Evaluation device and computer program for the execution of functions

CN122803812APending Publication Date: 2026-09-22ALMA PRISM CO LTD +2
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Patent Information

Application Number
CN202580017482.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2024-02-26
Filing Date
2025-02-18
Publication Date
2026-09-22

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Abstract

An executive function evaluation device is provided that can evaluate executive functions associated with symptoms of neurodevelopmental disorders. The executive function evaluation device (1) is an executive function evaluation device associated with symptoms of neurodevelopmental disorders, comprising: a memory (12) that stores operation information representing operations performed by an evaluation subject (A), said operations being operations in a virtual space with set tasks displayed on a user terminal (3); and a calculation unit (11) that evaluates the executive functions of the evaluation subject. The calculation unit is configured to calculate an index of the executive functions of the evaluation subject by utilizing the relationship between the operation information of the evaluation subject in each of the multiple virtual spaces with different set tasks displayed on the user terminal.
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Description

Technical Field

[0001] This disclosure relates to an evaluation device and computer program for performing functions. Background Technology

[0002] According to the American Psychiatric Association's Diagnostic and Statistical Manual of Mental Disorders (DSM-5), neurodevelopmental disorders include Attention-Deficit Hyperactivity Disorder (ADHD), Autism Spectrum Disorder (ASD), and Learning Disability (LD). Existing technical documents Non-patent literature

[0003] Non-patent literature 1: Kibby, MY, Schmitter-Edgecombe, M., & Long, CJ, (1998). "Ecological Validity of Neuropsychological Tests: Focus on the California Verbal Learning Test and the Wisconsin Card Sorting Test.", Archives of Clinical Neuropsychology 13(6), August 1998, p.523-534 Non-Patent Document 2: Conners, CK (original author), Yasuo Tanaka (supervised translation), Ritsu Sakamoto (translator), *Conners 3 Japanese Manual*, Kaneko Shobo, June 1, 2011. Summary of the Invention

[0004] In particular, executive function impairment is one of the symptoms of neurodevelopmental disorders such as ADHD and ASD. Executive function refers to the complex ability to sequentially decide and execute behaviors in response to goals and problems. To identify and address neurodevelopmental disorders, particularly ADHD and ASD, that are accompanied by executive function impairment, the inventors of this invention have developed an executive function evaluation device and computer program capable of evaluating executive function in relation to the symptoms of neurodevelopmental disorders.

[0005] According to one embodiment, the executive function evaluation device is an executive function evaluation device associated with symptoms of neurodevelopmental disorders, comprising: a memory storing operation information representing operations performed by an evaluation subject, said operations being operations on virtual spaces with set tasks displayed on a user terminal; and a calculation unit that evaluates the executive function of the evaluation subject. The calculation unit is configured to calculate an index of the executive function of the evaluation subject by utilizing the relationship between the operation information of the evaluation subject in multiple virtual spaces with different set tasks displayed on the user terminal.

[0006] According to one embodiment, a computer program enables a computer to function as an evaluation device for executive functions associated with symptoms of neurodevelopmental disorders. The computer program causes the computer to: input operation information representing actions performed by the person being evaluated, said operations being performed in a virtual space with set tasks displayed on a user terminal; and evaluate the person's executive functions. The evaluation of executive functions includes: calculating an index of the person's executive functions by utilizing the relationships between the person's operation information in multiple virtual spaces with different set tasks displayed on the user terminal.

[0007] According to one embodiment, a computer program enables a computer to function as a user terminal, which is used to obtain operational information for evaluating executive functions associated with symptoms of neurodevelopmental disorders in an evaluation device. The computer program causes the computer to perform the following actions: switching between multiple virtual spaces, each with different tasks; in each virtual space, according to a first operation performed by the evaluation subject, moving a target object within a narrower field of view than the overall virtual space; according to a second operation performed by the evaluation subject, configuring one or more components affecting the movement of the moving object in each virtual space at a position corresponding to the target object within the field of view of each virtual space; and according to a third operation performed by the evaluation subject, initiating the movement of the moving object in each virtual space; and storing the operational information determining the first to third operations in a memory.

[0008] Further details will be described in the implementation methods described later. Attached Figure Description

[0009] Figure 1 This is a diagram showing the outline of the structure and processing of the evaluation system for the execution functions involved in the implementation method. Figure 2 This is a schematic diagram of the evaluation devices included in the evaluation system. Figure 3 It is a diagram used to illustrate a part. Figure 4It is a diagram used to illustrate the components. Figure 5A It is a diagram used to illustrate a character. Figure 5B It's an illustration used to explain the characters. Figure 6 It is a diagram used to illustrate the rotation of the component. Figure 7A This is a schematic diagram showing an example of a field of view. Figure 7B This is a schematic diagram showing an example of a field of view. Figure 8 This is a schematic diagram showing an example of the main game screen of a test game. Figure 9 It indicates Figure 8 A schematic diagram of the first example of the game screen in the execution phase after the preparation phase. Figure 10 This is a schematic diagram of the second example of a game screen showing the main mode's execution phase. Figure 11 This is a schematic diagram showing an example of a game screen used for measurement. Figure 12 It is a diagram used to illustrate the scoring target. Figure 13 It indicates Figure 11 A schematic diagram of the first example of the game screen in the execution phase after the preparation phase. Figure 14 This is the second example of a schematic diagram showing the game screen during the implementation phase of Free Mode. Figure 15 This is a flowchart illustrating an example of the processing flow in the main mode of the game processing flow in the evaluation device. Figure 16 This is a flowchart illustrating an example of the processing flow in free mode within the evaluation device. Figure 17 This is a flowchart illustrating an example of the evaluation process in an evaluation device. Figure 18 It is a diagram showing the relationship between indicators 1 to 6 and the elements of the execution function. Figure 19 This is a schematic diagram showing an example of a display screen shown on an output device. Figure 20 This is a graph showing indicators 1 to 6 obtained from the operation information of participants in the measurement game in the verification experiment conducted by the inventors of this invention. Figure 21This is a graph showing the scores for each item obtained from the participants' responses to the "Conners3 Parent Form" in the validation experiment. Figure 22 This is a graph showing the measured values ​​of each CANTAB test item for participants in the validation experiment. Figure 23 It is shown Figure 20 Indicators 1 through 6 are respectively related to... Figure 21 The "Execution Function" score obtained from the answers to the "Conners3 Parent Form" and Figure 22 A graph showing the correlation coefficients of the measured values ​​of various CANTAB test items. Detailed Implementation

[0010] <1. Description of the topic> Executive function is based on fundamental cognitive abilities such as planning ability, impulse control ability, working memory ability, and trial-and-error ability. Cognitive ability here refers to the ability to clearly understand things, i.e., the ability to comprehend, judge, and reason logically. These elements can be measured through brain function tests. Brain function tests measure whether specific brain functions can be utilized when faced with a specific task or scenario. Brain function tests include, for example, neuropsychological examinations. Non-patent document 1 discloses the Wisconsin Card Sorting Test (hereinafter referred to as WCST), which involves classifying cards under changing classification criteria. In the WCST, the classification criteria are changed without informing the participant. The WCST measures the ability to cope with changes in situation based on whether the participant notices the change in classification criteria. Other examples of brain function tests include the Tower of London (hereinafter referred to as TOL), which involves reassembling stacked spheres into a specified shape according to rules in the fewest steps.

[0011] In addition, there are methods for evaluating executive dysfunction and symptoms using a self-reported rating scale. This method involves having the patient or their guardian answer questions about the extent to which items related to these symptoms or illnesses are consistent with diagnostic criteria for mental illnesses, etc. Non-Patent Literature 2 discloses the EF score for measuring executive function (disorder) in the "Conners 3" ADHD assessment scale as a representative evaluation method specifically for executive dysfunction associated with ADHD symptoms.

[0012] Previously, brain function tests and self-recorded assessment scales were used to evaluate executive function in a way that aligns with real-life situations. Such evaluations are essential for psychosocial treatment of neurodevelopmental disorders such as ADHD. Psychosocial treatment encompasses not only individualized behavioral therapy for patients but also guidance for parents, teachers, and other guardians on environmental adjustments, behavioral therapy, childcare, and teaching methods.

[0013] However, since responses to self-recorded evaluation scales and brain function measurements are conducted in different environments, these results are not derived from the behavior of the evaluated individuals under the same conditions. Therefore, the inventors of this invention recognized the challenge that these results make it difficult to appropriately evaluate the executive functions of evaluated individuals in a realistic manner. Consequently, the inventors of this invention have developed an executive function evaluation device and computer program capable of evaluating the executive functions required for psychosocial therapy of neurodevelopmental disorders based on the behavior of evaluated individuals under the same conditions.

