Game program, information processing device, information processing system, and information processing method

JP2025107300A5Pending Publication Date: 2025-08-21THE POKEMON CO
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Patent Information

Application Number
JP2025075213
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-30
Publication Date
2025-08-21

AI Technical Summary

Technical Problem

The interest in game privileges based on the user's sleep state is poor, leading to insufficient motivation for continuous engagement in the game.

Method used

A game program that includes a processor and a memory unit, which acquires sleep information, calculates a parameter based on the sleep information and a first index related to the user's growth level, and awards rewards based on these calculations.

Benefits of technology

Improves the interestingness of game privileges based on sleep state, motivating users to continuously engage in the game by providing rewards and encouraging better sleep habits.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To solve the problem that amusement of a privilege imparted based on a user's sleeping state is deficient, and the user is not fully motivated to continuously tackle a game.SOLUTION: In a game program that has a processor and a storage portion and allows a computer to execute a game, the processor executes an acquisition step of acquiring sleep information related to a user's sleep state, a calculation step of repeatedly calculating parameters on the basis of sleep information, and a first index regarding a user's growth degree in the game according to acquisition of the user's sleep information by the acquisition step during a first period including the user's multiple sleeps, and an imparting step of imparting a reward to a user on the basis of parameters according to calculation of the parameters by the calculation step.SELECTED DRAWING: Figure 7
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Description

Technical Field

[0001] The present disclosure relates to a game program, an information processing apparatus, an information processing system, and an information processing method.

Background Art

[0002] There is known a technique of measuring a person's behavior and activity amount by using a motion detection sensor or the like that detects body movements, and using the measured activity amount in a game service or the like. Patent Document 1 discloses a technique of giving a user an incentive to continuously measure health-related information and / or confirm analysis results. Patent Document 2 discloses a technique of effectively prompting a user to make behavioral changes related to improving health status.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0004] There is a problem that the interest of the privilege given based on the user's sleep state is poor, and the motivation for the user to continuously engage in the game is insufficient. Therefore, the present disclosure has been made to solve the above problems, and an object thereof is to provide a technique for motivating a user to continuously engage in a game.

Means for Solving the Problems

[0005] A game program that includes a processor and a memory unit and causes a computer to execute a game. The processor executes an acquisition step of acquiring sleep information regarding the user's sleep state, a calculation step of repeatedly calculating a parameter based on the sleep information and a first index regarding the user's growth level in a game in a first period including the user's multiple sleeps in response to the acquisition step acquiring the user's sleep information, and a giving step of giving a reward to the user based on the parameter in response to the calculation step calculating the parameter.

Effect of the Invention

[0006] According to the present disclosure, by improving the interestingness of the privilege given based on the user's sleep state, it is possible to motivate the user to continuously engage in the game.

Brief Description of the Drawings

[0007]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Mode for Carrying Out the Invention

[0008] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In all the drawings for describing the embodiments, common components are denoted by the same reference numerals, and repeated descriptions are omitted. Note that the following embodiments do not unduly limit the content of the present disclosure described in the claims. Also, not all of the components shown in the embodiments are essential components of the present disclosure. Further, each drawing is a schematic diagram and is not necessarily drawn precisely.

[0009] <Configuration of System 1> System 1 in the present disclosure is an information processing system that provides a game service that progresses based on information regarding a user's nighttime sleep state. Note that the present disclosure is applicable to any game service such as a shooting game, an action game, a role-playing game, an adventure game, a racing game, a puzzle game, a simulation game, a table game, a breeding game, etc. System 1 includes information processing devices of server 10 and user terminal 20 connected via network N. FIG. 1 is a block diagram showing the functional configuration of System 1. FIG. 2 is a block diagram showing the functional configuration of server 10. FIG. 3 is a block diagram showing the functional configuration of user terminal 20.

[0010] Each information processing device is configured by a computer including an arithmetic device and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For each of server 10 and user terminal 20, descriptions overlapping with the basic hardware configuration of the computer and the basic functional configuration of the computer described later are omitted. In this embodiment, each device (such as server 10 and user terminal 20) constituting system 1 may be regarded as an information processing device. Also, the aggregate of each device may be regarded as one "information processing device". System 1 may be formed as an aggregate of a plurality of devices. The way of distributing the plurality of functions required to implement system 1 according to this embodiment for one or a plurality of hardware can be appropriately determined in view of the processing capabilities of each hardware and / or the specifications required for system 1 and the like.

[0011] <Configuration of Server 10> Server 10 is an information processing device that provides a game service that progresses based on information regarding a user's nighttime sleep state. Server 10 includes a storage unit 101 and a control unit 104.

[0012] <Configuration of Storage Unit 101 of Server 10> The storage unit 101 of server 10 includes an application program 1011, a user table 1012, a media master 1013, and a privilege master 1014.

[0013] The user table 1012 is a table that stores and manages information of member users (hereinafter referred to as users) who use the service. A user registers for use of the service, and the information of the user is stored in a new record of the user table 1012. Thereby, the user can use the service according to the present disclosure. The user table 1012 is a table having columns of user ID, user name, first index, sleep information, reference sleep pattern, sleep score, comprehensive score, media data, first slot, and second slot, with the user ID as the primary key. FIG. 4 is a diagram showing the data structure of the user table 1012.

[0014] The user ID is an item that stores user identification information for identifying a user. The user identification information is an item for which a unique value is set for each user. The user name is an item that stores the user's name. The user name may be set to any string such as a nickname instead of the real name. The first indicator is an item that stores information related to the user's rank. The user's rank includes levels, experience points, etc., and grows according to the progress of the game by the user. For example, the user's rank grows according to the acquisition of experience value parameters obtained when predetermined conditions in the game (for example, measuring sleep information, the in-game time elapsing for a certain period, obtaining a predetermined game item, etc.) are satisfied. Therefore, as the user continues to play the game, the user's rank increases. In addition, in the game service that progresses based on the sleep state information in the present disclosure, the first indicator may be a parameter that grows according to the acquisition of experience value parameters obtained according to the type of in-game character that the user acquires or encounters at the time of waking up. For example, even for in-game characters of the same type, a configuration may be adopted in which higher experience value parameters can be acquired according to the acquisition or encounter of an individual with a higher rarity. The sleep information is an item that stores information related to the user's sleep. The sleep information may include information related to the sleep pattern indicating the user's bedtime and wake-up time. Note that the bedtime represents the time when the user falls asleep. For example, it may be the time when the system 1 detects that the user has entered the bed, or it may be the time when the system 1 detects that the user's consciousness has shifted from the awakened state to the sleeping state. Also, the wake-up time represents the time when the user wakes up. For example, it may be the time when the system 1 detects that the user has gotten out of the bed, or it may be the time when the system 1 detects that the consciousness has shifted from the sleeping state to the awakened state. In the present embodiment, a pair of the bedtime and the wake-up time from falling asleep to waking up is called a sleep pattern. The sleep information may include information regarding the quality of the user's sleep. The information regarding the quality of sleep refers to the time of each sleep stage in the sleep cycle and the ratio of each sleep stage to the sleep time. For example, it is the time and ratio of each sleep stage in the sleep cycle, namely, "awake", "light sleep", "deep sleep", and "REM sleep". The sleep information may include the history of the sleep pattern of one day or multiple days within a predetermined period such as one day, one week, or one month. Additionally, it may include the history of all sleep patterns from the start of the user's service utilization until the present. The reference sleep pattern is an item that stores a predetermined sleep pattern based on the reference bedtime and wake-up time. Since there are individual differences in sleep patterns, it may be possible to automatically set a reference sleep pattern tailored to the user's constitution and the like for each user based on the user's sleep history stored in the sleep information. The reference sleep pattern does not necessarily have to be a single fixed sleep pattern. For example, it may store multiple reference sleep patterns for each day of the week, month, or season. Additionally, it may store multiple reference sleep patterns according to weekdays, holidays, special holidays, etc. The sleep score is an item that stores an evaluation value regarding the user's sleep. The comprehensive score is an item that stores the sleep score and the value (parameter) calculated based on the first indicator. The comprehensive score is calculated, for example, by multiplying the sleep score of the current day by the first indicator of the previous day. The comprehensive score may also be calculated based on the statistical values (average value, median value, mode value, maximum value, minimum value, etc.) of the sleep scores over multiple days and the statistical values of the first indicator over multiple days. The overall score may be calculated based on the sleep score, the first indicator, and the number or amount of game media obtained in games played outside of the sleeping hours. The overall score is, for example, a parameter calculated by multiplying the sleep score for the day, the first indicator for the previous day, and the number or amount of game media associated with the second slot. The number or amount of game media associated with the second slot corresponds to, for example, the number or amount of game media obtained in games played outside of the sleeping hours. The overall score may be calculated based on statistical values of sleep scores over multiple days, statistical values of the first indicator over multiple days, and statistical values of the number or amount of game media associated with the second slot over multiple days. Media data is an item that stores information about game media owned by the user. Specifically, the media ID of the game media owned by the user, the quantity held for each media ID, and the holding amount are stored.

