Programs, systems, methods, and servers
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-07-02
- Publication Date
- 2026-04-13
AI Technical Summary
Conventional game systems that reward users based on sleep information can create a conflict by encouraging both sleep and continued gameplay, potentially reducing sleep time, which is undesirable.
A game system that utilizes a user's sleep information to grant restricted items whose use is tied to sleep parameters, allowing users to acquire rewards without sacrificing sleep time by accumulating sleep parameters or using items during active periods.
Encourages gameplay without disturbing sleep by allowing users to acquire rewards through sleep parameters or item usage during active times, balancing sleep and gameplay incentives.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system, a game method, a game program, and an information processing device, and more particularly to a game system, a game method, a game program, and an information processing device that can provide a predetermined benefit to a user based on the user's sleep information. [Background technology]
[0002] Conventionally, there has been known an information processing device in which, when a "treasure chest" is set in a waiting slot, a waiting time count starts, and when this waiting time has elapsed, the "treasure chest" set in the waiting slot can be opened, and when the "treasure chest" set in the waiting slot is opened, "gems" (items) are given to the user as the contents of the "treasure chest" (for example, see paragraph
[0053] of Patent Document 1). According to the information processing device described in Patent Document 1, the user can obtain a predetermined item by waiting for a predetermined time. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-130053 Summary of the Invention [Problem to be solved by the invention]
[0004] In the information processing device described in Patent Document 1 and conventional social games, when a predetermined benefit is awarded to a user, the user acquires an unopened item (a state in which use is restricted) through game play, places the item in a predetermined waiting slot, etc., and, after a predetermined time has passed, the item is opened and the benefit is awarded to the user. This provides the user with an incentive to continue acquiring unopened items in order to obtain the benefit, encouraging them to continue playing the game. Meanwhile, there are games that use the user's sleep information, in which the user actually sleeps and achieves predetermined conditions, resulting in game content that is beneficial to the user in game play the next day. This provides the user with an incentive to sleep, encouraging them to get some sleep.
[0005] However, if a conventional reward method used in social games were simply applied to a game that uses a user's sleep information, the game content could be contradictory, encouraging the user to get some sleep while also encouraging them to continue playing the game, which is undesirable for the user. For example, a user who does not possess an item that becomes unopened after a certain amount of time has passed might think that not sleeping while still possessing the item would waste their sleep time, and so try to obtain the unopened item before going to sleep. This type of game could reduce the user's sleep time, which is undesirable.
[0006] Therefore, an object of the present invention is to provide a game system, a game method, a game program, and an information processing device that can use a user's sleep information to encourage game play without disturbing the user's sleep. [Means for solving the problem]
[0007] In order to achieve the above-mentioned object, the present invention provides a game system that executes a game using sleep information related to a user's sleep, the game system including a sleep information acquisition unit that acquires the user's sleep information, an item granting unit that grants the user a restricted item, which is an item in the game and whose use is restricted until a predetermined acquisition condition is met, a parameter generation unit that generates sleep parameters based on the sleep information and associates the sleep parameters with the user, and a benefit granting unit that grants the user a game benefit corresponding to the restricted item if the sleep parameters satisfy the acquisition condition, wherein the sleep parameters include the sleep parameters that were associated with the user before the restricted item was granted to the user. [Effects of the Invention]
[0008] According to the game system, game method, game program, and information processing device of the present invention, it is possible to provide a game system, game method, game program, and information processing device that can use the user's sleep information to encourage game play without disturbing the user's sleep. [Brief explanation of the drawings]
[0009] [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. [Figure 5] FIG. 2 is a flowchart of processing in the game system according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] [Embodiment Mode] <Game System 1 Overview> The game system 1 according to this embodiment is a system that executes a game using sleep information related to a user's sleep. For example, if a user possesses a predetermined "treasure chest," the game system 1 allows the user to open the "treasure chest" by satisfying a predetermined sleep-related condition (e.g., by sleeping for a predetermined amount of time), and grants the user a "predetermined item" in the "treasure chest" upon opening the "treasure chest." On the other hand, if a user does not possess a "treasure chest," the game system 1 allows the user to accumulate sleep parameters generated based on the user's sleep time, etc., and grants the user a "predetermined item" equivalent to the "predetermined item" in the "treasure chest" in exchange for the accumulated sleep parameters. Therefore, in the game system 1, a user can acquire a "predetermined item" without acquiring a "treasure chest" by accumulating sleep parameters. Therefore, the game system 1 does not require the user to sacrifice sleep to play a game and acquire a "treasure chest." Rather, the rewards offered by sleeping provide an incentive for the user to get adequate sleep. Furthermore, since obtaining the "predetermined item" requires gameplay, such as consuming sleep parameters through user operations, the user is also incentivized to play the game when they are awake, such as during the day.
[0011] FIG. 1 shows an outline of the configuration of a game system according to this embodiment.
[0012] The game system 1 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.
[0013] 1 shows an example in which one terminal device 10 is connected to the server 20 via the 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.
[0014] Specifically, the game system 1 acquires the user's sleep information measured by the sleep measurement unit 11 (e.g., information about sleep duration, sleep depth, sleep quality, and physical information about the user while sleeping) and grants the user a reward in the game based on the acquired sleep information. For example, in the game system 1, a user acquires a restricted item (e.g., a treasure chest) with a usage restriction by playing a game during the day. The game system 1 then acquires the user's sleep information. The game system 1 generates sleep parameters based on the acquired sleep information and releases the usage restriction on the restricted item using the acquired sleep information and / or the generated sleep parameters. As a result, the game system 1 grants the user a reward corresponding to the restricted item whose usage restriction has been released. Furthermore, the game system 1 can grant the user a reward corresponding to the restricted item in exchange for the generated sleep parameters even if the user does not own the restricted item. This eliminates the need for the user to continue playing the game by cutting down on their sleep time in order to acquire the restricted item.
[0015] For example, the game system 1 grants a user a restricted item with a usage restriction based on the user's game play during the user's active time period, such as daytime (i.e., time period when the user is not sleeping). The active time period may be a time period during which the game can be played that is preset by the game system 1, or a time period during which the user can preset the time for game play while awake. A predetermined in-game benefit is associated with the restricted item, and the user is prohibited from receiving the benefit until a predetermined acquisition condition is met. For example, the user is granted a restricted item by completing a predetermined quest or the like in the game. However, as will be described later, in the game system 1, the user does not necessarily have to acquire the restricted item to receive the benefit. Here, as an example, the restricted item is a "treasure chest" containing an "item" that can be used in game play as a benefit, and the "item" is granted to the user by opening the "treasure chest" (i.e., the acquisition condition is met and the usage restriction is released).
[0016] (If you have a restricted item) A case will be described in which the user acquires a "treasure chest" before sleeping. For example, when the user fulfills a predetermined condition through gameplay during an active time period (for example, when the user completes a predetermined quest, mini-game, or the like), the game system 1 grants the user a "treasure chest." This "treasure chest" contains an "item," and when the user sleeps for a predetermined amount of time (i.e., the acquisition condition is a predetermined amount of sleep time, and the user sleeps for that amount of time), the restriction on use of the "treasure chest" is lifted and the "item" is granted to the user. For example, the game system 1 sets the acquisition condition to x hours of sleep (where x is a positive number), and when the user sleeps for x hours or more, the game system 1 opens the "treasure chest," grants the "item" in the "treasure chest" to the user, and executes a process to make the "item" usable.
[0017] Furthermore, the game system 1 may set the following conditions as acquisition conditions, for example. (a) An acquisition condition based on the number of REM sleep and / or non-REM sleep periods during the user's sleep. For example, the acquisition condition is met when the number of REM sleep periods during the user's sleep is a predetermined number or less and / or when the number of non-REM sleep periods is a predetermined number or more. (b) An acquisition condition based on the user waking up during sleep. For example, the acquisition condition is met when the number of times the user wakes up during sleep is a predetermined number or less and / or when the length of the awakening is a predetermined time or less. (c) Acquisition conditions based on the density of REM sleep and / or non-REM sleep during the user's sleep. For example, when the sleep density is the value obtained by dividing the number of REM sleep periods or the duration of REM sleep during the user's sleep by the sleep duration, the acquisition conditions are met if the density is equal to or less than a predetermined value, and / or when the sleep density is the value obtained by dividing the number of non-REM sleep periods or the duration of non-REM sleep during the user's sleep by the sleep duration, the acquisition conditions are met if the density is equal to or greater than a predetermined value. (d) An acquisition condition based on the number of times the user turns over and / or makes a predetermined movement while sleeping. For example, the acquisition condition is met when the number of times the user turns over and / or makes a predetermined movement while sleeping is equal to or less than a predetermined number. (e) Acquisition condition based on the user's body temperature while sleeping. For example, the acquisition condition is met when the user's body temperature while sleeping remains at or below a predetermined temperature for a predetermined period of time. (f) Acquisition condition based on the difference between the time the user goes to bed and the time they go to bed. For example, the acquisition condition is met when the difference between the time the user goes to bed and the time they go to bed is within a predetermined time (i.e., the acquisition condition is met when the user falls asleep easily). The above-mentioned plurality of acquisition conditions may be used either individually or in combination of two or more.