[0014] <2. Overview of the evaluation device and computer program for performance evaluation> (1) The executive function evaluation device involved in the implementation method is an executive function evaluation device associated with symptoms of neurodevelopmental disorders, and includes: A memory that stores operation information representing operations performed by an evaluator, said operations being performed on multiple virtual spaces with assigned tasks displayed on a user terminal; and The computation unit evaluates the execution function of the evaluated object. The task set in the multiple virtual spaces is to move a mobile object from a starting point to a destination in each of the multiple virtual spaces. The plurality of virtual spaces include: The first virtual space, in which only the ability to create a path that allows the moving object to reach the destination from the starting point is evaluated; and The second virtual space evaluates the ability to create more complex paths during the journey of the moving body from the starting point to the destination. The computing unit is configured to calculate the performance index of the evaluated entity by utilizing the operation information of the evaluated entity in the first virtual space and the second virtual space, respectively, in relation to the relationship between the first virtual space and the second virtual space.

[0015] The executive function evaluation device according to the embodiment calculates executive function indicators associated with the symptoms of neurodevelopmental disorders in the evaluated subject by utilizing the relationships between the evaluated subject's operational information in multiple virtual spaces displaying different tasks on a user terminal. Therefore, in the evaluation device according to the embodiment, executive function indicators can be obtained based on the evaluated subject's behavior under the same conditions. Thus, the executive function evaluation device according to the embodiment can evaluate the executive functions required for psychosocial treatment of neurodevelopmental disorders. In particular, by utilizing the relationships between the evaluated subject's operational information in the first and second virtual spaces when calculating the executive function indicators, both indicators representing basic cognitive abilities obtained through brain function measurements and indicators representing achievements in social activities obtained through symptom evaluation using a self-recording evaluation scale can be obtained from the evaluated subject's behavior under the same conditions.

[0016] (2) According to the evaluation device of (1), preferably, the operation performed by the person being evaluated includes: a first operation, moving a target object within a field of view narrower than the overall virtual space; a second operation, configuring one or more components that affect the movement of the moving body at a position corresponding to the target object within the field of view; and a third operation, instructing the movement of the moving body to begin from the starting point. The virtual space has: a preparation phase, in which the first and second operations are permitted but the third operation is not permitted; and an execution phase, in which the first and second operations are not permitted but the third operation is permitted. Thus, an indicator of the performance function can be obtained using the operation information of the first to third operations performed by the person being evaluated.

[0017] (3) According to the evaluation device of (2), preferably, the relationship between the operation information of the evaluated subject in the first virtual space and the second virtual space includes the relationship between the degree of deviation of the number of times the moving body or the target object passes through each position of the first operation from the benchmark value in the first virtual space and the second virtual space. The number of times the moving body or the target object passes through represents the complexity of the component configuration. Since the tasks are different in the first virtual space and the second virtual space, the required component configuration complexity is different. The degree of deviation from the benchmark value is, in other words, the statistical difference from the benchmark value. Therefore, by calculating the index using the relationship between the degree of deviation of the number of times the moving body or the target object passes through each position of each virtual space from the benchmark value in the first virtual space and the second virtual space, an index representing the ability of the evaluated subject to take actions suitable for the given task can be obtained in the evaluation device.

[0018] (4) According to the evaluation device of (3), preferably, the first virtual space consists of multiple stages with different task difficulties, each stage increasing in difficulty as the task is solved. Scoring targets are pre-configured in the second virtual space, allowing the third operation to be performed an unlimited number of times within a limited time. When the moving body moves according to the third operation to solve the task, the score corresponding to the scoring target passed by the moving body is added. Thus, the evaluation device can use the difficulty of the stages in the first virtual space where the task was solved and the score obtained in the second virtual space within the limited time when calculating the index.

[0019] (5) According to the evaluation device of (4), preferably, the calculation unit is configured to calculate the performance index of the evaluated person by utilizing the relationship between the operation information of the evaluated person in each virtual space and the highest difficulty of the task level solved in the first virtual space. The highest difficulty of the task level solved in the first virtual space represents the evaluated person's ability to cope with logically complex tasks (task-solving ability). The ability to solve the given task represents the results that can be achieved in difficult or fluid, complex situations in real life. Therefore, the highest difficulty of the task level solved in the first virtual space represents the evaluation person's achievements in social activities. Therefore, by using the relationship between the operation information of the evaluated person in each virtual space and the highest difficulty of the task level solved in the first virtual space to calculate the index, the evaluation device can obtain a composite performance index that includes the two elements of the evaluated person's achievements in social activities and basic cognitive ability.

[0020] (6) According to the evaluation device of (4), preferably, the calculation unit is further configured to calculate an index of planning ability, which is one of the elements of executive function, by utilizing the highest difficulty level of the task solved in the first virtual space. The highest difficulty level of the task solved in the first virtual space represents the ability of the evaluated subject to cope with logically complex tasks (task-solving ability). Therefore, in the evaluation device, by calculating the index using the highest difficulty level of the task solved in the first virtual space, an index of planning ability, which is one of the elements of executive function, can be obtained. The inventors of the present invention compared this index obtained in the evaluation device with the measurement value obtained from the participants by the planning ability test (OTS) of CANTAB (Cambridge Neuropsychological Test Automated Battery) and verified that there is a significant correlation.

[0021] (7) According to the evaluation device of (4), preferably, the calculation unit is further configured to calculate an index of impulse inhibition ability, which is one of the elements of executive function, using the time from the display of the second virtual space on the user terminal to the initial performance of the third operation. The time from the display of the second virtual space on the user terminal to the initial performance of the third operation represents the time spent on planning and executing the first and second operations according to the intention of the person being evaluated. Therefore, the above time represents the ability of the person being evaluated to suppress the impulse to perform the third operation. In the evaluation device, by calculating the index using the above time, an evaluation value of impulse inhibition ability, which is one of the elements of executive function, can be obtained. The inventors of the present invention compared the index obtained in the evaluation device with the measurement value obtained from the participants by the impulse inhibition test (SST) of CANTAB and verified that there is a significant correlation.

[0022] (8) According to the evaluation device of (4), preferably, the calculation unit is further configured to calculate an index of working memory capacity, which is one of the elements of executive function, using the maximum number of components configured when the third operation is performed in the second virtual space. Although more components configured in the second virtual space result in a higher score, the amount of information that needs to be temporarily memorized also increases. Therefore, the maximum number of components configured when the third operation is performed in the second virtual space represents the working memory capacity of the evaluated subject. In the evaluation device, by calculating the index using the maximum number of components configured when the third operation is performed in the second virtual space, an evaluation value of working memory capacity, which is one of the elements of executive function, can be obtained. The inventors of the present invention compared this index obtained in the evaluation device with the measurement value obtained from the participants by the CANTAB Working Memory Test (SWM) and verified that there is a significant correlation.

[0023] (9) According to the evaluation device of (4), preferably, the calculation unit is further configured to calculate an index of trial-and-error capability, which is one of the elements of the execution function, by using the maximum value among the results of the processing performed on the target object arranged in the second virtual space due to the passage of the mobile body whenever the mobile body moves in order to solve the task. In the second virtual space, since the third operation can be performed without limit, when the task is solved, the previously performed first and second operations are modified to obtain a better result for the prescribed processing. For example, if the target object is a target object that is given a prescribed score due to the passage of the mobile body, the evaluator will modify the previously performed first and second operations to obtain a higher score. Therefore, the above-mentioned maximum value represents the evaluator's ability to perform trial and error. In the evaluation device, by using the above-mentioned maximum value to calculate the index, an evaluation value of trial-and-error capability, which is one of the elements of the execution function, can be obtained. The inventors of the present invention compared this index obtained in the evaluation device with the regularity of the participants' answers (SWM-S) in the CANTAB working memory test and verified that there is a significant correlation.

[0024] (10) The computer program involved in the implementation enables the computer to function as an evaluation device for executive functions associated with symptoms of neurodevelopmental disorders. The computer program enables the computer to perform: inputting operation information representing operations performed by the person being evaluated, said operations being performed in a virtual space with set tasks displayed on a user terminal; and evaluating the executive functions of the person being evaluated. The plurality of virtual spaces include: a first virtual space, wherein only whether a path can be created for the moving body to reach the endpoint is evaluated; and a second virtual space, wherein a more complex path can be created during the moving body's journey from the starting point to the endpoint is evaluated. Evaluating the executive functions includes: calculating an index of the person being evaluated's executive functions by utilizing the relationship between the operation information of the person being evaluated in each of the plurality of virtual spaces with different set tasks displayed on the user terminal. By using this computer program, the computer can function as an evaluation device capable of evaluating the executive functions required for psychosocial treatment of neurodevelopmental disorders. In particular, by utilizing the relationship between the operational information of the evaluated subjects in the first virtual space and the second virtual space when calculating the indicators of the executive function of the evaluated subjects, it is possible to obtain both indicators representing basic cognitive abilities obtained through brain function measurements and indicators representing achievements in social activities obtained through symptom evaluation using a self-recording evaluation scale, based on the behavior of the evaluated subjects under the same conditions.

