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

JP2025111704A5Pending Publication Date: 2025-09-11THE POKEMON CO
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
JP2025074755
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-04-28
Publication Date
2025-09-11

AI Technical Summary

Technical Problem

Existing game systems fail to reflect biological information acquired by multiple terminals in the game, hindering the encouragement of good sleep habits.

Method used

A game program that acquires and correlates sleep information with play information to determine play results, encouraging users to adopt better sleep habits.

Benefits of technology

Enables continuous encouragement of users to improve their sleep habits by integrating sleep information into the game, promoting motivation through in-game rewards and incentives.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To provide a technology to promote efforts to adopt a good sleep habit for a user.SOLUTION: There is provided a game program to be executed by a computer capable of acquiring a sleep state of a user as sleep information. The game program causes a processor to execute: a sleep acquisition step for acquiring a plurality of pieces of sleep information for multiple times on the user; a play acquisition step for acquiring play information on the user in a game; an association step for associating the plurality of pieces of sleep information acquired in the sleep acquisition step with the play information acquired in the play acquisition step; and a determination step for determining a plurality of play results on the basis of a combination of the play information and the plurality of pieces of sleep information, which are associated in the association step.SELECTED DRAWING: Figure 13
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] In recent years, activity measurement devices that measure a person's behavior and activity level by using a motion detection sensor or the like that detects body movement have become widespread. The activity measurement device enhances the user's health awareness by presenting the activity level and the like to the user, and it is desired to use it continuously. Patent Document 1 discloses a game system that encourages the user to improve their sleep habits. Patent Document 2 discloses a technique for giving the user an incentive to continuously measure health-related information and confirm the analysis results.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, although the inventions described in Patent Document 1 and Patent Document 2 reflect parameters based on automatically acquired biological information in the game, when the user acquires biological information using a plurality of terminals, the biological information acquired by the plurality of terminals cannot be reflected in the game.

[0005] Therefore, the present disclosure has been made to solve the above problems, and an object thereof is to provide a technique for encouraging the user to take measures toward good sleep habits.

Means for Solving the Problems

[0006] A game program for causing a computer having a processor and a storage unit to execute, and capable of acquiring a user's sleep state as sleep information. The game program causes the processor to perform a sleep acquisition step of acquiring sleep information for a plurality of times of the user, a play acquisition step of acquiring the user's play information in the game, and a correlation step of correlating the sleep information for a plurality of times acquired in the sleep acquisition step and the play information acquired in the play acquisition step, and a determination step of determining a plurality of play results based on a combination of the play information and the sleep information for a plurality of times correlated in the correlation step.

Advantages of the Invention

[0007] According to the present disclosure, the sleep information for one or a plurality of times measured by the measurement terminal can be reflected in the game. It is possible to continuously encourage the user who uses the measurement terminal to make efforts toward good sleep habits.

Brief Description of the Drawings

[0008]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14

Figure 15

Figure 16

Figure 17

Mode for Carrying Out the Invention

[0009] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In all the drawings for describing the embodiments, the same reference numerals are given to common components, 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. Also, each figure is a schematic diagram and is not necessarily drawn precisely.

[0010] <Overview of the Information Processing System 1> FIG. 1 is a diagram showing the overall configuration of the information processing system 1. The information processing system 1 in the present disclosure is an information processing system that provides a game service that progresses based on game operations by the user during waking hours (for example, during the day) and information regarding the user's sleep state during sleep (for example, at night). The information processing system 1 is an information processing system for maintaining the motivation to send good sleep habits in the process of the user enjoying the game service. As a game service provided by the information processing system 1, in the present disclosure, a breeding game will be described as an example. 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, and a table game.

[0011] <Basic configuration of the information processing system 1> The information processing system 1 in the present disclosure is shown in FIG. 1. The information processing system 1 includes a server 10, a plurality of user terminals 20A, 20B, 20C, and a plurality of measurement terminals 40A, 40B, 40C connected via a network N. FIG. 2 is a block diagram showing the functional configuration of the server 10. FIG. 3 is a block diagram showing the functional configuration of the user terminal 20. FIG. 4 is a block diagram showing the functional configuration of the measurement terminal 40. The measurement terminal 40 may be configured to be connectable to the user terminal 20 and to be connected to the network N via the user terminal 20.

[0012] The server 10 is an information processing device that receives information on a user's daytime game operations and the user's nighttime sleep state and provides a service for awarding benefits to the user or in-game characters owned by the user.

[0013] 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.

[0014] The measurement terminal 40 is an information processing device for measuring information related to the user's nighttime sleep state. The measurement terminal 40 is preferably a dedicated terminal mainly for measuring the user's nighttime sleep state. However, for example, it may be a mobile terminal such as a smartphone or a tablet, or it may be 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 measurement terminal 40 may be provided in a device installed in the user's daily sleeping environment such as a pillow, a bed, a futon, or an alarm clock. By causing a predetermined application program 2012 to function on the user terminal 20, it may function as the measurement terminal 40. The user terminal 20 and the measurement terminal 40 may be the same terminal. The measurement terminal 40 may be the sleep sensor 208 of the user terminal 20. For example, by causing another application program installed in the user terminal 20 to function, it may function as the measurement terminal 40. The measurement terminal 40 is configured to be communicable with the user terminal 20 by wireless communication such as Bluetooth (registered trademark) or WiFi (registered trademark), and may be configured to be communicable with the server 10 via the user terminal 20.

[0015] 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 the server 10, the user terminal 20, and the measurement terminal 40, descriptions overlapping with the basic hardware configuration of the computer and the basic functional configuration of the computer described later will be omitted.

[0016] Hereinafter, the configuration and operation of each device will be described.

[0017] <Functional Configuration of Server 10> The functional configuration realized by the hardware configuration of server 10 is shown in FIG. 2. Server 10 includes a storage unit 101 and a control unit 104.

[0018] <Configuration of the storage unit of server 10> The storage unit 101 of server 10 includes a user table 1012, a deck table 1013, a character master 1014, an item master 1015, a material master 1016, and a privilege master 1017. FIG. 5 is a diagram showing the data structure of the user table 1012. FIG. 6 is a diagram showing the data structure of the deck table 1013. FIG. 7 is a diagram showing the data structure of the character master 1014. FIG. 8 is a diagram showing the data structure of the item master 1015. FIG. 9 is a diagram showing the data structure of the material master 1016. FIG. 10 is a diagram showing the data structure of the privilege master 1017.

[0019] The user table 1012 is a table that stores and manages information of member users (hereinafter referred to as users) who use the service. By registering for the use of the service, 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 as the primary key, user name, play information, sleep information, reference sleep pattern, sleep score, selected deck ID, possessed item ID, possessed material ID, and user points.

[0020] The user ID is an item that stores user identification information for identifying the user. The user identification information is an item for which a unique value is set for each user.

[0021] The user name is an item that stores the name of the user.

[0022] Play information is an item for storing information related to the user's game play (play information). The play information stores, as historical information on the user's past game play, the content of the game play (points and parameter values obtained through past game play) and the date and time when the game play was performed, in an associated manner. That is, for each game play by the user, the content of multiple game plays is stored in the play information. The play information may include any information related to the user's game play, such as the operation of in-game characters the user owns, a predetermined operation on in-game characters or the granting of in-game items, the achievement of in-game events such as quests, and the defeat of enemy characters.

[0023] Sleep information is an item for storing information related to the user's sleep. The sleep information may include information related to a 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 user gets into bed, or the time when the user's consciousness transitions from an awake state to a sleeping state. Also, the wake-up time represents the time when the user wakes up. For example, it may be the time when the user gets out of bed, or the time when the user's consciousness transitions from a sleeping state to an awake state. In this embodiment, a pair of the bedtime and the wake-up time from falling asleep to waking up is referred to as a sleep pattern. The sleep information may include information related to the quality of the user's sleep. The information related to the quality of sleep is 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 in a predetermined period such as one day, one week, or one month. Also, it may include the history of all sleep patterns from when the user started using the service to the present.

[0024] 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 each user's constitution and the like based on the user's sleep history stored in the sleep information. The reference sleep pattern does not 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, etc. The reference sleep pattern may also be set by the user inputting the bedtime and wake-up time through interaction with a predetermined in-game character. For example, it may be set by having the user input it in a form where they make an appointment for the bedtime and wake-up time with a predetermined in-game character. This way, even if the user is a child, it is possible to naturally motivate the user towards good sleep habits.

[0025] The sleep score is an item that stores an evaluation value related to the user's sleep.

[0026] The selected deck ID is an item that stores the deck ID in the deck table 1013 of the character currently selected by the user. When progressing in the game, the user can operate the character in the deck table 1013 associated with the selected character ID or apply items. Note that if the user is limited to only one character they possess, the selected deck ID may be omitted.

[0027] The possessed item ID is an item that stores the item IDs of the single or multiple in-game items currently possessed by the user.

