Game program, method and information processing device
By setting the first time point and dispersing the time point for users to access the server in the game program, the problem of peak access concentration when users wake up is solved, and the dual goals of game fun and server stability are achieved.
Patent Information
- Application Number
- JP2025002122
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-01-07
- Publication Date
- 2025-03-21
- Estimated Expiration
- 2040-06-10
AI Technical Summary
When receiving user sleep information in the game, users often wake up because of alarm clocks, resulting in too concentrated server access, which may cause server crashes or abnormalities. It is necessary to ensure that the server handles sufficient resources to deal with peak access.
By setting the first time point in the game program and providing notifications at that time point, if the user does not operate within the specified time, the notification status is changed and accessing the server to advance the game process, while dispersing the point in time for each user to access the server by computers.
It effectively maintains the fun of the game, while avoiding excessive load on the server, ensuring the stable operation of the system.
Smart Images

Figure 2025039685000001_ABST
Abstract
Description
[Technical field]
[0001] The present disclosure relates to a game program, a method, and an information processing device. [Background technology]
[0002] There are known techniques for measuring sleep. For example, by having a user wear a wristwatch-type device, the device can determine whether the user is in light sleep, deep sleep, or REM sleep based on the output of a motion sensor mounted on the device. This makes it possible to record changes in each sleep stage over time.
[0003] Data measured while the user is asleep is also reflected in the game program. Patent Document 1 describes that when the user's sleep is measured and it is determined that the user has woken up, sleep information such as the total sleep time is transmitted to a server and reflected in the game. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] International Publication No. 2016 / 021235 Summary of the Invention [Problem to be solved by the invention]
[0005] However, users often set an alarm and wake up at the time the alarm goes off. Moreover, alarms are often set to convenient times such as 7:00 or 7:30. If sleep information is sent to the server from each user's device at the same time, access to the server will be excessively concentrated, which may cause the server to go down or other abnormal situations, adversely affecting the operation of the game. For this reason, it becomes necessary to secure excessive server processing resources to withstand the excessive access.
[0006] Therefore, an object of the present disclosure is to provide a technology for maintaining the interest of a game that receives information related to each user's sleep while avoiding placing an excessive load on the server. [Means for solving the problem]
[0007] According to one embodiment, a game program to be executed by a computer including a processor is provided, the game program causing the processor to perform the following steps: accepting an operation input from a user, setting a first time at which a game is to be progressed, and if the operation input is not received before the first time, issuing a predetermined notification at the first time, changing a state of the notification based on the operation input from the user and accessing a server to progress the game, and distributing a second time at which the computer of each user accesses the server to progress the game.
[0008] According to one embodiment, a method for causing a computer including a processor to execute a game is provided, the method includes the steps of: receiving an operational input from a user, setting a first time at which the game is to progress, and if the operational input is not received before the first time, issuing a predetermined notification at the first time, changing a state of the notification based on the operational input from the user and accessing a server to progress the game, and distributing a second time at which the computer of each user accesses the server to progress the game.
[0009] According to one embodiment, an information processing device including a control unit is provided, the control unit performs the steps of: accepting an operation input from a user, setting a first time at which a game is to be progressed, and if the operation input is not received before the first time, issuing a predetermined notification at the first time, changing a state of the notification based on the operation input from the user and accessing a server to progress the game, and distributing a second time at which the computer of each user accesses the server to progress the game. Effect of the Invention
[0010] According to the present disclosure, in a game that accepts information related to each user's sleep, it is possible to maintain the interest of the game while avoiding placing an excessive load on the server. [Brief description of the drawings]
[0011] [Figure 1] FIG. 1 is a diagram showing the overall configuration of a game system 1. [Diagram 2] 1 is a block diagram of a terminal device 10 constituting a game system 1 of a first embodiment. [Diagram 3] FIG. 2 is a diagram showing the functional configuration of a server 20. [Figure 4] 2 shows the data structures of a user information database 281 and server processing capacity information 282 stored in the server 20. FIG. [Diagram 5] 13 is a flowchart showing a process of distributing a second time when each user actually accesses the server and progresses in the game, based on an operational input by the user. [Figure 6] FIG. 2 is a diagram showing an example of a screen of the terminal device 10. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] 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.
[0013] <First embodiment> <1 Overall game system configuration> 1 is a diagram showing the overall configuration of a game system 1. In the game system 1, a server receives sleep information of each user and progresses the game.
[0014] As shown in FIG. 1, the game system 1 includes a plurality of terminal devices (terminal device 10A and terminal device 10B are shown in FIG. 1. Hereinafter, they may be collectively referred to as "terminal device 10") and a server 20. The terminal devices 10 and the server 20 are connected for communication via a network 80. In addition, in this embodiment, each device (terminal device, server, etc.) can also be understood as an information processing device. That is, a collection of each device can be understood as one "information processing device", and the game system 1 may be formed as a collection of multiple devices. The method of allocating multiple functions required to realize the game system 1 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 game system 1.
[0015] The terminal device 10 is a device operated by each user. The terminal device 10 is realized by a mobile terminal such as a smartphone or tablet compatible with a mobile communication system. In addition, the terminal device 10 may be, for example, a stationary PC (Personal Computer), a laptop PC, or a game console. The terminal device 10 may also function as a head-mounted display, for example, a transparent, non-transparent, or see-through head-mounted display. For example, the terminal device 10 may function as a mobile terminal when not functioning as a head-mounted display, and may function as a head-mounted display by being attached to a goggle-type device. In this case, the terminal device 10 can switch between a mode in which it functions as a mobile terminal and a mode in which it functions as a head-mounted display. In the mode in which it functions as a head-mounted display, the terminal device 10 detects the movement of the user's head by a motion sensor built into the terminal device 10, and updates the display image on the display in conjunction with the movement of the user's head.
[0016] 1, the terminal device 10 includes a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, a storage unit 16, and a processor 19. The server 20 includes a communication IF 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29.
[0017] The terminal device 10 is communicatively connected to the server 20 via a network 80. The terminal device 10 is connected to the network 80 by communicating with communication devices such as a wireless base station 81 conforming to communication standards such as 5G and LTE (Long Term Evolution) and a wireless LAN router 82 conforming to wireless LAN (Local Area Network) standards such as IEEE (Institute of Electrical and Electronics Engineers) 802.11.
[0018] The communication IF 12 is an interface for inputting and outputting signals so that the terminal device 10 can communicate with an external device. The input device 13 is an input device (e.g., a touch panel, a touch pad, a pointing device such as a mouse, a keyboard, etc.) for receiving an input operation from a user. The output device 14 is an output device (a display, a speaker, etc.) for presenting information to a user. The memory 15 is for temporarily storing programs and data processed by the programs, etc., and is a volatile memory such as a DRAM (Dynamic Random Access Memory). The storage unit 16 is a storage device for saving data, and is, for example, a flash memory or a HDD (Hard Disc Drive). The processor 19 is hardware for executing an instruction set described in a program, and is composed of an arithmetic unit, a register, a peripheral circuit, etc.
[0019] As shown in the figure, the terminal device 10 is connected to the game controller 11A by wire or wirelessly. A user can play a game by operating the game controller 11A. The terminal device 10 may be capable of communicating with a plurality of game controllers 11A. For example, a plurality of users can play a game using one terminal device 10. The game controller 11 may have a structure that is detachable from the terminal device 10. The game controller 11 may be one device that can be held by both hands of the user, or may be composed of two devices that are held by both hands of the user. For example, the game controller 11 may have a gyro sensor or an infrared sensor, and may detect the movement of the user's body (for example, the movement of the hands) when the user holds the game controller 11.