[0025] (11) The computer program involved in the implementation enables the computer to function as a user terminal, which is used to obtain operational information for evaluating executive functions associated with symptoms of neurodevelopmental disorders in the evaluation device. The computer program causes the computer to switch between multiple virtual spaces, each with different tasks. The multiple virtual spaces include: a first virtual space, in which only the ability to create a path for the moving body to reach the endpoint from the starting point is evaluated; and a second virtual space, in which a more complex path can be created during the movement of the moving body from the starting point to the endpoint is evaluated. The computer is made to perform the following: in each of the first and second virtual spaces, according to the first operation of the person being evaluated, moving the target object within a field of view narrower than the overall field of view of each virtual space; according to the second operation performed by the person being evaluated, configuring one or more components that affect the movement of the moving body in each virtual space at a position corresponding to the target object within the field of view of each virtual space; and according to the third operation performed by the person being evaluated, starting the movement of the moving body in each virtual space; and storing the operational information determining the first to third operations in a memory. By using this computer program, it is possible to obtain the operational information of the subject being evaluated in an evaluation device, which is required for assessing the executive functions necessary for psychosocial treatment of neurodevelopmental disorders. Thus, the evaluation device can assess the executive functions required for psychosocial treatment of neurodevelopmental disorders. In particular, by utilizing the relationship between the subject's operational information in the first and second virtual spaces when calculating the indicators of the subject's executive functions, it is possible to obtain both indicators representing basic cognitive abilities previously obtained through brain function measurements and indicators representing achievements in social activities obtained through symptom evaluation using a self-recorded evaluation scale, based on the subject's behavior under the same conditions.

[0026] A computer-readable recording medium containing a computer program of any one of (10) or (11) above is also included in the implementation.

[0027] <3. Examples of performance evaluation devices and computer programs> [Overview of the Evaluation System] Figure 1 This is a diagram illustrating the configuration and processing of the performance evaluation system 100 according to the embodiment. The evaluation system 100 includes an evaluation device 1 for performance functions associated with symptoms of neurodevelopmental disorders. Figure 2 This is a schematic diagram of the evaluation device 1. The evaluation device 1 consists of one or more computers working in concert.

[0028] Evaluation device 1 can communicate with user terminal 3, causing user terminal 3 to display a virtual space. The virtual space changes according to user operations received by user terminal 3. As an example, the virtual space is a video game for measuring performance (hereinafter referred to as the measurement game). As an example, displaying the virtual space involves displaying game screen 300 on the display 31 of user terminal 3.

[0029] The assessment game is a game operated by the patient (hereinafter referred to as player) A in a virtual space to complete tasks. The assessment game has multiple modes with different tasks. User terminal 3 has a controller 32 (operation unit) for the game, which accepts the operations performed by player A. Assessment device 1 receives the operation information of player A received by user terminal 3. Assessment device 1 has a memory 12 for storing the operation information. Assessment device 1 uses player A's operation information to evaluate player A's executive functions associated with symptoms of neurodevelopmental disorders. Specifically, assessment device 1 uses the relationship between player A's operation information in different modes to calculate an index of executive function. Assessment device 1 can communicate with output device 5, so that the calculated index is output to output device 5.

[0030] [System Composition] The evaluation device 1 has a processor 11 (arithmetic unit). The processor 11 is, for example, a CPU (Central Processing Unit). The memory 12 stores a game program 121 and an evaluation program 124.

[0031] The memory 12 also includes an operation information storage unit 122 for storing operation information. Operation information represents the player's behavior in the virtual space; in this example, it represents the operation of player A in the measurement game. Specifically, the operation information includes the mode of the measurement game (described later), the content of the operation performed by player A, and the timing of the operation.

[0032] The memory 12 also has a game information storage unit 123 for storing game-related information. The evaluation device 1 also has a first communication unit 13 for communicating with the user terminal 3 and a second communication unit 14 for communicating with the output device 5.

[0033] The processor 11 executes game processing 111 by executing game program 121. Through game processing 111, the processor 11 causes the user terminal 3 to display game screen 300, and changes the game screen 300 based on operation signals from the user terminal 3. In addition, through game processing 111, the processor 11 causes the operation information storage unit 122 of memory 12 to store the operation information of player A.

[0034] Processor 11 executes evaluation processing 112 by executing evaluation program 124. Through evaluation processing 112, processor 11 uses player A's operation information to calculate the performance index of player A.

[0035] [User Terminal] User terminal 3 has a display 31 for displaying the game screen 300 and a controller 32 for handling player A's operations. Controller 32 has: a button 32A for handling a first operation (described later), a button 32B for handling a second operation, and a button 32C for handling a third operation. Each button 32A, 32B, and 32C can consist of multiple buttons, or two or more buttons can be combined into one button. Buttons 32A, 32B, and 32C can be rod-shaped, cross-shaped, or pad-shaped. The display 31 and controller 32 can be integrated into user terminal 3, or at least one can be separate and connected via wired or wireless means. Figure 1 For ease of illustration, controller 32 is shown as large, but the size of controller 32 is arbitrary. Controller 32 could, for example, be the size that fits in the palms of player A.

[0036] [Testing Game] In a test game, players manipulate an object (hereinafter referred to as a character) that acts as their proxy within a limited area (hereinafter referred to as a level) in a virtual three-dimensional space. To solve one or more pre-defined tasks, players manipulate their character and attempt trial and error within the level. The test game requires specific movements of a moving object (hereinafter referred to as a ball) within the level to complete the tasks. For example, a task in the test game might involve getting the ball to a predetermined endpoint (hereinafter referred to as a destination) within the level. As another example, the specific movement of the ball required to complete the task in the test game might be an automatic movement from a predetermined starting point (hereinafter referred to as a launch pad) within the level to the destination. Players configure and adjust items (hereinafter referred to as parts) that can be added to the level to enable the ball to perform specific movements.

[0037] The test game has a preparation phase and an execution phase. The preparation phase refers to the state where the player can freely control the character and build solutions to the mission midway. Specifically, the preparation phase refers to the state where the player can move the character and configure and adjust parts within the level. The execution phase refers to the state where the player cannot control the character, but the ball can automatically move based on the objects (hereinafter referred to as obstacles) and configured parts present in the level (hereinafter referred to as execution).

[0038] During the execution phase, the component changes the ball's movement. Changing the ball's movement includes: changing the direction of the ball's movement; and preventing the ball from moving and causing it to disappear. Alternatively, as another example, the component may, like the one described later, determine that the target object is also a collision with the ball and perform pre-defined in-game actions based on the collision conditions. In-game actions, such as assigning points to the player, similar to the scoring target object described later.

[0039] Figure 3 and Figure 4 These are diagrams illustrating component 302, viewed from directly above and positioned in the virtual space. Component 302 has a rebound section 302A. When a moving ball 305 collides with the rebound section 302A, component 302 changes the direction R1 of the ball 305's movement by an angle α to the direction R2. When the ball collides outside the rebound section 302A of component 302, it disappears. Additionally, obstacles also hinder the ball's movement during the execution phase; when these obstacles collide with the ball, the ball 305 disappears. Furthermore, component 302 and obstacles may change position or direction without colliding with the ball, or they may change position or direction due to collisions with the ball. Furthermore, if component 302 is a component that performs pre-defined in-game processing based on collision conditions, the predetermined processing may change due to collisions with the ball. For example, if component 302 is a component that assigns a predetermined score based on collisions with the ball, the score may change based on the number of collisions with the ball.

[0040] Angle α is specified in the range of 0° to 180° for each component 302. Figure 3 The angle α is 90°. Angle α can also be... Figure 4 As shown, it is 180°. That is, component 302 can also change the direction R1 of the movement of the ball 305 that has collided to the opposite direction R2.

[0041] During the preparation phase, the player operates button 32A (first operation) on controller 32 to move the character within the level. Figure 5A and Figure 5B This is a diagram used to illustrate character 301. Character 301 has a face 301A, which is an example of the part representing the orientation of character 301. Button 32A may contain cursor keys. The player moves the character a specified distance within the level in the direction of the face 301A by specifying the orientation of the face 301A using the cursor keys and pressing button 32A. Figure 5A When button 32A is pressed in the indicated state, character 301 moves a predetermined distance in direction R3. When the cursor keys are used to adjust the orientation of character 301's face 301A from... Figure 5A The state shown has changed to Figure 5BWhen button 32A is pressed after the state shown, character 301 moves a predetermined distance in direction R4. This allows the player to move character 301 to the desired location of a new component or to the vicinity of a location where a component to be adjusted is already configured.

