Program, method, information processing device, and system
Patent Information
- Application Number
- JP2023134665
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-22
- Publication Date
- 2025-03-07
- Estimated Expiration
- 2043-08-22
AI Technical Summary
【0007】 開示によれば、一人プレイ用のゲームであっても、ユーザ同士が一体感を感じられ、また、ゲームの達成感を共有させることで、ゲームの興趣性を向上させることができる。
Smart Images

Figure 2025029818000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a program, a method, an information processing device, and a system. [Background technology]
[0002] In Patent Document 1, the evaluation result of health information calculated based on biological information measured during a sleep period is used as a game element. Patent Document 1 describes that the evaluation result of a user's health information may be calculated based on health information about the user and health information about other users. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] International Publication No. 2016 / 021235 Summary of the Invention [Problem to be solved by the invention]
[0004] In Patent Document 1, by having the user check the results of comparison with other users, the user is more motivated to improve his / her health. However, only comparing with other users does not give the user a sense of accomplishment that he / she has accomplished something together with other users.
[0005] An object of the present disclosure is to increase the interest of a game by allowing users to feel a sense of unity with each other and share a sense of accomplishment in the game, even in a single-player game. [Means for solving the problem]
[0006] A program to be executed by a computer including a processor and a memory, for managing the progress of a game using sleep information. The program causes the processor to execute the steps of setting a predetermined first period, acquiring sleep information of a plurality of users in a second period corresponding to the first period, acquiring the sleep information of the plurality of users in the first period, and presenting the sleep information acquired in the first period and the sleep information acquired in the second period in a comparable manner. Effect of the Invention
[0007] According to the disclosure, even in a single-player game, users can feel a sense of unity with each other and share a sense of accomplishment in the game, thereby making the game more interesting. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of an overall configuration of a system 1. [Diagram 2] 2 is a block diagram illustrating an example of the configuration of a terminal device 10 shown in FIG. [Diagram 3] FIG. 2 is a diagram illustrating an example of a functional configuration of a server 20. [Figure 4] 13 is a diagram showing an example of the data structure of user information 181. FIG. [Diagram 5] 13 is a diagram showing an example of the data structure of first object information 182. FIG. [Figure 6] 13 is a diagram showing an example of the data structure of second object information 183. FIG. [Figure 7] FIG. 2 is a diagram showing an example of the data structure of a user information table 2021. [Figure 8] 2 is a diagram illustrating an example of the data structure of a setting table 2022. [Figure 9] 13 is a diagram showing an example of the data structure of a master table 2023. FIG. [Figure 10] 13 is a diagram showing an example of the data structure of a period event table 2024. FIG. [Figure 11]13 is a flowchart showing an example of an operation of the terminal device 10 when a user goes to bed. [Figure 12] 2 is a schematic diagram showing a display example of a display 141 of a terminal device 10. FIG. [Figure 13] 13 is a flowchart showing an example of an operation of the terminal device 10 when a user wakes up. [Figure 14] 2 is a diagram for explaining an example of the operations of the terminal device 10 and the server 20 when an event occurs. FIG. [Figure 15] 13 is a flowchart showing an example of the operation of the server 20 when conducting a lottery based on sleep information. [Figure 16] 13 is a flowchart showing an example of the operation of the server 20 when presenting a report on a period event to a user. [Figure 17] 2 is a schematic diagram showing a display example of a display 141 of a terminal device 10. FIG. [Figure 18] 2 is a schematic diagram showing a display example of a display 141 of a terminal device 10. FIG. [Figure 19] FIG. 2 is a block diagram showing the basic hardware configuration of a computer 90. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, an embodiment of the present disclosure will be described with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed description thereof will not be repeated.
[0010] <Summary> The system according to the present embodiment is a system for a game using sleep information. The system sets a predetermined period event for promoting sleep. The system presents the sleep of multiple users during this period event and the sleep of multiple users in a past predetermined period outside this period event in a manner that allows comparison.
[0011] <1 Overall system configuration> Fig. 1 is a diagram showing an example of the overall configuration of a system 1. In the system 1, a server accepts sleep information of each user and progresses a game. As shown in Fig. 1, the system 1 includes a plurality of terminal devices 10 and a server 20. The terminal devices 10 and the server 20 are connected for communication via a network 80.
[0012] 1 shows an example in which the system 1 includes two terminal devices 10, the number of terminal devices 10 included in the system 1 is not limited to two. The number of terminal devices 10 included in the system 1 may be three or more.
[0013] 1 shows an example in which the system 1 includes one server 20, but the number of servers 20 included in the system 1 is not limited to one. The server 20 may be composed of multiple servers depending on the functions it has. Also, the server 20 may be, for example, a collection of multiple devices that constitutes one server. The method of allocating multiple functions required to realize the server 20 according to this embodiment to one or multiple pieces of hardware can be appropriately determined in consideration of the processing capacity of each piece of hardware and / or the specifications required for the server 20.
[0014] The terminal device 10 is, for example, an information processing device operated by a user who plays a game using sleep information. The terminal device 10 is realized, for example, by a mobile terminal such as a smartphone or tablet compatible with a mobile communication system. In addition, the terminal device 10 may be realized, for example, by a stationary personal computer (PC), a laptop PC, or a dedicated game console. Furthermore, the terminal device 10 may be realized, for example, by a wearable terminal such as a head mounted display (HMD).
[0015] The terminal device 10 includes a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, a storage 16, and a processor 19. The input device 13 is a device (e.g., a touch panel, a touch pad, etc.) for receiving an input operation from a user. The output device 14 is a device (a display, a speaker, etc.) for presenting information to a user.
[0016] The terminal device 10 is connected to one or more sleep measuring devices 11 by wire or wirelessly. Specifically, for example, the terminal device 10 communicates with the sleep measuring devices 11 by short-range wireless communication such as Bluetooth (registered trademark) or Wi-Fi. Note that the sleep measuring devices 11 may be compatible with communication standards of mobile communication systems such as 5G or 6G and communicate with the terminal device 10 without using short-range wireless communication. The sleep measuring devices 11 may also communicate with the server 20 directly.
[0017] The sleep measuring device 11 is a device for acquiring information related to the sleep of the user of the terminal device 10. In FIG. 1, a case where one sleep measuring device 11 is connected to the terminal device 10 is illustrated as an example, but two or more sleep measuring devices 11 may be connected to the terminal device 10.
[0018] The sleep measuring device 11 is a wearable device that is attached to the user's body, such as a wristwatch type, a finger ring type, an eye mask type, or the like. The sleep measuring device 11 may be a device that is placed on a mattress or a pillow on which the user sleeps. The terminal device 10 and the sleep measuring device 11 may be the same device. That is, the terminal device 10 may function as the sleep measuring device 11.
[0019] The sleep measuring device 11 includes a motion sensor including, for example, an acceleration sensor, an angular velocity sensor, or a combination of these. However, the sleep measuring device 11 is not limited to these. The sleep measuring device 11 senses the movement of the user's body during sleep using a motion sensor. The sleep measuring device 11 transmits information on the sensing result to the terminal device 10 as, for example, sleep information. The terminal device 10 detects that the user has gone to bed (for example, lying down on a bed) based on the sleep information. Going to bed indicates, for example, that the user has entered a bed or a futon to sleep. In addition, the terminal device 10 detects that the user has fallen asleep after going to bed based on the sleep information. By detecting the user's going to bed and falling asleep, the terminal device 10 can determine whether the user has operated the terminal device 10 or whether the user has looked at the display 141 of the terminal device 10 between going to bed and falling asleep. That is, the terminal device 10 can determine whether the user who is going to sleep operates the terminal device 10 before going to sleep.
[0020] Also, for example, the sleep measuring device 11 accumulates the acquired sensing results. Also, for example, the terminal device 10 or the server 20 accumulates the sleep information transmitted from the sleep measuring device 11. The terminal device 10 or the server 20 determines whether the user is asleep, in a light sleep state, in a deep sleep state, in REM sleep, or in non-REM sleep, based on the accumulated sleep information. By determining the waveforms of REM sleep and non-REM sleep, the terminal device 10 or the server 20 can evaluate the quality of the user's sleep. Specifically, for example, the cycle of REM sleep and non-REM sleep in the case of good quality sleep is preset. The terminal device 10 or the server 20 evaluates the quality of the user's sleep by comparing the preset waveforms of REM sleep and non-REM sleep with the waveforms of REM sleep and non-REM sleep during the user's sleep.
[0021] The sleep measuring devices 11 that are expected to be used in the system 1 are managed in advance, for example, in a so-called whitelist format. The terminal device 10 may store, for example, product information of the sleep measuring devices 11 that are compatible with the system 1, and may not accept the received data when it receives data from an incompatible sleep measuring device 11. In addition, when the terminal device 10 receives data from an incompatible sleep measuring device 11, it may execute subsequent processing using parameters for an unidentifiable sleep measuring device 11, etc.
[0022] Note that a user may use two or more sleep measurement devices at the same time. For example, a user may wear two wristwatch-type sleep measurement devices, or a user may wear a wristwatch-type sleep measurement device and use a smartphone as a sleep measurement device.
[0023] In addition, the difference in the type of the sleep measuring device 11 is not limited to the difference in the device. That is, even if the sleep measuring device 11 has the same device configuration, the system 1 may manage it as a different sleep measuring device 11 depending on the type of software or application used until the sleep information is transmitted to the server 20. For example, even if the sleep measuring device 11 is used to detect sleep information, the sleep measuring device 11 may be managed as a different "sleep measuring device ID" when a sleep measuring application A is used to process the sleep information and when a different sleep measuring application B is used. In this way, by managing the sleep measuring device 11 as a different "sleep measuring device ID" depending on the combination of the device type as the device configuration and the application used, more flexible generation of sleep information is possible, and as a result, it is possible to fully demonstrate the interest of the game according to the sleep state.
[0024] The terminal device 10 may be connected to a game controller by wire or wirelessly. A user can play a game by operating the game controller. The terminal device 10 may be capable of communicating with a plurality of game controllers. For example, a plurality of users may operate their own game controllers and play a game on a single terminal device 10.
[0025] The server 20 is, for example, an information processing device that manages the progress of a game using sleep information. The server 20 is also an information processing device that generates an event in the game based on the sleep information. In this embodiment, an event has, for example, multiple phases. Phases included in an event are, for example, as follows. -Sleep results report - Object selection based on sleep information Interference with the selected object - Granting of benefits -Sleep information disclosure
[0026] In this embodiment, for example, "reporting sleep results" is described as the first phase, "drawing an object based on sleep information" is the second phase, and "interference with the drawn object" is the third phase; however, this is not limited to this and other combinations are also possible.
[0027] The server 20 is an information processing device that manages periodic events that occur within the game based on the sleep information. In this embodiment, the periodic events are, for example, as follows. - Events based on events that occur at a specific interval · Annual events Events related to specified content "Events based on phenomena occurring at a specified cycle" include, for example, seasonal events (long autumn nights, etc.), events related to the phases of the moon, etc. "Events related to annual events" include, for example, Christmas events, Tanabata events, summer solstice events, winter solstice events, Valentine's Day events, White Day events, etc. "Events related to specified content" include, for example, entrance events, graduation events, summer vacation events, specified tournament events, etc.
[0028] The server 20 is realized by, for example, a computer connected to a network 80. The server 20 includes, for example, a communication IF 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29. The input / output IF 23 functions as an interface with an input device for receiving an input operation from a user and an output device for presenting information to the user.
[0029] Each information processing device is configured by a computer equipped with a calculation device and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For each of the terminal device 10 and the server 20, descriptions that overlap with the basic hardware configuration and basic functional configuration of the computer described later will be omitted.