[0020] As shown in the figure, the terminal device 10 is connected to one or more sleep measuring devices by wire or wirelessly. The sleep measuring devices 11B and 11C are devices for acquiring information about the sleep of the user of the terminal device 10. FIG. 1 shows two sleep measuring devices, the sleep measuring device 11B and the sleep measuring device 11C. Hereinafter, the sleep measuring devices may be collectively referred to as "sleep measuring device 11B, etc." The sleep measuring devices 11B and 11C are, for example, wearable devices that are worn on the user's body, such as a wristwatch type, a ring type, or an eye mask type, and include a motion sensor such as a gyro sensor. The sleep measuring devices 11B and 11C may be devices that are placed on a mattress or a pillow on which the user sleeps. The terminal device 10 and the sleep measuring device 11B or the sleep measuring device 11C may be the same device. That is, the terminal device 10 may also function as a sleep measuring device.
[0021] In addition, a user may use two or more sleep measuring devices at the same time. For example, a user may wear two wristwatch-type sleep measuring devices, or a user may wear a wristwatch-type sleep measuring device and use a smartphone as a sleep measuring device. This allows the user's body movements during sleep to be detected by a gyro sensor or the like. By accumulating sensing results sensed by various sensors while the user is sleeping, it is possible to determine whether the user is asleep, in a light sleep state, in a deep sleep state, in REM sleep, or in non-REM sleep. In this way, the quality of the user's sleep can be evaluated by determining the waveforms of REM sleep and non-REM sleep. For example, the cycle of REM sleep and non-REM sleep in the case of good quality sleep is set in advance, and the quality of the user's sleep can be evaluated by comparing the waveforms of REM sleep and non-REM sleep during the user's sleep.
[0022] Furthermore, the terminal device 10 detects that the user has gone to bed (for example, lying down on the bed) and has fallen asleep after going to bed, based on the output of a motion sensor such as the sleep measuring device 11B. Furthermore, the terminal device 10 can determine whether the user has performed an input operation on the terminal device 10 or viewed information displayed on the display 132 of the terminal device 10 after going to bed and before falling asleep. In other words, it can determine whether a user who is about to go to sleep has operated the terminal device 10 before going to sleep.
[0023] Further, sleep measuring devices that are expected to be used in advance in the game system 1 are managed in a so-called whitelist format. When data is detected to be received from a sleep measuring device 11B that is not managed by the game system 1, the server 20 may not receive sleep information from the sleep measuring device 11B that the server 20 cannot identify, or may execute subsequent processing using parameters for the unidentifiable sleep measuring device 11B.
[0024] In addition, the difference in the type of sleep measurement device does not necessarily have to be a difference in the device. That is, even if the sleep measurement device has the same device configuration, the game system 1 may manage it as a different sleep measurement device depending on the type of software or application used before transmitting the sleep information to the server 20. For example, even if the sleep information is detected using the same sleep measurement device 11B, it can be managed as a different "sleep measurement device ID" when a sleep measurement application A is used to process the sleep information and when a sleep measurement application B different from the sleep measurement application A is used to process the sleep information. In this way, by managing the different "sleep measurement device IDs" according to 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, the interest of the game according to the sleep state can be fully demonstrated.
[0025] The server 20 manages information about each user. The server 20 manages, as the user information, game characters, game items, and amounts of virtual currency owned by each user (including those given to the user free of charge and those given to the user for a fee), information about the first time set by each user at which the game is to progress, and sleep information about each user measured by a sleep measuring device.
[0026] The server 20 also manages information related to the processing capacity of the server. As the information related to the processing capacity of the server, the server manages an upper limit of the number of simultaneous accesses that the server can process, a predicted number of simultaneous accesses at each time, and the like. The predicted number of simultaneous accesses at each time is calculated based on a first time set by each user at which the game is to progress. As the information related to the processing capacity of the server, information related to a threshold of memory usage rate of the server, a threshold of CPU usage rate, and the like may also be included.
[0027] The communication IF 22 is an interface for inputting and outputting signals so that the server 20 can communicate with an external device. The input / output IF 23 functions as an interface with an input device for receiving input operations from a user and an output device for presenting information to a user. The memory 25 is for temporarily storing programs and data processed by the programs, etc., and is a volatile memory such as a DRAM (Dynamic Random Access Memory). The storage 26 is a storage device for saving data, such as a flash memory or a HDD (Hard Disc Drive). The processor 29 is hardware for executing an instruction set described in a program, and is composed of an arithmetic unit, a register, a peripheral circuit, etc.
[0028] <1.1 Configuration of the terminal device 10> FIG. 2 is a block diagram of the terminal device 10 constituting the game system 1 of the first embodiment. As shown in FIG. 2, the terminal device 10 includes a plurality of antennas (antenna 111, antenna 112), wireless communication units (first wireless communication unit 121, second wireless communication unit 122) corresponding to the respective antennas, an operation reception unit 130 (including a touch-sensitive device 131 and a display 132), a sound processing unit 140, a microphone 141, a speaker 142, a position information sensor 150, a camera 160, a motion sensor 170, a storage unit 180, and a control unit 190. The terminal device 10 also has functions and configurations (for example, a battery for holding power, a power supply circuit for controlling the supply of power from the battery to each circuit, etc.) that are not particularly shown in FIG. 2. As shown in FIG. 2, each block included in the terminal device 10 is electrically connected by a bus or the like.
[0029] The antenna 111 emits a signal generated by the terminal device 10 as a radio wave. The antenna 111 also receives a radio wave from space and provides the received signal to the first wireless communication unit 121.
[0030] The antenna 112 radiates a signal generated by the terminal device 10 as a radio wave. The antenna 112 also receives the radio wave from space and provides the received signal to the second radio communication unit 122.
[0031] The first wireless communication unit 121 performs modulation and demodulation processing for transmitting and receiving signals via the antenna 111 so that the terminal device 10 can communicate with other wireless devices. The second wireless communication unit 122 performs modulation and demodulation processing for transmitting and receiving signals via the antenna 112 so that the terminal device 10 can communicate with other wireless devices. The first wireless communication unit 121 and the second wireless communication unit 122 are communication modules including a tuner, a Received Signal Strength Indicator (RSSI) calculation circuit, a Cyclic Redundancy Check (CRC) calculation circuit, a high-frequency circuit, and the like. The first wireless communication unit 121 and the second wireless communication unit 122 perform modulation and demodulation and frequency conversion of wireless signals transmitted and received by the terminal device 10, and provide the received signals to the control unit 190.
[0032] The operation reception unit 130 has a mechanism for receiving an input operation by a user. Specifically, the operation reception unit 130 is configured as a touch screen, and includes a touch-sensitive device 131 and a display 132. The touch-sensitive device 131 receives an input operation by a user of the terminal device 10. The touch-sensitive device 131 detects a touch position of the user on the touch panel, for example, by using a capacitive touch panel. The touch-sensitive device 131 outputs a signal indicating the touch position of the user detected by the touch panel to the control unit 190 as an input operation.
[0033] Display 132 displays data such as images, videos, and text under the control of control unit 190. Display 132 is realized by, for example, an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display.
[0034] The audio processing unit 140 modulates and demodulates an audio signal. The audio processing unit 140 modulates a signal provided from the microphone 141 and provides the modulated signal to the control unit 190. The audio processing unit 140 also provides the audio signal to the speaker 142. The audio processing unit 140 is realized by, for example, a processor for audio processing. The microphone 141 accepts audio input and provides an audio signal corresponding to the audio input to the audio processing unit 140. The speaker 142 converts the audio signal provided from the audio processing unit 140 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 a 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. For example, in the game system 1, if the positions of users who are registered as friends can be referenced, the terminal device 10 can display a list of friends who are near the user on the display 132.
[0036] The camera 160 is a device that receives light with a light receiving element and outputs the received light as a captured image. The camera 160 is, for example, a depth camera that can detect the distance from the camera 160 to a subject being photographed.
