Game device and game program
Patent Information
- Application Number
- JP2023143015
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-04
- Publication Date
- 2025-03-14
- Estimated Expiration
- 2043-09-04
AI Technical Summary
【0023】 本発明によれば、高齢者に対してゲームの継続意欲を喚起させる機能を有するゲーム装置及びゲームプログラムを提供することができる。
Smart Images

Figure 2025035767000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a game device and a game program for the elderly or disabled. [Background technology]
[0002] In recent years, health mahjong has become popular in elderly care facilities, and it is expected that using one's fingers will help prevent cognitive decline. For the same reason, some elderly care facilities and facilities for people with disabilities have introduced video games.
[0003] Furthermore, a technology described in Patent Document 1 has been proposed as a video game device that can train the brains of the elderly. Patent Document 1 discloses a video game device in which the device can be started and stopped simply by turning the main power switch on and off, the game progresses with minimal effort, and reflexes and attention are developed through a driving game by operating three buttons (a large joystick, a brake, and an accelerator), and similarly comprehension, memory, calculation skills, etc. are developed through a quiz game by operating the joystick and quiz answer buttons. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Utility Model Registration No. 3119856 Summary of the Invention [Problem to be solved by the invention]
[0005] Incidentally, moving fingers is possible with existing video games. However, in existing video games, it is often difficult for elderly people and people with disabilities to operate the game controller, which makes playing difficult. For this reason, it is desirable that the controller operation is as simple as possible and the game itself is simple. Therefore, it is possible to play simple games with existing video games. Furthermore, it is possible to provide elderly people and people with disabilities with an opportunity to play games by installing game machines permanently in elderly people's facilities and facilities for people with disabilities. However, it is difficult to install game machines permanently from the viewpoint of the license of the game company, the viewpoint of the law, or the viewpoint of the concern that elderly people or people with disabilities will compete for the limited number of permanent game machines, which may cause trouble. In addition, even if an event using a game targeted at elderly people is planned, it may be necessary to request permission to use the game from the game company, so it is not easy to hold the event.
[0006] In addition, even if a simple game with simple operations is provided, once elderly people or people with disabilities become accustomed to the game, they will easily become bored with the game due to its simplicity. For this reason, it is desirable to have a game device and a game program that have a function that, in addition to the game results, motivates elderly people and people with disabilities to continue playing the game.
[0007] The present invention aims to solve these problems and provide a game device and a game program that have a function of encouraging elderly people and people with disabilities to continue playing the game. [Means for solving the problem]
[0008] In order to achieve the above object, the present invention has the following configuration.
[0009] (1) A gaming device comprising: the game device includes a device main body that performs various processes for executing the game based on information from a controller that is operated by a player to progress the game, The device body includes: a game execution unit that executes a plurality of games capable of measuring a degree of ability related to cognitive function; a game result storage control unit that stores the game result information in a storage unit in association with identification information that enables a player to be identified; a cognitive function assessment unit that assesses a level of a cognitive function of a game player based on the result information stored in the storage means; A game device, wherein the evaluation result of the cognitive function evaluation unit is displayed on a display that displays a game screen.
[0010] According to (1), the result information obtained by the gamer playing the game becomes a parameter for measuring the degree of ability related to cognitive function, and the cognitive function evaluation unit evaluates the level of the gamer's cognitive function based on the result information. The evaluation result is visualized by displaying it on a display. This allows the gamer to know the level of his or her own cognitive function. Here, the gamer uses his or her fingers to operate the controller, and playing the game leads to an improvement in the level of cognitive function. This encourages the gamer to aim for a high score, making it possible to stimulate the desire to play games in elderly gamers.
[0011] (2) In paragraph (1), A gaming device, wherein the controller has a plurality of push buttons that can be positioned at any position.
[0012] According to (2), it becomes easier for gamers to operate the controller, which gives gamers more opportunities to use their fingers.
[0013] (3) In paragraphs (1) and (2), The device body includes: The game device further comprises an online battle control unit that shares a game screen with other game devices communicatively connected via a network and simultaneously progresses the game.
[0014] According to (3), online matches make it possible to play games with unknown players. This allows players to enjoy the game by competing with unknown players for the highest score, which can stimulate players' desire to play the game.
[0015] (4) A game device according to any one of (1) to (3), The storage means stores game result data including past game result data.
[0016] According to (4), the cognitive function evaluation unit can evaluate the level of the cognitive function of the gamer by taking into account past game result data. In addition, it becomes possible to analyze and evaluate the time series changes of parameters that measure the degree of cognitive function based on the game result data.
[0017] (5) A game device according to any one of (1) to (4), The gaming device further comprises a game result transmitting unit that transmits game result data to a terminal communicatively connected via the network.
[0018] According to (5), game result data can be transmitted to a terminal connected to the network for communication. This makes it possible to display rankings based on network battles, for example, and encourages players who see the rankings to aim for a higher ranking, thereby stimulating the desire of older players to play games.
[0019] (6) A game device according to any one of (1) to (5), wherein the game execution unit is capable of executing a game of a first group of games including the plurality of games and a game of a second group of games for cognitive function testing.
[0020] According to (6), gamers can know their level of cognitive function based on the results of the second group of games.
[0021] (7) To the computer: A function to run multiple games that can measure the degree of cognitive function-related abilities; a function of storing the result information of the game in a storage means in association with the identification information given to the player; a function of evaluating a level of a cognitive function of a game player based on the result information stored in said storage means; A function of visually displaying the results of the evaluation; A game program that allows you to have fun.
