Game device and program

JP2024047530A5Pending Publication Date: 2025-10-03BANDAI CO LTD
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Patent Information

Application Number
JP2023079570
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-05-12
Publication Date
2025-10-03

AI Technical Summary

Technical Problem

Existing game devices fail to effectively encourage spontaneous exercise by users, as mission accomplishment results do not impact character parameters in battle games, leading to a lack of motivation for users to engage in physical activity.

Method used

A game device that includes an acquisition unit for tracking user activity, controlling character training through two modes: normal mode, which changes cumulative scores based on daily activity, and training mode, which evaluates specific exercises to alter battle parameters, ensuring user engagement and motivation.

Benefits of technology

The solution effectively guides users to spontaneous exercise by dynamically changing character parameters based on their activity, enhancing user engagement and motivation in both training and battle games.

✦ Generated by Eureka AI based on patent content.

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Abstract

To suitably guide a user to voluntary movement.SOLUTION: A game device for executing a game of a first type growing a character includes: acquisition means for acquiring activity information showing a user's activity state; growing means for growing an object character by changing a parameter of the object character to be grown on the basis of activity information acquired by the acquisition means; and control means for controlling a growing method of an object character in the growing means according to a mode set to the game device. A growing method of an object character in the growing means includes: a first growing method for changing parameters pertaining to at least a game of a first type; and a second growing method for changing parameters pertaining to a game of a second type different from a game of a first type. The control means grows an object character by the first growing method on the basis of activity information when a first mode is set, and controls the growing means so as to grow an object character by the second growing method on the basis of activity information when a second mode is set.SELECTED DRAWING: Figure 6
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Description

[Technical field]

[0001] The present invention relates to a game device and a program, and more particularly to an electronic game having a character development function. [Background technology]

[0002] 2. Description of the Related Art There is a game device that executes an electronic game having a function of raising a character according to a user's activity state (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2022-088274 A Summary of the Invention [Problem to be solved by the invention]

[0004] The game device of Patent Document 1 is provided with a function of a battle game in which characters that have been trained compete against each other, and a function of a mission to encourage the user to exercise spontaneously. However, since the results of completing the mission do not affect the parameters of the characters in the battle game, there is a possibility that the user's spontaneous exercise is not appropriately encouraged.

[0005] An object of one aspect of the present invention is to provide a game device and a program that suitably induce a user to exercise spontaneously. [Means for solving the problem]

[0006] One aspect of the present invention is a game device that executes a first type of game in which a character is developed, and includes an acquisition means for acquiring activity information indicating a user's activity state, a development means for developing a target character to be developed by changing parameters of the target character based on the activity information acquired by the acquisition means, and a control means for controlling a development method of the target character in the development means depending on a mode set in the game device, wherein the development method of the target character in the development means includes at least a first development method for changing parameters related to the first type of game, and a second development method for changing parameters related to a second type of game different from the first type of game, and the control means controls the development means to develop the target character using the first development method based on the activity information when the first mode is set, and to develop the target character using the second development method based on the activity information when the second mode is set. Effect of the Invention

[0007] According to the present invention, it is possible to preferably induce a user to perform spontaneous exercise. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of the external configuration of a game device 100 according to an embodiment and a modification of the present invention; [Diagram 2] FIG. 1 is a diagram illustrating a functional configuration of a game device 100 according to an embodiment and a modification of the present invention. [Diagram 3] FIG. 13 is a diagram illustrating a display screen relating to a training mode according to an embodiment and a modified example of the present invention. [Figure 4] FIG. 13 is a diagram illustrating an example of the data structure of various information managed by the game device 100 according to the embodiment and the modified example of the present invention. [Diagram 5] FIG. 13 is a diagram illustrating a status screen showing battle parameters of a character being trained according to an embodiment of the present invention; [Figure 6] A flowchart illustrating an update process executed in the game device 100 according to an embodiment of the present invention. [Figure 7] FIG. 13 is a diagram illustrating a screen presenting an evaluation of an activity history in a training mode according to a first modified example of the present invention; DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] [Embodiment] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the invention according to the claims, and not all combinations of features described in the embodiments are essential to the invention. Two or more features among the multiple features described in the embodiments may be arbitrarily combined. In addition, the same reference numbers are used for the same or similar configurations, and duplicated descriptions are omitted.

[0010] In the embodiment described below, an example of a game device will be described in which the present invention is applied to a game device that is worn by a user and capable of executing an electronic game in which the user develops a character. However, the present invention can be applied to any device capable of executing an electronic game in which the user develops a character.

[0011] Configuration of the Game Device The configuration of the game device 100 of this embodiment will be described below with reference to FIGS.

[0012] FIG. 1 is a diagram illustrating an example of the appearance of a game device 100 according to the present embodiment. The game device 100 is configured, for example, in the form of a bracelet that can be worn on the wrist of a user. The game device 100 is equipped with various sensors capable of detecting and measuring the user's activity state when worn, and can measure various items. In this embodiment, the game device 100 is described as being worn on the wrist in order to facilitate the user's confirmation of the display contents of a display unit 120 (described later) that the game device 100 is equipped with. However, the implementation of the present invention is not limited to this, and the game device 100 may be worn on any part of the user's body, such as a finger, upper arm, waist, or leg.