[0037] The motion sensor 170 includes an acceleration sensor, an angular velocity sensor, etc., and detects the movement of the terminal device 10 and outputs the sensing result. For example, by placing the terminal device 10 on a mattress of a bed on which the user sleeps, if the sleeping user moves on the mattress, the movement can be detected. By using the sensing result, it can be determined whether the user is asleep or awake, and whether the sleeping user is in light sleep, deep sleep, REM sleep, non-REM sleep, etc.
[0038] Storage unit 180 is configured with, for example, a flash memory, and stores data and programs used by terminal device 10. In one aspect, storage unit 180 stores user information 181.
[0039] The user information 181 is information about a user in a game based on a game program. The user information includes information for identifying the user, the user's name, game items owned by the user, information about a first time set by each user at which the game is to progress, and sleep information about each user measured by the sleep measuring device 11B or the like.
[0040] The terminal device 10 communicates with the sleep measuring devices 11B, etc. via short-range wireless communication such as Bluetooth (registered trademark) or Wi-Fi, and receives sensing results from the sleep measuring devices 11B, etc. Note that the sleep measuring devices 11B, etc. may be compatible with a communication standard for a mobile communication system such as 5G, and transmit the sensing results to the server 20 without using short-range wireless communication. The terminal device 10 may receive the sensing results of the sleep measuring devices 11B, etc. from the server 20 that has received the sensing results from the sleep measuring devices 11B, etc., and generate and store sleep information using the received sensing results.
[0041] The control unit 190 reads a program stored in the storage unit 180 and executes instructions included in the program to control the operation of the terminal device 10. The control unit 190 is, for example, an application processor. The control unit 190 operates according to the program to fulfill the functions of an input operation receiving unit 191, a transmitting / receiving unit 192, a data processing unit 193, a notification control unit 194, and a first time setting unit 195.
[0042] The input operation reception unit 191 performs a process of receiving a user's input operation on an input device such as the touch-sensitive device 131. The input operation reception unit 191 determines the type of operation, such as whether the user's operation is a flick operation, a tap operation, or a drag (swipe) operation, based on information on the coordinates where the user touches the touch-sensitive device 131 with a finger or the like.
[0043] The transmission / reception unit 192 performs processing for the terminal device 10 to transmit and receive data to and from external devices such as the server 20, the game controller 11A, and the sleep measuring device 11B in accordance with a communication protocol.
[0044] The data processing unit 193 performs a process of performing calculations on the data that the terminal device 10 accepts as input in accordance with a program, and outputs the calculation results to a memory or the like.
[0045] The notification control unit 194 performs a process of presenting information to the user. The notification control unit 194 performs a process of displaying a display image on the display 132, a process of outputting sound to the speaker 142, a process of causing the camera 160 to generate vibrations, and the like.
[0046] The first time setting unit 195 accepts an operation from the user to set a first time at which the game is to proceed. For example, the first time setting unit is an alarm setting unit, and the user sets the planned wake-up time as the first time. When the first time arrives, the terminal device 10 sounds an alarm, and when the user stops the alarm, the terminal device 10 determines that the user has woken up, and generates sleep information to be transmitted to the server 20. When the server 20 receives the sleep information from the terminal device 10, it proceeds with the game.
[0047] The alarm setting unit here may be realized by a program for each device (terminal device 10, server 20) constituting the game system 1 to provide a game to the user. When the alarm setting unit is realized by a program running on the server 20, the user may be able to operate the alarm setting unit of the server 20 via the terminal device 10. In this way, the user sets the first time in the game system 1 and progresses the game. Also, for example, the alarm setting unit may be incorporated in an application that is installed on the terminal device 10 and can be linked with the game system 1. In this case, the user can set the first time in the terminal device 10 by an alarm setting unit constituting an application for providing the user with a game by the game system 1, rather than an alarm function provided as a function of the OS (Operating System) of the terminal device 10. The game system 1 accepts an operation related to the first time from the alarm setting unit and progresses the game.
[0048] <1.2 Functional configuration of server 20> 3 is a diagram showing 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.
[0049] The communication unit 201 performs processing for the server 20 to communicate with external devices.
[0050] The storage unit 202 stores data and programs used by the server 20. The storage unit 202 stores a user information database 281, server processing capacity information 282, and the like.
[0051] The user information database 281 is a database for holding information on each user in a game based on a game program, as will be described in detail later.
[0052] The server processing capacity information 282 is information about the processing capacity of the server for progressing the game, and will be described in detail later.
[0053] The control unit 203 exerts functions shown as various modules by the processor of the server 20 performing processes according to the programs.
[0054] The operation details acquisition module 2041 acquires the user's operation details. For example, the operation details acquisition module 2041 acquires, as the user's operation details, which game unit the user has designated as the target of game play.
[0055] The reception control module 2042 controls the process in which the server 20 receives a signal from an external device in accordance with a communication protocol.
[0056] The transmission control module 2043 controls the process in which the server 20 transmits a signal to an external device in accordance with a communication protocol.
[0057] The first time reception module 2044 receives information on the first time set by each user at which the game is to proceed from the terminal device 10. For example, assume that the user sets the planned wake-up time (alarm activation time) as the first time. The terminal device 10 activates the alarm based on the alarm activation time, receives operation input from the user, and transmits first information to the server 20 in response to the operation input. The server 20 proceeds with the game based on the first information. That is, the server 20 receives information on the game to proceed from each user's terminal device 10 at the alarm activation time set by each user, based on the operation input of each user.
[0058] The operation input here is an operation to confirm the first information, for example, an operation for the user to wake up and end the sleep measurement. The operation input may be an operation to stop a ringing alarm, or an operation to wake up before the alarm sounds and end the sleep measurement. If there is no operation input before the first time arrives, the alarm sounds at the first time. Also, if the terminal device 10 receives an operation input before the first time arrives, the alarm does not sound at the first time and ends the sleep measurement.
[0059] The first information here is time-based information, for example, the user's sleep information. The terminal device 10 accepts an operation input from the user to wake up and end the sleep measurement, thereby finalizing the sleep information. The terminal device 10 then transmits the finalized sleep information to the server 20, and the server 20 selects an object based on the finalized sleep information and grants it to the user.
[0060] The second time determination module 2045 determines the second time at which the game is to proceed on the server 20 based on the user's operation input. The second time determination module 2045 determines the second time for each user so as to distribute the timing at which the terminal device 10 of each user actually accesses the server 20. This distributes the timing at which each terminal device 10 accesses the server 20. In this embodiment in which the game is to proceed by accepting sleep information of each user, the second time is a time that triggers the game to proceed. For example, the second time may be "the time of operation input when the terminal device 10 accepts the user's operation input before the alarm sounds (for example, within a predetermined time before the alarm sounds)". The user may wake up and operate the terminal device 10 before the alarm sounds. The second time may be "the time at which the user stops the alarm and confirms the sleep information". The server 20 proceeds with the user's game based on the "time at which the user stops the alarm and confirms the sleep information". The second time may be the time when the terminal device 10 collects the sleep information and transmits it to the server 20. Alternatively, the second time may be the time when the server 20 receives the sleep information from the terminal device 10, and the server 20 may proceed with the game based on these times. In the following description, the second time will be described based on the time when the server receives the sleep information.
[0061] The second time may arrive after the first time. At the first time, the terminal device 10 sounds an alarm and accepts an operation input from the user. In response to accepting the operation input, the terminal device 10 generates information for progressing the game. At the second time, the terminal device 10 transmits information for progressing the game to the server 20 to progress the game. Note that with regard to "(i) Distributing the setting of the first time among the users" described later, the second time is substantially the same as the first time.