[0022] By installing the game program (7) into a computer, the computer can function as the game device (1). Effect of the Invention
[0023] According to the present invention, it is possible to provide a game device and a game program that have a function of encouraging elderly people to continue playing a game. [Brief description of the drawings]
[0024] [Figure 1] FIG. 1 is an explanatory diagram showing a schematic configuration of a game device 1 according to one embodiment of the present invention. [Diagram 2] 2 is an explanatory diagram showing a schematic configuration of a main body 10 of the game device 1 of FIG. [Diagram 3] 4 is an explanatory diagram showing an example of game result data stored in a game result storage unit 121. FIG. [Figure 4] FIG. 11 is an explanatory diagram showing an example of a registration list. [Diagram 5] 1 is a main flowchart showing an example of a preferable flow of processing executed by the game device 1. [Figure 6] FIG. 13 is an explanatory diagram showing an example of a top screen of a game. [Figure 7] FIG. 13 is an explanatory diagram showing an in-facility competitive game list screen that is displayed when an in-facility competitive game icon in the game selection item on the top screen is specified. [Figure 8] FIG. 13 is an explanatory diagram showing an example of a matching screen. [Figure 9] FIG. 13 is an explanatory diagram showing an examination item list screen that is displayed when an examination icon on the top screen is specified. [Figure 10] FIG. 13 is an explanatory diagram showing an example of a display screen for determining a cognitive level. [Figure 11] FIG. 1 is an explanatory diagram of a memory test game. [Figure 12] FIG. 1 is an explanatory diagram of a memory test game. [Figure 13] FIG. 1 is an explanatory diagram of a judgment test game. [Figure 14] FIG. 1 is an explanatory diagram of a judgment test game. [Figure 15] FIG. 13 is an explanatory diagram of a dynamic visual acuity test game. [Figure 16] FIG. 13 is an explanatory diagram of a dynamic visual acuity test game. [Figure 17] FIG. 13 is an explanatory diagram of a dynamic visual acuity test game. [Figure 18] FIG. 1 is an explanatory diagram of the attention test game. [Figure 19] FIG. 1 is an explanatory diagram of the attention test game. [Figure 20] FIG. 1 is an explanatory diagram of the attention test game. [Figure 21] FIG. 1 is an explanatory diagram showing a schematic configuration of a data collection system 200 using a game device 1. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0025] Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings.
[0026] Fig. 1 is an explanatory diagram showing a schematic configuration of a game device 1 according to one embodiment of the present invention, Fig. 2 is an explanatory diagram showing a schematic configuration of a main body 10 of the game device 1 of Fig. 1.
[0027] [Basic configuration] 1, the game device 1 includes a main unit 10 (computer) which is the device main body, and is connected to a terminal 14 via a network N. The game device 1 is designed for elderly people and people with disabilities to play games.
[0028] As shown in FIG. 2, the main body 10 includes a CPU 100 and a memory 101 which is a storage means. The main body 10 may be, for example, a server, a cloud server, or the like. The terminal 14 is, for example, a computer such as a main body of a personal computer (hereinafter, referred to as a PC). The terminal 14 includes a CPU, a memory (not shown), and an interface 141. The terminal 14 is configured to connect to the game controller 11, the display 12, and the switching interface 21 via the interface 141. The terminal 14 is also configured to communicate with the main body 10 via the interface 141 and the network N. As a result, the game device 1 including the main body 10 cooperates with the terminal 14 connected to the game controller 11 and the display 12 via the network N to configure a game system.
[0029] The CPU 100 controls the entire game device 1 , and performs various processes based on the programs and data stored in the memory 101 .
[0030] The memory 101 includes a game program storage section 120 for storing a game program, a game result storage section 121 for storing game result data (result information) by players, and a registration list storage section 122 for storing a registration list for registering players. When the CPU 100 executes processing based on the game program, the main body 10 controls the terminal 14 via the interface 141 and the network N, causing the terminal 14 to function as a game machine.
[0031] The interface 141 has various terminals for connecting to external devices, such as a LAN terminal, a USB terminal, an HBMI terminal, etc. The game controller 11 is connected to the interface 141 via the switching interface 21, thereby being connected to the terminal 14. The display 12 is connected to the terminal 14 via the interface 141.
[0032] As shown in FIG. 1, the game controller 11 is provided with operation buttons 20. The operation buttons 20 are so-called push button switches, and have large cylindrical key tops on which a gamer can place two or three fingers. Four operation buttons 20 are provided in a set, and the gamer operates the four operation buttons 20. The key tops of the four operation buttons 20 are color-coded red, blue, green, and yellow. A long signal line extends from the operation button 20, and a connector is provided at the tip of the signal line. Hereinafter, the operation button 20 with the red key top will be referred to as operation button 20R, the operation button 20 with the blue key top as operation button 20B, the operation button 20 with the green key top as operation button 20G, and the operation button 20 with the yellow key top as operation button 20Y.
[0033] The display 12 is, for example, a liquid crystal display device. When the CPU 100 executes a game program stored in the memory 101, a login screen is displayed on the display 12, and when the login is completed, a top screen (see FIG. 6) is displayed on the display 12. Various selection items are displayed on the top screen, and one of the selection items is selected by operating an input device connected to the terminal 14, including the operation button 20. Then, when a desired game is selected, an initial screen of the game is displayed on the display 12, and the game is ready to start.