[0042] Next, the player operates button 32B on controller 32 (second operation) to place parts near the character or adjust existing parts. The player places a new part near the character by pressing button 32B once. While a part is placed near the character, pressing button 32B will rotate that part by a predetermined angle, changing its orientation. The player deletes a part by pressing button 32B while a part is placed near the character.

[0043] Whenever button 32B is pressed, Figure 3 Part 302 rotates 90° counterclockwise. When the player moves character 301 near part 302 and presses button 32B once, Figure 3 Component 302 rotates 90° counterclockwise, changing its direction to Figure 6 The direction. In Figure 3 The rebound part 302A is oriented towards the lower right. Figure 6 The rebound portion 302A faces upward and to the right. Furthermore, the action of the component 302 corresponding to the operation of button 32B is not limited to the examples described above. For example, the direction of rotation may be clockwise, and the rotation angle each time button 32B is pressed is not limited to 90°, but can be any angle. Additionally, for example, component 302 may be continuously rotated while button 32B is pressed.

[0044] During the preparation phase, the game screen 300 on user terminal 3 displays the field of view seen through a simulated camera based on the character's position. The field of view is, for example, a predetermined range within the overall level based on the character, meaning a range narrower than the overall level.

[0045] Figure 7A and Figure 7B This is a schematic diagram illustrating an example of a field of view. As an example, the field of view here is the view seen by a simulated camera facing towards the face 301A from a predetermined position starting from character 301 in the overall level. Figure 7A The field of view V1 represents the field of view when the face 301A of character 301 is oriented in the direction R3. Field of view V1 does not include the area to the right and in front of the face 301A of character 301. In other words, the state of the level that the player can grasp during the preparation phase is never the whole picture, but is limited by the field of view seen through the simulated camera based on the character's position.

[0046] By having the player change direction R3 to direction R4. Figure 7AThe field of view V1 changes to Figure 7B The field of view V2 includes areas not covered by field of view V1. To grasp the vast area of ​​the level, players need to move character 301 or change the orientation of their face 301A.

[0047] Furthermore, during the preparation phase, the entire level can be displayed through specific player actions. This allows the player to view the entire level from above during the preparation phase. Preferably, during the display of the overall level, movement of the character 301, placement of parts, changes in orientation, etc., are not permitted. The player's actions used to display the overall level can also be stored as action information for metric calculation.

[0048] During the preparation phase, the player configures or adjusts configured parts 302 to allow the ball 305 to automatically move to the destination 304 during the execution phase. During the execution phase, the ball 305 starts moving in the designated direction from the launch pad 303 located in the level. Therefore, during the preparation phase, the player configures parts 302 at appropriate positions along the path to change the direction of the ball 305 to reach the destination 304 or avoid obstacles 309. At this time, the player can change the direction of the parts 302 as needed to ensure that the moving ball 305 collides with the bounce part 302A. Additionally, the player can remove unnecessary parts 302 as needed.

[0049] In order to place component 302 at the desired location within the level during the preparation phase, the player moves character 301 to the vicinity of the desired placement location. Therefore, the player needs to memorize the level's state outside their field of vision, the components 302 placed outside their field of vision, or move character 301 to adjust their field of vision for confirmation. During the preparation phase, the player visualizes the completed movement of ball 305 during the execution phase and gradually solves the complex task by placing components 302.

[0050] Players can switch from the preparation phase to the execution phase at any time by operating button 32C (third operation) on controller 32 during the preparation phase. When switching to the execution phase, the ball is launched from the launch pad and begins to move. During the execution phase, players cannot control the character or adjust parts. Therefore, in games for testing purposes, it becomes important for players to accurately visualize the ball's movement during the execution phase and to properly position the appropriate parts to solve the task.

[0051] The test game has a main mode (first virtual space) and a free mode (second virtual space) with different missions. The main mode has multiple levels with varying difficulty. In the main mode, when the mission of a level is completed, the player moves on to the next, more difficult level. Additionally, the main mode has a first time limit of approximately 30 to 35 minutes. When the first time limit has elapsed since the start of the main mode, the test game switches from main mode to free mode.

[0052] In the main mode, the achievement is reaching a certain difficulty level within the first time limit. As the levels become increasingly complex, players are required to avoid unnecessary difficulties and instead take the shortest and most efficient actions to complete the tasks. That is, in the main mode, players start with the easiest levels and progress by guiding the ball from the starting point to the finish line, gradually tackling more challenging levels. The goal is to complete each level in the shortest possible time, but the difficulty and efficiency of the paths created within each level are not considered in the evaluation.

[0053] Free Mode presents the task of achieving the highest possible score. Free Mode features a second time limit of approximately 10 to 15 minutes. In Free Mode, players repeatedly attempt to improve their skills within the same level during this time limit. The score is determined by the number of collisions between parts, objects within the level, and the ball in a single attempt, and the type of those collisions. In Free Mode, making the ball's automatic movements longer and more complex results in a higher score. Therefore, Free Mode requires players to understand the level's state and its layout while simultaneously expanding or complicating the ball's tentative movement patterns through trial and error.

[0054] Both the main mode and free mode require the same player behavior in setting paths to guide a ball moving from a starting point in a virtual space to the finish line. However, in the main mode, the evaluation focuses on successfully setting paths from the easiest level out of several levels of varying difficulty, reaching the more difficult levels within the time limit, while the complexity and efficiency of the paths set by the player in each level are irrelevant to the evaluation. In other words, in the main mode, the criterion for determining whether the task is solved is whether the ball can reach the finish line from the starting point in each level. Depending on the difficulty of the level, there may be situations where intermediate points are needed to reach the finish line (see "Variation 2" below), but reaching the finish line is important in the evaluation. On the other hand, in free mode, the evaluation focuses on setting as many intermediate points as possible from the starting point to the finish line within the time limit. Therefore, the result is that players are required to set longer and more complex paths. Intermediate points are locations where the ball collides with parts or objects, but if the ball passes through the same intermediate point multiple times, the number of times it passes through is counted as the number of intermediate points. Furthermore, the main mode does not necessarily have to contain multiple levels; it can also simply use the ability of the evaluator to create a path in a single level that allows the ball to travel from the starting point to the finish line as the evaluation criterion.

[0055] Figure 8 This is a schematic diagram showing an example of the main mode game screen. The main mode game screen has a virtual space SP1. Figure 8 This is an overall view of the virtual space SP1 from directly above. In the main mode, a launch platform 303, a destination 304, and obstacles 309 are pre-configured. In the various levels of the main mode, different difficulties are set based on the positional relationship between the launch platform 303 and the destination 304, and the number and position of the obstacles 309 between them. During the preparation phase of the main mode, the player moves the character 301 within the virtual space SP1 while simultaneously placing components 302 near the character 301, rotating existing components 302, or removing them to create a path for the ball 305 to automatically move around the pre-configured obstacles 309 during the execution phase. Figure 8 This illustrates the state in virtual space SP1 where, through player actions during the preparation phase, three components 302-1 that change the direction of movement of ball 305 by 90° and one component 302-2 that changes the direction of movement of ball 305 by 180° are configured.

[0056] Figure 9 It indicates Figure 8This is a schematic diagram of the first example of the game screen during the execution phase, following the preparation phase. When the execution phase begins, ball 305 is launched from launch pad 303. After being launched, ball 305 moves in virtual space SP1 according to the orientation of the launch port of launch pad 303 (in...). Figure 9 In the example, the paper moves automatically (horizontally to the left). Figure 9 In the example, ball 305, launched from launch pad 303, moves along path P11 and reaches destination 304. Along path P11, ball 305 collides with three components 302-1, causing its direction of movement to change by 90° each time. Since ball 305 reaches destination 304, the mission for this level is accomplished, and the game transitions to the next, more difficult level.

[0057] Figure 10 This is a schematic diagram of the second example showing a game screen during the execution phase. Figure 10 In the example, with Figure 8 In comparison, the position of part 302-1 configured by the player during the preparation phase is different. Therefore, in Figure 10 In the example, ball 305 launched from launch pad 303 moves along path P12, which is different from path P11. On path P12, ball 305 collides with the initial component 302-1, causing its direction of movement to change by 90°, and then collides with obstacle 309. Ball 305 disappears upon colliding with obstacle 309, and the mission for this level is not completed. In this case, the same level is repeated in the main mode.

[0058] Figure 11 This is a schematic diagram showing an example of the game screen in Free Mode. The game screen in Free Mode features a virtual space SP2. Figure 11 This is a view of the virtual space SP2 from directly above. In Free Mode, no obstacles 309 are configured; instead, a launch platform 303, a destination 304, and a scoring target 306 are pre-set. The scoring target 306 is an example of a target that is processed through a judgment mechanism. A judgment target refers to a target that undergoes pre-defined in-game processing when the ball 305 passes, based on the ball's condition at the time of passage, the number of passes, and other passing conditions. This processing is applied during the effective period.

