Program and information processing system
The program and system address skill declines in games by monitoring performance, redisplaying explanations, adjusting difficulty, and enabling player swaps, enhancing user engagement and proficiency.
Patent Information
- Application Number
- JP2025082433
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-05-16
- Publication Date
- 2025-08-01
AI Technical Summary
Conventional games lack the ability to respond to a decline in a user's skills that have once been improved, failing to provide appropriate actions or adjustments when a user's proficiency deteriorates.
A program and information processing system that includes game progress, detection, and notification means to monitor user performance, redisplay explanations for improved operations, adjust difficulty levels, and in multiplayer games, allow performance changes among players.
Enables responsive actions to skill declines by redisplaying explanations, adjusting difficulty, and facilitating player swaps in multiplayer games, thereby maintaining user engagement and proficiency.
Smart Images

Figure 2025113319000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program and an information processing system. [Background technology]
[0002] Conventionally, games that display tutorials for beginners or change the difficulty level have been known (see, for example, Patent Documents 1 and 2). Also, conventionally, technologies have been known that detect abnormalities in the biometric information of a user playing a game or in the game results, and issue an alarm or notify a medical institution (see, for example, Patent Documents 3 to 5). [Prior art documents] [Non-patent literature]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 9-271582 [Patent Document 2] Japanese Patent Application Publication No. 2019-98112 [Patent Document 3] Japanese Patent Application Laid-Open No. 2004-157596 [Patent Document 4] International Publication WO2015 / 093382A1 [Patent Document 5] Japanese Patent Application Publication No. 2017-003626 Summary of the Invention [Problem to be solved by the invention]
[0004] In conventional games, actions such as displaying tutorials are taken in response to abnormalities in the user's skill, biometric information, or game results, but there was no technology that could take action in response to a decline in the user's skill in an application such as a game that they had once improved.
[0005] The present disclosure aims to provide a program and an information processing system that take action when a user's application-related skills once improved decline.
Means for Solving the Problem
[0006] The first aspect is a program that causes a computer to function as game progress means, storage means, detection means, and notification means, wherein the game progress means controls the progress of the game based on a user's operation input, the storage means stores history information of the user's operation input corresponding to each operation for each user, the detection means compares the user's operation input corresponding to a predetermined operation with the history information, determines the user's performance based on the comparison result, and the notification means is a program that notifies the user's performance determined by the detection means.
[0007] The second aspect is wherein the notification means notifies the user of the user's performance, the program further causes the computer to function as explanation display means, and the explanation display means is the program according to the first aspect, which displays support information corresponding to the performance when it is determined by the detection means that the performance has deteriorated.
[0008] The third aspect is wherein the program further causes the computer to function as difficulty adjustment means, and the difficulty adjustment means is the program according to the first or second aspect, which lowers the difficulty of the game when the detection means detects a deterioration in the user's performance.
[0009] The fourth aspect is wherein the game is a multiplayer game, and the notification means is the program according to the first or second aspect, which notifies the user's performance to other users.
[0010] The fifth aspect is that the program further functions to cause the computer to serve as an explanatory display means, and when the performance of the user determined by the detection means has deteriorated, the explanatory display means displays an explanation that allows the user who plays the game to be changed from the user to another user, and it is the program described in the fourth aspect.
[0011] The sixth aspect is that it includes a game progress unit that controls the progress of a game based on user operation inputs, a storage unit that stores history information of the operation inputs by the user corresponding to each operation for each user, a detection unit that compares the operation input of the user corresponding to a predetermined operation with the history information and determines the performance of the user based on the comparison result, and a notification unit that notifies the performance of the user determined by the detection unit, and it is an information processing system provided with these.
Advantages of the Invention
[0012] According to the present disclosure, it is possible to take actions against a decline in the skills regarding an application that a user has once improved.
Brief Description of the Drawings
[0013]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Mode for Carrying Out the Invention
[0014] 〔The Present Embodiment〕 The information processing system 1 according to the present embodiment will be described with reference to the drawings.
[0015] <Explanation of Information Processing System 1> In the information processing system 1 according to the present embodiment, a server device 2 (computer) and a game device 3 are connected to be communicable with each other via a communication network 6. The game device 3 is, for example, a personal computer, a smartphone, a tablet terminal, a portable or stationary game dedicated machine, or the like. In addition, a game device 5 of another user is also connected to the server device 2 to be communicable via the communication network 6.
[0016] <Outline of Information Processing System 1> The server device 2 (computer) stores a game program and game data, and causes each of the plurality of game devices 3 and 5 to play a game by transmitting and receiving control signals related to the game to and from each of the game devices 3 and 5. In addition, the server device 2 can also cause the plurality of game devices 3 and 5 to perform multiplayer. Note that the games performed in multiplayer include both types of competitive games and cooperative games.
[0017] Each of the game devices 3 and 5 executes a predetermined game based on a user's operation. For this purpose, each of the game devices 3 and 5 receives (specifically, downloads and installs) a game program and game data from the server device 2 via the communication network 6.
[0018] For each user, account information including identification information and a password is assigned for each user in association with each game device 3, 5. This account information is transmitted from each game device 3, 5 to the server device 2 at the time of login and is used for user authentication in the server device 2.
[0019] After user authentication, mutual communication between the server device 2 and each game device 3, 5 becomes possible. After login, when each game device 3, 5 receives data necessary for game progress (data related to the game progress status) from the server device 2, it advances the game while outputting game images and sounds to the display 37 and the speaker 39 based on the user's operations.