[0034] Since the operation buttons 20 cannot be directly connected to the terminal 14, the switching interface 21 is interposed between the operation buttons 20 and the terminal 14 to electrically connect the operation buttons 20 and the terminal 14, and includes an input section that connects to the connector of the operation button 20, and an output section that connects to the terminal 14. The input section includes multiple (for example, two) connector groups that connect the four operation buttons 20R, 20G, 20B, and 20Y.
[0035] Then, by connecting the four operation buttons 20R, 20G, 20B, and 20Y to the switching interface 21 and connecting the switching interface 21 to the terminal 14, it becomes possible to send signals generated from the operation buttons 20 to the terminal 14. Since long signal lines extend from the operation buttons 20R, 20G, 20B, and 20Y, the game player can arbitrarily arrange the operation buttons 20R, 20G, 20B, and 20Y. The connection between the switching interface 21 and the operation buttons 20 may be wireless. In this way, the game player can arbitrarily arrange the four operation buttons 20, so that the operation buttons 20 can be arranged in a position that is most easy for the game player to operate or to see. Moreover, as described above, the key tops of the four operation buttons 20 are large and color-coded red, blue, green, and yellow, so that even elderly people can easily see them, and the four buttons can be clearly distinguished. This makes it easier for the game player to know where and what color the operation buttons 20 are located, making it easier for even elderly people to use the four operation buttons 20.
[0036] [Electrical system configuration] The CPU 100 executes a game program stored in the game program storage unit 120, thereby fulfilling the functions of a game execution unit 110, a game result storage control unit 111, a cognitive function assessment unit 112, an online battle control unit 113 and a user registration unit 114.
[0037] The game execution unit 110 controls the game based on the operation of the input device such as the operation button 20. Information related to the operation of the input device connected to the terminal 14 is provided to the main body 10 via the switching interface 21, the terminal 14, the interface 141, the network N, etc. The main body 10 commands the terminal 14 to display the game via the network N and the interface 141. The command is given to, for example, the browser software executed on the terminal 14. Then, the terminal 14 displays the screen related to the game on the display 12 based on the command. The game execution unit 110 can start the game by the player operating the operation button 20 to instruct the game start from the initial screen state. Then, the game can progress by the player operating the operation button 20 while watching the game screen. Then, after the game ends, the player can start a new game by operating the operation button 20 to instruct the game start. Also, by instructing the game end, the display on the display 12 returns to the top screen.
[0038] The games used in this embodiment are so-called browser games that can be played on a web browser, and are roughly divided into a first game group consisting of a plurality of games with relatively high interest, and a second game group with relatively low interest. Browser games are programs provided to the web browser via the network N, and are realized by a program that dynamically controls the display of the web browser on the display 12 according to input from the player. The first game group includes games for testing attention, games for testing memory, games for testing judgment, and games for testing dynamic visual acuity. Other games include games for players to have fun playing together. The second game group includes a plurality of games for testing cognitive functions.
[0039] Specifically, the first group of games includes a running race game, a long jump rope game, a ball throwing game, a Daruma drop game, a whack-a-mole game, and a shooting game. It is possible to add new games to the first group of games, and to delete games from the first group of games. The second group of games includes games for testing cognitive functions, including a memory test game, a judgment test game, a dynamic visual acuity test game, an attention test game, and an object memory test game.
[0040] In the first game group, the foot race game is an exciting game in which the player makes the character walk by repeatedly pressing two operation buttons 20, and races to the goal. The long rope skipping game is a game for testing judgment in which the character jumps by pressing one operation button 20 in time with the rotating long rope. The ball tossing game is a game for testing judgment in which the character throws a ball toward a basket in front by pressing the operation button 20 of the same color as the ball. The Daruma Drop game is a game in which the player competes to see who can drop the most Darumas within the time limit by pressing the operation button 20 of the same color as the platform under the Daruma, removing the platform under the Daruma. It is a game for testing memory because it is advantageous to remember the order of the colors of the platforms under the Daruma. The whack-a-mole game uses four control buttons 20 and involves pressing the control button 20 of the same color as a mole that has popped out of the ground. If the mole pops out of the ground and the control button 20 of the same color as the mole is pressed before it retreats, an image of hitting the mole with a hammer is displayed and a score is awarded. Also, a lion may appear instead of a mole, and hitting a lion will result in a minus 2 points. As this game requires attention, it is a game that tests attention. The shooting game is a game in which players compete for scores by using two control buttons 20 to move a rocket that automatically shoots bullets, which is displayed as an image, left and right, while destroying rocks and aliens, and is a game for testing dynamic visual acuity. In the difficult mode, humans may appear, and hitting a human will result in a minus point. The game score displayed as a result of these games is a parameter that measures the degree of the player's cognitive functions, namely, attention, memory, judgment, and dynamic visual acuity.
[0041] The cognitive function testing games in the second group of games will be described later.
[0042] In addition, in a game using four operation buttons 20, the positions of the operation buttons 20R, 20G, 20B, and 20Y can be changed as desired to suit the game, so that the positions of the operation buttons 20R, 20G, 20B, and 20Y can be customized to make them easier for the player to use. In a game using two operation buttons 20, the positions of the two operation buttons 20 used in the game can be customized to make them easier for the player to use.
[0043] The game result storage control unit 111 stores game result data from the games of the first game group in the game result storage unit 121 after the games end.