[0028] The possessed material ID is an item that stores the material IDs of the single or multiple in-game materials currently possessed by the user.

[0029] The user point is an item in which the value of the item point obtained when the user applies an in-game item is stored.

[0030] The deck table 1013 is a table for storing in-game characters held by the user. The user can operate the in-game characters they hold, perform predetermined operations on the in-game characters, or apply in-game items, etc., to progress the game. The group of in-game characters held by the user is called a deck in a card game, a party in an RPG (role-playing game), etc. The user can obtain in-game characters by achieving in-game events such as quests or fulfilling predetermined conditions through the progress of the game such as defeating enemy characters. Also, it may be assumed that the user holds predetermined in-game characters at the start of the game. The obtained in-game characters are stored in the deck table 1013 with the user ID and the character ID of the character linked, expressing that the user holds the character in the game. The deck table 1013 is a table having columns of user ID, character ID, name, performance value, and character point with the deck ID as the primary key.

[0031] The deck ID is an item for storing deck identification information for identifying the characters held by the user. The deck identification information is an item for which a unique value is set for each character held by the user.

[0032] The user ID is an item for storing the user identification information of the user who holds the deck.

[0033] The character ID is an item for storing the character identification information of the in-game characters held by the user registered in the deck.

[0034] The name is an item that stores the name of the in-game character owned by the user registered on the deck. The user can freely set a name for the in-game character they own.

[0035] The performance value is an item that stores the performance parameters of the in-game character owned by the user. As performance parameters of the in-game character, there are parameters such as status, health value, maximum health value, attack power, defense power, speed, character attribute, and decoration.

[0036] The status is an item that stores the performance parameters related to the activity status of the in-game character. When the health value of the in-game character is 0 or less, information indicating that the in-game character cannot act, such as fainting or death, is stored.

[0037] The health value is an item that stores the performance parameters related to the health of the in-game character. When the in-game character receives damage, the health value decreases according to the content of the damage. Also, when in-game items are applied to the in-game character or in-game events such as staying overnight or resting occur, the health value increases (recovers) according to the items and the content of the events.

[0038] The maximum health value is an item that stores the upper limit value of the performance parameters related to the health of the in-game character. The health value of the in-game character can recover with the maximum health value as the upper limit.

[0039] The attack power is an item that stores the performance parameters related to the attack power of the in-game character. It is a parameter for calculating the damage given when the in-game character attacks the in-game character of the opponent in a battle. The greater the attack power, the greater the damage that can be given.

[0040] The defensive power is an item that stores a performance parameter related to the defensive power of an in-game character. This parameter is used to calculate the damage that an in-game character will receive when attacked by an opponent's game character. The higher the defensive power, the less damage can be received.

[0041] Speed is an item that stores a performance parameter related to the speed of an in-game character. It is a parameter used to calculate the attack order when an in-game character attacks an opponent's in-game character or is attacked. The faster an in-game character is compared to an opponent's in-game character, the higher the probability that the character will attack first. It may also be used as a parameter for calculating the probability of avoiding an attack (not receiving damage) when attacked by an opponent. The faster a character is than the opponent's in-game character, the higher the probability of avoiding an attack from the opponent.

[0042] The character attributes are items that store performance parameters related to the in-game attributes of in-game characters. The in-game attributes are information that defines the compatibility of in-game characters in attack or defense as the game progresses, and the compatibility of in-game characters with the in-game environment. The combination of compatibility can be advantageous or disadvantageous in the game progression, thereby increasing the interest of the game.

[0043] The decoration is an item that stores the type of decoration related to the in-game decoration of the in-game character. The in-game decoration is information that defines the decoration of the in-game character when the user visually recognizes the in-game character, such as the clothes worn by the in-game character (shirt, pants, skirt, etc.), the equipment worn by the in-game character (weapons such as swords and spears, protective gear such as armor and helmets, accessories such as rings, etc.), and other shape, posture, size, etc. Normally, for decoration, a plurality of decorations are prepared in advance for each in-game character, and decoration code values corresponding to each decoration are stored. When a user uses a game service in which an in-game character appears, a decoration image and a decoration object corresponding to the code value are selectively applied to the in-game character, and the user can enjoy the game service more with the in-game character decorated with the decoration image and the decoration object.

[0044] The character point is a parameter that is added according to the value of the application point of the applied in-game item when a predetermined in-game condition is satisfied (for example, when an in-game item is applied to an in-game character held by the user).

[0045] The character master 1014 is a table that stores and manages information of in-game characters. The character master 1014 is a table having columns of character ID, character name, initial performance value, evolvable character ID, and evolution condition, with the character ID as the primary key.

[0046] The character ID is an item that stores character identification information for identifying a character. The character identification information is an item for which a unique value is set for each character.

[0047] The character name is an item that stores the name of the character (in addition to the type name and race name, in an RPG game, etc., the occupation name, job type name, job name, etc.).

[0048] The initial performance value is an item that stores the initial value of the performance value of the in-game character. When a user applies an in-game character, the performance value of the in-game character is set based on the initial performance value.

[0049] The evolvable character ID is an item that stores the ID of a specific character called an "evolvable character." If a user owns an evolvable character and meets the evolution conditions described below, the user can evolve the evolvable character (also known as changing jobs, jobs, or classes in RPG games) by performing a specific operation. Specifically, the user selects an evolvable character stored in their own deck table 1013 by performing a predetermined operation. If the evolution conditions are met, when the user performs an operation to cause evolution, the character ID in deck table 1013 for the selected evolvable character is overwritten with the evolved character ID (the character ID linked to the evolvable character ID). At that time, the performance value and experience value of the character may also be changed according to the performance value and experience value of the character before and after evolution. Furthermore, corresponding display information or decoration of the character may be changed so that the appearance of the character changes before and after evolution.

[0050] The evolution conditions are items that store the conditions necessary to evolve an evolvable character. Specifically, the level, performance value, experience value, etc. of the evolvable character must meet certain conditions. The user must possess certain items. In addition, the user must complete certain in-game events such as certain quests. Any other conditions can be set as evolution conditions, such as defeating certain enemy characters or playing time.

[0051] The item master 1015 is a table that stores and manages information about in-game items. A user can acquire in-game items by completing in-game events such as quests, or by fulfilling predetermined conditions as the game progresses, such as defeating enemy characters. Also, a predetermined in-game item may be acquired at the start of the game, as a condition for starting the game. The acquired in-game items are represented as being held by the user in the game, for example, by associating the user ID of the user with the item ID of the in-game item and storing them in the user table. The item master 1015 is a table having columns of item name, applicable points, item points, and recipe, with the item ID as the primary key.

[0052] The item ID is an item for storing item identification information for identifying in-game items. The item identification information is an item for which a unique value is set for each in-game item.

[0053] The item name is an item for storing the name (type, race, etc.) of the in-game item.

[0054] The applicable points are an item for storing parameters that serve as the basis for calculation when adding to the character points of an in-game character when using an in-game item (for example, when applying an in-game item to an in-game character). Specifically, when the user applies an in-game item to an in-game character, a process is performed to add the applicable points corresponding to the in-game item to the value of the character points of the in-game character. Note that depending on the combination of the in-game item and the in-game character, when the user applies an in-game item to an in-game character, a process may be performed to subtract only the item points corresponding to the in-game item from the value of the character points of the user.

[0055] An item point is an item that stores parameters used as the basis for calculating the addition to the user's user points when a game item is applied to a game character. Specifically, when a user applies a game item to a game character, the item points corresponding to the game item are added to the value of the user's user points. Note that depending on the combination of the game item and the game character, when the user applies the game item to the game character, a process may be performed to subtract only the item points corresponding to the game item from the value of the user's user points.

[0056] A recipe is an item that stores the generation conditions when generating a game item from sub-items called "materials". A user can newly generate and possess a game item by combining multiple materials that the user owns.

[0057] The material master 1016 is a table that stores and manages information on in-game materials. A user can obtain in-game materials by achieving in-game events such as quests or through the progress of the game such as defeating enemy characters. Also, it may be assumed that the user possesses predetermined in-game materials at the start of the game. The obtained in-game materials are stored in the user table with the user ID and the material ID of the in-game material linked, which represents that the user possesses the in-game material in the game. The material master 1016 is a table that has columns for material name, rarity, and attribute value, with the material ID as the primary key.

[0058] The material ID is an item that stores material identification information for identifying in-game materials. The material identification information is an item for which a unique value is set for each in-game material.

[0059] The material name is an item that stores the name (type, race, etc.) of the in-game material.

[0060] Rarity is an item that stores the rarity of in-game materials. Depending on the acquisition difficulty, rarity values such as super rare, rare, and common are stored, for example.

[0061] The attribute value is an item that stores the attribute value of in-game materials. The attribute value is an item used as a condition for generating a predetermined in-game item in the recipe item of the item master.