[0018] First, when the user goes to sleep, the game system 1 detects via the terminal device 10 that the user has started to go to bed and / or sleep, and starts acquiring the user's sleep information. Next, when the game system 1 detects via the terminal device 10 that the user has woken up and / or awakened, it stops acquiring the user's sleep information. After the user wakes up, the game system 1 calculates the user's sleep time from this sleep information and determines whether the calculated sleep time satisfies the acquisition condition. If the user's sleep time satisfies the acquisition condition, the game system 1 removes the restriction on use of the "treasure box" and allows the user to use the "items" in the "treasure box."
[0019] On the other hand, if the user's sleep time does not satisfy the acquisition condition, the game system 1 generates a predetermined sleep parameter based on the sleep time and grants it to the user. The user will own the generated sleep parameter. This sleep parameter is data and / or a value obtained by passing sleep information (e.g., sleep time) as an argument to a predetermined function and executing the function. The game system 1 can include (e.g., add and accumulate) the sleep parameter obtained from the current sleep with the sleep parameter the user has possessed from previous sleeps. The game system 1 can also set a condition for unlocking the use restriction of the "treasure chest" that the user possesses a predetermined amount of sleep parameter, separate from the condition that the user sleeps for a predetermined amount of time. In this case, the game system 1 can unlock the use restriction of the "treasure chest" in exchange for the predetermined amount of sleep parameter, or allow the user to use an "item" without using the "treasure chest." Therefore, even if the user is unable to obtain an "item" from the "treasure chest" during this sleep, if the sleep parameters obtained by integrating the sleep parameters obtained during the next sleep with the sleep parameters obtained during the current sleep satisfy the acquisition conditions, the user will be able to use the "item" in the "treasure chest" in exchange for the amount of sleep parameters corresponding to the acquisition conditions.
[0020] Furthermore, if the user obtains a "treasure chest" while playing the game after waking up, and if the user has enough sleep parameters to satisfy the conditions for obtaining the "treasure chest," the game system 1 can also enable the user to use the "item" in the "treasure chest" in exchange for the sleep parameters. This allows the user to use the "item" in the "treasure chest" by obtaining a "treasure chest" during game play upon waking up, even if the user did not have the "treasure chest" before sleeping, as long as the user has saved up enough sleep parameters.
[0021] Note that, when a user acquires a "treasure chest" and possesses a sufficient amount of sleep parameters to satisfy the acquisition conditions of the "treasure chest" (i.e., when sleep information capable of generating the sleep parameters is associated with the user), the game system 1 can make the "item" in the "treasure chest" available to the user either without using the sleep parameters or through the sleep parameters. For example, when a user acquires a "treasure chest" and the sleep information capable of generating the sufficient amount of sleep parameters to satisfy the acquisition conditions of the "treasure chest" is associated with the user, the game system 1 can make the "item" in the "treasure chest" available to the user by consuming the sleep information corresponding to a predetermined amount of sleep parameters without requiring the user to perform an operation to determine whether to consume the sleep parameters when the user acquires the "treasure chest." Furthermore, when a user acquires a "treasure chest" and possesses a sufficient amount of sleep parameters to satisfy the acquisition conditions of the "treasure chest," the game system 1 can make the "item" in the "treasure chest" available to the user by consuming the predetermined amount of sleep parameters without requiring the user to perform an operation to determine whether to consume the sleep parameters when the user acquires the "treasure chest." Alternatively, when a user acquires a "treasure chest," the game system 1 may notify the user whether or not the "item" in the "treasure chest" can be used in exchange for consuming a predetermined amount of sleep parameters, and may consume the predetermined amount of sleep parameters in response to the user's instruction to acquire the "item" (an operation to determine the consumption of sleep parameters), thereby enabling the user to use the "item." Furthermore, when a user acquires a "treasure chest" and possesses a sufficient amount of sleep parameters to satisfy the conditions for acquiring the "treasure chest," the game system 1 may notify the user that the "item" in the "treasure chest" can be used in exchange for consuming a predetermined amount of sleep parameters, and may enable the user to use the "item" in the "treasure chest" by consuming the predetermined amount of sleep parameters without requiring the user to perform an operation to determine the consumption.
[0022] (If you do not have any restricted items) Next, we will explain the case where the user does not acquire a "treasure chest" before sleeping. In this case, the game system 1 acquires the user's sleep information in the same manner as described above. The game system 1 calculates the user's sleep time from the acquired sleep information, generates sleep parameters based on the calculated sleep time, and grants the sleep parameters to the user. After the user wakes up, the game system 1 allows the user to use an "item" equivalent to the "item" in the "treasure chest" without using the "treasure chest" in exchange for a predetermined amount of sleep parameters. This predetermined amount is the amount of sleep parameters corresponding to the acquisition condition that removes the restriction on use of the "treasure chest." For example, if the acquisition condition for the "treasure chest" is x hours of sleep by the user, the predetermined amount is the amount of sleep parameters generated based on x hours of sleep. In other words, the game system 1 generates sleep parameters from the user's sleep time as sleep information, and by using the generated certain amount of sleep parameters (i.e., the sleep parameters corresponding to the acquisition condition), the user can acquire an "item" equivalent to that obtained by acquiring the "treasure chest" even if the user does not have a "treasure chest." Here, in the game system 1, it is preferable that the "item" can be acquired only in a predetermined scene and / or screen in the game (for example, a center, shop, etc. that the user can use in the game). This allows the user to acquire and use the same "item" as if they had obtained a "treasure chest" even if they did not have a "treasure chest" before going to sleep.
[0023] (Example 1: Changing the acquisition conditions) If the user's sleep information and / or sleep parameters generated from the sleep information do not satisfy the acquisition condition but satisfy a predetermined alleviation condition, the game system 1 may automatically change the acquisition condition or automatically change or modify the sleep information and / or sleep parameters to satisfy the acquisition condition. That is, the game system 1 compares the user's sleep time and / or sleep parameters with the acquisition condition, and if the difference between the acquisition condition and the sleep time and / or sleep parameters is within a predetermined range (i.e., if the predetermined alleviation condition is satisfied) even though the acquisition condition is not satisfied, the game system 1 may change the acquisition condition or change the calculation method of the sleep time and / or sleep parameters to satisfy the acquisition condition. For example, if the acquisition condition is x hours of sleep time for the user, and the user's actual sleep time is shorter than x hours and the difference between x hours and the actual sleep time is y minutes or less (where y is a positive number, e.g., a few minutes), the game system 1 may change the acquisition condition to "60x-y minutes" or may add y minutes to the user's actual sleep time and treat the added time as sleep time. Note that, from the viewpoint of encouraging the user to sleep for an appropriate amount of time, the game system 1 may change the acquisition condition as described above only when the user sleeps for a predetermined amount of time or more.
[0024] (Example 2: Changing the acquisition conditions) When the game system 1 uses sleep time as sleep information, it treats the time from the time the user went to bed (the time the user actually fell asleep) to the time the user woke up (the time the user actually woke up) or the time the user woke up (the time the user got up from bed, etc.) as sleep time (first sleep time). On the other hand, when the game system 1 uses sleep time as sleep information, it may treat the time from the time the user went to bed (the time the user went to bed, etc.) to the time the user woke up as sleep time (second sleep time). In other words, in this case, the game system 1 determines that the user is sleeping even if the user is awake as long as the user has gone to bed, and can treat the time from the time the user went to bed to the time the user woke up as sleep time after notifying the user that the acquisition condition is met if the user has stayed in bed for a predetermined time (i.e., the time required to achieve the acquisition condition). Unlike bedtime (i.e., the timing of going to bed), the user can control the time the user goes to bed (i.e., the timing of going to bed) at their own will. Therefore, in the game system 1, by using the second sleep time as an acquisition condition, the user can easily adjust the amount of sleep time required to fulfill the acquisition condition.