[0044] 3 is an example of game result data stored in the game result storage unit 121. The game result data is data in which identification information given to a gamer and capable of identifying the gamer is linked to the gamer's age, sex, the name of the facility to which the gamer belongs, the name of the game played, the game score, the date and time when the game result data was stored in the game result storage unit 121, and permission information indicating that the gamer has given permission for the game result data to be used by an external third party. The game result data is stored in the game result storage unit 121 in sequence.
[0045] The cognitive function evaluation unit 112 analyzes the time series changes of parameters measuring the degree of the cognitive function of the gamer based on the game result data stored in the game result storage unit 121, and evaluates the cognitive level based on the analysis result. For example, the evaluation method is to store the average score for each age in each game to be subjected to the cognitive function evaluation in advance in the memory 101, and calculate the evaluation scores of "attention," "dynamic visual acuity," "judgment," and "memory" based on the average score and the actual score in each game. Furthermore, a comprehensive evaluation is performed based on these evaluation scores. The comprehensive evaluation is performed on a five-level scale, with the highest evaluation being S level, followed by A level, B level, C level, and D level. The cognitive function evaluation unit 112 associates the evaluation results with the identification information of the gamer and stores them in the memory 101 together with date information to keep them as history.
[0046] The online battle control unit 113 controls the connection to other personal computers on which the same game program is installed via the network N so that the personal computers can play the same game in an online battle. In an online battle, game screens are shared between game devices connected via the network N, and the game progresses simultaneously. The type of network N is not particularly limited as long as it allows personal computers on which the same game program is installed to communicate with each other. The type of network is, for example, the Internet, a mobile phone network, a wireless LAN, etc.
[0047] Furthermore, the online battle control unit 113 can match gamers who wish to play an online battle with each other, and execute the online battle.
[0048] The user registration unit 114 registers a game player in the registration list, and displays a format for game player registration on the display 12. The game player or his / her assistant fills in the various required items to register the game player in the registration list. The registration list is stored in the registration list storage unit 122.
[0049] 4 is an explanatory diagram showing an example of a registration list. Items to be entered in the registration list include identification information, age, sex, name of facility to which the user belongs, permission information, etc. Here, according to this embodiment, the registered name becomes the identification information, and the game result storage control unit 111 stores in the game result storage unit 121 as game result data the person who linked the information in the registration list with the name of the game played, the game score, and the date and time when the game result data was stored in the game result storage unit 121. Note that a serial number linked to the name may be given as the identification information.
[0050] The game result transmission unit 115 controls the transmission of game result data stored in the game result storage unit 121 to a predetermined terminal connected via a network.
[0051] [Main Flowchart of Processing Executed by Game Device 1] 5 is a main flow chart showing an example of a preferable flow of processing executed by game device 1. The following is an example of a preferable flow of processing executed by game device 1 of this embodiment using FIG.
[0052] First, the CPU 100, in cooperation with the memory 101, the terminal 14, and the display 12, executes a process of displaying a top screen on the display 12 (step S1). The CPU 100, in cooperation with the terminal 14, the switching interface 21, and the controller 11, determines whether an instruction to start any game has been received (step S2). If it is determined in step S2 that an instruction has been received, the CPU 100, in cooperation with the memory 101, the terminal 14, the display 12, the switching interface 21, and the controller 11, executes the game execution unit 110 and executes the game corresponding to the instruction received in step S2 (step S3). If the instruction received in step S2 includes an instruction related to cognitive function evaluation (for example, if an instruction to start a game included in the second game group is included), the CPU 100, in cooperation with the terminal 14, further executes the cognitive function evaluation unit 112 to evaluate the cognitive function. Furthermore, if the instruction received in step S2 includes an instruction related to online battle (for example, if "Online Game" is selected in "Game Selection" in FIG. 6 described later), the CPU 100 further executes the online battle control unit 113 in cooperation with the terminal 14, and performs an online battle through communication with another terminal 14. If it is not determined in step S2 that an instruction has been received, the CPU 100 returns the process to step S1.
[0053] When the game result is announced, the CPU 100 executes the game result storage control unit 111 in cooperation with the memory 101, and stores the game result in the game result storage unit 121 or the like (step S4). The CPU 100 determines whether to transmit the game result stored in step S4 to the outside (step S5). If it is determined in step S5 that the game result should be transmitted, the CPU 100 executes the game result transmission unit 115 in cooperation with the memory 101 and the terminal 14, and transmits the game result stored in step S4 to an external device such as the data collection terminal 30 (step S6). This allows the main body 10 to provide the game result to an external device such as the data collection terminal 30 provided separately from the main body 10, which is a server. The CPU 100 returns the process to step S1, and repeats the processes from step S1 to step S6.
[0054] [Example of use of game device 1] Next, a description will be given of an example of how the game device 1 is used. Note that, here, the description will be given of an example of use in a facility for the elderly.
[0055] First, a personal computer (terminal 14) with the game program of this embodiment installed is prepared, and a facility staff member or the like registers in advance in a registration list the registration information of the elderly person in the facility, such as the name, age, sex, and name of the facility. The registration list also includes an item for registering permission to allow an external third party to use the game result data, as shown in FIG. 4. The facility staff member or the like will confirm in advance with the elderly person in the facility whether or not they wish to allow an external third party to use the game result data. Only when the elderly person permits use by the third party, is permission information to that effect registered in the registration list.
