Program, game system, game method, and game server
The game system addresses sleep disturbance by employing multiple modes for sleep information acquisition, ensuring smooth transitions and efficient data collection while maintaining user engagement.
Patent Information
- Application Number
- JP2025106305
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-24
- Publication Date
- 2025-08-22
AI Technical Summary
Existing game systems that utilize sleep information acquisition may disturb a user's sleep activity by requiring explicit input operations to initiate the process, leading to potential interference with the user's sleep behavior and increased battery consumption.
A game system with multiple modes: a non-acquisition mode, a start mode where sleep information acquisition begins without notifying the user, and a sleep mode where acquisition is actively notified, allowing smooth transition to sleep while ensuring information perception and accurate data collection.
The system enables users to perceive game information without disturbance, ensuring seamless sleep information acquisition, improving user satisfaction and reducing battery consumption.
Smart Images

Figure 2025123530000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system, a game method, a game program, and a game server, and more particularly to a game system, a game method, a game program, and a game server in which a game progress process is executed using sleep information of a user. [Background technology]
[0002] Conventionally, there is known a program that executes a game progression process based on a user's sleep information, and causes a computer to function as a sleep information acquisition unit that acquires the sleep information and a determination unit that determines whether the acquired sleep information is the user's sleep information (see, for example, Patent Document 1).The program described in Patent Document 1 can prevent the sleep information from being used fraudulently in a game that progresses based on the user's sleep information. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-65642 Summary of the Invention [Problem to be solved by the invention]
[0004] In the program described in Patent Document 1, when a user goes to bed and executes a predetermined process (e.g., a process for acquiring sleep information), a predetermined operation input by the user to a user terminal on which the game is executed can be used as a trigger to start the predetermined process. As a result, the program described in Patent Document 1 does not require constant measurement of whether the user is awake or asleep, and can reduce burdens such as increased battery consumption on the user terminal. Here, from the perspective of allowing the user to appropriately perceive information that needs to be conveyed to the user within the game without disturbing the user's sleep activity and appropriately acquiring the user's sleep information, it is preferable to further devise a method for starting the predetermined process.
[0005] Therefore, an object of the present invention is to provide a game system, a game method, a game program, and a game server that allow a user to perceive predetermined information without disturbing the user's sleep activity and that can appropriately acquire the user's sleep information. [Means for solving the problem]
[0006] In order to achieve the above-mentioned object, the present invention provides a game system that runs a game using sleep information related to a user's sleep, comprising a sleep information acquisition unit that acquires the user's sleep information and a mode switching unit that switches between multiple modes included in the game, wherein the multiple modes include an unacquired mode that does not cause the sleep information acquisition unit to acquire sleep information, a start mode that causes the sleep information acquisition unit to start acquiring sleep information and does not actively notify the user that acquisition of sleep information has begun, and a sleep mode that causes the sleep information acquisition unit to acquire sleep information and notifies the user that sleep information has been acquired in a more active manner than the start mode, and the mode switching unit switches from the unacquired mode to the start mode and from the start mode to the sleep mode. [Effects of the Invention]
[0007] The game system, game method, game program, and game server according to the present invention can provide a game system, game method, game program, and game server that allow a user to perceive predetermined information without disturbing the user's sleep activity and can appropriately acquire the user's sleep information. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a schematic diagram of a game system according to an embodiment of the present invention. [Figure 2] FIG. 1 is a functional block diagram of a game system according to an embodiment of the present invention. [Figure 3] 3 is a diagram showing the data structure of each storage section of the storage unit according to the embodiment. FIG. [Figure 4]FIG. 2 is a flowchart of processing in the game system according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0009] [Embodiment Mode] <Background of the development of the game system according to this embodiment> In developing a game using user sleep information, the inventor has previously considered using a predetermined input operation by the user on a terminal device on which the game is executed as a trigger to start a predetermined game process when the user goes to sleep and the system executes the predetermined process. In a game system, for example, the inventor considered outputting a game screen before sleep to the terminal device, and then accepting an input operation from the user indicating that the user is about to go to sleep, and then starting to acquire the user's sleep information. As an example, the inventor considered a flow in which information that needs to be conveyed to the user in the game (hereinafter referred to as "useful information") is output to the terminal device on a game screen before sleep, and then accepting a predetermined input operation from the user to notify the user that acquisition of sleep information has begun.
[0010] However, the inventor's development process revealed that depending on the timing of a predetermined input operation on a terminal device, it may be difficult to allow a user to properly perceive useful information. That is, in a flow in which useful information is output to a terminal device on a game screen before sleep and then a predetermined input operation is accepted, the user can only perform the predetermined input operation after reading the useful information. The inventor discovered that such a flow may interfere with the user's sleep behavior, for example, when the user is highly fatigued. On the other hand, the useful information (e.g., text information or image information about situations occurring in the game) is information that needs to be presented to the user in order to enhance immersion in the game.
[0011] Therefore, the inventors have considered various aspects of a user's movement within a game and processing methods in a game system, and have come up with an idea that, for example, even when the user is highly fatigued, useful information can be presented to the user without difficulty and that predetermined processing can be started more reliably. That is, the inventors have found that by starting acquisition of sleep information and output of useful information when a predetermined input operation is received from the user, while deliberately not notifying the user that acquisition of sleep information has started (or by hiding this information) at that time, the user's movement within the game can be made smoother, acquisition of the user's sleep information can be started appropriately, and user satisfaction can be improved. The present invention is based on this finding.
[0012] <Game System 1 Overview> Fig. 1 shows an overview of the game system according to this embodiment. Specifically, Fig. 1(a) shows an overview of the configuration of the game system 1 according to this embodiment, and Fig. 1(b) shows the concept of the processing flow of the game system 1 according to this embodiment. Fig. 1(b) shows an example in which time passes as one moves to the right.
[0013] As shown in FIG. 1(a), a game system 1 according to this embodiment includes a user's terminal device 10, a sleep measurement unit 11 that measures the user's sleep state, and a server 20 that executes game processing. The terminal device 10 and the server 20 are connected via a communication network 80 to enable two-way communication. In the game system 1, the server 20 receives the user's sleep information and progresses the game. The game system 1 may be a server-client type game system. The sleep measurement unit 11 may be a device separate from the terminal device 10, or may be built into the terminal device 10.
[0014] 1(a) shows an example in which one terminal device 10 is connected to the server 20 via a communication network 80, but multiple terminal devices 10 used by different users may each be connected to the server 20 via the communication network 80. In the following explanation, for the sake of simplicity, an example in which one terminal device 10 is connected to the server 20 via the communication network 80 will be explained.
[0015] First, in the game system 1, there are a plurality of game modes as follows. A first mode in which the user's sleep information is not acquired (hereinafter referred to as the "non-acquisition mode"). A second mode (hereinafter referred to as the "start mode") in which acquisition of the user's sleep information is started without actively notifying the user of the start of the acquisition. A third mode (hereinafter referred to as "sleep mode") that acquires the user's sleep information and notifies the user that the sleep information is being acquired more proactively than in the start mode. A fourth mode (hereinafter referred to as the "wake-up mode") in which acquisition of the user's sleep information is stopped and a game result determined based on the acquired sleep information is output to the terminal device 10.