[0015] The game media includes any parameters such as points and scores within the game. The game media includes information about in-game resources that can be used within the game. The user can use the in-game resources, for example, for the following purposes. · Exchange with in-game objects (e.g., in-game characters, in-game items, etc.) · Participate in a lottery to obtain in-game objects · Allocate points to a predetermined element within the game In-game items include, for example, the following. Note that in-game items can be consumable items that disappear when used, non-consumable items that do not disappear when used, etc. · Weapons, armor, accessories, etc. · Items that improve or decrease the performance value of a predetermined target (e.g., in-game characters) · Items that change the progress of the game advantageously or disadvantageously Note that it is not necessary for the game medium to be of one type, and multiple types of game media may be defined. In that case, the roles may differ for each type of game medium. Also, the in-game objects that can be exchanged may differ for each type of game medium. The user may consume one in-game resource to acquire another in-game resource.

[0016] The first slot is an item that stores the game medium supplied to the user according to the progress of the game. Specifically, the first slot stores the medium ID of the game medium associated with the user, the number or quantity of the game medium for each medium ID, or a predetermined parameter related thereto. When a game medium is supplied to the user, the information of the acquired game medium is stored in the first slot. In the present disclosure, the game medium supplied to the user according to the progress of the game is stored in the first slot rather than in the item of the medium data. A reference value (maximum value) of a predetermined parameter related to the number or quantity associated with the game medium is set in the first slot.

[0017] The first slot may be provided for each in-game object such as an in-game character associated with the user. For example, one or more types of game media may be stored in each of the first slots provided for each of one or more in-game characters associated with the user. That is, a storage area for a plurality of first slots may be provided for each user.

[0018] The second slot is an item that stores parameters such as the game medium related to the progress of the game. Specifically, the second slot stores the medium ID of the game medium related to the progress of the game, the number or quantity of the game medium for each medium ID. The second slot may store, for example, a parameter calculated based on the number or quantity of the game medium. Note that the second slot may store a parameter calculated based on the number or quantity of the game medium. When a predetermined condition is satisfied, the information of the game medium is stored in the second slot. The predetermined condition is, for example, as follows. · An instruction to transfer an associated game medium from the first slot to the second slot is received from the user · The game medium is supplied to the first slot in excess of a reference value · The game medium equal to or greater than the reference value is supplied to the first slot · A predetermined parameter regarding the number or amount of the game medium in the first slot has reached the reference value · A predetermined condition is satisfied by comparing a predetermined parameter regarding the number or amount of the game medium in the first slot with the reference value · The game medium is associated with the second slot according to an instruction from the user In the present disclosure, the game medium related to game progress is stored in the second slot instead of being an item of media data The second slot may be configured to be provided for each in-game object such as an in-game character. For example, one or more types of game media may be stored in the second slot provided for a predetermined in-game character Further, when the game medium is associated with the second slot, a predetermined parameter may be calculated based on the number or amount of the game medium to be associated, and the predetermined parameter may be associated with the second slot

[0019] The media master 1013 is a table for storing and managing information (game medium information) related to the game medium The media master 1013 is a table having columns of media ID, media type, and media name with the media ID as the primary key FIG. 5 is a diagram showing the data structure of the media master 1013

[0020] The media ID is an item for storing media identification information for identifying the game medium. The media identification information is an item in which a unique value is set for each game medium with a media name set The media type is an item that stores the type of game media specified by media identification information. Specifically, the media type stores a character string for specifying the type of game media, such as in-game resources. The media name is an item that stores the name of the game media. Any character string can be set as the media name. When the media type is in-game resources, the media name stores the name of the in-game resources. Note that the game media may include in-game characters as in-game objects and in-game items. In this case, for example, when the media type is an in-game character, the media name is the name of the in-game character. Also, when the media type is an in-game item, the media name is the name of the in-game item.

[0021] The privilege master 1014 is a table for storing information (privilege information) regarding privileges to be granted to users. The privilege master 1014 is a table having columns for privilege details and privilege conditions. Figure 6 is a diagram showing the data structure of the privilege master 1014.

[0022] The privilege details is an item that stores the details of the privilege to be granted to the user. The details of the privilege include, for example, the following. · Granting a game media to the user · Generating a new game media from a predetermined game media associated with the user · Granting a beneficial effect to an in-game character associated with the user · Granting a beneficial effect to an in-game item associated with the user Granting a beneficial effect to an in-game character includes, for example, enhancing the performance value of the in-game character and evolving the in-game character. Granting a beneficial effect to an in-game item includes, for example, enhancing the performance value of the in-game item and evolving the in-game item. The privilege condition is an item that stores the conditions for granting a privilege to a user. In the present disclosure, the range of the comprehensive score is stored as the privilege condition. That is, depending on the value of the comprehensive score, it is determined whether the privilege condition is met, and if so, the privilege content associated with the privilege condition is granted to the user. For example, when the comprehensive score is between 11 and 100 points, privilege A is granted, and when the comprehensive score is between 101 and 200 points, privilege B is granted. Note that the privilege condition does not necessarily have to be an exclusive condition for each privilege content, and may be a plurality of overlapping conditions. That is, it is also possible that a plurality of privilege conditions are satisfied for one comprehensive score. At this time, depending on the value of the comprehensive score, it is also possible that a plurality of privilege contents corresponding to the plurality of privilege conditions are granted to the user. Further, by setting a priority order for the privilege contents, it is also possible to grant only one or a plurality of privilege contents with a high priority to the user.

[0023] <Configuration of the control unit 104 of the server 10> The control unit 104 of the server 10 includes a user registration control unit 1041, a privilege granting unit 1044, a sleep information storage unit 1045, a sleep score calculation unit 1046, and a comprehensive score calculation unit 1047. The control unit 104 realizes each functional unit by executing the application program 1011 stored in the storage unit 101.

[0024] The user registration control unit 1041 performs a process of storing information of a user who wishes to use the service according to the present disclosure in the user table 1012. The information stored in the user table 1012 is input by the user from an arbitrary information processing terminal by opening a web page or the like operated by the service provider and inputting information into a predetermined input form and then transmitting it to the server 10. The user registration control unit 1041 stores the received information in a new record in the user table 1012, and the user registration is completed. As a result, the user stored in the user table 1012 can use the service. Prior to the registration of user information into the user table 1012 by the user registration control unit 1041, the service provider may perform a predetermined review to restrict the user's access to the service. The user ID may be any string or number that can identify the user, such as any string or number desired by the user, or any string or number automatically set by the user registration control unit 1041.