[0013] The game device 100 is configured to be capable of executing an electronic game (raising game) relating to raising a character as a first type of game according to the present invention, and an electronic game (battling game) in which the raised character fights against another character as a second type of game. The game device 100 controls the progress of the raising game according to the measurement results of the activity state during its operation. The details of the raising game will be described later, but it goes without saying that the input for raising a character in the practice of the present invention is not limited to the measurement results of the activity state. The form of the game device 100 and the elements for progressing the raising game shown in this embodiment are merely examples.

[0014] Functional Configuration of the Game Device FIG. 2 is a block diagram illustrating the functional configuration of the game device 100 of this embodiment.

[0015] The control unit 101 is, for example, a microcomputer, and controls the operation of each block of the game device 100. Specifically, the control unit 101 reads out an operation program for each block recorded in the storage device 102, expands it in the memory 103, and executes it to control the operation of each block.

[0016] The storage device 102 is a device capable of permanently holding data, such as a non-volatile memory. The storage device 102 stores parameters and the like required for the operation of each block in addition to the operation programs of each block possessed by the game device 100. The storage device 102 also includes an area for storing various information on characters currently being trained in the training game and characters that can be trained in the game device 100. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 is used not only as an area for developing the operation programs of each block, but also as a storage area for temporarily storing data and the like output in the operation of each block.

[0017] The detection unit 104 detects various information indicating the user's activity state using the sensor 110, and outputs the detection results. The sensor 110 may be, for example, an acceleration sensor or a heart rate sensor, and detects information on the movement occurring in the game device 100 and the user's heart rate as information on the activity state. The sensor 110 is configured to output the detection results at predetermined time intervals, and may output, at each output timing, information such as the number of steps and heart rate detected after the most recent output.

[0018] The acquisition unit 105 acquires various information related to the training game from a memory card (not shown) attached to the game device 100. The game device 100 of this embodiment is configured to be capable of training a plurality of types of characters. The game device 100 has information on some types of characters stored in advance in the storage device 102, and the characters can be selected as targets for training, or can be selected as targets for training and a training game can be started when a condition is satisfied. Meanwhile, information on the remaining types of characters is configured to be acquireable via the acquisition unit 105 by attaching a memory card in order to expand the elements of interest.

[0019] The display control unit 106 is responsible for controlling the display of information in the game device 100. The display control unit 106 uses display information recorded in the storage device 102 for the character being developed to configure various screens related to the development game to be displayed on the display unit 120, which may be, for example, an LCD.

[0020] The operation input unit 107 is a user interface such as a physical operation member (button) that the game device 100 has. When the operation input unit 107 detects that an operation input has been made to the operation member, it outputs a control signal corresponding to the operation input to the control unit 101.

[0021] The communication unit 108 is a communication interface for communicating information with an external device provided in the game device 100. The communication unit 108 does not need to be in a state of constant communication connection, but may be configured to transition to a state of communication connection in some modes that are transitioned to in the course of the training game or in response to a menu selection by the user, etc. The communication method of the communication unit 108 may include, for example, short-range wireless communication and close-proximity wireless communication.

[0022] Overview of the training game The following provides an overview of the training game executed on the game device 100 of this embodiment having such a configuration.

[0023] In the game device 100, a plurality of types of characters can be selected as the character to be raised. The user can set one of the characters as the character to be raised and raise the character. That is, the raising game executed in the game device 100 is configured so that one character can be set as the character to be raised at a time.

[0024] The character to be developed may be selected, for example, from among selectable characters by a lottery process, or based on a condition that is satisfied during use of the game device 100. Alternatively, the character to be developed may be selected in response to an operational input by the user, or in response to the acquisition unit 105 acquiring relevant information from a memory card.

[0025] The character is basically raised according to the activity state of the user wearing the game device 100. In the raising game of this embodiment, in order to express the character growth, a plurality of raising stages are provided for each character, and the character progresses through the raising stages sequentially as a predetermined growth condition is satisfied. In other words, the raising game for one character is configured to progress through a plurality of raising stages, and progress to the next raising stage when a predetermined growth condition is satisfied in each raising stage.

[0026] For each character, multiple types of appearances (forms) are defined at least in some of the development stages, and which of these appearances the character will have is determined depending on the transition of the user's activity state in the previous development stages. In other words, the development game presents the user with an expression of "character evolution" by changing the appearance of the character as the development stages progress. In this way, the development game can provide an interesting experience of character development that is not fixed by changing the mode of character evolution depending on the activity performed by the user wearing the game device 100 as the multiple development stages progress.

[0027] The multiple types of forms defined in the development stage are not only different in appearance, but also have different parameters (battle parameters) that are used when participating in a battle game described below. Here, the battle parameters may be, for example, physical strength, attacking power, defensive power (or evasive abilities such as agility), etc., and are referred to when determining the progress of the battle game. Therefore, a user who wishes to advance advantageously in the battle game can wear the game device 100 and carry out planned activities so as to grow the character into a form with more advantageous battle parameters.