[0030] <1.1 Terminal device configuration> Fig. 2 is a block diagram showing an example of the configuration of the terminal device 10 shown in Fig. 1. As shown in Fig. 2, the terminal device 10 includes a communication unit 120, an input device 13, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a position information sensor 150, a camera 160, a motion sensor 170, a storage unit 180, and a control unit 190. The blocks included in the terminal device 10 are electrically connected to each other, for example, by a bus or the like.
[0031] The communication unit 120 performs processing such as modulation and demodulation processing for the terminal device 10 to communicate with other devices. The communication unit 120 performs transmission processing on a signal generated by the control unit 190 and transmits the signal to the outside (for example, the server 20). The communication unit 120 performs reception processing on a signal received from the outside and outputs the signal to the control unit 190.
[0032] The input device 13 is a device for inputting instructions or information by a user who operates the terminal device 10. The input device 13 is realized, for example, by a touch-sensitive device 131 or the like in which an instruction is input by touching an operation surface. In the case where the terminal device 10 is a PC or the like, the input device 13 may be realized by a reader, a keyboard, a mouse, or the like. The input device 13 converts an instruction input by a user into an electrical signal, and outputs the electrical signal to the control unit 190. Note that the input device 13 may include, for example, a receiving port that receives an electrical signal input from an external input device.
[0033] The output device 14 is a device for presenting information to a user who operates the terminal device 10. The output device 14 is realized, for example, by a display 141 or the like. The display 141 displays data according to the control of the control unit 190. The display 141 is realized, for example, by an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display or the like.
[0034] The audio processing unit 17 performs, for example, digital-analog conversion processing of an audio signal. The audio processing unit 17 converts a signal provided from the microphone 171 into a digital signal and provides the converted signal to the control unit 190. The audio processing unit 17 also provides the audio signal to the speaker 172. The audio processing unit 17 is realized, for example, by a processor for audio processing. The microphone 171 accepts audio input and provides an audio signal corresponding to the audio input to the audio processing unit 17. The speaker 172 converts the audio signal provided from the audio processing unit 17 into audio and outputs the audio to the outside of the terminal device 10.
[0035] The position information sensor 150 is a sensor that detects the position of the terminal device 10, and is, for example, a GPS (Global Positioning System) module. The GPS module is a receiving device used in a satellite positioning system. In the satellite positioning system, signals are received from at least three or four satellites, and the current position of the terminal device 10 equipped with the GPS module is detected based on the received signals. The position information sensor 150 may detect the current position of the terminal device 10 from the position of the wireless base station to which the terminal device 10 is connected.
[0036] The camera 160 is a device for receiving light with a light receiving element and outputting the received light as an image capturing signal.
[0037] The motion sensor 170 includes, for example, an acceleration sensor, an angular velocity sensor, or a combination thereof. However, it is not limited to these. The motion sensor 170 detects the movement of the terminal device 10 and outputs the result of sensing. For example, when the user moves on the mattress of a bed on which the terminal device 10 is placed while the user is sleeping, the motion sensor 170 detects the movement. When the sleep measuring device 11 is connected to the terminal device 10, the motion sensor provided in the sleep measuring device 11 may be used.
[0038] The storage unit 180 is realized by, for example, the memory 15 and the storage 16, and stores data and programs used by the terminal device 10. The storage unit 180 stores, for example, user information 181, first object information 182, and second object information 183.
[0039] The user information 181 stores information about a user who plays a game based on a game program, as will be described in detail later.
[0040] The first object information 182 stores information on a first relationship between a user and an object. In this embodiment, the object represents, for example, a character or an item to be featured in gameplay. The object is associated with the user through a lottery drawn by the server 20 based on the level of sleep information, for example. The first relationship represents, for example, a relationship between the user and the object that is associated based on sleep information. The first relationship changes, for example, when the associated object receives interference from the user.
[0041] Note that the expression that a user is associated with an object is an expression that represents an example of the association between a user and an object, and may be expressed in other ways. For example, any expression may be used, such as that a user owns an object.
[0042] The second object information 183 stores information on a second relationship between a user and an object. The user can select an object and play a predetermined game element at a time other than sleeping. When the first relationship between the user and the object satisfies a predetermined requirement by a lottery based on the sleep information and subsequent interference with the object, the user can use the object in the game element at a time other than sleeping. The predetermined requirement in the first relationship is, for example, a requirement based on a parameter that varies by interference with the object. Specifically, for example, the relationship between the user and the object is expressed by a "trustworthiness" parameter, and the trustworthiness parameter increases by repeatedly interfering with the object in the game, and the parameter exceeds a certain level. Satisfying the predetermined requirement in the first relationship may be expressed, for example, as the object (character) becoming a friend. The second relationship represents, for example, a relationship between the user and the object that is associated based on a game element other than sleeping. The second relationship varies, for example, by implementing a game element at a time other than sleeping.
[0043] Objects associated with a user or that satisfy certain requirements in the first relationship may be treated, for example, as follows: -Can be exchanged with other users or transferred to other users - Exchanged or transferred objects are stored in association with information about the user with which they were originally associated (user-related information includes, for example, the user's name, when the object appeared during sleep, and what kind of sleep information the object appeared during). The object is stored together with information about a user who meets a predetermined requirement in the first relationship (the information about the user includes, for example, a user name, a history in a predetermined game element, a history of interference, etc.). - An object does not become eligible for exchange simply by being associated with a user. An object is eligible for exchange only if it meets certain conditions (a certain amount of time has passed since being associated, or a certain amount of sleep time has passed since being associated). -Merely satisfying the specified requirements in the first relationship does not make the object eligible for exchange. Only objects that meet certain conditions (a specified amount of time has passed since the specified requirements in the first relationship were met, or a certain amount of sleep time has passed since the specified requirements in the first relationship were met) will be eligible for exchange. - Every time you sleep, object exchange parameters are accumulated and linked to the user when you wake up. When exchanging objects, you can consume the object exchange parameters (if a player wants to exchange a specific object, it is not enough to simply have the object to be exchanged; they need to accumulate object exchange parameters by sleeping an appropriate amount). - By exchanging, the object will change into a different one from the one before the exchange. - You can exchange with other users at sleep-related times (exchanges occur between users who are sleeping at the same time, and between users who wake up at the same time (time zone)) -When exchanging with other users during sleep-related times, specify the object you want to give, the object you want to receive, or a combination of both before going to sleep. -Once you exchange and obtain an object, it will be more likely to be selected in a lottery (the parameters related to the probability of selecting the object obtained through exchange are weighted) -The next sleep after an exchange will have a higher lottery base stat than normal (this will lead to a better lottery result. This is expected to make the cycle of exchanging and sleeping more effective)
[0044] The control unit 190 is realized by the processor 19 reading a program stored in the storage unit 180 and executing instructions included in the program. The control unit 190 controls the operation of the terminal device 10. The control unit 190 performs functions as an operation reception unit 191, a transmission / reception unit 192, a management unit 193, a presentation control unit 194, and a game processing unit 195 by operating according to the program.
[0045] The operation reception unit 191 performs processing for receiving instructions or information input from the input device 13. For example, the operation reception unit 191 receives instructions or information input from the touch-sensitive device 131 or the like. Specifically, for example, the operation reception unit 191 receives a setting of a predetermined time from the user. The predetermined time includes, for example, a planned wake-up time, a planned confirmation time, or the like.
[0046] Furthermore, operation acceptance unit 191 accepts an image input from camera 160. Specifically, operation acceptance unit 191 receives image data captured by camera 160, for example.
[0047] Furthermore, the operation reception unit 191 receives audio information input from the microphone 171. Specifically, for example, the operation reception unit 191 receives audio data that is input from the microphone 171 and converted into digital data by the audio processing unit 17.
[0048] Furthermore, the operation reception unit 191 receives behavior information input from the motion sensor 170. Specifically, the operation reception unit 191 receives a predetermined behavior detected by the motion sensor 170, for example.
[0049] The transmitting / receiving unit 192 performs processing for the terminal device 10 to transmit and receive data to and from an external device such as the server 20 in accordance with a communication protocol. Specifically, for example, the transmitting / receiving unit 192 transmits instructions input by a user or various acquired information to the server 20. The transmitting / receiving unit 192 transmits the various acquired information to the server 20 at a predetermined timing. The predetermined timing is, for example, as follows. The timing when the user requests the server 20 to confirm the contents of the event -Predetermined period - Timing specified by the user
[0050] The transmitting / receiving unit 192 transmits, for example, sleep information to the server 20. The transmitting / receiving unit 192 also transmits, for example, information on objects acquired by game elements other than sleep to the server 20. The objects acquired by game elements other than sleep are, for example, items related to growth, such as nuts. Hereinafter, items related to growth are referred to as growth items.
[0051] The transmitting / receiving unit 192 also receives information provided from the server 20. The information provided from the server 20 includes, for example, information related to the user's sleep results. When the sleep measuring device 11 transmits the sleep information to the server 20, the transmitting / receiving unit 192 may receive the sleep information from the server 20. The information provided from the server 20 also includes, for example, information related to a result of a lottery based on the sleep information. The information provided from the server 20 also includes, for example, information related to the sleep situation during a period event.
[0052] The management unit 193 manages the user information 181, the first object information 182, and the second object information 183 stored in the storage unit 180. For example, when the management unit 193 acquires sleep information of the user, the management unit 193 updates the user information 181 based on the acquired sleep information. Furthermore, when the relationship between the user and an object is updated in an event generated by the server 20, the management unit 193 updates the first object information 182 based on the updated information. Furthermore, when the user uses an object for a game element other than sleep, the management unit 193 updates the second object information 183.
[0053] The presentation control unit 194 controls the output device 14 and the like to present predetermined information to the user. For example, the presentation control unit 194 controls the output device 14 and the like to present an event based on sleep information to the user. For example, the presentation control unit 194 controls the display 141 to display the content of the event to the user.
[0054] Also, for example, the presentation control unit 194 controls the output device 14 etc. so as to present information related to the period event to the user. Specifically, for example, the presentation control unit 194 presents, when the user goes to bed, that the sleep of that day is sleep related to the period event. Also, the presentation control unit 194 may present an effect that occurs due to the period event and has on the sleep information of that day.
[0055] The presentation control unit 194 also controls the speaker 142 to generate a sound related to the event based on the sleep information. The presentation control unit 194 also controls a vibrator (not shown) to generate a vibration related to the event based on the sleep information.
[0056] Also, for example, the presentation control unit 194 controls the display 141 to display a management screen of objects associated with the user based on the information managed in the first object information 182 and the information managed in the second object information 183.
[0057] The game processing unit 195 performs calculations according to a program on data input by the terminal device 10. Specifically, the game processing unit 195 performs processing related to an event occurring in the server 20, for example. In addition, the game processing unit 195 performs processing related to game elements during the daytime, other than during sleeping hours, in response to instructions input by the user.
[0058] <1.2 Functional configuration of the server> 3 is a diagram showing an example of a functional configuration of the server 20. As shown in FIG. 3, the server 20 fulfills the functions of a communication unit 201, a storage unit 202, and a control unit 203.
[0059] The communication unit 201 performs processing for the server 20 to communicate with external devices.
[0060] The storage unit 202 includes, for example, a user information table 2021, a setting table 2022, a master table 2023, and a period event table 2024.
[0061] The user information table 2021 is, for example, a table that stores information about users who play a game using sleep information. The user information table 2021 is, for example, a table that has columns that store information about users using user IDs as keys.
[0062] The setting table 2022 is a table that stores, for example, parameters related to the number of lottery draws. Specifically, for example, in the setting table 2022, a parameter for evaluating sleep calculated as one of the phases in the event is associated with a parameter related to the number of lottery draws.