[0025] (Example of notifying the user when the acquisition conditions are met) Furthermore, if the sleep information is used to indicate that the user has slept for x hours, the game system 1 may automatically set an alarm that starts x hours after the user goes to bed or goes to bed, without requiring any user operation, in response to the user going to bed or going to sleep. This allows the user to wake up at a time that satisfies the acquisition condition, ensuring that the user has the required amount of sleep to meet the acquisition condition.
[0026] (Example of when bedtime differs from bedtime) Furthermore, the game system 1 can acquire the user's sleep information by distinguishing between the user's bedtime and sleep time, and by distinguishing between the user's wake-up time and wake-up time. The game system 1 may use the user's bedtime and / or bedtime, and the wake-up time and / or wake-up time when calculating the sleep information and / or generating the sleep parameters used to determine whether an acquisition condition or a predetermined condition has been met. In the entire description of this embodiment, unless otherwise specified, when it is specified that the bedtime (or bedtime) is to be used, the bedtime (or bedtime) may be used instead of the bedtime (or bedtime), and when it is specified that the wake-up time (or wake-up time) is to be used, the wake-up time (or wake-up time) may be used instead of the wake-up time (or wake-up time).
[0027] In this embodiment, the definitions of the various times are as follows: Bedtime: The time when the user entered the bed or lay down in the bed. Bedtime: The time when the user actually started sleeping. · Wake-up time: The time when the user gets out of bed or gets up. · Wake-up time: The time when the user actually woke up.
[0028] Furthermore, when the game system 1 awards predetermined points to a user or associates a predetermined ranking with a user according to the sleeping time, for example, the game system 1 can use the bedtime and wake-up time (or wake-up time) to calculate sleep information and / or generate sleep parameters. That is, in the game system 1, when a user acquires predetermined points or is assigned a predetermined ranking based on the sleeping time as sleep information, the time from when the user went to bed (actually fell asleep) to when he / she woke up (or woke up) can be treated as sleeping time, whereas when the "treasure box" restriction is lifted, the time from when the user went to bed to when he / she woke up (or woke up) can be treated as sleeping time. The game system 1 can acquire the bedtime and wake-up time by the user inputting a predetermined instruction and / or starting sensing using a predetermined sensor, etc., and can acquire the bedtime and wake-up time mainly through sensing using a predetermined sensor, etc.
[0029] In this way, in the game system 1, sleep parameters are generated based on sleep information, and the user can accumulate and possess a predetermined amount of sleep parameters. The sleep parameters can be used to acquire an "item" from a "treasure chest," and / or an "item" equivalent to the "item" can be acquired in exchange for the sleep parameters. In this way, in the game system 1, sleep allows the user to acquire sleep parameters useful for gameplay, and the acquired sleep parameters can be used to acquire an "item" equivalent to that acquired without acquiring a "treasure chest." This prevents the user from cutting down on sleep time in order to play the game and acquire a predetermined "treasure chest." Therefore, even if the user sleeps without possessing a "treasure chest," the game system 1 can eliminate disadvantages such as not being able to acquire an "item" due to sleeping, thereby preventing the user from feeling a sense of loss of time due to sleeping.
[0030] 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, multiple sleep measurement units 11 may be connected to the terminal device 10. Furthermore, the terminal device 10 may have one or more sleep measurement units 11 built in.
[0031] 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.
[0032] <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.
[0033] [Game System 1 Configuration Overview] The game system 1 is a system that executes a game using sleep information related to a user's sleep. The game system 1 can grant a user a restricted item whose use is restricted until a predetermined acquisition condition is met. Specifically, the game system 1 includes an output unit 100 that outputs various information, an input unit 102 that accepts input from the 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, an item granting unit 206 that grants a predetermined item to the user, a parameter generation unit 208 that generates sleep parameters based on the sleep information, a reward granting unit 210 that grants a reward to the user, an alarm unit 212 that sets an alarm and executes an alarm operation, a game control unit 214 that controls various game processes, 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.
[0034] 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.
[0035] 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.
[0036] [Gaming System 1 Configuration Details] In the following explanation, a case where 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 will be described as an example. The server 20 manages user information in the game system 1 and also executes game processing. The user information may include game characters owned by the user, game items, the amount of virtual currency held by the user (including virtual currency given to the user free of charge and virtual currency given to the user for a fee), sleep parameters, and the user's sleep information measured by the sleep measurement unit 11.
[0037] (Game control unit 214) The game control unit 214 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 214 progresses game play by executing various processes, such as executing quests and mini-games in the game and controlling the actions of characters appearing in the game. The game control unit 214 also executes various game processes in response to user operation input received via the input unit 102. For example, the game control unit 214 executes game processes such as providing a predetermined item to a character, processing the action of the character in the in-game virtual space when the user specifies a character, acquiring items by the user for free or with a fee, acquiring virtual currency, and consuming items and sleep parameters owned by the user.
[0038] (output unit 100, output control unit 202) The output unit 100 is controlled by an output control unit 202 that controls the output of predetermined information, 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 can be perceived by 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. 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, a vibration unit that generates vibrations, etc. The display unit may be, for example, a liquid crystal display or an organic EL display.
[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 accepting 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 the 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. As an example, the display unit displays an area for accepting an instruction for the user to start sleeping, an area for accepting an instruction for the user to wake up, etc. 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 or a temperature sensor (e.g., an infrared 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] Furthermore, the sleep information acquisition unit 204 can detect that the user has gone to bed (for example, lay down in bed) and gone to sleep (fell asleep) (actually fallen asleep) after going to bed, based on the output of a motion sensor such as the sleep measurement unit 11. Furthermore, the sleep information acquisition unit 204 can 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 going to sleep. In other words, 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 enhancing the enjoyment 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 and / or error information (information indicating the occurrence of an unexpected malfunction or a malfunction of the sleep measurement unit 11). The sleep information acquisition unit 204 can acquire the sleep information and / or error information in real time. Specifically, the sleep information acquisition unit 204 acquires information about the user's sleep acquired by the sleep measurement unit 11, that is, sleep information, from the sleep measurement unit 11. The sleep information includes, for example, the user's wakefulness / sleeping state, date information, bedtime, bedtime (sleep onset), wakeup time, wake-up time, sleep duration, sleep quality (for example, the number of REM sleep and / or non-REM sleep, the number of deep sleep periods, the number of snores, the number of turns / movements, etc.), and / or physical information of the user during sleep (for example, body temperature, heart rate, etc.). The sleep information acquisition unit 204 acquires the user's bedtime and bedtime separately, and also acquires the wake-up time and wake-up time separately as the sleep information. For example, the sleep information acquisition unit 204 acquires sleep information from the start of sleep of the user (that is, from when the user goes to bed or starts sleeping) to when the user wakes up.
[0050] Furthermore, the sleep information acquisition unit 204 determines whether the user has started to sleep and whether the user has woken up, based on the sleep information. That is, the sleep information acquisition unit 204 determines the time when the user started to sleep (the time when the user actually fell asleep, i.e., went to bed) and the time when the user started to wake up, based on the sleep information acquired by the sleep measurement unit 11. The sleep information acquisition unit 204 supplies the acquired sleep information to the parameter generation unit 208, the benefit granting unit 210, the alarm unit 212, the game control unit 214, and the user information storage unit 218.
[0051] When the input acquisition unit 200 acquires a sleep start operation input from the user via the input unit 102, the sleep measurement unit 11 can start acquiring information about the user's sleep. In this case, the sleep information acquisition unit 204 determines that the user has started sleeping (went to bed or fallen asleep) in response to this operation input or based on the sleep information acquired by the sleep measurement unit 11 (for example, information such as the sensing result of a motion sensor). Then, when the input acquisition unit 200 acquires a wake-up operation input from the user via the input unit 102, the sleep measurement unit 11 stops acquiring the user's sleep information. In this case, the sleep information acquisition unit 204 determines that the user has woken up in response to this operation input or based on the sleep information acquired by the sleep measurement unit 11. The sleep information acquisition unit 204 acquires sleep information from the user's sleep start to wake-up measured by the sleep measurement unit 11 in response to the user's sleep start determination and wake-up determination.