[0025] The privilege granting unit 1044 executes privilege granting processing. Details will be described later.

[0026] The sleep information storage unit 1045 executes sleep information storage processing. Details will be described later.

[0027] The sleep score calculation unit 1046 executes sleep score calculation processing. Details will be described later.

[0028] The comprehensive score calculation unit 1047 executes comprehensive score calculation processing. Details will be described later.

[0029] <Configuration of the user terminal 20> The user terminal 20 is an information processing device operated by a user who uses the service. The user terminal 20 may be, for example, a mobile terminal such as a smartphone or a tablet, or a stationary PC (Personal Computer) or a laptop PC. It may also be a wearable terminal such as an HMD (Head Mount Display) or a wristwatch-type terminal. The user terminal 20 includes a storage unit 201, a control unit 204, an input device 206, and an output device 208.

[0030] <Configuration of the storage unit 201 of the user terminal 20> The storage unit 201 of the user terminal 20 includes a user ID 2011 and an application program 2012.

[0031] User ID 2011 is the user's account ID. The user sends User ID 2011 from the user terminal 20 to the server 10. The server 10 identifies the user based on User ID 2011 and provides the services according to this disclosure to the user. Note that User ID 2011 includes information such as a session ID temporarily assigned by the server 10 for identifying the user using the user terminal 20.

[0032] The application program 2012 may be pre-stored in the storage unit 201, or may be configured to be downloaded from a web server or the like operated by a service provider via a communication IF. The application program 2012 includes applications such as a web browser application. The application program 2012 includes an interpreter-type programming language such as JavaScript (registered trademark) that is executed on a web browser application stored in the user terminal 20.

[0033] <Configuration of the control unit 204 of the user terminal 20> The control unit 204 of the user terminal 20 includes an input control unit 2041, an output control unit 2042, and a game control unit 2043. The control unit 204 realizes each functional unit by executing the application program 2012 stored in the storage unit 201.

[0034] <Configuration of the input device 206 of the user terminal 20> The input device 206 of the user terminal 20 includes a camera 2061, a microphone 2062, a position information sensor 2063, a motion sensor 2064, a touch device 2065, and a sleep sensor 2066.

[0035] The sleep sensor 2066 is a variety of devices that detect various states of the user terminal 20. The sleep sensor 2066 may include, for example, a posture sensor (an acceleration sensor or a gyro sensor) that detects the posture and tilt of the terminal itself, a gaze sensor that detects the direction of the user's line of sight, a light sensor that detects the ambient brightness, and an infrared sensor that detects the user's movement. Also, the sleep sensor 2066 may be a microphone that collects the sound around the user terminal 20, a humidity sensor that detects the humidity around the user terminal 20, a geomagnetic sensor that detects the magnetic field at the location of the user terminal 20, and the like. Also, the sleep sensor 2066 may detect various information using the above sensor functions. For example, the sleep sensor 2066 may detect the number of steps of the user who holds the user terminal 20 using the function of the acceleration sensor. Also, the sleep sensor 2066 may detect operation information indicating whether the user terminal 20 is operating or stationary, etc., at regular intervals or at the timing when the user terminal 20 operates, using the function of the acceleration sensor. The sleep sensor 2066 can transmit the sensing data detected as described above to the control unit 204. Also, the sleep sensor 2066 may be an information processing terminal (so-called wearable terminal) that is provided separately from the user terminal 20 and is communicably connected to the user terminal 20, such as a wristwatch-type or ring-type terminal. At this time, the sleep sensor 2066 can detect the user's biological information and transmit it to the user terminal 20. The sleep sensor 2066 can determine the user's heart rate by, for example, photoplethysmography and transmit it to the control unit 204 as sensing data. Note that the sensing data detected by the sleep sensor 2066 is not limited to these, and may detect biological information related to the user's sleep, such as brain waves, respiration, pulse, body movement, etc.

[0036] <Configuration of the output device 208 of the user terminal 20> The output device 208 of the user terminal 20 includes a display 2081 and a speaker 2082.

[0037] <Operation of the system 1> The following describes each process of the system 1. FIG. 7 is a flowchart showing the operation of the privilege granting process.

[0038] <Privilege Granting Process> The privilege granting process is a process of receiving information on game operations during waking hours (e.g., during the day) by the user, the game medium held by the user, and the sleep state during the user's sleep (e.g., at night), and granting a privilege (bonus) to the user. The user can obtain a privilege through the privilege granting process. Note that the privilege granted to the user includes privileges for in-game characters held by the user, privileges granted to in-game teams, in-game groups, etc. to which the user belongs, and any privileges for any in-game objects, in-game entities, etc. associated with the user.

[0039] <Outline of Privilege Granting Process> The privilege granting process is a series of processes that receive game operations from the user during waking hours such as during the day, measure sleep information regarding the user's sleep state while the user is sleeping, calculate the user's sleep score based on the sleep information, calculate a comprehensive score based on the sleep score, specify the privilege content according to the content of the comprehensive score, and grant the specified privilege content to the user.

[0040] <Details of Privilege Granting Process> The details of the privilege granting process are described below.

[0041] In step S501, the user logs in to the game and performs game processing during waking hours of the user other than the bedtime. For example, the user can operate the in-game character held by the user by operating the input device 206 of the user terminal 20, and execute games such as missions and quests.

[0042] <Sleep Information Storage Process> In step S502, the sleep information storage unit 1045 of the server 10 executes an acquisition step of acquiring sleep information regarding the user's sleep state.

[0043] The user terminal 20 may receive an input operation from the user indicating going to bed, and serve as a trigger to start sleep information storage processing. The input operation indicating going to bed may be, for example, an operation to interrupt a game or an operation to put a character to sleep (stroking the character via the touch device 2065, turning off the electricity used by the character, etc.). Also, the user terminal 20 constantly performs sensing by the sleep sensor 2066, and can also detect the user's going to bed from the sensing data (for example, the movement of the terminal, the ambient brightness and sound, etc.). Further, when the reference bedtime described later approaches, the character may be made to look sleepy, or the game world may be set to night to prompt the user to go to bed.

[0044] The control unit 204 of the user terminal 20 instructs the sleep sensor 2066 to perform sensing. Specifically, the sleep sensor 2066 senses the movement of the user terminal 20 and biometric information such as the user's heart rate. The control unit 204 of the user terminal 20 acquires sensing data from the sleep sensor 2066.

[0045] The control unit 204 of the user terminal 20 transmits the sensing data sent from the sleep sensor 2066 to the server 10. The sleep information storage unit 1045 of the server 10 stores a sleep pattern indicating the bedtime and wake-up time in the sleep information column of the record of the user in the user table 1012 based on the sensing data.

[0046] Information regarding the user's sleep quality may be included in the sleep information. At this time, the user terminal 20 calculates information regarding the user's sleep quality from the biometric information of the user detected by the sleep sensor 2066. The information regarding the user's sleep may be calculated by adopting a known function for analyzing the sleep of an existing multifunctional device that functions as the user terminal 20. The sleep information storage unit 1045 of the server 10 stores information regarding the quality of sleep in the sleep information column of the record of the user in the user table 1012.

[0047] <Sleep score calculation process> In step S503, the sleep score calculation unit 1046 of the server 10 executes a sleep calculation step of calculating a sleep score, which is an index regarding the user's sleep, based on the sleep information of the user acquired in the acquisition step. The sleep score calculation process may be executed at an arbitrary time zone such as a time zone when the user is awake outside the bedtime zone. The sleep score calculation process may be executed when the user operates the user terminal 20 to start or operate an application or the like related to the game service according to the present disclosure. The sleep score calculation unit 1046 of the server 10 may execute the sleep score calculation process when detecting the user's wake-up time.