[0062] For example, the terminal device 10 is a device capable of measuring the sleep of a user, and the server 20 performs a lottery process based on the sleep information of the user. Assume that the user sets a planned wake-up time (alarm activation time) as a first time. In this case, the terminal device 10 sounds the alarm at the first time. The terminal device 10 accepts an operation input from the user to stop the alarm. In response to the operation input, the terminal device 10 determines that the user has woken up. Based on the operation input (in response to determining that the user has woken up), the terminal device 10 determines the sleep information to be transmitted to the server 20. The terminal device 10 does not communicate with the server 20 at the first time, and communicates with the server 20 at a second time after the first time to transmit the determined sleep information. The server 20 performs a lottery process based on the sleep information.
[0063] In a certain aspect, the second time determination module 2045 determines the second time based on information related to the first time. For example, if the number of users who have set the same time as the first time exceeds the upper limit of the number of simultaneous accesses to the server, the second time determination module 2045 predicts that access concentration to the server will occur at the first time, and randomly delays the first time set by each user to determine the second time at which the terminal device 10 of each user actually accesses the server and progresses the game.
[0064] The server 20 may predict access concentration at a predetermined time based on past history information, not on information about the first time actually set by each user, and may determine the second time to be set in the terminal device 10 of each user so as to distribute the actual access times from the terminal device 10 of each user. For example, the first time is the alarm activation time. The server 20 extracts a tendency that "there are many people who set the alarm to 7:00 on weekdays and try to progress in the game" from the past history information. The server 20 predicts that access concentration may occur at 7:00 on weekdays, determines the access time from the terminal device 10 of each user so as to distribute the access times of each user who has set 7:00 as the first time, and causes the terminal device 10 of each user to hold information on the access time. The terminal device 10 may hold history information of past accesses in the server 20, and each terminal device 10 may predict the time when access will be concentrated. Each terminal device 10 may predict a time when access will be concentrated, and randomly determine the time when each terminal device 10 will access the server 20 in order to avoid such concentration.
[0065] Also, the time before and after the second time may not affect the progress of the game. For example, in this embodiment in which the sleep information of each user is accepted to progress the game, when two users who set their alarms to 7:00 (first time) and wake up are randomly delayed to 1 second and 3 seconds later than 7:00, respectively, the sleep information is aggregated with 7:00 as the wake-up time regardless of whether it is before or after the second time, and the game progresses. In addition, regarding "(i) Distributing the setting of the first time among each user" described later, the second time is the time when the user actually sets and confirms the sleep information, so the time before and after the second time may affect the progress of the game.
[0066] The game progress module 2046 communicates between the server 20 and the terminal device 10, and progresses the game play of each user based on the sleep information of each user received from the terminal device 10 of each user. For example, the game progress module 2046 determines game objects such as characters and items to be featured in the game play of the user by drawing lots to progress the game play. The determined characters, items, etc. may be featured in the game play, not as owned by each user. This allows the user to have an experience such as discovering a new game character based on the sleep information. In addition, the game progress module 2046 may draw lots to grant game objects such as characters and items to the user. For example, the game progress module 2046 receives information on the sleep time and the sleep quality from each terminal device 10 as the sleep information of each user at a second time set in the terminal device 10 of each user, and grants items, etc. by drawing lots based on the sleep information of each user. Here, by changing the lottery algorithm according to each user's sleep information, such as changing the lottery table used in the lottery or the number of lotteries, the progress of the game when the user wakes up can be changed, providing the user with enjoyment when they wake up.
[0067] <2 Data Structure> FIG. 4 is a diagram showing the data structures of the user information database 281 and the server processing capacity information 282 stored in the server 20. As shown in FIG.
[0068] As shown in FIG. 4, each record of the user information database 281 includes an item "user ID", an item "user name", an item "owned items", an item "information at first time", an item "sleep information", and the like.
[0069] The item "user ID" is information for identifying each user.
[0070] The item "user name" is the name set by the user.
[0071] The item "Owned Items" is information about game items owned by the user. The game items are, for example, items that the server 20 has awarded to the user by drawing lots based on the sleep information of each user. This item also includes information such as the type and number of each game item.
[0072] The item "information on the first time" is information about the time set by each user when the game is to progress. For example, the first time is the planned wake-up time set by the user (the time when the alarm goes off). This item also includes date information for each first time.
[0073] The item "sleep information" is information about the sleep of each user measured by a sleep measurement device. The sleep information includes date information, bedtime, wake-up time, and quality of sleep.
[0074] Each record of the server processing capacity information 282 includes an item "upper limit of the number of simultaneous accesses" and an item "predicted number of simultaneous accesses at each time".
[0075] The item "Maximum number of simultaneous accesses" is the maximum number of simultaneous accesses that the server can handle in order to progress the game. If the actual number of simultaneous accesses exceeds the maximum number due to concentration of accesses, the server may be overloaded or its response may slow down, adversely affecting the progress of the game. For this reason, resources such as the server's computing power may be variably increased or decreased based on the predicted number of accesses.
[0076] The item "Predicted number of simultaneous accesses at each time" is the number of simultaneous accesses at each time predicted based on the first time set by each user. For example, a user sets the planned wake-up time (alarm activation time) as the first time every minute. The server 20 predicts that the number of simultaneous accesses to the server 20 from each terminal device 10 at each time will be the same as the number of users who have set that time as the first time (alarm activation time). This item also includes the user IDs of the users who have set each time as the first time.
[0077] When the predicted number of simultaneous accesses at a predetermined time (e.g., 7:00 in FIG. 4) exceeds the upper limit of the number of simultaneous accesses of the server, the server 20 determines that the number of accesses at that time exceeds the processing capacity of the server and that it is necessary to distribute the actual access times of each user. In this case, the server 20 distributes the second times at which each user actually accesses the server and progresses in the game, based on the operation input of each user. For example, the server 20 determines the second time by randomly delaying the first time.
[0078] Here, the processing capacity of the server is described using the upper limit of the number of simultaneous accesses as an example, but is not limited to this. For example, the threshold of the server's memory usage rate, the threshold of the CPU usage rate, etc. may be used as the standard of the server's processing capacity.
[0079] <Operation> 5 is a flowchart showing a process of distributing the second time when each user actually accesses the server and progresses the game, and progressing the game. The terminal device 10 communicates with the server 20, transmits the user's sleep information to the server 20, and reflects the sleep information in the game.
[0080] In step S511, the terminal device 10 accepts an operation input from the user. For example, the operation input is an operation in which the user stops an alarm and confirms sleep information.
[0081] In step S512, the terminal device 10 accepts an operation from the user to set a first time at which the game is to proceed, and if there is no operation input before the first time arrives, performs a predetermined notification at the first time. For example, the user sets a planned wake-up time (alarm activation time) as the first time, and if there is no operation indicating that the user has woken up before the first time arrives, the alarm is sounded at the first time.
[0082] In step S513, the terminal device 10 confirms the first information based on the user's operation input, changes the notification state, and accesses the server to proceed with the game. For example, when the terminal device 10 receives an operation input from the user to stop the alarm, the terminal device 10 stops the alarm operation, ends the measurement of the user's sleep information, and tabulates the sleep information to be used in the lottery process.
[0083] In step S521, the server 20 distributes the second times at which each user's computer accesses the server to progress the game. Specifically, the server 20 distributes the second times by any of the following processes.
[0084] (A) A process for delaying the first time After accepting an operational input from a user, the server 20 distributes the second time by distributing the timing of accessing the server to each of the multiple users.
[0085] For example, the server 20 randomly delays the first time set by each user to determine the second time. The first time is the planned wake-up time (alarm activation time) set by the user, and the server 20 predicts the number of simultaneous accesses at each time based on the number of users who set each time as the alarm activation time. The server 20 also identifies the first time at which the predicted value of the number of simultaneous accesses exceeds the upper limit of the number of simultaneous accesses by comparing the predicted value of the number of simultaneous accesses at each time with the upper limit of the number of simultaneous accesses of the server, and randomly delays the first time to determine the second time. The terminal device 10 does not communicate with the server 20 at the time the user stops the alarm, but waits a little while before communicating with the server 20 at the second time. Here, it is necessary to perform a calculation process of the sleep information to be transmitted to the server 20 for the communication process, but the calculation process of the sleep information may also be performed a little while later, or the calculation of the sleep information may be performed first, and communication with the server 20 may be performed after the arrival of the second time.