[0056] Next, the facility staff prepares the venue. Specifically, the facility staff prepares a table on which the operation buttons 20 are placed, a chair for the elderly person to sit, and the like. The facility staff also connects the display 12 to the terminal 14, and connects the game controller 11 to the terminal 14 via the switching interface 21. In this example of use, two sets of operation buttons 20R, 20G, 20B, and 20Y are connected to the terminal 14 via the switching interface 21. A mouse and a keyboard may also be connected to the terminal 14 so that the facility staff can operate the screen. Furthermore, the terminal 14 is connected to the network N by, for example, inserting a LAN cable into the terminal 14, and is made communicable with the main body 10.
[0057] Next, the facility staff turns on the power to the terminal 14. When the power is turned on to the terminal 14, a password entry screen for starting up the terminal 14 (personal computer) is displayed, and when the facility staff enters the password, a so-called desktop screen is displayed on the display 12. For this reason, even if the terminal 14 (personal computer) is permanently installed in the venue, the elderly person cannot use the terminal 14 (personal computer) as a game machine unless he or she knows the password.
[0058] Furthermore, the facility staff operates the desktop screen to start up a browser and execute a game program, causing a login screen to be displayed on the display 12, and the top screen is displayed when the facility staff inputs login information. After confirming that the top screen is displayed on the display 12, the facility staff lets the elderly person into the venue and has them sit in the predetermined seat.
[0059] [Example] Fig. 6 is an explanatory diagram showing an example of the top screen of the game. Home, check, and logout icons are displayed on the top screen, and when the home icon is selected or as a screen immediately after logging in, the top screen shown in Fig. 6 is displayed on the display 12.
[0060] The top screen displays icons for items that display a ranking screen of scores for individuals and facilities, icons for items that allow game selection, icons for making various settings related to the game, an icon that displays the recognition level, and icons for making new registrations to the registration list and changing registered content.
[0061] The icons for the item that displays the ranking screen include an icon for specifying whether it is an online game or an in-facility game, an icon for selecting a game, and an icon for selecting a difficulty level. By specifying whether it is an online game or an in-facility game and inputting the game name and difficulty level, the ranking screen is displayed. The icons for the item that selects a game include an icon for specifying an online game, and an icon for specifying an in-facility game, and by specifying these icons, a game list screen is displayed.
[0062] FIG. 7 is an explanatory diagram showing an intra-facility competitive game list screen that is displayed when an icon of an intra-facility competitive game in the game selection item on the top screen is specified. On the intra-facility competitive game list screen, game names such as space travel, long rope skipping, foot race, ball toss, Daruma drop, whack-a-mole, and shooting are displayed. Also, a group of URL icons with "Play" corresponding to these game names is displayed. Also, a vertical scroll bar is displayed on the side of the group of URL icons. By operating this vertical scroll bar, it is possible to display the group of icons that could not be displayed on the intra-facility competitive game list screen. When a group of URL icons is specified, the initial screen of the corresponding game is displayed.
[0063] When the online game icon in the game selection section on the top screen is selected, a matching screen for online battles is displayed.
[0064] 8 is an explanatory diagram showing an example of a matching screen. The matching screen displays information such as the tournament name, the date and time, the game name, the participating facilities, and the MC, as well as an entry icon to be specified when entering the tournament. Staff at a facility who wishes to participate enter the tournament by specifying the entry icon, and the name of the participating facility is added to the matching screen.
[0065] Fig. 9 is an explanatory diagram showing a test item list screen that is displayed when a test icon on the top screen is specified. The test icon is specified when playing a cognitive function test game, and the test item list screen displays game names such as memory test, judgment test, dynamic visual acuity test, attention test, and object memory test. In addition, a group of URL icons with "Take a test" written on them corresponding to these game names are displayed.
[0066] In this way, the in-facility competitive games and online games can be specified via a screen that is displayed when the home icon is specified as shown in Fig. 6, and a game belonging to the first game group is selected. The cognitive function test game can be specified via a screen that is displayed when the test icon is specified as shown in Fig. 6, and a game belonging to the second game group is selected.
[0067] Next, the facility staff or the elderly person who is going to play the game operates an icon of the game selection item on the top screen shown in FIG. 6 to display a game list screen on the display 12 and select a desired game. This causes the initial screen of the game to be displayed on the display 12. The initial screen of the game has an item for inputting a player's name. The facility staff or the elderly person who is going to play the game inputs the identification information (name) of the elderly person who is going to play the game in this item. This makes it possible to link the identification information of the elderly person who actually played the game with the game result data of the game belonging to the first game group, and makes it possible to store the game result data in memory 101 in association with the identification information. Furthermore, during the game, the identification information (name) of the elderly person playing the game is displayed at a predetermined position on the display 12.
[0068] The input of the identification information may be performed by displaying a pull-down menu near the item for inputting the player name, displaying a list of the names of the elderly people in the registration list, and selecting from the list. If the terminal 14 is equipped with a camera and has a face recognition function, the elderly person who actually plays the game may be photographed with the camera, and the elderly person's identification information may be automatically input into the input item through face recognition. This makes it possible to eliminate the need to input the player name on the initial screen of the game.
[0069] After the game is over, when a different elderly person is playing the game, the facility staff or the elderly person playing the game changes the player name (identification information) entered on the initial screen of the game. In the case of an online match, the online match may be started on the condition that both players have entered their player names on the initial screen. During the online match, the name of the facility may be displayed on the display 12 together with the identification information of the elderly person playing the game. This makes it possible to liven up the game as a facility-versus-facility competition.
[0070] After the elderly people have enjoyed the game, the facility staff finally selects the cognitive level from the top screen, which displays a list of game participants. By selecting a game participant from this list, the facility staff can inform each elderly person of their own cognitive level and evaluation score.