[0062] The privilege master 1017 is a table for storing the privileges granted to users. The privilege master 1017 is a table having columns for privilege details and privilege conditions.

[0063] The privilege details are an item that stores the details of the privilege granted to the user. The details of the privilege granted to the user may include the details of the privilege granted to the user. For example, the details of the privilege may include the user newly acquiring an in-game character. The details of the privilege may include granting in-game items and in-game materials to the user. The details of the privilege may include generating in-game items from a predetermined in-game material held by the user. The details of the privilege granted to the user may include the details of the privilege granted to the characters held by the user. For example, the details of the privilege may include strengthening or weakening the performance value of the in-game characters held by the user. Also, the details of the privilege may include changing the decoration of the in-game characters held by the user. The details of the privilege granted to the user may include evolving the in-game characters (predetermined evolvable characters) held by the user.

[0064] The privilege conditions are an item that stores the conditions for granting a privilege to the user. In the present disclosure, the range of the total score is stored as the privilege conditions. That is, depending on the value of the total score, it is determined whether or not the privilege conditions are met, and if so, the privilege details associated with the privilege conditions are granted to the user. For example, when the total score is between 11 and 100 points, privilege A is granted, and when the total score is between 101 and 200 points, privilege B is granted. Note that the privilege conditions do not have to be exclusive conditions for each privilege content, and may be a plurality of overlapping conditions. That is, for one total score, it is also possible that a plurality of privilege conditions are satisfied. At this time, according to the value of one total score, it is also possible that a plurality of privilege contents corresponding to a plurality of privilege conditions are granted to the user. In addition, by setting a priority order for the privilege contents, it is also possible to grant only the privilege content with the highest priority among one or a plurality of privileges to the user.

[0065] <Configuration of the control unit of server 10> The control unit 104 of the server 10 includes a user registration control unit 1041, an item generation unit 1042, a privilege granting unit 1043, a sleep information storage unit 1044, a sleep score calculation unit 1045, a total score calculation unit 1046, and a synchronization unit 1048. The control unit 104 realizes each functional unit by executing the application program 1011 stored in the storage unit 101. FIG. 12 is a flowchart showing the operation of the privilege granting process. FIG. 13 is a flowchart showing the operation of the sleep synchronization process. FIG. 14 is an example of a screen showing the operation of the privilege granting process. FIG. 15 is an example of a presentation screen of the play result according to the first presentation form in the sleep synchronization process. FIG. 16 is an example of a presentation screen of the play result according to the second presentation form in the sleep synchronization process.

[0066] 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 of the user name stored in the user table 1012 is such that the user opens a web page or the like operated by the service provider from an arbitrary information processing terminal, enters the user name in a predetermined input form, and transmits it to the server 10. The user registration control unit 1041 of the server 10 stores the received user name in a new record of 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 by the user registration control unit 1041 in the user table 1012, 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, any string or number desired by the user, or the user registration control unit 1041 of the server 10 may automatically set any string or number.

[0067] The item generation unit 1042 executes item generation processing. Details will be described later. The privilege granting unit 1043 executes privilege granting processing. Details will be described later. The sleep information storage unit 1044 executes sleep information storage processing. Details will be described later. The sleep score calculation unit 1045 executes sleep score calculation processing. Details will be described later. The comprehensive score calculation unit 1046 executes comprehensive score calculation processing. Details will be described later. The synchronization unit 1048 executes sleep synchronization processing. Details will be described later.

[0068] <Functional configuration of the user terminal 20> The functional configuration realized by the hardware configuration of the user terminal 20 is shown in FIG. 3. The user terminal 20 includes a storage unit 201, a control unit 204, a touch panel 206, a touch-sensitive device 2061, a display 2062, a microphone 2081, a speaker 2082, a position information sensor 2083, a camera 2084, a motion sensor 2085, and a sleep sensor 2086.

[0069] The sleep sensor 2086 is a variety of devices that detect various states of the user terminal 20. The sleep sensor 2086 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 2086 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.

[0070] Also, the sleep sensor 2086 may detect various information using the above sensor functions. For example, the sleep sensor 2086 may detect the number of steps of the user holding the user terminal 20 using the function of the acceleration sensor. Also, the sleep sensor 2086 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 2086 can transmit the sensing data detected as described above to the control unit 204.

[0071] Also, the sleep sensor 2086 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 2086 can detect the user's biometric information and transmit it to the user terminal 20. The sleep sensor 2086 can, for example, determine the user's heart rate by photoplethysmography or the like and transmit it to the control unit 204 as sensing data. Note that the sensing data detected by the sleep sensor 2086 is not limited to these, and may detect biometric information related to the user's sleep, such as brain waves, respiration, pulse, body movement, etc.

[0072] <Configuration of the storage unit of the user terminal 20> The storage unit 201 of the user terminal 20 stores a user ID 2011 for identifying the user who uses the user terminal 20 and an application program 2012. The user ID is the user's account ID. The user transmits the user ID 2011 from the user terminal 20 to the server 10. The server 10 identifies the user based on the user ID 2011 and provides the service according to the present disclosure to the user. Note that the user ID includes information such as a session ID temporarily assigned from the server 10 when identifying the user who uses the user terminal 20. The application program 2012 may be stored in advance 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 an interpreter-type programming language that is executed on a web browser application stored in the user terminal 20.

[0073] <Configuration of the control unit of the user terminal 20> The control unit 204 of the user terminal 20 includes an input control unit 2041 and an output control unit 2042. By executing the application program 2012 stored in the storage unit 201, the control unit 204 realizes the functional units of the input control unit 2041 and the output control unit 2042. The input control unit 2041 of the user terminal 20 acquires the operation content of the user on the touch-sensitive device 2061 of the touch panel 206, the voice input to the microphone 2081, the information output from input devices such as the position information sensor 2083, the camera 2084, the motion sensor 2085, and the sleep sensor 2086, and executes various processes. The input control unit 2041 of the user terminal 20 executes a process of transmitting the information acquired from the input device to the server 10 together with the user ID 2011. The output control unit 2042 of the user terminal 20 receives the operation of the user on the input device and the information from the server 10, and executes control processing for the display content of the display 2062 and the voice output content of the speaker 2082.

[0074] <Functional Configuration of Measurement Terminal 40> The functional configuration realized by the hardware configuration of the measurement terminal 40 is shown in FIG. 4. The measurement terminal 40 includes a storage unit 401, a control unit 404, and a sleep sensor 4086. Since the sleep sensor 4086 is the same sensor as the sleep sensor 2086 of the user terminal 20, the description thereof is omitted.

[0075] <Configuration of the Storage Unit of Measurement Terminal 40> The storage unit 401 of the measurement terminal 40 stores a user ID 4011 for identifying a user who uses the measurement terminal 40, an application program 4012, and a sleep table 4013. FIG. 11 is a diagram showing the data structure of the sleep table 4013.

[0076] The user ID is the user's account ID. The user transmits the user ID 4011 from the measurement terminal 40 to the server 10. The server 10 identifies the user based on the user ID 4011 and provides the service according to the present disclosure to the user. Note that the user ID includes information such as a session ID temporarily assigned by the server 10 when identifying the user who uses the measurement terminal 40. Note that the user ID 4011 stored in the measurement terminal 40 does not have to be the same as the user ID 2011 stored in the user terminal 20, and it is sufficient if it can be identified as an information processing device of the same user by being associated with the user ID 2011 using a table (not shown) or the like. Note that the user ID 4011 is not essential, and it may be configured to be associated with a predetermined user during the sleep synchronization process described later. The application program 4012 may be stored in advance in the storage unit 401, 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 4012 includes an interpreter-type programming language that is executed on a web browser application stored in the measurement terminal 40.

[0077] The sleep table 4013 is a table that stores and manages information regarding the user's sleep measured by the sleep sensor 4086 of the measurement terminal 40. The sleep table 4013 is a table that has columns for sleep measurement information and a synchronization flag, with the sleep ID as the primary key.

[0078] The sleep ID is sleep identification information for identifying sleep information. The sleep identification information is an item for which a unique value is set for each sleep. The sleep measurement information is an item for storing information regarding the user's sleep for each sleep. That is, for each sleep, the information regarding sleep is stored one record at a time in the item of sleep measurement information. One sleep refers to information regarding one sleep from the bedtime to the wake-up time. The sleep measurement information may include information equivalent to the sleep information in the user table 1012. Specifically, the sleep measurement information may include information regarding the sleep pattern indicating the user's bedtime and wake-up time. The sleep measurement information may include information regarding the quality of the user's sleep. The sleep measurement information may include information regarding the day on which the sleep information was measured. Specifically, the sleep measurement information may include information regarding the execution date and time (for example, the start date and time) of the sleep measurement process. The synchronization flag is an item for storing whether the sleep measurement information has been synchronized. In records where the sleep measurement information has not been synchronized, a blank value, a null value, or other information indicating that the sleep measurement information has not been synchronized is stored. When the sleep measurement information has been synchronized, information indicating acquired and synchronized is stored.