[0020] In the present embodiment, explanations necessary for a plurality of operations of the game are respectively displayed on the game device 3, and the user performs operation inputs based on each explanation to end the corresponding explanation. Further, when a decline in the skill level of the game that has once improved for a certain operation is detected while the user is playing the game on the game device 3, the explanation necessary for this operation is redisplayed or additionally displayed on the game device 3. As a result, the user can perform the operation again in accordance with the explanation.
[0021] <Configuration of the information processing system 1> Hereinafter, with reference to FIG. 1, the hardware configurations of the server device 2 and each game device 3, 5 will be described. Note that the configuration of the game device 5 of another user is substantially the same as the configuration of the game device 3, and thus the description thereof will be omitted.
[0022] <Configuration of the server device 2> As shown in FIG. 1, the server device 2 includes a network interface 21, a control unit 22, and a storage unit 23. The network interface 21 and the storage unit 23 are electrically connected to the control unit 22 via a bus 24.
[0023] The network interface 21 is communicably connected to each game device 3, 5 via a communication network 6 such as the Internet and a LAN.
[0024] The control unit 22 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the server device 2.
[0025] By executing various programs stored in the storage unit 23 described later, the control unit 22 functions as a game progress means 221, an explanation display means 222, a storage means 223, a detection means 224, an assistance means 225, a confirmation means 226, a notification means 227, and a difficulty adjustment means 228.
[0026] The game progress means 221 (game progress unit) controls the progress of the game based on the user's operation input. The game includes a single-player game played by a single user on the game device 3 and a multiplayer game played by a plurality of users on different game devices 3 and 5 respectively. The genres of the game include combat fighting games, sports games played by one or more users, action games, puzzle games, and the like.
[0027] To control the progress of the game based on the user's operation input means that while displaying the game screen on the display 37 in the game devices 3 and 5 operated by the user, the input information by the touch pad 38 by the user is transmitted from the game devices 3 and 5 to the server device 2, and this input information is reflected in the game.
[0028] The explanation display means 222 (explanation display unit) displays the explanations necessary for each operation in the game on the display 37 of the game device 3 and the like. Operations include, for example, an operation to move the character 371 (see FIG. 5), an operation to equip and use weapons, armors, and items on the character 371, an operation to make the character 371 perform specific actions such as special skills and combo skills, and the like. For example, when activating a certain special skill or combo skill, an operation such as pressing a plurality of buttons in sequence on the touch pad 38 is required.
[0029] To display on the display 37 of the game device 3 the explanations necessary for each operation in the game respectively means, as shown in FIG. 5, to display text and images regarding which button on the touch pad 38 the user presses to make the character 371 perform a specific operation. Specifically, a guidance 372 as shown in FIG. 5 is displayed on the display 37 for each operation.
[0030] Also, the explanation display means 222 ends the corresponding explanation when the user makes an operation input based on each explanation on the game device 3. Specifically, after a tutorial screen is displayed on the display 37, for example, when the user presses a predetermined one or more buttons on the touch pad 38 according to the guidance 372 and the character 371 performs a specific operation, the guidance 372 shown in FIG. 5 stops being displayed on the display 37. Also, after the guidance 372 is displayed on the display 37, when a "Next" button is displayed on the display 37, when the button corresponding to the "Next" button is pressed by the touch pad 38, the guidance 372 stops being displayed on the display 37.
[0031] The storage means 223 stores in the storage unit 23 etc. the history information of the operation inputs by the user corresponding to each operation for each user. The history information may be the operation input itself made by the user using the touch pad 38, or may be the game score, play time, play interval, etc.
[0032] The detection means 224 (detection unit) detects abnormal information when the operation input of the user corresponding to a predetermined operation is different from the history information. The details regarding the operation input of the user corresponding to a predetermined operation being different from the history information will be described later.
[0033] When the detection means 224 detects abnormal information, the auxiliary means 225 (auxiliary unit) causes the explanation display means 222 to redisplay or additionally display an explanation on the display 37 or the like of the game device 3. More specifically, in the display 37 of the game device 3, an explanation such as text or an image is synthesized and displayed on the screen during game execution. Specifically, as shown in FIG. 5, a window of the guidance 372 is synthesized and displayed as an explanation on the display 37 of the game device 3.
[0034] Note that redisplaying an explanation means redisplaying the same guidance 372 as the guidance 372 once displayed on the display 37 on the display 37 again. Note that the display form of the guidance 372 does not have to be the same, as long as the target of the guidance 372 is the same. Also, additionally displaying an explanation means displaying a more detailed explanation on the display 37 instead of, or in addition to, the guidance 372 once displayed on the display 37.
[0035] When the detection means 224 detects abnormal information, the confirmation means 226 (confirmation unit) causes the user to perform a confirmation operation related to the abnormal information. The confirmation operation related to the abnormal information may be that the user performs again on the touch pad 38 the operation in which the abnormal information was detected, or may be that the user performs on the touch pad 38 an operation different from the operation in which the abnormal information was detected. Also, the confirmation operation may be to cause the user to perform an operation different from the operation using the game device 3 (for example, a test to try the user's reaction separately from the game device 3).
[0036] When the result of the confirmation operation by the confirmation means 226 affirms the abnormality related to the abnormal information, the notification means 227 (notification unit) notifies the abnormal information. The notification of the abnormal information is performed to the user himself / herself (game device 3) who is playing the game or to another user (terminal) different from the user.
