Program, information processing system and information processing method

The integration of fitness events and achievement-based gameplay in an information processing system motivates players to engage in varied physical exercises, addressing the lack of engagement in traditional fitness games by providing a sense of accomplishment and variety.

JP2025013971AActive Publication Date: 2025-01-28NINTENDO CO LTD
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Patent Information

Application Number
JP2024187975
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-10-25
Publication Date
2025-01-28
Estimated Expiration
2039-07-05

AI Technical Summary

Technical Problem

Existing fitness games lack motivation for players to engage in physical exercise, leading to a lack of sustained engagement and potential fatigue from repetitive movements.

Method used

An information processing system that integrates fitness events into game play, allowing players to perform various types of fitness movements, set achievement conditions, and provide feedback and rewards based on physical performance, including battle events that require both attack and defense maneuvers.

Benefits of technology

Enhances player motivation by providing a sense of accomplishment and engagement through fitness challenges, encouraging sustained physical activity and variety in exercise routines.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide motivation for a player to perform fitness movements.SOLUTION: An information processing device executes game events by acquiring movement data based on the output of a sensor according to the fitness movements of a player. During the game event, the information processing device designates at least one type of fitness event from the multiple types of fitness events that encourage the player to perform the fitness movements. The information processing device executes the fitness event that encourages the player to perform the fitness movements corresponding to the designated fitness event until an end condition is satisfied during the game event. The information processing device determines whether or not an achievement condition is satisfied on the basis of the movement data acquired during the fitness event. The information processing device repeats the designation and execution of the fitness events until it is determined that the achievement condition is satisfied.SELECTED DRAWING: Figure 17
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Description

[Technical field]

[0001] The present invention relates to an information processing program, an information processing system, an information processing device, and an information processing method for executing a game. [Background technology]

[0002] Conventionally, there are information processing programs for executing games that make a player perform fitness movements, such as a game that makes a player perform footsteps that imitate jogging (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2009-134572 A Summary of the Invention [Problem to be solved by the invention]

[0004] In games that require a player to perform fitness movements as described above, there is room for improvement in terms of providing the player with the motivation to perform the fitness movements.

[0005] Therefore, an object of the present invention is to provide an information processing program, an information processing system, an information processing device, and an information processing method that can motivate a player to perform fitness movements. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following configurations (1) to (28).

[0007] (1) One example of the present invention is an information processing program executed by a computer of an information processing device. The information processing program causes the computer to function as an acquisition means and a game event execution means. The acquisition means acquires motion data based on an output of a sensor corresponding to a fitness motion by a player. The game event execution means executes a game event for which an achievement condition is set. The game event execution means includes a designation means, a first fitness event execution means, and an achievement determination means. The designation means is a fitness event for making the player perform a fitness motion, and designates at least one type of fitness event from among a plurality of types of fitness events. The first fitness event execution means executes a first fitness event during the game event for making the player perform a fitness motion corresponding to the designated fitness event until an end condition is satisfied. The achievement determination means determines whether or not the achievement condition is satisfied based on the motion data acquired during the first fitness event. The game event execution means repeats the designation and execution of the first fitness event until it is determined that the achievement condition is satisfied.

[0008] According to the above configuration (1), since the player can be made to perform fitness movements with the goal of achieving a game event, the player can be motivated to perform fitness movements.

[0009] (2) The designation means may restrict designation of a fitness event that has been designated a predetermined number of times until a condition for enabling the fitness event to be designated again is satisfied.

[0010] According to the above configuration (2), it is possible to reduce the possibility that the player will become tired by only performing a specific fitness movement.

[0011] (3) The conditions under which a fitness event can be designated again may include at least one of a condition related to the time elapsed since the fitness event was last performed as a first fitness event and a condition related to the number of times a fitness event other than the fitness event has been performed as a first fitness event since the fitness event was last performed as a first fitness event.

[0012] According to the above feature (3), it is possible to set a condition that allows a sufficient amount of time between when the player performs a certain fitness action and when the player is able to specify that fitness action again, thereby more reliably reducing the possibility that the player will become tired from performing a certain fitness action over and over again.

[0013] (4) The conditions under which a re-designation is possible may be set for each type of fitness event.

[0014] According to the above configuration (4), it is possible to set appropriate conditions according to the type of fitness motion.

[0015] (5) The designation means may designate at least one type of fitness event from among the plurality of types of fitness events based on a selection instruction by the player.

[0016] According to the above feature (5), the player can select and perform a desired fitness movement.

[0017] (6) The game event may be a battle event in which a battle is conducted with an enemy character. The game event executing means may include an attack event executing means. The attack event executing means executes an attack event in which the enemy character is attacked in response to a fitness action performed by the player during the first fitness event. The achievement determining means may determine, as the achievement condition, whether or not a condition related to the vitality value of the enemy character is satisfied.

[0018] According to the above configuration (6), the player can be made to perform fitness movements toward a game goal of satisfying a condition related to the stamina value of an enemy character (e.g., defeating the enemy character), thereby providing the player with a stronger motivation to perform fitness movements.

[0019] (7) The game event executing means may further include a second fitness event executing means and a defense event executing means. The second fitness event executing means executes a second fitness event that causes the player to perform a predetermined fitness movement during the battle event. The defense event executing means executes a defense event that defends against an attack from an enemy character in accordance with the fitness movement performed by the player during the second fitness event.

[0020] According to the above configuration (7), since the player performs fitness movements for both offense and defense in a battle event, it is possible to increase opportunities for the player to perform fitness movements.

[0021] (8) The second fitness event may be determined independently of instruction by the player.

[0022] According to the above feature (8), the game flow in which the player character defends against attacks from enemy characters can be carried out at a good tempo.

[0023] (9) The game event executing means may further include a vitality value updating means and a termination means. The vitality value updating means reduces a vitality value corresponding to the player in accordance with a fitness action performed by the player during the second fitness event. The termination means determines that the player has been defeated in the battle event and terminates the battle event when the vitality value corresponding to the player satisfies a predetermined condition.

[0024] According to the above feature (9), it is possible to make the player perform fitness movements while providing a sense of tension that cannot be obtained by simply performing fitness movements.

[0025] (10) The achievement determination means may determine whether or not the achievement condition is met based on a game result based on the action data and a player parameter associated with the player and / or associated with a player character corresponding to the player. The information processing program may further cause the computer to function as a player parameter update means. The player parameter update means progresses the game in accordance with the achievement of the game event, and updates the player parameter so that the achievement condition is more likely to be met in accordance with the progress of the game.

[0026] According to the above configuration (10), by updating the player parameters, the player can easily progress through the game with an advantage, which gives the player a sense of accomplishment in the game, and thus motivates the player to continue performing fitness movements by continuously playing the game.

[0027] (11) The information processing program may cause the computer to function as physical information storage control means. The physical information storage control means stores, before the game event, the physical information set before the game event is executed in a storage medium accessible by the information processing device. The game event execution means may execute the game event using the physical information.

[0028] According to the above feature (11), a game event is executed according to the physical information of each player, so that the player can easily perform fitness movements according to his / her own physical ability and physical condition.

[0029] (12) The physical information may include information determined based on motion data based on fitness movements performed by the player before the game event was performed.

[0030] According to the above configuration (12), a game event can be executed using accurate physical information.

[0031] (13) The first fitness event executing means may vary a load of a fitness movement that the player is made to perform during the game event in accordance with the physical information.

[0032] According to the above feature (13), the player can perform fitness movements with a load that suits his / her physical ability and physical condition.

[0033] (14) The game event executing means may further include an evaluating means for calculating an evaluation result of the fitness motion performed by the player during the first fitness event based on the motion data acquired during the first fitness event and the physical information. The achievement determining means determines whether or not the achievement condition is satisfied based on a game result based on the evaluation result.

[0034] According to the above configuration (14), fitness movements can be evaluated with high accuracy by taking into account physical information of the player.

[0035] (15) The first fitness event executing means may, in a first fitness event in which the player performs fitness movements to assume a predetermined target posture, when it is determined based on the movement data that a state in which the target posture has not been reached has continued for a predetermined period of time, update a threshold value used for determination so that it becomes easier to determine that the player has assumed the target posture.

[0036] According to the above feature (15), the player can perform fitness movements without having to assume an awkward position.

[0037] (16) The game event executing means may further include a start determining means for determining, before a first fitness event, whether or not the player's posture is a posture at the start of a fitness movement corresponding to the first fitness event, based on the motion data. The first fitness event executing means may start the first fitness event in response to determining, based on the motion data, that the player has taken the posture at the start of the fitness movement.

[0038] According to the above configuration (16), it is possible to reduce the possibility that a fitness event will start when the player is not prepared for the fitness movements. Also, the player can easily perform the fitness movements in the starting position of the fitness event.

[0039] (17) The first fitness event execution means may, during the first fitness event, display on a display device an image of a body of the player or a player character corresponding to the player, and highlight parts of the body image that correspond to fitness movements that the player is to perform during the first fitness event.

[0040] According to the above configuration (17), it is possible to easily inform the player of which part of the body the fitness movement he or she is performing is effective for, or which part of the body is being exercised by the fitness movement.

[0041] (18) Another example of the present invention is an information processing program executed by a computer of an information processing device. The information processing program causes the computer to function as an acquisition means and a game processing means. The acquisition means acquires motion data based on an output of a sensor corresponding to a fitness motion by a player. The game processing means executes a battle event in which a battle is performed with an enemy character, and progresses the game in accordance with the achievement of the battle event. The game processing means includes a fitness event execution means and a vitality value update means. The fitness event execution means executes a fitness event in which the player performs a fitness motion during the battle event. The vitality value update means reduces the vitality value of the enemy character when the motion data acquired during the fitness event satisfies a condition corresponding to the fitness event. The game processing means proceeds with the game by considering the battle event to be achieved when the vitality value of the enemy character satisfies a predetermined condition.

[0042] According to the above configuration (18), by using fitness movements as instructions for attacking in a battle event, the player's motivation to "defeat enemy characters and progress in the game" becomes the player's motivation to perform fitness movements. This makes it possible to motivate the player to perform fitness movements in the game.

[0043] (19) The fitness event executing means may be capable of executing a plurality of types of fitness events that cause the player to perform different types of fitness movements. The vitality value updating means may vary an amount by which the vitality value of the enemy character is reduced depending on a type of fitness event that the player is caused to perform.

[0044] According to the above feature (19), it is possible to motivate the player to improve the quality of the fitness movements he or she performs.

[0045] (20) The vitality value updating means may change the amount by which the vitality value of the enemy character is reduced, depending on an evaluation regarding the action data acquired during the battle event.

[0046] According to the above configuration (20), it is possible to improve the strategic nature of the game in which the player is made to perform fitness movements, and to motivate the player to perform various types of fitness movements.

[0047] (twenty one) The stamina value updating means may reduce the enemy character's stamina value by a larger amount when the load of a fitness movement corresponding to a fitness event that is set for that fitness event, or a load calculated based on the fitness movements performed by a player during a fitness event, is large than when the load is small.

[0048] According to the above configuration (21), since the player can obtain a good game result by performing fitness movements well, it is possible to motivate the player to improve the quality of the fitness movements that the player performs.

[0049] (twenty two) The vitality value update means may update the vitality value of the enemy character based on the action data and a player parameter associated with the player and / or the player character corresponding to the player. The information processing program may further cause the computer to function as a player parameter update means. The player parameter update means updates the player parameter such that the amount of decrease in the vitality value of the enemy character increases as the game progresses when the action data acquired during the battle event is the same.

[0050] According to the above configuration (22), by updating the player parameters, the player can more easily inflict greater damage on enemy characters, which gives the player a sense of accomplishment in the game, and thus motivates the player to continue performing fitness movements by continuously playing the game.

[0051] (twenty three) The game processing means may execute, after a battle event in which a first enemy character appears, a battle event in which a second enemy character having a greater vitality value than the first enemy character appears.

[0052] According to the above feature (23), it is possible to give the player a sense of accomplishment as he or she progresses through the game.

[0053] (twenty four) The fitness event executing means may be capable of executing a plurality of types of fitness events that cause the player to perform different types of fitness movements. The game processing means may further include a designation means. The designation means designates at least one type from the plurality of types of fitness events during a battle event. The fitness event executing means may execute the designated fitness event. The designation means may be capable of designating a fitness event a plurality of times during the game. The designation means may restrict a fitness event that has been designated a predetermined number of times from being designated again until a condition for it to be designable again is satisfied.

[0054] According to the above configuration (24), it is possible to reduce the possibility that the player will become tired by only performing a specific fitness movement.

[0055] (twenty five) The fitness event executing means may be capable of executing a plurality of types of fitness events that cause the player to perform different types of fitness movements. The battle event may include an attack event in which an enemy character is attacked, and a defense event in which an attack from the enemy character is defended against. The game processing means may further include a designation means. The designation means designates at least one type from among the plurality of types of fitness events in accordance with a selection instruction from the player during the battle event. The vitality value updating means may decrease the vitality value of the enemy character in the attack event, when motion data acquired during the designated fitness event satisfies a condition corresponding to the fitness event. Furthermore, the vitality value updating means may decrease the vitality value of the player character corresponding to the player in the defense event, when motion data acquired during a fitness event determined independently of an instruction from the player satisfies a condition corresponding to the fitness event.

[0056] According to the above feature (25), the game flow in which the player character defends against attacks from enemy characters can be carried out at a good tempo.

[0057] (26) The game processing means may further include a termination means for determining that the player has been defeated in the battle event and terminating the battle event when the vitality value corresponding to the player satisfies a predetermined condition.

[0058] According to the above feature (26), it is possible to make the player perform fitness movements while providing a sense of tension that cannot be obtained by simply performing fitness movements.

[0059] (27) The information processing program may cause the computer to function as physical information storage control means. The physical information storage control means stores physical information of the player that is set before a battle event is executed in a storage medium accessible by the information processing device before the battle event. The vitality value update means may reduce the vitality value of the enemy character based on the motion data and the physical information acquired during the fitness event.

[0060] According to the above configuration (27), the game result according to the fitness motion performed by the player can be adjusted according to the physical information of the player.

[0061] (28) In a fitness event in which a player performs fitness movements that result in a predetermined target posture, if a state in which movement data acquired during the fitness event has not reached a value corresponding to the target posture continues for a predetermined period of time, the fitness event execution means may update a threshold value related to the target posture so that the movement data is more likely to reach the value corresponding to the target posture.

[0062] According to the above configuration (28), the player can perform fitness movements without having to assume an awkward position.

[0063] Another example of the present invention may be an information processing device or an information processing system including the means in the above (1) to (28). Also, another example of the present invention may be an information processing method executed in the information processing device (or the information processing system) in the above (1) to (28). Effect of the Invention

[0064] According to the above information processing program, information processing system, information processing device, and information processing method, it is possible to motivate a player to perform fitness movements. [Brief description of the drawings]

[0065] [Figure 1] FIG. 1 shows an example of each device included in a game system. [Diagram 2] FIG. 1 shows an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. [Diagram 3] FIG. 1 shows an example of a state in which the left controller 3 and the right controller 4 are removed from the main unit 2. [Figure 4] Six-sided views showing an example of the main unit 2 [Diagram 5] Six-sided diagram showing an example of the left controller 3 [Figure 6] Six-sided diagram showing an example of the right controller 4 [Figure 7] A block diagram showing an example of the internal configuration of the main unit 2. [Figure 8] A block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. [Figure 9] FIG. 1 shows an example of a ring-type expansion device 5. [Figure 10] A block diagram showing an example of the internal configuration of a ring-type expansion device 5. [Figure 11] A diagram showing an example of a belt-type expansion device 6. [Figure 12] FIG. 1 is a diagram showing an example of how a user uses a ring-type expansion device 5 and a belt-type expansion device 6. [Figure 13] FIG. 13 is a diagram showing an example of a game image in a battle event. [Figure 14] A diagram showing an example of the game flow in a combat event. [Figure 15] FIG. 13 is a diagram showing an example of a selected image. [Figure 16] FIG. 13 is a diagram showing an example of a preparatory operation image; [Figure 17] FIG. 13 is a diagram showing an example of an image displayed during a fitness event. [Figure 18] FIG. 13 is a diagram showing an example of an image displayed during an attack event. [Figure 19] FIG. 13 is a diagram showing an example of an image displayed in a fitness event during a defensive turn. [Figure 20]FIG. 13 is a diagram showing an example of an image displayed in a defense event during a defense turn. [Figure 21] FIG. 2 is a diagram showing an example of various data used in information processing in the game system 1. [Figure 22] A flowchart showing an example of information processing executed by the game system 1. [Figure 23] A sub-flowchart showing an example of a detailed flow of the battle event process in step S14 shown in FIG. 22. [Figure 24] A sub-flowchart showing an example of a detailed flow of the attack fitness event process in step S22 shown in FIG. 23. [Diagram 25] A sub-flowchart showing an example of a detailed flow of the defense fitness event process in step S27 shown in FIG. 23. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0066] [1. Game system configuration] Hereinafter, a game system according to an example of the present embodiment will be described. Fig. 1 is a diagram showing an example of each device included in the game system. As shown in Fig. 1, the game system 1 includes a main unit 2, a left controller 3, a right controller 4, a ring-type expansion device 5, and a belt-type expansion device 6.