[0059] Figure 12 This diagram illustrates the scoring target 306, viewed from directly above and positioned in the virtual space SP2. The scoring target 306 does not change the direction of movement of the ball 305, allowing the ball 305 to pass through it. As an example of processing based on the number of times the ball 305 passes through the scoring target 306, the following processing is specified: when the ball 305 passes through and reaches the destination 304, points are awarded to the player based on the number of times it has passed through within that instance. The points are pre-defined for each scoring target 306. Figure 12 The scoring target 306 awards 3 points to the player when the ball 305 passes through and reaches the destination 304, so the score "3" is displayed inside the scoring target 306.

[0060] Figure 13 It indicates Figure 11 The first example is a schematic diagram of the game screen in the execution phase following the preparation phase. Figure 13 In the example, ball 305 launched from launch pad 303 moves along path P21 and reaches destination 304. Path P21 contains two scoring targets 306, each worth 1 point (see reference). Figure 11 Since ball 305 reaches destination 304 via path P21, player A is awarded 2 points.

[0061] Figure 14 This is a schematic diagram of the second example showing a game screen during the execution phase. Figure 14 In the example, with Figure 11 In comparison, five additional components 302-1 are added to change the direction of movement of ball 305 by 90°. Therefore, in Figure 14 In the example, ball 305 launched from launch pad 303 moves along path P22, which is different from path P21, and reaches destination 304. Path P22 contains scoring targets 306 assigned 1 point, 3 points, 1 point, and 3 points (see reference). Figure 11 Since ball 305 reaches destination 304 via path P22, player A is awarded 8 points.

[0062] The objective of Free Mode is to achieve the highest possible score. For example, by executing both paths P21 and P22 within the second time limit, Player A can score 10 points. In Free Mode, Player A could also achieve a higher score than path P21, which is the shortest path to destination 304, by configuring component 302 to create path P22, which is more circuitous and passes more scoring targets 306. This means creating a path that yields a higher score in a single execution during the execution phase. Alternatively, Player A could also strive for a higher overall score within the second time limit by creating a simpler path like path P21 and repeating the execution phase more often.

[0063] [Game Handling] Figure 15 This is an example of the process of game processing 111 in the evaluation device 1, and a flowchart showing an example of the processing flow in the main mode. Figure 16 This is an example of the process of game processing 111 in evaluation device 1, and a flowchart showing an example of the processing process in free mode.

[0064] The game information storage unit 123 stores various information accompanying player actions in main mode and free mode. The stored information includes, for example, character position information, the type of component the player has set, and information about the setting position or the orientation of the bounce component. As an example, the game information storage unit 123 stores positions within a level using coordinates. For example, in... Figure 8 The virtual space SP1 shown Figure 11 In the virtual space SP2 shown, each square represents a coordinate. The processor 11 uses coordinates to manage the position of objects within the level.

[0065] The processor 11 of the evaluation device 1 starts the main mode from the initial (lowest difficulty) level (step S101). In step S101, the main mode of the game is tested on the user terminal 3. When the user terminal 3 receives an operation signal from the controller 32, it transmits operation information to the evaluation device 1. When the processor 11 receives the operation information from the user terminal 3 ("Yes" in step S103), it records the operation information in the operation information storage unit 122 (step S105). The operation information stored here includes the operation content performed by player A associated with the main mode and level, as well as the timing of the operation.

[0066] When the operation information indicates the first operation ("Yes" in step S107), the processor 11 moves the character 301 according to the first operation (step S109). The current position of the character 301 is stored in the game information storage unit 123. In step S109, the processor 11 updates the current position of the character 301 stored in the game information storage unit 123 to the moved position. In step S109, the processor 11 further changes the field of view of the game screen 300 of the user terminal 3 according to the moved current position of the character 301.

[0067] In the case of the second operation indicating the addition or deletion of component 302 ("No" in step S107, "Yes" in step S111), the processor 11 adds or deletes the component 302 already configured near the character 301 (step S113). The position of each configured component 302 is stored in the game information storage unit 123. If a component 302 is added in step S113, the processor 11 stores the position of the added component 302 in the game information storage unit 123. If a component 302 is deleted in step S113, the processor 11 deletes the corresponding component 302 stored in the game information storage unit 123.

[0068] In the case of a second operation indicating that the component 302 is rotated (No in step S107, No in step S111, and Yes in step S115), the processor 11 rotates the component 302 near the character 301 to change its direction (step S117). The current direction of each configured component 302 is stored in the game information storage unit 123. As an example, the direction of the component 302 may be stored at the position of the bounce part 302A. In step S117, the processor 11 updates the direction of the component 302 stored in the game information storage unit 123 to the changed direction.

[0069] Processor 11 repeats steps S103 to S117 until the operation information indicates the third operation (No in step S107, No in step S111, No in step S115, No in step S119).

[0070] When the operation information indicates the third operation (No in step S107, No in step S111, No in step S115, and Yes in step S119), the processor 11 launches the ball 305 from the launch pad 303 (step S121). In step S121, the processor 11 moves the ball 305 in the launch direction of the launch pad 303 located within the level. The current position of the ball 305 is stored in the game information storage unit 123.

[0071] After step S121, the processor 11 moves the ball 305 (step S123). In step S123, the processor 11 determines the direction of movement of the ball 305 by comparing the position of the ball 305 with the positions of the component 302, the bounce portion 302A of the component 302, and the obstacle 309 stored in the game information storage unit 123. Specifically, if the ball 305 is at the position of the bounce portion 302A of the component 302, the processor 11 changes the direction of movement of the ball 305 by a pre-stored angle associated with the component 302. In step S123, the processor 11 updates the position of the ball 305 stored in the game information storage unit 123 to the moved position according to the movement of the ball 305.

[0072] Furthermore, if the ball 305 is located outside the rebound part 302A of the component 302 or at the location of the obstacle 309, the processor 11 makes the ball 305 disappear in step S123.

[0073] Processor 11 determines whether ball 305 has reached destination 304 (step S125). In step S125, processor 11 compares the current position of ball 305 stored in game information storage unit 123 with the position of destination 304 stored in association with the level.

[0074] If the processor 11 determines that the ball 305 has reached the destination 304 ("Yes" in step S125), it switches the current level to the next level with higher difficulty (step S127) and repeats the processing from step S101. Thus, the game of the next level with higher difficulty begins on the user terminal 3.

[0075] If the processor 11 determines that the ball 305 has not reached the destination 304 ("No" in step S125), it skips step S127 and repeats the processing from step S101. If the ball 305 disappears in step S123, the processor 11 also determines that the ball 305 has not reached the destination 304. At this time, the processor 11 initializes the position of the ball 305 stored in the game information storage unit 123 and maintains the position of the component 302. Thus, in the user terminal 3, the component 302 is reproduced, and the game of the same level begins. Furthermore, if the position, orientation, or collision handling of the component 302 and obstacle 309 changes due to collision with the ball 305, the processor 11 initializes their position, orientation, and collision handling stored in the game information storage unit 123. Thus, in the user terminal 3, the game returns to the state before execution, and the game of the same level begins.

[0076] Processor 11 started Figure 15 When processing, with Figure 15 The processor 11 processes the elapsed time in parallel from the start. The processor 11 continues this processing until the first time limit is reached. When the elapsed time reaches the first time limit, the processor 11 terminates. Figure 15 The processing begins in free mode. Figure 16 (Step S201). In step S201, the user terminal 3 determines whether the game mode is switched from main mode to free mode.

[0077] Steps S203 to S225 and Figure 15 Steps S103 to S125 are the same. If it is determined in step S225 that ball 305 has reached destination 304 (Yes in step S225), processor 11 determines whether ball 305 has passed scoring target 306 (step S227). The position and assigned score of each scoring target 306 are pre-stored in the game information storage unit 123. In step S227, processor 11 compares the position of ball 305 stored in the game information storage unit 123 with the position of the scoring target 306.

[0078] When the processor 11 determines that the ball 305 has passed the scoring target 306 ("Yes" in step S227), it assigns the score stored in the game information storage unit 123 corresponding to the passed scoring target 306 to player A (step S229). In step S229, whenever it is determined that the ball 305 has reached the destination 304, the processor 11 causes the game information storage unit 123 to store the score.

[0079] If the processor 11 does not determine that the ball 305 has passed the scoring target 306 (no in step S227), it skips step S229. Therefore, no score is awarded to player A.