[0028] Which form the character will evolve into as the character progresses through the development stage is determined based on the transition of daily activities performed by the user while wearing the game device 100. In the game device 100 of this embodiment, the detection unit 104 acquires information on the number of steps and heart rate of the user, and the form to which the character will evolve is determined according to the amount of points (scores) accumulated by measuring the number of steps and heart rate of the user over a predetermined period of time. Here, the method of score evaluation and the score required for evolution to each form may be determined for each character being developed or the current form of the character.

[0029] Furthermore, the acquired information on the activity state (activity information) can also be used to control in real time the state of the character displayed on the display unit 120 of the game device 100. For example, the activity information is also used to determine the condition (condition) of the character in the training game, and the display control unit 106 controls the image of the character to be displayed on the display unit 120 in a manner that reflects the condition.

[0030] <Competitive games> Next, the fighting game executed on the game device 100 will be described.

[0031] As described above, a battle game is a game in which a user has a character (hereinafter referred to as a player's character) that the user has trained in the game device 100 participate in the game. That is, the user can enjoy not only appreciating the appearance and actions of the player's character that the user trained in the training game, but also having the character participate in a battle game and having the character battle an opponent's character (hereinafter referred to as an opponent's character). In a battle game, the player's character and the opponent's character perform battle actions in sequence, and the character that first reduces the opponent's character's vitality to 0 wins, or the character with the most vitality remaining after a predetermined number of turns has passed wins. Note that the content of the battle game is not limited to such a turn-based game, and can be changed as appropriate to other battle-style games.

[0032] The fighting game may be executed, for example, when an operation input related to a request to execute the fighting game is acquired by the operation input unit 107, when a predetermined condition in the training game is achieved, or when information on an opponent character is acquired. Here, the information on the opponent character of the fighting game may be stored in the storage device 102 in advance, or may be received, for example, when a memory card is inserted into the game device 100, when communication with an external communication device is performed, or the like.

[0033] In the training game of this embodiment, all characters are provided with six training stages, and the fighting game is available from the third training stage. That is, the user cannot have the character participate in the fighting game and play the game until the character reaches the second training stage. On the other hand, after the character reaches the third or subsequent training stages, the character can participate in the fighting game and play the game. Therefore, events in the training game related to the execution of the fighting game are also controlled so as not to occur until the character reaches a stage later than the second training stage.

[0034] <Changes in battle parameters> As described above, in the training game of this embodiment, the form of the player's character changes as the training stage progresses, and the battle parameters of the character change accordingly. That is, the battle parameters of the player's character include a fixed value that is determined independently of the user, depending on the form of the player's character being determined. That is, the fixed value battle parameters (hereinafter referred to as basic parameters) according to the form of the character are predefined according to the characteristics and properties of the character, and a basic playing experience of the battle game using the character is guaranteed for all users. Therefore, the user can train the player's character in the training game by wearing the game device 100, performing daily activities, and accumulating scores that satisfy the evolution conditions for the character to a specific form, thereby bringing the character into a state of having basic parameters related to the form.

[0035] On the other hand, if the progress of the fighting game is determined only by the basic parameters inherent to such characters (forms), the result of the fighting game may be fixed. That is, when the characters competing in the fighting game are determined, the fighting game may lose its interest because which character will develop advantageously based on the basic parameters of the participating characters. From another point of view, the user can get a good result in the fighting game by simply developing the character to a form having basic parameters that can favorably advance the fighting game, so that the user has less need to develop the character further, and as a result, the user may lose interest in exercising while wearing the game device 100. That is, the function of the game device 100 to stimulate the user's motivation to exercise may not work properly.

[0036] For this reason, in the battle game of this embodiment, the battle parameters of each character include additional parameters in addition to basic parameters. The additional parameters, like the basic parameters, are parameters whose values ​​change based on the activity information acquired in the training game. However, the basic parameters and the additional parameters are measured based on different user actions, and in order to clearly measure and distinguish between them in the game device 100 of this embodiment, the following two types of operation modes related to the training game are provided so as to be switchable in response to user operation input.

[0037] The first mode is a normal mode (hereinafter referred to as normal mode) in which, as described above, a score is accumulated based on activity information measured on a daily basis, such as walking, and the player's character's basic parameters are changed by progressing through the development stages based on the score. In normal mode, the user does not need to consciously perform a specific action, and the user's heart rate increase, number of steps, walking speed, etc. are acquired as activity information by performing daily actions, including running, and are used to accumulate a score for progressing the player's character's development stages and for identifying the form of the character's evolution.

[0038] The second mode is a training mode, which is different from the normal mode in that the user is made to consciously perform movements related to a specific type of exercise, and activity information measured is evaluated, and the additional parameters of the player's character are changed based on the evaluation. More specifically, in the training mode, unlike the normal mode, the measurement time is limited, and the frequency with which the user was able to perform the corresponding exercise within that time is evaluated, and the value of the corresponding item of the additional parameters is increased by a value according to the evaluation.

