Game system, computer program used therein, and control method

JP2023016983A5Active Publication Date: 2025-02-17KONAMI ARCADE GAMES CO LTD
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Patent Information

Application Number
JP2022195675
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-12-07
Publication Date
2025-02-17
Estimated Expiration
2041-06-04

AI Technical Summary

Technical Problem

Existing game systems struggle to effectively utilize emotional expressions of users who are not adept at facial or body movements, and often fail to execute desirable character actions that enhance game presentation and reality.

Method used

A game system and method that includes a detection device for user motion and a display device, where specific actions are predefined for characters based on game situations, allowing default actions to be executed instead of user motions in certain circumstances, enhancing emotional expression and situational relevance.

Benefits of technology

This approach improves the reality and situational appropriateness of character actions, ensuring that users' emotions are accurately represented and the game's presentation is enhanced, even for those less skilled in facial or body movements.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game system capable of achieving both improved reality and realization of character actions according to the game situation. [Solution] A game machine 3 (game system) is connected to a camera CA that detects user motion and a monitor MO that displays an answer screen 50 including a user character 51 that performs motion actions that at least partly correspond to the motion, and provides a quiz game that progresses via the user character 51 on the explanation screen 50. When the play situation of the quiz game corresponds to a specific situation, such as when a question is answered correctly, the game machine 3 identifies a default action that has been set in advance as an action to be performed in that situation, and controls the action of the user character 51 so that the default action is performed in place of at least part of the motion actions in that situation.
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Description

[Technical Field]

[0001] The present invention relates to a game system, etc., which is connected to a detection device that detects a user's motion and a display device that displays a game screen including a character that performs motion actions that at least partly include actions corresponding to the motion, and which provides a game that progresses through the character on the game screen. [Background technology]

[0002] There is a game system that is connected to a detection device that detects a user's motion and a display device that displays a game screen including a character that performs motion actions at least part of which are in response to the motion, and that provides a game that progresses via the character on the game screen. For example, a system is known that uses an HMD (head-mounted display) equipped with a gyro sensor or the like as a detection device that detects the user's head movement, and a camera that captures the user's nose, mouth, etc., and reflects the head movement and facial movement (expression) in an avatar object that resembles the user in a virtual space (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 6266736 Summary of the Invention [Problem to be solved by the invention]

[0004] In the system of Patent Document 1, users are allowed to move freely, and this free movement is reflected in the avatar object (character). This may improve the realism of the virtual space. However, there are users who are not good at expressing emotions through facial movements or other body movements. In the system of Patent Document 1, such users may not be able to fully utilize the emotional expression through the character's movements.

[0005] Furthermore, there may be a concept of desirable behavior for game characters from the perspective of presentation or progress. For example, when a question (quiz) is answered correctly in a quiz game, it is generally desirable for the character corresponding to the user who answered the question to perform a flamboyant behavior to celebrate the correct answer from the perspective of presentation or excitement. At the very least, a behavior that expresses joy at the correct answer is often desirable from the perspective of presentation. However, in the system of Patent Document 1, the character does not necessarily perform a desirable behavior from the perspective of the situation in the virtual space.

[0006] Therefore, an object of the present invention is to provide a game system etc. that can achieve both improved realism and the realization of character movements that correspond to the game situation. [Means for solving the problem]

[0007] The game system of the present invention is connected to a detection device that detects a user's motion and a display device that displays a game screen including a character that performs a motion action that includes at least a part of an action corresponding to the motion, and provides a game that progresses through the character on the game screen, and is equipped with an action identification means that identifies a pre-set default action as an action to be performed in a specific situation when the game play situation corresponds to the specific situation, and an action control means that controls the action of the character so that the default action is performed instead of at least a part of the motion action in the specific situation.

[0008] On the other hand, a computer program according to the present invention is configured to cause a computer connected to the detection device and the display device to function as each means of the game system described above.

[0009] Furthermore, the control method of the present invention involves having a computer incorporated into a game system that is connected to a detection device that detects a user's motion and a display device that displays a game screen including a character that performs a motion action that includes at least a part of an action corresponding to the motion, and that provides a game that progresses through the character on the game screen, execute an action identification procedure that identifies a preset default action as an action to be performed in a specific situation when the play situation of the game corresponds to the specific situation, and an action control procedure that controls the action of the character so that the default action is performed instead of at least a part of the motion action in the specific situation. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a diagram showing a schematic configuration of a game system according to an embodiment of the present invention; [Figure 2] FIG. 2 is a functional block diagram showing the main parts of a control system of the game system. [Figure 3] FIG. 10 is a diagram schematically illustrating an example of a game screen for a quiz game. [Figure 4] FIG. 10 is an explanatory diagram for explaining the movement of a character. [Figure 5] FIG. 10 is an explanatory diagram for explaining the relationship between a specific progression and a special action set for that progression. [Figure 6] FIG. 10 is an explanatory diagram for explaining an example of a special action. [Figure 7] FIG. 10 is an explanatory diagram for explaining the relationship between an operation instruction and an instruction operation. [Figure 8] FIG. 4 is a diagram showing an example of the configuration of action data. [Figure 9] 10 is a flowchart showing an example of a procedure for an operation control process. DETAILED DESCRIPTION OF THE INVENTION

[0011] An example of a game system according to an embodiment of the present invention will be described below. First, with reference to FIG. 1, the overall configuration of the game system according to an embodiment of the present invention will be described. The game system 1 includes a center server 2 and a plurality of game machines 3 as client devices connectable to the center server 2 via a predetermined network 5. The center server 2 is configured as a single logical server device by combining server units 2A, 2B, etc. as a plurality of computer devices. However, the center server 2 may also be configured by a single server unit. Alternatively, the center server 2 may be configured logically using cloud computing.

[0012] The game machine 3 may be any suitable computer device that provides games. Such computer devices include, for example, user terminal devices. A user terminal device is a computer device that can be connected to a network and is provided for personal use by a user. For example, such computer devices include a desktop or notebook personal computer, a desktop home game console, or a mobile terminal device such as a mobile phone (including a smartphone), a portable game console, or a portable tablet terminal device. While various types of computer devices may be used as the game machine 3, the example in FIG. 1 shows a commercial (service-use) game machine used as the game machine 3. A commercial game machine is an example of a game machine that allows users to play games within a range corresponding to a predetermined play fee in exchange for the payment of the play fee. This type of game machine 3 is sometimes called an arcade game machine and is installed in a predetermined facility such as a store 6 with the primary purpose of generating revenue by having many users repeatedly play games.

[0013] The game machine 3 provides a game that progresses via a character that performs actions in response to the user's motions (various movements or actions, including changes in facial expressions). The game machine 3 may provide various types of games as such, such as an action game, a role-playing game, a simulation game, or a music game, as appropriate, and provides a quiz game as an example. A quiz game is a type of game in which a user answers questions that have been posed and the correctness of the answer is evaluated. The quiz game may be provided as a single-player game played by only one user, but as an example, it is provided as a multiplayer game in which multiple users play simultaneously. In the case of multiplayer, the quiz game may be a cooperative game in which multiple users (groups) cooperate, but the following description will be given of a case in which the quiz game is configured as a competitive game in which groups compete for scores.