[0080] Processor 11 repeats the processing from step S201. In this case, processor 11 initializes the positions of component 302 and ball 305 stored in game information storage unit 123. Thus, free mode begins in the user terminal 3 with the initial state. Whenever it is determined that ball 305 has reached destination 304, processor 11 maintains the score stored in game information storage unit 123. Therefore, the score obtained each time ball 305 reaches destination 304 is stored in game information storage unit 123.

[0081] If the processor 11 determines that the ball 305 has not reached the destination 304 ("No" in step S225), it repeats the processing from step S203. In this case, the processor 11 initializes the position of the ball 305 stored in the game information storage unit 123 and maintains the position of the component 302. Thus, in the user terminal 3, the free mode restarts while maintaining the configuration of the component 302.

[0082] Processor 11 started Figure 16 When processing, with Figure 16 The processor 11 processes the elapsed time in parallel from the start. The processor 11 continues this process until the second time limit is reached. When the elapsed time reaches the second time limit, the processor 11 terminates. Figure 16 The processing. Therefore, in user terminal 3, the game ends.

[0083] [Evaluation Processing] Figure 17 This is a flowchart illustrating an example of the process of evaluation processing 112 in evaluation device 1. In evaluation processing 112, processor 11 reads the operation information of player A stored in operation information storage unit 122 (step S301), and determines the coarse classification 1 to 5 based on the operation information (steps S303 to S311).

[0084] The coarse score of 1 represents the highest difficulty level reached by player A in the main mode. In the main mode, there are tasks involving avoiding pre-placed obstacles 309 to guide ball 305 to destination 304, and tasks involving reaching the most difficult level within the first time limit. Therefore, the coarse score of 1 represents player A's ability to handle logically complex tasks (task-solving ability). The ability to solve given tasks represents the outcome of social activities—what results can be achieved when given specific tasks in fluid and complex situations. Therefore, the coarse score of 1 represents player A's ability to achieve results in social activities.

[0085] In the operation information storage unit 122, the operation content and timing of player A are stored in association with the main mode. In step S303, the processor 11 determines coarse segmentation 1 based on the operation information of player A stored in the operation information storage unit 122 in association with the main mode.

[0086] As an example, processor 11 reads the latest timed operation information from player A's operation information stored in operation information storage unit 122, which is associated with the main mode. In the main mode, the latest timed operation is the operation of a level that ends before completion due to reaching the first time limit. Therefore, processor 11 determines the difficulty of the level preceding the level where the latest timed operation occurred as the highest difficulty level player A can reach in the main mode. As an example, processor 11 pre-stores a value assigned as a coarse score of 1 for each level. In step S303, processor 11 sets the value representing the determined highest difficulty as a coarse score of 1.

[0087] Coarse Score 2 represents the relationship between Player A's actions in Main Mode and Free Mode. As an example, Coarse Score 2 is the relationship between the deviation of the number of times ball 305 passes at each coordinate in the Preparation Phase of Main Mode from a baseline value and the deviation of the number of times ball 305 passes at each coordinate in Free Mode from a baseline value. Regarding Main Mode, as an example, the deviation of the number of times ball 305 passes at each coordinate from a baseline value is determined for each level, and its average is used. Alternatively, Coarse Score 2 can also be set as the relationship between the deviation of the number of times ball 305 passes at each coordinate in the Execution Phase (but not the Preparation Phase) of Main Mode from a baseline value and the deviation of the number of times ball 305 passes at each coordinate in Free Mode from a baseline value. Or, Coarse Score 2 can also be set as the relationship between the deviation of the number of times ball 305 passes at each coordinate in both the Preparation Phase and Execution Phase of Main Mode from a baseline value and the deviation of the number of times ball 305 passes at each coordinate in Free Mode from a baseline value.

[0088] The degree of deviation from the benchmark value can be any statistical difference from the benchmark value and can take any form. As an example, the degree of deviation from the benchmark value is a deviation value. For example, the degree of deviation from the benchmark value could be the deviation value among the number of times ball 305 passes at each coordinate for multiple players, including other players. The number of passes for multiple players can be pre-stored in the evaluation device 1 or input into the evaluation device 1 from other devices. Other players include patients with neurodevelopmental disorders (e.g., ADHD) and general players who are not patients. Alternatively, the degree of deviation from the benchmark value can also be the difference from a predefined value. As an example, the relationship between the main mode and the free mode is the difference between the aforementioned degree of deviation in the main mode and the aforementioned degree of deviation in the free mode. Alternatively, the relationship between the main mode and the free mode can also be the ratio of the aforementioned degree of deviation in the main mode to the aforementioned degree of deviation in the free mode.

[0089] The number of times ball 305 passes through each position represents the complexity of the configuration of component 302. In the main mode, since players are required to avoid doing anything excessively difficult and to take the shortest and most efficient actions to complete the task, the goal is to minimize the number of times ball 305 passes through each coordinate. On the other hand, in free mode, players tend to configure component 302 more complexly through trial and error, making the automatic movement of the ball longer and more complex, thus resulting in a higher score. In other words, in free mode, the more times ball 305 passes through each coordinate, the higher the score.

[0090] In main mode and free mode, the desired actions for player A in accordance with the task differ. The rough division 2, representing their relationship, indicates player A's ability to take actions appropriate to the given task. This ability to take actions appropriate to the given task is one of the essential elements of the execution function.

[0091] In step S305, the processor 11, based on the operation information of player A stored in the operation information storage unit 122, counts the number of times the ball 305 passes through each coordinate of the level for each of the main mode and free mode. For free mode, the processor 11 calculates the deviation value of the counted number of passes for each coordinate among the number of passes for each coordinate of multiple players, including other players. For main mode, the processor 11 calculates the deviation value of the number of passes for each coordinate of the ball 305 in each level among the number of passes for each coordinate of the ball 305 of multiple players, and calculates their average value. The processor 11 sets the difference between the average deviation value of main mode and the deviation value of free mode as a coarse division of 2.

[0092] Furthermore, regarding the method for calculating coarse division 2, the number of times ball 305 passed was used in the specific example above, but the number of times character 301 passed can also be used instead.

[0093] The coarse division 3 represents the elapsed time from the start of Free Mode until the first firing instruction (the third operation). In Free Mode, since it can be performed an unlimited number of times within the second time limit, the elapsed time until the first third operation in Free Mode represents the time spent on path planning and creation according to Player A's intentions. Therefore, the coarse division 3 represents Player A's ability to suppress the urge to perform the third operation. The ability to suppress urges is one of the elements of the execution function.

[0094] In step S307, the processor 11 sets the timing difference between the operation information of player A indicating the start of the free mode stored in the operation information storage unit 122 and the operation information of the first third operation in the free mode as coarse division 3.

[0095] The coarse score of 4 represents the maximum number of components 302 configured when the third operation (launch instruction) is performed in Free Mode. In Free Mode, while more configured components 302 result in a more complex path and a higher score, the amount of information the player needs to temporarily memorize also increases. Therefore, the coarse score of 4 represents player A's ability to temporarily memorize and process the positions of the configured components 302, i.e., working memory capacity. Working memory capacity is one of the essential elements for performing functions.

[0096] In step S309, the processor 11 uses the operation information stored in the operation information storage unit 122 to count the number of components 302 configured in each third operation, including operation information indicating the configuration of component 302, operation information indicating the deletion of component 302, operation information indicating the configuration of component 302, and operation information indicating the configuration of component 302, and operation information indicating the deletion of component 302, stored in the operation information storage unit 122. The maximum value is set to coarse 4.

[0097] The coarse score of 5 represents the maximum value among the in-game processing results for each of the passing targets placed in the level in Free Mode when ball 305 reaches destination 304. When the passing target is the scoring target 306, the coarse score of 5 is the maximum score obtained in Free Mode when ball 305 reaches destination 304. In Free Mode, when ball 305 reaches destination 304, player A attempts to adjust the placement of component 302 to correct the previous path in order to gain further points. Therefore, the coarse score of 5 represents player A's ability to flexibly experiment and make mistakes. The ability to experiment and make mistakes is one of the elements of the function execution.

[0098] In step S311, the processor 11 uses the operation information representing the third operation of player A stored in the operation information storage unit 122 and the score stored in the game information storage unit 123 each time the ball 305 reaches the destination 304, and sets the maximum value of the score when the ball 305 reaches the destination 304 as a coarse score of 5.

[0099] Processor 11 calculates Indicators 1 to 6 using coarse scores 1 to 5 (step S313). In step S313, processor 11 converts player A's coarse scores 1 to 5 into evaluation values ​​based on a benchmark value. As an example, the benchmark value is a statistical value obtained from the coarse scores of multiple players, such as the average. The evaluation value is a value that represents the position of player A's coarse score relative to the evaluation value, such as the value that represents the position of player A's coarse score among the coarse scores of multiple players. A specific example is the standard score (hereinafter referred to as the z-value). The z-value is player A's coarse score when the average of the coarse scores of multiple players is set to 0 and the standard deviation is set to 1. The z-values ​​of coarse scores 1 to 5 are set as z1, z2, z3, z4, and z5, respectively.