[0016] As shown in FIG. 1(b), while the user is awake and engaged in daily activities, the game system 1 is operable in a non-acquisition mode ("M1" in FIG. 1(b)). In the non-acquisition mode, the user can perform game operations such as tapping on a character in the game to communicate with the character, giving an item to the character, or placing an item in the virtual space within the game. Next, when the user goes to sleep, the game system 1 accepts a user operation input via the terminal device 10 and starts acquiring sleep information (timings "T1" and "W1" in FIG. 1(b)). This executes the start mode ("M2" in FIG. 1(b)). Here, the game system 1 starts acquiring sleep information and continues the acquisition, but does not, for example, cause the terminal device 10 to output information indicating that acquisition of sleep information has started ("D1" in FIG. 1(b)). Meanwhile, the game system 1 outputs useful information, such as information that needs to be communicated to the user in the game and information useful for sleep, to the terminal device 10 during the start mode ("D1" in FIG. 1(b)).
[0017] Then, when the game system 1 has finished outputting the useful information or has received an operational input from the user indicating that the useful information has been confirmed (timing "T2" in FIG. 1(b)), the game system 1 starts the sleep mode ("M3" in FIG. 1(b)). In the sleep mode, the game system 1 causes the terminal device 10 to output information indicating that the user's sleep information is being acquired (for example, information such as the sleep start time and sleep duration) ("D2" in FIG. 1(b)). That is, the game system 1 starts acquiring the sleep information from the start of the start mode and does not notify the user of the start during the start mode, but actively notifies the user that the sleep information is being acquired from the start of the sleep mode.
[0018] Next, when the game system 1 detects that the user has woken up (timing "T3" in FIG. 1(b)), it executes the wake-up mode ("M4" in FIG. 1(b)). When it detects that the user has woken up, the game system 1 stops acquiring the user's sleep information ("W2" in FIG. 1(b)) and determines the game result based on the acquired sleep information. Then, the game system 1 outputs the game result to the terminal device 10 ("D3" in FIG. 1(b)). Furthermore, after the user has finished checking the game result (timing "T4" in FIG. 1(b)), the game system 1 ends the wake-up mode and executes the non-acquisition mode (M1) again.
[0019] In this way, the game system 1 starts acquiring the user's sleep information in the background at the start of the stage (start mode) of presenting useful information to the user, but does not actively notify the user of the start of sleep information acquisition during the start mode (typically, does not cause output to the terminal device 10). The game system 1 then starts the sleep mode when the presentation of useful information has finished or when the user has confirmed the useful information, and changes the manner in which information related to the acquisition of sleep states is notified between the start mode and the sleep mode so as to actively notify the user that sleep information is being acquired. By adopting this flow line in the game system 1, the user can smoothly transition to sleep, the user can reliably grasp information useful for the game and sleep, and the game system 1 can appropriately acquire the user's sleep information.
[0020] The terminal device 10 may be connected to one or more sleep measurement units 11 by wire or wirelessly. Although one sleep measurement unit 11 is shown in FIG. 1(a), multiple sleep measurement units 11 may be connected to the terminal device 10. Furthermore, one or more sleep measurement units 11 may be built into the terminal device 10.
[0021] The terminal device 10 is a device that can be operated by a user. The terminal device 10 may be, for example, a mobile terminal such as a mobile phone, smartphone, or tablet compatible with a mobile communication system. Alternatively, the terminal device 10 may be, for example, a stationary personal computer (PC), a laptop PC, a notebook PC, a portable game console, and / or a home game console or dedicated game console. The communication network 80 is a communication network such as a mobile phone network and / or the Internet. The communication network 80 may also include communication networks such as a wired LAN and a wireless LAN. The game system 1 according to this embodiment will be described in detail below. However, it should be noted that the names, numerical values, and the like in the above and following descriptions are merely examples, and that the present invention is not limited to these proper names and numerical values, and that these proper names and numerical values do not necessarily relate to real proper names and numerical values.
[0022] <Details of Game System 1> Fig. 2 shows an example of the functional configuration of the game system according to this embodiment, and Fig. 3 shows an example of the data configuration of each storage section of a storage unit included in the game system according to this embodiment.
[0023] [Game System 1 Configuration Overview] The game system 1 according to this embodiment is a system for executing a game using sleep information related to a user's sleep. The game system 1 includes an output unit 100 that outputs various information, an input unit 102 that accepts input from a user, a sleep measurement unit 11 that measures the user's sleep state, an input acquisition unit 200 that acquires information related to the input accepted from the user, an output control unit 202 that controls the output of information to the output unit 100, a sleep information acquisition unit 204 that acquires the user's sleep information, a history acquisition unit 206 that acquires a history of the user's game operations, a mode switching unit 208 that switches between multiple game modes, a game control unit 210 that controls various game processes, an alarm setting unit 212 that sets an alarm, a brightness change unit 214 that changes the brightness of the display if the output unit 100 includes a display, and a storage unit 216 that stores various information. The storage unit 216 includes a user information storage unit 218 that stores information related to the user and a game information storage unit 220 that stores information related to the game.
[0024] In the game system 1, for example, a game is executed on a terminal device 10 used by a user. In this case, the terminal device 10 is configured to have at least an output unit 100 and an input unit 102.
[0025] The game system 1 may not only have the above-mentioned multiple components physically located on the same device or in the same place, but also may have some of the multiple components located in physically separate locations. In this case, the components may be connected via a communication network such as the Internet. For example, the game system 1 may have some of the functions of the components performed by an external server. The game system 1 may also be configured as one or more servers. In this case, the game system 1 is configured by combining a terminal device, components of one server, and components of another server. In this embodiment, each device (such as a terminal device or a server) can also be considered as an information processing device. In other words, a collection of devices (a collection of predetermined components) can be considered as a single "information processing device," and the game system 1 may be formed as a collection of multiple information processing devices. The allocation of multiple functions required to realize the game system 1 according to this embodiment to one or more pieces of hardware can be determined appropriately in consideration of the processing capabilities of each piece of hardware and / or the specifications required for the game system 1. In addition, the various information stored in the storage unit 216 may be updated based on user instructions and information received via the input unit 102, or may be updated at any time by obtaining specified information from a specified server located outside the game system 1.
[0026] [Gaming System 1 Configuration Details] In the following description, a case will be described in which a user mainly uses a terminal device 10 (for example, a smartphone, a tablet terminal, a PC, etc.) to play a game provided by the game system 1. The server 20 manages user information in the game system 1 and executes game processing. The user information may include game characters owned by the user, game items, the amount of virtual currency owned by the user (including virtual currency given to the user free of charge and virtual currency given to the user for a fee), and the user's sleep information measured by the sleep measurement unit 11.