[0086] For example, if the number of users who set 7:00 as the alarm activation time (first time) exceeds the upper limit of the number of simultaneous accesses to the server, server 20 predicts that access concentration will occur at 7:00, determines a time that is a random number of seconds between 0 and 5 seconds later than 7:00 as each user's actual access time (second time), and distributes the access times of each user.
[0087] The terminal device 10 may output at least any one of a video, a still image, and an audio during the interval from the first time to the second time. For example, after an alarm sounds at 7:00 and the user stops the alarm, the terminal device 10 does not communicate with the server 20 and plays a video to the user during the interval until the second time. The terminal device 10 may also output at least any one of a video, a still image, and an audio depending on the length of the interval from the first time to the second time. For example, the terminal device 10 plays a video with a length of 3 seconds to a user whose waiting time is 3 seconds, and plays an audio with a length of 5 seconds to a user whose waiting time is 5 seconds.
[0088] In this way, the time when each user intends to proceed with the game is known in advance, the concentration of access to the server is predicted, and the time when the game is to proceed is randomly delayed, so that the time when each user actually accesses the server to proceed with the game can be dispersed. In addition, by playing content such as a video to the user during the waiting time between the time when the game is to proceed and the time when the server is actually accessed to proceed with the game, the user can effectively use the time instead of simply waiting, and the interest of the game can be maintained. Here, the first time is randomly delayed and the second time is set for each user, but it is not limited to the delay. Depending on the user, the second time may be set to a time earlier than the first time even though it is the time (first time) set as an alarm by each user, thereby dispersing the timing when each user's terminal device 10 accesses the server 20.
[0089] (a) A process for distributing the first time setting among users The server 20 sets the first time in the terminal device 10 based on the result of distributing the first time for making a predetermined notification among the users.
[0090] For example, the first time is a planned wake-up time (alarm operation time) set by the user, and when the user sets the alarm operation time, the server 20 accepts an operation from the user to specify the alarm operation time. If the time specified by the user is a time that is predicted to be prone to access concentration, the server 20 presents a time that is close to the time specified by the user and is predicted not to be prone to access concentration to the user of the terminal device 10 as a recommended alarm operation time. The terminal device 10 sets the recommended alarm operation time as the first time, presents the setting result to the user, and accepts an operation from the user to approve the change to the first time. The terminal device 10 may also accept an operation from the user to set the recommended alarm operation time as the first time.
[0091] For example, suppose that a user specifies 7:00 as the desired alarm activation time (first time). At this time, server 20 predicts that there will be a concentration of accesses to the server at 7:00 based on the information of the alarm activation times specified by each user, and presents 6:59 or 7:01 to the user as the recommended alarm activation time.
[0092] In addition, when the user sets a candidate time as the first time and progresses the game, the server 20 executes a game progress different from a case where the candidate time is not set as the first time. For example, the case where the candidate time is set as the first time and progresses the game may be changed compared to a case where another time is set as the first time, and for example, the game progress may be made more advantageous to the user. Making the game progress more advantageous to the user includes giving a privilege such as a game object, making a predetermined game unit (also called a quest) playable, changing the difficulty level of a predetermined game unit (lowering the difficulty level to make it easier to clear and easier to obtain a reward when clearing the game unit), and the like. For example, the server 20 presents the user with 6:59 or 7:01 as a recommended alarm operation time, and notifies the user that a privilege will be given (for example, a game object such as a rare item will be given) when the user accesses the server 20 by setting 6:59 or 7:01 as the alarm operation time.
[0093] Furthermore, the terminal device 10 senses the user's sleeping state. When the user sets the first time based on the distribution result, the terminal device 10 performs a predetermined notification based on the sensing result of the user's sleeping state, even though the first time has been set. Then, the terminal device 10 accesses the server 20 by accepting an operation input from the user in association with the predetermined notification.
[0094] For example, the terminal device 10 sounds an alarm at a time when it is easy to wake up (light sleep) even though an alarm activation time is set based on the measurement result of the user's sleep state. When the terminal device 10 receives an operation to stop the alarm from the user, it accesses the server 20.
[0095] In this way, the setting of the time to progress in the game is given a game-like quality, which increases the interest of the user. Also, by presenting a time when there is a low possibility of access concentration, the user is prompted to set that time as the access time, which prevents access concentration to the server.
[0096] (c) Processing in which the time when the treasure chest is opened is set as the second time The terminal device 10 transmits second information indicating that a user's operation input has been accepted to the server 20, and the server 20 determines a waiting time, which may differ for each user who accepted the second information, and transmits the determined waiting time to each user's terminal device 10 for presentation.
[0097] In addition, the terminal device 10 updates information indicating the waiting time over time and presents it to the user, and does not accept a specified operation for accessing the server 20 from the user until the waiting time has elapsed, and in response to the passage of the elapsed time, accepts a specified operation for accessing the server 20 from the user.
[0098] For example, the first time is a planned wake-up time (alarm activation time) set by the user. After the user wakes up at the first time and stops the alarm, the terminal device 10 transmits only the second information (information indicating that the user has woken up) instead of transmitting the first information (sleep information) to the server 20, and the server 20 displays to the user an item (such as a treasure chest) associated with a game object that can be used in the game progress. Here, the item (treasure chest) is determined without using the first information, and is information indicating a right to be granted some game object by accepting an operation to open the treasure chest from the user. The time at which each user opens the treasure chest is set as the second time. In other words, when each user opens the treasure chest, the terminal device 10 accesses the server 20 to transmit the sleep information and performs a lottery process for a game object. In addition, the information indicating the right is set to a period during which an operation to open the treasure chest from the user is not accepted. The terminal device 10 displays a timing indicating the expiration of the period and the timing at which an operation to open the treasure chest from the user can be accepted. The terminal device 10 sets the timing at which the user can open the treasure box, and displays the remaining time until that timing arrives.
[0099] Note that the server 20 may be notified in response to a user's operation on the terminal device 10 to stop an alarm based on the first time, and the server 20 may grant the user a treasure chest indicating the right. In other words, at the first time, the server 20 does not draw a game object, but grants the user a treasure chest indicating the right, and upon receiving a user's operation to open the treasure chest, the terminal device 10 transmits a notice of receipt of the operation to the server 20, and the server 20 draws a game object.
[0100] Also, objects have different aspects depending on their rarity. For example, treasure chests are classified as normal, silver, or gold, and are associated with different rarities. At a first time, the server 20 determines the type of treasure chest (normal, silver, or gold) by a lottery that does not use sleep information, and grants the determined type of treasure chest to each user. After that, when each user opens the treasure chest, a lottery is held for a game object based on the sleep information and the information on the type of treasure chest.
[0101] In this way, instead of performing processing that places a load on the server, such as drawing a game object based on sleep information at a first time, objects such as a treasure chest are provided, and the timing at which each user opens the treasure chest is set as the actual access time, thereby dispersing the access times of each user to the server and drawing a game object based on sleep information at the timing at which the treasure chest is opened, thereby reducing the communication load between the terminal device and the server. Also, by providing objects with different aspects, it is possible to create a sense of expectation in the user and increase interest.
[0102] (D) Processing to play different types of sounds as alarm sounds depending on the time The terminal device 10 issues a specific notification based on the arrival of a first time in accordance with the elapsed time from the first time. The server 20 grants a privilege to the user when an operational input for accessing the server to progress the game is received from the user based on the timing of issuing the specific notification.