[0039] In the battle game of this embodiment, in order to facilitate understanding of the invention, it is assumed that three types of items, namely, physical strength, offensive strength, and defensive strength, are provided as battle parameters for each character referenced in the battle game. In the training mode, each of these items is associated with a different type of exercise, and activity information is acquired and evaluated for the type of exercise designated for measurement by the user.

[0040] For example, when the game device 100 is switched to the training mode, a screen for selecting an exercise type to be measured (trained) is displayed on the display unit 120 of the game device 100 as shown in FIG. 3(a). In the example shown in the figure, the exercise types to be measured are crunch (button 301) for performing abdominal muscle movements, punch (button 302) for thrusting fists alternately to the left and right, and dash (button 303) for running. The user can start the measurement related to any one of the exercise types by selecting the button corresponding to that exercise type. For example, each exercise type may be one that intuitively recalls an additional parameter item, and in the example shown in the figure, crunch corresponds to physical strength, punch corresponds to attacking power, and dash corresponds to defensive power (or evasive performance).

[0041] When the exercise type is selected, the screen of the display unit 120 displays a countdown to indicate the start of the measurement, and then transitions to a measurement in progress screen. Then, when the measurement period ends, the contents (number of times) performed are evaluated based on the activity information acquired during the measurement period, and the evaluation result 311 and the value 312 of the additional parameter that increases due to the current exercise are displayed in a result screen, for example, as shown in FIG. 3(b). The increase in the additional parameter is evaluated in three stages, "±0", "+1", and "+2", based on a preset number of times threshold and the number of times the corresponding exercise was performed during the measurement period. After the result screen is displayed, when a confirmation operation input is performed, or when a predetermined display time has elapsed, the mode of the game device 100 is switched from the training mode to the default normal mode. The screen display of the display unit 120 also transitions to a screen displaying a character related to the training game in the normal mode, rather than the training mode.

[0042] In this way, while the basic parameters determined by the change in the character's form in normal mode are fixed values, the additional parameters that increase as the user exercises in training mode are variable values ​​that increase depending on whether the exercise is evaluated as good or not. Also, while the basic parameters change for each form as the development stage progresses, the additional parameters are accumulated sequentially depending on the number of times the user has performed the exercise related to the training mode, regardless of the development stage, and are maintained regardless of changes in form. In other words, the basic parameters are base parameters that are fixedly determined regardless of the user depending on how the character has evolved in the development game, and the additional parameters are user-dependent parameters that are added to the basic parameters and are provided to give preferential treatment to users who have performed many exercises related to the training mode. In other words, when a battle game is played using one's own character, the battle parameters of that character are (Battle parameters) = (Basic parameters) + (Additional parameters) It is derived as follows.

[0043] In this way, the battle parameters change even for the same character with the same form, so that the motivation of the user who wants to progress in the battle game more advantageously can be increased for the exercise related to the training mode. Also, since the additional parameters are maintained even if the character's training stage progresses, the effect of always increasing the battle parameters (if the value is other than 0) is generated during the training of the character.

[0044] The information on the battle parameters is realized by storing, for example, the following information in the storage device 102 or memory 103.

[0045] In the storage device 102, for each character form, information (form information) configured as shown in Fig. 4(a) is managed. In the example shown in the figure, the form information manages stage information 402 indicating the development stage, a form ID 403 uniquely identifying the form, and basic parameters 404 for the form, in association with a character ID 401 that uniquely identifies the character. The basic parameters 404 also include a vitality 411, an attacking power 412, and a defensive power 413 related to the form. Here, the vitality 411, the attacking power 412, and the defensive power 413 included in the basic parameters 404 are fixed values ​​that are defined invariably for the form.

[0046] For the player's own character currently being trained, information on the character (training information) is managed in the memory 103 in a configuration as shown in Fig. 4(b), for example. The training information is managed in association with a training ID 421 that identifies the player's own character currently being trained among the characters trained by the user, and includes a character ID 422 of the character itself, stage information 423 indicating the training stage, a form ID 424 that uniquely identifies the form, an accumulated score 425 relating to the transition of activity information, a basic parameter 426 relating to the player's own character, and an additional parameter 427 relating to the player's own character. The basic parameter 426 and the additional parameter 427 include a stamina 431, an attacking power 432, and a defensive power 433, or a stamina 441, an attacking power 442, and a defensive power 443, respectively.

[0047] Here, the value stored in the accumulation score 425 is updated by sequentially adding the score derived based on the activity information acquired in the normal mode. More specifically, in the normal mode, in order to evaluate the amount of exercise related to the actions performed daily by the user, the activity information acquired sequentially is collected at a predetermined time interval, and a predetermined arithmetic expression is applied to derive the score. The derived score is reflected in the form of being sequentially added to the value of the accumulation score 425. The accumulation score 425 is used, for example, to determine whether it is possible to advance the development stage of the player's character, or to determine which form the player's character will evolve into in the next development stage. Since the accumulation score 425 is basically used to determine the form of the player's character in the next development stage, it may be configured to be reset after the development stage progresses, and to start accumulating again for the development stage after the progress.