[0027] (Game control unit 210) The game control unit 210 communicates between the terminal device 10 and the server 20 and progresses the user's game play based on the user's sleep information received from the terminal device 10. For example, the game control unit 210 progresses the game play by lottery determining game objects, such as characters and items, to appear in the user's game play. Note that the determined characters, items, etc. may appear in the game play rather than as the user's possessions. This allows the user to have the experience of discovering new game characters based on the sleep information. In addition, the game control unit 210 may also grant game objects, such as characters and items, to the user by lottery. For example, the game control unit 210 receives information on the user's sleep time and sleep quality as the user's sleep information from the user's terminal device 10, and grants items, etc. to the user by lottery based on the user's sleep information. Here, the game control unit 210 may change the lottery table used in the lottery or the number of lottery draws according to the user's sleep information. This means that different sleep information results in different lottery algorithms, which changes the game progress when the user wakes up, providing the user with a variety of fun when they wake up.
[0028] Furthermore, the game control unit 210 executes various types of game processing in response to user operation input received via the input unit 102. For example, the game control unit 210 executes game processing such as processing to give a predetermined item to a character, processing of the character's action in the in-game virtual space when the user specifies a character, processing by the user to acquire items with or without payment, processing to acquire virtual currency, and processing to consume items owned by the user.
[0029] The game system 1 is executed in a plurality of modes. The plurality of modes include an unacquired mode, a start mode, a sleep mode, and a wake-up mode. Each mode is defined below. The game system 1 may include other modes as long as they do not interfere with the processing of the game system 1 according to this embodiment.
[0030] (Unacquired mode) The non-acquisition mode is a mode in which the sleep information acquisition unit 204 is not allowed to acquire sleep information. That is, in the non-acquisition mode, the operation of the sleep measurement unit 11 and / or the sleep information acquisition unit 204 is stopped. Here, the non-acquisition mode is a mode in which a game screen that the user sees before going to bed is displayed, and a mode in which all game screens that the user sees while awake (e.g., during the day) are displayed. The non-acquisition mode also includes a screen that is initially output to the output unit 100 when the game is started on the terminal device 10 (when the user transitions from the game title screen and logs in to the server 20). In addition, in the non-acquisition mode, the user can perform operations that change game parameters, such as touching characters appearing in the game, and in-game operations such as using or checking items that the user has already acquired in the game.
[0031] (Start mode) The start mode is a mode in which the sleep information acquisition unit 204 starts acquiring sleep information but does not actively notify the user of the start of sleep information acquisition. That is, in the start mode, the sleep measurement unit 11 and the sleep information acquisition unit 204 start operating. On the other hand, in the start mode, for example, the output unit 100 does not actively output information that acquisition of sleep information has started, but instead outputs useful information useful for the game.
[0032] In this embodiment, "not notifying (outputting) in an active manner" means that the start of sleep information acquisition is not output or is output in a manner that is difficult for the user to perceive, compared to the manner of notification in sleep mode. For example, this means that the start of sleep information acquisition is not output at all, or, even if it is output, it is output in a manner that is less noticeable compared to sleep mode. Note that in start mode, it is preferable not to notify the start of sleep information acquisition at all, from the viewpoint of ensuring a flow that allows the user to go to bed after checking useful information.
[0033] (Sleep mode) The sleep mode is a mode in which measurement of the user's sleep information is continued and a message indicating that the sleep information is being measured is output. That is, the sleep mode is a mode in which the sleep information acquisition unit 204 acquires and continues acquiring sleep information, and the user is notified that the sleep information is being acquired in a more proactive manner than in the start mode. That is, in the sleep mode, the sleep measurement unit 11 and the sleep information acquisition unit 204 continue to operate and are notified of this. In addition, in the sleep mode, the output unit 100 outputs a message indicating that the sleep information is being acquired in a more proactive manner than in the start mode. For example, in the sleep mode, the output unit 100 explicitly outputs a message indicating that the sleep information is being acquired. Note that, unlike the non-acquisition mode, in the sleep mode, user operations that change game parameters are prohibited.
[0034] (Wake-up mode) The wake-up mode is a mode in which acquisition of sleep information by the sleep information acquisition unit 204 is stopped, and sleep information (e.g., sleep information such as sleep time and sleep quality) and a game result (e.g., change in game parameters or result of item acquisition) determined based on the user's sleep result indicated by the acquired sleep information are output. That is, in the wake-up mode, the operation of the sleep measurement unit 11 and / or the sleep information acquisition unit 204 is stopped. In the wake-up mode, the sleep result and game result are output, and a reward according to the game result is given to the user.
[0035] (output unit 100, output control unit 202) The output unit 100 is controlled by the output control unit 202 and outputs various information related to the execution of the game (for example, text information, image information such as still images and moving images, audio information, etc.). The output unit 100 outputs various processing results and information stored in the storage unit 216 in a manner that is perceptible to the user. Specifically, the output control unit 202 causes the output unit 100 to output various processing results in each component and information stored in the storage unit 216 as data in a predetermined format, still images, moving images, and / or text, etc. The output unit 100 may output information received from an external server. The output unit 100 may be configured to include a display unit that displays various information, an audio output unit such as a speaker that outputs audio, etc. The display unit may be, for example, a liquid crystal display or an organic EL display.
[0036] Furthermore, when the mode is switched from one of the multiple modes to another mode subsequent to the one mode, the output control unit 202 may change the output mode of the same information as that output in the one mode and output the same information from the output unit 100 in the other mode. For example, when the output control unit 202 causes the output unit 100 to output first information in the start mode and then causes the output unit 100 to output the first information again or continuously in the sleep mode, the output control unit 202 changes the output mode of the first information in the sleep mode from the output mode in the start mode and outputs the information. For example, when the first information is text information, the output control unit 202 changes the font, size, and / or color, output position, etc. of the text in the start mode to different font, size, and / or color, output position, etc. in the sleep mode and outputs the text from the output unit 100. As an example, the output control unit 202 causes the output unit 100 to output text in the sleep mode that is larger than the size of text in the start mode (e.g., text indicating that acquisition of sleep information has started).
[0037] Furthermore, when the mode is switched from one of the multiple modes to another mode subsequent to the one mode, the output control unit 202 may add additional information to the same information that was output in the one mode and output the same information in the other mode from the output unit 100. For example, the output control unit 202 may cause the output unit 100 to output the text "Sleep measurement in progress" in the start mode, and may cause the output unit 100 to output the text "Sleep measurement in progress" and information about the time that the sleep measurement is continuing in the sleep mode.
[0038] Furthermore, the output control unit 202 can also cause the output unit 100 to output a predetermined character in each of the multiple modes. The output control unit 202 is controlled by the game control unit 210 and causes the output unit 100 to output part of the character information stored in the game information storage unit 220 (described later). The output control unit 202 can also cause the output unit 100 to output a character in the start mode that is not to be output in the unacquired mode.