[0014] The network 5 may be configured appropriately as long as it can connect the game machines 3 to the center server 2. As an example, the network 5 is configured to realize network communication using the TCP / IP protocol. Typically, the network 5 is constructed by connecting the Internet 5A as a WAN with LANs 5B and 5C, which connect the center server 2 and the game machines 3 to the Internet 5A, respectively, via a router 5D. Note that a local server may be installed between the game machines 3 and the router 5D of the store 6, and the game machines 3 may be connected to the center server 2 so as to be able to communicate with the center server 2 via the local server. The server units 2A, 2B, etc. of the center server 2 may be connected to each other by a WAN 5A instead of or in addition to the LAN 5C.

[0015] The center server 2 provides various game machine services to the game machines 3 or their users. The game machine services may include various services necessary for the game machines 3 to provide a quiz game, and include a matching service as an example. The matching service is a service that matches users together when multiple users play a quiz game via the network 5. Groups for multiple play may be formed as appropriate, and are formed through such a matching service as an example. In other words, in a quiz game, users using game machines 3 installed in the same store 6 or different stores 6 are matched as competitors through the matching service.

[0016] The game machine services may also include a distribution service that distributes and updates programs or data for the game machine 3 via the network 5, a service that receives user identification information from the game machine 3 and authenticates the user, and a service that receives and stores play data of the authenticated user from the game machine 3 or provides the stored play data to the game machine 3. Furthermore, the game machine services may also include a billing service that collects fees from users, as appropriate.

[0017] Next, the main parts of the control system of the game system 1 will be described with reference to Fig. 2. First, the center server 2 is provided with a control unit 21 and a storage unit 22 as storage means. The control unit 21 is configured as a computer that combines a CPU, which is an example of a processor that executes various arithmetic processing and operation control according to a predetermined computer program, with an internal memory and other peripheral devices required for its operation.

[0018] The memory unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The memory unit 22 may be configured to store all data on a single storage unit, or may be configured to store data in a distributed manner across multiple storage units. The memory unit 22 stores a server program PG1 as an example of a computer program that causes the control unit 21 to execute various processes necessary to provide various services to users. The memory unit 22 also stores server data SD necessary for providing various services. The server data SD includes various data necessary for providing various services. Such data may include various data for the quiz game as appropriate, and the example in FIG. 2 shows play data PD, question data QD, and action data AD.

[0019] The play data PD is data that describes information about each user's past play record. The play data PD is used, for example, to carry over the previous play results (past records) to the next or subsequent play, or to carry over settings specific to each user. Furthermore, the quiz game may be configured to rank users according to their past performance, or to form multiple leagues based on the rankings, etc. In such cases, the play data PD is also used to manage the rankings, leagues, etc.

[0020] The question data QD is data used to manage questions asked in a quiz game and the answers to those questions. Therefore, the question data QD describes various questions and their corresponding answers in association with each other. The question data QD may also include various other information related to the question, such as the genre to which each question belongs and hints, as appropriate.

[0021] The action data AD is data for assisting the action of the character in the quiz game. As described above, in the quiz game, the character performs an action in response to the user's motion (hereinafter, sometimes referred to as a motion action), but may also perform a pre-set (specified) action (hereinafter, sometimes referred to as a default action). The action data AD is used to realize the default action. Details of the action data AD will be described later.

[0022] The control unit 21 is also provided with various logical devices realized by combining the hardware resources of the control unit 21 with the server program PG1 as a software resource. The control unit 21 is appropriately provided with various logical devices, and the example in FIG. 2 shows a game machine service management unit 24. The game machine service management unit 24 is a logical device that executes processing for providing the above-mentioned game machine services. For example, such processing includes well-known processing for realizing the above-mentioned matching service. Note that input devices such as a keyboard and output devices such as a monitor may be connected to the control unit 21 as needed. However, these are not shown in the figure.

[0023] On the other hand, the game machine 3 is provided with a control unit 31 as a computer and a storage unit 32 as storage means. The control unit 31 is configured as a computer that combines a CPU, which is an example of a processor that executes various processes according to a predetermined computer program, with internal memory and other peripheral devices required for its operation. The control unit 31 is provided with various logical devices that are realized by combining the hardware resources of the control unit 31 with the game program PG2, which is a software resource. In the example of Figure 2, a matching unit 36, an action determination unit 37, a display control unit 38, and a progress control unit 39 are shown.

[0024] The matching unit 36 ​​is a logical device that executes various processes related to matching through the matching service. For example, the matching unit 36 ​​executes processes such as requesting matching to play a quiz game from the center server 2, obtaining the results, and identifying multiple users belonging to each group.

[0025] The motion determination unit 37 is a logical device that executes various processes for determining the motion of a user playing a quiz game. The user's motion may be used appropriately, for example, to input an answer in a quiz game (including cases where a motion is required as an answer) or for various play actions such as requesting a hint, but as an example, it is used to reflect the motion of each character appearing in the quiz game as described above.

[0026] Specifically, the quiz game may be provided as appropriate, for example, by presenting questions and inputting answers via audible input through a speaker SP and a microphone MI (described below), or by presenting questions on a game screen and inputting answers via touch operations through a monitor MO and a touch panel TP (described below). Similarly, the game screen may be configured as appropriate, and the quiz game may be provided as appropriate through the game screen. For example, the game screen may include characters (sometimes referred to as user characters) as avatars corresponding to each user, and the quiz game progresses through the user characters. The user's actual movements (motions) are reflected in the movements of the user characters on the game screen. For this reason, the processing performed by the movement determination unit 37 includes, for example, processing for determining the movements of each user and determining the movements of the characters based on the results of the determination.

[0027] The display control unit 38 is a logical device that executes various processes for controlling the display of a game screen for playing a quiz game. Such processes include, for example, a process of presenting questions and answers on the game screen. Similarly, the processes executed by the display control unit 38 include a process of displaying a user character that reflects a user's action or a default action on the game screen (causing the user character to perform a motion action or a default action) and placing the user character at an appropriate position. For example, the display control unit 38 executes a motion control process as one of the processes for causing the user character to perform a default action. The details of the procedure of the motion control process will be described later.

[0028] The progress control unit 39 is a logical device that executes various processes for controlling the progress of the quiz game. The progress control unit 39 can appropriately execute various processes related to the progress of the quiz game, for example, executes processes such as determining whether the answers of each user (user character) are correct or incorrect and tallying up the results.

[0029] The storage unit 32 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or a semiconductor storage device. The storage unit 32 stores various data together with the game program PG2 described above, and the example in FIG. 2 shows game data GD. The game data GD is data for allowing the user to play the quiz game in accordance with the game program PG2. The game data GD may include various data such as image data for displaying various images for the quiz game and background music (BGM) data for playing various background music, and the example in FIG. 2 shows play data PD, question data QD, and action data AD.