[0052] Alternatively, the sleep measurement unit 11 may constantly acquire information related to the user's sleep. In this case, the sleep information acquisition unit 204 determines that the user has started to sleep when the input acquisition unit 200 acquires an operation input from the user to start sleeping via the input unit 102, or based on the sleep information acquired by the sleep measurement unit 11. Then, the sleep information acquisition unit 204 determines that the user has woken up when the input acquisition unit 200 acquires an operation input from the user to wake up via the input unit 102, or based on the sleep information acquired by the sleep measurement unit 11. The sleep information acquisition unit 204 acquires the user's sleep information measured by the sleep measurement unit 11 from the time it is determined that the user has started to sleep to the time it is determined that the user has woken up.
[0053] (Item granting unit 206) The item granting unit 206 grants a game item to the user. The item granting unit 206 grants a restricted item to the user, the use of which is restricted until a predetermined acquisition condition is met. Specifically, when a predetermined condition is met based on the user's game play, the item granting unit 206 grants the user a restricted item corresponding to the condition. The predetermined condition may be the user's acquisition of a predetermined character in the game, accomplishing a quest such as capturing an image of the predetermined character in the in-game virtual space, or clearing a mini-game. The item granting unit 206 supplies information about the restricted item to be granted to the user to the user information storage unit 218. In other words, the item granting unit 206 grants the restricted item to the user by associating information about the restricted item (such as an ID that identifies the restricted item) with the user ID, etc.
[0054] A restricted item is an item that is prohibited or restricted from being used by a user in a game until a predetermined acquisition condition is met. A predetermined in-game benefit is associated with the restricted item, and when the acquisition condition is met, the benefit is granted to the user. The benefit may be, for example, an item that can be used in the game, a character used in the game, in-game virtual currency, and / or the restricted item itself.
[0055] The acquisition condition may be a condition that the user's sleep information satisfies a predetermined content. The acquisition condition may be, for example, an available acquisition time, which is the time during which the restricted item can be acquired, and the available acquisition time may be a sleep time required of the user. In other words, the acquisition condition in this case is that the user sleeps for a predetermined amount of time. The acquisition condition may also be that the quality of the user's sleep is at or above a predetermined quality and / or that the amount of a sleep parameter calculated based on the user's sleep information is at or above a predetermined amount.
[0056] (Parameter generation unit 208) The parameter generation unit 208 generates sleep parameters based on the sleep information acquired by the sleep information acquisition unit 204 and associates the generated sleep parameters with the user. For example, the parameter generation unit 208 generates sleep parameters using the user's sleep time as sleep information. Furthermore, if a sleep parameter already exists associated with the user, the parameter generation unit 208 can include the newly generated sleep parameter (new sleep parameter) in the existing sleep parameter (existing sleep parameter). As an example, the parameter generation unit 208 can add the new sleep parameter to the existing sleep parameter and associate the combined sleep parameter with the user. That is, if a sleep parameter (existing sleep parameter) exists that was associated with the user before the user was given a restricted item and / or a game benefit, or if a sleep parameter (existing sleep parameter) exists that was associated with the user after the user was given a restricted item and / or a benefit, the parameter generation unit 208 includes the existing sleep parameter in the generated sleep parameter (new sleep parameter). This allows the user to accumulate sleep parameters. The parameter generating unit 208 supplies the generated sleep parameters to the user information storage unit 218 .
[0057] Furthermore, when comparing the user's sleeping time with the obtainable time of the restricted item obtaining condition and finding that the sleeping time is longer, the parameter generating unit 208 may generate a sleeping parameter based on the remaining time obtained by subtracting the obtainable time from the sleeping time and associate it with the user.
[0058] Furthermore, when a restricted item is assigned to the user upon waking up, parameter generation unit 208 can also change the timing of the start time and / or end time of sleep time calculation required for generating sleep parameters as follows. That is, in this case, when determining whether the sleep parameters satisfy the acquisition condition, parameter generation unit 208 can regenerate sleep parameters that satisfy the acquisition condition based on the sleep information if the sleep parameters do not satisfy the acquisition condition. In this case, parameter generation unit 208 may notify the user via output unit 100 whether or not to regenerate the sleep parameters. Then, when an instruction to regenerate the sleep parameters is received via input unit 102, parameter generation unit 208 may regenerate the sleep parameters. Note that parameter generation unit 208 may automatically regenerate the sleep parameters without notifying the user whether or not to regenerate the sleep parameters.
[0059] Specifically, under normal conditions, parameter generation unit 208 generates sleep parameters based on sleep duration calculated using bedtime and wake-up time (or wake-up time). However, if the amount of generated sleep parameters (generated sleep parameters) is less than the amount of sleep parameters (required sleep parameters) required to satisfy the conditions for acquiring a restricted item, the user cannot obtain a benefit corresponding to the restricted item despite having slept. If the amount obtained by subtracting the generated sleep parameters from the required sleep parameters is within a predetermined range (e.g., if the difference between the two is a small amount corresponding to a few minutes), this is unfortunate for the user. Therefore, if the amount obtained by subtracting the generated sleep parameters from the required sleep parameters is within the predetermined range, parameter generation unit 208 regenerates the sleep parameters based on the time calculated using the bedtime and wake-up time to increase the amount of the generated sleep parameters. In other words, since bedtime is usually earlier than bedtime, the start point of sleep duration measurement is changed to the bedtime, thereby lengthening the sleep duration used to generate the sleep parameters. This increases the amount of sleep parameters.
[0060] The content of the notification sent to the user by the parameter generation unit 208 via the output unit 100 may be, for example, "The acquisition condition is met if the user lies down in bed, etc., for a predetermined time." That is, if the user wakes up and tries to get up, thinking that the acquisition condition for acquiring a reward has been met, but the acquisition condition is not met because the user's sleep time is actually a few minutes shorter, the user will feel very disappointed. To prevent such disappointment from occurring, the parameter generation unit 208 relaxes the original acquisition condition, notifies the user of the new acquisition condition, and allows the user to choose whether to delay the wake-up time. In response to the notification, the user can delay the wake-up time by a predetermined time. However, from the perspective of encouraging the user to sleep appropriately and / or wake up, it is preferable that the parameter generation unit 208 notify the user and relax the acquisition condition when the condition that the amount obtained by subtracting the generated sleep parameter from the required sleep parameter falls within a time period corresponding to, for example, a few minutes is met. From a similar perspective, the parameter generation unit 208 may allow the user to delay the wake-up time by an amount corresponding to the amount obtained by subtracting the generated sleep parameters from the required sleep parameters, and if the user delays the wake-up time beyond that amount, the amount of time exceeding that amount may be prohibited from being used to generate the sleep parameters.
[0061] (Benefit granting unit 210) The reward granting unit 210 grants the user a reward in the game corresponding to the restricted item when the sleep parameters or sleep information satisfy the acquisition condition. When the user already possesses the restricted item and the sleep parameters (or sleep information) satisfy the acquisition condition, the reward granting unit 210 releases the restriction on the use of the restricted item and grants the user an in-game reward corresponding to the restricted item via the restricted item. Furthermore, when the user does not possess the restricted item and the sleep parameters (or sleep information) satisfy the acquisition condition, the reward granting unit 210 grants the user an in-game reward corresponding to the restricted item without using the restricted item. In other words, when the user possesses the restricted item, the reward granting unit 210 grants the user a reward via the restricted item on the condition that the sleep parameters (or sleep information) satisfy the acquisition condition. Even when the user does not possess the restricted item, the reward granting unit 210 grants the user a reward equivalent to that in the case of possessing the restricted item on the condition that the sleep parameters (or sleep information) possessed by the user satisfy the acquisition condition. Then, the reward granting unit 210 supplies information indicating that the reward has been granted to the user to the user information storage unit 218.
[0062] Specifically, the reward granting unit 210 determines whether the user possesses a restricted item after the user wakes up, which is determined based on the sleep information acquired by the sleep information acquiring unit 204, by referring to the user information storage unit 218. Furthermore, the reward granting unit 210 refers to the user information storage unit 218 to ascertain the sleep information acquired by the sleep information acquiring unit 204 during the user's current sleep, the sleep parameters generated by the parameter generating unit 208 based on the sleep information, and / or the sleep parameters already associated with the user.
[0063] If the user possesses a restricted item, the reward granting unit 210 determines whether the acquisition condition set for the restricted item and the referenced user's sleep information are met. For example, if the acquisition condition is to achieve a predetermined length of sleep time, the reward granting unit 210 determines whether the current sleep time included in the user's sleep information meets the acquisition condition, and if the acquisition condition is met (i.e., the user has slept for a period of time equal to or longer than the length set in the acquisition condition), grants the user a reward corresponding to the restricted item. Note that if a predetermined amount of sleep parameters is also set as an acquisition condition, the reward granting unit 210 may determine whether the amount of sleep parameters associated with the user meets the acquisition condition, and if the acquisition condition is met (i.e., the user possesses sleep parameters equal to or greater than the amount set in the acquisition condition), release the restriction on use of the restricted item and grant the user a reward corresponding to the restricted item.