[0039] (input unit 102, input surface 104, input control unit 106) The input unit 102 accepts inputs such as predetermined instructions and operations from the user. The input unit 102 supplies the instructions to predetermined components of the game system 1. Each component that has accepted the instructions performs its respective predetermined function. The input unit 102 is an input device (for example, a touch panel, a touch pad, a pointing device such as a mouse, a keyboard, a motion sensor, etc.) for accepting operation inputs from the user. In this embodiment, an example will be described in which the input unit 102 is a touch panel included in the terminal device 10. Note that the touch panel may be capable of detecting multi-touch. Specifically, the touch panel serving as the input unit 102 has an input surface 104 onto which operations and the like from the user are input, and an input control unit 106 that acquires information related to the operations input to the input surface 104. The touch panel is disposed overlaid on a display unit, which is the output unit 100, and the surface of the touch panel corresponds to the input surface 104.
[0040] For example, an area for receiving a predetermined instruction is displayed on the display unit, and the input surface 104 detects the predetermined instruction at a position designated by a user's operation (e.g., touch operation, tap operation, slide operation, etc.) on that area of the input surface 104. The input surface 104 supplies the detected information, i.e., information indicating the predetermined instruction at the detected position, to the input control unit 106. The input control unit 106 acquires the information indicating the predetermined instruction from the input surface 104, and supplies the information to a predetermined component of the game system 1.
[0041] (Sleep measurement section 11) The sleep measurement unit 11 acquires information related to the sleep of the user of the terminal device 10. The sleep measurement unit 11 supplies the acquired information to the sleep information acquisition unit 204. If the terminal device 10 and the sleep measurement unit 11 are separate and independent devices, the terminal device 10 communicates with the sleep measurement unit 11 via short-range wireless communication such as Bluetooth (registered trademark) or Wi-Fi, and receives the sensing results of the sleep measurement unit 11. Alternatively, the sleep measurement unit 11 may be compatible with a communication standard of a mobile communication system such as 5G and transmit the sensing results to the server 20 without using short-range wireless communication. In this case, the terminal device 10 may receive and store the sleep information acquired by the server 20 that has received the sensing results from the sleep measurement unit 11 from the server 20.
[0042] The sleep measurement unit 11 is realized by, for example, a motion sensor built into the terminal device 10. That is, the terminal device 10 and the sleep measurement unit 11 may be included in the same device. In this case, the terminal device 10 also functions as the sleep measurement unit 11. The sleep measurement unit 11 may be, for example, a wearable device such as a wristwatch, a ring, or an eye mask that is worn on the user's body, or may be configured as a device independent of the terminal device 10 and include a motion sensor such as a gyro sensor. The sleep measurement unit 11 may also be a device placed on a mattress or pillow on which the user sleeps.
[0043] Here, the motion sensor may include an acceleration sensor, an angular velocity sensor, etc., and senses the movement of the terminal device 10 and outputs the sensing results. For example, by placing the terminal device 10 on the mattress of a bed on which the user sleeps, the motion sensor can detect the movement of the sleeping user when the sleeping user moves on the mattress. Using the sensing results of the motion sensor, the sleep information acquisition unit 204 (described later) can determine whether the user is asleep or awake, and whether the sleeping user is in light sleep, deep sleep, REM sleep, or non-REM sleep, and acquire the sleep information.
[0044] The user may use two or more sleep measurement units 11 simultaneously. For example, the user may wear two wristwatch-type sleep measurement units 11, or the user may wear a wristwatch-type sleep measurement unit 11 and use a smartphone as the sleep measurement unit 11. This allows the user's body movements while sleeping to be detected by a gyro sensor or the like. By accumulating sensing results obtained by various sensors while the user is sleeping, the sleep information acquisition unit 204 can determine whether the user is asleep, in a light sleep state, a deep sleep state, REM sleep, or non-REM sleep, and acquire the determined sleep information. In this way, the quality of the user's sleep can be evaluated by, for example, distinguishing between REM and non-REM sleep waveforms. For example, the sleep information acquisition unit 204 is configured with a preset REM and non-REM sleep cycle for good quality sleep. By comparing the REM and non-REM sleep waveforms with those of the user during sleep, the sleep information acquisition unit 204 can evaluate the quality of the user's sleep and acquire the sleep information.
[0045] The sleep information acquisition unit 204 can also detect that the user has gone to bed (for example, lay down in bed) and fallen asleep after going to bed, based on the output of a motion sensor such as the sleep measurement unit 11. The sleep information acquisition unit 204 can also determine whether the user has performed an input operation on the terminal device 10 or whether the user has perceived information output to the output unit 100 of the terminal device 10 after going to bed and before falling asleep. That is, the sleep information acquisition unit 204 can determine whether the user, who is about to go to sleep, has operated the terminal device 10 before going to sleep.
[0046] Furthermore, sleep measurement units 11 that are expected to be used in advance by the game system 1 may be managed in a whitelist format. If the sleep information acquisition unit 204 (described later) acquires sleep information from a sleep measurement unit 11 that is not managed by the game system 1, the server 20 may regard the sleep measurement unit 11 as an unidentifiable sleep measurement unit 11 and not accept the sleep information, or may perform subsequent processing using parameters for the unidentifiable sleep measurement unit 11, etc.
[0047] Furthermore, different types of sleep measurement units 11 do not necessarily have to be different devices. That is, even if sleep measurement units 11 have the same device configuration, they may be managed as different sleep measurement units 11 in the game system 1 depending on the type of software or application used before providing the sleep information to the server 20. For example, even if sleep information is detected using the same sleep measurement unit 11, a different "sleep measurement unit ID" can be used when sleep measurement application A is used to process the sleep information and when a different sleep measurement application B, different from sleep measurement application A, is used to process the sleep information. In this way, managing different "sleep measurement unit IDs" depending on the combination of the device type (device configuration) and the application used enables more flexible generation of sleep information, thereby fully demonstrating the entertainment value of games that adapt to different sleep states.
[0048] (Input acquisition unit 200) The input acquisition unit 200 acquires a user's operation input. That is, the input acquisition unit 200 acquires information indicating the user's operation input inputted to the input surface 104 via the input control unit 106. The input acquisition unit 200 supplies the information indicating the acquired operation input to other predetermined components.
[0049] (Sleep information acquisition unit 204) The sleep information acquisition unit 204 acquires the user's sleep information. Specifically, the sleep information acquisition unit 204 acquires information related to the user's sleep acquired by the sleep measurement unit 11, that is, the sleep information, from the sleep measurement unit 11. The sleep information acquisition unit 204 supplies the acquired sleep information to the mode switching unit 208 and the game control unit 210.
[0050] (History acquisition unit 206) The history acquisition unit 206 acquires a game history relating to user operations in the game, at least operations during the non-acquisition mode that affect the game outcome. For example, the history acquisition unit 206 acquires a game history such as operations by the user to grant items to a character or operations to consume items during the non-acquisition mode, which are input to the input unit 102. The history acquisition unit 206 supplies information relating to the acquired game history to the user information storage unit 218.