[0079] <Configuration of the control unit of the measurement terminal 40> The control unit 404 of the measurement terminal 40 includes an input control unit 4041 and a sleep measurement unit 4042. The control unit 404 realizes the functional units of the input control unit 4041 and the sleep measurement unit 4042 by executing the application program 4012 stored in the storage unit 401. The input control unit 4041 of the measurement terminal 40 acquires information output from an input device such as the sleep sensor 4086 and executes various processes. The input control unit 4041 of the measurement terminal 40 executes a process of transmitting the information acquired from the input device to the server 10 together with the user ID 4011.

[0080] The sleep measurement unit 4042 executes a sleep measurement process. Details will be described later.

[0081] <Operation of the information processing system 1> Hereinafter, each process of the information processing system 1 will be described with reference to FIGS. 12 and 13. First, the control unit 104 of the server 10 receives a request including a user ID from the user terminal 20 and starts providing various services. In the present disclosure, a game service in which in-game items are cooked dishes (hereinafter referred to as dishes), and in-game materials are ingredients, seasonings, etc. will be described as an example.

[0082] <Item generation process> The item generation process is a process of generating in-game items from in-game materials.

[0083] <Outline of the item generation process> The item generation process is a series of processes in which the user consumes in-game materials possessed by the user and acquires a new in-game item.

[0084] <Details of the item generation process> The user operates the touch panel 206 of his / her user terminal 20 and transmits a query request for his / her user ID 2011 and generable in-game items to the server 10. When the item generation unit 1042 of the server 10 receives a request from the user terminal 20, it searches the user table 1012 using the received user ID as a search key, and obtains the user's possessed material ID. The item generation unit 1042 of the server 10 searches the material master 1016 using the possessed material ID as a search key, and obtains the rarity, attribute values, etc. related to the materials possessed by the user. The item generation unit 1042 of the server 10 refers to the recipe items in the item master 1015 based on the information such as the in-game materials possessed by the user, searches for the item IDs of the in-game items that the user can generate, and obtains the item IDs. For example, when the user possesses the in-game materials (type and quantity of materials) stored in the recipe items of the item master 1015, the item generation unit 1042 of the server 10 determines that the in-game item is an in-game item that can be generated. Note that the recipe may define the generation conditions of in-game items based on conditions such as the attribute values and rarity of in-game materials. As a result, the item generation unit 1042 of the server 10 can obtain the item IDs of the dishes that can be cooked from the ingredients possessed by the user.

[0085] The item generation unit 1042 of the server 10 sends the item IDs of the in-game items that the user can generate to the user terminal 20. Based on the item IDs received from the server 10, the user terminal 20 outputs and displays the in-game items that the user can generate on the display 2062 of the user terminal 20. As a result, the user can list and check the cookable dishes.

[0086] The user operates the touch panel 206 of the user terminal 20 to select the in-game item to be generated from the in-game items displayed on the display 2062. When the in-game item is selected by the user, the control unit 204 of the user terminal 20 sends the item ID of the selected in-game item to the server 10. As a result, the user can select the dish to be cooked.

[0087] The item generation unit 1042 of server 10 searches the item master 1015 based on the received item ID and obtains recipe information. The item generation unit 1042 of server 10 deletes the in-game materials necessary for generating in-game items from the possessed material IDs of the records related to the users in the user table 1012 based on the generation conditions specified in the recipe information. That is, the user consumes the in-game materials that the user possesses when generating in-game items. Note that the content processed when generating in-game items is not limited to the consumption of in-game materials, and any processing may be performed according to the generation conditions. Next, the item generation unit 1042 of server 10 adds the received item ID to the column of the possessed item IDs of the records related to the users in the user table 1012. That is, the user acquires the selected in-game item. As a result, the user can consume in-game materials such as food ingredients and seasonings and newly acquire a dish.

[0088] Note that when the user acquires in-game materials without selecting a generable in-game item, a configuration may be adopted in which an in-game item that satisfies the generation conditions is automatically generated and acquired by the user. When there are a plurality of generable in-game items, a configuration may be adopted in which a predetermined in-game item is generated and acquired by the user according to randomness or a predetermined probability. As a result, the user can acquire a new in-game item without the complicated operation of selecting a generable in-game item and can enjoy the game service more. In this case, when the user operates the game and acquires food ingredients and seasonings, the user can automatically acquire the dishes that can be cooked with the food ingredients and seasonings.

[0089] <Benefit 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 and the sleep state during the user's sleep time (e.g., at night), and granting privileges to the user. The user can obtain privileges through the privilege granting process. Note that the privileges granted to the user include 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. The details of the privilege granting process will be described below using the flowchart of FIG. 12 and the example of the display screen of FIG. 14.

[0090] <Overview of Privilege Granting Process> The privilege granting process is a process of granting a privilege (bonus) to the user according to the items applied to the character and the sleep score. Specifically, a character point calculated based on the items applied to the character and a total score are calculated based on the sleep score. A privilege corresponding to the total score is determined, and the determined privilege is granted to the user. As a result, the user can obtain the privilege.

[0091] <Details of Privilege Granting Process> The details of the privilege granting process will be described below.

[0092] In step S101, the user performs an operation of using an item during daytime hours other than the bedtime period. Specifically, the user performs an operation of applying an item to the character currently selected by the user. The user can repeatedly perform the operation of using the item. Note that the server 10 and the user terminal 20 may restrict operations so as not to receive operations from the user even if the user is awake during the bedtime period. This can motivate the user to develop better sleep habits of higher quality. The user operates the touch panel 206 of their user terminal 20 and sends a query request for their user ID 2011 and the in-game items they possess to the server 10.

[0093] When the privilege granting unit 1043 of the server 10 receives a request from the user terminal 20, it searches the user table 1012 using the received user ID as a search key, obtains the item ID of the user's possessed items, and sends it to the user terminal 20. Based on the item ID received from the server 10, the user terminal 20 outputs and displays the in-game items applicable to the user on the display 2062 of the user terminal 20. Thereby, the user can list and check the applicable dishes and confirm which dishes can be applied to the character.

[0094] The user operates the touch panel 206 of the user terminal 20, selects the in-game item they want to apply from the in-game items displayed on the display 2062, and instructs the use of the in-game item. When the in-game item is selected by the user, the control unit 204 of the user terminal 20 sends the item ID of the selected in-game item to the server 10. Thereby, the user can select the dish they want to apply.

[0095] The privilege granting unit 1043 of the server 10 searches the item master 1015 based on the received item ID and obtains the application points and item points. The privilege granting unit 1043 of the server 10 adds the applicable points to the character points of the character selected by the user. Specifically, the privilege granting unit 1043 of the server 10 queries the deck table 1013 based on the deck ID stored in the selected deck ID of the record regarding the user in the user table 1012, and identifies the record of the character selected by the user. Then, the value of the applicable points obtained is added to the character points stored in the record regarding the character. Thereby, generation of parameters regarding the applicable points of the characters held by the user is performed. That is, parameters regarding the user are generated. The privilege granting unit 1043 of the server 10 may change the decoration of the character according to the character points. For example, according to an increase in the character points, the image of the character displayed on the display 2062 of the user terminal 20 may be displayed larger. Thereby, an effect such as the character growing larger when a dish is applied to the character can be provided to the user. The user can enjoy the game service more. The privilege granting unit 1043 of the server 10 adds the obtained item points to the user points of the user. Specifically, the privilege granting unit 1043 of the server 10 adds the value of the obtained item points to the user points stored in the record regarding the user in the user table 1012.

[0096] <Sleep information storage process> In step S102, the sleep information storage unit 1044 of the server 10 executes a sleep information storage process for storing the sleep information of the user who is in bed.

[0097] 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 (such as stroking the character via the touch panel 206, turning off the electricity used by the character, etc.). Also, the user terminal 20 constantly performs sensing by the sleep sensor 2086, and can also detect the user's going to bed from sensing data (for example, the movement of the terminal, the ambient brightness, voice, etc.). Also, when the reference bedtime described later approaches, the character may be made to look sleepy, or the game world may be made night-time to prompt the user to go to bed.

[0098] The control unit 204 of the user terminal 20 instructs the sleep sensor 2086 to perform sensing. Specifically, the sleep sensor 2086 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 2086.

[0099] The control unit 204 of the user terminal 20 transmits the sensing data sent from the sleep sensor 2086 to the server 10. The sleep information storage unit 1044 of the server 10 stores, in the sleep information column of the record of the user in the user table 1012, a sleep pattern indicating the bedtime and wake-up time based on the sensing data.

[0100] Information regarding the quality of the user's sleep may be included in the sleep information. At this time, the user terminal 20 calculates information regarding the quality of the user's sleep from the biometric information of the user detected by the sleep sensor 2086. 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 1044 of the server 10 stores the information regarding the quality of sleep in the sleep information column of the record of the user in the user table 1012.

