740, 742, 744: Discover Character; 750: Recovery Amount; 752: Gain Experience Points; 760: Helper Character; 764: Automatic Parameter Display Area; 766: Automatic Parameter Gain; 770: Camping Set; 772, 780, 782: Item Setting Button; 774: Meal Start Button; 790: Goal Setting Button; 800: Second Parameter; 802: Details; 900: Sleep Report; 902: Sleep Parameters; 904: Sleep Time; 906: Sleep Chart; 908: Audio Recording Data; 910: Sleep Content Display Area; 912: Sleep Type Display Area; 920: User Level Display Area; 922: Reward Display Area; 930: Exploration Reward Display Area; 932, 934, 936: Reward Display Area; 940: Role Evaluation; 942: Acquired Parameter Display Area; 950: Evaluation Display; 952: Summary Data; 954: Summary Chart; 956: Sleep Time Details; 960: Sleep Chart; 962: Average Sleep Time; 970: Various Menus.

Claims

1. A computer program product including a game program, the game program being a program for causing a computer to execute, the computer having a processor and a memory, and managing execution of a game using sleep information relating to sleep of a user, the game program causing the processor to execute the steps of: receiving an instruction of the user to start measuring sleep; outputting information indicating that sleep measurement is in progress after receiving the instruction; detecting a sleep-in time at which the user falls asleep; and not outputting the sleep-in time until a getting-up of the user is detected, and displaying the sleep-in time when the getting-up is detected.

2. The computer program product according to claim 1, wherein in the step of detecting the sleep-in time, the sleep-in time is detected after the user gets into bed.

3. The computer program product according to claim 1, wherein the game program causes the processor to further execute the step of outputting the sleep information of the user based on the sleep-in time and a time at which the getting-up is detected after the user gets up.

4. The computer program product according to claim 1, wherein the getting-up of the user is detected based on an instruction of the user.

5. The computer program product according to claim 3, wherein the game program causes the processor to further execute the step of deciding a reward given to the user based on the sleep information.

6. The computer program product according to claim 5, wherein the reward is a character in a game.

7. A game system having a unit that executes all the steps executed by the processor caused by the game program included in the computer program product according to any one of claims 1 to 6.

8. An information processing apparatus having a game control section and a storage section, wherein the game control section executes all the steps executed by the processor caused by the game program included in the computer program product according to any one of claims 1 to 6.

9. A server having a game control section and a storage section, wherein the game control section executes all the steps executed by the processor caused by the game program included in the computer program product according to any one of claims 1 to 6.

10. A game method executed by a computer having a processor and a memory, wherein the processor executes all the steps executed by the processor caused by the game program included in the computer program product according to any one of claims 1 to 6.

Citation Information

Patent Citations

  • Game system, game method, game program, and information processing device

    JP2022161264A