[0051] (Mode switching unit 208) The mode switching unit 208 executes a process of switching between multiple modes included in a game and a process of maintaining a switched mode until it is switched to another mode. That is, the mode switching unit 208 executes a process of switching from one mode to another, for example, switching from an unacquired mode to a started mode, switching from a started mode to a sleep mode, switching from a sleep mode to a wake-up mode, and / or switching from a wake-up mode to an unacquired mode. The mode switching unit 208 controls the start, continuation, and stop of the operation of the sleep measurement unit 11 and / or the sleep information acquisition unit 204, etc., in response to the mode switching. Furthermore, the mode switching unit 208 supplies information indicating the mode switching to the output control unit 202 and the brightness change unit 214.
[0052] Specifically, the mode switching unit 208 executes a process of switching from one mode to another mode in response to a user operation input acquired by the input acquisition unit 200. After switching from the unacquired mode to the start mode, the mode switching unit 208 may prohibit switching from the start mode to the unacquired mode.
[0053] Here, when the mode switching unit 208 sets the mode to the unacquired mode, the output control unit 202 constantly outputs the first operator to the output unit 100. The first operator is a button or the like that accepts an instruction to start sleeping from the user, such as a button that displays "sleep." When the input unit 102 accepts a user's operation input for the first operator, the input acquisition unit 200 acquires the operation input for the first operator and supplies the instruction based on the operation input to the mode switching unit 208. The mode switching unit 208 accepts this instruction and switches the unacquired mode to the start mode. Here, if the mode switching unit 208 does not accept this instruction, it is preferable that the mode switching unit 208 not automatically switch from the unacquired mode to the start mode, from the viewpoint of ensuring a smooth user flow line. Therefore, in this case, the mode can be switched to the unacquired mode after switching from the start mode to the sleep mode.
[0054] A game executed in the game system 1 can be configured to include a home screen that is displayed after the game is started, and one or more screens (hereinafter referred to as "other screens") that can be accessed from the home screen. The other screens are, for example, a screen that shows an item box in which items owned by the user are stored, or a screen that displays information about characters that appear in the game. In this case, the output control unit 202 causes the output unit 100 to output a first operator at a predetermined position on the home screen. The output control unit 202 may not cause the output unit 100 to output the first operator on the other screens. Here, the output control unit 202 may cause the output unit 100 to output the first operator at a predetermined position on each of the home screen and the other screens, from the viewpoint of making it easy for the user to transition to the start mode from both the home screen and the other screens.
[0055] Specifically, when switching to the start mode, the mode switching unit 208 starts the operation of the sleep measurement unit 11 and the sleep information acquisition unit 204 and instructs the output control unit 202 to output useful information useful in the game from the output unit 100. The output control unit 202 acquires the useful information, for example, from the game information storage unit 220 described below, and outputs it to the output unit 100. In the start mode, the mode switching unit 208 instructs the output control unit 202 to not output information that acquisition of sleep information has started from the output unit 100, or to output it from the output unit 100 in a manner that is less noticeable than in the sleep mode.
[0056] As an example, when the input acquiring unit 200 acquires a user's operation input for the first operator, the mode switching unit 208 may instruct the output control unit 202 to first output text such as "Are you going to bed now?" to the output unit 100, and also output operators "Yes" and "No" near the text. Then, when the input acquiring unit 200 acquires a user's operation input for the "Yes" operator, the mode switching unit 208 may switch the unacquired mode to the start mode.
[0057] The useful information may be, for example, information that the user should know in the game (e.g., information about the user's sleep history, such as the amount of sleep the previous day, the number of consecutive days the user logged in to the game, the number of consecutive days the user input an operation to the first operator, and a comparison between the user's previous sleep and the previous sleep), as well as useful information and trivia about sleep. The useful information may be generated by the game control unit 210 based on the sleep information acquired by the sleep information acquisition unit 204. For example, if the sleep information includes information such as the date and time the user slept and the amount of sleep, the game control unit 210 accumulates the sleep information in association with the date (e.g., stores the sleep information in the user information storage unit 218, which will be described later), and generates the useful information based on the accumulated information. The game control unit 210 then stores the generated useful information in the game information storage unit 220. The output control unit 202 can cause the output unit 100 to output the useful information in the form of text, an image, and / or sound. The output control unit 202 can also output text, audio, and / or images, such as a character in a game speaking useful information to the user.
[0058] Furthermore, the output control unit 202 may cause the output unit 100 to output useful information generated based on the game history acquired by the history acquisition unit 206 during the no-acquisition mode. For example, the game control unit 210 generates useful information using information about the game history stored in the user information storage unit 218 by the history acquisition unit 206. As an example, the game control unit 210 generates useful information using the information about the game history, including information such as the user's activity record for the day the game was played and the number of days sleep measurement was performed consecutively. Then, the output control unit 202 causes the output unit 100 to output the generated useful information in the start mode.
[0059] Furthermore, when the mode switching unit 208 sets the mode to the start mode, the output control unit 202 causes the output unit 100 to output useful information, and causes the output unit 100 to output a second operator after or together with the output of the useful information. The second operator is a button or the like that accepts an instruction that the user has confirmed the useful information, such as a button that displays "OK" together with the useful information. When the input unit 102 accepts a user operation input on the second operator, the input acquisition unit 200 acquires the operation input on the second operator and supplies an instruction based on the operation input to the mode switching unit 208. The mode switching unit 208 accepts this instruction and switches the start mode to the sleep mode.
[0060] Note that the mode switching unit 208 may automatically switch to the sleep mode if no operation input to the second operator is received after a predetermined time has elapsed since the mode was switched from the non-acquisition mode to the start mode.
[0061] In the sleep mode, the mode switching unit 208 continues the operation of the sleep measurement unit 11 and the sleep information acquisition unit 204 and instructs the output control unit 202 to output information indicating that sleep information is being acquired from the output unit 100. The output control unit 202 causes the output unit 100 to output the information in a more noticeable manner than in the start mode. For example, the output control unit 202 causes the output unit 100 to output the text "Sleep measurement in progress" together with the current time.
[0062] Furthermore, when the mode switching unit 208 sets the mode to the sleep mode, the output control unit 202 causes the output unit 100 to output an alarm operator which is an operator for setting an alarm, a sleep-inducing sound operator which is an operator for causing the output unit 100 to output a sound that helps the user fall asleep, and / or a third operator for receiving an instruction to end sleep from the user (i.e., an operator for waking up), etc. The output control unit 202 always causes the output unit 100 to output at least the third operator in the sleep mode.
[0063] The alarm operator is a button or the like that accepts an alarm setting operation input by the user. When the input unit 102 accepts a user's operation input on the alarm operator, the input acquisition unit 200 acquires the operation input on the alarm operator and supplies an instruction based on the operation input to the alarm setting unit 212. Note that if the game is configured to have a home screen and other screens, the output control unit 202 may control the output unit 100 to output the alarm operator on the home screen and / or other screens.
[0064] The sleep-inducing sound operator is a button or the like that accepts an instruction to output a predetermined sound or music through a user's operation input. The predetermined sound or music is, for example, a sound (which may be a natural sound, an artificial sound, and / or a character's voice, etc.) or music that induces the user to sleep. When the input unit 102 accepts a user's operation input on the sleep-inducing sound operator, the input acquisition unit 200 acquires the operation input on the sleep-inducing sound operator and supplies an instruction based on the operation input to the game control unit 210. In response to the instruction, the game control unit 210 instructs the output control unit 202 to output a predetermined sound or music from the output unit 100. For example, the game control unit 210 instructs the output control unit 202 to output a predetermined sound or music that is pre-stored in the game information storage unit 220 (described later) or a predetermined sound or music that is stored on an external server, and causes the output control unit 202 to output the predetermined sound or music from the output unit 100.