[0063] The master table 2023 is a table that stores information about an object that can be associated with a user, for example. In the master table 2023, for example, a parameter related to whether or not the object is a lottery target, a parameter related to the probability of the object being won, and a parameter related to a value required to win the object (required parameter) are associated with the object. The parameter related to the probability of the object being won and the parameter related to the value required to win the object are inversely proportional to each other, for example. Specifically, for example, when the parameter related to the probability of the object being won is high (high probability of winning, that is, low rarity), the parameter related to the value required to win the object tends to be low. Also, when the parameter related to the probability of the object being won is low (low probability of winning, that is, high rarity), the parameter related to the value required to win the object tends to be high.
[0064] The period event table 2024 is a table that stores information about period events that occur during a predetermined period in a game using sleep information, for example. In the period event table 2024, for example, various effects that are applied to the period events are associated with the period events.
[0065] The control unit 203 is realized by the processor 29 reading a program stored in the storage unit 202 and executing instructions included in the program. The control unit 203 operates according to the program to fulfill the functions of a reception control module 2031, a transmission control module 2032, a management module 2033, a game progress module 2034, a report module 2035, and a presentation module 2036.
[0066] The reception control module 2031 controls the process in which the server 20 receives a signal from an external device in accordance with a communication protocol.
[0067] The transmission control module 2032 controls the process in which the server 20 transmits signals to external devices in accordance with a communication protocol.
[0068] The management module 2033 manages tables stored in the storage unit 202. Specifically, for example, when information about a user is input, the management module 2033 updates the user information table 2021. Also, when information about the number of lotteries is input, the management module 2033 updates the setting table 2022. Also, when information about an object is input, the management module 2033 updates the master table 2023. Also, when information about a period event is input, the management module 2033 updates the period event table 2024.
[0069] The game progress module 2034 communicates between the server 20 and the terminal device 10, and progresses the game play of each user based on the sleep information and the like received from the terminal device 10 of each user. For example, the game progress module 2034 generates an event to progress the game play. Specifically, for example, the game progress module 2034 evaluates the user's sleep based on the user's sleep information as one of the phases of the event. At this time, the game progress module 2034 may evaluate the sleep of that day based on the user's sleep information and information related to the development item. Hereinafter, the parameters for evaluating sleep are referred to as lottery basic parameters.
[0070] The game progress module 2034, for example, refers to the period event table 2024 and sets the target period of the period event. The game progress module 2034 may set the target period by receiving an input of the target period from the game administrator. When the target period of the period event is reached, the game progress module 2034 evaluates the user's sleep by reflecting the effect set in the period event. Specifically, for example, the game progress module 2034 calculates a lottery basic parameter, which is a parameter for evaluating the user's sleep, based on the user's sleep information. The game progress module 2034 acquires the effect on the lottery basic parameter in the corresponding period event and reflects this effect on the calculated lottery basic parameter. The effect on the lottery basic parameter includes, for example, an effect of increasing the parameter by doubling or tripling.
[0071] More specifically, when the target period of a period event related to a full moon falls on the day before or after the full moon, the game progress module 2034, for example, doubles the calculated basic lottery parameter. Also, when the target period of a period event related to a full moon falls on the full moon day, the game progress module 2034, for example, triples the calculated basic lottery parameter.
[0072] The effect set for the period event may vary depending on the day of the week. For example, the effect may be high on Monday, i.e., the multiplier is high, and the effect may become lower as the day of the week progresses, i.e., the multiplier becomes lower.
[0073] Furthermore, the game progress module 2034 performs a lottery for an object based on the sleep information as one of the phases of the event. Specifically, for example, the game progress module 2034 performs a lottery for an object based on basic lottery parameters.
[0074] More specifically, for example, the game progress module 2034 refers to the setting table 2022 and determines the number of lottery draws based on the lottery basic parameters. The game progress module 2034 refers to the user information table 2021 and determines a group of objects to be drawn based on the accumulated values of the lottery basic parameters accumulated during a predetermined period of time by referring to the master table 2023. The likelihood of winning is preset for each object managed in the master table 2023, for example, according to the object itself, the type of object, the display mode of the object, or a combination of at least two of these. In addition, a value (necessary parameter) required for making the object win is preset for each object managed in the master table 2023, for example, according to the object itself, the type of object, the display mode of the object, or a combination of at least two of these.
[0075] The game progress module 2034 performs a lottery (normal lottery / first lottery) for an object and a display mode of the object from the determined object group based on the set likelihood of winning. At this time, the game progress module 2034 performs a normal lottery for an object and a display mode of the object from the determined object group whose required parameters do not exceed the lottery basic parameters. The game progress module 2034 subtracts the required parameters of the object and the display mode of the object selected by the normal lottery from the lottery basic parameters. The game progress module 2034 performs a normal lottery for an object and a display mode of the object from the determined object group based on the value after subtraction based on the set likelihood of winning. The game progress module 2034 repeats the normal lottery for the object and the display mode of the object for the determined number of times while subtracting the required parameters of the object and the display mode of the object selected by the normal lottery from the lottery basic parameters. This allows the user to have an experience such as discovering an object as a game character based on sleep information. In addition, it is possible to experience new discoveries not only in the type of object but also in the display mode. In the following, for ease of understanding, a case where the object is the object to be selected will be described. In other words, a case where the display mode of the object is not included in the object to be selected will be described.
[0076] The game progress module 2034 performs a lottery (special lottery, second lottery) with a higher expected value than a normal lottery for selecting an object in a predetermined lottery for the determined number of lotteries. Specifically, for example, the game progress module 2034 performs a special lottery for an object from among objects whose required parameters do not exceed the remaining value of the lottery basic parameters and whose required parameters exceed a preset lower limit. In this way, in the special lottery, objects whose required parameters exceed a preset lower limit are the objects to be selected, so that the expected value of an object with high required parameters being selected is higher than in a normal lottery.
[0077] The game progress module 2034 may conduct a special drawing to select an object at any of the determined number of drawing times. Specifically, for example, when an object is selected by a special drawing at a drawing other than the last drawing, the game progress module 2034 subtracts the required parameters of several objects having low required parameters from the remaining value of the selected basic parameters. The game progress module 2034 conducts a special drawing of an object with this subtracted value as the lower limit. Also, for example, when an object is selected by a special drawing at a drawing other than the last drawing, the game progress module 2034 conducts a drawing of an object from the object having the maximum required parameter relative to the remaining value of the selected basic parameters.
[0078] Also, for example, when selecting an object by a special lottery in the final lottery, the game progress module 2034 selects an object from the object with the maximum required parameter relative to the remaining value of the lottery basic parameter. This allows the lottery to be performed so that no lottery basic parameter is left and the calculated lottery basic parameter is used up.
[0079] Furthermore, if there is no object whose required parameters fall within the remaining value of the lottery basic parameters, the game progress module 2034 performs lottery for an object starting from the object whose required parameters are the smallest.
[0080] Furthermore, the game progress module 2034 redoes the lottery for the determined number of times when, for example, the number of times the same object or the same display mode is selected satisfies a predetermined requirement. The predetermined requirement is, for example, as follows. - The same object is selected a certain number of times (species overlap) - The same object is selected a certain number of times for the number of draws (overlapping species) The display mode of the same object is selected a certain number of times (mode overlap) The display mode of the same object is selected a certain number of times for the number of lottery draws (mode overlap)
[0081] If the above-mentioned predetermined requirement is satisfied as a result of the redraw, the game progress module 2034 redraws the lottery the determined number of times. If the above-mentioned predetermined requirement is satisfied a predetermined number of times in succession, the game progress module 2034 does not redraw the lottery.
[0082] For example, the game progress module 2034 may perform a lottery regardless of the number of lotteries when a predetermined requirement is satisfied. In other words, the game progress module 2034 may increase the number of lotteries when a predetermined requirement is satisfied. For example, the game progress module 2034 may not subtract the required parameters of the object determined in the lottery with the increased number of times from the lottery basic parameters. For example, the game progress module 2034 may select a predetermined object by confirmation in the lottery with the increased number of times. For example, the game progress module 2034 may perform a lottery for an object from the display mode with the lowest required parameters. The predetermined requirement is, for example, as follows. ·Perform assigned tasks Use of designated items - Achieving set quotas
[0083] For example, the game progression module 2034 may weight a parameter related to the probability of selecting a predetermined object by satisfying a predetermined requirement. For example, the game progression module 2034 weights the probability parameters of these objects so as to increase the probability of selecting an object related to a predetermined event. The game progression module 2034 may also switch the group of objects to be selected. For example, the predetermined requirement is as follows. - The occurrence of a specific event with a limited time period ·Perform assigned tasks Use of designated items
[0084] More specifically, when an event occurs in which a symbolic object representative of a given attribute appears, the game progression module 2034 may, for example, weight the probability parameters of these objects to increase the probability of determining the object with which the corresponding attribute is associated and the symbolic object.
[0085] Also, if an event occurs on the day of the full moon and the three days before and after it, the game progress module 2034 weights the probability parameter of this object, for example, to increase the probability of determining an object associated with the full moon.
[0086] Furthermore, the game progress module 2034 provides the user with an opportunity to interfere with any of the objects selected by lottery as one of the phases in the event. Specifically, for example, the game progress module 2034 accepts from the user a designation of any of the objects selected by lottery. The game progress module 2034 accepts from the user an interference with the object designated by the user. In this embodiment, the interference with the object is, for example, a process in which a reliability parameter is set for the object, and the reliability parameter is improved by granting an item for improving the relationship. Hereinafter, an item granted to an object for improving the relationship is referred to as an granted item.
[0087] The game progress module 2034 varies the first relationship with respect to the object based on the number, type, or combination thereof of the granted items given to the object. When the first relationship satisfies a predetermined requirement, the game progress module 2034 allows the user to use the object that satisfies the requirement in a game element other than sleeping.
[0088] Furthermore, the game progress module 2034 performs processing for game elements other than sleep. When the user and an object are associated with each other to perform the game element, the game progress module 2034 increases a parameter related to the second relationship of the associated object by an amount corresponding to a predetermined element. The predetermined element relates to, for example, the time associated with the user, the amount of sleep taken during the association, etc.
[0089] When the target period of the period event is reached, the game progress module 2034 increases the parameter related to the second relationship by reflecting the effect set for the period event. Specifically, for example, the game progress module 2034 calculates the amount of increase of the parameter based on a predetermined element. The game progress module 2034 obtains the effect on the parameter related to the second relationship in the corresponding period event, and reflects this effect on the calculated amount of increase. The effect on the amount of increase includes, for example, an effect of increasing the parameter by two or three times.
[0090] More specifically, if the day falls on the day before or after the full moon, which is the target period of the full moon-related period event, the game progress module 2034, for example, doubles the calculated increase amount. Also, if the day falls on the full moon, which is the target period of the full moon-related period event, the game progress module 2034, for example, triples the calculated increase amount.
[0091] Furthermore, the game progress module 2034 provides a user with a benefit based on the sleep information as one of the phases of the event. Specifically, for example, the game progress module 2034 provides a user with a predetermined benefit based on the lottery basic parameters. The benefit may be an item or may be points that can be used for a predetermined purpose.
[0092] When the target period of the period event is reached, the game progress module 2034 grants a benefit by reflecting the effect set for the period event. Specifically, for example, the game progress module 2034 determines a benefit based on sleep information. The game progress module 2034 obtains the effect on the benefit in the corresponding period event and reflects this effect on the determined benefit. The effect on the benefit may include, for example, an effect of increasing a value, such as by doubling or tripling, or may include an effect of increasing a fixed value.
[0093] More specifically, when the target period of a period event related to the full moon falls on the day before or after the full moon, the game progress module 2034 awards the user a fixed value of, for example, 300 points. Also, when the target period of a period event related to the full moon falls on the day of the full moon, the game progress module 2034 awards the user a fixed value of, for example, 500 points.