[0071] FIG. 10 is an explanatory diagram showing an example of a display screen for cognitive level assessment. The display screen for cognitive level assessment displays the previous assessment result, the current assessment result, and a graph showing the transition of the overall evaluation. The items of the assessment result include attention, dynamic visual acuity, judgment, and memory, and evaluation values are given for these items. In addition, in the item of overall evaluation, level indicators A to D are displayed based on these evaluation values. Note that, although FIG. 10 shows a graph showing the transition of the overall evaluation arranged in chronological order, graphs showing the transition of attention, dynamic visual acuity, judgment, and memory may also be included.
[0072] Next, the cognitive function test game will be described with reference to Figures 11 to 20. The cognitive function test game uses four colored operation buttons 20: operation button 20R, operation button 20B, operation button 20G, and operation button 20Y.
[0073] FIG. 11 and FIG. 12 are explanatory diagrams of the memory test game. When the memory test game is started, first, a title screen is displayed on the display 12 as shown in FIG. 11. When an icon for starting the test is specified on the title screen, the colors of the buttons are displayed in order as shown in FIG. 12(a) and FIG. 12(b), and the player memorizes the colors and the order. After the colors of the buttons are displayed, a button input screen is displayed as shown in FIG. 12(c), and the player presses the operation buttons 20 in the memorized colors and order. If the answer is correct, as shown in FIG. 12(d), the correct answer is displayed, and if the answer is incorrect, the incorrect answer is displayed. In the example shown in FIG. 12, a yellow circle is displayed first as shown in FIG. 12(a), and then a green circle is displayed as shown in FIG. 12(b), so that the player presses the operation button 20Y and the operation button 20G in that order on the input screen shown in FIG. 12(c), and "correct answer" is displayed as shown in FIG. 12(d). This game is played repeatedly, and the more times the game is played, the more colors the player remembers.
[0074] 13 and 14 are explanatory diagrams of the judgment test game. When the judgment test game is started, first, a title screen is displayed on the display 12 as shown in FIG. 13. When an icon for starting a test is specified on the title screen, a basic image is displayed on the upper part of the display 12 as shown in FIG. 14(a), four reference images are displayed below the basic image, and circles of "red", "blue", "yellow", and "green" corresponding to these four reference images are displayed below the four reference images. Of the four reference images, one is the same as the basic image, and the other three are images similar to the basic image. In addition, a countdown image is displayed on the display 12. Then, if the player selects the operation button 20 of the color of the circle corresponding to the same reference image as the basic image before the countdown image reaches 0, the answer is correct. In the example shown in FIG. 14(a), the answer is correct when the operation button 20B is pressed. When the operation button 20 is pressed or the countdown image reaches 0, the first question shown in Fig. 14(a) ends, and text information such as "Question 2, next question" is displayed as shown in Fig. 14(b), and then the next question is displayed as shown in Fig. 14(c). Then, after the question has been answered a predetermined number of times (e.g., five times) as shown in Figs. 14(c) to 14(f), the number of correct answers is displayed as shown in Fig. 14(g).
[0075] 15 to 17 are explanatory diagrams of the dynamic visual acuity test game. When the dynamic visual acuity test game is started, first, a title screen is displayed on the display 12 as shown in FIG. 15. When an icon for starting the test is specified on the title screen, a countdown image is displayed on the display 12 as shown in FIG. 16(a), and after the countdown ends, a predetermined image appears from the right and disappears to the left as shown in FIG. 16(b) and FIG. 16(c). After the predetermined image disappears, a selected image is displayed as shown in FIG. 17(a). The selected image has four reference images and color images corresponding to them, and one of the four reference images is the same as the predetermined image. The player operates the four color operation buttons 20 to select one of the four reference images. If the selected reference image is the same as the predetermined image, it is the correct answer. When the operation button 20 is pressed, the game moves to the next question. After that, the movement of the predetermined image becomes faster as the correct answers continue. Then, when the player makes two incorrect answers, the speed level is displayed as shown in FIG. 17(b). The faster the predetermined image moves, the higher the speed level value displayed, i.e., the higher the speed level value, the better the dynamic visual acuity.
[0076] 18 to 20 are explanatory diagrams of the attention test game. When the attention test game is started, first, a title screen is displayed on the display 12 as shown in FIG. 18. When an icon for starting the test is specified on the title screen, a countdown image is displayed on the display 12 as shown in FIG. 19(a), and then a colored circle is displayed as shown in FIG. 19(b). The player presses the operation button 20 of the same color as the displayed circle. In the example shown in FIG. 19(b), since the circle is red, pressing the operation button 20R is the correct answer, and the color of the next circle is displayed with a blank screen in between as shown in FIG. 19(b). Similarly, the player presses the operation button 20 of the same color as the circle, and when the answer is correct, the color of the next circle is displayed with a blank screen in between. After such a game is repeated several times as shown in FIG. 19(c) to FIG. 19(e), a screen informing the player of the transition to the next test is displayed as shown in FIG. 19(f), and the countdown by the countdown image starts. When the countdown reaches 0, a character image of "START" is displayed as shown in FIG. 20(a), and colored characters are displayed as shown in FIG. 20(b). The player presses the operation button 20 of the same color as the displayed characters. In the example shown in FIG. 20(b), the characters are blue, so pressing the operation button 20B is the correct answer. After pressing the operation button 20, the game moves to the next question. In the next question, the characters "blue" are displayed in green as shown in FIG. 20(c). In this case, since the characters are green, pressing the operation button 20G is the correct answer, and pressing the operation button 20B is the incorrect answer. After that, the game moves to the next question as shown in FIG. 20(d), and after such a game is repeated several times, the result is displayed as shown in FIG. 20(e). The results are displayed as the number of correct answers and the elapsed time for the matching tasks as shown in Figures 19(b) to 19(e), and as the number of correct answers and the elapsed time for the matching tasks as shown in Figures 20(b) to 20(d). A higher number of correct answers and a shorter elapsed time indicate higher attention.