[0065] The third operator is a button or the like that accepts an instruction that the user has woken up, such as a button that displays "End sleep." When the input unit 102 accepts a user's operation input to the third operator, the input acquisition unit 200 acquires the operation input to the third operator and supplies an instruction based on the operation input to the mode switching unit 208. The mode switching unit 208 accepts this instruction and switches from the sleep mode to the wake-up mode.
[0066] Furthermore, if the sleep information acquired by the sleep information acquisition unit 204 does not satisfy a predetermined condition, the mode switching unit 208 may switch the sleep mode to the unacquired mode instead of switching from the sleep mode to the wake-up mode. The predetermined condition may be, for example, a condition in which the sleep time is equal to or longer than a predetermined continuous time. This prevents the wake-up mode from being executed and the game result from being output if the sleep time is less than the predetermined time (e.g., less than three hours). This provides the user with an incentive to sleep for an appropriate amount of time and to live a healthy life, thereby improving their sleep habits. Furthermore, since it is possible to prevent the user from taking multiple short sleeps in a single day (i.e., intermittent sleep), it is possible to prevent the user from receiving multiple game rewards in a single day or from acquiring multiple rewards for improving in-game parameters. Furthermore, for example, if the user erroneously switches from the home screen of the unacquired mode to the start mode, the user can return to the unacquired mode via the sleep mode, which can also be used as a cancellation process for switching to the sleep mode.
[0067] In the wake-up mode, the mode switching unit 208 stops the operation of the sleep measurement unit 11 and / or the sleep information acquisition unit 204, and supplies the user's sleep information acquired by the sleep information acquisition unit 204 in the start mode and the sleep mode to the game control unit 210. The game control unit 210 determines a game result based on the received sleep information. Then, the output control unit 202 causes the output unit 100 to output the game result determined by the game control unit 210. Furthermore, the game control unit 210 determines a reward to be granted to the user based on the sleep information, and grants the determined reward to the user. For example, the game control unit 210 grants the determined reward to the user by storing it in the user information storage unit 218. Then, the mode switching unit 208 switches the wake-up mode to the unacquired mode after the game result has been output, or when the mode switching unit 208 receives a predetermined mode switching operation input from the user after the game result has been output.
[0068] (Alarm setting unit 212) The alarm setting unit 212 sets an alarm that notifies the user of the arrival of a predetermined time by an alarm sound, vibration, light emission, etc. The alarm setting unit 212 sets the alarm based on the user's operation input acquired by the input acquisition unit 200. The alarm setting unit 212 also sets the alarm ON / OFF and / or the type of alarm (type of sound, presence or absence of vibration and vibration pattern, type of light emission color, light emission pattern, etc.). The alarm is output from the output unit 100 included in the terminal device 10, for example.
[0069] Here, the alarm setting unit 212 enables setting of an alarm in the start mode and / or the sleep mode. For example, when the mode switching unit 208 switches the mode from the unacquired mode to the start mode and / or from the start mode to the sleep mode, the output control unit 202 outputs an alarm operator to the output unit 100. Then, when the input unit 102 receives a user's operation input on the alarm operator, the input acquisition unit 200 acquires the operation input on the alarm operator and supplies an instruction based on the operation input to the alarm setting unit 212. The alarm setting unit 212 receives this instruction and sets the alarm to activate at a time according to the instruction. The alarm setting unit 212 activates the alarm when the time according to the instruction arrives.
[0070] In this case, the alarm setting unit 212 instructs the output control unit 202 to output a stop operation button, which is an operation button for stopping the alarm, to the output unit 100. When the input unit 102 receives a user's operation input on the stop operation button, the input acquisition unit 200 acquires the operation input on the stop operation button and supplies an instruction based on the operation input to the alarm setting unit 212. The alarm setting unit 212 receives this instruction and stops the alarm. Note that the third operation button may also have the function of the stop operation button. In this case, the mode switching unit 208 can switch the mode from the sleep mode to the wake-up mode in response to the alarm being stopped.
[0071] The alarm setting unit 212 may be realized by a program used by each device (terminal device 10, server 20) constituting the game system 1 to provide a game to a user. When the alarm setting unit 212 is realized by a program running on the server 20, a user may be able to operate the alarm setting unit 212 of the server 20 via the terminal device 10. This allows the user to set an alarm at a predetermined time within the game system 1 and progress through the game. Furthermore, for example, the alarm setting unit 212 may be a function incorporated into an application installed on the terminal device 10 and capable of linking with the game system 1. In this case, the user can set the alarm time not through an alarm function provided as a function of the operating system (OS) of the terminal device 10, but through the alarm setting unit 212 constituting an application that provides the user with a game by the game system 1 on the terminal device 10. The game system 1 accepts an operation related to the alarm time from the alarm setting unit 212 and progresses the game.
[0072] (Brightness change unit 214) The brightness change unit 214 changes the brightness of the display unit serving as the output unit 100 in accordance with each of a plurality of modes. The brightness change unit 214 receives information from the mode switching unit 208 regarding which of the plurality of modes the current mode is. The brightness change unit 214 then changes the brightness of the display unit in accordance with the mode. For example, the brightness change unit 214 reduces the brightness of the display unit in the order of unacquired mode, start mode, and sleep mode. The brightness change unit 214 can also make the brightness of the display unit in the wake-up mode brighter than the brightness of the display unit in each of the other modes. In other words, the brightness change unit 214 can reduce the brightness of the display unit in the order of wake-up mode, unacquired mode, start mode, and sleep mode.
[0073] (Storage Unit 216) The storage unit 216 stores various types of information related to the game system 1. Each storage section of the storage unit 216 supplies predetermined information to a predetermined component of the game system 1 in response to a request from the other component.
[0074] (Storage unit 216: User information storage section 218) The user information storage unit 218 stores user information, game history information, information about owned items, information about owned characters, and / or sleep information, etc., in association with a user ID that identifies the user. Examples of user information include a username, which is a name set by the user, a login ID, and a password. The user information may also include information about an alarm time set by the user. Examples of game history information include information about operation inputs performed by the user in the game (typically operation inputs in the unacquired mode). Examples of information about owned items include information about game items owned by the user. Game items are, for example, items awarded to the user by lottery drawn by the game control unit 210 based on the user's sleep information. The information about owned items includes information about the type and number of each game item. Examples of information about owned characters include information about characters acquired by the user in the game. Examples of sleep information include information about the user's sleep measured by the sleep measurement unit 11. The sleep information includes the user's wakefulness / sleeping state, date information, bedtime, wake-up time, sleep duration, and / or sleep quality.