[0067] The main unit 2 is an example of an information processing device, and functions as a game console in this embodiment. The left controller 3 and the right controller 4 are detachable from the main unit 2 (see Figs. 1 and 3). That is, the user can use the left controller 3 and the right controller 4 as an integrated device by attaching them to the main unit 2 (see Fig. 2). The user can also use the main unit 2 and the left controller 3 and the right controller 4 as separate entities (see Fig. 3). In the following, the main unit 2 and the controllers 3 and 4 may be collectively referred to as a "game device."

[0068] The ring-type expansion device 5 is an example of an expansion device used for the right controller 4. The ring-type expansion device 5 is used in a state where the right controller 4 is attached to the ring-type expansion device 5. The belt-type expansion device 6 is an example of an expansion device used for the left controller 3. The belt-type expansion device 6 is used in a state where the left controller 3 is attached to the belt-type expansion device 6. In this way, in this embodiment, the user can also use each of the controllers 3 and 4 in a state where each of the controllers is attached to the respective expansion device (see FIG. 12). Note that the ring-type expansion device 5 is not limited to the right controller 4, and may be capable of being attached to the left controller 3 by the user. The belt-type expansion device 6 is not limited to the left controller 3, and may be capable of being attached to the right controller 4 by the user.

[0069] Fig. 2 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in Fig. 2, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include an operation unit that allows the user to perform input.

[0070] Fig. 3 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 have been removed from the main unit 2. As shown in Figs. 2 and 3, the left controller 3 and the right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as "controller."

[0071] Fig. 4 is a six-sided view showing an example of the main unit 2. As shown in Fig. 4, the main unit 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is generally rectangular in shape.

[0072] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a size that is portable. Furthermore, the main unit 2 alone or an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 may be a portable device. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.

[0073] 4, the main unit 2 includes a display 12 provided on a main surface of a housing 11. The display 12 displays an image generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.

[0074] The main unit 2 also includes a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (e.g., a capacitive type). However, the touch panel 13 may be of any type, and may be of a type that allows single-touch input (e.g., a resistive film type), for example.

[0075] The main unit 2 includes a speaker (i.e., speaker 88 shown in FIG. 7) inside the housing 11. As shown in FIG. 4, speaker holes 11a and 11b are formed in the main surface of the housing 11. The output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.

[0076] The main unit 2 also has a left side terminal 17, which is a terminal through which the main unit 2 performs wired communication with the left controller 3, and a right side terminal 21 through which the main unit 2 performs wired communication with the right controller 4.

[0077] As shown in FIG. 4, the main unit 2 includes a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be attached thereto. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used in the main unit 2 (e.g., application save data, etc.) and / or programs executed in the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.

[0078] The main unit 2 includes a lower terminal 27. The lower terminal 27 is a terminal through which the main unit 2 communicates with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the all-in-one device or the main unit 2 alone is placed on the cradle, the game system 1 can display images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has a function of charging the all-in-one device or the main unit 2 alone that is placed on it. The cradle also has a function of a hub device (more specifically, a USB hub).

[0079] FIG. 5 is a six-sided view showing an example of the left controller 3. As shown in FIG. 5, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction (i.e., the y-axis direction shown in FIG. 2 and FIG. 5). The left controller 3 can also be held in a vertically long orientation when removed from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.

[0080] The left controller 3 includes an analog stick 32. As shown in FIG. 5, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. By tilting the analog stick 32, the user can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). Note that the left controller 3 may include a cross key or a slide stick capable of slide input, instead of an analog stick, as the direction input unit. Also, in this embodiment, an input can be made by pressing the analog stick 32.

[0081] The left controller 3 includes various operation buttons. The left controller 3 includes four operation buttons 33 to 36 (specifically, a right button 33, a down button 34, an up button 35, and a left button 36) on the main surface of the housing 31. Furthermore, the left controller 3 includes a record button 37 and a - (minus) button 47. The left controller 3 includes a first L button 38 and a ZL button 39 on the upper left of the side of the housing 31. The left controller 3 also includes a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when the left controller 3 is attached to the main unit 2. These operation buttons are used to give instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.

[0082] In addition, the left controller 3 is equipped with a terminal 42 that enables the left controller 3 to communicate with the main unit 2 via wire.

[0083] FIG. 6 is a six-sided view showing an example of the right controller 4. As shown in FIG. 6, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction. The right controller 4 can also be held in a vertically long orientation when removed from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.

[0084] The right controller 4, like the left controller 3, includes an analog stick 52 as a direction input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. The right controller 4 may include a cross key or a slide stick capable of slide input, instead of the analog stick. The right controller 4, like the left controller 3, includes four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 further includes a + (plus) button 57 and a home button 58. The right controller 4 also includes a first R button 60 and a ZR button 61 on the upper right of the side surface of the housing 51. The right controller 4 also includes a second L button 65 and a second R button 66, like the left controller 3.

[0085] In addition, a window portion 68 is provided on the lower side of the housing 51. The right controller 4 includes an infrared imaging unit 123 and an infrared light emitting unit 124 disposed inside the housing 51, which will be described in detail later. The infrared imaging unit 123 captures an image of the periphery of the right controller 4 through the window portion 68, with the downward direction of the right controller 4 (the negative y-axis direction shown in FIG. 6) as the imaging direction. The infrared light emitting unit 124 irradiates infrared light through the window portion 68 to an imaging target imaged by the infrared imaging unit 123, with a predetermined range centered on the downward direction of the right controller 4 (the negative y-axis direction shown in FIG. 6). The window portion 68 is for protecting the lens of the camera of the infrared imaging unit 123 and the light emitter of the infrared light emitting unit 124, and is made of a material (for example, a transparent material) that transmits light of a wavelength detected by the camera and light emitted by the light emitter. The window portion 68 may be a hole formed in the housing 51. In this embodiment, the infrared imaging unit 123 itself has a filter member that suppresses the transmission of light of wavelengths other than the light detected by the camera (infrared light in this embodiment). However, in other embodiments, the window 68 may have a filter function.

[0086] In addition, the right controller 4 is equipped with a terminal 64 for enabling the right controller 4 to communicate with the main unit 2 via wire.

[0087] Fig. 7 is a block diagram showing an example of the internal configuration of main unit 2. In addition to the configuration shown in Fig. 4, main unit 2 includes components 81-91, 97, and 98 shown in Fig. 7. Some of these components 81-91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in housing 11.

[0088] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium inserted in the slot 23, etc.).

[0089] The main unit 2 includes a flash memory 84 and a dynamic random access memory (DRAM) 85 as examples of internal storage media built into the main unit 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used mainly for storing various data (which may be programs) saved in the main unit 2. The DRAM 85 is a memory used for temporarily storing various data used in information processing.

[0090] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 23 in response to an instruction from the processor 81.

[0091] The processor 81 appropriately reads and writes data from and to the flash memory 84, DRAM 85, and each of the above storage media to execute the above information processing.

[0092] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with an external device via a network (specifically, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with an external device using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (for example, communication using a unique protocol or infrared communication) as a second communication mode. Note that the wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is transmitted and received by directly communicating between multiple main units 2.

[0093] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0094] The processor 81 is connected to the left terminal 17, the right terminal 21, and the lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When the processor 81 performs communication with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4. When the main unit 2 alone or an integrated device with the left controller 3 and the right controller 4 attached to the main unit 2 is attached to the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.

[0095] Here, the main unit 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). The main unit 2 can also communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of users can simultaneously input to the main unit 2 using each set of left controllers 3 and right controllers 4. As an example, a first user can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second user can input to the main unit 2 using a second set of left controllers 3 and right controllers 4.

[0096] The main device 2 includes a touch panel controller 86, which is a circuit that controls the touch panel 13. The touch panel controller 86 is connected between the touch panel 13 and the processor 81. The touch panel controller 86 generates data indicating, for example, the position where a touch input has been performed based on a signal from the touch panel 13, and outputs the data to the processor 81.

[0097] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-mentioned information processing) and / or an image acquired from the outside.

[0098] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speaker 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speaker 88 and the audio input / output terminal 25.

[0099] The main body device 2 also includes an acceleration sensor 89. In this embodiment, the acceleration sensor 89 detects the magnitude of acceleration along three predetermined axial directions (for example, the x, y and z axes shown in FIG. 2). The acceleration sensor 89 may detect acceleration along one axial direction or two axial directions.

[0100] The main body device 2 also includes an angular velocity sensor 90. In this embodiment, the angular velocity sensor 90 detects angular velocities around three predetermined axes (for example, the x, y and z axes shown in FIG. 2). Note that the angular velocity sensor 90 may detect angular velocities around one axis or two axes.

[0101] The acceleration sensor 89 and the angular velocity sensor 90 are connected to the processor 81, and the detection results of the acceleration sensor 89 and the angular velocity sensor 90 are output to the processor 81. The processor 81 can calculate information related to the movement and / or attitude of the main unit 2 based on the detection results of the acceleration sensor 89 and the angular velocity sensor 90.

[0102] The main unit 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is also connected to each unit of the main unit 2 (specifically, each unit that receives power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the supply of power from the battery 98 to each of the above-mentioned units based on instructions from the processor 81.

[0103] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main unit 2 via lower terminal 27, battery 98 is charged with the supplied power.

[0104] Fig. 8 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Fig. 8 because they are shown in Fig. 7.

[0105] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 8, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 by both wired communication via the terminal 42 and wireless communication not via the terminal 42. The communication control unit 101 controls the communication method by which the left controller 3 communicates with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. Also, when the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth (registered trademark) standard.

[0106] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.

[0107] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (referred to as "stick" in FIG. 8) 32. Each button 103 and analog stick 32 repeatedly outputs information relating to operations performed on them to the communication control unit 101 at appropriate timing.

[0108] The left controller 3 includes an inertial sensor. Specifically, the left controller 3 includes an acceleration sensor 104. The left controller 3 also includes an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects the magnitude of acceleration along three predetermined axes (for example, the x, y and z axes shown in FIG. 5). The acceleration sensor 104 may detect acceleration in one or two axial directions. In this embodiment, the angular velocity sensor 105 detects angular velocity around three predetermined axes (for example, the x, y and z axes shown in FIG. 5). The angular velocity sensor 105 may detect angular velocity around one or two axes. The acceleration sensor 104 and the angular velocity sensor 105 are each connected to the communication control unit 101. The detection results of the acceleration sensor 104 and the angular velocity sensor 105 are repeatedly output to the communication control unit 101 at appropriate timing.

[0109] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensors) from each input unit (specifically, each button 103, analog stick 32, each sensor 104 and 105). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a specified process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every specified time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.

[0110] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. That is, the main unit 2 can determine the operations on the buttons 103 and the analog stick 32 based on the operation data. In addition, the main unit 2 can calculate information regarding the movement and / or attitude of the left controller 3 based on the operation data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105).

[0111] The left controller 3 includes a vibrator 107 for notifying the user by vibration. In this embodiment, the vibrator 107 is controlled by a command from the main unit 2. That is, when the communication control unit 101 receives the command from the main unit 2, it drives the vibrator 107 according to the command. Here, the left controller 3 includes a codec unit 106. When the communication control unit 101 receives the command, it outputs a control signal according to the command to the codec unit 106. The codec unit 106 generates a drive signal for driving the vibrator 107 from the control signal from the communication control unit 101 and provides the drive signal to the vibrator 107. This causes the vibrator 107 to operate.

[0112] More specifically, the vibrator 107 is a linear vibration motor. Unlike a normal motor that performs rotational motion, a linear vibration motor is driven in a predetermined direction according to an input voltage, and therefore can vibrate at an amplitude and frequency according to the waveform of the input voltage. In this embodiment, the vibration control signal transmitted from the main unit 2 to the left controller 3 may be a digital signal representing a frequency and an amplitude for each unit time. In another embodiment, the main unit 2 may transmit information indicating the waveform itself, but the amount of communication data can be reduced by transmitting only the amplitude and frequency. In addition, in order to further reduce the amount of data, only the difference from the previous value may be transmitted instead of the numerical values ​​of the amplitude and frequency at that time. In this case, the codec unit 106 converts the digital signal indicating the amplitude and frequency values ​​acquired from the communication control unit 101 into an analog voltage waveform, and drives the vibrator 107 by inputting a voltage according to the waveform. Therefore, the main unit 2 can control the amplitude and frequency at which the vibrator 107 vibrates by changing the amplitude and frequency transmitted for each unit time. The amplitude and frequency transmitted from the main unit 2 to the left controller 3 are not limited to one, and may be two or more. In this case, the codec unit 106 can generate a voltage waveform for controlling the vibrator 107 by synthesizing the waveforms indicated by the multiple amplitudes and frequencies received.

[0113] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).

[0114] As shown in FIG. 8, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 by both wired communication via the terminal 64 and wireless communication (specifically, communication in accordance with the Bluetooth (registered trademark) standard) that does not go through the terminal 64, and controls the method of communication that the right controller 4 uses with the main unit 2.

[0115] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113, an analog stick 52, and inertial sensors (an acceleration sensor 114 and an angular velocity sensor 115). These input units have the same functions as those of the left controller 3, and operate in the same manner.

[0116] The right controller 4 also includes a vibrator 117 and a codec unit 116. The vibrator 117 and the codec unit 116 operate in the same manner as the vibrator 107 and the codec unit 106 of the left controller 3. That is, the communication control unit 111 operates the vibrator 117 using the codec unit 116 in accordance with a command from the main unit 2.

[0117] The right controller 4 also includes an infrared imaging unit 123. The infrared imaging unit 123 has an infrared camera that captures images of the surroundings of the right controller 4. As an example, the main unit 2 and / or the right controller 4 calculates captured information (for example, information related to the brightness of a plurality of blocks obtained by dividing at least a part of the entire area in the captured image), and determines a change in the surroundings of the right controller 4 based on the information. The infrared imaging unit 123 may also capture images using ambient light, but in this embodiment, it has an infrared light emitting unit 124 that irradiates infrared rays. The infrared light emitting unit 124 irradiates infrared rays, for example, in synchronization with the timing at which the infrared camera captures an image. Then, the infrared light irradiated by the infrared light emitting unit 124 is reflected by the imaging target, and the reflected infrared light is received by the infrared camera, thereby acquiring an infrared image. This allows the infrared imaging unit 123 to obtain a clearer infrared image. The infrared imaging unit 123 and the infrared emission unit 124 may be provided in the right controller 4 as separate devices, or may be provided in the right controller 4 as a single device provided in the same package. In the present embodiment, the infrared imaging unit 123 having an infrared camera is used, but in other embodiments, a visible light camera (a camera using a visible light image sensor) may be used as the imaging means instead of the infrared camera.

[0118] The right controller 4 includes a processing unit 121. The processing unit 121 is connected to the communication control unit 111. The processing unit 121 is also connected to an infrared imaging unit 123 and an infrared emission unit .

[0119] The processing unit 121 includes a CPU, a memory, and the like, and executes management processing for the infrared imaging unit 123 in response to a command from the main unit 2 based on a predetermined program (e.g., an application program for performing image processing or various calculations) stored in a storage device (e.g., a non-volatile memory, etc.) not shown in the right controller 4. For example, the processing unit 121 causes the infrared imaging unit 123 to perform an imaging operation, acquires and / or calculates information based on the imaging result (information on the captured image, or information calculated from the information, etc.), and transmits the information to the main unit 2 via the communication control unit 111. The processing unit 121 also executes management processing for the infrared emission unit 124 in response to a command from the main unit 2. For example, the processing unit 121 controls the emission of the infrared emission unit 124 in response to a command from the main unit 2. Note that the memory used by the processing unit 121 when performing processing may be provided in the processing unit 121 or may be the memory 112.