[0094] The report module 2035 generates report contents for the period event. Specifically, the report module 2035 generates information comparing the sleep results for the period event with the sleep results for a predetermined different period related to the period event. The report module 2035 may compare the sleep results for a single day in the period event. The report module 2035 may also compare the sleep results for multiple days in the period event. The different period is a period in which an event occurring in the period corresponding to the period event does not occur. That is, when the period event is an event related to the phases of the moon, the period corresponding to the period event is, for example, three days including a full moon day. In contrast, the different period is a day of the same day of the week that does not include a full moon day. For example, it is a day of the same day of the week in the week before the period corresponding to the period event. This is because it is easy to compare the sleep results between a period in which a predetermined condition occurs and a period in which it does not occur.
[0095] The sleep result is, for example, information obtained by statistically processing the sleep information of users who participated in the periodic event. That is, the sleep result is, for example, the total value of the sleep hours of users who participated in the periodic event, or the average value of the sleep hours of users who participated in the periodic event. The sleep result may also be, for example, the number of users who participated in the periodic event. The sleep result may also be, for example, information obtained by statistically processing a sleep evaluation value calculated based on the time that the users who participated in the periodic event went to bed, the time that they woke up, and the sleep hours. The sleep result may also be a combination of these.
[0096] The report module 2035 may generate information that lists the sleep results for the period event and the sleep results for different predetermined periods associated with the period event. The report module 2035 may also calculate a difference between the sleep results for the period event and the sleep results for different predetermined periods associated with the period event. The report module 2035 may also calculate a degree of change in the sleep results for the period event relative to the sleep results for different predetermined periods associated with the period event.
[0097] The report module 2035 sets a predetermined different period related to the period during which the period event is held according to a predetermined rule. For example, the report module 2035 sets the same day of the week one week ago as the corresponding day for the day corresponding to the period event. The corresponding day may be several weeks ago. The report module 2035 may set the same day of the week one month ago as the corresponding day for the day corresponding to the period event. The corresponding day may be several months ago. The report module 2035 may set the day one year ago as the corresponding day for the day corresponding to the period event. The corresponding day may be several months ago. The report module 2035 may set the day corresponding to the previous period event as the corresponding day.
[0098] The report module 2035 may collect the sleep information for each attribute of the user. For example, a predetermined attribute is set for the user. The attributes include, for example, a residential area, an age, a sex, an occupation, a team, and the like. The report module 2035 classifies the user for each attribute and calculates the sleep result for each classified attribute. The report module 2035 may generate information comparing the sleep results for each attribute, or may create information comparing the sleep results of a period event and the sleep results of another period corresponding to the period event for each attribute. The report module 2035 may create information arranging the sleep results, may calculate the difference of the sleep results for each attribute, or may calculate the difference between the sleep results of a period event and the sleep results of another period corresponding to the period event for each attribute. The report module 2035 may also calculate the degree of change in the sleep results.
[0099] The report module 2035, for example, grants a reward to a user according to the sleep result of the period event. Specifically, for example, the report module 2035 grants a reward to a user who participated in the period event when the sleep result of the period event is better than the sleep result of another period corresponding to the period event. The report module 2035 may also grant a reward to a user with an attribute who had a good sleep result in the period event.
[0100] The presentation module 2036 presents information to the terminal device 10. Specifically, for example, the presentation module 2036 presents an event generated by the game progress module 2034 to the terminal device 10. The presentation module 2036 also presents the report content generated by the report module 2035 to the terminal device 10. The presentation module 2036 may present the report content generated by the report module 2035 in the game, or may present it via an external system. The external system includes, for example, a system that provides an SNS service, a system related to a predetermined news media, and the like. The presentation module 2036 also presents information related to the next period event to the terminal device 10.
[0101] <2 Data Structure> 4 to 6 are diagrams showing data structures of information stored in the terminal device 10. Note that, Figs. 4 to 6 are merely examples, and do not exclude data that is not shown.
[0102] Fig. 4 is a diagram showing an example of the data structure of user information 181. User information 181 shown in Fig. 4 is a table having columns such as name, age, address, date of birth, date of registration, planned wake-up time, owned items, sleep information, etc., with a user ID as a key. User information 181 may have a column for storing an accumulated value of a basic lottery parameter, etc. The accumulated value of a basic lottery parameter transitions to a predetermined value after a predetermined period (e.g., one week) has elapsed, for example.
[0103] The user ID is an item that stores an identifier for uniquely identifying a user. The name is an item that stores the user's name. The age is an item that stores the user's age. The address is an item that stores the place where the user lives. The date of birth is an item that stores the date the user was born. The registration date is an item that stores the date the user started using the game related to this embodiment.
[0104] The planned wake-up time is an item that stores the time when the user plans to wake up. Waking up, for example, means waking up from sleep and starting to move. The planned wake-up time is set, for example, based on input from the user. The held items are an item that stores information about items that the user holds and that can be used in the game. Items held by the user can be rephrased as items associated with the user, for example. Items include, for example, development items or granted items. The item "held items" stores, for example, the names and number of items held by the user.
[0105] The sleep information is an item for storing sleep information related to the user. For example, the item "sleep information" stores sleep information for the previous night. In addition, for example, the item "sleep information" may store sleep information for a predetermined number of days in the past.
[0106] Fig. 5 is a diagram showing an example of the data structure of first object information 182. First object information 182 shown in Fig. 5 is a table having columns such as name, first level, parameters, and first detailed information, with an object ID as a key. In addition to these, first object information 182 may also have information on rarity, etc.
[0107] The object ID is an item that stores an identifier for uniquely identifying an object. The name is an item that stores the name of an object. The first level and the parameter are items that store an example of a first relationship between a user and an object. The items "first level" and "parameter" are indices that indicate the depth of the relationship between a user and an object. The item "first level" stores, for example, an integer equal to or greater than 0. The item "parameter" stores, for example, a numerical value ranging from 0 to a predetermined value (for example, 100). When the value of the item "parameter" reaches a predetermined value that is the maximum value, the value of the item "parameter" becomes 0, and the value of the item "first level" is incremented by 1. The value of the item "parameter" increases when the user interferes with the object. Specifically, for example, the item "parameter" increases according to the number and type of the assigned objects assigned to the object.
[0108] The first detailed information is, for example, an item that stores a state (display state) associated with the user. In this embodiment, the state represents, for example, the facial expression of the object, or in other words, the sleeping face, sleeping posture, or sleeping position. The item "first detailed information" stores which of the four states set for each object the object is associated with. In the item "first detailed information", for example, "1" is set to an associated state, and "0" is set to an unassociated state.
[0109] Fig. 6 is a diagram showing an example of the data structure of second object information 183. Second object information 183 shown in Fig. 6 is a table having columns such as object ID, name, second level, parameters, vitality, type, attributes, second detailed information, etc., with management ID as a key. In addition to these, second object information 183 may also have information related to rarity, etc.
[0110] The management ID is an item that stores an identifier for uniquely identifying an object as an individual that can be used. Even if it is the same object, there may be multiple individuals. The second level and the parameter are items that store an example of a second relationship between the user and the object as an individual. The items "second level" and "parameter" are indicators that indicate the depth of the relationship between the user and the object. The item "first level" stores, for example, an integer equal to or greater than 0. The item "parameter" stores, for example, a numerical value from 0 to a predetermined value (for example, 100). When the value of the item "parameter" reaches a predetermined value that is the maximum value, the value of the item "parameter" becomes 0, and the value of the item "first level" is incremented by 1. The value of the item "parameter" increases, for example, when the user uses the object as an individual for a game element at a time other than sleep. The value of the item "parameter" also increases, for example, when a predetermined item is used.
[0111] The vitality level is an item that stores the degree to which an object as an individual can be used as a game element at times other than when sleeping. The item "vitality level" stores, for example, a numerical value from 0 to a predetermined value (e.g., 100). For example, the closer to the predetermined value, the longer the user can use the individual as a game element, and if it is 0, the individual cannot be used as a game element. The item "vitality level" recovers when it is detected that the user has woken up. The amount of recovery may be a predetermined amount, an amount corresponding to the sleep information, an amount corresponding to the object, or a full recovery. The item "vitality level" is a parameter that changes when it is detected that the user has woken up, even if the event has not been confirmed by the user.
[0112] The type is an item for storing the type of object. In this embodiment, the type of object includes, for example, character, training item, and granted item. The attribute is an item for storing the property to which the object as a character belongs. In this embodiment, the attribute includes, for example, fire, water, lightning, grass, super, steel, evil, and fighting. There are attributes that are advantageous when facing, and attributes that are disadvantageous when facing. The second detailed information is an item for storing advantageous effects that the object as an individual has. The advantageous effects are, for example, effects that are exerted by game elements during times other than sleep. The advantageous effects include, for example, an effect that allows more training items to be obtained, or an effect that allows rarer training items to be obtained. The item "second detailed information" stores effects that the object as an individual currently has, as well as effects that can be obtained in the future. When the second level of the individual is improved, it becomes possible to acquire new effects.
[0113] For example, when the first level in the first object information 182 is incremented, a record for an individual object whose first level has been incremented is added to the records in the second object information 183.
[0114] 7 to 10 are diagrams showing data structures of information stored in the server 20. Note that, Figs. 7 to 10 are merely examples, and do not exclude data that is not shown.
[0115] FIG. 7 is a diagram showing an example of the data structure of the user information table 2021. The user information table 2021 shown in FIG. 7 is a table having columns such as name, age, address, date of birth, date of registration, scheduled wake-up time, related objects, and sleep information, with a user ID as a key. The user information table 2021 may have a column for storing the accumulated value of a basic lottery parameter, a column for storing a flag indicating participation in a period event, and the like. The accumulated value of the basic lottery parameter transitions to a predetermined value after a predetermined period (e.g., one week) has elapsed, for example.
[0116] The related object is an item that stores information about an object associated with a user. The item "related object" stores, for example, information about an object (character) as an individual associated with a user. Information about a character includes, for example, a management ID, an object ID, a name, a second level, parameters, vitality, a type, attributes, second detailed information, and the like. In addition, the item "related object" stores, for example, information about an item associated with a user. Information about an item includes, for example, the name and number of items held by the user.
[0117] The sleep information is an item that stores sleep information related to the user. In the item "sleep information", for example, sleep information of the previous night is stored. The sleep information of the previous night can be expressed as, for example, the sleep information acquired last time or the sleep information acquired immediately before. The sleep information of the previous night is stored when the sleep information is transmitted from the user. In other words, when the sleep information is transmitted to the server 20 in association with a confirmation request for an event, if the user does not request confirmation of the event, the sleep information of the previous night is not stored in the user information table 2021. The sleep information of the next day cannot be accepted in a state where the user has not confirmed the evaluation of the sleep of the previous night. Therefore, if the event is not confirmed because the user has reserved it despite the sleep information of the previous night being stored, the sleep information of the next day cannot be accepted, and the next event does not occur. The state in which the sleep information of the next day cannot be accepted specifically includes, for example, an input indicating that the user has gone to bed cannot be made (the sleep start button cannot be pressed), sleep detection does not start, sleep information is not received by the server 20, and the like. In this way, the sleep information stored in the item "sleep information" can store the sleep information for the next day when the event is confirmed by the user. The item "sleep information" is a parameter that does not accept updates unless the event is confirmed by the user.
[0118] Furthermore, for example, past sleep information may be stored in the item "sleep information." The past sleep information stored in the user information table 2021 may be older than the past sleep information stored in the user information 181. In other words, the user information 181 may store a portion of the past sleep information stored in the user information table 2021.
[0119] Fig. 8 is a diagram showing an example of the data structure of the setting table 2022. The setting table 2022 shown in Fig. 8 is a table having columns such as a setting ID, a basic lottery parameter, a field 1, a field 2, and a field 3. The setting table 2022 may have columns from field 4 onwards.
[0120] The setting ID is an item that stores an identifier for uniquely identifying a setting. The lottery basic parameter is an item that stores the lower limit value of the lottery basic parameter for matching with the corresponding column. Field 1 is an item that stores the number of draws in the first field as the setting when the lottery is conducted. Field 2 is an item that stores the number of draws in the second field as the setting when the lottery is conducted. Field 3 is an item that stores the number of draws in the third field as the setting when the lottery is conducted.