[0030] The game data GD may be stored in the storage unit 32 by any suitable method, for example, it may be pre-installed on the game machine 3, or it may be stored in the storage unit 32 via various recording media. In this way, the game data GD may be stored in the storage unit 32 by any suitable method, but as an example, the play data PD, question data QD, and action data AD may be provided from the center server 2 via a distribution service so that the necessary parts are included.

[0031] The game machine 3 may also be provided with various output devices and input devices necessary for an arcade game machine, as appropriate, and connected to the control unit 31. In the example of FIG. 2, a monitor MO and a speaker SP are connected as output devices. In other words, the output devices provided in the game machine 3 include the monitor MO and the speaker SP. The monitor MO is a display device for displaying a game screen including various images for the quiz game. The monitor MO displays various game screens (images) for providing the quiz game in accordance with output signals from the control unit 31.

[0032] The speaker SP is an audio output device for reproducing various sounds. The speaker SP may be used as appropriate, for example, for setting questions as described above, but as an example, the speaker SP is used for reproducing various sounds such as background music. Specifically, the speaker SP reproduces various sounds such as background music for the quiz game in accordance with an output signal from the control unit 31.

[0033] 2 shows a camera CA, a touch panel TP, a microphone MI, and a control panel CP as examples of input devices connected to the control unit 31. The camera CA is a well-known optical device for photographing a user playing the game machine 3. The camera CA outputs the photographed image to the control unit 31. When the user's actions are reflected in the user character, various detection devices for detecting the user's actions (motion) may be provided in the game machine 3 as appropriate, and the example of FIG. 2 shows a camera CA as an example of such a detection device.

[0034] The touch panel TP is a well-known input device that outputs signals corresponding to the user's touch operations (operations of touching with a finger). Various play actions for playing a quiz game may be input to the game machine 3 via an appropriate input device, and in the example of FIG. 2, a touch panel TP is provided for inputting touch operations as play actions. Touch operations are used for various selections in the quiz game, such as selecting the genre of a question or selecting an answer. The touch panel TP outputs a signal corresponding to the position of the touch operation to the control unit 31.

[0035] The microphone MI is a well-known acoustic device that converts sound into an electrical signal. The microphone MI may be used as appropriate, for example, to input answers as described above, but as an example, it is used to input voice uttered by a user. For example, in a quiz game, the user may be allowed to talk, and the microphone MI is used to input such talk (voice). Specifically, the microphone MI converts the user's voice utterance into an electrical signal and outputs the signal to the control unit 31.

[0036] The control panel CP is a well-known input device. The control panel CP may be configured as appropriate, for example, further including a monitor and a touch panel, and various operations for assisting the progress of the game may be input through the monitor and touch panel. As an example, push buttons are provided. The push buttons are well-known operation units that are pressed by the user. The push buttons may be used as appropriate, for example, to assist in inputting predetermined actions. The control panel CP outputs a signal to the control unit 31 in response to the push of the push button. The game machine 3 may also be provided with various other input and output devices that arcade game machines have. For example, such input devices include a fee collection device for collecting a predetermined fee. However, these are not shown in the drawings.

[0037] Next, a game screen for a quiz game will be described with reference to Fig. 3. Fig. 3 is a diagram schematically illustrating an example of a game screen 50 for a quiz game. A quiz game may include various game screens for play, and the example of Fig. 3 illustrates one type of such game screen, a game screen for answering questions (hereinafter, sometimes referred to as answer screen 50) that is displayed when answering questions in a quiz game. As shown in Fig. 3, the answer screen 50 includes a user character 51, an answer seat 52, a question display area 53, and a time limit area 54.

[0038] As described above, the user characters 51 are characters that serve as avatars (embodiments) of each user. The answer screen 50 displays the user characters 51 in a number corresponding to the number of users belonging to the group, and in the example of FIG. 3, five user characters 51 corresponding to five users are displayed. On the answer screen 50, each user character 51 performs various actions such as motion actions or default actions. Therefore, the actions of each user character 51 are shared among the game machines 3 belonging to the group via the center server 2.

[0039] The answer seats 52 are positions where characters who function as answerers in a quiz game should be placed. The answer screen 50 is provided with answer seats 52 in a number corresponding to the number of user characters 51, and in the example of FIG. 3, five answer seats 52 corresponding to the five user characters 51 are provided horizontally at equal intervals. User characters 51 may be appropriately placed on each answer seat 52, for example, they may be placed according to past performance such as level, but as an example, they are placed randomly. Each answer seat 52 is provided with an answer display unit 52A on which the answer of each user character 51 (in other words, each user) to the question is displayed.

[0040] The question display area 53 is an area where questions to be asked as quizzes are displayed. A quiz game may include an appropriate number of quizzes (questions to be answered) and various question formats for asking the quizzes. The question formats may be presented to each user as appropriate, but in the example of FIG. 3 , they are presented through the question display area 53. That is, the question display area 53 includes information about the question format in addition to the quiz questions. For example, a quiz game may include various formats, such as a buzzer format in which only the user who performs a predetermined touch operation first is given the right to answer, or an all-participation format in which all users are given a predetermined time and the right to answer, and after the predetermined time has elapsed, all users' answers and whether they are correct or incorrect are presented. For example, in the case of a buzzer format, information such as a buzzer quiz may be presented in the question display area 53, and in the case of an all-participation format, information such as all-participation may be presented. In the example of FIG. 3 , information such as "Flip Quick Writing Quiz!" is presented as the question format information. In the "Flip Quick Writing Quiz!", everyone is given the right to answer, but the correct answer is determined on a first-come, first-served basis, and only the user character 51 who presents the correct answer first (the user character 51 in the middle in the example of Figure 3) is judged to have given the correct answer.

[0041] The time limit area 54 is an area that shows the remaining time of the answer time (time limit), that is, the remaining time that each user can answer. For example, in each question format such as "Flip Quick Writing Quiz!", answers may be allowed without a time limit until the correct answer is found, but as an example, a time limit is set, and the remaining time of the time limit is displayed through the time limit area 54. Also, the answering right of each user character 51 may be appropriately limited depending on the question format, such as only being allowed once for each question, but in the example of FIG. 3, no such limit is set, and each answerer is allowed to give multiple answers within the time limit. In other words, each user can repeatedly submit answers until the correct answer is found.

[0042] Next, the movements of the user character 51 will be described with reference to FIG. 4. FIG. 4 is an explanatory diagram for explaining the movements of the user character 51. As shown in FIG. 4, the movements performed by the user character 51 include the above-mentioned motion movements and default movements. The motion movements and default movements may be performed appropriately depending on the play situation, but as an example, the motion movements are performed as needed depending on the user's motion during play, while the default movements are performed when the play situation corresponds to a specific situation. In other words, the user character 51 performs default movements in specific situations, and performs motion movements as needed in other situations.

[0043] Furthermore, various situations in a quiz game may be set as specific situations, and default actions may be executed in appropriate situations, including, for example, instruction actions and special actions. Instruction actions are default actions that are executed based on a user's action instruction. In other words, instruction actions are actions that are executed as default actions when a situation occurs in which an action instruction is executed as a specific situation. On the other hand, special actions are default actions that are executed when the game progresses in a specific progression. Instruction actions and special actions are used as default actions depending on the specific situation (whether a specific progression or an action instruction). As an example, the user character 51 executes these motion actions and default actions appropriately depending on the play situation.