[0037] When the detection means 224 detects abnormal information (or when it affirms an abnormality), the difficulty adjustment means 228 (difficulty adjustment unit) lowers the difficulty of the game. Lowering the difficulty of the game includes increasing the ability parameters such as the attack power, defense power, and speed of the character 371, lowering the ability parameters of the enemy characters, equipping the character 371 with special items such as weapons and armor, and making it easier to perform specific actions such as special moves and combo moves. Also, when the difficulty levels such as Easy, Normal, and Hard are set step by step, various parameters and the like differ for each difficulty level, and the difficulty is changed by selecting a lower difficulty mode.
[0038] The storage unit 23 is composed of an HDD (Hard Disk Drive), a RAM (Random Access Memory), a ROM (Read Only Memory), an SSD (Solid State Drive), and the like. In the storage unit 23, in addition to various programs including a part of the game program of the present embodiment, various data necessary for the progress of the game and the like are stored.
[0039] Also, in the storage unit 23, the history information of the user's operation inputs corresponding to each operation for each user is stored respectively.
[0040] <Configuration of the game device 3> As shown in FIG. 1, the game device 3 includes a display 37, a touch pad 38, and a speaker 39. The game device 3 also includes a network interface 31, a control unit 32, a graphic processing unit 33, an operation unit 34, an audio processing unit 35, and a storage unit 36. The network interface 31, the graphic processing unit 33, the operation unit 34, the audio processing unit 35, and the storage unit 36 are electrically connected to the control unit 32 via a bus 40.
[0041] The network interface 31 is communicably connected to the communication network 6 in order to transmit and receive various data between the game device 3 and the server device 2.
[0042] The graphic processing unit 33 depicts a game image including the character 371 and various objects related to the virtual space in a video format according to the game image information output from the control unit 32 described later. The graphic processing unit 33 is connected to, for example, the display 37, and the game image depicted in the video format is displayed on the display 37 as a game screen.
[0043] The operation unit 34 is connected to the touch pad 38 and transmits and receives data related to operation inputs to the touch pad 38 to and from the touch pad 38. The user inputs an operation signal to the game device 3 by touching the touch pad 38.
[0044] The audio processing unit 35 is connected to the speaker 39, and when it reproduces and synthesizes game sounds according to the instructions of the control unit 32 described later, it outputs this from the speaker 39.
[0045] The control unit 32 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the game device 3. The control unit 32 functions as a communication means 321, a game execution means 322, and a notification control means 323 by executing various programs stored in the storage unit 36 described later.
[0046] The communication means 321 is a function for communicating with the server device 2 via the network interface 31. The communication means 321 generates and transmits information processable by the server device 2 according to various operation signals received by the operation unit 34 from the touch pad 38. For example, the communication means 321 transmits account information, download request information for new game data, etc. to the server device 2. Also, the communication means 321 receives new game data etc. sent from the server device 2 in response to the download request information.
[0047] The game execution means 322 reads data such as virtual game space objects and textures included in the game data from the storage unit 36 described later or uses the data received from the server device 2 according to the operation of the touch pad 38 by the user of the game device 3, and while executing the game program, generates two-dimensional or three-dimensional game image information. When the game image information is processed by the graphic processing unit 33, the processed game images are sequentially displayed on the display 37.
[0048] Then, the game execution means 322 arranges the character 371 on the game image according to the operation of the user of the game device 3, and controls the actions of the character 371 in the virtual game space according to the operation of the user and the progress of the game.
[0049] The notification control means 323 performs display control of the display 37 and voice output control of the speaker 39 according to the operation of the user of the game device 3 and the like when executing the game.
[0050] The storage unit 36 is composed of an HDD, a RAM, a ROM, an SSD, etc. The storage unit 36 stores game data downloaded from the server device 2, various programs including a part of the game program, account information of the game device 3, and the like.
[0051] <Flow of operations of the information processing system 1> FIG. 2 is a flowchart showing the flow of a series of operations of the information processing system 1 in the present embodiment. In the example shown below, the case where the user plays a battle-type fighting game with the game device 3 will be described.
[0052] When the user starts playing a fighting game using the game device 3, the game progress means 221 controls the progress of the game based on the user's operation input. Also, during the progress of the game or during a tutorial explaining the operation method in the game, the explanation display means 222 displays on the display 37 of the game device 3 the explanations necessary for the plurality of operations of the game respectively (step St101). Specifically, as shown in FIG. 5, for each operation, a guidance 372 is displayed on the display 37 regarding which button on the touch pad 38 the user presses for the character 371 to perform a specific operation.
[0053] When the user performs a specific operation on the touch pad 38 along the guidance 372, the character 371 performs an action corresponding to the user's operation on the display 37. For example, the character 371 moves in a specific direction or performs a specific action such as a special move or a combo move. Specifically, in a specific game situation, when the received operation input matches an operation list (command) stored in advance, the action corresponding to that operation is executed (the corresponding motion is reproduced). Also, the operation list (command) includes special moves or combo moves that require a combination of multiple buttons to be input simultaneously or continuously within a predetermined period. Furthermore, when a predetermined operation is performed during these inputs (a cancel command is input), the reproduction of the action (motion) corresponding to the operation input can be canceled. Note that the storage means 223 stores the information of the user's operation input in the storage unit 23. In this way, the storage means 223 stores in the storage unit 23 the history information of the user's operation input corresponding to each operation for each user after the explanation ends (step St102).