[0121] FIG. 9 is a diagram showing an example of the data structure of the master table 2023. The master table 2023 shown in FIG. 9 is a table having columns such as management ID, name, object ID, mode, attribute, frequency, unlock, and required parameters. The master table 2023 may have a column for storing a sleep type that specifies the type of sleep of an object. When the sleep type of a user is determined, an object corresponding to the sleep type of the user may be made more likely to win. In addition, the master table 2023 may have a column for storing a field associated with an object. When a predetermined field is set, an object associated with the field may be made more likely to win.
[0122] The management ID is an item that stores an identifier for uniquely identifying an object to be selected. Even if the object is the same, it will be treated as an individual object depending on the mode. The mode is an item that stores the display mode of the object. The frequency is an item that stores a parameter related to the probability that the object will be selected. The unlock is an item that stores a parameter related to whether the object will be selected. The item "unlock" stores a parameter for an object related to a column to be selected as a lottery object, that is, a parameter for being unlocked. The parameter stored in the item "unlock" is, for example, a rank determined based on the accumulated value of the lottery basic parameters. When the rank stored in the item "unlock" is reached, the object related to the corresponding column will be selected as a lottery object. As the number of days in a predetermined period passes, the accumulated value increases as the lottery basic parameters calculated each day are accumulated. As the accumulated value increases, the number of objects unlocked increases, and a lottery is held from various objects and display modes of the objects.
[0123] Fig. 10 is a diagram showing an example of the data structure of the period event table 2024. The period event table 2024 shown in Fig. 10 is a table having columns such as name, period, first parameter, second parameter, benefit, and appearance rate, with a period event ID as a key.
[0124] The period event ID is an item that stores an identifier for uniquely identifying a period event. The item "period event ID" may be assigned a different ID even for the same period event if the effect that occurs is different. The name is an item that stores the name of the period event. In the case of a period event related to a full moon, for example, "Sleep Day Eve Festival", "Sleep Day Full Moon Day", or "Sleep Day After Festival" is stored in the item "Name".
[0125] The period is an item that stores the period during which the period event is held. The item "period" may contain multiple consecutive periods or a single date. The first parameter is an item that stores an effect that occurs due to the period event. The item "first parameter" stores, for example, a multiple. In this embodiment, the first parameter represents an effect that is applied to the lottery basic parameter, and during the target period, the number listed in the item "first parameter" is multiplied by the lottery basic parameter. The second parameter is an item that stores other effects that occur due to the period event. The item "second parameter" stores, for example, a multiple. In this embodiment, the second parameter represents an effect that is applied to the parameter in the second relationship, and during the target period, the number listed in the item "second parameter" is multiplied by the parameter in the second relationship.
[0126] The "Benefit" item stores other effects that occur due to a time-limited event. The "Benefit" item stores, for example, a constant. In this embodiment, if the user sleeps during the target period of the time-limited event, the constant listed in the "Benefit" item is granted to the user. The "Target Object" item stores other effects that occur due to a time-limited event. The "Target Object" item stores, for example, objects whose appearance rate increases and parameters related to the appearance. The "Target Object" item may also include, for example, special objects that are only selected as extraction targets during time-limited events.
[0127] The period event table 2024 may store information on period events that have been held in the past and information on period events that will be held in the future, in addition to information on period events that are currently being held.
[0128] <3 operations> The operations of the terminal device 10 and the server 20 according to this embodiment will be described.
[0129] (Behavior while sleeping) FIG. 11 is a flowchart showing an example of the operation of the terminal device 10 when the user goes to bed.
[0130] First, when the user goes to bed, in order to play a game using sleep information, the user operates the terminal device 10 and executes a program related to the game. The user operates the terminal device 10 to cause the display 141 to display a button for notifying the user that he or she is going to bed.
[0131] In step S11, the terminal device 10 receives an instruction to start going to bed from the user. Specifically, when going to bed, the user presses a button displayed on the display 141. The operation receiving unit 191 receives the user's pressing of the button as an instruction to go to bed.
[0132] In step S12, the terminal device 10 judges whether or not the going to bed that day is going to bed in a period event. Specifically, the game processing unit 195 refers to the date on which the period event is held, and judges whether or not the going to bed that day is going to bed in a period event. If the going to bed that day is going to bed in a period event, the game processing unit 195 shifts the process to step S13. If the going to bed that day is not going to bed in a period event, the game processing unit 195 shifts the process to step S14.
[0133] In step S13, the terminal device 10 presents to the user that the sleep to be started is a sleep in a period event. Specifically, the presentation control unit 194 refers to the date of this day, and acquires information on the period event corresponding to the date from the server 20. The presentation control unit 194 causes the display 141 to display the acquired information. This may be said as the server 20 presenting to the user that the sleep to be started is a sleep in a period event.
[0134] FIG. 12 is a schematic diagram showing a display example of the display 141 of the terminal device 10. In the example shown in FIG. 12, the presentation control unit 194 displays an area 1411 on the display 141. The area 1411 is an area for displaying information related to a period event being held. The presentation control unit 194 displays, for example, the name of the period event being held in the area 1411. In the example of FIG. 12, "Good Sleep Day" and "Eve Festival" are displayed as the names of the period events. The presentation control unit 194 may display, for example, effects occurring in the period event in the area 1411. In the example of FIG. 12, "Double Sleep Power, Double Sleep Exp, Bonus Sleep Points +300pt, Appearance Rate Up of a Predetermined Character" are displayed as effects occurring in the period event. Note that the sleep power represents the lottery basic parameter, the sleep exp represents the parameter in the second relationship, and the bonus sleep points represent the benefit.
[0135] The date change in a time-limited event is not limited to midnight. For example, the date in the game may change at 4 a.m. The reward obtained by sleeping varies depending on whether or not a time-limited event is in progress. Even if a time-limited event is in progress, the reward obtained varies depending on the day of the time-limited event. Therefore, by allowing the user to understand whether the current sleep corresponds to sleep in a time-limited event or sleep on a specific day in the time-limited event, it is possible to change the motivation for sleeping. In other words, since the time-limited event is in progress, it is possible to generate motivation to sleep well.
[0136] The presentation control unit 194 displays, for example, a button 14111 for indicating that the display content has been confirmed in the area 1411. When the user confirms the information displayed in the area 1411, the user presses the button 14111. When the button 14111 is pressed, the game processing unit 195 shifts the process to step S14.
[0137] In step S14, the terminal device 10 notifies the server 20 that the user has started to sleep. Specifically, the transmission / reception unit 192 transmits to the server 20 the fact that the user has started to sleep and the time when the user started to sleep.
[0138] In addition, when the start of sleep is transmitted to the server 20 without operating the terminal device 10, for example, when the start of sleep is transmitted to the server 20 by pressing a button on the sleep measuring device 11, the presentation control unit 194 may present information regarding the period event to the user from the speaker of the sleep measuring device 11 or the speaker 172 of the terminal device 10.
[0139] (Action when waking up) 13 is a flowchart showing an example of the operation of the terminal device 10 when the user wakes up. The user basically sleeps every day. Therefore, the terminal device 10 and the server 20 repeatedly perform the operation based on the sleep information every time the user sleeps. Note that the operation by the terminal device 10 and the server 20 based on the sleep information may be performed multiple times a day, for example. For example, the terminal device 10 and the server 20 may also perform the operation for sleep such as a second nap or a nap.
[0140] In step S21, the terminal device 10 detects that the user has woken up. Specifically, for example, the control unit 190 accepts an operation input from the user to the terminal device 10 through the operation acceptance unit 191. For example, the operation input is an operation to confirm the sleep information. The operation to confirm the sleep information includes, for example, an operation to declare that the user has woken up, such as pressing a button indicating that the user has woken up. In addition, the operation to confirm the sleep information includes, for example, an operation to stop an alarm that is issued at the scheduled wake-up time.
[0141] In step S22, the terminal device 10 acquires sleep information. Specifically, for example, when the control unit 190 detects that the user has woken up by the game processing unit 195, the control unit 190 ends the measurement of the user's sleep information. The management unit 193 collects the sleep information. The management unit 193 stores the collected sleep information in the user information 181.
[0142] In step S23, the terminal device 10 receives an instruction from the user to confirm the contents of the event. Whether or not to confirm the contents of the event may be set in advance. The game processing unit 195 determines whether or not to confirm the contents of the event according to the set contents.
[0143] In step S24, the terminal device 10 accesses the server 20. Specifically, for example, when an instruction to confirm the contents of the event is received, the control unit 190 transmits the sleep information stored in the user information 181 to the server 20 via the transmission / reception unit 192. In addition, the transmission / reception unit 192 transmits a request to confirm the contents of the event to the server 20.
[0144] (Action when event occurs) FIG. 14 is a diagram for explaining an example of the operations of the terminal device 10 and the server 20 when an event occurs.
[0145] First, the server 20 receives the sleep information and a request to confirm the details of the event from the terminal device 10.
[0146] In step S31, the server 20 generates an event. The server 20 also evaluates the user's sleep as one aspect of the event. Specifically, for example, the control unit 203 calculates a basic lottery parameter based on the user's sleep information and information on the development item acquired by the game elements during the day, using the game progress module 2034. The game progress module 2034 refers to the period event table 2024 to determine whether or not this day corresponds to a period event, and if it corresponds to a period event, reads out the value of the item "first parameter" for the target period event. For example, the game progress module 2034 multiplies the calculated basic lottery parameter by the read value. For example, the presentation module 2036 presents the evaluation result of the user's sleep to the user. For example, the transmission control module 2032 transmits information for displaying the evaluation result of the user's sleep to the terminal device 10.
[0147] In step S32, the terminal device 10 displays the sleep evaluation result. Specifically, for example, the presentation control unit 194 first displays the calculated lottery basic parameters on the display 141, and then displays the value multiplied by the effect of the period event on the display 141.
[0148] In step S33, the server 20 draws an object based on the sleep information as one aspect of the event. The presentation module 2036, for example, presents the result of the drawing to the user. The transmission control module 2032, for example, transmits information for displaying the result of the drawing to the terminal device 10.
[0149] In step S34, the terminal device 10 displays the lottery result.
[0150] In step S35, the server 20 provides the user with an opportunity to interfere with any of the objects determined by lottery as one aspect of the event. Specifically, for example, the game progress module 2034 provides an opportunity to improve the first relationship by granting a grant item to any of the objects determined by lottery. The presentation module 2036, for example, presents the opportunity to interfere with the object to the user. The transmission control module 2032, for example, transmits information for displaying the opportunity to interfere with the object to the terminal device 10.
[0151] In step S36, the terminal device 10 displays the chance of interference with the object.
[0152] The user selects a desired object from a plurality of objects determined by lottery, for example. The presentation control unit 194 causes the display 141 to display a screen for granting an granted item to the selected object. The user grants a plurality of granted items to the selected object. The transmission / reception unit 192 transmits the result of the interference with the object to the server 20.
[0153] In step S37, the server 20 updates the user information table 2021. Specifically, the control unit 203 updates the item “related object” of the user information table 2021 by the management module 2033 based on the result of interference received from the terminal device 10.
[0154] (Lottery based on sleep information) 15 is a flowchart showing an example of the operation of the server 20 when a lottery is held based on sleep information. For ease of understanding, this description will also be given of a case where the lottery target is an object. In other words, a case where the display mode of an object is not included in the lottery targets will be described.
[0155] In step S41, the server 20 determines the number of lottery draws. Specifically, for example, the control unit 203 of the server 20 causes the game progress module 2034 to compare the lottery basic parameters that have obtained the effect of the period event with the currently set field in the setting table 2022. The game progress module 2034 sets the number of lottery draws to a number determined from the lottery basic parameters and the currently set field. More specifically, for example, when the lottery basic parameters are "2 x 2000" and the set field is "field 1", the game progress module 2034 refers to the setting table 2022 and determines the number of lottery draws to be "3".