[0044] Next, the special actions and instruction actions will be further described with reference to FIGS. 5 to 7. FIG. 5 is an explanatory diagram for explaining the relationship between a progress (situation) set as a specific progress in a quiz game and the special actions set for that progress. There may be only one type of special action, but the example of FIG. 5 shows a case where multiple types of progress are prepared as special actions. Furthermore, two or more special actions may be set for one specific progress, and the special action to be actually executed according to various conditions such as random may be determined from the two or more special actions, but the example of FIG. 5 shows a case where one special action is set for one specific progress. In this case, as shown in FIG. 5, one special action is set for each specific progress that occurs in each game screen in the quiz game, and as a result, multiple special actions corresponding to multiple types of progress are prepared.

[0045] Specifically, a quiz game may include various game screens (in other words, various steps according to the type of game screen), as appropriate. In the example of FIG. 5, the game screen includes a character selection screen, a matching screen, a card selection screen, an answer screen 50, an intermediate result screen, and a final result screen. The character selection screen is a game screen for realizing a character selection opportunity. The character selection opportunity is an opportunity to select a user character 51 to play from among multiple characters prepared as candidates for the user character 51. Any appropriate progress that may occur in the character selection opportunity may be set as a specific progress. In the example of FIG. 5, "registration completed" is set as the specific progress. "Registration completed" is a progress corresponding to the completion of registration (selection completed) in the character selection opportunity. Furthermore, a special action expressing "elated" is set for this progress. In this case, when registration is completed in the character selection opportunity (character selection screen), the user character 51 performs a special action expressing "elated" instead of a motion action.

[0046] The matching screen (not shown) is a game screen displayed during a matching opportunity to realize matching. Any appropriate progress that may occur during a matching opportunity may be set as the specific progress, but in the example of FIG. 5, "matching completed" is set as the specific progress. "Matching completed" is a progress corresponding to the completion of matching during a matching opportunity. A special action expressing "minor joy" is set for this progress. In this case, when matching is completed during a matching opportunity (matching screen), the user character 51 performs a special action expressing "minor joy" instead of a motion action.

[0047] The card selection screen (not shown) is a game screen for realizing a card selection opportunity for selecting a card (a genre within the question range). Any appropriate progress that may occur during the card selection opportunity may be set as the specific progress, but in the example of FIG. 5, "card selection" is set as the specific progress. "Card selection" is a progress corresponding to card selection (genre selection) during the card selection opportunity. A special action expressing "minor joy" is set for this progress. In this case, when a card is selected during the card selection opportunity (card selection screen), the user character 51 performs a special action expressing "minor joy" similar to that performed when matching is completed on the matching screen, instead of a motion action.

[0048] The answer screen 50 is as described above, and includes various progressions related to the questions and answers. Any of these progressions may be set as a specific progression, but in the example of Fig. 5, six progressions are set as specific progressions: "Right to answer acquired," "Right to answer filled," "Right to answer restored," "Correct," "Incorrect," and "No answer (at end)." "Right to answer acquired" corresponds to the case where the right to answer is acquired in a question format in which the right to answer is set, such as a buzzer. "Right to answer filled" corresponds to the case where all of the right to answer is filled (it is determined that the right to answer cannot be acquired) in a question format in which the right to answer is set. "Right to answer restored" corresponds to the case where a filled right to answer is restored (an open right to answer appears). Furthermore, "correct answer", "incorrect answer", and "no answer (at end)" are progressions corresponding to when the answer to the question is correct, when it is incorrect, and when it is no answer (when no answer has been given), respectively. Special actions that express "overjoyed", "sad", "overjoyed", "overjoyed", "sad", and "sad" are set for these, in order. Therefore, on the answer screen 50, the user character 51 performs special actions that express "overjoyed", "sad", "overjoyed", "overjoyed", "sad", and "sad", respectively, when the answering right is acquired, when the answering right is filled up, when the answering right is restored, when the question is answered correctly, when the answer is incorrect, and when it is no answer.

[0049] The interim result screen (not shown) and the final result screen (not shown) are game screens for realizing the interim result announcement corresponding to the intermediate result announcement when multiple questions are asked, and the final result announcement corresponding to the final result announcement at the end, respectively. While an appropriate progression for the interim result announcement and the final result announcement may be set as a specific progression, in the example of FIG. 5, two progressions, "1st place" and "last place," are similarly set as specific progressions in both cases. "1st place" and "last place" are progressions corresponding to first place (best) and last place in the group ranking, respectively. The interim result announcement corresponds to the ranking at the interim point, and the final result announcement corresponds to the final ranking, respectively. Furthermore, for these progressions, special actions expressing "joy" and "sadness" are set, respectively, in both the interim result screen and the final result screen. In this case, when the user character 51 is ranked first (best) or last in the group, the user character 51 will perform special actions to express "delight" and "sadness" respectively instead of motion actions on both the intermediate result screen and the final result screen.

[0050] FIG. 6 is an explanatory diagram illustrating an example of a special action. When multiple characters are prepared, the special action may reflect the individuality of each character, or may reflect the characteristics of an appropriate classification, such as male or female. However, the example in FIG. 6 shows examples of special actions that express "great joy," "slight joy," and "sadness" that are applied to a female character. For ease of explanation of the special actions, the example in FIG. 6 also shows the characters before they change into special actions such as "great joy." In the example in FIG. 6, the user character 51 before changing into a special action is shown as a normal user character 51N, the user character 51 expressing "great joy" is shown as a great user character 51H, the user character 51 expressing slight joy is shown as a slight joy user character 51S, and the user character 51 expressing "sadness" is shown as a sad user character 51U. In this case, as shown in FIG. 6, the action of the normal user character 51N changes into special actions that express "great joy," "slight joy," and "sadness" according to specific progress that occurs in the quiz game.

[0051] Specifically, the normal user character 51N may perform any appropriate action, not limited to a motion action. In the example of FIG. 6, the normal user character 51N is performing a motion action. Furthermore, the motion action may reflect only the motion of an appropriate part of the user, such as only the hand movement, only the leg movement (when the legs of the normal user character 51N are displayed), only the head movement, or only the facial expression (facial) movement. Alternatively, the entire body movement may be reflected. For example, the upper body motion, such as the arms and face (facial expression), may be reflected. However, the range of reflection may be appropriately limited depending on the part of the normal user character 51N displayed. Furthermore, for example, when the face is hidden and cannot be detected, a predetermined action (facial expression, etc.) may be appropriately reflected for a part of the user whose motion cannot be detected. When a part of the user's body whose motion cannot be detected is expected in advance, such as when the face is expected to be worn, a predetermined action may be set in advance as the action of that part, and motion detection, etc., may be omitted as appropriate. In other words, the motion action may be configured as an appropriate action that includes at least a part of the user's motion.