[0048] The sleep score calculation unit 1046 of the server 10 calculates the sleep score based on the sleep time included in the sleep information stored in the sleep information of the user table 1012. For example, the sleep score may be calculated based on a predetermined calculation formula based on the sleep time. The sleep score may be calculated by referring to a table (not shown) or the like in which the sleep time and the sleep score are associated based on the sleep time. In this case, when the sleep time is 3 hours or less or 10 hours or more, the sleep time may be calculated as 3 hours and 10 hours respectively. That is, when the sleep time is less than or equal to a predetermined value or more than or equal to a predetermined value, it may be considered that the sleep score does not change from the sleep score at the predetermined value. Also, when the sleep time is 3 hours or less or 10 hours or more, it may be excluded from the calculation target of the sleep score. When multiple sleeps are included within a specified period (for example, one day, 24 hours), the sleep times or sleep scores of a predetermined number of sleeps may be totaled, but the sleep times or sleep scores after the predetermined number may not be evaluated. For example, for up to two sleeps in a day, the sleep times or sleep scores may be totaled, but the sleep times or sleep scores after the second sleep may not be totaled.

[0049] The sleep score calculation unit 1046 of the server 10 determines whether the sleep pattern included in the sleep information in the user table 1012 satisfies the reference sleep pattern.

[0050] The sleep score calculation unit 1046 of the server 10 searches the user table 1012 using the user ID received from the user terminal 20 as a search key, and acquires the sleep information and the reference sleep pattern.

[0051] Hereinafter, the present disclosure will be described assuming that the reference bedtime is 21:00 and the reference wake-up time is 7:00. The reference sleep pattern is set based on the reference bedtime and the reference wake-up time (hereinafter, the reference bedtime and / or the reference wake-up time may be referred to as the reference time). A time zone width may be provided within the range where the minimum sleep time is ensured. A width is provided in the range of 30 minutes before and 15 minutes after the reference time. The width of the reference time may be different before and after the reference time. For example, from the viewpoint of recommending going to bed early and getting up early, the time zone width may be set longer before the reference time than after the time zone. Also, the minimum sleep time may be changed according to the user's age. For example, an adult may be set to 7 hours, a child may be set to 10 hours, etc., which can be set by the user or the administrator of the game service.

[0052] When the sleep pattern A includes the bedtime within the reference bedtime (time zone) and also includes the wake-up time within the reference wake-up time (time zone), the sleep score calculation unit 1046 of the server 10 determines that the sleep pattern A satisfies the reference sleep pattern.

[0053] When sleep pattern B has a bedtime of 21:00 and meets the reference bedtime, but has a wake-up time after 7:15 and does not meet the reference wake-up time, the sleep score calculation unit 1046 of server 10 determines that sleep pattern B does not meet the reference sleep pattern.

[0054] When sleep pattern C has a wake-up time between 7:00 and 7:15 and meets the reference wake-up time, but has a bedtime after 21:15 and does not meet the reference bedtime, the sleep score calculation unit 1046 of server 10 determines that sleep pattern C does not meet the reference sleep pattern.

[0055] In the above manner, the sleep score calculation unit 1046 of server 10 determines whether the sleep pattern meets the reference sleep pattern.

[0056] When the sleep score calculation unit 1046 of server 10 determines that the reference sleep pattern is not met, it calculates the sleep score as 10 points.

[0057] When the sleep score calculation unit 1046 of server 10 determines that the reference sleep pattern is met, it determines whether the sleep pattern based on the sleep information continues to meet the reference sleep pattern for a calculation period or more. When the sleep score calculation unit 1046 of server 10 determines that the sleep pattern based on the sleep information does not meet the reference sleep pattern for a calculation period or more, it calculates the sleep score as 40 points.

[0058] When the sleep score calculation unit 1046 of server 10 determines that the sleep pattern based on the sleep information meets the reference sleep pattern for a calculation period or more, it calculates the sleep score as 70 points.

[0059] If the sleep time based on the sleep information is longer than a predetermined time, the sleep score calculation unit 1046 of the server 10 may determine that the reference sleep pattern is satisfied. The sleep score calculation unit 1046 of the server 10 may add a larger sleep score as the sleep time based on the sleep information is longer. Alternatively, the sleep score calculation unit 1046 of the server 10 may calculate the sleep score based on the sleep time based on the sleep information.

[0060] If the deep sleep time based on the sleep information is longer than a predetermined time, or if the number of deep sleep times is more than a predetermined number, the sleep score calculation unit 1046 of the server 10 may determine that the reference sleep pattern is satisfied. The sleep score calculation unit 1046 of the server 10 may add a larger sleep score as the length of the deep sleep time based on the sleep information is longer, or as the number of deep sleep times is more. Alternatively, the sleep score calculation unit 1046 of the server 10 may calculate the sleep score based on the deep sleep time and the number of deep sleep times based on the sleep information.

[0061] The sleep score calculation unit 1046 of the server 10 may add or subtract from the sleep score according to the degree of deviation of the sleep pattern based on the sleep information from the reference sleep pattern. That is, the closer the sleep pattern based on the sleep information is to the reference sleep pattern, the higher the sleep score may be calculated, and the more it deviates from the reference sleep pattern, the lower the sleep score may be calculated. Thereby, it is possible to motivate the user towards good sleep habits based on a regular sleep pattern.

[0062] The user or the administrator of the game service may be able to set an arbitrary calculation period. For example, the calculation period may be a concentrated period for establishing sleep habits, such as three days or one week. The calculation period may also be set by the user inputting through interaction with a predetermined in-game character. For example, it may be set by inputting in a form that makes an agreement on the calculation period with a predetermined in-game character. Thereby, even when the user is a child, it is possible to naturally motivate the user towards good sleep habits.

[0063] Further, when the sleep information includes information regarding the quality of sleep, the sleep score calculation unit 1046 of the server 10 may add to or subtract from the sleep score based on an index indicating whether it is good sleep based on the sleep stage. The sleep score may be added to or subtracted from based on an arbitrary algorithm with respect to the weighting for each sleep stage.

[0064] The sleep score may be added to or subtracted from according to the user's activity level, diet, location, humidity, operation time of the user terminal, operation time zone, etc. For example, when the location information of the user terminal detects the location of a highly rated hotel (such as a five-star hotel), it may be added to the sleep score assuming that good sleep can be obtained. Also, for example, operating the user terminal after the reference bedtime may reduce the sleep score.

[0065] The sleep score calculation unit 1046 of the server 10 stores the calculated sleep score in the sleep score column of the record regarding the user in the user table 1012.

[0066] <Comprehensive Score Calculation Process> In step S504, the calculation step executes a step of calculating a parameter based on the sleep score calculated in the sleep calculation step and the first index. The calculation step executes a step of calculating the parameter as the sum or product of the sleep score and the first index. The comprehensive score is a value calculated based on the first index and the sleep score. The comprehensive score is calculated, for example, by the product of the sleep score for the day (the sleep score at wake-up) and the first index for the previous day (the first index at bedtime). Alternatively, the overall score may be calculated by multiplying the sleep score for the day (the sleep score upon waking up) by the number or amount of game media associated with the second slot. Alternatively, it may be calculated by multiplying the sleep score for the day (the sleep score upon waking up), the first indicator for the previous day (the first indicator at bedtime), and the number or amount of game media associated with the second slot. The overall score may be calculated based on statistical values (such as the average value, median value, mode value, maximum value, minimum value, etc.) of the sleep scores over multiple days and statistical values of the first indicator over multiple days. The overall score calculation process may be executed daily, for each arbitrary calculation period, or for each sleep score calculation process. The overall score calculation process does not necessarily have to be executed after the sleep score calculation process.