[0120] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3, and operates in the same manner.

[0121] FIG. 9 is a diagram showing an example of a ring-type expansion device. FIG. 9 shows the ring-type expansion device 5 with the right controller 4 attached. In this embodiment, the ring-type expansion device 5 is an expansion device to which the right controller 4 can be attached. Although details will be described later, in this embodiment, the user performs a novel operation of applying force to the ring-type expansion device 5 to deform it. The user can operate the ring-type expansion device 5 by performing fitness movements using the ring-type expansion device 5 with the feeling of doing exercise, for example.

[0122] As shown in FIG. 9, the ring-type expansion device 5 includes an annular portion 201 and a main body portion 202. The annular portion 201 has an annular shape. In this embodiment, the annular portion 201 is formed into an annular shape by an elastic member and a pedestal portion described later. In this embodiment, the annular portion 201 is in a circular ring shape. In other embodiments, the shape of the annular portion 201 is arbitrary, and may be, for example, an elliptical ring shape.

[0123] The main body 202 is provided on the annular portion 201. The main body 202 has a rail portion, not shown. The rail portion is an example of a mounting portion to which the right controller 4 can be mounted. In this embodiment, the rail portion slidably engages with the slider 62 (see FIG. 6) of the right controller 4. The slider 62 is inserted into the rail member in a predetermined linear direction (i.e., the sliding direction), and the rail member engages with the slider 62 in a state in which the slider 62 can slide in the linear direction relative to the rail member. Note that the rail portion is similar to the rail portion of the main unit 2 in that it can slidably engage with the slider of the controller. Therefore, the rail portion may have a configuration similar to that of the rail portion of the main unit 2.

[0124] In this embodiment, the right controller 4 has a locking portion 63 (see FIG. 6). The locking portion 63 is provided so as to protrude laterally from the slider 62 (i.e., in the positive direction of the z-axis shown in FIG. 6). The locking portion 63 is movable toward the inside of the slider 62, and is biased (for example, by a spring) in a direction such that it protrudes laterally. Also, a notch is provided in the rail portion. When the slider 62 is inserted all the way into the rail portion, the locking portion 63 locks into the notch. With the slider 62 engaged with the rail portion, the locking portion 63 locks into the notch, whereby the right controller 4 is attached to the main body unit 202.

[0125] The right controller 4 is provided with a release button 69 that can be pressed (see FIG. 6). When the release button 69 is pressed, the locking portion 63 moves toward the inside of the slider 62 and does not protrude from the slider 62 (or does not protrude at all). Therefore, when the release button 69 is pressed with the right controller 4 attached to the main body 202 of the ring-type expansion device 5, the locking portion 63 is no longer locked to the notch (or is hardly locked at all). As described above, with the right controller 4 attached to the main body 202 of the ring-type expansion device 5, the user can easily remove the right controller 4 from the ring-type expansion device 5 by pressing the release button 69.

[0126] As shown in FIG. 9, the ring-type expansion device 5 has grip covers 203 and 204. The grip covers 203 and 204 are parts for the user to grip. In this embodiment, the grip covers 203 and 204 are detachable from the annular part 201. In this embodiment, the left grip cover 203 is provided on the left grip part near the left end of the annular part 201, and the right grip cover 204 is provided on the right grip part near the right end of the annular part 201. The number of grip parts is arbitrary, and grip parts may be provided in three or more places, or only one place, depending on the expected operation method. Also, depending on the content of the game (or the content of the fitness movement performed by the user in the game), only a specific grip part among the multiple grip parts may be gripped with one hand or both hands.

[0127] Fig. 10 is a block diagram showing the electrical connection relationship of the components included in the ring-type expansion device 5. As shown in Fig. 10, the ring-type expansion device 5 includes a distortion detection unit 211. The distortion detection unit 211 is an example of a detection unit that detects the deformation of the annular part 201. In this embodiment, the distortion detection unit 211 includes a strain gauge. The distortion detection unit 211 outputs a signal indicating the distortion of the base part corresponding to the deformation of the elastic member described later (in other words, a signal indicating the magnitude and direction of the deformation of the elastic member).

[0128] Here, in this embodiment, the annular portion 201 has an elastic portion that can be elastically deformed and a pedestal portion. The pedestal portion holds both ends of the elastic member so that the pedestal portion and the elastic member form a ring. The pedestal portion is provided inside the main body portion 202, and is not illustrated in FIG. 9. The pedestal portion is made of a material having a higher rigidity than the elastic member. For example, the elastic member is made of resin (specifically, FRP (Fiber Reinforced Plastics)), and the pedestal portion is made of metal. The strain gauge is provided on the pedestal portion and detects the distortion of the pedestal portion. When the annular portion 201 is deformed from a steady state, distortion occurs in the pedestal portion due to the deformation, and the distortion of the pedestal portion is detected by the strain gauge. Based on the detected distortion, the direction in which the annular portion 201 deforms (i.e., the direction in which the two grip covers 203 and 204 approach each other or move away from each other) and the amount of deformation can be calculated.

[0129] In another embodiment, instead of a strain gauge, the strain detection unit 211 may include any sensor capable of detecting deformation of the annular portion 201 from the steady state. For example, the detection unit 211 may include a pressure sensor that detects pressure applied when the annular portion 201 is deformed, or a bending sensor that detects the amount by which the annular portion 201 is bent.

[0130] The ring type expansion device 5 includes a signal conversion unit 212. In this embodiment, the signal conversion unit 212 includes an amplifier and an AD converter. The signal conversion unit 212 is electrically connected to the distortion detection unit 211, and amplifies an output signal of the distortion detection unit 211 by the amplifier and performs AD conversion by the AD converter. The signal conversion unit 212 outputs a digital signal indicating a distortion value detected by the distortion detection unit 211. Note that in other embodiments, the signal conversion unit 212 does not include an AD converter, and the processing unit 213 described later may include an AD converter.

[0131] The ring type expansion device 5 includes a processing unit 213. The processing unit 213 is a processing circuit including a processor and a memory, for example, an MCU (Micro Controller Unit). The processing unit 213 is electrically connected to the signal conversion unit 212, and an output signal of the signal conversion unit 212 is input to the processing unit 213. The ring type expansion device 5 also includes a terminal 214. The terminal 214 is electrically connected to the processing unit 213. When the right controller 4 is attached to the ring type expansion device 5, the processing unit 213 transmits information indicating the distortion value indicated by the output signal of the signal conversion unit 212 (in other words, ring operation data to be described later) to the right controller 4 via the terminal 214.

[0132] The ring type expansion device 5 includes a power conversion unit 215. The power conversion unit 215 is electrically connected to each of the above-mentioned units 211 to 214. The power conversion unit 215 supplies power supplied from the outside (i.e., the right controller 4) via the terminal 214 to each of the above-mentioned units 211 to 214. The power conversion unit 215 may adjust the voltage, etc. of the supplied power and supply it to each of the above-mentioned units 211 to 214.

[0133] The "data on the detection result of the distortion detection unit" transmitted by the ring-type expansion device 5 to another device may be data indicating the detection result itself (in this embodiment, the output signal of the distortion detection unit 211 indicating the distortion of the base), or may be data obtained by performing some processing on the detection result (for example, data format conversion and / or calculation processing on the distortion value, etc.). For example, the processing unit 213 may perform a process to calculate the deformation amount of the elastic member based on the distortion value that is the detection result, and in this case, the "data on the detection result of the distortion detection unit" may be data indicating the deformation amount.

[0134] In another embodiment, the ring-type expansion device 5 may include a battery and operate using the power of the battery. The battery included in the ring-type expansion device 5 may be a rechargeable battery that can be charged using the power supplied from the right controller 4.

[0135] FIG. 11 is a diagram showing an example of a belt-type expansion device. The belt-type expansion device 6 is used by fastening it to the user's foot with the left controller 3 attached to the belt-type expansion device 6 (see FIG. 12). As shown in FIG. 11, the belt-type expansion device 6 includes a storage section 301 and a belt section 302. The storage section 301 has a flat shape and can store the left controller 3. Specifically, the storage section 301 has a pocket section 303. The pocket section 303 is formed in a bag shape large enough to store the left controller 3. In this embodiment, the storage section 301 stores the left controller, so that the left controller 3 is attached to the belt-type expansion device 6. Note that in other embodiments, the configuration for attaching the left controller 3 to the belt-type expansion device 6 is arbitrary.

[0136] The storage section 301 has a through hole 304 provided on a side of the pocket section 303. The belt section 302 is provided on the side of the pocket section 303 in the storage section 301, on the opposite side of the through hole 304 with the pocket section 303 as a reference. The belt section 302 has a belt-like shape, and one end thereof is fixed to the storage section 301. In this embodiment, the belt section 302 is made of a stretchable material (for example, woven rubber).

[0137] A first hook-and-loop fastener 305 and a second hook-and-loop fastener 306 are provided on the surface of the belt portion 302 on the same side as the surface on which the pocket portion 303 is provided in the storage portion 301. The first hook-and-loop fastener 305 is provided near the end opposite the side fixed to the storage portion 301. The second hook-and-loop fastener 306 is provided on the same surface as the first hook-and-loop fastener 305, but closer to the storage portion 301 than the first hook-and-loop fastener 305. The first hook-and-loop fastener 305 and the second hook-and-loop fastener 306 are detachable from each other. For example, the first hook-and-loop fastener 305 is a hook-and-loop fastener with a hook surface, and the second hook-and-loop fastener 306 is a hook-and-loop fastener with a loop surface.

[0138] When fastening the belt-type extension device 6, the user wraps the belt portion 302 around the foot, passes the belt portion 302 through the through hole 304, and adheres the first hook-and-loop fastener 305 and the second hook-and-loop fastener 306. This allows the user to fasten the belt-type extension device 6 with the left controller 3 attached to the foot (see FIG. 12).

[0139] FIG. 12 is a diagram showing an example of a state in which a user uses a ring-type expansion device 5 and a belt-type expansion device 6. As shown in FIG. 12, a user can play a game using two expansion devices 5 and 6 in addition to a game device (i.e., a main unit 2 and each controller 3 and 4). For example, a user can use a ring-type expansion device 5 and a belt-type expansion device 6 as a set.

[0140] For example, as shown in Fig. 12, the user holds the ring-type expansion device 5 with the right controller 4 attached with both hands and fastens the belt-type expansion device 6 with the left controller 3 attached to his / her foot. At this time, the user can play the game by operating the ring-type expansion device 5 (for example, bending the ring-type expansion device 5 and moving the ring-type expansion device 5) and moving the foot to which the belt-type expansion device 6 is fastened.

[0141] In addition, FIG. 12 illustrates an example of a state in which a user holds the grip covers 203 and 204 and bends the ring-type expansion device 5. With this action, the user can perform a fitness action to train both arms as a game operation. The user can perform game operations with various actions on the ring-type expansion device 5. For example, the user can perform a bend action on the ring-type expansion device 5 while holding one grip cover with both hands and placing the other grip cover on the abdomen. With this action, the user can perform a fitness action to train the arms and abdominal muscles as a game operation. In addition, the user can perform a bend action on the ring-type expansion device 5 while placing the grip covers 203 and 204 on the inner thighs of both legs and holding the ring-type expansion device 5 between the legs. With this action, the user can perform a fitness action to train the leg muscles as a game operation.

[0142] When the game processing is executed in the main body device 2, the right controller 4 receives ring operation data from the ring-type expansion device 5. The ring operation data includes information indicating the above-mentioned distortion value. Specifically, the processing unit 213 of the ring-type expansion device 5 transmits the ring operation data to the right controller 4 via the terminal 214. For example, the processing unit 213 repeatedly transmits the ring operation data at a rate of once per predetermined time.

[0143] In the above case, the communication control unit 111 of the right controller 4 transmits the ring operation data received from the ring type expansion device 5 via the terminal 64 to the main unit 2. The communication control unit 111 also transmits right controller operation data including information acquired from each input unit (specifically, each button 113, the analog stick 52, each sensor 114 and 115) included in the right controller 4 to the main unit 2. Note that, when the right controller 4 is attached to the ring type expansion device 5, communication from the right controller 4 to the main unit 2 is performed by wireless communication. The communication control unit 111 may transmit the right controller operation data and the ring operation data together to the main unit 2, or may transmit them separately to the main unit 2. The communication control unit 111 may transmit the received ring operation data as is to the main unit 2, or may transmit the received ring operation data to the main unit 2 after performing some processing (for example, converting the data format and / or performing calculation processing on the distortion value, etc.) on the received ring operation data.

[0144] On the other hand, when game processing is executed in the main unit 2, the communication control unit 101 of the left controller 3 transmits left controller operation data including information acquired from each input unit (specifically, each button 103, the analog stick 32, and each sensor 104 and 105) included in the left controller 3 to the main unit 2. When the left controller 3 is attached to the belt-type extension device 6, communication from the left controller 3 to the main unit 2 is performed by wireless communication.

[0145] [2. Information processing in games] Next, information processing in the game executed in the game system 1 will be described. In the game in this embodiment, the player (in other words, the user) can give instructions in the game by performing fitness movements. The fitness movements are any exercises that lead to maintaining and improving health and physical strength. The fitness movements may be, for example, exercises for training muscle strength such as squats, thigh lifts, push-ups, sit-ups, or movements for transforming the ring-type expansion device 5, or may be exercises for burning fat, or may be exercises for improving flexibility such as stretching or yoga. In this embodiment, when the player character operated by the player fights an enemy character in the game, the player can make the player character attack and defend by performing fitness movements. Hereinafter, as an example of a game event, the flow of the game in a battle event, which is a game event in which the player character fights an enemy character, will be described. Note that a game event is any event that occurs during the game. In the game event, for example, a game image showing the progress of the game is displayed in response to the game operation by the player.

[0146] [2-1. Game flow in combat events] Fig. 13 is a diagram showing an example of a game image in a battle event. The condition for accomplishing the battle event is to win the battle event (i.e., defeat all enemy characters). When the battle event starts, the game system 1 displays the game image shown in Fig. 13 on a display device. The display device on which the game image is displayed may be the above-mentioned display 12 or the above-mentioned stationary monitor.

[0147] The game image shown in Fig. 13 includes a player character 401 and enemy characters 403 to 405. In this embodiment, the player character 401 has a ring object 402 that imitates the ring-type expansion device 5. Although three enemy characters 403 to 405 appear in Fig. 13, any number of enemy characters may appear in a battle event.

[0148] FIG. 14 is a diagram showing an example of the flow of a game in a battle event. As shown in FIG. 14, in this embodiment, the battle proceeds in a turn-based manner in the battle event. That is, the battle proceeds by alternating an attack turn in which the player character 401 attacks an enemy character and a defense turn in which the player character 401 defends against an attack from the enemy character. In this embodiment, when the battle event starts, an attack turn is performed (after the game image shown in FIG. 13 is displayed), but the defense turn may be performed first. In addition, the method of proceeding with the battle event is not limited to a turn-based method, and may be any method. For example, in another embodiment, a character (i.e., the player character 401 and the enemy character) may attack in response to the elapse of a waiting time set for that character.

[0149] First, the flow of the game during the attack turn of the player character 401 will be described. When the attack turn starts, a selection event is first executed in which the player selects a fitness action to be performed by the player during the attack turn (step S1 shown in FIG. 14). During the selection event, the game system 1 displays a selection image on the display device. The selection image is a UI (user interface) image for allowing the player to select a fitness action.

[0150] 15 is a diagram showing an example of a selection image. The selection image includes images 411-413 for allowing the player to select one fitness action from a plurality of selectable fitness actions. These images 411-413 are arranged superimposed on an image of the game space including enemy characters 403-405 in combat. Image 411 shows a message prompting the player to select a fitness action (specifically, a message saying "Choose a fitness action").

[0151] In the game of this embodiment, a plurality of fitness actions are prepared as fitness actions that the player can perform in response to game instructions during an attacking turn. The contents of the plurality of fitness actions are arbitrary. In this embodiment, the plurality of fitness actions include an action of pushing in and deforming the ring-type expansion device 5, an action of moving the feet of the player wearing the belt-type expansion device 6, and an action of making the player take a predetermined pose.