[0064] The bonus granting unit 210 may hold a lottery when granting a bonus to a user, and grant the bonus to the user based on the result of the lottery. For example, a limited item may be associated with multiple bonuses, and each bonus may be associated with a predetermined probability of winning. When granting a bonus to a user, the bonus granting unit 210 may hold a lottery based on these probability of winning, and grant the user the bonus that is won. The game system 1 may also use multiple types of limited items. For example, a predetermined rarity may be set for each bonus, and the game system 1 may use limited items with a high probability of winning a bonus of high rarity, limited items with a high probability of winning a bonus of medium rarity, and / or limited items with a high probability of winning a bonus of low rarity.
[0065] On the other hand, when the user does not possess a restricted item (i.e., the user has not been granted a restricted item), the reward granting unit 210 can grant the user a predetermined reward corresponding to the predetermined restricted item in exchange for the sleep parameters possessed by the user. That is, when the user has not been granted a restricted item but the sleep parameters satisfying the acquisition condition of the restricted item are associated with the user, the reward granting unit 210 grants the user a game reward corresponding to the restricted item in exchange for an amount of sleep parameters that satisfies the acquisition condition. For example, while the user is awake, the reward granting unit 210 can grant the user a reward corresponding to the predetermined restricted item in response to an instruction from the user to consume a predetermined amount of sleep parameters received by the input unit 102.
[0066] Here, the timing at which the reward granting unit 210 grants a reward to the user is not limited to when the user wakes up. For example, the reward granting unit 210 can grant a reward to the user at any timing while the user is awake after waking up. In this case, the reward granting unit 210 grants a reward to the user by consuming the sleep parameters granted to the user at the any timing in response to a user instruction received via the input unit 102.
[0067] (Benefit providing unit 210: Example where sleep parameters are not used) Furthermore, if the restricted item has already been granted to the user when the user wakes up and the acquisition condition is satisfied based on the sleep information, the reward granting unit 210 may grant the user a reward in the game corresponding to the restricted item without using a sleep parameter. In other words, if the user already has the restricted item when they wake up, the user does not need to play the game and acquire the restricted item before going to sleep. Therefore, the reward granting unit 210 omits the step of generating a sleep parameter based on the sleep information and grants the user a reward corresponding to the restricted item if the sleep time satisfies the acquisition condition. For example, if the acquisition condition set for the restricted item is "x hours of sleep" or "a sleep parameter generated based on x hours of sleep time," and the user sleeps x hours, the reward granting unit 210 determines that the acquisition condition has been satisfied using the sleep time without generating a sleep parameter, and grants the user a reward corresponding to the restricted item.
[0068] (Example of generating the privilege granting unit 210: sleep parameters) When the restricted item has already been granted to the user when the user wakes up and the acquisition condition is satisfied based on the sleep information, the reward granting unit 210 may grant the user an in-game reward corresponding to the restricted item using sleep parameters generated based on the sleep information. That is, the parameter generating unit 208 first generates sleep parameters based on the sleep information and associates the generated sleep parameters with the user. The reward granting unit 210 may then grant the user an in-game reward corresponding to the restricted item without notifying the user that the sleep parameters have been generated and associated with the user. Alternatively, the reward granting unit 210 may notify the user that the sleep parameters have been generated and associated with the user (that is, the reward granting unit 210 may cause the output unit 100 to output, via the output control unit 202, a signal that the sleep parameters have been generated and associated with the user in a manner that the user can perceive), and then grant the user an in-game reward corresponding to the restricted item. In these cases, the reward granting unit 210 may grant the reward to the user without requiring the user to perform any operation to receive the reward in the game corresponding to the restricted item (that is, automatically).
[0069] (Example of adjusting the reward provision unit 210: acquisition conditions) In addition, when the user possesses a restricted item and the sleep parameters associated with the user are used to determine whether they satisfy the conditions for acquiring the restricted item (for example, when the user wakes up or when an attempt is made to remove the restriction on use of the restricted item), if the sleep parameters do not satisfy the conditions for acquisition according to a predetermined standard, the bonus granting unit 210 can also change the conditions for acquisition so that the restriction on use of the restricted item can be removed.
[0070] The predetermined criterion may be, for example, if the acquisition condition is satisfying a predetermined length of sleep time, and the difference between this predetermined length of sleep time and the user's sleep time derived from the sleep information acquired by the sleep information acquisition unit 204 at the time of the user's awakening is within a predetermined range (where the predetermined length of sleep time is greater than the user's sleep time). Alternatively, if the acquisition condition is satisfying a predetermined amount of sleep parameters, the predetermined criterion may be, for example, if the difference between this predetermined amount of sleep parameters and the sleep parameters generated by the parameter generation unit 208 based on the sleep information acquired by the sleep information acquisition unit 204 at the time of the user's awakening or the sum of the sleep parameters already associated with the user (i.e., the sleep parameters stored in the user information storage unit 218) and the sleep parameters generated by the parameter generation unit 208 is within a predetermined range (where the predetermined amount of sleep parameters is greater than the amount of the user's sleep parameters). Note that the predetermined criterion may be set within a range that does not interfere with appropriate sleep, from the viewpoint of providing an incentive for the user to get appropriate sleep. For example, if the predetermined standard is set based on a predetermined length of sleep time, the predetermined standard is set within a range where the user's sleep time is about a few minutes shorter than the predetermined length of sleep time. Furthermore, this "about a few minutes," i.e., the grace period, may vary for each user. For example, the grace period can be extended or shortened based on the user's game play period, whether or not the user has used a game item, and / or whether the user is getting a predetermined level of sleep (e.g., whether or not the user is getting a predetermined level of sleep). For example, the grace period can be extended if the user's play period is longer than a predetermined period, if the user has used a game item, and / or if the user is getting a predetermined level of sleep.
[0071] Furthermore, instead of or in addition to changing the acquisition condition as described above, the reward granting unit 210 can adjust the sleep information and / or sleep parameters. This adjustment can be performed automatically by the reward granting unit 210 or in response to a predetermined instruction from the user (e.g., an instruction to consume an item that can add sleep information and / or sleep parameters in the game). For example, if the acquisition condition is to satisfy a predetermined length of sleep time (required sleep time) (or to satisfy a predetermined amount of sleep parameters corresponding to the required sleep time), and the user's sleep time (user sleep information) is shorter than the required sleep time by several minutes, the reward granting unit 210 may adjust the sleep information by adding to the user's sleep time the time corresponding to the difference between the required sleep time and the user sleep information. As an example, if the user sleep information is "7 hours and 55 minutes" and the required sleep time is "8 hours," and the reward granting unit 210 receives an instruction from the user via the input unit 102 to consume an item that can add 5 minutes to the sleep time, the reward granting unit 210 adjusts the user sleep information to "8 hours." Then, the benefit granting unit 210 determines whether or not the acquisition condition is met using the adjusted user sleep information (or sleep parameters generated from the adjusted user sleep information).
[0072] Furthermore, when the acquisition condition is to satisfy a predetermined amount of sleep parameter (required sleep parameter), if the sleep parameter (user sleep parameter) corresponding to the user's sleep time is less than the required sleep parameter by a predetermined amount (e.g., a sleep parameter amount corresponding to a few minutes of sleep time), the reward granting unit 210 may adjust the sleep parameter by adding an amount of sleep parameter corresponding to the difference between the required sleep parameter and the user sleep parameter to the user sleep parameter. For example, if the user sleep information is "7 hours 55 minutes" and the required sleep parameter is an amount of sleep parameter corresponding to "8 hours," the reward granting unit 210 first generates an amount of sleep parameter (user sleep parameter) corresponding to the user sleep information. Then, upon receiving an instruction from the user via the input unit 102 to consume an item (parameter addition item) that can add an amount of sleep parameter corresponding to the difference between the required sleep parameter and the user sleep parameter, the reward granting unit 210 adds the sleep parameter of the parameter addition item to the user sleep parameter, adjusting the user sleep parameter to an amount corresponding to "8 hours." The reward granting unit 210 then determines whether the acquisition condition is satisfied using the adjusted user sleep parameter.