[0067] The overall score calculation unit 1047 of the server 10 searches the user table 1012 using the user ID received from the user terminal 20 as a search key, and acquires the first indicator and the sleep score. The overall score calculation unit 1047 of the server 10 calculates the product of the acquired first indicator and the sleep score to calculate the overall score. The overall score may be calculated based on any algorithm. For example, if the sleep score calculated in step S503 is 40 and the first indicator is 4, the overall score is calculated as 160 points, which is the product of the sleep score and the first indicator. The overall score calculation unit 1047 of the server 10 stores the calculated overall score in the overall score column of the record related to the user in the user table 1012.

[0068] Note that the overall score calculation unit 1047 of the server 10 may be configured to calculate the overall score based on only one of the values of the first indicator or the sleep score. For example, when calculating the sleep score considering the first indicator, it is not necessary to consider the first indicator when calculating the overall score.

[0069] In step S504, in the first calculation period including the user's multiple sleep sessions, in response to the acquisition step having acquired the user's sleep information, the comprehensive score calculation unit 1047 of the server 10 executes a calculation step of repeatedly calculating the comprehensive score in the first calculation period based on the sleep information and a first index related to the user's growth degree in the game. The first calculation period may be, for example, one week, or may be longer or shorter than one week. Specifically, for example, the comprehensive score calculation unit 1047 accumulates the comprehensive scores of multiple days included in the first calculation period to obtain the comprehensive score in the first calculation period. For example, assume that the one-week sleep scores calculated by the sleep score calculation process are "10, 40, 40, 40, 40, 70, 10", and the first index for this period is "4, 4, 4, 4, 5, 5, 5". Note that on the fifth day, the first index has been incremented. The comprehensive score calculation unit 1047 calculates the comprehensive score for the first day in the first calculation period as 40 points. The comprehensive score calculation unit 1047 calculates the comprehensive score for the second day as "40 + 160 = 200 points". The comprehensive score calculation unit 1047 calculates the comprehensive score for the third day as "200 + 160 = 360 points". The comprehensive score calculation unit 1047 calculates the comprehensive score for the fourth day as "360 + 160 = 520 points". The comprehensive score calculation unit 1047 calculates the comprehensive score for the fifth day as "520 + 200 = 700 points". The comprehensive score calculation unit 1047 calculates the comprehensive score for the sixth day as "700 + 350 = 1050 points". The comprehensive score calculation unit 1047 calculates the comprehensive score for the seventh day as "1050 + 50 = 1100 points". The comprehensive score calculation unit 1047 stores the calculated comprehensive score in the user table 1012. Thereby, the user's sleep state during the calculation period can be evaluated with the cumulative value up to that day as the comprehensive score. That is, the user's sleep state during the calculation period can be evaluated by the cumulative comprehensive score.

[0070] In step S504, the comprehensive score calculation unit 1047 subtracts the comprehensive score each time the calculation period elapses. For example, the comprehensive score calculation unit 1047 resets the comprehensive score each time the calculation period elapses. Specifically, when the first calculation period elapses, the comprehensive score calculation unit 1047 resets the comprehensive score to 0 points. For example, if the first calculation period is set to one week, the comprehensive score calculation unit 1047 resets the comprehensive score when one week has passed and starts calculating the comprehensive score for the following week from 0 points. In the first calculation period, the first index starts from "4", but in the second period, which is the week following the first calculation period, the first index starts from "5". As a result, even if the sleep score in the second period is the same as that in the first calculation period, a larger comprehensive score is calculated. Thus, the comprehensive score is calculated repeatedly. By periodically resetting the comprehensive score, if the user continues to play the game, the comprehensive score within a predetermined period will gradually increase by the amount of increase in the first index. Therefore, even for users who have difficulty increasing their sleep score due to improved sleep habits, it will motivate them to continue playing the game.

[0071] In step S505, the privilege granting unit 1044 of the server 10 identifies the privilege content to be granted based on the comprehensive score. The privilege granting unit 1044 of the server 10 searches for the privilege conditions in the privilege master 1017 based on the calculated comprehensive score. Specifically, it identifies the records of the privilege conditions that meet the conditions such as the calculated comprehensive score. Then, it acquires the privilege content stored in the record. Note that the privilege conditions in the privilege master 1017 can be set based on arbitrary conditions such as the sleep score instead of the comprehensive score. In the present disclosure, the configuration is such that the privilege content is identified based on the comprehensive score. However, it is also possible to adopt a configuration in which the privilege content is identified from the sleep score without calculating the comprehensive score.

[0072] In step S506, in response to the calculation step calculating a parameter, the privilege granting unit 1044 of the server 10 executes a granting step of granting a reward to the user based on the parameter calculated in the calculation step. The granting step may execute a step of granting in-game objects to the user as a reward. Specifically, the privilege granting unit 1044 of the server 10 grants privileges to the user based on the acquired privilege content information. As an example of a privilege, the user can acquire game media such as new in-game characters, in-game items, and in-game resources. For example, on the display 2081 of the user terminal 20, an image of the acquired character, the value of the comprehensive score, and text related to the "sleep type" indicating the user's sleep state determined based on the sleep score or the comprehensive score are displayed. Articles such as "Type A", "Type B", and "Type C" that express the user's sleep state are displayed in the sleep type. Specifically, the privilege granting unit 1044 of the server 10 updates the record of the user in the user table 1012, particularly the information of the game media stored in the media data, according to the acquired privilege content. Specifically, the acquired in-game characters, in-game items, and in-game resources are added to the columns of the media data.

[0073] In step S506, the granting step includes a step of granting, as the first reward, the reward determined from among a plurality of types of reward groups to the user by lottery according to the magnitude of the parameter, and a step of granting, as the second reward, a specific reward without lottery when the magnitude of the parameter reaches a predetermined value. Specifically, the privilege granting unit 1044 of the server 10 may specify the privilege content to be granted by lottery based on the calculated value of the comprehensive score. For example, the privilege granting unit 1044 of the server 10 searches for the privilege conditions in the privilege master 1017 based on the calculated comprehensive score. Specifically, a plurality of records of privilege conditions that satisfy conditions such as the calculated comprehensive score are specified. The privilege granting unit 1044 of the server 10 specifies a predetermined privilege content by lottery from the specified plurality of records and grants it to the user. Note that the privilege content is defined as two types of privilege content: the first privilege content (first reward) that is specified from among a plurality of privilege contents (privilege content group) by lottery according to the value of the comprehensive score and is granted to the user, and the second privilege content (second reward) that is specified without lottery according to the value of the comprehensive score and is granted to the user.

[0074] In addition, the plurality of types of reward groups that are the targets of the lottery for determining the first reward may include specific rewards. Specifically, the privilege content group may include second privilege content. As a result, for the first privilege content with a low winning probability by lottery, by growing the first index and achieving a larger comprehensive score, the user can obtain privilege content equivalent to the first privilege content as the second privilege content.