[0054] Thereafter, when the user is playing a fighting game with the game device 3, if the user's operation input corresponding to a predetermined operation (game situation) differs from the history information stored in the storage unit 23 ("YES" in step St103), the detection means 224 detects abnormal information (step St104). Specifically, (1) when using the character 371 to activate a special technique or combo technique, the user's input via the touchpad 38 is delayed by one or two frames (the total time required for input from start to finish is longer, or each input operation is delayed), or the reaction (start of operation input) to the enemy character's action (game situation), such as defense, evasion, or counter attack, is slow (delay in operation decision under certain game situations), (2) the same operation as the history information cannot be performed under the same game situation, resulting in an operation error (for example, confusing the operation of selling and combining a character, reversing the operation of facing right and facing left during a battle, or jumping up when the enemy is jumping during a battle), etc. The detection means 224 detects abnormal information if (1) the operation cannot be performed in the same way as the historical information due to reasons such as (1) inputting a lower attack operation without inputting a higher attack operation, (2) receiving an enemy attack without inputting a defensive operation during an enemy attack during a match and losing a vitality parameter, or (3) being unable to activate a special technique or combo technique that requires multiple consecutive operation inputs during a match), or (4) a match with a pre-stored example of an operation error (for example, a list of errors such as a special technique executed by inputting the lever down, down right, right, and punch in that order, resulting in a normal crouching punch, or a special technique that requires pressing punch and kick simultaneously resulting in a normal punch followed by a kick), etc.Also, (4) there are weak, medium, and strong attack buttons (the attack power, motion speed, and vulnerability (the stiffness time until the next operation can be accepted) differ depending on weak, medium, and strong), and due to mistakes in the strength of the special move, one may make a choice that puts oneself at a disadvantage, or select the strong button in a situation where a weak attack, which is a quick attack, is required. (5) In a situation where the special move gauge is used to deliver the finishing blow, one may select a combo that does not use the gauge. (6) After an attack hits, if the opponent is guarding, it is better not to do anything (do not perform an additional attack operation), and if the attack has landed, there is a technique where it is better to input a special move to create a combo. Even when there is no distinction between a hit and a guard, the detection means 224 detects abnormal information. Note that examples of operation mistakes may be stored in advance, or the operation mistake examples may be learned from the user's history information and stored / updated. Also, when an operation that seems to be an oversight in suggesting the game situation to the user, such as an effect display or sound effect playback, is performed, the detection means 224 detects visual abnormalities (including eye strain) and auditory abnormalities as abnormal information. Also, the visual abnormalities may be judged in conjunction with the game play duration, and the auditory abnormalities may be judged in conjunction with the volume.
[0055] More specifically, for example, for a certain special move or combo move that succeeded in activation more than 5 times out of 10 during the play of a past game (for example, the previous time before the division such as 1 vs. 1 battle, 1 round, 1 quest, etc.), if this special move or combo move could only be activated 4 times or less out of 10 during the play of this game and other operations were activated instead, the detection means 224 detects abnormal information. Also, as another aspect, for example, for a certain special move or combo move that succeeded in activation at a rate of 50% or more during the play period of a specific game the day before, last week, or last year, if the rate at which this special move or combo move could be activated during the play period of today's, this week's, or this year's game was lower than 50%, the detection means 224 detects abnormal information. Also, the detection means 224 may change the degree of abnormality considering the continuous play time of the game. Specifically, for example, if an abnormality occurs during play after the warm-up is over after the user has played the game several times, the degree of abnormality may be increased (that is, the detection means 224 may adjust the judgment criteria for abnormal information to detect more strictly). Also, the detection means 224 may change the degree of abnormality considering the user's lifestyle and the play time of the game. For example, when the user is a night owl, since the game performance is good at night, even if a slight abnormality occurs during play, the detection means 224 detects abnormal information. On the other hand, when the user is weak in the morning, even if a slight abnormality occurs during the morning game play, the detection means 224 does not detect abnormal information.
[0056] When the detection means 224 detects abnormal information, the difficulty adjustment means 228 selectively lowers the difficulty of the game (step St105). For example, if the detection means 224 only detects abnormal information once, the difficulty adjustment means 228 does not lower the difficulty of the game, but when the number of times the detection means 224 detects abnormal information reaches a predetermined number of times (for example, 5 times), the difficulty adjustment means 228 lowers the difficulty of the game. Note that in this embodiment, even if the detection means 224 detects abnormal information, the difficulty adjustment means 228 may not lower the difficulty of the game.
[0057] Also, when the detection means 224 detects abnormal information, the auxiliary means 225 causes the explanation display means 222 to redisplay or additionally display an explanation (specifically, guidance 372) on the display 37 of the game device 3 (step St106). More specifically, the auxiliary means 225 synthesizes and displays explanations such as text and images on the game screen during the game mode in which the detection means 224 has detected abnormal information. At this time, a window related to the explanation may be synthesized and displayed. As a result, the user can perform a specific operation again on the touch pad 38 along the guidance 372.