[0100] In step S313, the processor 11 calculates the z-values ​​z1 to z5 of player A's coarse scores 1 to 5, and sets each as index 1 to index 5. Index 1, which is the z-value z1 of coarse score 1, becomes the evaluation value of player A's planning ability, which is one of the elements of executive function. Index 2, which is the z-value z2 of coarse score 2, becomes the evaluation value of the ability to perform behavior suitable for the given task. Index 3, which is the z-value z3 of coarse score 3, becomes the evaluation value of player A's impulse inhibition ability, which is one of the elements of executive function. Index 4, which is the z-value z4 of coarse score 4, becomes the evaluation value of player A's working memory ability, which is one of the elements of executive function. Index 5, which is the z-value z5 of coarse score 5, becomes the evaluation value of player A's trial-and-error ability, which is one of the elements of executive function.

[0101] In step S313, the processor 11 further uses the indicators 1 and 2 of player A obtained through the above calculations to obtain indicator 6. As an example, in step S313, the processor 11 sums the z-values ​​of indicator 1 and indicator 2 of player A to set a coarse score 6, and obtains indicator 6 by calculating the z-value of coarse score 6. Indicator 6 includes two elements: the achievements of player A in social activities and the elements of performance functions.

[0102] Figure 18This diagram illustrates the relationship between Indicators 1 through 6 and the elements of executive function. Indicators 1 through 5 are indicators for evaluating Player A's basic cognitive abilities. By using two or more indicators from Indicators 1 through 5, Player A's basic cognitive abilities are comprehensively evaluated. Therefore, Indicators 1 through 5 represent Player A's complex cognitive function characteristics. These complex cognitive function characteristics are useful for psychosocial treatment of neurodevelopmental disorders. Indicator 6, because it includes Player A's achievements in social activities and basic cognitive abilities, is an indicator of Player A's executive function in a real-life context.

[0103] The processor 11 outputs the calculated metrics to the output device 5 (step S315). As an example, in step S315, the processor 11 generates image data for the display screen 500 and transmits it to the output device 5. Thus, the output device 5 displays the metrics of player A. Figure 19 This is a schematic diagram showing an example of a display screen 500 displayed on the output device 5. The display screen 500 is a radar chart displaying indicators 1 to 5. By displaying the display screen 500 on the output device 5, it is easy to know the evaluation of player A's performance.

[0104] In the evaluation system 100 according to the implementation method, indicators 1 to 6 are calculated using the operation information of player A in the test game. Indicators 1 to 6 can be obtained from the operation information of player A in the same test game. Therefore, by using the evaluation device 1, both indicators representing basic cognitive abilities obtained by brain function tests and indicators representing achievements in social activities obtained by symptom evaluation using a self-recording evaluation scale can be obtained from player A's behavior under the same conditions. Moreover, by using the evaluation device 1, indicators of complex executive functions that include achievements in social activities and basic cognitive abilities can also be obtained from player A's behavior under the same conditions.

[0105] [verify] The inventors of this invention conducted verification to confirm the evaluation of executive functions associated with symptoms of neurodevelopmental disorders in the executive function evaluation system 100 involved in the embodiments, reflecting the evaluation of symptoms on a self-recording evaluation scale and the results of brain function measurements.

[0106] Thirty-three participants aged 8 to 21 years participated in the validation. The participants were 9 females and 24 males, with a mean age of 13.45 years. Of the 33 participants, 22 (67%) had previously been diagnosed with ADHD by a clinician, and 12 (36%) had been diagnosed with ASD. Participants completed a testing game using user terminal 3. Using evaluation device 1, assessments were obtained for each participant based on their individual operational information. Figure 20Indicators 1 through 6 are shown. Figure 20 This is a graph showing indicators 1 to 6 obtained from the participants' operational information in the measurement game through verification experiments conducted by the inventors of this invention. Figure 20 Each indicator is the average of the individual indicators of the participants.

[0107] In addition, the participants' parents or guardians assessed the symptoms by answering questions on a self-recording scale for neurodevelopmental disorders. As an example in the validation, the Conners3 Parent Form, an assessment scale for executive function impairments associated with ADHD symptoms, was used. Figure 21 This is a graph showing the scores for each item obtained from the participants' responses to the "Conners3 Parent Form". The items in the "Conners3 Parent Form" are "Inattention", "Impulsivity", "Learning Problems", "Executive Function", "Challenging", and "Interpersonal Relationships". Figure 21 The score is the average of the deviation values ​​(T-scores) of the responses to each item in the "Conners3 Parent Form" after standardization by age and gender for each participant.

[0108] In addition, participants underwent planning ability tests (OTS: One-Touch Stockings), impulse inhibition tests (SST: Stop-Signal Task), and working memory tests (SWM: Spatial Working Memory) using CANTAB (Cambridge Neuropsychological Test Automated Battery), which are widely used as brain function assessment methods. Figure 22 This is a graph showing the CANTAB test results for each test item in the participants of the validation experiment. In addition to the Test of Planning (OTS), Test of Impulse Inhibition (SST), and Test of Working Memory (SWM), the CANTAB test items also include the Regularity of Responses in the Working Memory Test (SWM-S). Figure 22 The measured value is the average of the measured values ​​of the participants for each test item of CANTAB.

[0109] The inventors of this invention will receive from the participants Figure 20 Indicators 1 through 6 are respectively related to... Figure 21 The inventors of this invention compared the "performance function" scores obtained from the "Conners3 Parent Form". Additionally, the inventors of this invention... Figure 20Indicators 1 through 6 are respectively related to Figure 22 The measured values ​​for each test item in CANTAB were compared. As a result, the values ​​were compared with... Figure 20 The results of comparing indicators 1 through 6 were obtained. Figure 23 The relevant relationship. Figure 23 It is shown Figure 20 Indicators 1 through 6 are respectively related to... Figure 21 The "Execution Function" score obtained from the answers to the "Conners3 Parent Form" and Figure 22 A graph showing the correlation coefficients of the measured values ​​of various CANTAB test items.

[0110] exist Figure 23 Regarding indicators 3-5, the p-values ​​indicating statistical significance relative to the "Executive Function" scores obtained from the "Conners3 Parent Form" are greater than the significance level of 0.05, indicating no statistical significance. Regarding indicators 2 and 6, the p-values ​​relative to all CANTAB test items are greater than the significance level of 0.05, indicating no statistical significance. Indicator 1 indicates no statistical significance relative to the Impulse Inhibition Test (SST), Working Memory Test (SWM), and the regularity of responses in the Working Memory Test (SWM-S). Indicator 3 indicates no statistical significance relative to the Otsu's Test of Planning Skills (OTS), Working Memory Test (SWM), and the regularity of responses in the Working Memory Test (SWM-S). Indicator 4 indicates no statistical significance relative to the Otsu's Test of Planning Skills (OTS) and the SST. Indicator 5 indicates no statistical significance relative to the Otsu's Test of Planning Skills (OTS), the SST, and the SWM.

[0111] Figure 23 The correlations indicate that indicators 1, 2, and 6 are significantly correlated with "executive function" assessed using the "Conners3 Parent Form," particularly indicator 6, which is a composite indicator of indicators 1 and 2, shows a high correlation. Furthermore, Figure 23 The correlations indicate that indicator 1 is significantly correlated with the measurement value in CANTAB's Test of Planning (OTS). Additionally, indicator 3 is significantly correlated with the measurement value in CANTAB's Test of Impulsive Inhibition (SST). Furthermore, indicator 4 is significantly correlated with the measurement value in CANTAB's Test of Working Memory (SWM). Finally, indicator 5 is significantly correlated with the regularity of responses (SWM-S) in CANTAB's Test of Working Memory.

[0112] <3. Postscript> The present invention is not limited to the above-described embodiments, and various modifications can be made, for example, as follows.

[0113] [Variation Example 1] The scoring objective 306 in the free mode level is an example of a judgment objective; however, the judgment objective can also be any objective other than scoring objective 306. As another example, the judgment objective can also be a destination pre-condition objective. A destination pre-condition objective is an objective that forces the player to pass through a predetermined number of times before reaching destination 304. In this case, in Figure 16 In the processing, processor 11 replaces step S227. Whenever ball 305 reaches destination 304, for all configured destination preconditions, it determines whether ball 305 has passed through a predetermined number of times in one execution. If there is a destination precondition where ball 305 reaches destination 304 without passing through the predetermined number of times in one execution, processor 11 determines that the destination precondition has not undergone the prescribed processing. In this case, processor 11 determines that ball 305 has not reached destination 304 for this execution and repeats the processing from step S203. Thus, in user terminal 3, the preparation phase of free mode restarts from the initial state. Coarse score 5 is the maximum value among the processing results performed on each destination precondition configured in the level due to the passing of ball 305. In this case, coarse score 5 is the number of times ball 305 passes through the predetermined number of times and reaches destination 304 for all destination preconditions configured in the level.