[0048] Therefore, the activity information acquired in the normal mode updates the accumulated score 425 required to progress the development stage and evolve the character, and when the accumulated score 425 satisfies a predetermined condition, it realizes a development element for growth that causes a change in form (evolution) of the player's character. At this time, the vitality 411, attack power 412, and defense power 413 of the form information managed in the storage device 102 related to the changed form are read, and the values ​​of vitality 431, attack power 432, and defense power 433 of the development information are replaced with the read values. In addition, when a form change is made, the basic parameters of the player's character are replaced with the basic parameters of the changed form, so that the activity information acquired in the normal mode also realizes a development element for growth that indirectly changes the basic parameters of the player's character.

[0049] On the other hand, the additional parameters 427 are updated by sequentially adding values ​​corresponding to the evaluation results based on the activity information related to the exercise type corresponding to each item performed in the training mode. That is, when the user selects a crunch in the training mode and performs a measurement, the acquired activity information is evaluated on a three-level scale, and then a value (±0 / +1 / +2) corresponding to the evaluation is added to the physical strength 441 of the training information. Similarly, when a punch is selected and a measurement is performed, the offensive power 442 of the training information is updated according to the evaluation result, and when a dash is selected and a measurement is performed, the defensive power 443 of the training information is updated according to the evaluation result. Therefore, the activity information acquired in the training mode directly updates the additional parameters 427, and realizes a training element for growth that changes the additional parameters of the player character.

[0050] The battle parameters that change sequentially in this way in the training game can be confirmed on a status screen of the player's character shown in FIG. 5, which can be transitioned to by an operation input such as menu selection when the normal mode is set. As shown in the figure, the status screen shows an image 501 showing the player's character's appearance, as well as a name 502 related to the player's character's form and battle parameters 503. In the battle parameters 503, basic parameters and additional parameters are separated for each item (stamina, attack power, defense power) and displayed in an identifiable manner. Therefore, by referring to the status screen, the user can understand the basic parameters specific to the player's character's form and the additional parameters that have increased for each item by the player performing exercises related to the training mode.

[0051] In the training game of this embodiment, it is assumed that the player's character cannot participate in the battle game (cannot play the battle game) unless the training stage reaches the third stage, but the display of the status screen is configured to be displayable at any training stage. This is to ensure that all users have the opportunity to systematically train (train) so that they can progress advantageously in the battle game that will become playable later, even if they are at a training stage where they cannot yet play the battle game. In addition, it is also to allow the user to understand to what extent each parameter of the player's character has been strengthened by using the training mode.

[0052] <Differences between modes> In summary, during execution of the training game, the game device 100 of this embodiment differs in the processing content between the normal mode and the training mode as follows.

[0053] First, in each mode, the activity information acquired by the detection unit 104 changes in relation to the development of the player's character. The detection unit 104 is set to the normal mode by default (normal state), and is controlled to acquire activity information related to daily actions performed by the user while wearing the game device 100, as the first activity information according to the present invention. When the training mode is set by an operation input related to the mode setting, the acquisition of activity information related to daily actions is stopped, and in response to an operation input related to the selection of the type of exercise to be trained, the detection unit 104 is controlled to acquire activity information related to the actions of the selected type of exercise, as the second activity information according to the present invention. When the measurement related to the selected type of exercise is completed and the acquisition of the activity information related to the measurement period is completed, the detection unit 104 again stops acquiring the activity information. At this time, when the result display, etc., performed in response to the end of the measurement is completed, the mode of the game device 100 is reset to the normal mode. In other words, the two modes are different in that in the normal mode, the detection unit 104 acquires information relating to everyday movements from the information measured by the sensor 110 as activity information, and in the training mode, the detection unit 104 acquires information relating to a selected exercise type, which is different from the information relating to everyday movements from the information measured by the sensor 110, as activity information.

[0054] In the training game, the player's character is trained from different perspectives (training methods) according to the activity information acquired in each mode. In the normal mode, the player's character is trained by changing the accumulated score 425 of the training information, which is a parameter for progressing through the training stages, based on the acquired activity information. In addition, the game device 100 of this embodiment is configured so that, when the accumulated score 425 meets a predetermined condition, the user can decide whether or not to advance the training stage of the player's character. When it is decided to advance, the accumulated score 425 uniquely identifies the form of the evolution destination, and the stage information 423, form ID 424, and basic parameters 426 of the training information are changed. In contrast, in the training mode, the acquired activity information is evaluated for the corresponding exercise type, and the additional parameters 427 of the training information are changed, thereby training the player's character. That is, in the training mode, the parameters (accumulated score 425) related to the training game are not changed for the player's character, but the parameters (additional parameters 427) related to the fighting game are changed. Therefore, in normal mode and training mode, activity information of the user wearing the game device 100 is obtained, but the difference is that the former changes parameters related to both the training game and the competitive game, while the latter changes only parameters related to the competitive game.

[0055] Another difference between the two modes is that when the development stage progresses, in normal mode, basic parameters 426 of the development information are changed according to the form of the player's character after the progress, whereas in training mode, additional parameters 427 of the development information are maintained regardless of changes in the form of the player's character.