[0075] In step S506, the granting step includes a step of granting the first reward to the user when the parameter satisfies the first condition and does not satisfy the second condition, and when the parameter satisfies the first condition and the second condition, if the first reward has been granted to the user, granting the second reward, and if the second reward has not been granted to the user, granting the first reward. The first reward and the second reward are different rewards for the same in-game character. The first reward and the second reward may be different rewards. Also, the rewards are not limited to two, and there may be a third reward or more. The privilege granted to the user may be a privilege with a predetermined acquisition order. For example, on the premise that the privilege of granting character A when the comprehensive score reaches 500 points or more for the first time is set as the first reward, and the privilege of granting character B when the comprehensive score reaches 800 points or more for the first time is set as the second reward. When neither the first reward nor the second reward has been granted to the user, when the comprehensive score increases from less than 500 points to 600 points (that is, when the comprehensive score breaks through 500 points for the first time), the privilege granting unit 1044 grants the first reward to the user in order to satisfy the condition of the comprehensive score of 500 points or more. When neither the first reward nor the second reward has been granted to the user, when the comprehensive score increases from less than 500 points to 900 points (that is, when the comprehensive score breaks through 500 points and 800 points for the first time), the privilege granting unit 1044 grants the first reward to the user because the condition of the comprehensive score of 500 points or more is satisfied, and grants the second reward to the user because the condition of the comprehensive score of 800 points or more is satisfied. Next, when the user is given the first reward and the second reward has not been given, if the overall score changes from less than 500 points to 600 points (that is, when the overall score first breaks through 500 points), although the condition of the overall score being 500 points or more is met, since the first reward has already been given to the user, the privilege granting unit 1044 does not give the first reward to the user. Next, when the user is given the first reward and the second reward has not been given, if the overall score changes from less than 800 points to 900 points (that is, when the overall score first breaks through 800 points), since the condition of the overall score being 800 points or more is met, the privilege granting unit 1044 gives the second reward to the user. Next, when the user is given the first reward and the second reward has been given, if the overall score changes from less than 800 points to 900 points (that is, when the overall score first breaks through 800 points), although the condition of the overall score being 800 points or more is met, since the second reward has already been given to the user, the privilege granting unit 1044 does not give the second reward to the user. Thus, the user can receive the first reward and the second reward one by one in order. Along with the growth of the first index, the user can receive rewards step by step. This can motivate the user to continuously engage in the game. Also, at the initial stage of starting the game, the first index is low. Therefore, since there is a limit to the sleeping time, the value of the overall score that can be reached cannot be high. However, by continuously engaging in the game, the first index increases as the sleeping time accumulates. The user accumulates the overall score during the first calculation period, and when the first calculation period ends, the overall score becomes "0", and then starts accumulating the overall score from "0" in the next second period. By repeating the predetermined period and continuously growing the first index, the user can aim for a high score for the overall score even if there is no change in the sleep score. Although it cannot be reached at the initial stage of starting the game, since a goal height that can be reached can be set by continuously engaging in the game, it is possible to provide the motivation to continuously engage in the game.

[0076] In step S506, the awarding step includes: awarding the first reward or the second reward to the user according to the occurrence of an in-game event that occurs with a predetermined probability in the game; and when the in-game event occurs, if the first reward has been awarded to the user, awarding the second reward, and if the second reward has not been awarded to the user, awarding the first reward. For example, the user may be configured to obtain the privilege content stored in the privilege master regardless of the privilege conditions with the occurrence of an in-game event that occurs with a predetermined probability. The in-game event may occur, for example, at the following timings. · When waking up · When operating the game when waking up · When specifying the privilege content · During gameplay when the user is awake For example, when the in-game event occurs, the privilege awarding unit 1044 awards a reward to the user according to the awarding status of the first reward and the second reward. Specifically, when the in-game event occurs, the privilege awarding unit 1044 determines whether the first reward and the second reward have been awarded. If the first reward and the second reward have not been awarded, the privilege awarding unit 1044 awards the first reward to the user. If the first reward has been awarded and the second reward has not been awarded, the privilege awarding unit 1044 awards the second reward to the user. If all the rewards to be awarded have been awarded, the privilege awarding unit 1044 may prevent the in-game event from occurring. Thereby, the user can receive a reward based on an in-game event that occurs with a predetermined probability regardless of the size of the total score. Even when the predetermined probability is low and the occurrence of the in-game event is very rare, by growing the first indicator and achieving a larger total score, the user can obtain the first reward and the second reward. Thereby, the user can surely obtain the first reward and the second reward by continuously engaging in the game. Therefore, it becomes possible to give an expectation for the occurrence of in-game events, further improve the interestingness of the sleep game, and motivate users to continuously engage in the game. Also, in the case of in-game events, there may be users who obtain rewards even at the initial stage of starting the game, and the existence of users who have obtained rewards can be spread, for example, on SNS, etc. By such word-of-mouth of the existence of such users, it can be expected that the number of users who also want it will increase and the number of users engaging in the game will increase.

[0077] <Regarding the growth of the first indicator> The first indicator improves based on the user's play results. Basically, the first indicator is not reset. On the other hand, the control unit 104 of the server 10 may reset the first indicator in a period longer than a predetermined period (first indicator reset period). For example, when the first period is one week, the control unit 104 may reset the first indicator with each season such as three months or annually as the first indicator reset period. In this case, while recording the level of the previous season as a record, the next season may start from "0". The control unit 104 executes an increase step of increasing the first indicator over a period longer than the first period. Also, it may be configured not to reset the first indicator. Specifically, the control unit 104 of the server 10 increases the first indicator over a period longer than the calculation period of the total score in step S504. When a period longer than the calculation period has elapsed, the control unit 104 resets the first indicator to "0". For example, when the calculation period is one week, the control unit 104 of the server 10 increases the first indicator over one month or one year, and when one month or one year has elapsed, resets the first indicator. Note that, not limited to the period, the first indicator may be reset based on the end of an event or season set in the game.

[0078] The first index may not only be an index that grows according to the progress of the game by the user, but also an index that grows based on the sleep information acquired in the acquisition step. The first index may be an index that grows based on the sleep score calculated in the calculation step. The first index may be an index that grows based on the overall score calculated in the calculation step. Specifically, the control unit 104 of the server 10 grows the first index based on information related to the user's sleep, such as the sleep information stored in step S502, the sleep score calculated in step S503, and the overall score calculated in step S504. For example, the better the user's sleep state, the more the first index may grow. Thereby, it is possible to encourage the user to improve their sleep habits. Also, the first index may grow based on the game operations by the user in the time zone when the user is awake in step S501 or the like.

[0079] <Modification Example> In the above embodiment, in step S503, the sleep calculation step may execute a step of calculating the sleep score by accumulating the calculated values of the indexes related to the user's sleep calculated for each of a plurality of sleeps included in the preset first period. The first period may be, for example, one week, or may be longer or shorter than one week. Specifically, the accumulated integrated value of the sleep scores calculated for each of the sleeps on a plurality of days included in the first period is used as the sleep score for the calculation period again. For example, if the first period is one week, the accumulated integrated value of the sleep scores calculated daily up to that day may be used as the sleep score for that day. For example, when the sleep scores for one week calculated by the sleep score calculation process already described are "10, 40, 40, 40, 40, 70, 10", the sleep score for the first day is 10 points, the sleep score for the second day is 50 points, the sleep score for the third day is 90 points, the sleep score for the fourth day is 130 points, the sleep score for the fifth day is 170 points, the sleep score for the sixth day is 240 points, and the sleep score for the seventh day is recalculated and stored as 250 points. As a result, the sleep state of the user during the calculation period can be evaluated using the cumulative value of the sleep score up to that day as the sleep score. That is, the sleep state of the user during the calculation period can be evaluated by the cumulative sleep score.

[0080] In step S503, the sleep calculation step resets the sleep score every time the first period elapses. Specifically, the sleep score calculation unit 1046 of the server 10 resets the sleep score to 0 every time the first period elapses. For example, if the first period is one week, when one week has passed, the sleep score is reset, and the accumulated value from the following week starts from 0. As a result, by periodically resetting the sleep score, the sleep score regarding the repetitive and continuous sleep state of the user within the calculation period can be evaluated by the sleep score.

[0081] In step S503, the sleep score calculation unit 1046 of the server 10 may execute a sleep calculation step of calculating a sleep score, which is an index regarding the user's sleep, based on the user's sleep information and the first index acquired in the acquisition step. Specifically, the sleep score calculation unit 1046 of the server 10 uses the product or sum of the sleep score calculated by the sleep score calculation process already described and the first index as the new sleep score. For example, when the first index is 4 and the sleep score calculated from the sleep information and the reference sleep pattern is 40 points, the sleep score is calculated as 160 points, which is the product of 4 and 40. Note that a rule-based model based on an arbitrary algorithm, or other learning models such as machine learning, deep learning, and artificial intelligence models, and an inference model may be configured to calculate the sleep score as output data with the sleep information, the reference sleep pattern, and the first index as input data. As a result, while promoting the improvement of repetitive sleep habits, it is possible to give the user a sense of satisfaction with the game progress according to the growth of the first index. It is possible to motivate the user to continuously engage in the game.