[0073] From the viewpoint of improving the user's sleeping habits, when the reward granting unit 210 adjusts the sleep information and / or sleep parameters, it is preferable that the adjustment be made only in relation to the acquisition conditions. In other words, even when the reward granting unit 210 adjusts the sleep information and / or sleep parameters, it is preferable that the sleep information and / or sleep parameters stored in the user information storage unit 218 correspond to the user's actual sleep.
[0074] If the sleep parameters do not satisfy the acquisition condition based on a predetermined standard, the reward granting unit 210 changes the content of the acquisition condition itself so that the acquisition condition is satisfied based on the user's sleep time or the amount of sleep parameters. For example, if the acquisition condition is to satisfy a predetermined length of sleep time, the reward granting unit 210 adjusts the sleep time by subtracting the predetermined length of sleep time to match the user's actual sleep time. Furthermore, if the acquisition condition is to satisfy a predetermined amount of sleep parameters, the reward granting unit 210 adjusts the sleep parameters by subtracting the predetermined amount to match the amount of sleep parameters possessed by the user.
[0075] (Example of the privilege granting unit 210 adjusting sleep information and / or sleep parameters) Furthermore, when the user has a restricted item and the sleep parameters associated with the user are judged to satisfy the acquisition conditions of the restricted item (for example, when the user wakes up or when an attempt is made to remove the restriction on use of the restricted item), if the sleep parameters do not satisfy the acquisition conditions based on a predetermined criterion, the reward granting unit 210 can change the sleep parameters to satisfy the acquisition conditions so that the restriction on use of the restricted item can be removed. Note that the predetermined criterion is the same as that described in "(Benefit granting unit 210: Example of adjusting the acquisition conditions)".
[0076] If the sleep parameters do not satisfy the acquisition condition based on a predetermined standard, the reward granting unit 210 adjusts the user's sleep time or the amount of sleep parameters so that the acquisition condition is satisfied. For example, if the acquisition condition is to satisfy a predetermined length of sleep time, the reward granting unit 210 adjusts the user's actual sleep time by adding the missing sleep time to the user's actual sleep time so that the predetermined length of sleep time is satisfied. Furthermore, if the acquisition condition is to satisfy a predetermined amount of sleep parameters, the reward granting unit 210 adjusts the user's sleep parameters by adding the missing sleep parameter to the sleep parameters possessed by the user so that the predetermined amount of sleep parameters is satisfied.
[0077] (Benefit granting unit 210: When the sleep information and / or sleep parameters do not satisfy the acquisition conditions) When the sleep parameters or sleep information do not satisfy the acquisition condition when the user has a restricted item, the reward granting unit 210 may output the sleep parameters and / or sleep information still required to satisfy the acquisition condition, together with the restricted item, via the output unit 100. In this case, the reward granting unit 210 may cause the output unit 100 to output the remaining sleep parameters or sleep information required to satisfy the acquisition condition, together with the restricted item. For example, when the acquisition condition is to satisfy a predetermined length of sleep time and the sleep time as the user's sleep information is less than the predetermined length of sleep time, the reward granting unit 210 uses the user's sleep time as part of the acquisition condition, and causes the output unit 100 to output the remaining time after subtracting the user's sleep time from the predetermined length of sleep time (i.e., the acquisition condition will be satisfied if the user sleeps for the remaining time) together with the restricted item (for example, outputting it near the restricted item or superimposed on the restricted item). As an example, the reward granting unit 210 associates the user's sleep time, which is used to satisfy part of the acquisition condition, with information on the acquisition condition of a restricted item possessed by the user (i.e., information on the possessed item), and stores the associated information in the user information storage unit 218. The reward granting unit 210 may cause the output unit 100 to output the remaining time until the user's sleep time, which is associated with the information on the acquisition condition of the restricted item stored in the user information storage unit 218, satisfies the acquisition condition.
[0078] (Benefit granting unit 210: Example of releasing the restriction on the use of a restricted item) When the sleep parameters (or sleep information) satisfy the conditions for acquiring a predetermined restricted item, the reward granting unit 210 may grant the user a release item that releases the restriction on the use of the restricted item. The release item is output from the output unit 100 as, for example, a "key." Then, when an instruction to use the "key" is received from the user via the input unit 102, the reward granting unit 210 may release the restriction on the use of the restricted item and grant the user a predetermined reward in the game. Note that, when the user has the release item, the user can release the restriction on the use of the restricted item at any time.
[0079] (Benefit granting unit 210: Regarding benefits when you do not have a restricted item) In addition, when the user does not possess a predetermined restricted item and the sleep parameters associated with the user satisfy the conditions for acquiring the predetermined restricted item, it is most preferable that the reward granting unit 210 grants the user a reward equivalent to the in-game reward corresponding to the restricted item without using the restricted item. However, when the user possesses the sleep parameters, the reward granting unit 210 may use the sleep parameters as in-game virtual currency to acquire a reward different from the reward corresponding to the restricted item. As an example, the reward granting unit 210 may use the sleep parameters to acquire a predetermined reward (e.g., an item) at a shop or the like in the game in response to an instruction from the user received by the input unit 102.
[0080] (Benefit granting unit 210: Example of possession of multiple restricted items) When a user has multiple restricted items, the reward granting unit 210 can function as follows: For example, consider a case where a user has a first restricted item and a second restricted item, and a first acquisition condition is set for the first restricted item, and a second acquisition condition is set for the second restricted item.
[0081] (First example) First, suppose that the user acquires a first restricted item and then a second restricted item. In this case, the reward granting unit 210 applies the sleep parameters possessed by the user to the acquisition conditions in the order of acquisition of the restricted items acquired by the user. For example, the reward granting unit 210 compares the sleep parameters possessed by the user with the first acquisition condition of the first restricted item. If the sleep parameters satisfy the first acquisition condition, the reward granting unit 210 grants the user a first reward corresponding to the first restricted item and subtracts the sleep parameters required to grant the first reward from the sleep parameters possessed by the user. Then, if the sleep parameters possessed by the user remain after the subtraction, the reward granting unit 210 compares the remaining sleep parameters with the second acquisition condition of the second restricted item. If the remaining sleep parameters satisfy the second acquisition condition, the reward granting unit 210 grants the user a second reward corresponding to the second restricted item. If the remaining sleep parameters do not satisfy the second acquisition condition, the reward granting unit 210 does not grant the user the second reward. On the other hand, if the user does not have any sleep parameters possessed after the subtraction, the reward granting unit 210 terminates the process. As a variation of the above "first example," the benefit granting unit 210 may apply sleep parameters to one acquisition condition for one restricted item in the reverse order of the order in which the restricted items were acquired by the user, or randomly regardless of the order in which they were acquired.
[0082] (Second example) Assume that a user acquires a first restricted item and then a second restricted item. In this case, the reward granting unit 210 applies the sleep parameters possessed by the user in order of ease of attainment of the attainment conditions set for the restricted items acquired by the user. For example, the reward granting unit 210 compares the first attainment condition of the first restricted item possessed by the user with the second attainment condition of the second restricted item possessed by the user, and determines which attainment condition is easier to attain. For example, if the first attainment condition is the consumption of a first amount of sleep parameters and the second attainment condition is the consumption of a second amount of sleep parameters, and the first amount is greater than the second amount, the reward granting unit 210 determines whether the sleep parameters possessed by the user satisfy the second attainment condition of the second restricted item. If the second attainment condition is satisfied, the reward granting unit 210 grants the user a reward corresponding to the second restricted item. Thereafter, if the user has remaining sleep parameters possessed, the reward granting unit 210 determines whether the first attainment condition is satisfied. If the first attainment condition is satisfied, the reward granting unit 210 grants the user a reward corresponding to the first restricted item. If the first attainment condition is satisfied, the reward granting unit 210 terminates the process.
[0083] (Third example) Assume that the user acquires a second restricted item after acquiring a first restricted item. In this case, the reward granting unit 210 applies the sleep parameters possessed by the user based on the user's selection. For example, in response to a user's instruction to select the first restricted item or the second restricted item received via the input unit 102, the reward granting unit 210 grants the user a reward corresponding to the selected restricted item. The reward granting unit 210 then applies the sleep parameters possessed by the user to the acquisition condition of the restricted item selected by the user. For example, when the user selects the first restricted item, the reward granting unit 210 compares the sleep parameters possessed by the user with the first acquisition condition of the first restricted item. If the sleep parameters satisfy the first acquisition condition, the reward granting unit 210 grants the user a first reward corresponding to the first restricted item and subtracts the sleep parameters required to grant the first reward from the sleep parameters possessed by the user. Subsequently, when the user selects the second restricted item, the reward granting unit 210 compares the remaining sleep parameters possessed by the user after the deduction with the second acquisition condition of the second restricted item, and if the remaining sleep parameters satisfy the second acquisition condition, grants the user a second reward corresponding to the second restricted item, and if the remaining sleep parameters do not satisfy the second acquisition condition, does not grant the user the second reward. On the other hand, if the user has no remaining sleep parameters possessed after the deduction and / or if the user has not selected the second restricted item, the reward granting unit 210 ends the process.