[0056] Update process Hereinafter, the specific process of updating the training information executed when the training game is played on the game device 100 of this embodiment will be described with reference to the flowchart in Fig. 6. The process corresponding to this flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in the storage device 102, for example, and expanding and executing it in the memory 103. Note that this update process will be described as being started together with the start of execution of the training game when, for example, the power of the game device 100 is turned on and a predetermined initialization process and setting process are completed, and is repeatedly executed each time information is obtained from the sensor 110 while the training game is being executed.

[0057] In S601, the control unit 101 determines whether or not the mode currently set in the game device 100 is the normal mode. If the currently set mode is the normal mode, the control unit 101 shifts the process to S602. If the currently set mode is not the normal mode, that is, if an operational input related to a mode change has been made and the training mode has been set, the control unit 101 shifts the process to S607.

[0058] In S602, the detection unit 104, under the control of the control unit 101, acquires activity information related to daily movements from the information measured by the sensor 110. The activity information related to daily movements may include, for example, the number of steps and the heart rate in a predetermined period of time.

[0059] In S603, the control unit 101 derives an additional amount of the accumulated score based on the activity information acquired in S602. Then, the control unit 101 updates the development information by adding the derived additional amount to the accumulated score 425 of the development information related to the player's own character.

[0060] In S604, the control unit 101 judges whether or not the conditions for progressing through the development stages have been satisfied. Here, the conditions for progressing through the development stages may be set for the current form of the player's character, or may be set for a form that can be evolved from the current form of the player's character. Alternatively, the conditions for progressing through the development stages may be set in common for all evolution stages, regardless of the character or form. If the control unit 101 judges that the conditions for progressing through the development stages have been satisfied, it moves the process to S605, and if it judges that the conditions have not been satisfied, it ends this update process.

[0061] In S605, the control unit 101 judges whether or not the user has made an operation input related to a request to advance the development stage, i.e., a request to evolve the player's own character. If the control unit 101 judges that an operation input related to a request to advance the development stage has been made, the control unit 101 proceeds to S606, and if not, the control unit 101 ends this update process.

[0062] In S606, the control unit 101 determines the evolutionary form and updates the training information. More specifically, the control unit 101 specifies one form for which the conditions for progressing through the training stage are satisfied as the evolutionary form, and updates the form ID 424 and stage information 423 of the training information based on the evolutionary form. The control unit 101 also refers to the form information related to the evolutionary form, updates the basic parameters 426 of the training information based on the basic parameters 404 of the mobile information, and completes this update process.

[0063] On the other hand, if it is determined in S601 that the currently set mode is the training mode, the control unit 101 determines in S607 whether or not an operation input related to the selection of the type of exercise to be measured has been made. If the control unit 101 determines that an operation input related to the selection of the type of exercise has been made, the process proceeds to S608, and if it determines that an operation input related to the selection of the type of exercise has not been made, the process of this step is repeated.

[0064] In S608, the detection unit 104, under the control of the control unit 101, acquires activity information related to the movement of the selected exercise type from the information measured by the sensor 110. The acquisition of the activity information in this step may be performed for a measurement period set for the exercise type. When the acquisition of the activity information related to the measurement period is completed, the control unit 101 moves the process to S609.

[0065] In S609, the control unit 101 evaluates the activity information acquired in S608 based on the evaluation criteria set for the selected exercise type. Then, the control unit 101 updates the development information by adding a value derived as a result of the evaluation to the additional parameter 427 of the development information.

[0066] In S610, the control unit 101 sets the mode of the game device 100 to the normal mode, and then this update process is completed.

[0067] As described above, the game device of this embodiment provides a function that can increase the battle parameters as a training mode, so that users who want to play a battle game advantageously can be induced to exercise spontaneously. Furthermore, this configuration makes the progress of the battle game independent of the characters, and allows for a rich variety of developments, so that the interest of both the training game and the battle game can be increased. Furthermore, since the user can strengthen the battle parameters while keeping the user's character in a form with a preferred appearance, a suitable battle game can be realized with the user's character in a desired form against other characters with high basic parameters.

[0068] [Variation 1] In the above embodiment, the activity history in the training mode performed by the user is notified to the user by presenting the parameters of each item on the status screen shown in Fig. 5, but the present invention is not limited to this. For example, as shown in Fig. 7, the activity history in the training mode related to the development of the player's character may be evaluated based on the total value of each item included in the additional parameter 427 of the development information (the sum of the physical strength 441, the attack power 442, and the defense power 443), and the obtained evaluation result may be presented to the user as an index of the character development. The activity history in the training mode may be evaluated in five stages, for example, rank D, rank C, rank B, rank A, and rank S.

[0069] In addition, since the additional parameters 427 are information that is accumulated and managed regardless of the progression of the development stage, the total value of each item tends to be higher as the development period is longer. Therefore, the evaluation criteria for the total value may be controlled so that the upper limit of the total value classified into each rank is higher as the development stage becomes higher. In other words, even if the rank is the same, the upper limit of the rank is set higher as the development stage progresses, so that immediately after the development stage is advanced, the rank may be evaluated at a lower rank than before the progression. Therefore, a user who desires an increase in evaluation can be induced to exercise more spontaneously.