[0082] Alternatively, it may be combined with a case where the integrated value of the sleep scores calculated for each of the multiple days included in the predetermined period is again used as the sleep score for the predetermined period. For example, assuming that the sleep scores for the first week and the second week calculated by the sleep score calculation process already described are "10, 40, 40, 40, 40, 70, 10" (when the sleep scores are the same), assume that the first index for the first week is 4 and the first index for the second week is 8. That is, assume that the user's sleep state is the same in the first week and the second week. At this time, in the first week, the sleep score for the first day is calculated as 40 points, the sleep score for the second day is calculated as 200 points, the sleep score for the third day is calculated as 360 points, the sleep score for the fourth day is calculated as 520 points, the sleep score for the fifth day is calculated as 680 points, the sleep score for the sixth day is calculated as 960 points, and the sleep score for the seventh day is calculated as 1000 points. In the second week, although the user's sleep state is the same as that in the first week, the sleep score for the first day is calculated as 80 points, the sleep score for the second day is calculated as 400 points, the sleep score for the third day is calculated as 720 points, the sleep score for the fourth day is calculated as 1040 points, the sleep score for the fifth day is calculated as 1360 points, the sleep score for the sixth day is calculated as 1920 points, and the sleep score for the seventh day is calculated as 2000 points. That is, the user can obtain a higher sleep score in the second week, and can give the user a sense of satisfaction with the game progress. Thereby, in a sleep game that uses information that cannot be improved cumulatively such as "sleep", the overall score (parameter) can be increased according to the growth of the first index. By giving the user a sense of satisfaction with the game progress, the interestingness of the sleep game can be further improved. The user can be motivated to continuously engage in the game. In addition, in the above-described embodiment, the case where a privilege is granted when the privilege conditions are satisfied has been described as an example. However, even if the privilege conditions are satisfied, the privilege may not necessarily be granted. For example, the privilege granting unit 1044 may increase the probability of granting a privilege when the privilege conditions are satisfied. Specifically, for example, when the sleep score or the overall score reaches a predetermined value, the privilege granting unit 1044 may increase the probability of granting a privilege from X% to Y% (X < Y). That is, for example, when the overall score is 20, the winning probability is 0.1%, but after the overall score reaches 1000, the winning probability may be 90% until the privilege wins. This makes it possible to motivate the user to continuously engage in the game. Note that when a privilege is granted to a user, the winning probability of the privilege is set to 0%. This can prevent the same privilege from being repeatedly granted to the user. For example, it is possible to prevent the user from repeatedly winning the same privilege. <Basic Hardware Configuration of a Computer> FIG. 8 is a block diagram showing the basic hardware configuration of a computer 90. The computer 90 includes at least a processor 901, a main memory device 902, an auxiliary storage device 903, and a communication IF 991 (Interface). These are electrically connected to each other by a communication bus 921.

[0083] The processor 901 is hardware for executing an instruction set described in a program. The processor 901 is composed of an arithmetic unit, registers, peripheral circuits, and the like.

[0084] The main memory device 902 is for temporarily storing a program and data processed by the program and the like. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).

[0085] The auxiliary storage device 903 is a storage device for storing data and programs. For example, it can be a flash memory, HDD (Hard Disc Drive), magneto-optical disk, CD-ROM, DVD-ROM, semiconductor memory, etc.

[0086] The communication IF 991 is an interface for inputting and outputting signals for communicating with other computers via a network using wired or wireless communication standards. The network is composed of various mobile communication systems constructed by the Internet, LAN, wireless base stations, etc. For example, the network includes 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), wireless networks (e.g., Wi-Fi (registered trademark)) that can be connected to the Internet by a predetermined access point, etc. When connecting wirelessly, communication protocols such as Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc. are included. When connecting wired, the network also includes those directly connected by a USB (Universal Serial Bus) cable, etc.

[0087] Note that all or part of each hardware configuration can be distributed and provided in a plurality of computers 90, and the computer 90 can be virtually realized by connecting them to each other via a network. In this way, the computer 90 is a concept that includes not only a single housing or a computer 90 housed in a case but also a virtualized computer system.

[0088] <Basic Functional Configuration of Computer 90> The functional configuration of the computer realized by the basic hardware configuration (Figure 8) of the computer 90 will be described. The computer includes at least functional units of a control unit, a storage unit, and a communication unit.

[0089] Note that the functional units provided in the computer 90 can also be realized by dispersing all or part of each functional unit among a plurality of computers 90 interconnected by a network. The computer 90 is a concept that includes not only a single computer 90 but also a virtualized computer system.

[0090] The control unit is realized by the processor 901 reading out various programs stored in the auxiliary storage device 903 and expanding them in the main storage device 902, and executing processing according to the programs. The control unit can realize functional units that perform various information processes according to the type of program. Thereby, the computer is realized as an information processing device that performs information processing.

[0091] The storage unit is realized by the main storage device 902 and the auxiliary storage device 903. The storage unit stores data, various programs, and various databases. Also, the processor 901 can secure a storage area corresponding to the storage unit in the main storage device 902 or the auxiliary storage device 903 according to the program. Further, the control unit can cause the processor 901 to execute addition, update, and deletion processing of the data stored in the storage unit according to various programs.

[0092] The database refers to a relational database and is for managing in association with each other a table format table, called a table, which is structurally defined by rows and columns, and a data set called a master. In the database, a table is called a table, a master, a column of a table is called a column, and a row of a table is called a record. In a relational database, the relationship between tables and masters can be set and associated. Normally, a column serving as a primary key for uniquely identifying a record is set for each table and each master, but setting a primary key for a column is not essential. The control unit can cause the processor 901 to execute addition, deletion, and update of records in a specific table and master stored in the storage unit according to various programs.

[0093] In addition, the database and master in the present disclosure may include any data structure (such as a list, dictionary, associative array, object, etc.) in which information is structurally defined. The data structure shall also include data that can be regarded as a data structure by combining data with functions, classes, methods, etc. described in any programming language.

[0094] The communication unit is realized by the communication IF991. The communication unit realizes the function of communicating with other computers 90 via a network. The communication unit can receive information transmitted from other computers 90 and input it to the control unit. The control unit can cause the processor 901 to execute information processing on the received information according to various programs. Also, the communication unit can transmit the information output from the control unit to other computers 90.

[0095] <Supplementary Note> The matters described in each of the above embodiments are appended below.

[0096] (Supplementary Note 1) A game program for causing a computer to execute a game, comprising a processor and a storage unit, wherein the processor executes an acquisition step (S502) of acquiring sleep information regarding the sleep state of a user, and in a first period including multiple sleeps of the user, in response to the acquisition step acquiring the sleep information of the user, a calculation step (S504) of repeatedly calculating a parameter based on the sleep information and a first index regarding the degree of growth of the user in the game, and an awarding step (S506) of awarding a reward to the user based on the parameter in response to the calculation step calculating the parameter. Thereby, in a sleep game that uses information such as "sleep" which cannot be improved cumulatively, the parameter can be increased according to the growth of the first index. By giving the user a sense of satisfaction with the game progress, the interestingness of the sleep game can be further improved. The user can be motivated to continuously engage in the game.

[0097] (Appendix 2) The processor executes an increasing step (S504) of increasing the first index over a period longer than the first period, and the calculating step (S503) resets the parameter each time the first period elapses. The game program described in Appendix 1. Thus, by increasing the parameter according to the growth of the first index, it is possible to give the user a sense of satisfaction with the game progress.