[0052] The overjoyed user character 51H is displayed as a user character 51 expressing "overjoyment" during a specific progression, such as when registration is completed on the character selection screen. The overjoyed user character 51H may perform any appropriate action as a special action expressing overjoyment. In the example of FIG. 6, the overjoyed user character 51H performs an arm action of raising the right arm and a winking expression (facial action) while smiling. All of the special actions, such as the arm movements and facial movements (expressions), of the overjoyed user character 51H may be preset as default actions. The same user character 51H may express overjoyment using the same specific actions each time. However, as an example, only the facial movements (expressions) may be set as default actions, and the user's motion is reflected in the arm movements. In other words, during a specific progression, such as when registration is completed on the character selection screen, the overjoyed user character 51H moves its face to show a winking expression while smiling, regardless of the user's actual facial movements (expressions), while moving its arms in accordance with the actual user's arm motion. For this reason, for example, in the example of Figure 5, in the progression where "overjoyed" is set, the overjoyed user character 51H will perform similar special actions to express overjoyment in both cases, but the only thing that is common is the facial expression, and the arm movements may be different.

[0053] Specifically, in the motion actions, the user's motion is determined by extracting bone information (skeletal movement) through structural analysis based on the image capture results of the camera CA, and the bone information is applied to the skeletal movement of the user character 51. The user's facial movement (expression) is determined by facial analysis, which analyzes facial features based on the image capture results of the camera CA, and the expression based on the analysis result is applied to the expression of the user character 51. The motion actions can be realized as appropriate, but as an example, they are realized by these structural analysis and facial analysis. The arm movement of the overjoyed user character 51H is realized by applying bone information, similar to the motion actions, while the application of expressions based on facial analysis is omitted for the facial movement. In other words, the user's motion based on various analysis results may be reflected in all or part of the motion actions as appropriate. As an example, the user's motion is reflected in the arm movement, while a facial movement as a special action expressing overjoyment is applied to the facial movement instead of an action corresponding to the motion. Therefore, in the example of FIG. 6, the overjoyed user character 51H performs an arm movement to raise his right arm, which is an action that reflects the right arm raising motion performed by the user. As an example, the overjoyed user character 51H expresses overjoyment by a special action edited to reflect such a user motion. In this example, the facial action to which the special action is applied, i.e., the facial action included in the motion action, functions as a part of the action of the present invention.

[0054] Similarly, the slightly happy user character 51S and the sad user character 51U are displayed as user characters 51 expressing "slight joy" when, for example, matching is completed on the matching screen, and as user characters 51 expressing "sadness" when, for example, an incorrect answer is given on the answer screen 50. The slightly happy user character 51S and the sad user character 51U may perform appropriate actions as special actions corresponding to the expressions of slight joy and sadness, respectively. As an example, like the overjoyed user character 51H, both of them perform facial actions (expressions) corresponding to slight joy and sadness, respectively, as default actions, and perform actions reflecting the user's motion as arm movements. In other words, like the overjoyed user character 51H, both the slightly happy user character 51S and the sad user character 51U express "slight joy" and "sadness" through special actions edited to reflect default actions as part of their motion actions.

[0055] Specifically, the slightly happy user character 51S performs an arm movement in which both hands are clasped together (interlocked) and brought to the side of the right cheek, and a neck movement in which the head is tilted to the right, both of which reflect similar user motions. Similarly, the sad user character 51U performs an arm movement in which both hands are clasped in front of the body, and a neck movement in which the head is tilted forward, both of which also reflect similar user motions. On the other hand, the slightly happy user character 51S performs a facial movement (expression) corresponding to a smile, and the sad user character 51U performs a facial movement of clenching teeth, both of which are preset as default movements expressing "slight joy" and "sadness." Therefore, in the example of FIG. 5, in the progression in which "slight joy" is set, both the slightly happy user characters 51S perform similar special movements expressing slight joy, but the only common feature is the facial movement corresponding to a smile, and the arm movements may differ. The same is true for the sad user character 51U. As an example, the user character 51N in normal times performs such a special action (a facial expression as a default action) in a specific progression.

[0056] FIG. 7 is an explanatory diagram illustrating the relationship between action instructions and instruction actions. When multiple characters are prepared, the instruction actions may reflect the individuality of each character or may reflect characteristics for each appropriate classification. However, the example in FIG. 7 shows a case where characteristics according to gender (classification) are reflected. Furthermore, an appropriate number of action instructions, such as one or more, and corresponding instruction actions may be prepared. However, the example in FIG. 7 shows a case where six action instructions and instruction actions are prepared for each gender. Specifically, as shown in FIG. 7, for both male and female user characters 51, six instruction actions corresponding to six emotions, namely, "happy," "sad," "surprised," "like," "amazing," and "I see," and six action instructions corresponding to each of these six instruction actions are prepared.

[0057] The six operational instructions may be set as appropriate according to the requirements of the input device or the operation unit provided therein. In the example of FIG. 7, "A," "B," "C," "D," and "E" are set. These operational instructions may be realized via an appropriate input device. For example, if the control panel CP is provided with a monitor and a touch panel, these operational instructions may be realized by touching touch areas displayed on the monitor that correspond to "A," "B," "C," "D," and "E." In this manner, the operational instructions may be realized as appropriate. For example, six push buttons corresponding to "A," "B," "C," "D," and "E" are provided on the control panel CP, and the operational instructions are realized by pressing these push buttons. In this example, the control panel CP functions as the input device of the present invention.

[0058] Furthermore, as the six command actions, some or all of the same actions may be prepared for the male and female user characters 51, but in the example of FIG. 6, all different actions are prepared. For example, as a command action corresponding to (expressing) the emotion of "happy," a "one-handed fist pump" is prepared for the male type, and a "one-handed lift" is prepared for the female type. These command actions also include sounds (vocal actions), with the male type uttering the sound "Yay!" and the female type uttering the sound "Yay!" as part of the command action. The sounds may differ depending on the character, but as an example, a uniform sound is prepared for both the male and female types. In this case, by pressing the push button corresponding to "A," the male user character 51 makes a fist pump with one hand and utters the action of saying "Yay!", and the female user character 51 raises one hand and utters the action of saying "Yay!", respectively.

[0059] Similarly, the commands corresponding to the emotions of "sad," "surprise," "like," "amazing," and "I see" are "raise both hands to the sky," "step back in shock," "thumbs up," "light clap," and "shake right fist down on left palm" for the male type, and these commands include the sounds "Ah!", "Huh!?", "Good!", "Wow," and "I see!", respectively. In this case, by pressing the push buttons corresponding to "B," "C," "D," and "E," the male user character 51 performs the following actions: placing both hands on his head and looking up to the sky while saying "Ah!"; jumping back in shock and saying "Eh!?"; giving a thumbs-up (raising both thumbs) and saying "Good!"; lightly clapping his hands and saying "Wow!"; and lightly shaking his right fist down on the palm of his left hand and saying "I see!".