[0103] For example, in order to prompt the user to perform an operation to stop the alarm at the second time, the terminal device 10 continues to sound the first type of alarm sound when the first type of alarm sound is sounded based on the first time, while sounding a second type of alarm sound (different from the first type of alarm sound) based on the second time. Here, when an operation to stop the second type of alarm sound is accepted, it is more advantageous for the user than when an operation to stop the first type of alarm sound is accepted.
[0104] Compared with the first type of alarm sound, the second type of alarm sound may be a sound that prompts the user to stop the alarm at a specific timing. For example, the first type of alarm sound is a sound that is continuously outputted (for example, a sound outputted for a certain period of time such as "beep beep"), whereas the second type of alarm sound may be an intermittent sound (for example, a sound outputted at a specific timing from a silent state). For example, the first time is a planned wake-up time (alarm activation time) set by the user, and at the first time, the terminal device 10 sounds the first type of alarm sound and accesses the server 20 at the timing when the user stops the alarm sound. Also, the second type of alarm sound is, for example, a sound made up of a sound different from the first type of alarm sound, and includes, for example, a "beep beep" sound and another sound. When the server 20 receives an operation to stop the alarm from the user while the second type of alarm sound is being played on the terminal device 10, the server 20 accesses the server 20 at that timing to draw a game object and grants the user a game object (e.g., a rare item) that is more advantageous than when the operation to stop the first type of alarm sound is received. In addition, the first type and the second type of alarm sound may both be the voice of a specific game character (e.g., the cry of a virtual character), while the content of the voice (e.g., a message) may differ between the first type and the second type, and the second type of voice may be a voice suggesting the occurrence of a game unit such as a quest (e.g., an event has occurred in which an opportunity to fight a specific character is provided (e.g., a strong enemy "XX" has appeared)).
[0105] In addition, the timing at which a specific sound appears in the audio is made different for each user. For example, for users who set the alarm activation time to 7:00, an alarm sound with a "beep" sound in the first half is played for some users, and an alarm sound with a "beep" sound in the second half is played for other users.
[0106] In this way, sound is played at the time when the user wants to progress in the game, and the server is actually accessed to progress the game in response to the timing when the user's operation to stop the sound is received, so that the access time to the server for each user can be dispersed. Also, by prompting the user to stop playing the predetermined sound, the setting of the time when the game is to progress can be made to have a game-like quality, thereby improving the entertainment value.
[0107] In step S521, the server 20 distributes the second times at which the terminal devices 10 of each user access the server to progress the game by any of the above processes, and then notifies the terminal devices 10 of each user of information on the second times. The terminal devices 10 of each user respectively hold the information on the second times notified by the server 20. This allows the terminal devices 10 to perform processes (such as transmitting sleep information) based on the second times.
[0108] In step S514, the terminal device 10 accesses the server 20 at the second time and transmits the first information to the server 20. For example, the terminal device 10 communicates with the server 20 at the second time that is random seconds later than the first time, and transmits the user's sleep information to the server 20.
[0109] In step S522, the server 20 selects a game object (item, etc.) based on the first information and grants it to the user. For example, the server 20 selects a game object based on the total sleeping time of the user, and the longer the total sleeping time, the more advantageous the item is to be granted to the user.
[0110] In step S515, the server 20 receives the item to be granted in step S522.
[0111] In step S523, the server 20 updates each database.
[0112] Through the above series of processes, in a game that receives information related to the sleep of each user, the interest of the game is maintained while preventing excessive load from being placed on the server.
[0113] <4 Screen example> FIG. 6 is a diagram showing an example of a screen of the terminal device 10. As shown in FIG.
[0114] The example screen (A) in Figure 6 shows a situation in which the time (first time) at which the game is to be progressed, as set by the user, is randomly delayed to determine the time (second time) at which the server is actually accessed to progress the game.
[0115] As shown in the screen example (A), the terminal device 10 displays on the display 132 a user name display section 132A, a current time display section 132B, a video playback button 132C, and a notification display section 132G.
[0116] The user name display section 132A is an area that displays the user name of each user.
[0117] The current time display section 132B is an area that displays the time at which each screen example is displayed. In screen example (A), the user sets the alarm activation time as the first time, and the current time is the time at which the user wakes up due to the activation of the alarm.
[0118] The notification display section 132G is an area that notifies the user of the control content for dispersing the timing of accessing the server. In the screen example (A), the terminal device 10 notifies the user that it will not communicate with the server at a first time, but will access the server at a second time that is randomly later than the first time to hold a lottery. In addition, the terminal device 10 notifies the user in the notification display section 132G that a video or the like can be played while waiting for the lottery.
[0119] The video playback button 132C is an area for the terminal device 10 to accept an operation for playing a video from the user.
[0120] This randomly delays the time at which each user sets the game to progress, and distributes the time at which each user actually accesses the server to progress in the game. Also, by playing content such as video to the user during the waiting time between the time at which the game is set to progress and the time at which the user actually accesses the server to progress in the game, the user can make effective use of the time instead of simply waiting, and the interest of the game can be maintained.
[0121] Screen example (B) shows a situation in which recommended access times are presented to the user.
[0122] In the example screen (B), the current time display section 132B shows the time before the user goes to sleep, which is the first time when the alarm activation time is set.
[0123] The notification display unit 132G presents at least one of the candidate times as a recommended access time to the user. When the user specifies 7:00 as the desired alarm operation time, the terminal device 10 presents 7:01 as the recommended alarm operation time to the user. In addition, the terminal device 10 notifies the user that an advantageous rare item will be given to the user when the user sets 7:01 as the access time and accesses the server to progress in the game.
[0124] The alarm setting button 132D is an area for the terminal device 10 to accept, from the user, an operation for setting the recommended access time as the first time.
[0125] This allows the setting of the time to progress in the game to have a game-like quality, improving interest. Also, by presenting a time when there is a low possibility of access concentration, the user is encouraged to set that time as the access time, and access concentration to the server can be prevented.
[0126] The screen example (C) shows a situation in which the right to acquire a game object (treasure chest) is granted to the user at the first time point without a lottery for the game object.
[0127] In screen example (C), the user has set the alarm activation time as the first time, and the current time is the time the user is woken up by the activation of the alarm.
[0128] The server 20 displays on the notification display unit 132G that a treasure chest has been granted to the user at the first time. The server 20 determines the timing for opening the treasure chest as the second time. When the second time arrives, the terminal device 10 accesses the server 20 by accepting an operation to open the treasure chest from the user, or by the arrival of the second time without accepting an operation to open the treasure chest. The terminal device 10 notifies on the notification display unit 132G that a lottery for a game object will be held by opening the treasure chest, and that the treasure chest has a different form, and in the screen example (C), notifies that the treasure chest granted to the user is a gold treasure chest.
[0129] The button 132E for opening the treasure chest is an area for accepting an operation for opening the treasure chest and drawing for an item from the user by the terminal device 10. In this area, the waiting time until the second time arrives is displayed.
[0130] This allows the timing of opening the treasure chest to be treated as the actual access time, dispersing the access time of each user to the server, and reducing the communication load between the terminal device and the server. Also, by providing objects with different aspects, it is possible to create a sense of expectation in the user and increase interest.
[0131] The example screen (D) shows the situation where the timing to stop the sound is determined as the actual access time.
[0132] In screen example (D), the user has set the alarm activation time as the first time, and the current time is the time the user is woken up by the activation of the alarm.
[0133] The notification display unit 132G notifies the user that the alarm sound is a voice made up of different sounds, and that when the alarm sound is stopped, the server is accessed and the game progresses, and when the alarm is stopped while the "beep" sound is being played, an advantageous item will be won.
[0134] The alarm stop button 132F is an area for the terminal device 10 to receive an operation to stop the alarm sound from the user.