[0114] As another example, the target can be determined by limiting the number of attempts. Limiting the number of attempts refers to allowing a player to pass a ball 305 only a specified number of times (e.g., once), and then no further passage is permitted. In this case, Figure 16 In the processing, the processor 11 counts the number of times the ball 305 passes the target object. The processor 11 counts the number of target objects that the ball 305 passes through a predetermined number of times or within a predetermined number of times. When the ball 305 passes through again after the predetermined number of times, the ball 305 may disappear. In this case, the processor 11 determines that the ball 305 has not reached the destination 304 ("No" in step S225). In this case, the processor 11 repeats the processing from step S203. Thus, in the user terminal 3, the preparation phase of the free mode restarts from the initial state. In this case, as an example, the coarse score 5 may also be the maximum value among the number of target objects that the ball 305 passes through in a predetermined number of times or within a predetermined number of times, counted each time the ball 305 reaches the destination 304.

[0115] The target object is not limited to the scoring target object 306, the destination precondition target object, or the target object with the number of passes limit. It can be any kind of target object that is subject to pre-defined in-game processing based on the condition of the ball 305 at the time of passing and the number of passes when the ball 305 passes.

[0116] [Variation Example 2] By determining that the target object is not limited to free mode, it can also be configured in main mode levels. In this case, Figure 15 In step S125, when determining whether ball 305 has reached destination 304, processor 11 further determines whether ball 305 has passed the target object in a specified state. For example, if a target object with a pass-through limit is configured in the main mode, processor 11 counts the number of times ball 305 passes the target object. When the number of passes of ball 305 exceeds the specified number and ball 305 passes again, processor 11 determines in step S125 that ball 305 has not reached destination 304.

[0117] [Variation Example 3] Game processing 111 may also be executed not by the processor 11 of the evaluation device 1, but in another device. This other device could be, for example, the user terminal 3. In this case, the evaluation device 1 obtains the player A's operation information from the user terminal 3 or other devices and executes the evaluation processing 112.

[0118] [Variation Example 4] A game that configures components to create paths so that a ball launched from a launch pad reaches its destination is just one example of a test game. Test games are games where users perform tasks in a virtual space, provided they are offered multiple virtual spaces with different tasks; other games are also acceptable. Preferably, the multiple virtual spaces include: a virtual space requiring the player to take the shortest and best actions to solve the task; and a virtual space requiring the player to use trial and error to solve the task.

[0119] [Variation Example 5] In the example above, the test game is divided into a main mode in the first half and a free mode in the second half, but the order of the modes is not limited; it can also be a free mode in the first half and a main mode in the second half. Furthermore, the test game can include other modes besides the main mode and the free mode. The rules of the game can be displayed at the beginning of each mode, or they can be not displayed. Additionally, the game program 121 used to execute the test game can, for example, be a program composed of multiple programs working together, each different for each mode. Explanation of reference numerals in the attached figures

[0120] 1: Evaluation device (evaluation device for performance function), 3: User terminal, 11: Processor (arithmetic unit), 12: Memory, 100: Evaluation system, 121: Game program, 124: Evaluation program, 302: Component, 303: Launch pad (starting point), 304: Destination (end point), 305: Ball (moving object), 309: Scoring target, A: Evaluator, SP1: Virtual space (first virtual space), SP2: Virtual space (second virtual space), V1, V2: Field of view.

Claims

1. An evaluation device for executive function, which is an evaluation device for executive function associated with symptoms of neurodevelopmental disorders, characterized in that, have: A memory that stores operation information representing the operations performed by the person being evaluated, the operations being operations on multiple virtual spaces with assigned tasks displayed on a user terminal; as well as The computation unit evaluates the execution function of the evaluated object. The task set in the multiple virtual spaces is to move a mobile object from a starting point to a destination in each of the multiple virtual spaces. The plurality of virtual spaces include: The first virtual space, in which only the ability to create a path that allows the moving object to reach the destination from the starting point is evaluated; and The second virtual space evaluates the ability to create more complex paths during the journey of the moving body from the starting point to the destination. The computing unit is configured to calculate the performance index of the evaluated entity by utilizing the operation information of the evaluated entity in the first virtual space and the second virtual space, respectively, in relation to the relationship between the first virtual space and the second virtual space.

2. The performance evaluation device according to claim 1, wherein, The operations performed by the evaluator include: The first operation involves moving the target object within a narrower field of view than the overall virtual space. The second operation involves configuring one or more components that affect the movement of the moving body at a position within the field of view and corresponding to the target object. as well as The third operation instructs the movement of the moving body to begin from the starting point. The virtual space has: a preparation phase, wherein the first operation and the second operation are permitted but the third operation is not permitted; and an execution phase, wherein the first operation and the second operation are not permitted but the third operation is permitted.

3. The performance evaluation device according to claim 2, wherein, The relationship between the operational information of the evaluated subject in the first virtual space and the second virtual space includes the degree of deviation of the number of times the moving body or the target object passes through each position of the first operation from the baseline value in the first virtual space and the second virtual space.

4. The performance evaluation device according to claim 3, wherein, The first virtual space consists of multiple levels, each with a different level of difficulty, and the difficulty increases as each task is solved. The second virtual space is pre-configured with scoring targets, and the third operation can be performed an unlimited number of times within a limited time. When the moving body moves according to the third operation to solve the task, the score corresponding to the scoring target passed by the moving body is added.

5. The performance evaluation device according to claim 4, wherein, The computing unit is configured to calculate the performance index of the evaluation object by utilizing the relationship between the operation information of the evaluation object in each of the virtual spaces and the highest difficulty of the level of the task solved in the first virtual space.

6. The performance evaluation device according to claim 4, wherein, The computing unit is further configured to calculate an indicator of planning capability, which is one of the elements of the execution function, by utilizing the highest difficulty level of the task solved in the first virtual space.

7. The performance evaluation device according to claim 4, wherein, The computing unit is further configured to calculate an index of impulse suppression capability, which is one of the elements of the execution function, using the time from the display of the second virtual space on the user terminal to the initial performance of the third operation.

8. The performance evaluation device according to claim 4, wherein, The computing unit is further configured to calculate an index of working memory capacity, which is one of the elements of the execution function, by using the maximum number of the components that have been configured when the third operation is performed in the second virtual space.

9. The performance evaluation device according to claim 4, wherein, The computing unit is further configured to calculate an index of trial-and-error capability, which is one of the elements of the execution function, by using the maximum value among the results of processing performed on the target object configured in the second virtual space due to the passage of the mobile body whenever the mobile body moves in order to solve the task.

10. A computer program that enables a computer to function as an evaluation device for executive functions associated with symptoms of neurodevelopmental disorders, characterized in that, Cause the computer to perform: Input represents the operation information performed by the person being evaluated, the operation being an operation on multiple virtual spaces with assigned tasks displayed on the user terminal; The performance function of the evaluated entity is evaluated. The task set in the multiple virtual spaces is to move a mobile object from a starting point to a destination in each of the multiple virtual spaces. The plurality of virtual spaces include: The first virtual space, in which only the ability to create a path that allows the moving object to reach the destination from the starting point is evaluated; and The second virtual space evaluates the ability to create more complex paths during the journey of the moving body from the starting point to the destination. Evaluating the performance function includes: using the operation information of the evaluated object in the first virtual space and the second virtual space respectively to calculate the performance function index of the evaluated object.

11. A computer program that enables a computer to function as a user terminal, the user terminal being used to obtain operational information for evaluating executive functions associated with symptoms of neurodevelopmental disorders in an evaluation device, characterized in that... The computer program causes the computer to perform: The system switches between displaying multiple virtual spaces, which are multiple virtual spaces with a task set up to move a mobile object from a starting point to an end point. The virtual spaces include: a first virtual space, in which only the ability to create a path for the mobile object to reach the end point from the starting point is evaluated; and a second virtual space, in which a more complex path can be created during the mobile object's journey from the starting point to the end point is evaluated. In both the first virtual space and the second virtual space, According to the first operation of the person being evaluated, the target object is moved within a field of view that is narrower than the overall virtual space described above. According to the second operation performed by the person evaluating the object, within the field of view of each virtual space and at a position corresponding to the target object, one or more components that affect the movement of the moving body are configured. According to the third operation performed by the evaluated object, the movement of the moving body begins from the starting point in each of the virtual spaces; The operation information determining the first to third operations is stored in the memory.

12. A computer-readable recording medium, characterized in that, The computer program described in claim 10 or 11 is recorded.