[0077] The object memory test game is a game in which an image of an object is displayed before a series of test games, and the participant is asked to verbally answer whether he or she remembers the image of the object.
[0078] According to this embodiment, the cognitive function evaluation unit 112 calculates an evaluation value based on the results of all games played by the elderly who participated in the game that day, and determines an overall evaluation. The method of notifying the evaluation is not limited to this. For example, an icon of the cognitive level may be displayed on the score display screen after each game is finished, and an evaluation value and an overall evaluation based on the results of the game played immediately before may be displayed. In this way, by visualizing the evaluation value and the overall evaluation of the cognitive function, each elderly person can determine whether his / her cognitive level and evaluation score have increased or decreased, which can stimulate the elderly person's motivation to participate in the next game.
[0079] [Effects] Thus, according to the present embodiment, by giving the elderly a chance to operate the buttons with their own fingers through the game, it is expected that the effect of preventing the decline of cognitive function can be expected. In addition, by competing in the game with friends or online, the elderly are motivated to participate in the game, and the opportunities for button operation are increased. In addition, by displaying and visualizing the elderly's cognitive level and evaluation score on the display 12, the elderly who have participated in the game are more conscious of aiming to improve their cognitive level and evaluation score, and by participating in the game more actively, the opportunities for button operation are increased. The more opportunities there are for button operation and interaction with other people, the more the effect of preventing the decline of cognitive function can be expected.
[0080] Furthermore, because games are played on a browser, any PC that can connect to the Internet can function as a game console. Therefore, if a PC that is always available can connect to the Internet, it is the same as having a game console always available. Here, by carrying out authentication when the PC is turned on, it is possible to prevent elderly people from operating the PC and playing games without permission. Furthermore, by obtaining permission from the game company to use the game at an event when deciding to purchase a game system, it becomes possible to use the game at the event.
[0081] [Data collection system using game device 1] FIG. 21 is an explanatory diagram showing a schematic configuration of a data collection system 200 using the game device 1. As shown in FIG.
[0082] The data collection system 200 is constructed by connecting a game device 1, multiple terminals 14, a data collection terminal 30 equipped with a large-capacity storage device 31, and a research terminal 32 for a company, organization, etc. that wishes to use the data stored in the large-capacity storage device 31 to a network N.
[0083] The mass storage device 31 collectively stores game result data relating to a plurality of terminals 14 .
[0084] The game device 1 uploads the game result data of the elderly person who has given permission for use by a third party from among the game result data stored in the memory 101 at a predetermined timing to the mass storage device 31. Examples of the predetermined timing include the end of the game, a fixed time such as midnight, and a time when a facility staff member or the like specifies uploading. The game result data further includes an item for storing information that can identify whether or not the data has been uploaded, and uploaded game result data is assigned with uploaded identification information. Then, during uploading, the game device 1 transmits the game result data that does not have the uploaded identification information assigned to it to the mass storage device 31. After uploading the game result data is completed, the game result data is assigned with uploaded identification information.
[0085] As a result, the game result data held by the game device 1 is stored in the mass storage device 31.
[0086] Companies, organizations, etc. that wish to use the data stored in the mass storage device 31 obtain the game result data from the research terminal 32 and use it in research into the effectiveness of games in preventing cognitive decline. The results of this research are utilized in the development of more effective games. The newly developed game is then installed in the main body 10 (server) of the game device 1, and elderly people are actually asked to play the game, and the game result data is uploaded to the mass storage device 31. In this way, a cycle of data collection, research and development, and commercialization is created, making it possible to efficiently advance research into dementia and the development of games that are effective in preventing cognitive decline, and ultimately to develop games that are optimal for individual dementia patients.
[0087] The large-capacity storage device 31 also includes a storage area for storing game result data collected to obtain the average value of the game score for each age group. The game result data for obtaining the average value can be collected, for example, by holding an event, having an unspecified number of people play a game using the game device 1, and transmitting the game results to the data collection terminal 30, with the gender and age of the game player associated with the game results. The data collection terminal 30 then calculates the average value of the game score for each age group based on the collected game result data, and uses it for evaluating the cognitive level. The data collection terminal 30 also transmits the obtained average value to the game device 1. The game device 1 updates the average value used for evaluation in the cognitive function evaluation unit 112 with the received average value. This allows the game device 1 to perform a more reliable evaluation of the cognitive level and show the evaluation to the elderly.
[0088] When a predetermined condition is met, such as when the number of game result data provided from an individual facility exceeds a set number, the data collection terminal 30 and the research terminal 32 may transmit information with a benefit (for example, a URL or a two-dimensional barcode from which points that can be exchanged for goods, etc. can be obtained) to the game device 1 in return for providing the game result data. This is expected to increase the number of game result data provided, which can be useful for dementia research and game development.
[0089] Furthermore, if it is desired to grasp the cognitive level of the elderly people in the facility in more detail, the system can be configured so that the game device 1 sends information requesting an evaluation to the data collection terminal 30 or the research terminal 32, the cognitive level is evaluated on the data collection terminal 30 or the research terminal 32, and the evaluation results are sent back to the game device 1.