[0060] In addition, the female type has the following command actions corresponding to the emotions of "sad," "surprise," "love," "amazing," and "I see," including "flapping both hands," "putting hands over mouth," "clasping hands next to face," "clap," and "shaking right fist down on left palm," and these command actions include the sounds "Ahh," "What!?", "I love it," "Amazing!", and "I see!", respectively. In this case, by pressing the push buttons corresponding to "B," "C," "D," and "E," the female user character 51 performs the following actions: waving both hands vigorously while saying "Ahh," covering her mouth while saying "Eh!?" in surprise, clasping both hands and placing them next to her face while saying "I love it," clapping her hands while saying "Amazing!", and gently shaking her right fist down on the palm of her left hand while saying "I see!".

[0061] Each instruction action may be preset as a default action, or may be set so that the same instruction action is executed uniformly every time the same push button is pressed by the same user character 51. However, as an example, the user's motion is reflected in part of the instruction action, as with the special action. Specifically, the user's actual facial expression (motion) is reflected in the facial expression of the user character 51 in each instruction action. In other words, when the user presses the push button corresponding to "A" or the like, the user character 51 expresses an emotion such as "happy" through an instruction action that has been edited so that a default action is reflected in part of the motion action, as with the special action.

[0062] Next, details of the action data AD will be explained. Fig. 8 is a diagram showing an example of the configuration of the action data AD. As shown in Fig. 8, the action data AD includes an action record ADR for managing default actions for each character. Furthermore, in order to realize such management, the action record ADR includes information on "character," "situation," "default action," and "type." These pieces of information are recorded in the action record ADR so that they are mutually associated.

[0063] "Character" is information indicating each user character 51 when multiple user characters 51 are prepared in a quiz game. "Character" may describe appropriate information for identifying each user character 51. As an example, information on a character ID uniquely assigned to each character for identifying each user character 51 is described. "Status" is information indicating a specific situation in which a predetermined action should be executed. "Status" may describe various situations appropriately. For example, if a situation in which an operation to press a push button corresponding to "A" or the like is executed corresponds to a specific situation, information indicating each push button such as "A" is described in "Status." Furthermore, if a specific progress in the example of FIG. 5, such as completion of registration on the character selection screen, corresponds to the specific situation, information indicating each progress shown in the example of FIG. 5, such as completion of registration on the character selection screen, is described in "Status."

[0064] The "default action" is information indicating the content of a default action to be executed in a specific situation. When multiple default actions, such as "overjoyed," are prepared as default actions, the "default action" information includes information about these default actions. Specifically, information indicating the content of each instruction action in the example of FIG. 7 is written in the "default action," such as the "one-handed guts" arm movement and the vocal action of "Yes!" corresponding to the "A" push button in the example of FIG. 7. In addition, in the example of FIG. 5, information indicating the content of a specific special action corresponding to "overjoyed," such as "overjoyed" or a winking expression (facial action), is written in the "default action."

[0065] "Type" is information indicating the type of each default action. For example, "Type" describes information indicating the type of each default action, such as a command action or a special action. Note that the action data AD is not limited to this information, and may include various types of information as appropriate depending on the type of default action, etc. Alternatively, some of the above information may be omitted as appropriate. For example, if only one user character 51 is prepared for the quiz game, the "Character" information may be omitted, and if only one type of default information is prepared, the "Type" information may be omitted.

[0066] Next, the movement control process will be described with reference to FIG. 9 . The movement control process is a process for controlling the movement of the user character 51. The user character 51 may perform various movements, not limited to motion movements, etc., but the example of FIG. 9 illustrates a case in which the user character 51 performs a default movement instead of a motion movement. The default movement may be entirely set in advance and executed instead of the motion movement. Alternatively, as an example, the default movement is executed so that the user's motion is reflected in part of the default movement. In other words, part of the motion movement is changed to a default movement, and the default movement is executed instead of the motion movement in part of the default movement. The example of FIG. 9 illustrates a movement control process in which the user's motion is reflected in such a default movement. In this case, the display control unit 38 starts the movement control process of FIG. 9 each time a specific situation occurs, such as when a certain progress in the example of FIG. 5 is reached or when a push button corresponding to "A" or the like in the example of FIG. 7 is pressed. First, the display control unit 38 identifies the default movement as the movement to be executed in the current situation (step S101).

[0067] Next, the display control unit 38 determines a default action corresponding to the current situation (specific situation) (step S102). That is, the display control unit 38 determines a default action corresponding to the type of situation that actually occurred as the current situation from among multiple types of situations prepared as specific situations. Specifically, the display control unit 38 determines the content (type) of the default action corresponding to the current situation while referring to the "situation" and "default action" in the action data AD. For example, if the current situation corresponds to a specific progression such as registration completion on the character selection screen, the display control unit 38 determines a special action set for that specific progression such as overjoyment as the default action corresponding to the current situation. Similarly, if the current situation corresponds to a situation in which a push button such as "A" has been pressed, the display control unit 38 determines an instruction action corresponding to the pressed push button such as "A" as the default action corresponding to the current situation.

[0068] Next, the display control unit 38 edits the default action determined in step S102 (step S103). The display control unit 38 may perform appropriate editing, and as an example, performs editing so as to reflect the user's motion in the default action. Specifically, if the default action determined in step S102 corresponds to a special action, the display control unit 38 determines motion in parts of the user's face other than their facial expressions, such as their arms, based on the detection result of the camera CA, and performs editing so as to reflect the motion in parts of the default action other than their facial expressions, such as their arms. Alternatively, if the default action determined in step S102 corresponds to a pointing action, the display control unit 38 determines motion in parts of the user's face (face) based on the detection result of the camera CA, and performs editing so as to reflect the motion in the facial expression of the default action. Note that editing may be implemented as appropriate. Although a case in which a motion action is reflected in a default action has been described as an example, the present invention is not limited to this. For example, editing may be performed so as to reflect the default action in the motion action.

[0069] Next, the display control unit 38 actually controls the movement of the user character 51 (step S104). Specifically, the display control unit 38 controls the movement (display) of the user character 51 so that the user character 51 actually executes the edited default movement edited in step S103 instead of the motion movement (if the default movement is reflected in part of the motion movement, part of the motion movement is changed to the default movement, and the default movement is executed instead of the motion movement for that part). After this control, the display control unit 38 ends the current movement control process. As a result, the movement of the user character 51 is controlled so that the default movement is executed instead of the motion movement in a specific situation. Specifically, if the current play situation corresponds to a specific progression, the user character 51 is controlled to execute a special movement as the default movement, including a default facial expression and an arm movement corresponding to the user's motion. On the other hand, if the current play situation corresponds to a movement instruction, the user character 51 is controlled to execute a special movement as the default movement, including a default arm movement and an arm movement corresponding to the user's motion.

[0070] As explained above, according to this embodiment, the user character 51 displayed on the game screen such as the answer screen 50 executes a motion action at any time in response to the user's motion, but when the game play situation corresponds to a specific situation, a default action set in advance as an action to be executed by the user character 51 is specified, and the default action is actually executed in place of part of the motion action. In other words, the motion action and the default action are used selectively depending on whether the situation corresponds to a specific situation.