[0156] In step S42, the server 20 determines a group of objects to be selected. Specifically, for example, the game progress module 2034 adds the newly calculated basic lottery parameters to the accumulated values calculated at the previous wake-up, and calculates the accumulated values of the basic lottery parameters. The game progress module 2034 determines the rank of the accumulated values based on the accumulated values. For example, the game progress module 2034 has a plurality of thresholds set in advance, and determines the rank by comparing the accumulated values with the thresholds.
[0157] The game progress module 2034 extracts from the master table 2023 objects that are unlocked at or below the determined rank, and sets them as a group of objects to be selected by lottery. That is, when the rank is 2, an object with "1" stored in the item "unlock" and an object with "2" stored in the item "unlock" become a group of objects to be selected by lottery. At this time, the game progress module 2034 may extract a special object in a time event to form an object group. Extracting a special object means selecting a special object from the master table 2023 as a lottery object so that an object that appears only during a time event is selected as a lottery object. That is, outside of the time event, this special object is not extracted from the master table 2023 as a lottery object.
[0158] In step S43, the server 20 determines whether the drawing is the last drawing. If it is not the last drawing (No in step S43), the game progress module 2034 shifts the process to step S44. If it is the last drawing (Yes in step S43), the game progress module 2034 shifts the process to step S45.
[0159] In step S44, the server 20 conducts a normal lottery (first lottery). Specifically, for example, the game progress module 2034 conducts a lottery for an object from among the determined object group, from among the objects whose required parameters do not exceed the remaining values of the lottery basic parameters. The winning probability of each object to be lottery-selected is calculated, for example, by using the sum of the values of the item "frequency" of the objects included in the object group as the denominator and the value of the item "frequency" of each object as the numerator.
[0160] The game progress module 2034 may weight a parameter related to the probability of selecting a specific object when a specific requirement is met, such as during a specific period of time during which an event is being held. For example, the game progress module 2034 weights the value of the item "frequency" of the corresponding object so as to increase the probability of the object being selected.
[0161] If there is no object whose required parameters fall within the remaining value of the lottery basic parameters, the game progress module 2034 performs lottery for an object starting from the object whose required parameters are the smallest.
[0162] The game progress module 2034 subtracts the required parameters of the object selected by lottery from the remaining value of the lottery basic parameters.
[0163] In step S45, the server 20 conducts a special drawing (second drawing) with a higher expected value than the normal drawing. Specifically, for example, the game progress module 2034 conducts drawing of an object from among the determined object group, from among the objects whose required parameters do not exceed the remaining value of the lottery basic parameters and whose required parameters exceed a preset lower limit. In other words, for example, the game progress module 2034 conducts drawing of an object from among the determined object group, from among the objects whose required parameters are the maximum with respect to the remaining value of the lottery basic parameters.
[0164] The game progress module 2034 may weight a parameter related to the probability of selecting a specific object when a specific requirement is met, such as during a specific period of time during which an event is being held. For example, the game progress module 2034 weights the value of the item "frequency" of the corresponding object so as to increase the probability of the object being selected.
[0165] If there is no object whose required parameters fall within the remaining value of the lottery basic parameters, the game progress module 2034 performs lottery for an object starting from the object whose required parameters are the smallest.
[0166] The game progress module 2034 subtracts the required parameters of the object selected by lottery from the remaining value of the lottery basic parameters.
[0167] In step S46, the server 20 judges whether or not the lotteries have been held the determined number of times. Specifically, for example, when the number of lotteries is determined to be three, the game progress module 2034 judges whether or not three lotteries have been held. When the lotteries have been held the determined number of times, the game progress module 2034 shifts the process to step S47. When the lotteries have not yet been held the determined number of times, the game progress module 2034 shifts the process to step S43, and repeats the processes of steps S43 to S45.
[0168] In step S47, the server 20 judges whether the lottery result satisfies a predetermined requirement. Specifically, for example, the game progress module 2034 judges whether the number of times the same object is selected satisfies a predetermined requirement. For example, the game progress module 2034 judges whether the four objects are the same (the object IDs are the same) when the number of lotteries is four. Also, for example, the game progress module 2034 judges whether the four objects are the same when the number of lotteries is six. Also, for example, the game progress module 2034 judges whether the four objects are the same when the number of lotteries is eight.
[0169] If the lottery result satisfies the predetermined requirement (Yes in step S47), the game progress module 2034 shifts the process to step S48. If the lottery result does not satisfy the predetermined requirement (No in step S47), the game progress module 2034 shifts the process to step S49.
[0170] In step S48, the server 20 discards the lottery results. Specifically, for example, the game progress module 2034 discards all objects selected in the lottery for the number of lotteries, and shifts the process to step S43.
[0171] In step S49, the server 20 determines whether there is an additional lottery. Specifically, for example, the game progress module 2034 determines whether a predetermined requirement for an additional lottery is met. If it is met, the game progress module 2034 shifts the process to step S410. If it is not met, the game progress module 2034 ends the process.
[0172] In step S410, the server 20 performs an additional lottery. Specifically, for example, the game progress module 2034 selects a preset object. The game progress module 2034 may select an object from the determined object group, or may select an object from other than the determined object group. The game progress module 2034 may also select an object set in a period event. Note that, when the display mode of an object is included in the lottery target, the game progress module 2034 may perform a lottery for the display mode of the object, or may select a preset display mode. The preset display mode is, for example, a display mode with the lowest required parameters. The game progress module 2034 does not subtract the required parameters of the selected object and the display mode of the object from the lottery basic parameters.
[0173] The lottery process by the server 20 is not limited to the steps described in Fig. 12. For example, in the example shown in Fig. 12, a special lottery is performed in the final lottery, but the special lottery may be performed in any lottery.
[0174] Furthermore, the processes of steps S49 and S410 are not limited to those performed after step S47. The game progress module 2034 may perform these processes at any timing shown in FIG.
[0175] (Presenting reports during period events) FIG. 16 is a flowchart showing an example of the operation of the server 20 when presenting a report on a period event to a user.
[0176] First, the server 20 executes a report presentation process, for example, when a periodic event ends and a predetermined period has passed. The predetermined period is, for example, at least one day after the periodic event ends. This is because it is necessary to wait for at least one day to compile sleep information of users all over the world. Also, if a period of time passes after the periodic event ends, there is a risk that emotions during the periodic event will be forgotten. Therefore, it is desirable that the predetermined period be a period during which emotions during the periodic event are still vivid, for example, about one week at most.
[0177] In step S51, the server 20 reads out the sleep information stored during the period event. Specifically, for example, the report module 2035 refers to the user information table 2021 and acquires the sleep information measured on a specific date during the period event. The report module 2035 acquires the sleep information for all users whose valid sleep was measured during the period event.
[0178] When generating a report for a specific day in a period event, the report module 2035 acquires sleep information for that day. Specifically, for example, when generating a report for a full moon day in a period event related to the phases of the moon, the report module 2035 acquires sleep information measured on the day when the moon was full.
[0179] Furthermore, when generating a report for multiple days during a period event, the report module 2035 acquires sleep information for the multiple days. Specifically, for example, when generating a report for three days, the eve of a festival, the day of the full moon, and the after-festival, during a period event related to the phases of the moon, the report module 2035 acquires sleep information measured on these dates.
[0180] In step S52, the server 20 reads out the sleep information stored in a different period corresponding to the period of the period event. Specifically, for example, the report module 2035 sets a different period corresponding to the period of the period event. For example, the report module 2035 refers to the user information table 2021, and acquires the sleep information measured in the different period for the user who participated in the period event.
[0181] When generating a report for a specific day in a period event, the report module 2035 acquires sleep information of users who participated in the period event for a day in a different period. Specifically, for example, when generating a report for a full moon day in a period event related to the phases of the moon, the report module 2035 acquires sleep information measured for users who participated in the period event on the same day of the week one week before the date of the full moon.
[0182] In addition, when generating a report for multiple days during a periodic event, the report module 2035 acquires sleep information of users who participated in the periodic event for multiple days in different periods. Specifically, for example, when generating a report for three days, the eve of a festival, the day of the full moon, and the after festival, in a periodic event related to the phases of the moon, the report module 2035 acquires sleep information measured for users who participated in the periodic event for three days on the same days of the week one week before these dates.
[0183] In step S53, the server 20 generates report contents based on the acquired sleep information. Specifically, for example, the report module 2035 performs a predetermined statistical process on the sleep information acquired in the period event. For example, the report module 2035 calculates a total value (first total value) of the sleep information acquired in the period event. In addition, the report module 2035 performs a predetermined statistical process on the sleep information acquired in the past period. For example, the report module 2035 calculates a total value (second total value) of the sleep information acquired in the past period.
[0184] For example, the report module 2035 calculates the difference between the first total value and the second total value, and generates a report including the calculated difference. The report module 2035 may generate a report such that the first total value and the second total value are arranged side by side. The report module 2035 may also generate a report including the increase rate of the first total value relative to the second total value.
[0185] In step S54, the server 20 presents the generated report content to the user. Specifically, the presentation module 2036 uses a predetermined communication function in the game to present the report content to the user. The presentation module 2036 may present the report content to users who have participated in the period event, or may present the report content to all users.
[0186] Fig. 17 is a schematic diagram showing a display example of the display 141 of the terminal device 10. In the example shown in Fig. 17, the presentation control unit 194 causes the display 141 to display an area 1412. The area 1412 is an area for displaying the report content of a period event that has ended. The presentation control unit 194 displays, for example, the name of the period event that has ended and the date on which the period event was held in the area 1412. In the example of Fig. 17, "Good Sleep Day" is displayed as the name of the period event, and "(mm / dd)" is displayed as the date on which the event was held.
[0187] Furthermore, the presentation control unit 194 displays, for example, the report content for the period event in the area 1412. In the example of Fig. 17, "The world's sleep time has increased by 20,000 hours compared to usual" is displayed as the report content for the period event. Furthermore, the presentation control unit 194 may display, for example, a comment encouraging the user in the area 1412. In the example of Fig. 17, "Continue to sleep well and get a good sleep rhythm" is displayed as the comment encouraging the user.
[0188] The presentation control unit 194 displays, for example, a button 14121 for indicating that the display contents have been confirmed in the area 1412. When the user confirms the information displayed in the area 1412, the user presses the button 14121.
[0189] In step S54, the server 20 may present information about the next period event to the user. Specifically, for example, the presentation module 2036 refers to the period event table 2024 and acquires information about the period event scheduled to be held next. The presentation module 2036 presents the acquired information to the terminal device 10. For example, the presentation module 2036 presents information about the next period event after the user confirms the report content. Specifically, when the button 14121 shown in FIG. 17 is pressed by the user, the presentation module 2036 presents information about the next period event to the user.
[0190] FIG. 18 is a schematic diagram showing a display example of the display 141 of the terminal device 10. In the example shown in FIG. 18, the presentation control unit 194 displays an area 1413 on the display 141. The area 1413 is an area for displaying information about the period event scheduled to be held next. The presentation control unit 194 displays, for example, the contents of the period event to be held next, the holding date and time of the period event to be held next, the effect generated in the period event to be held next, and the like in the area 1413. In the example of FIG. 18, "Good Sleep Day" as the name of the period event, "Eve of the event 10 / 26 (Thu) 4:00-3:59", "Full Moon Day 10 / 27 (Fri) 4:00-3:59", "After the event 10 / 28 (Sat) 4:00-3:59" as the holding date and time, and "Bonus effect" as the effect to be generated are displayed. Note that the presentation control unit 194 may display, in the "bonus effect", that a special character may become a friend only during the period event, such as "appearance of a specified character".