[0101] The sleep information storage unit 1044 of the server 10 may be configured to execute the sleep information storage process only once in a predetermined period. Note that the control unit 204 of the user terminal 20 may be configured to transmit the sleep pattern to the server 10 only once in a predetermined period, or the sleep information storage unit 1044 of the server 10 may be configured to store only one sleep pattern out of a plurality of sleep patterns received from the user terminal 20 in the sleep information column of the record of the user in the user table 1012 only once in a predetermined period. For example, the sleep information storage unit 1044 of the server 10 may store only one sleep pattern in the sleep information column of the record of the user in the user table 1012 for a plurality of sleep patterns in which the bedtime is detected between 5:00 am and 4:59 am the next morning. Specifically, the sleep information storage unit 1044 of the server 10 stores the sleep pattern first detected after 5:00 am in the sleep information column of the record of the user in the user table 1012, and does not store the sleep patterns detected after the sleep until 4:59 am the next morning. For example, the sleep information storage unit 1044 of the server 10 may store only the sleep pattern with the longest sleep time in the sleep information column of the record of the user in the user table 1012 for a plurality of sleep patterns in which the bedtime is detected between 5:00 am and 4:59 am the next morning. In addition, the sleep information storage unit 1044 of the server 10 may store a plurality of sleep patterns in the sleep information column of the record of the user in the user table 1012 by adding up the plurality of sleep patterns for a plurality of sleep patterns in which the bedtime is detected between 5:00 am and 4:59 am the next morning. For example, it is conceivable that the sleep information storage unit 1044 of the server 10 adds up the sleep times of the plurality of sleep patterns and stores them in the sleep information column of the record of the user in the user table 1012. Thereby, the sleep measurement information stored in a predetermined period can be limited to only once. Specifically, the sleep measurement information that can be stored per day for each user can be limited to only once.

[0102] <Sleep score calculation process> In step S103, the sleep score calculation unit 1045 of the server 10 executes a sleep score calculation process for calculating a sleep score based on sleep information on the morning of the day following the day when the user applied the item. That is, the sleep score is calculated and determined based on the sleep information. The sleep score calculation process may be executed at an arbitrary time zone such as a daytime time zone other than 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 1045 of the server 10 may execute the sleep score calculation process when detecting the user's wake-up time.

[0103] The sleep score calculation unit 1045 of the server 10 determines whether the sleep pattern included in the sleep information stored in the sleep information of the user table 1012 satisfies the reference sleep pattern.

[0104] The sleep score calculation unit 1045 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.

[0105] 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 described as the reference time in some cases), and may have a time zone width within a 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 is 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 can set 7 hours, a child can set 10 hours, etc., by the user or the administrator of the game service.

[0106] When the sleep pattern A has a bedtime included in the reference bedtime (time zone) and a wake-up time also included in the reference wake-up time (time zone), the sleep score calculation unit 1045 of the server 10 determines that the sleep pattern A satisfies the reference sleep pattern.

[0107] When the sleep pattern B has a bedtime at 21:00 and satisfies the reference bedtime, but the wake-up time is after 7:15 and does not satisfy the reference wake-up time, the sleep score calculation unit 1045 of the server 10 determines that the sleep pattern B does not satisfy the reference sleep pattern.

[0108] When the sleep pattern C has a wake-up time between 7:00 and 7:15 and satisfies the reference wake-up time, but the bedtime is after 21:15 and does not satisfy the reference bedtime, the sleep score calculation unit 1045 of the server 10 determines that the sleep pattern C does not satisfy the reference sleep pattern.

[0109] In the above manner, the sleep score calculation unit 1045 of the server 10 determines whether the sleep pattern satisfies the reference sleep pattern.

[0110] When the sleep score calculation unit 1045 of the server 10 determines that the reference sleep pattern is not satisfied, the sleep score calculation unit 1045 of the server 10 calculates the sleep score as 10 points.

[0111] When the sleep score calculation unit 1045 of the server 10 determines that the reference sleep pattern is satisfied, the sleep score calculation unit 1045 of the server 10 determines whether the sleep pattern based on the sleep information continues to satisfy the reference sleep pattern for a predetermined period or more. When the sleep score calculation unit 1045 of the server 10 determines that the sleep pattern based on the sleep information does not satisfy the reference sleep pattern for a predetermined period or more, it calculates the sleep score as 40 points.

[0112] When the sleep score calculation unit 1045 of the server 10 determines that the sleep pattern based on the sleep information satisfies the reference sleep pattern for a predetermined period or more, it calculates the sleep score as 70 points.

[0113]

[0113] If the sleep time based on the sleep information is longer than a predetermined time, the sleep score calculation unit 1045 of the server 10 may determine that the reference sleep pattern is satisfied. The sleep score calculation unit 1045 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 1045 of the server 10 may calculate the sleep score based on the sleep time based on the sleep information.

[0114]

[0114] 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 of times, the sleep score calculation unit 1045 of the server 10 may determine that the reference sleep pattern is satisfied. The sleep score calculation unit 1045 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 and as the number of deep sleep times is more. Alternatively, the sleep score calculation unit 1045 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.

[0115]

[0115] The sleep score calculation unit 1045 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.

[0116]

[0116] The user or the administrator of the game service may be able to set an arbitrary predetermined period. For example, the predetermined period may be three days, one week, or the like. It is also possible that the user sets the predetermined period by inputting through interaction with a predetermined in-game character. For example, it may be set by inputting in a form of making a promise of a predetermined period with a predetermined in-game character. Thereby, even if the user is a child, it is possible to naturally motivate the user towards good sleep habits.

[0117] In addition, when the sleep score calculation unit 1045 of the server 10 includes information related to the quality of sleep in the sleep information, it may add 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 or subtracted based on an arbitrary algorithm with respect to the weighting of each sleep stage.

[0118] It may be added to or subtracted from the sleep score according to the user's activity level, diet, location, humidity, operation time on 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.

[0119] The sleep score calculation unit 1045 of the server 10 stores the calculated sleep score in the sleep score column of the record related to the user in the user table 1012.

[0120] <Comprehensive Score Calculation Process> In step S104, the comprehensive score calculation unit 1046 of the server 10 calculates a comprehensive score based on the character points and the sleep score. The comprehensive score is a value calculated based on the character points and the sleep score. That is, the comprehensive score is a value calculated and determined by the play information and the sleep information. The comprehensive score is calculated, for example, by the product of the sleep score of the day (the sleep score at waking up) and the character points of the previous day (the character points at bedtime). The comprehensive score may be calculated based on statistical values (average value, median value, mode value, maximum value, minimum value, etc.) of the sleep scores for multiple days and statistical values of the character points for multiple days.

[0121] The comprehensive 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 character points and the sleep score. The comprehensive score calculation unit 1046 of the server 10 calculates the product of the acquired character points and the sleep score to calculate the comprehensive score. Note that the comprehensive score may be calculated based on any algorithm such as the sum of the character points and the sleep score. The comprehensive score calculation unit 1046 of the server 10 stores the calculated comprehensive score in the column of the comprehensive score of the record related to the user in the user table 1012.

[0122] Note that the comprehensive score calculation unit 1046 of the server 10 may be configured to calculate the comprehensive score based on one of the character points or the sleep score.

[0123] In step S105, the privilege granting unit 1043 of the server 10 identifies the privilege content to be granted based on the comprehensive score. The privilege granting unit 1043 of the server 10 searches for the privilege conditions in the privilege master 1017 based on the calculated comprehensive score or the like. Specifically, it identifies the record of the privilege conditions that satisfy 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 any conditions such as character points and sleep scores instead of the comprehensive score. In the present disclosure, the privilege content is identified based on the comprehensive score. However, it may also be configured to identify the privilege content from the character points and the sleep score without calculating the comprehensive score.

[0124] In step S106, the privilege granting unit 1043 of the server 10 grants a privilege to the user or the in-game character owned by the user based on the acquired privilege content. The privilege granting unit 1043 of the server 10 grants a privilege to the user based on the acquired privilege content information. As an example of the privilege, the user can acquire a new in-game character. FIG. 14 shows an example of a screen showing the operation of the privilege granting process. On the display 2062 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 sleep state of the user determined based on the sleep score or the comprehensive score are also displayed. In the sleep type, texts such as "Type A", "Type B", "Type C" expressing the sleep state of the user are displayed. Note that the sleep information in the present disclosure includes, in addition to the sleep score and the sleep type, any sleep parameter determined based on the sleep state of the user. Specifically, the privilege granting unit 1043 of the server 10 updates the record of the user in the user table 1012 and the record of the characters held by the user in the deck table 1013 according to the acquired privilege content.

[0125] <Sleep measurement process> The sleep measurement process is a process of measuring the sleep state of the user at the measurement terminal 40 and storing it in the storage unit 401 of the measurement terminal 40. When there are a plurality of measurement terminals 40A, 40B, 40C, the sleep measurement process is executed at each of the plurality of measurement terminals 40A, 40B, 40C.