[0071] Specifically, the user character 51 executes a default action expressing great joy when the game situation corresponds to a specific progression, such as when a quiz question is answered correctly, and executes a default action expressing "happy" or the like when the game situation corresponds to a progression in which a push button corresponding to "A" or the like is pressed, instead of a motion action. That is, a motion action and a default action are used depending on whether a specific progression occurs, and multiple default actions are further used depending on the type of specific progression, such as whether a specific progression occurs or whether a motion instruction has been executed. Therefore, even if a user is not good at expressing emotions through motion, the user character 51 can express emotions through the default action set for a specific progression, regardless of the user's motion. Furthermore, even in situations other than the specific progression, the user character 51 can express emotions through the default action corresponding to each push button, regardless of the user's motion, by pressing a push button corresponding to "A" or the like. As a result, while realism is improved by the motion action, the default action can guide the user character 51's actions according to the game situation. As a result, it is possible to achieve both improved realism and the realization of movements of the user character 51 according to the situation of the game.

[0072] In particular, a specific progression may require a movement that is more suited to that progression, and by using a movement that is preferable for that specific progression as a default movement, the movement of the user character 51 can be guided to a movement that is more suited to the progression of the game. As a result, the game's presentation or excitement can be improved, and the game's entertainment value can be enhanced.

[0073] Furthermore, when the user's motion is reflected in part of the user character 51 as a default action, in other words, when part of the motion action changes to the default action, the realism of the default action in a specific situation can be improved. For example, when a special action including a preset facial action is executed while reflecting the user's arm action in a specific progression, it is possible to realize a desirable emotional expression such as great joy through the facial expression, while linking it with the user's actual action through the arm action. This can further improve the compatibility between improving realism and realizing actions that are appropriate for the situation.

[0074] In the above embodiment, the display control unit 38 of the game machine 3 functions as the action identification means, action control means, and action determination means of the present invention by executing the procedure of Fig. 9. Specifically, the display control unit 38 functions as the action identification means by executing step S101 of Fig. 9, as the action control means by executing step S104, and as the action determination means by executing step S102.

[0075] The present invention is not limited to the above-described embodiment and may be embodied in an appropriate modified or altered form. For example, in the above-described embodiment, a motion action is reflected in the default action. However, the present invention is not limited to this embodiment. For example, when the default action includes a special action and an instruction action and a specific progression overlaps with an action instruction, the instruction action may be reflected in the special action, or the instruction action may be reflected in the special action. Specifically, when a specific progression overlaps with an action instruction, an action edited to combine a facial action as a special action and a movement of an arm or the like as an instruction action may be executed as the default action. When such editing is executed, for example, it is executed in step S103 of the process of FIG. 9. When such processing is executed, the display control unit 38 of the game machine 3 functions as the action editing means of the present invention by executing step S103 of the process of FIG. 9.

[0076] In the above-described embodiment, the user's motion is reflected so as to change a part of the default action. However, the present invention is not limited to this embodiment. For example, the user's motion may be reflected so as to change the degree or form of the action in the default action. Specifically, when a facial action corresponding to a smiling expression is applied as the default action, the movement of the corners of the mouth in the user's motion may be reflected in the smile. Alternatively, when the user is also performing a motion corresponding to a smile, the default action of smiling may be changed to a facial action corresponding to a laugh. Similar editing may occur between a command action and a special action. Specifically, for example, when a push button corresponding to "A" is operated in a specific progression corresponding to great joy, a motion that generates "Yes!" may be added to the motion of the overjoyed user character 51H.

[0077] In the above-described embodiment, the operation of pressing a push button is exemplified as an action instruction. However, the action instruction is not limited to this form. For example, the action instruction may be realized by voice input through the microphone MI. Specifically, for example, when the voice "Thank you" is input, the user character 51 may perform a bowing action as a default action. In other words, the voice input of "Thank you" may be used as the action instruction. Similarly, a default action such as a fist pump or a hand wave may be set in response to a voice input (action instruction) such as "I did it" or "Goodbye." In this way, various specific words may be set as action instructions, and the default action corresponding to the action instruction may be executed instead of a motion action. Furthermore, such an action instruction by voice input may be executed independently of a motion action. In other words, such an action instruction by voice input may be applied to a character that does not perform a motion action (a character automatically controlled by a computer).

[0078] Furthermore, morphing technology may be applied to predefined actions including voice-input action instructions. Morphing is an interpolation technique that gradually changes pre-change actions to post-change actions in order to eliminate unnaturalness between the pre-change and post-change actions. In this case, if there is a large discrepancy between the pre-change and post-change actions, the application of the predefined action may be omitted. In this case, exceptions may be set as appropriate between predefined actions such as push-button instructions, voice-input instructions, and special actions. Therefore, for example, a special action may be executed regardless of the discrepancy between the pre-change and post-change actions. The discrepancy between the pre-change and post-change actions may be determined as appropriate, for example, based on the position of a specific part (which may be the whole body) between the pre-change and post-change actions. Specifically, for example, if the position of a specific part between the pre-change and post-change actions is farther apart than a predetermined distance, it may be determined that the discrepancy is large.

[0079] In the above embodiment, the processing of FIG. 9 is executed by the game machine 3. As a result, the game machine 3 alone functions as the game system of the present invention. However, the present invention is not limited to this embodiment. For example, the center server 2 may execute all or part of the role of the game machine 3 (for example, the processing of FIG. 9). Therefore, for example, when the center server 2 executes all of the processing of FIG. 9, the center server 2 alone (including the case where it is realized by a combination of multiple server devices) may function as the game system of the present invention. Alternatively, conversely, the game machine 3 may execute all or part of the role of the center server 2. In this case, the center server 2 may be omitted.

[0080] Various aspects of the present invention derived from the above-described embodiments and modifications will be described below. In the following description, corresponding components shown in the accompanying drawings will be written in parentheses to facilitate understanding of each aspect of the present invention, but the present invention is not limited to the illustrated forms.

[0081] The game system of the present invention is a game system (3) connected to a detection device (CA) that detects a user's motion and a display device (MO) that displays a game screen (50) including a character (51) that performs a motion action that includes, at least in part, an action corresponding to the motion, and that provides a game that progresses through the character on the game screen, and is equipped with an action identification means (38) that identifies a pre-set default action as an action to be performed in a specific situation when the game play situation corresponds to the specific situation, and an action control means (38) that controls the action of the character so that the default action is performed instead of at least in part of the motion action in the specific situation.

[0082] According to the present invention, a character on a game screen executes a motion action in accordance with a user's motion, but when the game play situation corresponds to a specific situation, a preset default action is specified as the action to be executed by the character, and the default action is executed in place of at least a part of the motion action. This allows the motion action to improve realism, while the default action can guide the character's action to an action appropriate to the game situation. As a result, it is possible to achieve both improved realism and the realization of character action appropriate to the game situation.