[0084] (Alarm section 212) The alarm unit 212 sets an alarm to be issued to the user. The alarm unit 212 automatically changes the timing of issuing the alarm depending on the user's situation in the game on the game system 1. The alarm unit 212 can be configured to include, for example, an audio output unit that emits sound, a light-emitting unit that emits light, and / or a vibration unit that generates vibration. The alarm unit 212 may be included in the terminal device 10, or may be configured as a device separate and independent from the terminal device 10. In this case, the alarm unit 212 is connected to the terminal device 10 and / or the server 20 so as to be able to communicate bidirectionally with them. The alarm unit 212 may be configured as a function within a game app used in the game system 1, or may supply alarm setting information to another application on the terminal device 10 (for example, an application such as an alarm that is standardly included in the operating system (OS)) to activate the alarm.
[0085] Specifically, the alarm unit 212 sets and / or controls an alarm to prompt the user to wake up at the timing when the acquisition condition for the restricted item is satisfied after the user starts sleeping. The restricted item is assigned to the user, and the alarm unit 212 sets the timing to output the alarm based on the acquisition condition for the restricted item. That is, when the restricted item is assigned to the user and the sleep parameters or sleep information satisfy the acquisition condition, the alarm unit 212 generates setting information for an alarm to be output at the timing when the acquisition condition is satisfied based on the sleep time as sleep information corresponding to the sleep parameters or sleep information.
[0086] For example, if the condition for acquiring a restricted item is to sleep for a predetermined length of time, the alarm unit 212 determines that the sleeping time required to satisfy the acquisition condition is the predetermined length of time, and automatically generates alarm setting information so that the alarm will sound at a time when the predetermined length of time has elapsed since the user went to bed or fell asleep, as determined based on the sleep information acquired by the sleep information acquisition unit 204. Furthermore, the alarm unit 212 may notify (or suggest) the user via the output unit 100 whether or not to set an alarm, at the time of going to bed. In this case, the alarm unit 212 may generate alarm setting information in response to an instruction for alarm setting from the user received via the input unit 102.
[0087] Furthermore, if the condition for acquiring a restricted item is to satisfy a predetermined amount of sleep parameters, alarm unit 212 determines that the sleep parameters required to satisfy the acquisition condition are the predetermined amount of sleep parameters, and automatically generates alarm setting information so that the alarm will sound at the time when the predetermined amount of sleep parameters is generated from the time when the user goes to bed, as determined based on the sleep information acquired by sleep information acquisition unit 204. The time when the predetermined amount of sleep parameters is generated is the sleep time required by parameter generation unit 208 to generate the predetermined amount of sleep parameters, and alarm unit 212 automatically generates alarm setting information so that the alarm will sound at the time when the predetermined amount of sleep parameters is generated from the time when the user goes to bed. Note that alarm unit 212 may generate alarm setting information by accepting input from the user, as described above.
[0088] Furthermore, the alarm unit 212 may use a timing determined based on the user's bedtime as the timing for issuing an alarm. In other words, the alarm unit 212 may use the time when the sleep time required to satisfy the acquisition condition has elapsed since the user's bedtime as the timing for issuing an alarm. Here, if the user's bedtime does not match the user's bedtime, the alarm unit 212 may function as follows.
[0089] That is, alarm unit 212 calculates the timing at which the sleep parameters generated by parameter generation unit 208 based on the user's actual sleep satisfy the acquisition condition for the restricted item. For example, alarm unit 212 normally determines the timing at which to issue an alarm (planned wake-up time) by applying the sleep time required to generate the sleep parameters required to satisfy the acquisition condition to the bedtime. However, if the bedtime does not match the sleep time, alarm unit 212 recalculates the timing at which to issue an alarm by applying the sleep time required to generate the sleep parameters required to satisfy the acquisition condition to the bedtime. Alarm unit 212 can also change the timing at which to issue an alarm to the recalculated timing when the bedtime does not match the sleep time, and automatically generate setting information for an alarm to be issued at the changed timing. Note that if the bedtime does not match the sleep time, alarm unit 212 may change the timing at which to issue an alarm by using a time obtained by adding a predetermined time to the bedtime.
[0090] The condition for the alarm unit 212 to change the timing of issuing an alarm is when the time to go to bed and the time to go to bed do not match, and the degree of mismatch may be within a predetermined range. For example, the alarm unit 212 changes the timing when the degree of mismatch, i.e., when the difference between the time to go to bed and the time to go to bed, is equal to or greater than a predetermined value and within a predetermined range (e.g., 10 minutes or more and within a range of 30 minutes to 1 hour). The degree of mismatch can be adjusted as appropriate. The alarm unit 212 can also allow the user to select whether or not to change the timing of issuing an alarm. For example, the alarm unit 212 may preset a mode in which the timing is changed (first mode) and a mode in which the timing is not changed (second mode), and cause the output unit 100 to output a selection screen for both modes before the user goes to bed, etc. Then, the alarm unit 212 may generate alarm setting information in response to a user's instruction to select the first mode received via the input unit 102.
[0091] In this way, the alarm unit 212 automatically changes the timing of issuing an alarm so that the user can wake up at a timing that satisfies the conditions for acquiring the restricted item, for example, when the user's actual sleeping time is shorter than the time from going to bed to waking up because the user cannot fall asleep, i.e., when the user goes to bed later than the time the user goes to bed.
[0092] For example, if the condition for acquiring a restricted item is "seven hours of sleep," and the user is assumed to sleep from midnight to 7:00, and the alarm unit 212 sets the alarm to 7:00 based on the user's bedtime, and the user's actual bedtime is 12:30, setting the alarm to 7:00 will result in a shorter sleep time than expected, at 6 hours and 30 minutes. In this case, the acquisition condition is not met. Therefore, the alarm unit 212 can shift the time at which the alarm is set to go off based on the user's bedtime (for example, to 7:30), thereby satisfying the acquisition condition.
[0093] Furthermore, when it is assumed in advance that a predetermined time will pass between the user's bedtime and their sleep time, the alarm unit 212 may set the wake-up time (set wake-up time) as the time calculated based on the user's bedtime and the sleep time required to satisfy the acquisition condition to issue an alarm at the wake-up time that satisfies the sleep time required to satisfy the acquisition condition of the restricted item. However, if the user goes to bed before the added time has elapsed from the bedtime, the alarm unit 212 may activate the alarm at a time earlier than the set wake-up time. That is, the alarm unit 212 may subtract from the added time the time obtained from the difference between the user's actual bedtime and the user's bedtime, which are acquired by the sleep information acquisition unit 204, and reset the time to issue the alarm to a time earlier than the set wake-up time by the amount of the subtracted time.
[0094] In other words, assuming that it takes a predetermined time for the user to fall asleep, if the time from going to bed to waking up is set longer than the sleep time required to satisfy the acquisition condition, and the user falls asleep earlier than expected, the timing of issuing the alarm can be automatically advanced. For example, if the condition for acquiring a restricted item is "sleeping for 7 hours," and the user goes to bed at midnight to get 7 hours of sleep, and the alarm is set for 7:30 assuming it will take 30 minutes to fall asleep, if the user falls asleep at midnight, the alarm unit 212 automatically changes the timing of the alarm to issue the alarm at 7:00.
[0095] (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.
[0096] (Storage unit 216: User information storage section 218) The user information storage unit 218 stores information such as user information, sleep information, sleep parameters, owned items, and bonus information 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 / or a password. Examples of sleep information include sleep information about the user's sleep measured by the sleep measurement unit 11 (including the number of consecutive days for which sleep information was acquired). The sleep information may also be associated with the date and time the sleep information acquisition unit 204 acquired the sleep information. For example, the user information storage unit 218 can store the user's sleep time as a sleep history in association with the date and time. The sleep parameters are sleep parameters generated by the parameter generation unit 208 based on the sleep information. The user information storage unit 218 can store sleep parameters generated from one sleep (i.e., sleep on a certain day) together with sleep parameters generated from another sleep (i.e., sleep on a different day). A predetermined period of time may be set for storing the sleep parameters. Examples of information related to owned items include information related to restricted items that have been granted to the user and that the user now possesses (including acquisition conditions for removing restrictions on the use of the restricted items), and information related to game items possessed by the user. Information related to owned items also includes information such as the type and number of each game item. Information related to owned items may also include information related to in-game virtual characters possessed by the user. Benefit information is information related to in-game benefits that correspond to the restricted items and have been granted to the user. Benefit information may be information related to a specific item, a specific character, in-game virtual currency, and / or the restricted item itself.