[0126] <Overview of sleep measurement process> The sleep measurement process is a series of processes that measure the sleep state of the user as sleep information and store it in the sleep table 4013 of the measurement terminal 40.

[0127] <Details of sleep measurement process> The measurement terminal 40 always performs sensing by the sleep sensor 4086, and detects the user's going to bed from the sensing data (for example, the movement of the terminal, the surrounding brightness, voice, etc.). It may be detected that the power of the measurement terminal 40 has been turned on by the user, and the sleep measurement process may be automatically started. The measurement terminal 40 may receive an input operation from the user indicating going to bed, and serve as a trigger to start the sleep measurement process. The input operation indicating going to bed may be received based on a switch or the like provided on the measurement terminal 40. In the user terminal 20, an input operation based on an operation to interrupt a game or an operation to put a character to sleep (such as stroking the character via the touch panel 206, turning off the electricity used by the character, etc.) may be received, and by receiving the input operation via the communication IF, it may also serve as a trigger to start the sleep measurement process in the measurement terminal 40.

[0128] The sleep measurement unit 4042 of the measurement terminal 40 instructs the sleep sensor 4086 to perform sensing. Specifically, the sleep sensor 4086 senses the movement of the measurement terminal 40 and biological information such as the user's heart rate. The sleep measurement unit 4042 of the measurement terminal 40 acquires sensing data from the sleep sensor 4086.

[0129] Based on the sensing data acquired from the sleep sensor 4086, the sleep measurement unit 4042 of the measurement terminal 40 newly stores sleep information including a sleep pattern indicating the bedtime and wake-up time in the sleep measurement information column of the record in the sleep table 4013.

[0130] The sleep information stored in the sleep measurement information may include information regarding the quality of the user's sleep. At this time, the measurement terminal 40 calculates information regarding the quality of the user's sleep from the biological information of the user detected by the sleep sensor 4086. 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 measurement terminal 40. The sleep measurement unit 4042 of the measurement terminal 40 stores the sleep information including information regarding the quality of sleep in the sleep measurement information column of the sleep table 4013.

[0131] The sleep information stored in the sleep measurement information may include information regarding the date and time when the sleep information was measured. Specifically, the sleep measurement information may include information regarding the execution date and time (for example, the start date and time) of the sleep measurement process.

[0132] The sleep measurement unit 4042 of the measurement terminal 40 may be configured to store the sleep information including the sensing data acquired from the sleep sensor 4086 in the column of the sleep measurement information in the sleep table 4013.

[0133] The sleep measurement unit 4042 of the measurement terminal 40 sets the period from when the user goes to bed to when the user wakes up as one measurement period, and stores the sleep information measured for each measurement period as one record in the sleep table 4013.

[0134] <Sleep synchronization process> The sleep synchronization process is a process of synchronizing the information related to the user's sleep stored in the measurement terminal 40 with the sleep information of the user stored in the server 10. Hereinafter, the details of the sleep synchronization process will be described using the flowchart of FIG. 13 and the display screen examples of FIGS. 15 and 16. The sleep synchronization process is a process of synchronizing the information related to the user's sleep stored in a plurality of measurement terminals 40 with the sleep information of the user stored in the server 10.

[0135] <Overview of sleep synchronization process> The sleep synchronization process is a series of processes that acquire the information related to the user's sleep stored in the measurement terminal 40, acquire the play information of the user stored in the server 10, associate the information related to the user's sleep with the play information, determine the play result, and present the play result to the user.

[0136] <Details of sleep synchronization process> In step S501, the synchronization unit 1048 of the server 10 starts the sleep synchronization process. The sleep synchronization process may start the process triggered by the fact that the server 10 and the measurement terminal 40 become communicable. The sleep synchronization process may start the process triggered by the fact that the measurement terminal 40 becomes communicable with the user terminal 20. The sleep synchronization process may start when the touch panel 206 of the user terminal 20 to which the measurement terminal 40 is connected receives a predetermined operation from the user and uses the input operation as a trigger to start the process. For example, when the measurement terminal 40 is connected to the user terminal 20, the user may press a synchronization button displayed on the touch panel 206 of the user terminal 20 to start the sleep synchronization process.

[0137] In step S502, the synchronization unit 1048 of the server 10 acquires sleep measurement information for one or more times from the measurement terminal 40. The synchronization unit 1048 of the server 10 sends a request regarding the acquisition of sleep measurement information to the measurement terminal 40. When the control unit 404 of the measurement terminal 40 receives the request, it searches the sleep table 4013 for a record in which information indicating that the synchronization flag is not synchronized is stored, and acquires the sleep measurement information. The control unit 404 of the measurement terminal 40 sends the acquired sleep measurement information to the server 10 as a response. The synchronization unit 1048 of the server 10 acquires sleep measurement information from the measurement terminal 40.

[0138] The synchronization unit 1048 of the server 10 may search for the sleep information of the user stored in the user table 1012 and exclude the sleep measurement information for the period that is already stored in the user table 1012 from the sleep measurement information acquired from the measurement terminal 40. This is because it is considered that the sleep information has been acquired by the user terminal 20 or has already been measured by another measurement terminal 40 and the sleep synchronization process has been performed.

[0139] The synchronization unit 1048 of the server 10 may exclude the sleep measurement information that is older than a predetermined number of times or a predetermined number of days from the sleep measurement information acquired from the measurement terminal 40. That is, the synchronization unit 1048 of the server 10 may set an upper limit value for the number of times and the number of days of the sleep measurement information acquired from the measurement terminal 40. For example, the synchronization unit 1048 of the server 10 excludes and acquires the sleep measurement information that is more than one week old. An upper limit may be set for the number of times and days of sleep measurement information that the measurement terminal 40 can store. An upper limit may be set for the number of times and days of sleep measurement information that the control unit 404 of the measurement terminal 40 transmits as a response to the server 10. Specifically, sleep measurement information that is older than a predetermined number of days may not be transmitted to the server 10. This can prompt the user to synchronize the measurement terminal regularly.

[0140] The upper limits for the number of times and days may vary according to the usage frequency of the user terminal 20 by the user, the play frequency of the game, etc. The upper limits for the number of times and days may vary according to the play information of the user, such as the progress of the game being played. That is, the upper limits for the number of times and days are determined according to the play information. When changing the upper limits for the number of times and days, a notification indicating that the upper limits for the number of times and days have changed may be executed on the display 2062 of the user terminal 20. This can prompt the user to synchronize the measurement terminal regularly.

[0141] For the sleep measurement information transmitted by the control unit 404 of the measurement terminal 40 as a response to the server 10, information indicating that the sleep measurement information has been acquired is stored in the synchronization flag item of the corresponding record in the sleep table 4013. Note that the control unit 404 of the measurement terminal 40 may also store information indicating that the sleep measurement information has been acquired in the synchronization flag item after receiving information indicating that the acquisition or synchronization of the sleep measurement information from the server 10 has been completed.

[0142] In step S503, the synchronization unit 1048 of the server 10 searches the user table 1012 and acquires one or more pieces of play information of the user. In step S503, the synchronization unit 1048 of the server 10 may specify the range of play information to be acquired based on the period of the sleep information included in the sleep measurement information acquired in step S502. For example, among the acquired sleep information, play information included in the period from the wake-up time or bedtime of the oldest sleep information to the wake-up time or bedtime of the newest sleep information may be acquired. Thereby, the amount of information to be processed can be reduced.

[0143] In step S504, the synchronization unit 1048 of the server 10 associates the sleep information for one or more times acquired from the measurement terminal 40 in step S502 with the play information for one or more times acquired in step S503 at predetermined intervals. In the present disclosure, for simplicity, the predetermined interval is described as one day, but the predetermined interval can be selected as any period such as a predetermined time interval of 6 hours, 8 hours, etc., a predetermined number of days such as two days, three days, etc., one week, one month, etc. Specifically, the synchronization unit 1048 of the server 10 determines the sleep information for each day based on the measurement date information indicating the day on which the sleep information was measured from the sleep information acquired from the measurement terminal 40, and associates it with the history of the play information in the play date information indicating the day on which the game was played each day. That is, based on the measurement date information and the play date information, the sleep information including the sleep parameters is associated with the play information including the game parameters. The synchronization unit 1048 of the server 10 may also associate the play information with the sleep information of the user already stored in the user table 1012. That is, it may be associated with the play information including the sleep information that has already been measured by other terminals such as the user terminal 20 and for which sleep synchronization processing has been performed.

[0144] If there is sleep information but no play information exists on the day when the sleep information exists (sleep information existence day), the synchronization unit 1048 of the server 10 may newly generate play information and associate it with the sleep information. The synchronization unit 1048 of the server 10 may refer to the play information in the day before the sleep information existence day (previous period) and generate the play information as the play information on the sleep information existence day and associate it with the sleep information.