[0152] In the game of this embodiment, the action performed by the player character 401 in response to the player performing a fitness action (i.e., in response to an instruction by the fitness action) is associated with each type of fitness action. In this embodiment, the player character can perform a single attack which is an action of attacking one enemy character, a multiple attack which is an action of attacking multiple enemy characters at once, and a recovery which is an action of recovering the physical strength of the player character 401. The action of the player character 401 associated with the fitness action may be different for each type of fitness action, or the same action of the player character 401 may be associated with several types of fitness actions. In the selection event, the player may select a fitness action that the player wants to perform, or may select a fitness action associated with an action (e.g., multiple attacks) that the player wants the player character 401 to perform.

[0153] The selection action image 412 shows one fitness action among a plurality of types of selectable fitness actions. In FIG. 15, the selection action image 412 shows a picture representing the fitness action of "push up" and the name of the fitness action. In the selection event, the game system 1 accepts a switching instruction by the player. In response to the switching instruction, the game system 1 switches the fitness action shown by the selection action image 412. In this embodiment, an order is set for the plurality of types of selectable fitness actions. When a first switching instruction (for example, an instruction by tilting the analog stick 52 of the right controller 4 to the left) is given among the switching instructions, the game system 1 switches the fitness action shown by the selection action image 412 in the above order. Also, when a second switching instruction (for example, an instruction by tilting the analog stick 52 of the right controller 4 to the right) is given among the switching instructions, the game system 1 switches the fitness action shown by the selection action image 412 in the reverse order to the above order. In this embodiment, instructions given by the player during a battle event (excluding instructions given by fitness movements) may be given by operating the buttons or analog stick of the controller, or by moving the ring-type expansion device 5.

[0154] As described above, in the selection event, a plurality of fitness motions are presented as options. In the present embodiment, a selection motion image 412 showing one of the plurality of fitness motion options is displayed, but in other embodiments, selection motion images showing the plurality of fitness motion options may be displayed simultaneously.

[0155] The explanatory image 413 shows an explanation of the fitness action shown by the selected action image 412 being displayed. In this embodiment, the magnitude of the effect (specifically, the amount of damage or recovery by the attack, hereinafter referred to as the "effect amount") of the action (i.e., attack or recovery) of the player character 401 associated with the fitness action is calculated based on the basic effect value set for the fitness action. Note that, although details will be described later, the effect amount of the action of the player character 401 is calculated based on the basic effect value and the evaluation result of the fitness action. The explanatory image 413 shows the basic effect value set for the fitness action. For example, in FIG. 15, the explanatory image 413 shows that the basic effect value (here, attack power) set for the fitness action of "upward push" is 25.

[0156] Furthermore, in this embodiment, a waiting turn number is set for the fitness action. Although details will be described later, the waiting turn number is the number of turns from when the player performs a fitness action until the fitness action can be selected next. Explanation image 413 indicates the waiting turn number set for the fitness action indicated by the currently displayed selected action image 412. For example, in FIG. 15, explanation image 413 indicates that the waiting turn number set for the fitness action "push upward" is 2.

[0157] While the selection image is being displayed, the game system 1 accepts a selection instruction from the player. The selection instruction is made, for example, by pressing a predetermined button on the right controller 4. The game system 1 designates the fitness action indicated by the selection action image 412 displayed at the time the selection instruction is made as the fitness action selected by the player. Note that designation of a fitness action can also be said to be designation of a fitness event in which the fitness action is to be performed by the player.

[0158] As described above, in this embodiment, game system 1 designates one type of fitness motion from among a plurality of types of fitness motions based on a selection instruction by the player. Then, a fitness event is executed in which the player performs the designated fitness motion (details will be described later). In this manner, in this embodiment, the player himself can select the fitness motion to be performed by the player. Note that, in other embodiments, game system 1 may designate a plurality of fitness motions from among a plurality of types of fitness motions in accordance with a selection instruction by the player, and may have the player perform the designated plurality of fitness motions in the fitness event.

[0159] The multiple types of fitness actions presented as options may be fixed or variable. The options of fitness actions may change according to, for example, at least one of the game progress, the player's settings, and the game situation (specifically, the type of enemy character or an item possessed by the player character 401). Specifically, the game system 1 may increase the options of fitness actions as the game progresses, or may increase the options of fitness actions in response to the player character 401 acquiring (or using) a predetermined item.

[0160] When a fitness action is selected by the player while the selection image is being displayed, the game system 1 ends the selection event and executes a preparation event (step S2 shown in FIG. 14). The preparation event is a game event that prompts the player to assume a starting posture for the selected fitness action (referred to as a "starting posture").

[0161] If the action of the player character 401 associated with the selected fitness action is the single-target attack described above and there are multiple enemy characters in the battle, the game system 1 displays an image on the display device for allowing the player to select an attack target before the preparation event starts. When the image is displayed, the game system 1 identifies an enemy character to be attacked from among the enemy characters in accordance with an instruction from the player. After the enemy character to be attacked is identified, the preparation event starts.

[0162] In the preparation event, the game system 1 displays a preparation-movement image for the selected fitness movement on the display device. The preparation-movement image is an image for encouraging the player to assume a starting position for the fitness movement.

[0163] FIG. 16 is a diagram showing an example of a preparatory movement image. As shown in FIG. 16, the preparatory movement image includes an image 421 showing a fitness movement selected by the player (specifically, showing the name of the fitness movement). The preparatory movement image also includes an image 422 showing a message encouraging the player to take a starting position (specifically, a message saying "Imitate the model"). The preparatory movement image also includes a starting model image 423 showing a model of the starting position of the fitness movement. The game system 1 can inform the player, by the starting model image 423, in an intuitive and easy-to-understand manner as to what position the player should take as the starting position.

[0164] As shown in Fig. 16, the preparatory action image includes partial posture images 424 and 425. The partial posture images show the state that a part of the player's body should take in the starting posture (referred to as a "partial starting posture"). In Fig. 16, the partial posture image 424 shows the partial starting posture for the player's feet (i.e., "feet shoulder-width apart"), and the partial posture image 425 shows the partial starting posture for the player's hands (i.e., "both arms raised").

[0165] In this embodiment, the partial starting position includes a checked position in which a check is performed by the game system 1, and an unchecked position in which no check is performed. In the example shown in Fig. 16, the partial starting position shown by the partial position image 425 is a checked position, and the partial starting position shown by the partial position image 424 is an unchecked position. Note that the partial position image 425 showing the partial starting position that is a checked position includes a checkbox (see Fig. 16).

[0166] In the preparation event, the game system 1 judges whether the player has taken a checked posture. This judgment is made, for example, based on the inclination of the controller calculated based on the output of the above-mentioned inertial sensor provided in the controller. For example, the judgment of whether the player has taken the partial start posture shown in the partial posture image 425 can be made by judging whether the right controller 4 attached to the ring-type expansion device 5 has become inclined as shown in the start example image 423.

[0167] In the preparation event, if the player maintains the checked position for a predetermined length of time (e.g., 3 seconds), the game system 1 determines that the player has taken the starting position. In this case, the game system 1 changes the image so that the check box of the partial position image 425 is checked, and then ends the preparation event. Note that, when the player starts to take the checked position, the game system 1 may display on the display device a count image indicating the elapsed time from that point (or the remaining time until it is determined that the player has taken the starting position). Following the end of the preparation event, the fitness event, which will be described later, begins.

[0168] The number of partial start positions included in the start position and the type of the partial start position (specifically, whether it is a checked position or an unchecked position) are set for each type of fitness action. In this embodiment, the start position of each fitness action is set so as to include at least one checked position. When a preparatory action image for a fitness action in which a partial start position including a plurality of checked positions is set is displayed, the game system 1 starts counting the above-mentioned elapsed time in response to the player taking all of the plurality of checked positions. Also, how to set the start position of each fitness action is arbitrary. For example, in another embodiment, only a partial start position not including a checked position may be set for a specific fitness action. When a preparatory action image for a fitness action in which only a partial start position not including a checked position is set is displayed, the game system 1 may start the fitness event after displaying the preparatory action image for a predetermined time (for example, 5 seconds). Also, in the above case, the game system 1 may start the fitness event in response to the player giving a start instruction.

[0169] As described above, in this embodiment, before a fitness event in which a player is made to perform a fitness motion, the game system 1 determines whether or not the player's posture is the posture at the start of the fitness motion. Then, the game system 1 starts the fitness event in response to determining that the player has taken the posture at the start of the fitness motion. This can reduce the possibility that the fitness event will start in a state in which the player is not ready for the fitness motion. In addition, depending on the posture at the start of the fitness motion, it may be difficult to give an instruction to start the fitness event. In contrast, in this embodiment, the player does not need to give the above instruction when ready for the fitness motion, so that the player can easily start the fitness motion from the posture at the start of the fitness event.

[0170] After the preparation event, the game system 1 executes a fitness event (step S3 shown in FIG. 14). The fitness event is a game event that causes the player to perform fitness movements. In the fitness event, the game system 1 prompts the player to perform fitness movements and displays, on the display device, an image for notifying the player of the status of the fitness movements performed by the player (for example, the number of times the fitness movements have been performed).

[0171] 17 is a diagram showing an example of images displayed in a fitness event. In the fitness event, the game system 1 displays an image 431 showing a game space including a player character 401 and enemy characters 403 to 405. The game system 1 also displays an image 432 showing a message encouraging the player to perform a fitness movement (specifically, a message saying "push in"). The game system 1 also displays a model movement image 433, a movement count image 434, a remaining count image 435, and a calorie consumption image 436.

[0172] The model action image 433 shows a model of a fitness action to be performed by the player (i.e., a fitness action selected in a selection event). In the example shown in Fig. 17, the model action image 433 includes an image showing an action of bending the ring-type expansion device 5 by pushing it over the head as a model of the fitness action of "upward pushing". The model action image 433 can inform the player of the content of the fitness action in an intuitive and easy-to-understand manner.

[0173] The action count image 434 is a gauge image showing the number of times the player should perform the fitness action selected in the selected event (called the "unit action count") and the remaining number of times the player should currently perform the fitness action. The remaining number image 435 shows the value of the remaining number. In the example shown in FIG. 17, the action count image 434 shows that the unit action count is 5 times and the remaining number is 4 times. In other embodiments, the game system 1 may display an image showing the value of the unit action count and the value of the remaining number instead of (or together with) the action count image 434.

[0174] The calorie consumption image 436 shows the calories consumed by the fitness action performed by the player. In this embodiment, the calorie consumption image 436 shows the calories consumed by the fitness action during one attack turn. However, in other embodiments, the calorie consumption image 436 may show the calories consumed by the fitness action during one battle event, or may show the cumulative calories consumed since the start of the game.

[0175] The game system 1 calculates the calories burned based on the fitness movements performed by the player, and displays a calorie burned image 436 showing the calculated calories burned. Any method can be used to calculate the calories burned based on fitness movements. In this embodiment, the calories burned do not need to be calculated precisely, and may be calculated approximately. For example, a standard value for the calories burned by one fitness movement is set, and the game system 1 may calculate the calories burned by adding the standard value for the calories burned set for the fitness movement to the calories burned up to that point each time a fitness movement is performed.

[0176] In the fitness event, the player performs a fitness movement while viewing the model movement image 433 as necessary. In this embodiment, the game system 1 controls the player character 401 so that the player character 401 performs the same fitness movement as the player, in response to the player performing a fitness movement during the fitness event.

[0177] The fitness action of "upward pushing" is an action of deforming the ring-type expansion device 5 so as to push it in, maintaining the deformed state for a certain period of time, and then returning the ring-type expansion device 5 to its original state. For example, when the fitness action of "upward pushing" is performed, the game system 1 calculates the deformation state (specifically, the direction of deformation and the amount of deformation) of the ring-type expansion device 5, and controls the action of the player character 401 so as to deform the ring object 402 according to the calculated deformation state. Specifically, the game system 1 controls the action of the player character 401 so that the calculated deformation state of the ring-type expansion device 5 and the deformation state of the ring object 402 match. Therefore, when the player performs the fitness action of "upward pushing", the player character 401 is controlled to perform the fitness action of "upward pushing" in the same manner as the player.

[0178] In addition, when the fitness motion of "push upward" is performed, the game system 1 displays the image 432 showing the message "push" as described above when the ring-type expansion device 5 is not deformed. In addition, in the above state, the game system 1 displays an image showing the action of pushing the ring-type expansion device 5 as a model action image 433 (see FIG. 17). In addition, although not shown, when the ring-type expansion device 5 is deformed by a predetermined amount or more, the game system 1 displays an image showing the message "Keep!" and displays an image showing the state in which the ring-type expansion device 5 is kept in the pushed-in state as the model action image 433. Furthermore, when the deformed state of the ring-type expansion device 5 is maintained for a certain period of time, the game system 1 displays an image showing the message "return to original state" and displays an image showing the action of returning the push on the ring-type expansion device 5 to its original state as the model action image 433. In this way, the game system 1 displays an image encouraging the player to perform the next action according to the action state of the player during the fitness motion. This makes it possible to notify the player of the way to perform the fitness motion in more detail.

[0179] As shown in FIG. 17, in the fitness event, the game system 1 displays the body part of the player character 401 corresponding to the fitness action in an emphasized manner compared to other body parts different from the body part. The "body part corresponding to the fitness action" is the body part that the player mainly uses in the fitness action (it can be said that the body part is trained by the fitness action, or that the fitness action has an effect on the body part). In the present embodiment, the body part corresponding to the fitness action is associated with the fitness action. In the example shown in FIG. 17, the body part of the player character 401 corresponding to the upper arm part, which is the body part used by the player in the fitness action of "upward push", is displayed in a lit state (in FIG. 17, the lit state of the body part is indicated by diagonal lines).

[0180] 17, model action image 433 includes a balloon image 437 indicating a body part corresponding to a fitness action among the body parts of the person imitating the player in model action image 433. In this embodiment, balloon image 437 indicates the name of a muscle used in the fitness action (here, "deltoid muscle").

[0181] As described above, in this embodiment, the game system 1 displays on the display device an image of the player's body (i.e., model movement image 433) and an image of the body of the player character 401 during a fitness event. Among these body images, the body parts corresponding to the fitness movements to be performed by the player during the fitness event are highlighted (for example, the body parts are displayed in a different color, or the body parts are displayed by pointing out them with a balloon image). This makes it possible to easily inform the player which body parts the fitness movements are effective for.

[0182] In this embodiment, the game system 1 displays both an image showing a body part of the player character 401 and an image showing a body part of the player (i.e., the model motion image 433) as images showing the body parts corresponding to the fitness motions. Here, in other embodiments, the game system 1 may display only one of the above two images, which can also achieve the same effect as this embodiment.

[0183] The highlighting of the body parts corresponding to the fitness movements may be performed at all times during the fitness event, or may be performed for a predetermined period during the fitness event (for example, while the player is performing the fitness movements).

[0184] The fitness event ends when the player completes one fitness movement. Each time the player completes one fitness movement, the game system 1 updates the remaining number of times indicated by the movement number image 434 and the remaining number of times image 435.

[0185] After the fitness event, the game system 1 executes an attack event (step S4 shown in FIG. 14). The attack event is a game event in which the player character 401 attacks an enemy character. In the attack event, the game system 1 displays, on the display device, an image showing the enemy character being damaged by an attack by the player character 401 on the enemy character. As described above, in this embodiment, the player character 401 attacks the enemy character in response to the player performing a fitness action during the fitness event. That is, in this embodiment, the fitness action performed by the player during the fitness event represents an attack instruction, and the player character 401 attacks the enemy character in response to the attack instruction by the fitness action.

[0186] 18 is a diagram showing an example of an image displayed in an attack event. In an attack event, the game system 1 displays an effect image 441 showing an attack by the player character 401 on an enemy character. In this embodiment, the game system 1 causes the player character 401 to perform an attack action against the enemy character by a different action from a fitness action performed in response to a fitness action by the player during a fitness event. For example, the game system 1 controls the action of the player character 401 in the fitness event so that the player character 401 accumulates magic power in response to the fitness action of the player, and controls the action of the player character 401 in the attack event so that the player character 401 attacks the enemy character by magic in which the accumulated magic power is released from the ring object 402.

[0187] The game system 1 also displays a numerical value ("114" in FIG. 18) indicating the amount of damage inflicted on the enemy character. A method for calculating the amount of damage (in other words, the amount of loss of vitality) will be described later. The game system 1 also displays a gauge image 442 indicating the vitality of the attacked enemy character. The gauge image 442 is displayed changing so that the vitality is reduced by the amount of damage.

[0188] If the action of the player character 401 associated with the fitness action is recovery, in the attack event, the game system 1 displays an effect image indicating that the player character 401 is recovering his / her vitality, and displays a numerical value indicating the amount of recovery. The game system 1 also changes and displays a gauge image indicating the vitality of the player character 401 so that the vitality increases by the amount of recovery. With the above, the attack event ends.