[0191] The presentation control unit 194 displays, for example, a button 14131 for indicating that the display contents have been confirmed in the area 1413. When the user confirms the information displayed in the area 1413, the user presses the button 14131.
[0192] The process performed by the server 20 to present the report content is not limited to the above.
[0193] For example, the report module 2035 may compile the sleep information for each attribute of the user. Specifically, for example, in step S53, the report module 2035 classifies the users for each attribute such as residential area, age, sex, and occupation, and compiles the sleep information of the users for each classified attribute. This allows the report module 2035 to obtain sleep results for each attribute such as residential area, age, sex, and occupation.
[0194] The report module 2035 may generate information for each attribute that compares the sleep results of a period event with the sleep results of another period corresponding to the period event. The report module 2035 may generate information that compares the sleep results for each attribute.
[0195] Also, for example, the report module 2035 may grant a reward to a user according to the sleep result of the period event. For example, when a goal to be achieved is set based on the sleep information of multiple users, the report module 2035 grants rewards to multiple users when a numerical value based on the sleep information stored by the multiple users meets this goal. More specifically, for example, when the goal is "to sleep 10,000 hours longer than the previous week (a period different from the period event)", the report module 2035 adds up the sleep times of multiple users during the period event. When the total value of the sleep time achieves the goal of "to sleep 10,000 hours longer than the previous week", the report module 2035 grants a special reward to the participant. The goal may be set in stages, such as 1,000, 5,000, 10,000, etc. At this time, the reward may be changed for each goal. For example, when the sleep result of a user with a certain attribute is good, the report module 2035 may grant a reward only to the user with the corresponding attribute.
[0196] The report module 2035 may select users to whom a reward is to be given from among the target users in accordance with a predetermined rule. The predetermined rule is, for example, as follows. ·lottery -Users whose sleep results meet certain requirements Users whose play history meets certain requirements, such as frequency of play, frequency of participation in periodic events, and use of specified services
[0197] The report module 2035, for example, uses a predetermined communication function within the game to grant a reward to the user. The presentation module 2036 may or may not present to the user the fact that a reward has been granted.
[0198] The presentation module 2036 may present the report contents via an external system. For example, in step S54, the presentation module 2036 may present the report contents generated by the report module 2035 to the user via an external system. Specifically, the server 20 provides the report contents to the external system, for example. The external system includes, for example, a system that provides an SNS service, or a system related to a predetermined news media. The external system creates a page based on the report contents, and provides a link to the created page to the server 20. The presentation module 2036 uses a predetermined contact function in the game to notify the user of a link to a page based on the report contents. The user checks the report contents by accessing the notified link destination.
[0199] Furthermore, the order of reading out the sleep information stored in a period event (step S51) and reading out the sleep information stored in a different period corresponding to the period of the period event (step S52) shown in FIG. 16 may be interchanged.
[0200] Furthermore, reading of the sleep information stored in a different period corresponding to the period in the period event and compilation of the sleep information may be performed before the end of the period event. Only reading of the sleep information may be performed before the end of the period event. The different period corresponding to the period in the period event is clear at the time the period event starts. By reading the sleep information stored in the different period before the end of the period event and compiling the read information, the amount of processing to be performed after the end of the period event is reduced, making it possible to generate report content efficiently.
[0201] As described above, in the above embodiment, the game progress module 2034 sets a predetermined first period. The report module 2035 acquires sleep information of a plurality of users in a second period corresponding to the first period. The report module 2035 acquires sleep information of a plurality of users in the first period. The report module 2035 presents the sleep information acquired in the first period and the sleep information acquired in the second period in a comparable manner. That is, the server 20 compares the sleep time of a plurality of users during a period event with the sleep time of the plurality of users before the period event, and presents the comparison result to all users (which may be users who participated in the period event).
[0202] This allows the user to recognize the presence of other users, their contributions, and his / her own contributions. This allows the user to feel a sense of unity as if playing a game together with other users. Furthermore, if the user's sleep time during a time event exceeds the sleep time before the time event, the user can feel a sense of accomplishment. This allows the server 20 to provide the user with a more enjoyable gaming experience, and motivates the user to continue playing the game. Furthermore, in order to achieve a sense of accomplishment, the user will have the goal of "sleeping longer during a time event," and this will lead to an increase in users who are motivated to continue playing the game.
[0203] Therefore, according to the server 20 of this embodiment, even in a single-player game, users can feel a sense of unity with each other and share a sense of accomplishment in the game, thereby making the game more interesting.
[0204] In the above embodiment, the game progress module 2034 generates a predetermined effect in accordance with the sleep information during the first period. When the sleep time is used in the game, the user's sleep time may be shortened due to external factors such as the phases of the moon. If the game cannot be progressed as expected due to such physiological phenomena, the user will feel stressed. Therefore, when it is known in advance that the user's sleep time will be shortened due to the phases of the moon, etc., a period event is set during that period, and the effect of the period event is reflected when evaluating the user's sleep, so that the user is given a sense of satisfaction. In addition, the user is invited to sleep more. By generating a predetermined effect during the first period in which the period event is held in this way, it is possible to prevent the user's dissatisfaction from accumulating even if the sleep time may be shortened due to external factors.
[0205] In the above embodiment, the game progress module 2034 evaluates sleep by applying a predetermined weight to the sleep information during the first period. Furthermore, the game progress module 2034 associates special game media or makes it easier for a predetermined game media to be associated according to the sleep information during the first period. This allows the user to be satisfied with the sleep evaluation result even if there is a possibility that the sleep time will be shortened due to an external factor. Furthermore, it is possible to generate a motivation for the user to sleep a lot during the period event if a special game media (character) is associated (becomes a companion).
[0206] In the above embodiment, the presentation module 2036 presents to the user, before sleeping during the first period, that the sleep is in the first period. This allows the user to sleep while recognizing that the sleep will reflect the effect of the period event, or that the sleep will not reflect the effect of the period event. This makes it possible to avoid disappointment in the expectation that the effect will be reflected, and allows the user to continue playing the game comfortably.
[0207] In the above embodiment, the presentation module 2036 presents to the user, before sleeping, what day in the first period it is that the sleep is occurring. During the same period event, the effect may vary from day to day. By presenting even the "day" in the first period, the user can sleep while recognizing that the sleep will reflect the effect of that day in the period event, or that the sleep will not reflect the effect of that day in the period event. This makes it possible to avoid disappointment in the expectation that the effect will be reflected, and allows the user to continue playing the game comfortably.
[0208] In the above embodiment, the presentation module 2036 presents a predetermined effect to the user before sleep during the first period, which allows the user to sleep after recognizing the reflected effect.
[0209] In the above embodiment, the presentation module 2036 presents the sleep information of a single day in the first period and the sleep information of a single day in the second period in a manner that allows comparison between the sleep information of the corresponding days, allowing the user to intuitively feel how much their own sleep has affected them.
[0210] In the above embodiment, the presentation module 2036 presents sleep information for multiple days in the first period and sleep information for multiple days in the second period in a comparable manner, which allows the user to compare sleep information during the period event with sleep information during a corresponding different period, thereby allowing the user to feel a sense of accomplishment in the period event.
[0211] In the above embodiment, the report module 2035 performs statistical processing on the sleep information of multiple users. The presentation module 2036 presents the statistically processed information in a comparable manner. This allows the user to recognize the number of users who participated in the event during the period, and to feel a sense of unity with many users.
[0212] In the above embodiment, the presentation module 2036 presents information on the number of people who obtained sleep information in the first period and information on the number of people who obtained sleep information in the second period in a comparable manner. This allows the user to recognize the number of users who participated in the event during the period, and allows the user to feel a sense of unity with many users.
[0213] In the above embodiment, the second period is the same day of the week as the first period. Also, the second period is the same day of the week as the first period in the week before the first period. This allows the server 20 to match the conditions of the period in the period event and the period to be compared, and allows accurate comparison of the sleep information.
[0214] In the above embodiment, the report module 2035 compiles the sleep information acquired in the first time period for each user attribute. The report module 2035 compiles the sleep information acquired in the second time period for each user attribute. The presentation module 2036 presents the sleep information compiled for each attribute in a comparable manner. This makes it possible to compare the sleep information for each predetermined attribute, thereby further increasing the interest of the game.
[0215] In the above embodiment, the report module 2035 provides a reward to the user according to the result of the comparison, which enables the server 20 to further increase the motivation to participate in the period event.
[0216] In the above embodiment, the presentation module 2036 presents the difference between the sleep information of the first period and the sleep information of the second period. This makes it clear how much the period event has affected the user's sleep, thereby improving the interest of the report content.
[0217] In the above embodiment, the presentation module 2036 presents the comparison results in the game. This allows the server 20 to present the report results to the user as the game results of the user. In other words, the server 20 can provide the report results as event content for the period up to the time of the report.
[0218] In the above embodiment, the presentation module 2036 presents the comparison results to the user via an external system. This allows the server 20 to use the report results for advertising purposes, and can be used as a measure to increase the number of people who experience the game.
[0219] In the above embodiment, the first period is a period related to a full moon (for example, the day of the full moon and the days before and after the full moon). This makes it possible to treat the phenomenon related to the waxing and waning of the moon as a period event and promote sleep.
[0220] In the above embodiment, the presentation module 2036 presents the next first period to the user. This allows the user to know the next period event, and allows the user to continue playing the game with excitement until then.
[0221] <4 Variation> In the above embodiment, an example has been described in which the sleep information of users who slept during a period in a period event is tallied. All sleep information stored during a period in a period event may not be tallied. For example, a user may be allowed to select whether or not to participate in the period event. However, a user who declines participation in the period event will not be able to receive the effects that occur in the period event. In addition, a user may be allowed to select to participate in the period event but to be excluded from the tallying of the period event. Since the sleep information of a user who declines participation or a user who selects to be excluded from the tallying is not tallied, the tallying result in the report content does not include the sleep information of this user.
[0222] In the above embodiment, the game progress module 2034 performs a lottery for the object and the display mode of the object, but the lottery may be performed for only one of the objects, and the other may be determined incidentally. That is, the game progress module 2034 performs a lottery for the object, and the display mode is determined in ascending order of rarity. The game progress module 2034 performs a lottery for the display mode of the object, and the object is determined according to a predetermined rule.
[0223] In the above embodiment, the server 20 provides a game using sleep information and executes a lottery for the game. However, the game provided by the server 20 is not limited to the game using sleep information. The game provided by the server 20 may be, for example, a game using user activity information. The game progress module 2034 calculates a parameter for evaluating the user's activity based on the user's activity information, for example. The game progress module 2034 may execute the lottery shown in this embodiment based on the parameter. In this case, for example, a cold winter day when people want to avoid exercising may be set as a period event.
[0224] In addition, the game progress module 2034 may execute the lottery shown in this embodiment in any lottery that executes multiple lotteries. For example, in a case where multiple lottery opportunities are obtained by using a predetermined element, the lottery shown in this embodiment may be executed.
[0225] In the above embodiment, the terminal device 10 is described as a terminal realized by a smartphone or the like, but is not limited to this example. The terminal device 10 may be realized by installing software on a home PC or the like, and may receive operations from a mouse or the like.
[0226] In addition, sharing of specific information via communication lines is mainly performed via a WAN such as the Internet, but between information processing devices, communication may also be performed only via short-range wireless communication such as Bluetooth (registered trademark) and infrared communication without using a WAN.
[0227] In addition, in the above embodiment, an example of a form in which each function is provided by the terminal device 10 or the server 20 is described, but this is not limited to this form, and some or all of the functions may be provided by the terminal device 10, the server 20, or both the terminal device 10 and the server 20 in a form different from the above embodiment.
[0228] Furthermore, the present invention may be realized as a program that causes an information processing device to execute the functions of the above-mentioned terminal device 10 or server 20, or as a computer-readable non-transitory recording medium that stores the program.