[0098] (Appendix 3) The giving step (S506) includes a step of giving, as the first reward, a reward determined from among a plurality of types of reward groups by lottery according to the magnitude of the parameter to the user, and a step of giving, without lottery, a specific reward as the second reward when the magnitude of the parameter reaches a predetermined value. The game program described in Appendix 2. Thus, even when the winning probability by lottery of the first reward is low, the user can obtain the second reward by achieving a larger total score by growing the first index. Thereby, while motivating the user towards good sleep habits, it is possible to motivate the user to continuously engage in the game.

[0099] (Appendix 4) The plurality of types of reward groups that are the targets of the lottery for determining the first reward include a specific reward. The game program described in Appendix 3. Thus, even when the winning probability by lottery of the first reward is low, the user can obtain a second reward equivalent to the first reward by achieving a larger total score by growing the first index. Thereby, while motivating the user towards good sleep habits, it is possible to motivate the user to continuously engage in the game.

[0100] (Appendix 5) The processor executes a sleep calculation step (S503) of calculating a sleep score, which is an index related to the user's sleep, based on the sleep information of the user acquired in the acquisition step, and the calculation step (S504) executes a step of calculating a parameter based on the sleep score calculated in the sleep calculation step and a first index. A game program according to Appendix 1. Thereby, while promoting the improvement of repetitive sleep habits, it is possible to give the user a sense of satisfaction with the game progress according to the growth of the first index. It is possible to motivate the user to continuously engage in the game.

[0101] (Appendix 6) The calculation step (S504) is a step of calculating a parameter as the sum or product of the sleep score and the first index, according to the game program described in Appendix 5. Thereby, as the parameter increases according to the growth of the first index, it is possible to give the user a sense of satisfaction with the game progress.

[0102] (Appendix 7) The calculation step (S504) is a step of calculating a parameter by integrating the sum or product of the sleep score and the first index calculated for each of a plurality of sleeps included in the first period, according to the game program described in Appendix 6. Thereby, it is possible to encourage the user to improve the sleep habit within the first period for the purpose of improving the sleep score calculated based on the sleep state within the first period.

[0103] (Appendix 8) The calculation step (S503) resets the parameter every time the first period elapses, according to the game program described in Appendix 7. Thereby, it is possible to encourage the user to improve repetitive sleep habits in units of the first period.

[0104] (Appendix 9) The game program described in Appendix 1 causes the processor to execute a sleep calculation step (S503) of calculating a sleep score, which is an index related to the user's sleep, based on the user's sleep information and the first index obtained in the acquisition step. In this way, while promoting the improvement of repetitive sleep habits, it is possible to give a sense of satisfaction to the game progress according to the growth of the first index.

[0105] (Appendix 10) The sleep calculation step (S503) is a step of calculating a sleep score by integrating the calculated values of the indexes related to the user's sleep calculated for each of a plurality of sleeps included in the first period, which is the game program described in Appendix 9. In this way, it is possible to encourage the user to improve their sleep habits within the first period for the purpose of improving the sleep score calculated based on the sleep state within the first period.

[0106] (Appendix 11) The sleep calculation step (S503) resets the sleep score every time the first period elapses, which is the game program described in Appendix 10. In this way, it is possible to encourage the user to repeatedly improve their sleep habits in units of the first period.

[0107] (Appendix 12) The awarding step (S506) includes a step of awarding a first reward to the user when the parameter satisfies the first condition and does not satisfy the second condition, and when the parameter satisfies both the first condition and the second condition, if the first reward has been awarded to the user, awarding a second reward, and if the second reward has not been awarded to the user, awarding the first reward, which is the game program described in Appendix 1. As a result, even if the parameters satisfy the second condition, if the first reward is not granted, the user will receive only the first reward without receiving the second reward. This allows the user to receive the first reward and the second reward one by one in order. The user can receive the reward in stages as the first index grows. This can motivate the user to continue playing the game.

[0108] (Appendix 13) 13. The game program according to claim 12, wherein the granting step (S506) is a step of granting an in-game character to the user as a reward, and the first reward and the second reward are different rewards related to the same in-game character. This allows the user to receive rewards based on in-game events that occur with a certain probability regardless of the state of sleep. Even in this case, the user can receive rewards in stages according to the growth of the first index. By further increasing the interest of the sleep game, it is possible to motivate the user to continue playing the game.

[0109] (Appendix 14) The game program described in Appendix 12, wherein the granting step (S506) includes a step of granting a first reward or a second reward to the user depending on the occurrence of an in-game event that occurs with a predetermined probability in the game, and a step of granting the second reward when the in-game event occurs and the first reward has been granted to the user, and granting the first reward when the second reward has not been granted to the user. This can encourage users to improve their sleep habits.

[0110] (Appendix 15) 2. The game program according to claim 1, wherein the first index is an index that grows based on the sleep information acquired in the acquisition step. This can encourage users to improve their sleep habits.

[0111] (Appendix 16) The game program according to Appendix 5, wherein the first index is an index that grows based on the sleep score calculated in the calculation step. Thereby, it is possible to encourage the user to improve their sleep habits.

[0112] (Appendix 17) An information processing apparatus including a processor and a storage unit, wherein the processor executes the game program according to any one of Appendices 1 to 15. Thereby, in a sleep game that uses information that cannot be cumulatively improved, such as "sleep", the parameter can be increased according to the growth of the first index. By giving the user a sense of satisfaction with the progress of the game, the interest of the sleep game can be further improved. The user can be motivated to continue engaging in the game.

[0113] (Appendix 18) An information processing system including an information processing apparatus including a processor and a storage unit, wherein the processor executes the game program according to any one of Appendices 1 to 15. Thereby, in a sleep game that uses information that cannot be cumulatively improved, such as "sleep", the parameter can be increased according to the growth of the first index. By giving the user a sense of satisfaction with the progress of the game, the interest of the sleep game can be further improved. The user can be motivated to continue engaging in the game.

[0114] (Appendix 19) An information processing method executed by a computer including a processor and a storage unit, wherein the computer is caused to execute the game program according to any one of Appendices 1 to 15. Accordingly, in a sleep game that uses information such as "sleep" which cannot be cumulatively improved, parameters can be increased according to the growth of the first index. By giving the user a sense of satisfaction with the game progress, the interest of the sleep game can be further improved. The user can be motivated to continuously engage in the game.

Explanation of Signs

[0115] 1 System, 10 Server, 101 Storage Unit, 104 Control Unit, 106 Input Device, 108 Output Device, 20 User Terminal, 201 Storage Unit, 204 Control Unit, 206 Input Device, 208 Output Device

Claims

1. A game program for causing a computer including a processor and a storage unit to execute a game, the game program causing the processor to: an acquiring step of acquiring a sleep time related to a sleep state of the user; a sleep calculation step of calculating a sleep score, which is an index related to the user's sleep, based on the sleep time; a granting step of granting a benefit based on the sleep score in response to the sleep score being calculated in the sleep calculation step; Execute The sleep score is reset every time the first period elapses; The first index, which is an index that grows based on the sleep time, is not reset even after the first period has elapsed. Game program.

2. A comprehensive calculation step of calculating a comprehensive score based on the first index; causing the processor to execute In the awarding step, a benefit is further awarded based on the total score calculated in the total calculation step. The game program according to claim 1 .

3. The first period is one week or more. The game program according to claim 1 .

4. An information processing device comprising a processor and a memory unit, wherein the processor executes all steps executed in any of the inventions according to claims 1 to 3. Information processing device.

5. A method executed on a computer having a processor and a memory unit, wherein the processor executes all of the steps executed in an invention according to any one of claims 1 to 3.

6. A system having means for executing all steps performed in an invention according to any one of claims 1 to 3.