[0058] Thereafter, when an operation input based on the explanation redisplayed or additionally displayed on the display 37 is performed by the user using the touch pad 38 (\"YES\" in step St107), the auxiliary means 225 causes the explanation display means 222 not to display the redisplayed or additionally displayed explanation (step St108). On the other hand, when an operation input based on the explanation redisplayed or additionally displayed on the display 37 is not performed by the touch pad 38, or when the detection means 224 detects abnormal information again for the operation input by the user, the guidance 372 continues to be displayed on the display 37 of the game device 3.
[0059] Note that after an operation input based on the explanation redisplayed or additionally displayed on the display 37 is performed by the user using the touch pad 38 and the auxiliary means 225 causes the explanation display means 222 not to display the redisplayed or additionally displayed explanation, the user can select whether to continue or terminate the game.
[0060] Summarizing the above, the program causes the computer (control unit 22) to function as an explanation display means 222, a storage means 223, a detection means 224, and an assistance means 225. The explanation display means 222 displays explanations necessary for a plurality of operations of a game (application), and when the user makes an operation input based on each explanation, the corresponding explanation is terminated. Further, the storage means 223 stores history information of operation inputs by the user corresponding to each operation for each user after the explanation is completed. Further, the detection means 224 detects abnormal information when the operation input of the user corresponding to a predetermined operation is different from the history information, and the assistance means 225 causes the explanation display means 222 to redisplay or additionally display the explanation when the detection means 224 detects abnormal information.
[0061] <Effect> According to the present embodiment, it is possible to perform an operation in response to a decrease in the skill level of a game once improved by the user. Specifically, when a decrease in the skill level of a game once improved by the user is detected, by redisplaying or additionally displaying the explanation by the explanation display means 222, the user can perform the operation again in accordance with the explanation. As a result, it is possible to redisplay or additionally display on the display 37 of the game device 3 an explanation of an operation that the user has actually not acquired (has not memorized the operation method, succeeded in the tutorial but has a low success rate in subsequent games, etc.) or has forgotten (the corresponding action cannot be executed in the game). In addition, it is possible to additionally display on the display 37 of the game device 3 an explanation of an operation that has not been explained to the user at first.
[0062] 〔Other Embodiments〕 The various control means and processing procedures described in the above embodiment are examples, and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately designed and changed without changing the gist of the present invention.
[0063] For example, the game played by the user on the game device 3 is not limited to a battle-type fighting game. The game played by the user on the game device 3 may be a sports game, an action game, a puzzle game, or the like. Also, it is not limited to a game of confrontation between players, and it may be a cooperative play game or a solo play game. When the game played by the user on the game device 3 is an action game, the detection means 224 detects abnormal information when the following operations are performed.
[0064] Specifically, when causing the character 371 to use a weapon or perform a physical technique, the input by the user using the touch pad 38 is delayed by one frame or two frames (delay in input operation), the reaction to the enemy character such as defense, evasion action, counterattack, etc. is delayed (delay in operation judgment), an operation mistake (for example, mistake between attack operation and defense operation, mistake between movement operation and item use operation, etc.) is made, an item use mistake (using an item not necessary for the battle during the battle, not using an appropriate item for the game situation, etc.) occurs, getting lost in the field (not reaching the destination even after a predetermined time has elapsed, being located in the same area for a predetermined time), or not passing through the shortest route to the destination (moving but the movement route is not the shortest route), the detection means 224 detects abnormal information. That is, when it is detected that an appropriate operation cannot be performed for a specific game situation, the detection means 224 detects abnormal information.
[0065] More specifically, for example, after motion playback by a weapon, if a state where a cancel operation cannot be performed on an action with a gap (so-called stiffness that does not accept operation inputs) continues for a predetermined number of times, or if there is a part of the enemy character to be targeted by the weapon (a part with different damage degrees and additional effects depending on the characteristics of the weapon) but the time during which the part cannot be attacked continues for a predetermined time or a predetermined number of times, or if an operation of performing a defense operation of a weapon that can be defended while equipped with a weapon that cannot be defended is performed a predetermined number of times, or if a status abnormality item is used on an enemy character for which the status abnormality item is invalid, or if an operation of circling the same location is performed without an operation of approaching the destination, the detection means 224 detects abnormal information.
[0066] Also, the detection means 224 does not necessarily detect abnormal information only when the operation input itself performed by the user on the touch pad 38 is different from the history information stored in the storage unit 23. For example, when the time during which a game of the same title (for example, so-called numbered titles such as Game A ver.1, Game A ver.2, Game A ver.3, or titles with updates, games of the same genre such as fighting games) in which a part (preferably most) of the operation method is the same has not been played is a predetermined time or more, or when the time during which a game including not only the same title but also other titles has not been played is a predetermined time or more, the detection means 224 may detect abnormal information. Also in this case, an explanation of an operation that the user has forgotten due to not playing for a long time can be redisplayed or additionally displayed on the display 37 of the game device 3. Note that what game the user is playing, the play time, the play date and time, etc. are stored in the storage unit 23.
[0067] In addition, the present invention is not limited to the case where when a user plays a game using the game device 3 and the detection means 224 detects abnormal information, the explanation display means 222 causes an explanation to be redisplayed or additionally displayed on the display 37 of the game device 3. When a user operates an application other than a game (for example, business software) using a user terminal such as a personal computer, and abnormal information such as the input speed being slower than the past history information or the ratio of input errors being larger than the past history information is detected, the present invention also includes causing the explanation display means 222 to redisplay or additionally display an explanation on the display of this user terminal or the like.