[0075] (Storage unit 216: Game information storage section 220) The game information storage unit 220 stores game information in association with a game information ID. Examples of game information include various types of information, such as information about characters appearing in the game, information about items, information about item lotteries, information about in-game virtual currency, predetermined audio or music information, and / or useful information. For example, when the game information storage unit 220 stores information about characters as game information, it stores the character information as game information in association with a character ID as a game information ID. When the game information storage unit 220 stores useful information as game information, it stores the useful information as game information in association with a useful information ID as a game information ID. Similarly, various other types of information are stored in association with their respective IDs. Note that the useful information may include useful information generated by the game control unit 210, useful information acquired from an external server or the like, useful information pre-stored in the game information storage unit 220, and / or useful information supplied to the game information storage unit 220 by an operation input by a user or the like after the game is first played.
[0076] [Processing flow of game system 1] FIG. 4 shows an example of the flow of processing in the game system according to this embodiment.
[0077] First, the game control unit 210 executes and controls the game in the unacquired mode maintained by the mode switching unit 208 (step 10; hereinafter, step will be abbreviated as "S"). In the unacquired mode, the game control unit 210 executes predetermined game processes, such as a process of giving an item to a character, and game processes, such as controlling the movement of a character in a virtual space within the game, in response to operation input from the user received by the input acquisition unit 200 via the input unit 102. In addition, in the unacquired mode, the output control unit 202 constantly outputs a first operator at a predetermined position on, for example, a home screen of the game output from the output unit 100. Then, the game control unit 210 continues the game in the unacquired mode until the input unit 102 receives an operation input from the user using the first operator (No in S12). Note that the output control unit 202 may temporarily stop outputting the first operator if there is no operation input from the user to the input unit 102 for a certain period of time.
[0078] On the other hand, when the input unit 102 receives the user's operation input for the first operator (Yes in S12), the input acquisition unit 200 acquires the operation input for the first operator and supplies an instruction for the operation input to the mode switching unit 208. In response to this instruction, the mode switching unit 208 switches the non-acquisition mode to the start mode and starts the operation of the sleep measurement unit 11 and the sleep information acquisition unit 204 (S14). This starts the acquisition of the user's sleep information.
[0079] Furthermore, in conjunction with the execution of the start mode, the output control unit 202 causes the output unit 100 to output useful information stored in the game information storage unit 220, useful information generated by the game control unit 210 based on the sleep information acquired by the sleep information acquisition unit 204 and stored in the game information storage unit 220, and / or useful information generated by the game control unit 210 based on the game history acquired by the history acquisition unit 206 and stored in the user information storage unit 218 (S16). However, during the start mode, the mode switching unit 208 instructs the output control unit 202 not to actively output from the output unit 100 (typically, not to output at all) that acquisition of sleep information has started.
[0080] Furthermore, the output control unit 202 causes the output unit 100 to output the second operator after or together with outputting the useful information. When the input acquisition unit 200 receives a user's operation input for the second operator via the input unit 102 (Yes in S18), the mode switching unit 208 switches the start mode to the sleep mode. Furthermore, in response to the switch to the sleep mode, the output control unit 202 causes the output unit 100 to actively output that the user's sleep information is being acquired (S22). For example, the output control unit 202 causes the output unit 100 to explicitly output that the sleep information is being measured.
[0081] On the other hand, if the input acquisition unit 200 does not receive a user operation input on the second operator via the input unit 102 (No in S18), the mode switching unit 208 continues the start mode until a predetermined time has elapsed since switching to the start mode (No in S20), and once the predetermined time has elapsed, the mode switching unit 208 may switch the start mode to the sleep mode even if there is no user operation input on the second operator (Yes in S20).
[0082] Then, in the sleep mode, the output control unit 202 causes the output unit 100 to output a third operator that accepts an instruction from the user to end sleep. Until the input acquisition unit 200 accepts a user's operation input for the third operator via the input unit 102 (No in S24), the mode switching unit 208 continues the sleep mode, and the output control unit 202 causes the output unit 100 to constantly output the third operator.
[0083] When the input acquisition unit 200 receives a user operation input for the third operator via the input unit 102 (Yes in S24), the mode switching unit 208 switches the sleep mode to the wake-up mode (S26). Then, the sleep information acquisition unit 204 stores the acquired sleep information in the user information storage unit 218 and supplies it to the game control unit 210. The game control unit 210 determines a game result based on the received sleep information and instructs the output control unit 202 to output the determined result to the output unit 100 (S28). In this case, the game control unit 210 can also grant a predetermined reward to the user based on the sleep information. Information regarding the predetermined reward granted to the user is stored in the user information storage unit 218.
[0084] Note that if the input acquisition unit 200 does not receive a user operation input for the second operator via the input unit 102 after the mode switching unit 208 switches the mode to the start mode, step S20 may be omitted. In this case, steps S18 and S22 may be omitted, and the process may proceed directly to steps S16 to S24. In this embodiment, acquisition of user sleep information begins upon switching to the start mode. Therefore, if a user operation input for the third operator is received, the user sleep information can be acquired, allowing the game control unit 210 to appropriately determine the game result.
[0085] [Game Program] Each of the components of the game system 1 according to this embodiment shown in FIGS. 1 to 4 can be realized by causing a central processing unit (CPU) or other such processing device to execute a program (i.e., a game program), that is, by software processing. Alternatively, each of the components can be realized by writing a program in advance into hardware such as an integrated circuit (IC) or other electronic component. Note that software and hardware can also be used together.
[0086] The game program according to this embodiment can be pre-installed in, for example, an IC or a ROM. The game program can also be provided as a computer program by recording it in an installable or executable file format on a computer-readable recording medium, such as a magnetic recording medium, an optical recording medium, or a semiconductor recording medium. The recording medium storing the program may be a non-transitory recording medium, such as a CD-ROM or a DVD. Furthermore, the game program can be pre-stored on a computer connected to a communications network, such as the Internet, and provided by downloading it via the communications network.
[0087] The game program according to this embodiment acts on the CPU and the like to cause the game program to function as the output unit 100, input unit 102, input surface 104, input control unit 106, input acquisition unit 200, output control unit 202, sleep information acquisition unit 204, history acquisition unit 206, mode switching unit 208, game control unit 210, alarm setting unit 212, brightness change unit 214, storage unit 216, user information storage unit 218, and game information storage unit 220, which are described in connection with Figures 1 to 4.
[0088] [Effects of the embodiment] The game system 1 according to this embodiment can execute a game including multiple modes. For example, when the mode is switched from the non-acquisition mode to the start mode, acquisition of the user's sleep information begins, but various information such as useful information can be output without actively notifying the user that acquisition of the sleep information has begun (typically, no notification is given at all). The game system 1 then switches to the sleep mode after the start mode, and actively notifies the user in the sleep mode that sleep information is being acquired (typically, notification is given for the first time in the sleep mode). This allows the user of the game system 1 to fully grasp various information such as useful information output in the start mode, and can go to bed after confirming that sleep information has been acquired in the sleep mode.