[0229] <5 Basic hardware configuration of computer> 19 is a block diagram showing the basic hardware configuration of a computer 90. The computer 90 includes at least a processor 94, a main storage device 95, an auxiliary storage device 96, and a communication IF (interface) 99. These are electrically connected to each other via a bus.
[0230] The processor 94 is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, a register, a peripheral circuit, and the like.
[0231] The main storage device 95 is for temporarily storing programs, data to be processed by the programs, etc. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).
[0232] The auxiliary storage device 96 is a storage device for saving data and programs, such as a flash memory, a hard disk drive (HDD), a magneto-optical disk, a CD-ROM, a DVD-ROM, or a semiconductor memory.
[0233] The communication IF 99 is an interface for inputting and outputting signals for communicating with other computers via a network using a wired or wireless communication standard.
[0234] The network is composed of the Internet, a LAN, various mobile communication systems constructed by wireless base stations, etc. For example, the network includes 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), wireless networks that can connect to the Internet via a specified access point (e.g., Wi-Fi (registered trademark)), etc. In the case of wireless connection, communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc. In the case of wired connection, the network also includes a network that is directly connected by a USB (Universal Serial Bus) cable or the like.
[0235] It should be noted that the computer 90 can be virtually realized by distributing all or part of each hardware configuration among multiple computers 90 and connecting them together via a network. In this way, the computer 90 is a concept that includes not only a computer 90 housed in a single housing or case, but also a virtualized computer system.
[0236] <6 Basic Functional Configuration of Computer 90> A description will now be given of the functional configuration of a computer realized by the basic hardware configuration of a computer 90 shown in Fig. 19. The computer includes at least the functional units of a control unit, a storage unit, and a communication unit.
[0237] The functional units of the computer 90 can also be realized by distributing all or part of the functional units among multiple computers 90 connected to each other via a network. The computer 90 is a concept that includes not only a single computer 90 but also a virtualized computer system.
[0238] The control unit is realized by the processor 94 reading out various programs stored in the auxiliary storage device 96, expanding the programs in the main storage device 95, and executing processes according to the programs. The control unit can realize functional units that perform various information processing depending on the type of program. In this way, the computer is realized as an information processing device that performs information processing.
[0239] The storage unit is realized by a main storage device 95 and an auxiliary storage device 96. The storage unit stores data, various programs, and various databases. Furthermore, the processor 94 can secure a storage area corresponding to the storage unit in the main storage device 95 or the auxiliary storage device 96 in accordance with a program. Furthermore, the control unit can cause the processor 94 to execute processes of adding, updating, and deleting data stored in the storage unit in accordance with the various programs.
[0240] A database refers to a relational database, which is used to manage data sets called tables, which are structured according to rows and columns, by relating them to each other. In a database, a table is called a table, a column in a table is called a column, and a row in a table is called a record. In a relational database, it is possible to set relationships between tables and associate them.
[0241] Usually, a column is set in each table as a key for uniquely identifying a record, but setting a key in the column is not essential. The control unit can cause the processor 94 to add, delete, or update records in a specific table stored in the storage unit according to various programs.
[0242] The communication unit is realized by the communication IF 99. The communication unit realizes a function of communicating with other computers 90 via a network. The communication unit can receive information transmitted from other computers 90 and input the information to the control unit. The control unit can cause the processor 94 to execute information processing on the received information in accordance with various programs. In addition, the communication unit can transmit information output from the control unit to other computers 90.
[0243] Although several embodiments of the present disclosure have been described above, these embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and modifications are within the scope of the invention and its equivalents as described in the claims, as well as the scope and spirit of the invention.
[0244] <Additional Notes> The matters described in the above embodiments will be supplemented below. (Appendix 1) A program to be executed by a computer having a processor and a memory, for managing the progress of a game using sleep information, the program causing the processor to execute the steps of setting a predetermined first period, acquiring sleep information of multiple users in a second period corresponding to the first period, acquiring the sleep information of multiple users in the first period, and presenting the sleep information acquired in the first period and the sleep information acquired in the second period in a comparable manner. (Appendix 2) The program according to claim 1, further comprising causing a processor to execute a step of generating a predetermined effect in accordance with sleep information during a first period. (Appendix 3) The program according to claim 2, wherein in the step of generating the predetermined effect, sleep is evaluated by applying a predetermined weight to the sleep information during the first period. (Appendix 4) A program described in (Appendix 2), wherein in the step of generating a predetermined effect, a special game medium is associated or a predetermined game medium is more likely to be associated depending on the sleep information during the first period. (Appendix 5) The program according to any one of (Supplementary Note 1) to (Supplementary Note 4), which causes a processor to execute a step of notifying a user, before sleeping, during the first period, that the user is sleeping during the first period. (Appendix 6) The program according to claim 5, wherein, in the step of notifying that the sleep occurs in the first period, the day of the sleep in the first period is notified to the user before the sleep. (Appendix 7) The program described in (Appendix 2) causes the processor to execute a step of presenting a predetermined effect to the user before sleep during the first period. (Appendix 8) The program described in any one of (Appendix 1) to (Appendix 7), wherein in the step of presenting the sleep information, the sleep information for a single day in the first time period and the sleep information for a single day in the second time period are presented in a comparable manner. (Appendix 9) The program according to any one of (Supplementary Note 1) to (Supplementary Note 7), wherein in the step of presenting the sleep information, the sleep information for a plurality of days in a first time period and the sleep information for a plurality of days in a second time period are presented in a comparable manner. (Appendix 10) The program according to any one of (Supplementary Note 1) to (Supplementary Note 9), wherein in the step of presenting the sleep information, information obtained by performing statistical processing on the sleep information of a plurality of users is presented in a comparable manner. (Appendix 11) A program described in any one of (Appendix 1) to (Appendix 10), in which, in a step of presenting sleep information, information regarding the number of people who obtained sleep information in a first period and information regarding the number of people who obtained sleep information in a second period are presented in a comparable manner. (Appendix 12) The second period is a program described in any one of (Appendix 1) to (Appendix 11) on the same days of the week as the first period. (Appendix 13) The second period is the same day of the week as the first period in the week before (Appendix 1) to (Appendix 12). (Appendix 14) A program described in any one of (Appendix 1) to (Appendix 13), which causes a processor to execute a step of aggregating sleep information acquired in a first time period by user attribute, and a step of aggregating sleep information acquired in a second time period by user attribute, and in a step of presenting the sleep information, presents the sleep information aggregated for each attribute in a comparable manner. (Appendix 15) The program described in any one of (Appendix 1) to (Appendix 14) causes the processor to execute a step of granting a reward to a user depending on a result of the comparison. (Appendix 16) The program according to any one of (Supplementary Note 1) to (Supplementary Note 15), wherein in the step of presenting the sleep information, a difference between the sleep information of the first period and the sleep information of the second period is presented. (Appendix 17) The program according to any one of (Appendix 1) to (Appendix 16), wherein in the step of presenting sleep information, the comparison content is presented within a game. (Appendix 18) The program according to any one of (Supplementary Note 1) to (Supplementary Note 17), wherein in the step of presenting the sleep information, the content of the comparison is presented to the user via an external system. (Appendix 19) The program described in any one of (Appendix 1) to (Appendix 18), wherein the first period is a period relating to a full moon. (Appendix 20) The program according to any one of (Supplementary Note 1) to (Supplementary Note 19), which causes the processor to execute a step of presenting the next first period to a user. (Appendix 21) A method for managing the progress of a game using sleep information, the method being executed by a computer having a processor and a memory, the processor executing all of the steps executed in any of the inventions according to (Appendix 1) to (Appendix 20). (Appendix 22) An information processing device that manages the progress of a game using sleep information, comprising a control unit and a memory unit, wherein the control unit executes all of the steps executed in any of the inventions relating to (Appendix 1) to (Appendix 20). (Appendix 23) A system comprising means for executing all the steps performed in any of the inventions according to (Appendix 1) to (Appendix 20). [Explanation of symbols]
[0245] 1. System 10...Terminal device 12…Communication Interface 120…Communications Department 13...Input device 131...Touch-sensitive devices 14...Output device 141…Display 15…Memory 150...Location information sensor 16…Storage 160…Camera 17...Audio processing unit 171…Mike 172…Speaker 180...Storage section 19…Processor 190...Control unit 20…Server
Claims
1. A program for managing the progress of a game using sleep information, the program being executed by a computer having a processor and a memory, the program including: Setting a predetermined first period; acquiring sleep information of a plurality of users during a second time period corresponding to the first time period; acquiring sleep information of a plurality of users during the first period; presenting the sleep information acquired in the first time period and the sleep information acquired in the second time period in a comparable manner; A program that executes the following.
2. 2. The program according to claim 1, further comprising causing the processor to execute a step of generating a predetermined effect in response to the sleep information during the first period.
3. 3. The program according to claim 2, wherein in the step of generating the predetermined effect, sleep is evaluated by applying a predetermined weight to the sleep information during the first period.
4. 3. The program according to claim 2, wherein in the step of generating the specified effect, a special game medium is associated with the sleep information during the first period, or a specified game medium becomes more likely to be associated with the sleep information.
5. The program according to claim 1 , further comprising: during the first period, causing the processor to execute a step of notifying a user, before the user falls asleep, that the user is sleeping during the first period.
6. 6. The program according to claim 5, wherein in the step of notifying the user that the sleep occurs in the first period, the day of the sleep in the first period is notified to the user before the sleep occurs.
7. 3. The program product of claim 2, further comprising causing the processor to execute a step of presenting the predetermined effect to the user prior to sleep during the first period.
8. 2 . The program according to claim 1 , wherein in the step of presenting the sleep information, the sleep information for a single day in the first period and the sleep information for a single day in the second period are presented in a comparable manner.
9. 2 . The program according to claim 1 , wherein in the step of presenting the sleep information, the sleep information for a plurality of days in the first period and the sleep information for a plurality of days in the second period are presented in a comparable manner.
10. 2. The program according to claim 1, wherein in the step of presenting the sleep information, information obtained by performing statistical processing on the sleep information of the plurality of users is presented in a comparable manner.
11. The program according to claim 1 , wherein in the step of presenting the sleep information, information regarding the number of people who obtained sleep information in the first period and information regarding the number of people who obtained sleep information in the second period are presented in a comparable manner.
12. 2. The program of claim 1, wherein the second period is the same day of the week as the first period.
13. 2. The program of claim 1, wherein the second period is the same day of the week as the first period in the week preceding the first period.
14. aggregating the sleep information acquired during the first period for each user attribute; aggregating the sleep information acquired during the second period for each user attribute; causing the processor to execute 2. The program according to claim 1, wherein in the step of presenting the sleep information, the sleep information collected for each attribute is presented in a comparable manner.
15. 2. The program according to claim 1, further comprising a step of: providing a reward to the user depending on the result of the comparison.
16. 2. The program according to claim 1, wherein in the step of presenting the sleep information, a difference between the sleep information in the first period and the sleep information in the second period is presented.
17. 2. The program according to claim 1, wherein in the step of presenting said sleep information, the content of said comparison is presented within said game.
18. 2. The program according to claim 1, wherein in the step of presenting the sleep information, the content of the comparison is presented to the user via an external system.
19. 2. The program of claim 1, wherein the first period is a period associated with a full moon.
20. 2. The program product according to claim 1, further comprising a step of: presenting a next first period to a user.
21. A method implemented by a computer for managing the progress of a game using sleep information, the method comprising a processor and a memory, the processor executing all of the steps executed in the invention according to any one of claims 1 to 20.
22. An information processing device that manages the progress of a game using sleep information, comprising a control unit and a memory unit, wherein the control unit executes all of the steps executed in any of the inventions according to claims 1 to 20.
23. A system comprising means for performing all the steps performed in any one of claims 1 to 20.
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