[0068] Also, when the detection means 224 detects abnormal information, the auxiliary means 225 may switch to a screen different from the screen on which the game is being executed (for example, a training mode screen), and cause the explanation display means 222 to redisplay or additionally display an explanation on this different screen. At this time, the game screen may disappear on the display 37 of the game device 3 and transition to a different screen, or the game screen may be reduced, and an explanation such as text or an image may be redisplayed or additionally displayed in the vacated space. Also, the screen of the display 37 may be divided at this time.
[0069] In addition, the present invention is not limited to the embodiment in which when the detection means 224 detects abnormal information, the explanation display means 222 causes an explanation to be redisplayed or additionally displayed on the display 37 of the game device 3. Other embodiments of the present invention will be described.
[0070] FIG. 3 is a flowchart showing another example of the flow of a series of operations by the information processing system 1. Another example of such a series of operations will be described below.
[0071] When a user starts playing a game using the game device 3, the game progress means 221 controls the progress of the game based on the user's operation input (step St201).
[0072] Also, during the progress of the game or during a tutorial explaining the operation method in the game, when the user performs a specific operation on the touch pad 38 along the guidance 372, the character 371 moves on the display 37 corresponding to the operation by the user. Further, the storage means 223 causes the storage unit 23 to store the information of the operation input by the user. In this way, after the end of the explanation, the storage means 223 causes the storage unit 23 to store the history information of the operation input corresponding to each operation for each user (step St202).
[0073] The detection means 224 compares the operation input of the user corresponding to a predetermined operation with the history information stored in the storage unit 23, and determines the performance of the user based on the comparison result (step St203). Then, the notification means 227 notifies the determined performance of the user to this user (step St204). The notified performance of the user is displayed on the display 37 of the game device 3. Thus, the user playing the game can recognize his / her own performance. Here, the performance is a parameter indicating the accuracy (skill) of the user's game operation (judgment). It is a parameter indicating whether the performance has improved or deteriorated compared to the history information based on the comparison result between the current operation input and the history information.
[0074] Also, when it is determined by the detection means 224 that the performance of the user has deteriorated, the explanation display means 222 causes the support information corresponding to this performance to be displayed on the display 37 of the game device 3. The support information includes the explanation of a predetermined operation itself, a button for displaying the explanation, a practice mode screen, a button for transitioning to the practice mode, advice to the user, a difficulty level change button, and the like. The advice to the user includes a message prompting the user to take a break, a message prompting the user to lower the difficulty level, and the like.
[0075] When the support information is displayed on the display 37 of the game device 3 by the explanation display means 222, the user can perceive the decrease in his / her own performance and take countermeasures against it. For example, by looking at the explanation displayed on the display 37, the user can perform an operation input corresponding to a predetermined operation, practice a predetermined operation, or lower the difficulty level of the game. As a result, the user can play a game suitable for the current performance, adjust the condition, practice, etc., and improve the deteriorated performance.
[0076] Here, when the game whose progress is controlled by the game progress means 221 is a single-player game (\"NO\" in step St205), and when a decrease in the user's performance is detected (\"YES\" in step St206), the difficulty adjustment means 228 selectively lowers the difficulty level of the game (step St207). This enables a user with a deteriorated gaming skill to play the game more easily.
[0077] Also, when the game whose progress is controlled by the game progress means 221 is a cooperative multiplayer game (\"NO\" in step St205), the notification means 227 transmits the determined performance of the user to the game device 5 of another user (teammate user) who is playing the multiplayer game, and notifies this other user (step St208). Specifically, the determined performance of the user is displayed on the display of the game device 5 of the other user. As a result, each user can recognize the performance of other users who are playing the multiplayer game (cooperative play).
[0078] Also, during the progress of a multiplayer game, if the detection means 224 detects a decrease in the performance of the user ( "YES" in step St209), the explanation display means 222 causes an explanation that the user playing the game can be changed from the user with decreased performance to another user to be displayed on the displays 37 of the game devices 3 and 5 of each user playing the multiplayer game (step St210). Here, the explanation that can be changed to another user includes a display prompting the user to change and a display of a change button. As a result, in a multiplayer game, a user with decreased performance can be replaced with another user. Thereby, it becomes possible to select a user who plays a multiplayer game (cooperative play) and to play the game by formulating a game strategy corresponding to that user. Note that it is also possible to detect by this performance that a user different from the user based on the history information is playing.
[0079] Also, in a fighting game in which the game devices 3 and 5 are connected and executed, when the detection means 224 detects a decrease in the performance of the user playing the game on the game device 3, the performance of this user may be transmitted to the game device 5 of the user who is the opponent in the game and notified to this user. As a result, a user playing a fighting game can recognize the performance of the opponent.
[0080] Also, when a spectator (commentator) different from the user is watching the content of the game played by the user on the game device 3 using a terminal such as their own game device or personal computer, if the detection means 224 detects a decrease in the performance of the user, the performance of this user may be transmitted to the spectator's terminal and notified to the spectator. For example, when the spectator is commenting on a video distribution service or the like, since the commentator can recognize the performance of the user playing the game, it can be reflected in the commentary content.
[0081] Further, when the detection means 224 detects a decrease in the user's performance, the performance of the user playing the game may be notified to the terminals of the viewers who are watching this live broadcast on a video distribution service or the like.