[0089] Furthermore, the game system 1 transitions to start mode when the user inputs an operation on the first operator. After outputting game effects such as useful information in start mode, the game system 1 can transition to sleep mode when the user inputs an operation on the second operator. Even if the user stops operating the first operator after inputting an operation on the first operator but before transitioning to sleep mode, the game system 1 starts acquiring sleep information in the background. The game system 1 can then stop acquiring sleep information when the user inputs an operation on the third operator and acquire sleep information about the user while he or she is sleeping. This allows the game system 1 to appropriately acquire the user's sleep information even if the user "falls asleep," thereby achieving the expected game result without disturbing the user's sleep activity.
[0090] Although the embodiments of the present invention have been described above, the above-described embodiments do not limit the scope of the invention as claimed. It should be noted that not all of the combinations of features described in the embodiments are necessarily essential to the means for solving the problems of the invention. Furthermore, the technical elements of the above-described embodiments may be applied independently, or may be divided into multiple parts, such as program components and hardware components, and then applied. [Explanation of symbols]
[0091] 1. Game System 10 Terminal Equipment 11 Sleep measurement section 20 servers 80 Communication Network 100 Output section 102 Input section 104 Input Surface 106 Input control section 200 Input acquisition unit 202 Output control section 204 Sleep information acquisition unit 206 History Acquisition Department 208 Mode switching section 210 Game control unit 212 Alarm setting section 214 Brightness change section 216 Storage Unit 218 User information storage section 220 Game Information Storage Unit
Claims
1. A game system that executes a game using sleep information related to a user's sleep, a sleep information acquisition unit that acquires sleep information of the user; a mode switching unit for switching between a plurality of modes included in the game; Equipped with The plurality of modes are: a non-acquisition mode in which the sleep information acquisition unit is not caused to acquire the sleep information; a start mode in which the sleep information acquisition unit starts acquiring the sleep information but does not actively notify the user of the start of acquisition of the sleep information; a sleep mode in which the sleep information acquisition unit acquires the sleep information and notifies the user that the sleep information is being acquired in a more proactive manner than in the start mode; Including, The mode switching unit switches from the non-acquired mode to the start mode and from the start mode to the sleep mode.
2. an input acquisition unit for acquiring an operation input from the user; Further provided with The game system according to claim 1 , wherein the mode switching unit switches from the non-acquired mode to the start mode or from the start mode to the sleep mode in response to the operation input.
3. The game system according to claim 1 or 2, wherein the mode switching unit prohibits switching from the start mode to the unacquired mode.
4. the game is executed on a terminal device having an output unit; an output control unit that controls the output of information to the output unit; Further provided with the output control unit causes the output unit to always output the first operation element in the non-acquisition mode; The game system according to claim 2 or 3, wherein the mode switching unit switches from the unacquired mode to the start mode when the operation input to the first operator is received.
5. the output control unit causes the output unit to output a second operator in the start mode; The game system according to claim 4 , wherein the mode switching unit switches the start mode to the sleep mode when the operation input to the second operator is received.
6. The game system according to claim 5, wherein the mode switching unit automatically switches to the sleep mode if it does not accept the operation input to the second operator after a predetermined time has elapsed since switching from the unacquired mode to the start mode.
7. The game system described in claim 4, wherein when the output control unit switches from one of the plurality of modes to another mode subsequent to the one mode, the output control unit changes the output manner of the same information output in the one mode and outputs the same information in the other mode.
8. The game system according to claim 4 , wherein the output control unit causes the output unit to output useful information useful in the game in the start mode.
9. a history acquisition unit that acquires a game history regarding operations in the game performed by the user during the non-acquisition mode that affect the game result; Further provided with The game system according to claim 8 , wherein the output control unit generates the useful information to be output in the start mode based on the game history during the non-acquisition mode.
10. Alarm setting section for setting alarms Further provided with 10. The game system according to claim 1, wherein the alarm setting unit enables setting of the alarm in the start mode and / or the sleep mode.
11. the game is executed on a terminal device having an output unit; the output unit is a display unit, and a brightness change unit changes the brightness of the display unit in accordance with each of the plurality of modes. Further provided with 11. The game system according to claim 1, wherein the brightness change unit decreases the brightness of the display unit in the order of the unacquired mode, the start mode, and the sleep mode.
12. the plurality of modes further include a wake-up mode that stops the acquisition of the sleep information by the sleep information acquisition unit and outputs a game result determined based on the sleep result of the user indicated by the acquired sleep information; the output control unit causes the output unit to always output a third operator in the sleep mode; The game system according to claim 4 , wherein the mode switching unit switches from the sleep mode to the wake-up mode when the operation input to the third operator is received.
13. 13. The game system according to claim 12, wherein the mode switching unit does not switch from the sleep mode to the wake-up mode, but switches from the sleep mode to the unacquired mode, when the sleep information acquired by the sleep information acquisition unit does not satisfy a predetermined condition.
14. The game system according to claim 4 , wherein the output control unit is capable of outputting a predetermined character in each of the plurality of modes, and is capable of outputting a character in the start mode that is not to be output in the unacquired mode.
15. A gaming method for a gaming system that executes a game using sleep information related to a user's sleep, comprising: a sleep information acquisition step of acquiring sleep information of the user; a mode switching step of switching between a plurality of modes included in the game; Equipped with The plurality of modes are: a non-acquisition mode in which the sleep information is not acquired in the sleep information acquisition step; a start mode in which the sleep information acquisition step starts acquisition of the sleep information but does not actively notify the user of the start of acquisition of the sleep information; a sleep mode in which the sleep information is acquired in the sleep information acquisition step and the user is notified that the sleep information is being acquired in a more proactive manner than in the start mode; Including, The mode switching step executes switching from the unacquired mode to the start mode and switching from the start mode to the sleep mode.
16. A game program for a game system that executes a game using sleep information related to a user's sleep, On the computer, a sleep information acquisition function for acquiring sleep information of the user; a mode switching function for switching between multiple modes included in the game; To achieve this, The plurality of modes are: a non-acquisition mode in which the sleep information acquisition function does not acquire the sleep information; a start mode in which the sleep information acquisition function starts acquiring the sleep information but does not actively notify the user of the start of acquisition of the sleep information; a sleep mode in which the sleep information acquisition function acquires the sleep information and notifies the user that the sleep information is being acquired in a more proactive manner than in the start mode; Including, The mode switching function executes switching from the unacquired mode to the start mode and switching from the start mode to the sleep mode.
17. A game server that provides a game that executes a game using sleep information related to a user's sleep, a sleep information acquisition unit that acquires sleep information of the user; a mode switching unit for switching between a plurality of modes included in the game; Equipped with The plurality of modes are: a non-acquisition mode in which the sleep information acquisition unit is not caused to acquire the sleep information; a start mode in which the sleep information acquisition unit starts acquiring the sleep information but does not actively notify the user of the start of acquisition of the sleep information; a sleep mode in which the sleep information acquisition unit acquires the sleep information and notifies the user that the sleep information is being acquired in a more proactive manner than in the start mode; Including, The mode switching unit switches from the unacquired mode to the start mode and from the start mode to the sleep mode.
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