[0189] When damage is given to an enemy character in an attack event, the game system 1 determines whether or not the enemy character has been defeated (i.e., its vitality value has become 0). When all enemy characters have been defeated, the game system 1 ends the battle event. In this case, the player character 401 wins the battle, and the achievement condition set for the battle event is fulfilled.

[0190] On the other hand, if there is an enemy character that has not been defeated, and the fitness action has not been performed the above-mentioned number of unit actions (in other words, the fitness event has not been performed the number of unit actions), the fitness event is executed again (see FIG. 14). At this time, the fitness event and the attack event are repeatedly executed until the number of unit actions has been performed or until all enemy characters have been defeated.

[0191] When the fitness event and the attack event are executed for the unit number of times and an enemy character remains undefeated, the game system 1 ends the attack turn (see FIG. 14). When the attack turn ends, a defense turn begins. The flow of the game during the defense turn of the player character 401 will be described below.

[0192] When a defensive turn is started, the game system 1 executes a fitness event (step S5 shown in FIG. 14). Here, in this embodiment, the fitness action that the player should perform in the defensive turn is set to a predetermined fitness action (here, the fitness action of "abdominal push"). In other words, a selection event in which the player selects a fitness action is not executed in the defensive turn. Furthermore, a preparatory event in which a preparatory action image is displayed is also not executed in the defensive turn. However, in other embodiments, a preparatory event may be executed in the defensive turn, just like in the attacking turn. Furthermore, in other embodiments, a selection event may be executed in the defensive turn, just like in the attacking turn.

[0193] FIG. 19 is a diagram showing an example of an image displayed in a fitness event in a defense turn. In a fitness event in a defense turn, similar to a fitness event in an attack turn, the game system 1 displays an image 431 showing a game space including the player character 401 and the enemy characters 403 to 405 on the display device. The game system 1 also displays an image 432 showing a message (a message of "push in" in the example shown in FIG. 19) encouraging the player to perform a fitness action, a model action image 433, a number of actions image 434, a remaining number of actions image 435, and a calorie consumption image 436. In the example shown in FIG. 19, the model action image 433 includes an example image of the fitness action of the above-mentioned "abdominal push". In addition, for "abdominal push", which is a fitness action performed in a defense turn, the unit action number is set to 2 times, and the number of actions image 434 indicates that the unit action number is 2 times and the remaining number is 2 times.

[0194] In addition, in a defensive turn, as in an offensive turn, when the player performs a fitness movement, the game system 1 controls the player character 401 to perform the same fitness movement as the player. Furthermore, the game system 1 displays the part of the player character 401 that corresponds to the fitness movement (the abdomen in FIG. 19) in an emphasized manner compared to other parts different from the part. Furthermore, the model movement image 433 includes a balloon image 437 that indicates the part of the person imitating the player in the model movement image 433 that corresponds to the fitness movement. Furthermore, the balloon image 437 indicates the name of the muscle that is moved in the fitness movement (here, "rectus abdominis").

[0195] The fitness action of "pushing in the abdomen" is an action of deforming the ring-type expansion device 5 so as to push in one side while placing one side against the abdomen, and maintaining the deformed state for a certain period of time. When the player finishes the fitness action in the fitness event in the defense turn, the fitness event ends. Specifically, when the player maintains the deformed state of the ring-type expansion device 5 so as to push in the other side while placing one side against the abdomen for a certain period of time, the fitness event ends. That is, the game system 1 determines whether the deformed state of the ring-type expansion device 5 has been maintained for a certain period of time, and ends the fitness event if it is determined that the deformed state has been maintained. The game system 1 executes the defense event after the fitness event (step S6 shown in FIG. 14).

[0196] FIG. 20 is a diagram showing an example of an image displayed in a defense event in a defense turn. In the defense event, the game system 1 displays a game image showing an enemy character (here, enemy character 404) attacking the player character 401. At this time, the game system 1 displays an effect image 451 showing the attack by the enemy character on the player character 401. The game system 1 also calculates the amount of damage given to the player character 401, and displays a numerical value indicating the amount of damage ("54" in FIG. 20). Note that a method of calculating the amount of damage (in other words, the amount of reduction in vitality) will be described later. In the defense event, the game system 1 also displays a gauge image 452 indicating the vitality of the attacked player character 401. The gauge image 452 is changed and displayed so that the vitality is reduced by the amount of damage. After the above display ends, the defense event ends.

[0197] When damage is given to the player character 401 in the defense event, the game system 1 determines whether or not the player character 401 has been defeated (i.e., the vitality value has become 0). When the player character 401 has been defeated, the game system 1 ends the battle event. In this case, the player character 401 loses the battle, and the achievement condition set for the battle event is not satisfied.

[0198] On the other hand, if the player character 401 is not defeated, and if the fitness event (in other words, the fitness action) has not been performed the above-mentioned number of unit actions, the fitness event is executed again (see FIG. 14). At this time, the fitness event and the defense event are repeatedly executed until the number of unit actions is performed or until the player character 401 is defeated.

[0199] If the fitness event is executed for the unit number of actions and the player character 401 is not defeated, the defense turn ends (see FIG. 14). When the defense turn ends, an attack turn is performed again. Thereafter, the attack turn and the defense turn are alternately repeated until the player character 401 is defeated or all enemy characters are defeated.

[0200] As described above, in this embodiment, the game system 1 executes an attack event to attack an enemy character in accordance with a fitness action performed by the player during a first fitness event in an attack turn, and executes a second fitness event (i.e., a fitness event in a defense turn) different from the first fitness event in a battle event. Then, the game system 1 executes a defense event to defend against an attack from an enemy character in accordance with a fitness action performed by the player during the second fitness event. This allows fitness actions to be reflected in both attack and defense in the battle event, thereby increasing the opportunities for the player to perform fitness actions.

[0201] In this embodiment, the fitness actions to be performed by the player in the second fitness event are determined independently of instructions from the player (or can be said to be determined without instructions from the player). In other words, the second fitness event is determined independently of instructions from the player. Therefore, in a defense turn, the fitness event is started without the player selecting a fitness action. This allows the game system 1 to maintain a good tempo in the game flow, in which the player character 401 defends against attacks from enemy characters, without being interrupted by a selected event.

[0202] In this embodiment, the player performs one type of fitness motion in a defense turn, but in other embodiments, one of a plurality of types of fitness motion may be specified. In this case, the fitness motion may be determined independently of an instruction from the player, as in this embodiment. Specifically, the fitness motion may be specified according to an algorithm defined in the game program, and may not be selected by the player. This allows the game flow in which the player character 401 defends against attacks from enemy characters to be performed at a good tempo, as in this embodiment. Also, in other embodiments, the user may select a fitness motion in a defense turn as in an attack turn.

[0203] [2-2. Game progression according to battle events] In the game of this embodiment, the above-described battle event is repeatedly executed. For example, the game system 1 executes a battle event every time the player character 401 encounters an enemy character while moving on the map. In addition, the game system 1 progresses the game in response to the achievement of a battle event. For example, the game system 1 progresses the game in response to the player character 401 winning a battle against a specific enemy character. Note that "progressing the game" may be any process that advances the game situation, and may be, for example, enabling the player character 401 to advance to a new stage, advancing the story of the game, or giving the player character 401 a new ability or item. As described above, in this embodiment, the player progresses the game by repeating the battle event. That is, the player progresses the game by repeatedly performing fitness actions in the game.

[0204] [2-3. Game processing based on fitness movements] As described above, in this embodiment, the game system 1 executes game processing based on the fitness motion performed by the player. Specifically, the game system 1 evaluates the fitness motion performed by the player, and calculates the effect amount (i.e., the amount of damage or the amount of recovery) of the action of the player character 401 associated with the fitness motion based on the evaluation result. A method of calculating the effect amount based on the fitness motion will be described below.

[0205] First, a method for evaluating fitness movements will be described. In this embodiment, the multiple types of fitness movements can be divided into three groups: a keep movement group, a repeat movement group, and a pause movement group. The game system 1 evaluates the fitness movements using different methods depending on the three groups. In this embodiment, the game system 1 calculates an evaluation score as an evaluation result of the fitness movements. A high evaluation score means a good evaluation.

[0206] The fitness actions belonging to the keep action group are actions including actions in which the player takes the body (or a part of the body) from the starting position described above and keeps it in a predetermined position (called a "keep position") for a certain period of time. For example, the above-mentioned "upward push" and "abdominal push" are fitness actions belonging to the keep action group. Note that the fitness actions belonging to the keep action group are not limited to fitness actions in which the player moves his / her arms. For example, a fitness action in which the player takes a standing upright starting position, takes a keep position with the knees bent like a squat, keeps it for a certain period of time, and then returns to the starting position is also a fitness action belonging to the keep action group.

[0207] For the fitness actions belonging to the keep action group, the game system 1 calculates an evaluation score by evaluating whether the player has taken a correct posture and maintained the posture for a sufficient period of time. Specifically, the evaluation score is calculated as follows.

[0208] First, the game system 1 calculates an evaluation coefficient based on the difference between the inclination of the part of the player's body in the keeping posture and a set ideal value. The evaluation coefficient is calculated so that, within a predetermined range (for example, a range from 0 to 1), the closer the inclination of the part of the player's body is to the ideal value, the larger the value becomes.

[0209] Next, the game system 1 adds an evaluation point if the player maintains the inclination corresponding to the calculated evaluation coefficient for a duration corresponding to the evaluation coefficient during the period in which the player is in the keeping position. The game system 1 accumulates the evaluation points during the above-mentioned period, and the accumulated evaluation points are set as the evaluation result. Here, the duration is set according to the evaluation coefficient, and is set to be shorter as the evaluation coefficient is higher. For example, the duration is set as follows: - When evaluation coefficient a=1, duration t=3 (frame time) If evaluation coefficient 1>a≧0.9, duration t=5 (frame time) If evaluation coefficient 0.9>a≧0.6, duration t=10 (frame time) If evaluation coefficient 0.6>a≧0.3, duration t=20 (frame time) If evaluation coefficient 0.3>a≧0, duration t=40 (frame time) From the above, if a part of the player's body is tilted close to the ideal value during the period in which the player is maintaining the posture, the evaluation points are added in a short time, and if a part of the player's body is tilted away from the ideal value, the evaluation points are not added easily. Therefore, in this embodiment, if the player maintains a good posture (i.e., a posture whose tilt is close to the ideal value) during the period in which the player maintains the posture, more evaluation points are added and the total evaluation points become higher. Also, assuming that the player maintains the posture at a certain tilt, more evaluation points are added and the total evaluation points become higher when the time for maintaining the posture is longer than when the time for maintaining the posture is short.

[0210] A fitness movement belonging to a repetitive movement group is a movement in which a predetermined exercise is repeated a predetermined number of times in one fitness movement. For example, a fitness movement in which a thigh lift is repeated a predetermined number of times, or a fitness movement in which a body is twisted left and right a predetermined number of times are fitness movements belonging to a repetitive movement group.

[0211] For fitness movements belonging to the repetitive motion group, the game system 1 calculates an evaluation score based on the inclination of a part of the player's body when the player performs a predetermined motion and the acceleration of the part of the body. Specifically, the game system 1 calculates an evaluation score so that the evaluation score is higher according to the magnitude of the inclination when the player performs the predetermined motion relative to a predetermined standard. The game system 1 also calculates an evaluation score so that the evaluation score is higher according to the magnitude of the acceleration when the player performs the predetermined motion. In other words, for fitness movements belonging to the repetitive motion group, the player can obtain a high evaluation score by performing the predetermined motion vigorously (i.e., so that the acceleration is large) and firmly (i.e., so that the inclination is large relative to the standard). In this embodiment, the game system 1 calculates an evaluation score for each predetermined motion, and calculates an evaluation score for one fitness motion by summing up the evaluation scores for multiple predetermined motions.

[0212] In another embodiment, for fitness actions belonging to the repetitive motion group, the game system 1 may calculate an evaluation score based on the speed at which a predetermined exercise is performed a predetermined number of times (in other words, based on the time required to perform the predetermined exercise a predetermined number of times). Specifically, the game system 1 may calculate an evaluation score so that the evaluation score increases as the speed increases (in other words, the time decreases). In this case, for fitness actions belonging to the repetitive motion group, a player can obtain a high evaluation score by performing the exercise quickly.

[0213] A fitness action belonging to the posing action group is an action in which a player changes from a predetermined first posture to a second posture different from the first posture. For example, a fitness action in which a player changes from a first posture in which the player stands upright to a second posture in which the player bends the knees and stretches the arms upward is a fitness action belonging to the posing action group.

[0214] For fitness actions that belong to pose-changing actions, the game system 1 calculates an evaluation score based on the change time from when the player assumes a first posture to when the player assumes a second posture. Specifically, the game system 1 calculates an evaluation score so that the evaluation score increases as the change time increases. In other words, for fitness actions that belong to pose-changing actions, the player can obtain a high evaluation score by performing the posture-changing action slowly. In this embodiment, an upper limit is set for the evaluation score. Therefore, if the change time is equal to or longer than a certain time, the evaluation score becomes the upper limit, and the evaluation score does not increase even if the change time becomes longer than that time.

[0215] For fitness movements belonging to any of the above three groups, the game system 1 acquires motion data based on the output of a sensor (e.g., the output of a strain gauge or an inertial sensor) corresponding to the fitness movements performed by the player, and calculates an evaluation score based on the motion data. The motion data is data indicating the content corresponding to the fitness movements performed by the player. In this embodiment, the motion data is data indicating the output of the strain gauge and / or the inertial sensor. In other embodiments, the motion data may be data obtained by performing some processing on the output of the strain gauge and / or the inertial sensor (e.g., data format conversion and / or calculation processing on the output value, etc.).

[0216] For the fitness actions belonging to the keep action group, the game system 1 can calculate the inclination of a part of the player's body in the keep posture based on the deformation amount of the ring-type expansion device 5 or the inclination of the controller. The deformation amount of the ring-type expansion device 5 is calculated based on the output of a strain gauge indicated by the operation data (specifically, ring operation data). The inclination of the controller is calculated based on the output of an inertial sensor indicated by the operation data (specifically, left controller operation data or right controller operation data). When the keep posture is a posture in which the player pushes in the ring-type expansion device 5, the game system 1 can calculate the inclination of a part of the player's body (here, the arm) based on the deformation amount of the ring-type expansion device 5. When the keep posture is a posture in which the player bends his / her knees, the game system 1 can calculate the inclination of a part of the player's body (here, the foot) based on the inclination of the left controller 3 attached to the player's foot. Then, the game system 1 can calculate the evaluation score by the above-mentioned method based on the calculated inclination of the part of the player's body.

[0217] Furthermore, for fitness movements belonging to the repetitive movement group, the game system 1 can calculate the inclination and acceleration of a part of the player's body when the player performs the predetermined exercise repeated a predetermined number of times, based on the inclination and acceleration of the controller. The inclination of the controller can be calculated based on the output of an angular velocity sensor indicated by the motion data. The acceleration of the controller can be calculated based on the output of an acceleration sensor indicated by the motion data. For example, when thigh lifts are performed as the predetermined exercise, the game system 1 can calculate the inclination of a part of the player's body (here, the thigh) based on the inclination of the left controller 3 attached to the player's foot, and can calculate the acceleration of the part of the body based on the acceleration of the left controller 3.

[0218] For fitness actions belonging to pose change actions, the game system 1 can calculate that the player has taken the first posture and the second posture based on the inclination of the controller. For example, when the player takes a posture in which the knees are bent and the hands are stretched upward as the second posture, the game system 1 can determine that the player has taken a posture in which the knees are bent based on the inclination of the left controller 3 attached to the player's foot, and can determine that the player has taken a posture in which the hands are stretched upward based on the inclination of the right controller 4 attached to the ring-type expansion device 5 held by the player. Based on these determination results, the game system 1 can calculate the change time from the time when the player took the first posture to the time when the player took the second posture, and can calculate the evaluation points.