[0145] In step S505, the synchronization unit 1048 of the server 10 determines a play result based on the combination of the daily sleep information and play information that have been associated. In the present disclosure, the case of awarding a privilege as an example of a play result will be exemplarily described.

[0146] The sleep score calculation unit 1045 of the server 10 executes a sleep score calculation process based on the daily sleep information that has been associated, and calculates a daily sleep score. The sleep score calculation process is the same as the sleep score calculation process in step S103 in the privilege awarding process. Specifically, a daily sleep score is calculated based on information such as the sleep time, sleep quality, and whether the sleep pattern included in the daily sleep information satisfies the reference sleep pattern.

[0147] When executing the sleep score calculation process, for sleep scores older than a predetermined number of days, the sleep score may be subtracted to reduce the influence on the play result. For example, it is conceivable to halve the sleep score four or more days ago. Similarly, for sleep scores newer than a predetermined number of days, the sleep score may be added to increase the influence on the play result. Thereby, it is possible to encourage the user to regularly execute the sleep synchronization process. In addition, when the sleep synchronization process has not been executed for a predetermined number of days, a notification indicating that the influence on the play result is reduced may be executed on the display 2062 of the user terminal 20. Specifically, a notification such as "The sleep information four or more days ago has its sleep score halved. Is there any sleep information that has not been reflected?" is given to the user.

[0148] The synchronization unit 1048 of the server 10 determines a play result based on the combination of the sleep score and play information. In the present disclosure, the case of using character points as an example of play information will be exemplarily described.

[0149] The comprehensive score calculation unit 1046 of the server 10 executes comprehensive score calculation processing based on the sleep score and character points, and calculates the comprehensive score. The comprehensive score calculation processing is the same as the comprehensive score calculation processing in step S104 in the privilege granting processing. Specifically, based on the sleep score and character points for each day, the comprehensive score for each day is calculated.

[0150] The privilege granting unit 1043 of the server 10 identifies and determines the privilege content to be granted for each day based on the comprehensive score for each day. The privilege granting unit 1043 of the server 10 searches for the privilege conditions in the privilege master 1017 based on the calculated comprehensive score and the like. Specifically, it identifies the record of the privilege conditions that satisfy the conditions such as the calculated comprehensive score. Then, it identifies and acquires the privilege content stored in the record. Note that the privilege conditions in the privilege master 1017 can be set to any conditions based on character points, sleep score, etc., rather than 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 and determined from the character points and sleep score without calculating the comprehensive score.

[0151] The synchronization unit 1048 of the server may exclude the privilege content that has already been granted to the user among the identified privilege content. Specifically, in the current sleep synchronization process, if the privilege content for the target day has already been granted by the sleep synchronization process with other measurement terminals 40, the privilege granting process with the user terminal 20, etc., before obtaining the sleep measurement information from the measurement terminal 40, it is preferable to exclude the privilege content. That is, the synchronization unit 1048 of the server is configured to identify and determine only the privilege content that is granted to the user for the first time based on the sleep measurement information obtained from the measurement terminal 40 in the current sleep synchronization process among the identified privilege content.

[0152] The synchronization unit 1048 of the server 10 identifies the privilege content to be granted to the user every day and determines it as the play result. The synchronization unit 1048 of the server 10 grants the determined privilege content to the user. The granting of the privilege content to the user is the same as in step S106 of the privilege granting process.

[0153] In step S506, the synchronization unit 1048 of the server 10 presents the determined play result for each day to the user. The synchronization unit 1048 of the server 10 transmits the determined play result to the user terminal 20. The display 2062 of the user terminal 20 displays the received play result and presents the play result to the user. Note that the user terminal 20 may present the play result to the user by light, sound, etc.

[0154] The user terminal 20 selectively switches different presentation forms according to whether the received play result includes the play result for one day or the play result for multiple days, and presents the play result.

[0155] When the received play result includes the play result for one day, the user terminal 20 presents the play result in the first presentation form.

[0156] An example of the presentation screen of the play result according to the first presentation form is shown in FIG. 15. On the presentation screen, on the game screen 70 of the display 2062 of the user terminal 20, information related to the play result including privilege content 701, sleep time 702, bedtime and wake-up time 703, sleep score 704, sleep type 705, date 706, etc., which is information based on the play result determined by the sleep synchronization process, is presented to the user. The user can confirm the date 706 of the sleep information synchronized by the sleep synchronization process and the play result including the privilege content 701 on the display 2062 of the user terminal 20.

[0157] When the received play result includes the play result for multiple days, the user terminal 20 presents the play result in the second presentation form.

[0158] An example of a presentation screen for play results according to the second presentation form is shown in FIG. 15. On the presentation screen, information based on the play results determined in the sleep synchronization process is listed and displayed in the form of a list 71 on the game screen 70 of the display 2062 of the user terminal 20. Information regarding the play results for each day, including the privilege content 711, sleep time 712, sleep score 714, date 716, etc., which are information based on the play results, is presented to the user in a list. Note that each item in the list may include the bedtime and wake-up time, sleep type, etc. The user can list and check on the display 2062 of the user terminal 20 the date 716 of the sleep information synchronized by the sleep synchronization process and the play results including the privilege content 711.

[0159] As the second presentation form, the user terminal 20 may present the play results for multiple days in the order based on the sleep score used in determining the play results. Specifically, it may be presented in order from the play results with good sleep scores. As the second presentation form, the user terminal 20 may present the play results for multiple days in the order based on the comprehensive score determined by the play information and sleep information used in determining the play results. Specifically, it may be presented in order from the play results with good comprehensive scores. As the second presentation form, the user terminal 20 may present the play results for multiple days in the order based on the dates of the corresponding predetermined periods. Specifically, it may be presented in order from the newer play results. As the second presentation form, the user terminal 20 may present the play results for multiple days in the order of good play results. As the second presentation form, the user terminal 20 may present the play results for multiple days in the order based on the rewards given to the user by the play results. For example, it may be presented in the order of increasing rarity of the rewards. The rewards include character points. As a second presentation form, the user terminal 20 may present the play results for one or more days out of the play results for multiple days, for which sleep information could not be obtained when determining the play results. Thereby, the user can check the play results for the day when the play information was generated. As a second presentation form, the user terminal 20 may present the play results for one or more days out of the play results for multiple days, based on the sleep information used when determining the play results, for which the user's sleep state was good.

[0160] <Basic Hardware Configuration of Computer> FIG. 17 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.

[0161] 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.

[0162] 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).

[0163] The auxiliary storage device 903 is a storage device for storing data and programs. For example, it is a flash memory, an HDD (Hard Disc Drive), a magneto-optical disk, a CD-ROM, a DVD-ROM, a semiconductor memory, or the like.

[0164] The communication IF 991 is an interface for inputting and outputting signals for communicating with another computer via a network using a wired or wireless communication standard. 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), and wireless networks (e.g., Wi-Fi (registered trademark)) that can be connected to the Internet by a predetermined access point. When connecting wirelessly, communication protocols such as Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc. are included. When connecting by wire, the network also includes those directly connected by a USB (Universal Serial Bus) cable, etc.

[0165] Note that all or part of each hardware configuration can be distributed and provided in a plurality of computers 90, and the computers 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 and the computer 90 housed in a case, but also a virtualized computer system.

[0166] <Basic Functional Configuration of Computer 90> The functional configuration of the computer realized by the basic hardware configuration (FIG. 17) 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.

[0167] Note that the functional units included in the computer 90 can also be realized by distributing all or part of each functional unit to 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.

[0168] 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 types of programs. Thereby, the computer is realized as an information processing device that performs information processing.

[0169] 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. Further, 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. Also, 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.

[0170] The database refers to a relational database and is for managing a table in a tabular form structurally defined by rows and columns and a data set called a master in association with each other. In a 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, relationships 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.

[0171] Note that 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 also includes data that can be regarded as a data structure by combining data with functions, classes, methods, etc. described in any programming language.

[0172] 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.

[0173] <Supplementary Note> The matters described in each of the above embodiments are appended below.

[0174] (Supplementary Note 1) A game program for causing a computer having a processor and a storage unit and capable of acquiring the user's sleep state as sleep information to execute, the game program causing the processor to perform a sleep acquisition step (S502) of acquiring the user's sleep information for a plurality of times, a play acquisition step (S503) of acquiring the user's play information in the game, a correlation step (S504) of correlating the sleep information for a plurality of times acquired in the sleep acquisition step with the play information acquired in the play acquisition step, and a determination step (S505) of determining a plurality of play results based on the combination of the play information and the sleep information for a plurality of times correlated in the correlation step. Thereby, the measured sleep information for a plurality of times can be reflected in the game. It is possible to continuously encourage the user to make efforts towards good sleep habits.