[0082] Also, when the performance of a user is notified to other users (opponents in a game, teammates in a multiplayer game, commentators, viewers, etc.) different from this user, the notification level (degree) of the change in performance notified to the user playing the game and the notification level (degree) of the change in performance notified to other users may be different. Specifically, even when a slight decrease in performance occurs, the user himself / herself whose performance has decreased is notified, but other users may be notified only when the degree of decrease in performance is large.
[0083] To summarize the above, the program causes the computer (control unit 22) to function as the game progress means 221, the storage means 223, the detection means 224, and the notification means 227. The game progress means 221 controls the progress of the game based on the user's operation input. The storage means 223 stores the history information of the user's operation input corresponding to each operation for each user. The detection means 224 compares the user's operation input corresponding to a predetermined operation with the history information and determines the user's performance based on this comparison result. Then, the notification means 227 notifies the user's performance determined by the detection means 224.
[0084] <Effect> Even a program or an information processing system 1 that performs a series of operations shown in FIG. 3 can operate in response to a decrease in the skills of a game that a user has once improved. Specifically, based on the comparison result between the user's operation input corresponding to a predetermined operation and the history information, by notifying the determined user performance, the notified person can recognize the user's performance. Thereby, the user himself / herself who is playing the game and other users (opponents in a battle, teammates in a multiplayer game, etc.) can know the current condition (performance) of the user.
[0085] Also, in the program or the information processing system 1 that performs a series of operations shown in FIG. 3, when the detection means 224 detects an improvement in the user's performance during the progress of a multiplayer game, the notification means 227 may notify the improvement in the user's performance by transmitting it to the game device 3 of this user or the game device 5 of other users (teammate users).
[0086] For example, when the detection means 224 detects an improvement in the user's performance during the progress of a multiplayer game, the explanation display means 222 may display an explanation on the display 37 of the game devices 3 and 5 of each user who is playing the multiplayer game, which can change the user who is playing the game to the user whose performance has improved or formulate a game strategy that makes use of that user. On the other hand, when the performance of the opponent user improves, by notifying the user who is playing the game of the improvement in the performance of the opponent user, the user can be prepared to play or avoid playing against this user.
[0087] Also, the change in the user's performance detected by the detection means 224 may be displayed in real time numerically, graphically, etc. on the displays 37 of the game devices 3 and 5 of each user. By doing this, for example, in a multiplayer game where users can be switched during the game, during play (for example, during a sports game match, during a quest in an action game), the users can be switched by observing the change in performance. Note that the change in performance may be displayed on the displays 37 of the game devices 3 and 5 of each user by changing text such as the character itself or the user name (for example, the face changes, the motion changes), or by adding effects (such as the color changes). For example, when the sports game is baseball, the performance can be judged by whether the user operating the pitcher character is throwing when entering the strike zone (preferably right at the edge of the zone), or whether the user operating the batter character is accurately aligning the bat cursor with the position of the ball. Also, when the action game uses a gun, the performance can be judged by whether the fired bullet hits the object accurately (hit rate), etc.
[0088] FIG. 4 is a flowchart showing another example of the flow of a series of operations by the information processing system 1. Another example of such a series of operations will be described below.
[0089] When the user starts playing the game using the game device 3, the game progress means 221 controls the progress of the game based on the user's operation input (step St301).
[0090] Also, during the progress of the game or during a tutorial explaining the operation method in the game, when the user performs a specific operation on the touch pad 38 along the guidance 372, the character 371 moves on the display 37 corresponding to the operation by the user. Further, the storage means 223 causes the storage unit 23 to store the information of the operation input by the user. In this way, after the explanation ends, the storage means 223 causes the storage unit 23 to store the history information of the operation input corresponding to each operation for each user (step St302).
[0091] After that, when the user is playing a fighting game on the game device 3 and the user's operation input corresponding to a predetermined operation is different from the history information stored in the storage unit 23 (``YES'' in step St303), the detection means 224 detects abnormal information (step St304).
[0092] When the detection means 224 detects abnormal information, the confirmation means 226 causes the user to perform a confirmation operation related to the abnormal information (step St305). The confirmation operation may be the predetermined operation itself corresponding to the operation input of the user for whom the abnormal information is detected, or may be an operation different from the predetermined operation.
[0093] Specifically, the explanation display means 222 causes the display 37 of the game device 3 to redisplay or additionally display the explanation of the predetermined operation corresponding to the operation input of the user for whom the abnormal information is detected, and causes the user to perform the confirmation operation of this operation. Then, when the operation input based on the explanation redisplayed or additionally displayed on the display 37 is performed by the user on the touch pad 38, if this operation input is substantially the same as the history information, the abnormality related to the abnormal information is denied. On the other hand, when the user cannot perform the predetermined operation corresponding to the operation input of the user for whom the abnormal information is detected even by the confirmation operation, or when the operation input is different from the history information, the abnormality related to the abnormal information is affirmed.
[0094] Also, as another aspect, for example, a test to try the user's reaction (such as a test of the accuracy and reaction speed of operation input for the displayed operation instructions) may be performed by the game device 3. And in such a test, if the user's reaction speed is lower than a predetermined threshold, an abnormality related to the abnormality information is affirmed.
[0095] Also, the confirmation operation is not limited to being performed by the game device 3. For example, a message such as "Please confirm if you can stand on one foot for 10 seconds" is displayed on the display 37 of the game device 3 to the user, and then the user inputs in response to the message "Have you done it? YES / NO" displayed on the display 37, and the confirmation operation may be performed. Or, the user may be imaged by a camera or the like connected to the game device 3, and the confirmation operation may be evaluated.