[0135] This allows the timing for stopping the sound to be the actual access time, and allows each user's access time to the server to be distributed. Also, by prompting the user to stop playing a specific sound, the setting of the time to progress in the game is given a game-like quality, which increases the interest of the user.
[0136] <Summary> The matters described in the above embodiments can be summarized as follows.
[0137] (1) After the alarm goes off and the user turns it off, the sleep information is not immediately transmitted to the server, but rather it waits a random number of seconds for each user before transmitting. During this time, the device displays an animation for each user indicating that the sleep information is being analyzed, that the sleep information is being transmitted to the server, etc. For example, it waits a random number of seconds between 0 and 5 seconds from the time of the alarm before transmitting. This reduces the load on the server per second.
[0138] (2) It is assumed that each user often sets an alarm at a round time. When the server 20 performs a process by stopping the alarm, each user is encouraged to have the alarm sound at a time other than the round time. For example, by shifting the time at which the alarm sounds, each user is given an incentive to progress in the game (such as gaining an effect of increasing a specific parameter for a character, becoming less susceptible to abnormal conditions, being granted a special benefit, etc.). This allows the alarms to be set at scattered times from the terminal device 10 of each user, without being overly concentrated on round times.
[0139] (3) When an alarm sounds on the terminal and the user stops it, the terminal does not transmit all of the sleep information to the server, but transmits data to the server informing the user that the user has woken up. The information that the user has woken up is a small amount of data compared to the information on the sleep measurement results. The server side receives the data that the user has woken up from the terminal, but does not immediately receive the information on the sleep measurement results from the terminal, so the load is reduced. Instead of performing game processing (e.g., lottery processing) using the sleep information at the time of waking up on the server, the server presents the user with information (e.g., presented to the user in the form of a treasure chest) indicating a right to obtain a game object by lottery. The treasure chest can be opened after a certain time has passed (until a certain time has passed, the user cannot obtain a game object regardless of the information indicating the right). The terminal transmits the sleep measurement results to the server at the appropriate timing by accepting an operation (operation to exercise the right) as if the user were opening a treasure chest based on the right.
[0140] (4) Giving the alarm sound a game-like quality. In addition to the normal alarm sound, a different type of alarm sound is prepared in advance. The terminal can gain an advantage in the game by stopping the alarm when the different type of alarm sound sounds, rather than the normal alarm sound. Here, the timing at which the different type of alarm sound sounds may be set to vary from user to user. This makes it possible to distribute the timing at which each terminal accesses the server.
[0141] <Modification> In the above description, an example has been described in which the server 20 performs the lottery process based on the confirmed sleep information. However, the server 20 may also perform the lottery process based on the unconfirmed sleep information. For example, the following modified examples are presented.
[0142] The terminal device 10 accesses the server 20 to progress the game before the first time arrives for making the specified notification, receives third information for progressing the game from the server 20, and accepts user operation input accompanying the specified notification, thereby progressing the game on the terminal device 10 based on the third information without accessing the server 20.
[0143] Furthermore, the terminal device 10 receives an operation from the user to start going to bed or falling asleep, and in response to the operation, accesses the server 20 before the first time arrives.
[0144] (1) In order to measure information related to the user's sleep, the terminal device 10 accepts an operation to start sleep measurement from the user (for example, displaying a button to start sleep measurement) on the user's terminal device 10. At the time of accepting the operation, the terminal device 10 notifies the server 20 that an operation to start sleep measurement has been performed, and the server 20 performs a lottery process.
[0145] At this time, the server 20 holds the lottery results in advance according to the pattern of the measurement results of the information on the user's sleep. Before the time for the user to wake up arrives, the server 20 transmits information on the lottery results of these multiple patterns in advance to the terminal device 10. When the terminal device 10 receives an operation from the user indicating that the user has woken up (such as pressing a button to end sleep measurement), it determines which of the patterns the user has woken up in, and performs processing such as granting a game object in accordance with the sleep measurement results, without accessing the server 20, depending on the determination result.
[0146] The terminal device 10 transmits the sleep state measurement results to the server 20, which stores information on the sleep state measurement results of each user and determines the game objects, etc. to be assigned to each user based on the pattern of the sleep state measurement results, and updates information about each user (information on game objects owned, etc.).
[0147] (2) While the terminal device 10 is measuring information related to the user's sleep (from when the user goes to sleep until the user wakes up), the terminal device 10 communicates with the server 20 at regular time intervals and transmits the information related to the sleep to the server 20. The server 20 responds to the terminal device 10 in advance with the result of the lottery process, etc. For example, when using information on the sleeping time as the sleep information, and the longer the sleeping time, more lotteries are held and game objects are awarded to the user, the terminal device 10 communicates with the server 20, for example, every time one hour of the sleeping time passes before the user stops the alarm and the sleeping time is determined, and executes a predetermined lottery process. As a result, when the user wakes up, most of the lottery process has already been executed, and the information on the lottery result of the server 20 is already stored in the terminal device 10.
[0148] When an operation to end the measurement of information related to sleep is performed on the terminal device 10 (when an operation to wake up is performed), the terminal device 10 judges whether it is necessary to communicate with the server 20 again. For example, when sufficient information has not been transmitted from the terminal device 10 for the server 20 to perform a lottery process based on the sleep information, the terminal device 10 communicates with the server 20 again. Here, if no further communication is necessary, the terminal device 10 does not communicate with the server 20, and displays the results of the process (lottery process, etc.) performed by the server 20 to progress the game.
[0149] (3) Since the user is likely to wake up when the alarm sounds, the terminal device 10 and the server 20 start communicating with each other a predetermined time (e.g., 30 minutes) before the alarm sounds. The server 20 accepts a signal from the terminal device 10 and performs a lottery. Here, in order to distribute the load, the terminal device 10 and the server 20 communicate with each other in sequence for each user's identification information (user ID). That is, the timing for the terminal device 10 to access the server 20 is specified in association with the user ID. If the user does not wake up when the alarm sounds (the user does not operate the terminal device 10), the terminal device 10 discards the lottery result for that user, and a lottery is held again at the time the user actually wakes up for the terminal device 10 and the server 20 to communicate with each other.
[0150] When an operation to end the measurement of information related to sleep is performed on the terminal device 10 (when an operation to wake up is performed), the terminal device 10 judges whether it is necessary to communicate with the server 20 again. For example, when sufficient information has not been transmitted from the terminal device 10 for the server 20 to perform a lottery process based on the sleep information, the terminal device 10 communicates with the server 20 again. Here, if no further communication is necessary, the terminal device 10 does not communicate with the server 20, and displays the results of the process (lottery process, etc.) performed by the server 20 to progress the game.
[0151] (4) If the device can measure whether the user is in deep sleep or not, the device will sound an alarm if it detects that the user is in light sleep. This allows the device to stagger the wake-up times of each user regardless of the alarm times set by the users.
[0152] (5) After the user stops the alarm on the terminal, the user can play the mini-game. Since the time it takes for each user to finish playing the mini-game varies, by accessing the server from the terminal after playing the mini-game, it is possible to prevent excessive concentration of access to the server.
[0153] (6) The alarm time is not set by the user, but is presented to each user by the game based on the game program. For example, a user can set the terminal to "sound the alarm when he / she sleeps for 8 hours from now." This allows different users to wake up at different times, reducing the communication load on the server. Users can also ensure that they get enough sleep and get a good night's sleep.
[0154] <Additional Notes> The matters described in the above embodiments will be supplemented below.
[0155] (Supplementary Note 1) A game program to be executed by a computer having a processor, the game program causing the processor to perform the following steps: receiving operational input from a user (S511); setting a first time at which the game is to progress, and if no operational input is made before the first time arrives, making a predetermined notification at the first time (S512); changing the state of the notification based on the user's operational input and accessing a server to progress the game (S513); and distributing a second time at which each user's computer accesses the server to progress the game (S521).