[0090] Also, the terminal 14 can be used as the data collection terminal 30. For example, among the multiple terminals 14 in an elderly care facility group, the terminal 14 with the most powerful CPU and the largest memory capacity may be used as the data collection terminal 30. This allows, for example, when a national tournament is held for online matches, the terminal 14 serving as the data collection terminal 30 to obtain game result data from the terminals 14 in the facilities participating in the online matches, create a ranking list in order of scores, and send the list back to the terminal 14 in the facility.
[0091] [Other configuration examples] Although the embodiments of the present invention have been described above, the embodiments of the present invention are not limited to the above-mentioned embodiments. For example, according to the above-mentioned embodiment, the games executed by the game program of the present embodiment include a foot race game, a long rope skipping game, a ball throwing game, a Daruma drop game, a whack-a-mole game, and a shooting game, but any simple game that can be expected to improve attention, memory, judgment, or dynamic visual acuity can be applied. For example, a car racing game may be prepared, which can be expected to improve judgment and dynamic visual acuity. Also, game modes with different difficulty levels may be prepared for the same game.
[0092] According to the above-described embodiment, a foot race game, a long rope skipping game, a ball throwing game, a Daruma drop game, a whack-a-mole game, and a shooting game are prepared to measure the degree of ability related to cognitive function, but the game scores may be used to measure the degree of ability related to other physical functions. For example, the game scores may be used to measure the movement of the hands (fingers) during rehabilitation. Furthermore, the game device 1 of this embodiment may be used to motivate disabled persons in a facility for the disabled to exercise. In this case, the operation button 20 is not limited to a push button, and an input device that is easy to operate for disabled persons playing the game may be prepared.
[0093] In addition, according to the above-described embodiment, it is assumed that the operation buttons 20 are operated with fingers, but since any arrangement is possible, they can also be operated with feet. Therefore, for example, in a foot race game, pressing two operation buttons 20 alternately with the feet results in a heel raising and lowering exercise, which makes it possible to train the leg muscles of elderly people.
[0094] Furthermore, according to the above-described embodiment, the key tops of the four operation buttons 20 are color-coded, but the key tops may also be engraved with consecutive letters such as 1, 2, 3, 4 or A, B, C, D. This allows the gamer to recognize the letters on the key tops by sight and touch. Therefore, by displaying letters on the game screen along with the colors corresponding to the key tops, the recognition level of a color-blind gamer can be evaluated.
[0095] Furthermore, according to the above-described embodiment, a so-called browser game that can be played using a web browser is used, but the present invention is not limited to this. The game data may be included in the game and installed on a personal computer, allowing the game to be run without connecting to the Internet.
[0096] An example of a preferred embodiment of the present invention has been described above. However, within the scope of the concept of the present invention, a person skilled in the art may come up with various modifications and alterations. Therefore, it is understood that such modifications and alterations are within the scope of the present invention, as is the case with the above-mentioned example. For example, if a person skilled in the art appropriately adds, deletes, or modifies the design of the above-mentioned embodiment, or adds, omits, or modifies the conditions of a process, these modifications and alterations are included in the scope of the present invention, as is the case with the above-mentioned example, as long as they include the gist of the present invention. [Explanation of symbols]
[0097] 1. Game device 10. Main Unit 11. Game Controllers 12 Display 21 Switching Interface 14 Terminals 20, 20R, 20B, 20G, 20Y Operation buttons 30 Data collection terminal 31 Mass storage 32 Research terminals 100 CPU 101 Memory 110 Game Execution Department 111 Game result storage control unit 112 Cognitive Function Assessment Department 113 Online Battle Control Unit 114 User Registration Department 115 Game Results Transmission Department 120 Game program storage section 121 Game result storage unit 122 Registration list storage section 141 Interface 200 Data Collection System
Claims
1. A gaming device, the game device includes a device main body that performs various processes for executing the game based on information from a controller that is operated by a player to progress the game, The device body includes: a game execution unit that executes a plurality of games capable of measuring a degree of ability related to cognitive function; a game result storage control unit that stores the game result information in a storage unit in association with identification information that enables a player to be identified; a cognitive function assessment unit that assesses a level of a cognitive function of a game player based on the result information stored in the storage means; A game device, wherein the evaluation result of the cognitive function evaluation unit is displayed on a display that displays a game screen.
2. 2. The game device according to claim 1, A gaming device, wherein the controller has a plurality of push buttons that can be positioned at any position.
3. 2. The game device according to claim 1, The device body includes: The game device further comprises an online battle control unit that shares a game screen with other game devices communicatively connected via a network and simultaneously progresses the game.
4. 4. The game device according to claim 1, The storage means stores game result data including past game result data.
5. 4. The game device according to claim 1, The gaming device further comprises a game result transmitting unit that transmits game result data to a terminal communicatively connected via the network.
6. 3. The game device according to claim 1, The game device, wherein the game execution unit is capable of executing a game of a first group of games including the plurality of games, and a game of a second group of games for cognitive function testing.
7. On the computer, A function to run multiple games that can measure the degree of cognitive function-related abilities; a function of storing the result information of the game in a storage means in association with the identification information given to the player; a function of evaluating a level of a cognitive function of a game player based on the result information stored in said storage means; A function of visually displaying the results of the evaluation; A game program that allows you to have fun.
Citation Information
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