[0096] As a result of the confirmation operation, if an abnormality related to the abnormality information is affirmed (''YES'' in step St306), the notification means 227 performs notification of the abnormality information (step St307). Specifically, information indicating that the user's performance has deteriorated is displayed on the display 37 of the user's game device 3. Also, the progress of the game by the game progress means 221 is restricted (step St308). Also, the notification means 227 transmits the notification of the abnormality information to a third-party terminal other than the user's game device 3. For example, the abnormality information is notified to the terminal of the user's attending physician. Thereby, the attending physician can recognize the user's abnormality (such as symptoms of dementia).
[0097] Also, when an abnormality related to the abnormality information is affirmed, instead of restricting the progress of the game by the game progress means 221, the currently played game is allowed to continue to be played until a predetermined break (such as until the victory or defeat or success / failure of the current play is determined, until the game progresses until an auto-save situation, or until interruption or logoff), but the game progress means 221 may restrict subsequent game play.
[0098] When an abnormality related to the abnormality information is affirmed and the progress of the game by the game progress means 221 is restricted, and information indicating that there is no abnormality in the operation input is input via a third party ( "YES" in step St309), the restriction on the progress of the game by the game progress means 221 is released (step St310). For example, when the user's symptoms improve, a third party such as the user's attending physician releases the restriction on the progress of the game (for example, by inputting the user's ID on a dedicated release screen), and the user may be allowed to play the game again.
[0099] Also, as a result of the above-described confirmation operation, when the confirmation means 226 determines the user's operation input for the operation and it is within a predetermined normal value, the notification means 227 does not notify the abnormality information, and the game progress means 221 does not restrict the progress of the game ( "NO" in step St306). Here, in the confirmation operation, when the operation input based on the explanation redisplayed or additionally displayed on the display 37 is performed by the user using the touch pad 38, even if this operation input is somewhat inferior compared to the history information, if the degree of difference is smaller than a predetermined threshold value, the notification means 227 does not notify the abnormality information.
[0100] Summarizing the above, the program causes the computer (control unit 22) to function as the game progress means 221, the storage means 223, the detection means 224, the confirmation means 226, and the notification means 227. The game progress means 221 controls the progress of the game based on the user's operation input. Also, the storage means 223 stores the history information of the user's operation input corresponding to each operation for each user, and the detection means 224 detects abnormality information when the user's operation input corresponding to a predetermined operation is different from the history information. Further, when the detection means 224 detects abnormality information, the confirmation means 226 causes the user to perform a confirmation operation related to the abnormality information, and the notification means 227 notifies the abnormality information when the confirmation operation by the confirmation means 226 affirms the abnormality related to the abnormality information.
[0101] <Effect> According to the program and the information processing system 1 that perform a series of operations shown in FIG. 4, the user can perform a confirmation operation against the decrease in the skill level of the game that has once been improved. By this, the accuracy of detecting an abnormal state can be increased. Further, when the detection means 224 detects abnormal information, the user can be made to practice the operation in which the abnormality has occurred.
[0102] Also, in the various aspects described above, the storage means 223 is not limited to storing the history information of the operation input by the user in the storage unit 23. The storage unit 223 may store the history information of the operation input by the user in a storage device provided separately from the server device 2, a cloud storage service, or the like. In this case, when the detection means 224 detects abnormal information or detects performance, the control unit 22 reads the history information of the operation input by the user from an external storage device, a cloud storage service, or the like, and uses this read history information.
Explanation of Signs
[0103] 1 Information processing system 22 Control unit (computer) 221 Game progress means (game progress unit) 222 Explanation display means (explanation display unit) 223 Storage means 224 Detection means (detection unit) 225 Assistance means (assistance unit) 226 Confirmation means (confirmation unit) 227 Notification means (notification unit) 228 Difficulty adjustment means (difficulty adjustment unit)
Claims
1. A program that causes a computer to function as a game progress means, a storage means, a detection means, and a notification means, wherein the game progress means controls the progress of the game based on a user's operation input, the storage means stores history information of the operation input by the user corresponding to each operation for each user, the detection means compares the operation input of the user corresponding to a predetermined operation with the history information, and determines the performance of the user based on the comparison result, and the notification means notifies the performance of the user determined by the detection means. A program.
2. The notification means notifies the user of the performance of the user, the program further causes the computer to function as an explanation display means, and when the detection means determines that the performance has deteriorated, the explanation display means displays support information corresponding to the performance. The program according to claim 1.
3. The program further causes the computer to function as a difficulty adjustment means, and when the detection means detects a decrease in the performance of the user, the difficulty adjustment means lowers the difficulty of the game. The program according to claim 1 or 2.
4. The game is a multiplayer game, and the notification means notifies the performance of the user to other users. The program according to claim 1 or 2.
5. The program further causes the computer to function as an explanation display means, and when the performance of the user determined by the detection means has deteriorated, the explanation display means displays an explanation that allows the user who plays the game to be changed from the user to another user. The program according to claim 4.
6. A game progress unit that controls the progress of the game based on a user's operation input, a storage unit that stores history information of the operation input by the user corresponding to each operation for each user, a detection unit that compares the operation input of the user corresponding to a predetermined operation with the history information, and determines the performance of the user based on the comparison result, and a notification unit that notifies the performance of the user determined by the detection unit, An information processing system comprising:
Citation Information
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