[0219] For example, if the player has low physical flexibility or is injured, it may be difficult for the player to assume the first or second position. Therefore, in this embodiment, if a predetermined time has elapsed without determining that the player has assumed the first or second position, the game system 1 changes the threshold value so that the player is more likely to be determined to have assumed the first or second position. For example, in the process of calculating the evaluation result of a certain fitness movement, consider an example in which the player is determined to have assumed the second position when the angle of the right controller 4 in a certain direction is equal to or greater than a threshold value (specifically, 90°). In this example, if the predetermined time has elapsed with the angle of the right controller 4 in the above direction being less than 90°, the game system 1 changes the threshold value for determination to a value that is a predetermined value less than 90° (e.g., 80°). As a result, if the player assumes a position in which the angle of the right controller 4 in the above direction is 80°, the player is determined to have assumed the second position. Thereafter, the game system 1 performs the determination using the changed threshold value in the process of calculating the evaluation result of the fitness motion. Note that even when the game system 1 performs the determination using the changed threshold value, if a predetermined time has elapsed without determining that the player has taken the first or second position, the game system 1 may further decrease the changed threshold value by the above-mentioned predetermined value. Note that a lower limit value may be set for the threshold value.

[0220] In another embodiment, the game system 1 may set the changed threshold value based on the posture of the player that has not reached the predetermined target posture in the above case. For example, in the above example, if it is determined that the player has maintained a posture in which the angle of the right controller 4 in the above direction is 70° for a certain period of time, the game system 1 may change the threshold value for determination from 90° to 70°. In this way, the game system 1 may change the threshold value so that it is determined that the target posture has been reached based on the posture actually taken by the player.

[0221] Also, for example, in a process of calculating an evaluation result of a certain fitness motion, consider an example in which it is determined that the player has taken the second posture when the player has deformed the ring-type expansion device 5 by a predetermined amount A. In this example, if the deformation amount of the ring-type expansion device 5 is maintained for a certain period of time in a state where it is less than the predetermined amount A, the game system 1 changes the threshold value for determination to a value B smaller than the predetermined amount A. As a result, it is determined that the player has taken the second posture when the deformation amount of the ring-type expansion device 5 is B.

[0222] In the above example, the threshold value is changed when determining the second posture in the fitness motion that belongs to the pose-changing motion. In other embodiments, the game system 1 may change the threshold value in the same manner as the above example when determining the posture in the fitness motion that belongs to a group other than the pose-changing motion.

[0223] As described above, in this embodiment, in a fitness event in which a player is made to perform a fitness action to take a predetermined target posture, if it is determined based on the motion data that the predetermined target posture has not been reached for a predetermined period of time, the game system 1 updates the threshold value used for the determination so that the player is more likely to be determined to have taken the target posture. In other words, in a fitness event, if the motion data acquired during the fitness event does not reach a value corresponding to the target posture for a predetermined period of time, the game system 1 updates the threshold value related to the target posture so that the motion data is more likely to reach a value corresponding to the target posture. This allows the player to perform fitness actions without taking an unreasonable posture. In addition, in this embodiment, the threshold value is automatically changed during the period in which the fitness event is held, so that the player does not need to perform an operation to change the settings, which can save the player's trouble.

[0224] The game system 1 may be configured to consider the player to have taken the target posture under the condition that the posture of the player before reaching the target posture is close to the "target posture" to some extent (for example, the difference between the inclination of the part of the player's body before reaching the target posture and the inclination of the part of the body in the "target posture" is equal to or less than a predetermined value). This can reduce the possibility that the threshold value will be changed when the player takes a posture that is completely different from the original target posture defined in the fitness motion.

[0225] The above evaluation method is merely an example, and the game system 1 may evaluate the fitness movements by any method. For example, in another embodiment, the game system 1 may evaluate the fitness movements based on the calories consumed by the fitness movements, or may evaluate the fitness movements based on the exercise intensity of the fitness movements.

[0226] Based on the evaluation result calculated as described above, the game system 1 calculates the effect amount of the action of the player character 401. In this embodiment, the effect amount is calculated based on at least the following information. Fitness movement evaluation results -Basic effect value set for each type of fitness movement Player parameters

[0227] By calculating the effect amount based on the above evaluation result, the game system 1 can change the amount by which the enemy character's vitality value is reduced according to the evaluation result of the fitness movement performed by the player. This can motivate the player to improve the quality of his or her fitness movements in order to obtain a good evaluation result.

[0228] The basic effect value is set for each type of fitness motion. As described above, the explanatory image 413 displayed in the selected event indicates the basic effect value set for the fitness motion. When the action of the player character 401 is an attack, the basic effect value is the attack power of the action, when the action of the player character 401 is a recovery, the basic effect value is the recovery power of the action, and when the action of the player character 401 is a defense, the basic effect value is the defense power of the action.

[0229] By using the above-mentioned basic effect value, the game system 1 can change the amount by which the vitality value of the enemy character is decreased according to the type of fitness motion that the player is made to perform (in other words, according to the type of fitness event). This can improve the strategic nature of the game. Also, since the effect in the game differs according to the type of fitness motion, it is possible to motivate the player to perform various types of fitness motions.

[0230] As described above, in this embodiment, the game system 1 changes the amount by which the vitality value of the enemy character is reduced according to the content of the fitness motion. Note that "changing (the amount) according to the content of the fitness motion" may mean changing according to an evaluation of motion data acquired during a battle event (e.g., an evaluation of whether the motion data shows an effective fitness motion, i.e., the evaluation result of the fitness motion), or changing according to the type of fitness motion, as described above.

[0231] Also, "changing (the amount) according to the content of the fitness action" may be an aspect of changing according to the load of the fitness action. The load of the fitness action may be a value set in advance before the fitness event (for example, a value set for the fitness event and indicating the load of the fitness action corresponding to the fitness event), or may be a value calculated based on the fitness action performed by the player during the fitness event. For example, the game system 1 may increase the amount of reduction in the vitality value of the enemy character when the load of the fitness action is high (for example, when the number of unit actions is high, or when the standard value of the calorie consumption set for the fitness action is high) compared to when the load of the fitness action is low. For example, the game system 1 may set the basic effect value set for each type of fitness action according to the load set for the fitness action (specifically, the basic effect value is set so that the larger the load of the fitness action, the larger the basic effect value). Also, the game system 1 may calculate the load of the fitness action actually performed by the player, and increase the amount of reduction in the vitality value of the enemy character as the calculated load increases. For example, the game system 1 may evaluate the fitness movements such that the greater the calculated load, the higher the evaluation score. As described above, the player can obtain a good game result by performing fitness movements well, and therefore, the player can be motivated to improve the quality of performing fitness movements.

[0232] The player parameters are parameters associated with the player (or may be said to be associated with the player character). The game system 1 sets the player parameters so that they increase with the progress of the game. For example, the player parameters may be increased with a victory over an enemy character in a battle event, or may be increased with the progress of the game story. An example of the progress of the game story is, for example, the player character 401 proceeding to a new game stage. In addition, in a case where an experience value and a level are set for the player character 401, and the level of the player character 401 increases with an increase in the experience value, the player parameters may be increased with an increase in the level and / or the experience value.

[0233] The effect amount of the action of the player character 401 is calculated so that the effect amount increases as the above three parameters (i.e., the evaluation result, the effect basic value, and the player parameter) increase. For example, the effect amount may be calculated by multiplying the effect basic value by the evaluation score and the player parameter.

[0234] The game system 1 may calculate the effect amount of the action of the player character 401 based on other parameters in addition to the above three parameters. In this embodiment, the effect amount is calculated based on physical information (specifically, athletic ability information) described later. For example, when the action of the player character 401 is attack, the game system 1 may calculate the damage amount of the enemy character based on the defensive power of the enemy character in addition to the above three parameters. For example, when the action of the player character 401 is defense, the game system 1 may calculate the damage amount of the player character 401 based on the offensive power of the enemy character in addition to the above three parameters.

[0235] As described above, in this embodiment, the effect amount of the action of the player character 401 is determined based on the evaluation result of the fitness action by the player. Also, the effect amount is determined based on the player parameters. Here, in this embodiment, the game system 1 makes it easier for a strong enemy character (e.g., a character with a lot of vitality, high attack power, and / or high defense power) to appear in a battle event according to the progress of the game. Specifically, after the player has achieved a battle event in which a first enemy character appears, the game system 1 executes a battle event in which a second enemy character with a greater vitality value than the first enemy character appears. This is to allow the player to fully experience a sense of accomplishment in the game.

[0236] Here, in order to defeat a strong enemy character, it is necessary to perform fitness movements so that the above-mentioned effect amount is large, but in reality, the player's athletic ability is not necessarily improved visibly. In reality, the player's athletic ability may only improve slightly, or may remain almost unchanged. Therefore, if the above-mentioned effect amount is determined based only on the evaluation result of the fitness movements, when a strong enemy character appears as the game progresses, the effect amount may not increase much, and the player may not be able to defeat the enemy character. In addition, if the strength of the enemy character does not change even as the game progresses, the player may get bored with the game and stop performing the fitness exercises.

[0237] Therefore, in this embodiment, the game system 1 increases the player parameters as the game progresses, and calculates the above-mentioned effect amount based on the player parameters. According to this, even if the evaluation result of the fitness motion by the player is the same, the effect amount increases as the game progresses, so that it becomes easier to defeat a strong enemy character. According to this embodiment, even if the actual athletic ability of the player has not improved significantly, the player can feel a sense of accomplishment that he or she has grown in the game, and the game system 1 can motivate the player to continue to perform fitness motions by continuously playing the game. In addition, the game system 1 can motivate the player to continue playing the game by giving the player a sense of accomplishment by defeating a strong enemy character.

[0238] As described above, in this embodiment, the game system 1 determines whether or not the achievement condition (i.e., winning the battle event) is satisfied based on the game result (specifically, the enemy character's vitality value reduced by the amount of damage) based on the above-mentioned motion data and the above-mentioned player parameters. Then, the game system 1 progresses the game in accordance with the achievement of the battle event, and updates the player parameters so that the achievement condition becomes easier to satisfy in accordance with the progress of the game (i.e., so that the values ​​are increased so that the enemy character becomes easier to defeat). In other words, the game system 1 updates the player parameters so that the amount of reduction in the enemy character's vitality value increases in accordance with the progress of the game when the motion data acquired during the battle event is the same (for example, when the content of the fitness motion performed by the player is the same). This can motivate the player to continuously perform fitness motions by continuously playing the game.

[0239] [2-4. Setting the number of waiting turns] As described above, in this embodiment, the number of waiting turns is set for the fitness action. When a fitness action is selected in the selection event in the attack turn, the game system 1 makes the fitness action unselectable during the period from the current turn until the number of waiting turns set for the fitness action has elapsed. For example, the number of waiting turns is set to 2 for the fitness action of "upward push". In this case, if the player selects "upward push", the game system 1 does not present "upward push" as an option in the selection event in the two attack turns following the attack turn in which the fitness action of "upward push" is performed. In other words, in the above two attack turns, the player selects a fitness action from options other than "upward push".

[0240] If, in a certain attack turn, all fitness actions that would be available as options if there were no restriction on the number of waiting turns cannot be selected due to the restriction on the number of waiting turns, the game system 1 may skip the attack turn and perform a defense turn. Also, if a restriction on the number of waiting turns is imposed on a certain fitness action, the player character 401 may use a predetermined item to remove the restriction and make the fitness action selectable.

[0241] In this embodiment, when a fitness action is specified once as a fitness action to be performed in a fitness event, the game system 1 imposes a limit on the number of waiting turns for the fitness action. In another embodiment, when a fitness action is specified a predetermined number of times, such as two or more, the game system 1 may impose a limit on the number of waiting turns for the fitness action. The predetermined number of times may be set for each type of fitness action, or may be the same for each fitness action.

[0242] As described above, in this embodiment, the game system 1 restricts a fitness action (in other words, a fitness event) that has been specified a predetermined number of times (in this embodiment, once) from being specified again until the condition for re-specification (i.e., the number of waiting turns has elapsed) is satisfied. Here, if the player continues to perform the same fitness action, the player may end up using the muscle strength of the same part of the body, which may result in fatigue. In contrast, according to this embodiment, the possibility that the player will become tired by performing only a specific fitness action can be reduced. Also, since the player cannot repeat the same fitness action, the player will perform a battle event while taking into consideration a set of fitness actions to be performed in multiple attack turns. This can improve the tactical nature of the game.

[0243] In this embodiment, the condition for re-specifying a fitness action can be said to be a condition related to the number of times a fitness event related to another fitness action different from the fitness action has been executed since the fitness event related to the fitness action was last executed. Here, in another embodiment, the condition for re-specifying a fitness action can be a condition related to the time elapsed since the fitness event related to the fitness action was last executed. For example, the waiting time may be set for the fitness action instead of the waiting number of turns. In this case, when a fitness action is selected in the selection event, the game system 1 makes the fitness action unselectable during the period from the end of the fitness event related to the fitness action to the elapse of the waiting time. This can reduce the risk that the player will get tired by only performing a specific fitness action, as in this embodiment. In addition, by having the player perform many types of fitness actions, the player can perform fitness actions using the whole body in a well-balanced manner.

[0244] In another embodiment, the condition under which a fitness movement can be designated again may include at least one of the condition related to the number of times and the condition related to the elapsed time.

[0245] Furthermore, in other embodiments, the condition under which a fitness action can be designated again may be a condition other than the above. The condition under which a fitness action can be designated again may be, for example, a condition related to the amount of damage inflicted by the player character 401 on an enemy character, or the amount of damage received by the player character 401 from an enemy character. Specifically, the game system 1 may display a gauge indicating the amount of damage on the display device, and make it possible to designate a fitness action again when the gauge is full. Even with such a condition, it is possible to reduce the possibility that the player will only perform a specific fitness action, as in this embodiment.

[0246] Furthermore, the condition for allowing a fitness action to be designated again may be that a specific fitness action different from the fitness action has been performed. For example, the condition for allowing a fitness action using the arms to be designated again may be that the player has performed a fitness action using the legs. Even with such a condition, it is possible to reduce the possibility that the player will only perform a specific fitness action, as in this embodiment.

[0247] In this embodiment, the condition for re-designation (specifically, the number of waiting turns) is set for each type of fitness movement (in other words, for each type of fitness event). This allows the condition to be set taking into consideration the magnitude of the burden on the player caused by the fitness movement for each type of fitness movement, so that an appropriate condition can be set for each type of fitness movement.

[0248] In this embodiment, in the selection event, the game system 1 designates one of the multiple fitness movements in accordance with a selection instruction by the player. In contrast, in other embodiments, in the selection event, the game system 1 may automatically designate one of the multiple fitness movements without relying on an instruction by the player. Also, in such an embodiment, a condition for re-designation may be set for the fitness movements. This, like the present embodiment, can reduce the risk of the player getting tired by only performing a specific fitness movement.

[0249] [2-5. Setting physical information] In this embodiment, before a battle event is executed, the game system 1 sets physical information indicating the player's physical ability and / or physical condition. Then, the game system 1 executes the battle event using the physical information. For example, the game system 1 executes a fitness event or calculates an evaluation result of a fitness movement based on the physical information related to the player. In this way, since the battle event is executed according to the physical information of each player, the player can easily perform fitness movements according to his / her own physical ability and physical condition. The details of the process using the physical information will be described below.

[0250] (Exercise intensity information) In this embodiment, the game system 1 sets exercise intensity information as physical information. The exercise intensity information is information indicating an exercise intensity that is estimated to be appropriate for the player. In this embodiment, the exercise intensity information indicates any one of "light," "normal," and "hard."

[0251] The exercise intensity information is set before the start of a battle event. For example, the game system 1 sets the exercise intensity information at the start of a game after the game program is started. At this time, the game system 1 asks the player questions about his / her physical condition today. For example, the game system 1 asks questions such as "How are you feeling?", "Are you tired?", and "Is there any part of you that feels painful?". The game system 1 then sets the exercise intensity information based on the player's answers to the above questions. For example, if the player answers in a way that suggests that he / she is not in good physical condition or is tired, the game system 1 sets information indicating "light" as the exercise intensity information.

[0252] In this embodiment, the game system 1 sets the above-mentioned unit action count for each fitness movement performed in the battle event based on the exercise intensity information. That is, when the exercise intensity information is "normal", the game system 1 sets the unit action count for each fitness movement to a reference value determined in the game program. When the exercise intensity information is "light", the game system 1 sets the unit action count for each fitness movement to a value smaller than the reference value, and when the exercise intensity information is "hard", the game system 1 sets the unit action count for each fitness movement to a value larger than the reference value.

[0253] In another embodiment, the game system 1 may use information indicating the number of unit movements as exercise intensity information. In this case, the game system 1 may have the player input the number of unit movements instead of asking the player a question about today's physical condition.