[0083] Various situations occurring in the game may be used as the specific situation. For example, a situation in which a specific instruction is executed by the user, or a specific progression (development) in the game, may be used as the specific situation. Specifically, for example, in one aspect of the game system of the present invention, the action control means may use a specific progression in the game as the specific situation and control the action of the character so that the default action set for the specific progression is executed in the specific progression. In this case, by using an action that is preferable for the specific progression as the default action set for that progression, the character's action can be guided to an action that is more suitable for the progression of the game. As a result, the presentation of the game can be improved, and ultimately, the game's enjoyment can be enhanced.

[0084] A single situation may be used as the specific situation, or multiple situations may be used. Similarly, a single type of action may be prepared as the default action, or multiple types of actions may be prepared. That is, an appropriate number of specific situations and an appropriate number of default actions (including cases where multiple default actions are set for one situation according to conditions such as randomness) may be prepared. For example, one aspect of the game system of the present invention may include, when the specific progression includes multiple types of progression, action determination means (38) that determines a default action corresponding to a type of progression that has occurred as the specific progression from among the multiple types of progression based on action data (AD) that associates the multiple types of progression with multiple default actions corresponding to the multiple types of progression, and the action control means controls the action of the character so as to execute a default action corresponding to the type of progression that has occurred as the specific progression in the specific progression.

[0085] When multiple situations are used as the specific situation, the multiple situations may be of the same type or different types. For example, the multiple situations may include situations related to the progress of the game and situations based on user instructions (such as various operations). In other words, the multiple situations may include situations with different occurrence conditions, as an example of heterogeneity. Specifically, in one aspect of the game system of the present invention, when an input device (CP) for inputting an action instruction from the user is connected, the specific situation may include both a specific progress in the game and a situation in which the action instruction is executed, the default action may include a special action as an action preset for the specific progress and an instruction action as an action preset for the action instruction, and the action control means may control the action of the character so that the instruction action is executed in the situation in which the action instruction is executed and the special action is executed in the specific progress as the default action instead of the motion action.

[0086] The default action may be executed in place of at least a part of the motion action as appropriate. Specifically, the default action may be applied to a part of the motion action, and the default action may be executed in place of that part of the motion action. In other words, a part of the motion action may change to the default action. Furthermore, a motion reflecting the motion of all parts of the user may be executed as the motion action, or a motion reflecting the user's motion in an appropriate part, such as only the upper body, only the arms, only the head, or only the face, may be executed. In this case, the parts of the motion action other than the motion reflecting the motion may be appropriately realized by computer control (predetermined actions set in advance). For example, a combination of a motion in which the motion of the upper body excluding the user's face is reflected in the upper body excluding the face of the character, and a predetermined facial action may be executed as the motion action. The default action may then be applied to an appropriate upper body action including a facial action in the motion action. In other words, the default action may change either a motion reflecting the user's motion in the motion action to the default action, or a motion (predetermined action) that does not reflect the motion to the default action. Alternatively, the default action may be executed as an action completely separate from the motion action, replacing the entire motion action. Similarly, when the default action includes a special action and an instruction action, and the execution of a specific progress and an action instruction overlap, the special action and the instruction action may be executed as appropriate instead of all or part of the motion action. For example, different parts of the motion action may change into a special action and an instruction action, respectively. Alternatively, all or the same part of the motion action may change into either a special action or an instruction action. In this case, an appropriate priority, such as special action priority, may be set between the special action and the instruction action. Alternatively, the instruction action may be reflected in the special action. Or, conversely, the special action may be reflected in the instruction action.

[0087] Specifically, for example, one aspect of the game system of the present invention may include an action editing means (38) that edits the special action into an edited action that reflects the action instruction in the special action when the action instruction is executed in the specific progression, and the action control means may control the action of the character so as to execute the edited action as the special action in the specific progression.

[0088] As long as the game progresses through a character, various types of games, such as action games, role-playing games, and simulation games, may be provided as appropriate. The specific situation may be set appropriately depending on the game. For example, in one aspect of the game system of the present invention, a quiz game including questions to be answered by the user may be provided as the game, and the specific situation may be at least one of the following: the user correctly answers the question in the quiz game; or the user incorrectly answers the question.

[0089] On the other hand, the computer program of the present invention is configured to cause the detection device and a computer (31) connected to the display device to function as each means of the game system described above.

[0090] Furthermore, the control method of the present invention is a method for controlling a computer (31) incorporated in a game system (3) that is connected to a detection device (CA) that detects a user's motion and a display device (MO) that displays a game screen (50) including a character (51) that performs motion actions at least part of which are actions corresponding to the motion, and that provides a game that progresses through the character on the game screen, and that causes the computer (31) to execute an action specification procedure that specifies a preset default action as an action to be performed in a specific situation when a play situation of the game corresponds to the specific situation, and an action control procedure that controls the action of the character so that the default action is performed instead of at least part of the motion actions in the specific situation. The game system of the present invention can be realized by executing the computer program or control method of the present invention. [Explanation of symbols]

[0091] 1. Game System 2. Central server 3. Game consoles (game systems) 31 Control unit (computer) 38 Display control unit (action identification means, action control means, action discrimination means, action editing means) 50 Answer screen (game screen) 51 User Character (Character) AD operation data CA camera (detection device) CP Control Panel (input device) MO monitor (display device) PG2 Game Program (Computer Program)

Claims

1. A game system is connected to a detection device that detects a user's motion and a display device that displays a game screen including a character that executes a motion action that at least partly includes an action corresponding to the motion, and provides a game that progresses through the character on the game screen, an action specification means for specifying a default action that is set in advance as an action to be executed in a specific situation when the game play situation corresponds to the specific situation; a motion control means for controlling a motion of the character so as to execute the default motion in place of at least a part of the motion actions in the specific situation; Equipped with the motion control means omits execution of the predetermined motion to be executed when there is a large deviation between a position of the specific body part in the motion and a position of the specific body part in the predetermined motion to be executed in the specific situation; Game system.

2. A computer that is connected to a detection device that detects a user's motion and a display device that displays a game screen including a character that executes a motion action that at least partly includes an action corresponding to the motion, and that is incorporated into a game system that provides a game that progresses through the character on the game screen, An action specification means for specifying a default action that is set in advance as an action to be executed in a specific situation when the game play situation corresponds to the specific situation; and a control unit for controlling the character's action so as to execute the default action instead of at least a part of the motion action in the specific situation; the motion control means omits execution of the predetermined motion to be executed when there is a large deviation between a position of the specific body part in the motion and a position of the specific body part in the predetermined motion to be executed in the specific situation; Computer program.

3. A computer is connected to a detection device that detects a user's motion and a display device that displays a game screen including a character that performs a motion action that at least partly includes an action corresponding to the motion, and is incorporated into a game system that provides a game that progresses through the character on the game screen, the computer comprising: An action specification step of specifying a preset default action as an action to be executed in a specific situation when the game play situation corresponds to the specific situation; and executing a motion control procedure for controlling a motion of the character so as to execute the default motion instead of at least a part of the motion actions in the specific situation; The motion control procedure includes omitting execution of the predetermined motion to be executed when a deviation between a position of a specific part in the motion and a position of the specific part in the predetermined motion to be executed is large in the specific situation. Control methods.