[0175] (Supplementary Note 2) The sleep acquisition step is a step of acquiring sleep information including measurement date information indicating the date on which the sleep information was measured and sleep parameters determined based on the user's sleep state for each of multiple sets of sleep information. The play acquisition step is a step of acquiring play information including play date information indicating the date on which the game was played and game parameters based on the result of the play. The association step is a step of associating the sleep parameters with the game parameters based on the measurement date information acquired in the sleep acquisition step and the play date information acquired in the play acquisition step. The determination step is a step of determining multiple play results based on the combination of the sleep parameters and the game parameters associated in the association step. The game program according to Supplementary Note 1. Thereby, multiple sets of measured sleep information can be reflected in the game. It is possible to continuously encourage the user to work towards good sleep habits.

[0176] (Supplementary Note 3) The association step includes a generation step of generating play information for a period in which there is no play information to be associated, and a step of associating the generated play information with multiple sets of sleep information acquired in the sleep acquisition step. The game program according to Supplementary Note 1 or 2. Thereby, even in a predetermined period without play information, it is possible to associate the play information with the sleep information. It is possible to encourage the user to play the game without stress.

[0177] (Supplementary Note 4) The generation step is a step of generating play information based on the play information of the period before the period. The game program according to Supplementary Note 3. Thereby, even in a predetermined period without play information, it is possible to associate the play information with the sleep information. It is possible to encourage the user to play the game without stress.

[0178] (Supplementary Note 5) The sleep acquisition step includes the step of acquiring sleep information for a plurality of times of the user from a plurality of measurement terminals capable of measuring the user's sleep state as sleep information, and is a game program according to any one of Appendices 1 to 4. Thereby, the sleep information for a plurality of times measured by the plurality of measurement terminals can be reflected in the game. It is possible to continuously encourage a user who uses a plurality of measurement terminals to make efforts towards good sleep habits.

[0179] (Appendix 6) The determination step includes the step of determining a first play result in a first period based on play information and sleep information in the first period, and the step of determining a second play result in a second period based on play information and sleep information in the second period, where the first period is a period newer than the second period, and the influence of sleep information on the first play result is greater than the influence of sleep information on the second play result, and is a game program according to any one of Appendices 1 to 5. Thereby, it is possible to increase the influence of newer sleep information on the play result, and it is possible to encourage the user to synchronize the measurement terminals regularly.

[0180] (Appendix 7) The game program causes the processor to execute a notification step of executing, for the user, a notification indicating that the influence of sleep information on the play result becomes small when the sleep acquisition step has not been executed for a predetermined time or more, and is a game program according to any one of Appendices 1 to 6. Thereby, it is possible to encourage the user to synchronize the measurement terminals regularly.

[0181] (Appendix 8) The sleep acquisition step is a step of acquiring sleep information for a predetermined number of times of the user, and the predetermined number of times is a value determined according to the progress of the game, and is a game program according to any one of Appendices 1 to 7. Thereby, it is possible to encourage the user to play the game.

[0182] (Supplementary Note 9) The game program causes the processor to execute a presentation step (S506) of presenting the play result determined in the determination step to the user. The presentation step selectively switches between and presents a first presentation step of presenting the play result of 1 to the user in a first presentation form when the play result determined in the determination step is the play result of 1, and a second presentation step of presenting a plurality of play results to the user in a second presentation form when the play result determined in the determination step is a plurality of play results. The game program according to any one of Supplementary Notes 1 to 8. Thereby, while the user enjoys the presented content, it is possible to continuously encourage the user to take actions towards good sleep habits.

[0183] (Supplementary Note 10) The second presentation form in the second presentation step is a presentation form of presenting a plurality of play results in an order based on a sleep score determined by sleep information used in determining the play result, a presentation form of presenting a plurality of play results in an order based on a comprehensive score determined by play information and sleep information used in determining the play result, a presentation form of presenting a plurality of play results in an order based on the date, a presentation form of presenting a plurality of play results in an order in which the play results are good, a presentation form of presenting a plurality of play results in an order based on the reward given to the user by the play result, a presentation form of presenting one or more play results for which sleep information could not be obtained in determining the play result among the plurality of play results, and a presentation form of presenting one or more play results in which the user's sleep state is good based on the sleep information used in determining the play result among the plurality of play results. The game program according to Supplementary Note 9, which is at least one of the presentation forms. Thereby, while the user enjoys the presented content, it is possible to continuously encourage the user to take actions towards good sleep habits.

[0184] (Supplementary Note 11) The sleep acquisition step is a step of acquiring sleep information for a plurality of times from a measurement terminal, and is a game program according to any one of Appendices 1 to 10. Thereby, the sleep information for one or a plurality of times measured by the measurement terminal can be reflected in the game. It is possible to continuously encourage the user who uses the measurement terminal to make efforts towards good sleep habits.

[0185] (Appendix 12) The game program causes the processor to execute a step (S502) of associating and storing information indicating that the sleep information for a plurality of times acquired in the sleep acquisition step has been acquired with respect to the sleep information for a plurality of times in the measurement terminal, and the sleep acquisition step is a step of acquiring sleep information for a plurality of times that is not associated with the information indicating that it has been acquired from the measurement terminal, and is a game program according to Appendix 11. Thereby, the sleep information excluding the already acquired sleep information can be reflected in the game. It is possible to prevent the already reflected sleep information from being reflected in the game.

[0186] (Appendix 13) The sleep acquisition step is a step of acquiring sleep information for a plurality of times from a program other than the game program, and is a program according to any one of Appendices 1 to 10. Thereby, the sleep information for a plurality of times acquired in another game program can be reflected in the game. It is possible to continuously encourage the user to make efforts towards good sleep habits.

[0187] (Appendix 14) An information processing apparatus including a processor and a storage unit, wherein the processor is caused to execute a sleep acquisition step (S502) of acquiring sleep information of a user for a plurality of times, a play acquisition step (S503) of acquiring play information of the user in a game, an association step (S504) of associating the sleep information of the plurality of times acquired in the sleep acquisition step with the play information acquired in the play acquisition step, and a determination step (S505) of determining a plurality of play results based on a combination of the play information and the sleep information of the plurality of times associated in the association step. Thereby, the measured sleep information for one or more times can be reflected in the game. It is possible to continuously encourage the user to work towards good sleep habits.

[0188] (Appendix 15) An information processing method executed by a computer including a processor and a storage unit, wherein the processor is caused to execute a sleep acquisition step (S502) of acquiring sleep information of a user for a plurality of times, a play acquisition step (S503) of acquiring play information of the user in a game, an association step (S504) of associating the sleep information of the plurality of times acquired in the sleep acquisition step with the play information acquired in the play acquisition step, and a determination step (S505) of determining a plurality of play results based on a combination of the play information and the sleep information of the plurality of times associated in the association step. Thereby, the measured sleep information for one or more times can be reflected in the game. It is possible to continuously encourage the user to work towards good sleep habits.

[0189] (Appendix 16) An information processing system including an information processing device having a processor and a storage unit, and a measurement terminal, the system executing: a sleep acquisition step (S502) of acquiring sleep information for a plurality of times of a user from the measurement terminal; a play acquisition step (S503) of acquiring play information of the user in a game; a correlation step (S504) of correlating the sleep information for the plurality of times acquired in the sleep acquisition step with the play information acquired in the play acquisition step; and a determination step (S505) of determining a plurality of play results based on a combination of the play information and the sleep information for the plurality of times correlated in the correlation step. Thereby, the sleep information for one or more times measured by the measurement terminal can be reflected in the game. It is possible to continuously encourage the user who uses the measurement terminal to make efforts toward good sleep habits.

Explanation of Signs

[0190] 1 Information processing system, 10 Server, 101 Storage unit, 103 Control unit, 20A, 20B, 20C User terminal, 201 Storage unit, 204 Control unit, 40A, 40B, 40C Measurement terminal, 401 Storage unit, 404 Control unit

Claims

1. A program to be executed by a computer having a processor and a storage unit, The program causes the processor to: an acquiring step of acquiring first sleep information and second sleep information, which are sleep information within a predetermined period, in response to an input operation by a user; a summing step of summing a first sleep time based on the first sleep information and a second sleep time based on the second sleep information; A program that executes the following.

2. A program to be executed by a computer having a processor and a storage unit, The program causes the processor to: an acquiring step of acquiring a plurality of pieces of sleep information within a predetermined period in response to an input operation by a user; a summing step of summing the sleep times of the plurality of pieces of sleep information; A program that executes the following.

3. 3. The program according to claim 1, for causing a computer to execute the program, which manages the progress of a game using sleep information.

4. The predetermined period is 24 hours.

3. The program according to claim 1 or 2.

5. A method executed by a computer having a processor and a storage unit, wherein the processor executes all of the steps executed in the invention according to claim 1 or claim 2.

6. A computer comprising a processor and a storage unit, wherein the processor executes all of the steps executed in the invention according to claim 1 or 2.

7. A system comprising means for executing all of the steps executed in the invention according to claim 1 or claim 2.