[0254] As described above, in this embodiment, the game system 1 changes the amount of fitness movements (specifically, the number of unit movements) that the player performs during a battle event according to physical information (specifically, exercise intensity information). This allows the player to perform fitness movements with a load that suits his or her physical condition on that day.

[0255] In another embodiment, the amount of fitness movements that the player is made to perform during the fitness event may be the time for which the player maintains the posture in the fitness movements that belong to the above-mentioned maintaining movement group. That is, the game system 1 may change the time in accordance with the physical information. This allows the player to perform fitness movements with a load that matches the physical condition of the day, just like in this embodiment.

[0256] (Athletic ability information) In this embodiment, the game system 1 sets athletic ability information indicating the athletic ability of the player as the physical information. In this embodiment, the athletic ability information is information indicating a numerical value that increases as the athletic ability increases.

[0257] The athletic ability information is set before the start of a battle event. For example, the game system 1 sets the athletic ability information for the player when the player starts the game for the first time after the game program is started (for example, when creating save data). At this time, the game system 1 makes the player actually perform fitness exercises and calculates an evaluation result of the fitness exercise performed by the player. The game system 1 sets a numerical value indicated by the athletic ability information based on the calculated evaluation result. Specifically, the athletic ability information is set so that the higher the evaluation result, the larger the numerical value. In this way, the physical information may be determined based on motion data based on fitness motions performed by the player before the battle event is executed. In this way, the game system 1 can obtain accurate physical information based on the fitness motions actually performed by the player. Note that the method of setting the athletic ability information is arbitrary. For example, in another embodiment, the game system 1 may ask the player a question for estimating athletic ability (for example, asking about age) and set the athletic ability information based on the player's answer to the question.

[0258] In this embodiment, the game system 1 calculates the effect amount (i.e., the amount of damage or the amount of recovery) of the action of the player character 401 associated with the fitness movement based on the athletic ability information. The game system 1 calculates the effect amount so that the effect amount decreases as the numerical value indicated by the athletic ability information increases. Note that a specific method for changing the effect amount according to the athletic ability information is arbitrary. For example, the game system 1 may change the basic effect value according to the athletic ability information, or may change the evaluation method of the fitness movement according to the athletic ability information (specifically, the higher the numerical value indicated by the athletic ability information, the more difficult it may be to obtain a good evaluation). Furthermore, the game system 1 may calculate a final evaluation point by multiplying the evaluation point calculated by the evaluation method described above in "[2-3. Game Processing Based on Fitness Movement]" by a coefficient according to the athletic ability information.

[0259] As described above, in this embodiment, the game system 1 reduces the physical strength value of the enemy character based on the motion data acquired during the fitness event and the physical information (specifically, athletic ability information). This allows the game system 1 to adjust the game result according to the player's physical ability. For example, even a player with low athletic ability can easily progress through the game, so that the player can be motivated to continue performing fitness movements by continuously playing the game.

[0260] In another embodiment, the game system 1 may change the amount of fitness movements that the player performs during the fitness event (specifically, the number of unit movements) based on the athletic ability information. This allows the player to perform fitness movements with a load that matches his or her physical ability.

[0261] (Operational standard value) In addition, in this embodiment, the game system 1 sets a motion reference value as physical information. In this embodiment, the motion reference value includes a pushing reference value and a bending reference value. The pushing reference value is a value used to evaluate a pushing motion on the ring-type expansion device 5 in a battle event. The bending reference value is a value used to evaluate a motion of bending the knees, such as a squat, in a battle event.

[0262] The process of setting the action reference value is executed before the start of a battle event, for example, at the start of a game after a game program is started.

[0263] In the process of setting the operation reference value, the game system 1 has the player perform the action of pushing the ring-type expansion device 5. For example, the game system 1 displays a message "Please push the ring" on the display device to prompt the player to perform the action of pushing the ring-type expansion device 5. In response to this, the player performs the action of pushing the grip covers 203 and 204 of the ring-type expansion device 5 with both hands. When the above action is performed, the game system 1 calculates the deformation amount of the ring-type expansion device 5. The game system 1 sets the push-in reference value based on the calculated deformation amount. For example, the push-in reference value may be set to the maximum value of the deformation amount during the above action, or may be set to a value obtained by multiplying the maximum value by a predetermined coefficient (for example, 0.8).

[0264] Furthermore, in the process of setting the motion reference value, the game system 1 has the player bend his knees. For example, the game system 1 displays a message on the display device saying "Please bend your knees" to prompt the player to bend his knees. In response, the player bends both knees as in a squat. When the above motion is performed, the game system 1 calculates the tilt of the left controller 3. The game system 1 sets the bending reference value based on the calculated tilt. For example, the bending reference value may be set to the maximum value of the tilt during the above motion, or may be set to a value obtained by multiplying the maximum value by a predetermined coefficient (for example, 0.8).

[0265] In the battle event, the game system 1 uses the pushing reference value in the following process, for example. First, when the action of pushing the ring-type expansion device 5 is performed as a predetermined exercise in the fitness action belonging to the above-mentioned repetitive action group, the game system 1 uses the pushing reference value in the process of calculating the evaluation score for the fitness action. That is, the game system 1 determines whether the action of pushing the ring-type expansion device 5 is performed depending on whether the deformation amount of the ring-type expansion device 5 is equal to or greater than the pushing reference value. Also, the game system 1 uses the pushing reference value in the process of calculating the evaluation score for the fitness action belonging to the above-mentioned keep action group. That is, the game system 1 uses the pushing reference value as an ideal value to be used when calculating the above-mentioned evaluation coefficient.

[0266] Furthermore, in a battle event, the game system 1 uses the bending reference value, for example, in the following process. First, when a knee bending motion is performed as a predetermined exercise in the fitness motion belonging to the above-mentioned repetitive motion group, the game system 1 uses the bending reference value in the process of calculating an evaluation score for the fitness motion. That is, the game system 1 determines whether or not a knee bending motion has been performed depending on whether or not the inclination of the left controller 3 has reached or exceeded the bending reference value. Furthermore, the game system 1 uses the bending reference value in the process of calculating an evaluation score for the fitness motion belonging to the above-mentioned keep motion group. That is, the game system 1 uses the bending reference value as an ideal value to be used when calculating the above-mentioned evaluation coefficient.

[0267] According to the above, for example, when the player's muscle strength is weak, the pushing reference value is set to a small value, and the bending reference value is set to a value in a state where the knees are not bent much. Therefore, in a battle event, the game system 1 determines that the action of pushing the ring-type expansion device 5 has been performed in response to the player slightly deforming the ring-type expansion device 5, and determines that the action of bending the knees has been performed in response to the player slightly bending the knees. On the other hand, when the player's muscle strength is strong, the pushing reference value is set to a large value, and the bending reference value is set to a value in a state where the knees are deeply bent. Therefore, in a battle event, the game system 1 determines that the action of pushing the ring-type expansion device 5 has been performed in response to the player significantly deforming the ring-type expansion device 5, and determines that the action of bending the knees has been performed in response to the player deeply bending the knees. Thus, according to this embodiment, the game system 1 can appropriately determine and evaluate the action of pushing the ring-type expansion device 5 and the action of bending the knees in response to the player's strength.

[0268] As described above, in this embodiment, the game system 1 calculates an evaluation result of the fitness movements performed by the player during the fitness event based on the motion data acquired during the fitness event and physical information (i.e., motion reference value). The game system 1 also determines whether or not the achievement condition of the battle event is met based on the game result that is based on the evaluation result. This allows the game system 1 to accurately evaluate the fitness movements by taking into account the physical ability of the player.

[0269] In another embodiment, the game system 1 may change the load (specifically, the number of unit movements) of the fitness movement made by the player during the battle event according to the physical information (specifically, the movement reference value). In this way, the player can perform the fitness movement with a load that takes into account his / her own physical ability. As an example of changing the load, the game system 1 may change a threshold value for determining that the fitness movement has been performed. For example, when the ring-type expansion device 5 is pressed as the fitness movement, the game system 1 may change a threshold value related to the amount of pressing for determining that the fitness movement has been performed. Also, for example, when squats are performed as the fitness movement, the game system 1 may change a threshold value related to the angle of bending the knees for determining that the fitness movement has been performed. By changing these threshold values, the load of the fitness movement made by the player can be changed.

[0270] [3. Specific examples of information processing in game systems] Next, a specific example of information processing in the game system 1 will be described with reference to FIGS.

[0271] [3-1. Data used for information processing] Fig. 21 is a diagram showing an example of various data used for information processing in the game system 1. The various information shown in Fig. 21 is stored in a storage medium accessible by the main unit 2 (for example, the flash memory 84, the DRAM 85, and / or a memory card inserted in the slot 23, etc.).

[0272] 21, the game system 1 stores a game program. The game program is a game program for executing a game application in this embodiment, and is stored in, for example, the flash memory 84 and / or a memory card inserted in the slot 23.

[0273] As shown in FIG. 21, the game system 1 stores fitness action content data. The fitness action content data may be stored in a storage medium together with a game program. The fitness action content data indicates information indicating the content of a fitness action for each fitness action. For example, for a fitness action belonging to a keep action group, the fitness action content data includes data indicating a threshold value (for example, a threshold value related to the tilt of the controller) for determining that the player has taken the above-mentioned start position and keep position, and a time for maintaining the keep position. For example, for a fitness action belonging to a repetitive action group, the fitness action content data includes data indicating a threshold value for determining that the player has performed a predetermined repetitive exercise, and a number of times the exercise is repeated. For example, for a fitness action belonging to a pause action group, the fitness action content data includes data indicating a threshold value for determining that the player has taken the above-mentioned first position and second position. For example, the fitness action content data includes data indicating the number of unit actions for each fitness action. In this embodiment, the fitness action content data includes data indicating three types of unit action counts for one fitness action according to the exercise intensity information (i.e., "light", "normal", and "hard"). The fitness action content data also includes data indicating the "body part corresponding to the fitness action" associated with each fitness action.

[0274] Furthermore, the fitness action content data includes information indicating the action content of the player character 401 associated with the fitness action (including the above-mentioned basic effect value), for each fitness action.

[0275] As shown in Fig. 21, the game system 1 includes physical information data, player parameter data, player character data, and enemy character data. These data are generated and used in the information processing (see Figs. 22 to 25) executed by the game program. In addition to the data shown in Fig. 21, the storage medium stores various types of data used in the information processing executed by the game program.

[0276] The physical information data indicates the above-mentioned physical information. In this embodiment, the physical information includes the above-mentioned exercise intensity information and push-in reference value. The player parameter data indicates the above-mentioned player parameters. The player character data indicates various parameters related to the player character 401 (specifically, parameters such as physical strength). The enemy character data indicates various parameters related to the enemy characters (specifically, parameters such as physical strength) for each enemy character.

[0277] [3-2. Processing Executed in the Game System] 22 to 25 are flowcharts showing an example of information processing executed by the game system 1. A series of processing shown in Fig. 22 to 25 is started in response to, for example, an instruction to start a game being given by a player after execution of the game program is started.

[0278] In this embodiment, the processor 81 of the main unit 2 executes the game program stored in the game system 1 to execute the processes of the steps shown in FIGS. 22 to 25. However, in other embodiments, some of the processes of the steps may be executed by a processor (e.g., a dedicated circuit, etc.) other than the processor 81. In addition, when the game system 1 can communicate with another information processing device (e.g., a server), some of the processes of the steps shown in FIGS. 22 to 25 may be executed in the other information processing device. For example, when the game system 1 can communicate with the server, some of the game processes (e.g., game control processes in step S12 described later) may be executed by the server. In addition, for example, some of the processes for determining the player's actions based on the action data may be executed by a controller that transmits the action data. In addition, the processes of the steps shown in FIGS. 22 to 25 are merely examples, and the order of the processes of the steps may be changed as long as the same results are obtained, and other processes may be executed in addition to (or instead of) the processes of the steps.

[0279] 22 to 25, the processor 81 executes the processes of the steps shown in Fig. 22 to 25 by using a memory (for example, a DRAM 85). That is, the processor 81 stores information (in other words, data) obtained by each processing step in the memory, and when using the information in the subsequent processing steps, reads the information from the memory and uses it.

[0280] In step S11 shown in FIG. 22, processor 81 sets physical information. Specifically, processor 81 specifies exercise intensity information and a reference pressure value as physical information by the method described in "[2-5. Setting Physical Information]", and stores physical information data indicating the specified physical information in memory. Processor 81 also refers to the fitness movement content data stored in memory, and specifies the unit exercise count of each fitness movement based on the set exercise intensity information. Following step S11, processing in step S12 is executed. From step S12 onwards, the game starts.

[0281] In step S12, processor 81 executes a game control process. As the game control process, processor 81 accepts an instruction from the player, executes game processing based on the instruction, and displays a game image showing a result of the game processing on a display device. As the game control process, processor 81 executes, for example, a process of moving player character 401 on a game map based on an instruction from the player. Furthermore, if player character 401 wins a predetermined battle event, processor 81 executes a process of progressing the game as the game control process. The game control process is temporarily interrupted at an appropriate timing, and the process of step S13 is executed.

[0282] In step S13, processor 81 determines whether or not to start a battle event. For example, in the above game control process, if player character 401 encounters an enemy character on the game map, processor 81 determines to start a battle event. On the other hand, if player character 401 does not encounter an enemy character on the game map, processor 81 determines not to start a battle event. If the determination result of step S13 is positive, processing of step S14 is executed. On the other hand, if the determination result of step S13 is negative, processing of step S16 described below is executed.

[0283] In step S14, processor 81 executes a battle event process which is a game process for executing a battle event. Hereinafter, the battle event process will be described in detail with reference to FIGS.

[0284] Fig. 23 is a sub-flowchart showing an example of a detailed flow of the battle event processing in step S14 shown in Fig. 22. In the battle event processing, first, a series of processes from steps S20 to S26 is executed as game processing in the attacking turn.

[0285] In step S20, processor 81 executes the above-mentioned selection event. That is, processor 81 displays a selection image (see FIG. 15) on the display device, accepts a switching instruction and a selection instruction from the player, and designates a fitness action selected by the player. Following step S20, the process of step S21 is executed.

[0286] In step S21, processor 81 executes the preparatory event described above. In the preparatory event, processor 81 displays a preparatory action image (see FIG. 16) on the display device and acquires action data. In this embodiment, processor 81 acquires each operation data from each of controllers 3 and 4. Specifically, processor 81 acquires right controller operation data, left controller operation data, and ring operation data, each including action data.

[0287] Furthermore, in the preparation event, processor 81 determines whether or not the player has adopted a posture at the start of the fitness movement based on the movement data. As described above, in this embodiment, this determination is made based on whether or not the player has adopted a checked posture. Note that, when making the above determination, processor 81 refers to fitness movement content data stored in memory as necessary. If it is determined that the player has adopted a posture at the start of the fitness movement, processor 81 ends the process of step S21 and executes the process of step S22.

[0288] In step S22, processor 81 executes an attacking fitness event process. The attacking fitness event process is a process for executing a fitness event in an attacking turn. Hereinafter, the attacking fitness event process will be described in detail with reference to FIG.

[0289] Fig. 24 is a sub-flowchart showing an example of a detailed flow of the attack fitness event processing of step S22 shown in Fig. 23. In the attack fitness event processing, first, in step S41, processor 81 acquires motion data in a manner similar to that of step S21 above. Following step S41, the process of step S42 is executed.

[0290] In step S42, the processor 81 determines the player's motion based on the motion data acquired in step S41. For example, the processor 81 determines how much the player presses the ring-type expansion device 5 and / or how much the player bends his / her legs. In the processes of step S42 and step S44 described later, the processor 81 refers to fitness motion content data and physical information data stored in the memory as necessary. Following step S42, the process of step S43 is executed.

[0291] In step S43, processor 81 displays a game image (see FIG. 17) in the fitness event on the display device. At this time, processor 81 moves player character 401 according to the player's action determined in step S42, and displays an image showing a game space including player character 401. Processor 81 also displays the above-mentioned model action image 433, action count image 434, remaining count image 435, and calorie consumption image 436. Following step S43, the process of step S44 is executed.

[0292] In step S44, processor 81 determines whether or not one fitness action by the player has been completed. This determination can be made based on the player's action determined in step S42. If the determination result in step S44 is negative, the process of step S41 is executed again. Thereafter, a series of processes from steps S41 to S43 is repeatedly executed until the determination result in step S44 becomes positive. Note that in this embodiment, the series of processes from steps S41 to S43 is executed once per predetermined time (for example, one frame time). On the other hand, if the determination result in step S44 is positive, processor 81 ends the attacking fitness event process shown in FIG. 24.