[0070] [Variation 2] In the above-described embodiment of the training game, a plurality of types of forms are provided for each training stage related to one character, and it is possible to evolve into one of them depending on the accumulated score, but the implementation of the present invention is not limited to this. That is, in a training game that expresses the growth of a character by progressing through the training stages, it is not essential to provide variations in form at each training stage, and the evolution of the character may be fixed regardless of the user. In addition, the appearance change of the character during the progression of the training stage is not essential, and only the basic parameters may be changed without changing the appearance.

[0071] [Variation 3] In the above embodiment, the battle game is described as being executed on the game device 100, but the implementation of the present invention is not limited to this. The battle game may be executed on an external device such as a mobile terminal configured to be able to communicate with the game device 100, or on a server or the like that receives information acquired from the game device 100 from the mobile terminal or the like.

[0072] [Variation 4] In the above embodiment, it has been described that the user selects the type of exercise to be measured when the training mode is set, but the present invention is not limited to this. The type of exercise to be measured in the training mode may be specified based on information acquired by the sensor 110, and the control unit 101 may evaluate the activity information acquired during the measurement period based on the evaluation criteria of the specified type of exercise.

[0073] [Variation 5] In the above embodiment, it has been described that the exercise types selectable in the training mode are provided in correspondence with the items of the battle parameters, and the additional parameters 427 of the corresponding items are updated by the activity information measured in the training mode, but the implementation of the present invention is not limited to this. The exercise types selectable in the training mode may also include those whose evaluation results do not change the additional parameters 427. For example, in one aspect, an exercise type that awards points that must be consumed to progress through the training stages may be provided. In this way, it is possible to induce all users who play the training game, not just users who wish to increase the additional parameters 427, to perform the exercise related to the training mode.

[0074] [Summary of the embodiment] The above embodiment discloses at least the following game device and program.

[0075] (1) A game device that executes a first type of game in which a character is developed, An acquisition means for acquiring activity information indicating an activity state of a user; a training means for training a target character by changing parameters of the target character based on the activity information acquired by the acquisition means; a control means for controlling a method of raising the target character in the raising means in accordance with a mode set in the game device; Equipped with The target character training method in the training means includes a first training method for changing at least parameters related to the first type of game, and a second training method for changing parameters related to a second type of game different from the first type of game, The control means When a first mode is set, the target character is raised by the first raising method based on the activity information; When the second mode is set, the target character is trained by the second training method based on the activity information. A game device for controlling the raising means.

[0076] (2) the parameters related to the second type of game are composed of basic parameters and additional parameters; The game device according to (1), wherein the training means changes the additional parameter based on the activity information when the second mode is set.

[0077] (3) the second mode causes the acquisition means to acquire the activity information for a plurality of predetermined types of exercise events; the parameters related to the second type of game include a plurality of types of parameters, each type having the basic parameters and the additional parameters; The game device according to (2), wherein the training means changes the additional parameters of a type corresponding to the type of exercise for which the activity information was acquired when the second mode is set.

[0078] (4) A selection unit is further provided for accepting a selection of one of the plurality of types of exercise events for which the activity information is to be acquired when the second mode is set, The game device described in (3), wherein the training means, when the second mode is set, changes the additional parameters of the type corresponding to the one exercise event selected by the selection means based on the activity information.

[0079] (5) A game device described in any one of (2) to (4), wherein the training means changes the additional parameter by adding a value based on an evaluation result of the activity information when the second mode is set.

[0080] (6) The first type of game is a game in which a character grows through a plurality of development stages; the first training method changes the basic parameters related to the second type of game in addition to the parameters related to the first type of game based on the activity information, while the second training method changes additional parameters related to the second type of game based on the activity information without changing the parameters related to the first type of game; A game device described in any one of (2) to (5), wherein the training means, when changing the training stage of the target character, changes the basic parameters of the target character to fixed values ​​predetermined for the training stage after the change.

[0081] (7) The game device described in (6) wherein the training means, when changing the training stage of the target character, changes the basic parameters from the values ​​of the previous training stage while maintaining the additional parameters at the values ​​of the previous training stage.

[0082] (8) A display unit for displaying parameters related to the second type of game for the target character, The game device according to (6) or (7), wherein the display means displays the parameters related to the second type of game of the target character such that the basic parameters and the additional parameters can be distinguished.

[0083] (9) The second type of game is a game that can be executed only when a character's development stage is later than a predetermined development stage, The game device according to (8), wherein the display means displays the parameters of the target character related to the second type of game regardless of a training stage of the target character.

[0084] (10) The game device according to any one of (6) to (9), further comprising an evaluation means for evaluating and displaying an activity history of the user relating to the second mode based on the additional parameter.

[0085] (11) The game device according to (10), wherein the evaluation means changes the evaluation criteria for the user's activity history related to the second mode for each character development stage.