[0156] (Appendix 2) A game program as described in (Appendix 1), in which accessing a server to progress the game includes determining game objects to be featured in the user's gameplay by processing based on first information that is determined by accepting user operation input, and associating information about the determined game objects with the user and storing it in the server (S522).
[0157] (Appendix 3) A game program as described in (Appendix 2), in which accessing a server to progress the game includes determining timing information by accepting operational input from a user, and determining a game object to be associated with the user by performing a lottery process on the server using the determined timing information as first information.
[0158] (Appendix 4) A game program as described in (Appendix 3), wherein the first time is set as the time to sound an alarm, and accessing a server to progress the game includes accepting an operation for waking up as a user input, and by accepting the operation for waking up, determining information regarding the user's sleep as timekeeping information.
[0159] (Appendix 5) A game program described in any one of (Appendix 2) to (Appendix 4), wherein in the distribution step, the second time is distributed by distributing the timing of accessing the server after receiving user operation input for each of multiple users.
[0160] (Appendix 6) In the step of distributing, second information indicating that an operation input of the user has been accepted is transmitted to the server, and the server determines a waiting time, which may differ for each user who has accepted the second information, and transmits the determined waiting time to the computer of each user; A game program according to any one of (Supplementary Note 1) to (Supplementary Note 5), wherein in the distributing step, information indicating a waiting time is presented to the user.
[0161] (Appendix 7) A game program as described in (Appendix 6), in which, in the distribution step, information indicating the waiting time is updated over time and presented to the user, a specified operation for accessing the server is not accepted from the user until the waiting time has elapsed, and a specified operation for accessing the server is accepted from the user in response to the waiting time having elapsed.
[0162] (Appendix 8) A game program as described in any one of (Appendix 1) to (Appendix 7), which includes, in the distributing step, setting the first time in the computer based on the result of distributing the setting of the first time for making a specified notification among each user.
[0163] (Appendix 9) A game program as described in (Appendix 8), in which, in the distribution step, the result of distributing the first time settings among each user is presented to a computer user, and the changed first time is set by receiving an operation by the user to approve the change to the first time.
[0164] (Appendix 10) A game program as described in (Appendix 8), further comprising: a step of sensing the user's sleeping state; in a step of making a predetermined notification, setting a first time based on the distributed results; making the predetermined notification based on the sensing results of the user's sleeping state despite the first time being set; and in a step of accessing, accessing the server by accepting operation input from the user in response to the predetermined notification.
[0165] (Appendix 11) A game program as described in any one of (Appendix 1) to (Appendix 10), wherein in the distributing step, for a predetermined notification based on the arrival of a first time, a specific notification is made depending on the elapsed time from the first time.
[0166] (Appendix 12) A game program as described in (Appendix 11), in which in the distribution step, a benefit is granted to the user when an operational input for accessing a server to progress the game is received from the user based on the timing of a specific notification.
[0167] (Appendix 13) A game program as described in (Appendix 1) to (Appendix 12), in which, in the distributing step, a server is accessed to progress the game before the arrival of a first time for making a specified notification, third information for progressing the game from the server is received, and a user operation input associated with the specified notification is accepted, thereby progressing the game on a computer without accessing the server based on the third information.
[0168] (Appendix 14) A game program as described in (Appendix 13), which receives an operation from a user to start going to bed or falling asleep, and in response to the operation, accesses the server before the first time arrives. [Explanation of symbols]
[0169] 10A, 10B terminal device, 11A game controller, 11B sleep measuring device, 12 communication IF, 13 input device, 14 output device, 15 memory, 16 storage unit, 19 processor, 20 server, 22 communication IF, 23 input / output IF, 25 memory, 26 storage, 29 processor, 80 network, 81 wireless base station, 82 wireless LAN base station, 130 operation reception unit (touch screen), 132 display, 181 user information, 281 user information database, 282 server processing capacity information.
Claims
1. A game program for causing a computer having a processor to execute the game program, the game program including: receiving an operation input from a user; setting a first time at which a game is to be progressed, and if the operational input is not performed before the first time arrives, providing a predetermined notification at the first time; changing a state of the notification based on an operation input by the user and accessing a server to progress the game; and distributing a second time at which the computer of each user accesses a server to progress the game.
2. The game program of claim 1, wherein accessing a server to progress the game includes determining game objects to be featured in the user's game play by processing based on first information that is determined by accepting operational input from the user, and associating information of the determined game objects with the user and storing it in the server.
3. The game program of claim 2, wherein accessing a server to progress the game includes determining timing information by accepting operational input from the user, and determining the game object to be associated with the user by performing a lottery process on the server using the determined timing information as the first information.
4. The first time is set as a time to sound an alarm, The game program of claim 3, wherein accessing a server to progress the game includes accepting an operation for waking up as an operational input from the user, and by accepting the operation for waking up, determining information regarding the user's sleep as the timekeeping information.
5. A game program according to any one of claims 2 to 4, wherein in the distributing step, the second time is distributed by distributing the timing of accessing the server after receiving operation input from the user for each of a plurality of users.
6. In the distributing step, second information indicating that the operation input of the user has been accepted is transmitted to the server; The server determines a waiting time, which may vary, for each user who has received the second information, and transmits the determined waiting time to the computer of each user; The game program according to claim 1 , wherein, in the distributing step, information indicating the waiting time is presented to the user.
7. 7. The game program of claim 6, wherein, in the distributing step, information indicating the waiting time is updated over time and presented to the user, a specified operation for accessing the server is not accepted from the user until the waiting time has elapsed, and the specified operation for accessing the server is accepted from the user in response to the elapse of the waiting time.
8. 8. A game program as described in any one of claims 1 to 7, wherein in the distributing step, the first time for making the specified notification is set in the computer based on the result of distributing the setting of the first time among each user.
9. 9. The game program according to claim 8, wherein, in the distributing step, the result of distributing the setting of the first time among each user is presented to a user of the computer, and the changed first time is set by receiving an operation from the user to approve the change to the first time.
10. further performing a step of sensing a state of the user during sleep; In the step of making the predetermined notification, the first time is set based on the result of the distribution, and the predetermined notification is made based on a sensing result of the state of the user during sleep even though the first time is set; 9. The game program according to claim 8, wherein in the accessing step, the server is accessed by accepting the operation input from the user in response to the predetermined notification.
11. 11. The game program according to claim 1, wherein in the distributing step, a specific notification is made depending on the elapsed time from the first time for the predetermined notification based on the arrival of the first time.
12. The game program according to claim 11, wherein in the distributing step, a privilege is granted to the user when the operational input for accessing a server to progress the game is received from the user based on the timing of making the specific notification.
13. A game program as described in any one of claims 1 to 12, wherein, in the distributing step, a server is accessed to progress the game before the first time arrives for making the specified notification, third information for progressing the game is received from the server, and operation input from the user associated with the specified notification is accepted, thereby progressing the game on the computer without accessing the server based on the third information.
14. The game program according to claim 13 , further comprising: receiving an operation from the user to start going to bed or falling asleep; and in response to the operation, accessing the server before the first time arrives.
15. 1. A method for causing a computer having a processor to execute a game, the method comprising: receiving an operation input from a user; setting a first time at which a game is to be progressed, and if the operational input is not performed before the first time arrives, providing a predetermined notification at the first time; accessing a server to progress the game based on an operation input by the user; and distributing a second time at which the computer of each user accesses a server to progress the game.
16. An information processing device including a control unit, receiving an operation input from a user; setting a first time at which a game is to be progressed, and if the operational input is not performed before the first time arrives, providing a predetermined notification at the first time; accessing a server to progress the game based on an operation input by the user; and distributing a second time at which the information processing device of each user accesses the server to progress the game.
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