[0293] Returning to the explanation of Fig. 23, in step S23 following step S22, processor 81 evaluates the fitness movement performed by the player in the fitness event in step S22. Specifically, processor 81 calculates the fitness movement evaluation result (specifically, evaluation point) in accordance with the method described above in "[2-3. Game Processing Based on Fitness Movement]". Following step S23, the process of step S24 is executed.

[0294] In step S24, processor 81 executes the attack event described above. In the attack event, processor 81 calculates the amount of damage inflicted on the enemy character by the attack by player character 401 on the enemy character, and displays on the display device an image (see FIG. 18) showing the enemy character receiving damage. The calculation of the amount of damage is performed according to the method described in "[2-3. Game processing based on fitness motion]" above. At this time, processor 81 reduces the vitality of the attacked enemy character in accordance with the amount of damage, and updates the enemy character data stored in memory to indicate the reduced vitality. Following step S24, the process of step S25 is performed.

[0295] In step S25, processor 81 refers to the enemy character data stored in memory to determine whether or not all enemy characters appearing in the battle event have been defeated. If the determination result in step S25 is positive, processor 81 terminates the battle event processing shown in Fig. 23. On the other hand, if the determination result in step S25 is negative, the processing of step S26 is executed.

[0296] In step S26, processor 81 determines whether or not a fitness event has been performed a unit action number of times in the current attack turn. The unit action number used in this determination is the unit action number specified in step S11 above. If the determination result in step S26 is negative, processor 81 executes the process of step S22 again. On the other hand, if the determination result in step S26 is positive, the process of step S27 is executed. After the game process in the attack turn is executed by the series of processes from steps S20 to S26 above, a series of processes from steps S27 to S29 is executed as the game process in the defense turn.

[0297] In step S27, processor 81 executes a defense fitness event process. The defense fitness event process is a process for executing a fitness event in a defense turn. The defense fitness event process will be described in detail below with reference to FIG.

[0298] FIG. 25 is a sub-flowchart showing an example of a detailed flow of the defense fitness event processing of step S27 shown in FIG. 23. In the defense fitness event processing, first, in step S51, processor 81 acquires movement data. Next, in step S52, processor 81 determines the movement of the player. Furthermore, in step S53, processor 81 displays a game image in the fitness event (see FIG. 19) on the display device. A series of processes from steps S51 to S53 is executed in the same manner as the series of processes from S41 to S43 described above. Following step S53, the process of step S54 is executed.

[0299] In step S54, processor 81 determines whether or not one fitness action by the player has been completed. This determination can be made based on the player's action determined in step S52. If the determination result in step S54 is negative, the process of step S51 is executed again. Thereafter, a series of processes from steps S51 to S54 is repeatedly executed until the determination result in step S54 becomes positive. On the other hand, if the determination result in step S54 is positive, processor 81 ends the defense fitness event process shown in FIG. 25.

[0300] Returning to the explanation of Fig. 23, in step S28 following step S27, processor 81 evaluates the fitness movement performed by the player in the fitness event in the defense fitness event process of step S27. The process of step S28 is executed similarly to the process of S23 described above. After step S28, the process of step S29 is executed.

[0301] In step S29, processor 81 executes a defense event. In the defense event, processor 81 calculates the amount of damage inflicted on player character 401 by an attack on player character 401 by an enemy character, and displays on the display device an image (see FIG. 20) showing player character 401 receiving damage. The calculation of the amount of damage is performed according to the method described above in "[2-3. Game processing based on fitness motion]". At this time, processor 81 reduces the vitality of player character 401 in accordance with the amount of damage, and updates the player character data stored in memory to indicate the reduced vitality. Following step S29, the process of step S30 is performed.

[0302] In step S30, processor 81 refers to the player character data stored in memory to determine whether or not the player character has been defeated. If the determination result in step S30 is positive, processor 81 ends the battle event process shown in Fig. 23. On the other hand, if the determination result in step S30 is negative, the process of step S31 is executed.

[0303] In step S31, processor 81 determines whether or not a fitness event has been performed a unit action number in the current defense turn. The unit action number used in this determination is the unit action number identified in step S11 above. If the determination result in step S31 is negative, processor 81 executes the process of step S27 above again. On the other hand, if the determination result in step S31 is positive, the process of step S20 above is executed again. In other words, the defense turn ends and an attack turn is performed again. This concludes the description of the battle event process in step S14.

[0304] Returning to the explanation of FIG. 22, in step S15, which is the next step after step S14, processor 81 increases the player parameter under a certain condition. The condition for updating the player parameter may be any condition. As described above, the player parameter may be increased on the condition that player character 401 wins against an enemy character in a battle event, or on the condition that the story of the game has progressed (for example, player character 401 has progressed to a new game stage). If the player parameter is increased in the processing of step S15, processor 81 updates the player parameter data stored in memory to indicate the increased value. Following step S15, the processing of step S16 is executed.

[0305] In step S16, processor 81 determines whether or not to end the game. For example, processor 81 determines whether or not an instruction to end the game has been given by the user. If the determination result in step S16 is negative, the process of step S12 is executed again. Thereafter, the series of processes from steps S11 to S16 is repeatedly executed until it is determined in step S16 that the game is to be ended. On the other hand, if the determination result in step S16 is positive, processor 81 ends information processing in the game application.

[0306] [4. Effects and Modifications of the Above Embodiments] In the above embodiment, the information processing program (specifically, a game program) executed by a computer (specifically, the processor 81) of the information processing device (specifically, the main body device 2) causes the computer to function as the following means. An acquisition means for acquiring motion data based on the output of a sensor (specifically, a strain gauge, an acceleration sensor, and / or an angular velocity sensor) corresponding to a fitness motion performed by a player (steps S31 and S41). A game event execution means for executing a game event (specifically, a battle event) for which an achievement condition is set (step S14) The game event execution means includes the following means. A motion designation means for designating at least one type of fitness event from among a plurality of types of fitness events, which fitness event causes the player to perform a fitness motion (step S20); A first fitness event execution means for executing a first fitness event (specifically, a combat event in an attack turn) that causes the player to perform a fitness action corresponding to a designated fitness event during a game event until an end condition is satisfied (step S22). Achievement determination means for determining whether or not an achievement condition has been met based on the motion data acquired during the first fitness event (step S25); Furthermore, the game event executing means repeats the designation and execution of the first fitness event until it is determined that the achievement condition is satisfied (see FIG. 23).

[0307] According to the above, it is possible to have the player perform fitness movements during a game event with the goal of achieving the game event. Since the player can perform fitness movements toward the goal of achieving the game event, it is possible to motivate the player to perform fitness movements.

[0308] In the above embodiment, the game event is a battle event in which a battle is conducted with an enemy character, but the game event may be any game event. In other embodiments, the game event may be, for example, a game event in which a player character performs a predetermined task.

[0309] The achievement condition set for a game event is a condition for determining that the player has achieved (or succeeded in) the game event. In the above embodiment, the achievement condition was winning a battle. That is, the game system 1 determined whether or not a condition related to the vitality value of an enemy character was satisfied as the achievement condition. This allows the player to perform fitness movements toward the game goal of defeating the enemy character, thereby providing the player with motivation to perform fitness movements.

[0310] The achievement condition may be any condition determined based on the motion data acquired during the fitness event. For example, in another embodiment, in a case where a game event is executed in which a player character acquires an item in response to a fitness motion performed by a player, the achievement condition may be that the player character acquires a predetermined number of items. By setting a condition related to the game as the achievement condition, the player can perform fitness motions in a game-like manner. The achievement condition is not limited to a condition related to the game, and may be, for example, that a fitness event is executed a predetermined number of times during a game event. The phrase "determined based on motion data" includes both a mode in which the motion data is directly used to make a determination (for example, a mode in which it is determined whether or not the motion data satisfies a condition) and a mode in which the motion data is indirectly used to make a determination (for example, a mode in which it is determined whether or not a game result calculated using the motion data satisfies a condition).

[0311] In the above embodiment, it can be said that the information processing program (specifically, a game program) executed by a computer (specifically, the processor 81) of an information processing device (specifically, the main body device 2) causes the computer to function as the following means. An acquisition means for acquiring motion data based on sensor outputs (specifically, outputs of a strain gauge, an acceleration sensor, and / or an angular velocity sensor) corresponding to fitness motions performed by a player (steps S31 and S41). A game processing means for executing a battle event in which a battle is performed with an enemy character, and for progressing the game in accordance with the achievement of the battle event (steps S12 to S16). The game event execution means includes the following means. A fitness event execution means for executing a fitness event that causes the player to perform a fitness action during the battle event (step S22). A vitality value updating means for decreasing the vitality value of an enemy character when the motion data acquired during the fitness event satisfies a condition corresponding to the fitness event (for example, when it is determined based on the motion data that a fitness motion has been performed by the player) (step S24). When the vitality value of the enemy character satisfies a predetermined condition (specifically, when the vitality value becomes 0), the game processing means determines that the battle event has been accomplished and allows the game to proceed (step S25). In addition, the above-mentioned enemy character's vitality value may be a value indicated by data used as the enemy character's parameter in information processing executed during the game, or it may be a value indicated by information explicitly or implicitly presented to the player in the game as indicating the enemy character's vitality value (for example, the length of a gauge indicating the vitality value).

[0312] As described above, in the above embodiment, a fitness motion, which is a motion different from an attack, is used as an instruction for performing an attack in a game. Conventionally, there are games in which a player character performs a sword attack in response to an operation in which the player swings the controller like a sword, and games in which a player character performs a punch attack in response to an operation in which the player moves the controller as if punching. In such conventional games, a player in the real world performs a motion that is the same as or similar to an attack motion performed by a player character in the game as an attack instruction. In contrast, the above embodiment differs from conventional games in that a fitness motion, which is different from an attack motion in the game, is performed by a player as an attack instruction, and is thus unreminiscent of conventional games.

[0313] Furthermore, according to the above embodiment, by using fitness movements as instructions for attacking in the game, the motivation in the game of "defeating enemy characters and progressing through the game" becomes the motivation for the player to perform fitness movements, thereby providing the player with the motivation to perform fitness movements in the game.

[0314] In the above embodiment, the game system 1 reduces the vitality value corresponding to the player according to the fitness movements performed by the player during the fitness event (step S46). When the vitality value corresponding to the player satisfies a predetermined condition, the game system 1 determines that the player has been defeated in the battle event and ends the battle event (step S28). This allows the player to perform fitness movements while providing a sense of tension that cannot be obtained by simply performing fitness movements. Therefore, according to the above embodiment, the interest of the game in which fitness movements are performed can be improved, and the player performs fitness movements with greater effort, so that the exercise effect of the fitness movements can be obtained more effectively.

[0315] The above-mentioned "physical strength value corresponding to the player" may be the physical strength value of the player character, or may be a physical strength value associated with the player. In this embodiment, the player character appears in the game, but in other embodiments, the player character does not have to appear in the game. When the player character does not appear in the game, the physical strength value of the player may be set in the game, and in a battle event, the physical strength value of the player may be changed in response to an attack by an enemy character.

[0316] (Fitness event variation) In the above embodiment, the attack event, which is a game event in which a game result based on the fitness movements performed in the fitness event is displayed, is executed after the fitness event ends. As a result, the game result based on the fitness movements is not displayed during the fitness movements, so the player can perform the fitness movements without worrying about the game result. Therefore, the above embodiment makes it easier for the player to concentrate on the fitness movements.

[0317] In contrast, in other embodiments, the fitness event and the attack event do not need to be executed at separate times, and the game system 1 may execute the attack event in the middle of a fitness event. For example, the game system 1 may control the player character 401 so that the player character 401 performs an attack action against an enemy character in the middle of a fitness action performed by the player.

[0318] During the fitness event, the game system 1 acquires the motion data and determines the fitness motions of the player based on the motion data. In other words, the period during which the game system 1 determines the fitness motions of the player can be said to be the period of the fitness event (even if a game event such as an attack event is executed during that period).

[0319] In the above embodiment, the player can start a fitness movement at any timing during the fitness event. In other words, the game system 1 waits until the player performs a fitness movement during the fitness event, and ends the fitness event when the player completes the fitness movement. This allows the player to start and end the fitness movement at his or her own pace, making it easier for the player to perform the fitness movement.

[0320] In contrast, in another embodiment, the game system 1 may have the player perform a fitness action at a timing determined in the game. For example, in a defense turn during a battle event, the game system 1 may have the enemy character start an attacking action at a timing independent of the fitness action of the player, and may have the player start a fitness action at a timing corresponding to the attacking action. For example, the game system 1 may start a fitness event at a timing corresponding to the attacking action, and end the fitness event (for example, end the process of determining the fitness action) when a predetermined time has elapsed since the start of the fitness event. [Industrial Applicability]

[0321] The above-described embodiment can be used in, for example, a game program or a game system for the purpose of providing a player with motivation to perform fitness movements. [Explanation of symbols]

[0322] 1. Game System 2. Main Unit 3 Left Controller 4 Right Controller 5 Ring Expansion Unit 6 Belt-type expansion device 81 Processor 401 Player Character 403~405 Enemy characters

Claims

1. A selection means for selecting one of a plurality of fitness movements; An acquisition means for acquiring motion data based on a sensor output corresponding to a user's motion; A guidance means for guiding a user to a preparation position corresponding to the selected fitness motion; a determination means for determining whether or not the motion data satisfies a preparation condition corresponding to the preparation position; a program that causes a computer to function as event progression means that progresses a fitness event in which a user performs the selected fitness motion based on the motion data in response to at least the preparation condition being satisfied;

2. the preparatory condition includes a time during which the operational data indicates a predetermined value reaching a predetermined time; The program according to claim 1.

3. The notification means notifies the user that the operational data indicates the predetermined value. The program according to claim 2.

4. the notification means notifies the user of the elapsed time from the time point when the motion data indicates the predetermined value, or the remaining time from the time point until the period reaches the predetermined time.

4. The program according to claim 2 or 3.

5. the event progression means automatically starts the fitness event in response to the preparation condition being satisfied. The program according to any one of claims 1 to 4.

6. The guidance means guides the user through a plurality of items related to the preparation posture. The program according to claim 1.

7. the plurality of items include condition items corresponding to conditions used to determine whether the preparation conditions exist and non-condition items not corresponding to conditions used to determine whether the preparation conditions exist; The program according to claim 6.

8. The guidance means guides the condition item and the non-condition item in different manners. The program according to claim 7.

9. the plurality of items include condition items corresponding to conditions used to determine whether the preparation conditions are met, The condition item includes an image indicating whether or not the condition corresponding to the item is satisfied. The program according to claim 6.

10. the plurality of items include condition items corresponding to conditions used to determine whether the preparation conditions are met, The determination means is counting time when the corresponding conditions are satisfied for all of the condition items included in the plurality of items; determining that the preparation condition is satisfied when the counted time reaches a predetermined time; The program according to claim 6.

11. the event progression means evaluates the selected fitness motion performed by the user in the fitness event based on the motion data. The program according to any one of claims 1 to 10.

12. In a battle event in which a battle is progressed by switching between an attack turn in which a player character attacks an enemy character and a defense turn in which the player character defends against an attack from the enemy character, the computer is further made to function as a game result determination means for determining a game result in at least an attack turn based on a result of the fitness event. The program according to any one of claims 1 to 11.

13. The selection means selects the fitness motion based on an instruction by the user. The program according to any one of claims 1 to 12.

14. A selection means for selecting one of a plurality of fitness movements; An acquisition means for acquiring motion data based on a sensor output corresponding to a user's motion; A guidance means for guiding a user to a preparation position corresponding to the selected fitness motion; a determination means for determining whether or not the motion data satisfies a preparation condition corresponding to the preparation position; and an event progress means for progressing a fitness event, in which a user performs the selected fitness motion, based on the motion data in response to at least the preparation condition being satisfied.

15. An information processing method executed by an information processing system, comprising: A selection step of selecting one fitness motion from a plurality of fitness motions; An acquisition step of acquiring motion data based on a sensor output corresponding to a user's motion; A guidance step of guiding a user to a preparation position corresponding to the selected fitness motion; a determination step of determining whether or not the motion data satisfies a preparation condition corresponding to the preparation position; and an event progressing step of progressing a fitness event, in which a user performs the selected fitness motion, based on the motion data in response to at least the preparation condition being satisfied.

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