[0086] (12) The second type of game is a competitive game, A game device according to any one of (2) to (11), wherein the parameters related to the second type of game of the target character that are referenced when the second type of game is executed are a combined value of the basic parameters and the additional parameters.

[0087] (13) The activity information includes first activity information and second activity information different from the first activity information; The growing means includes: When the first mode is set, a parameter related to the first type of game is changed based on the first activity information among the activity information; A game device according to any one of (1) to (12), which, when the second mode is set, changes parameters related to the second type of game based on the second activity information among the activity information.

[0088] (14) The game device according to (13), wherein the first activity information and the second activity information have different measurement items of the user's activity state.

[0089] (15) A game device further comprising: a setting unit configured to receive a setting operation for setting the game device to the second mode; The game device comprises: The first mode is set in a normal state, When the setting operation is received by the setting means, the second mode is set, The game device according to any one of (1) to (14), wherein the game device is reset to the first mode on condition that a predetermined activity information relating to the second mode has been acquired.

[0090] (16) The game device according to any one of (1) to (15), further comprising a means for executing the second type of game.

[0091] (17) A program for causing a computer to function as each of the means of the game device described in any one of (1) to (16).

[0092] [Other embodiments] The invention is not limited to the above-described embodiment, and various modifications and variations are possible within the scope of the gist of the invention. [Explanation of symbols]

[0093] 100: game device, 101: control unit, 102: storage device, 103: memory, 104: detection unit, 105: acquisition unit, 106: display control unit, 107: operation input unit, 108: communication unit, 110: sensor, 120: display unit

Claims

1. A game device that executes a character development game, acquisition means for acquiring activity information indicating the activity state of a user; a training means for training a target character that is a training target of the training game by changing parameters of the target character based on the activity information acquired by the acquisition means; a control means for controlling a method of raising the target character in the raising means in accordance with a mode set in the game device; Equipped with The target character training method in the training means includes a first training method for changing at least parameters related to the training game, and a second training method for changing parameters related to a character participation game different from the training game, which is executed by having the target character participate, the modes set in the game device include a first mode that is set without a condition of an operation input related to a mode change and causes the acquisition means to acquire first activity information, and a second mode that is set with a condition of an operation input related to the mode change and causes the acquisition means to acquire second activity information different from the first activity information; The control means When the first mode is set, the target character is raised by the first raising method based on the first activity information; When the second mode is set, the target character is trained by the second training method based on the second activity information. A game device that controls the raising means.

2. the parameters relating to the character participation game are composed of basic parameters and additional parameters, The training means changes the additional parameters based on the second activity information when the second mode is set.

2. The game device according to claim 1.

3. the second mode causes the acquisition means to acquire the second activity information for a plurality of predetermined types of exercise; The parameters relating to the character participation game include a plurality of types of parameters, each type having the basic parameters and the additional parameters; When the second mode is set, the training means changes the additional parameter of a type corresponding to the type of exercise for which the second activity information is acquired.

3. The game device according to claim 2.

4. Further, when the second mode is set, a selection unit is provided for accepting a selection of one exercise type from among the plurality of exercise types for which the second activity information is to be acquired; The training means changes the additional parameter of the type corresponding to the one exercise type selected by the selection means based on the second activity information when the second mode is set.

4. The game device according to claim 3.

5. 3. The game device according to claim 2, wherein the training means, when the second mode is set, changes the additional parameter by adding a value based on an evaluation result of the second activity information.

6. The said raising game is a game in which a character grows through a plurality of raising stages, the first training method changes the basic parameters related to the character participation game in addition to the parameters related to the training game based on the first activity information, while the second training method changes the additional parameters related to the character participation game based on the second activity information without changing the parameters related to the training game; When changing the development stage of the target character, the development means changes the basic parameters of the target character to fixed values ​​that are predetermined for the development stage after the change.

3. The game device according to claim 2.

7. The game device according to claim 6, wherein the training means, when changing the training stage of the target character, changes the basic parameters from the values ​​of the previous training stage while maintaining the additional parameters at the values ​​of the previous training stage.

8. a display means for displaying parameters relating to the character participation game for the target character; The display means displays the parameters of the target character related to the character participation game in such a manner that the basic parameters and the additional parameters can be distinguished.

7. The game device according to claim 6.

9. the character participation game is a game that can be executed only when the character's development stage is later than a predetermined development stage, The display means displays parameters relating to the character participation game of the target character regardless of the development stage of the target character.

9. The game device according to claim 8.

10. The game device according to claim 6 , further comprising an evaluation unit that evaluates and displays the activity history of the user in the second mode based on the additional parameter.

11. The game device according to claim 10 , wherein the evaluation means changes the evaluation criteria for the user's activity history related to the second mode for each character development stage.

12. The parameter related to the character participation game of the target character that is referenced when the character participation game is executed is the sum of the basic parameter and the additional parameter.

3. The game device according to claim 2.

13. 2. The game device according to claim 1, further comprising means for executing the character participation game.

14. A program for causing a computer to function as each of the means of the game device according to any one of claims 1 to 13.