[0097] (Storage unit 216: Game information storage section 220) The game information storage unit 220 stores game information and limited item information in association with a game information ID. Examples of game information include information about characters appearing in the game, information about items, information about item lotteries (including information about the probability of winning a specific item), information about in-game virtual currency, and / or specific audio and music 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. Similarly, various other types of information are stored in association with the IDs of the various types of information. The limited item information is information about limited items appearing in the game. The limited item information includes, in association with a limited item ID that identifies the limited item, information about the type of the limited item, information about the acquisition conditions for releasing the use restriction on the limited item, and / or information about in-game benefits associated with the limited item. Note that the limited item information can associate information about one or more benefits with one limited item ID.
[0098] [Processing flow of game system 1] FIG. 4 shows an example of the flow of processing in the game system according to this embodiment.
[0099] First, the sleep information acquisition unit 204 determines whether the user has started sleeping (went to bed or went to sleep) based on the measurement by the sleep measurement unit 11 or the user's instruction to start sleeping received via the input unit 102. If the sleep information acquisition unit 204 determines that the user has not started sleeping, the sleep information acquisition unit 204 waits to acquire sleep information until the user starts sleeping. On the other hand, if the sleep information acquisition unit 204 determines that the user has started sleeping, the sleep information acquisition unit 204 starts acquiring the user's sleep information measured by the sleep measurement unit 11.
[0100] The sleep information acquisition unit 204 then determines whether the user has woken up based on the measurement by the sleep measurement unit 11 or the user's wake-up instruction received via the input unit 102 (step 10; hereinafter, step is abbreviated as "S"). If the sleep information acquisition unit 204 determines that the user has not woken up (No in S10), the sleep information acquisition unit 204 continues acquiring sleep information. On the other hand, if the sleep information acquisition unit 204 determines that the user has woken up (Yes in S10), the sleep information acquisition unit 204 stops acquiring the user's sleep information measured by the sleep measurement unit 11. The sleep information acquisition unit 204 then calculates the sleep time based on the acquired sleep information (S12). Note that the parameter generation unit 208 may calculate the sleep time, or the parameter generation unit 208 may generate sleep parameters based on the sleep information acquired by the sleep information acquisition unit 204 at step S12.
[0101] Next, the bonus granting unit 210 determines whether the user possesses a restricted item (S14). The bonus granting unit 210 determines whether the user possesses a restricted item by referring to the user information storage unit 218 and determining whether the restricted item is stored as a possessed item in association with the user ID. If the bonus granting unit 210 confirms that the user possesses the restricted item (Yes in S14), the bonus granting unit 210 determines whether the acquisition condition set for the restricted item is satisfied (S16).
[0102] When the acquisition condition is set to require a predetermined amount of sleep time, the reward granting unit 210 determines whether the calculated sleep time satisfies the acquisition condition. On the other hand, when the acquisition condition is set to require a predetermined amount of sleep parameters, the reward granting unit 210 determines whether the amount of sleep parameters generated by the parameter generating unit 208, or the amount of sleep parameters generated by the parameter generating unit 208 plus the amount of sleep parameters stored in the user information storage unit 218, satisfies the acquisition condition. When the reward granting unit 210 determines that the acquisition condition is satisfied (Yes in S16), the reward granting unit 210 grants the user a reward in the game corresponding to the restricted item (S18). The reward granting unit 210 stores information about the reward in the user information storage unit 218 in association with the user ID, thereby granting the reward to the user.
[0103] Then, when the acquisition of a predetermined length of sleep time is set as the acquisition condition, after the reward granting unit 210 grants the reward to the user, it determines whether there is any remaining time after subtracting the sleep time required to satisfy the acquisition condition from the calculated sleep time (the user's current sleep time) (S24). If there is no remaining time (No in S24), the reward granting unit 210 ends the process (end of wake-up process). On the other hand, if there is remaining time (Yes in S24), the parameter generating unit 208 generates sleep parameters based on the remaining time, grants the sleep parameters to the user (S26), and then ends the process (end of wake-up process). The parameter generating unit 208 associates the generated sleep parameters with the user ID and stores them in the user information storage unit 218. If sleep parameters are already stored in the user information storage unit 218, the parameter generating unit 208 can add the sleep parameters generated in S26 to the already stored sleep parameters, for example.
[0104] On the other hand, if the benefit granting unit 210 determines that the user does not possess the restricted item (No in S14), the parameter generating unit 208 generates sleep parameters based on the sleep time calculated by the sleep information acquiring unit 204 (S26). The subsequent processing is the same as above.
[0105] Furthermore, if the reward granting unit 210 determines that the user's sleep time and / or sleep parameters do not satisfy the acquisition condition (No in S16), the reward granting unit 210 determines whether the acquisition condition is not satisfied based on a predetermined criterion (S20). If the reward granting unit 210 determines that the acquisition condition is not satisfied based on the predetermined criterion (No in S20), the processing from S26 onward is executed. On the other hand, if the reward granting unit 210 determines that the acquisition condition is not satisfied based on the predetermined criterion (Yes in S20), the reward granting unit 210 adjusts the acquisition condition and / or adjusts the sleep information and sleep parameters (S22). Specific adjustment methods are as described above in "(Benefit granting unit 210: Example of adjusting acquisition condition)" and "(Benefit granting unit 210: Example of adjusting sleep information and / or sleep parameters)." After the adjustment by the reward granting unit 210, the processing from S18 onward is executed.
[0106] [Another example of the processing flow of the game system 1] FIG. 5 shows an example of the flow of processing in the game system according to this embodiment.
[0107] The game system 1 may grant a reward to the user using the sleep parameters when the user wakes up (or gets up). Another specific example is a case where a reward is granted using sleep parameters already associated with the user. In the following description, the same steps as those in the above flow will be omitted or simplified, and different steps will be mainly described.
[0108] First, the process up to S10 is the same as above. Note that the sleep information acquisition unit 204 may calculate the sleep time based on the acquired sleep information. Subsequently, the process of S14 is the same as above. Then, when the reward granting unit 210 confirms that the user possesses the restricted item (Yes in S14), the reward granting unit 210 determines whether the acquisition condition set for the restricted item is satisfied based on the sleep parameters already associated with the user (S17). That is, the reward granting unit 210 determines whether the acquisition condition is satisfied using the sleep parameters stored in the user information storage unit 218 in association with the user ID of the user.
[0109] Specifically, when the acquisition of a predetermined length of sleep time is set as the acquisition condition, the reward granting unit 210 determines whether the sleep time used to generate the sleep parameters already associated with the user satisfies the acquisition condition. On the other hand, when the acquisition condition is set as a predetermined amount of sleep parameters, the reward granting unit 210 determines whether the amount of sleep parameters stored in the user information storage unit 218 satisfies the acquisition condition. Note that when the parameter generation unit 208 generates sleep parameters, the reward granting unit 210 may use the amount obtained by adding the amount of the generated sleep parameters to the amount of the sleep parameters stored in the user information storage unit 218.
[0110] If the reward granting unit 210 determines that the acquisition condition is met (Yes in S17), the reward granting unit 210 grants the user an in-game reward corresponding to the restricted item (S18). Then, if the acquisition condition is set to require the user to sleep for a predetermined length of time, the reward granting unit 210 grants the user a reward and then determines whether there is any remaining time remaining after subtracting the sleep time required to satisfy the acquisition condition from the sleep time used to generate the sleep parameters already associated with the user (S24). If there is no remaining time remaining (No in S24), the reward granting unit 210 ends the process (end of wake-up processing). On the other hand, if there is remaining time remaining (Yes in S24), the reward granting unit 210 leaves the sleep parameters corresponding to the remaining time granted to the user (S27) and ends the process (end of wake-up processing).
[0111] On the other hand, if the reward granting unit 210 determines that the user does not possess the restricted item (No in S14), the parameter generating unit 208 generates sleep parameters based on the sleep time calculated by the sleep information acquiring unit 204 and grants the sleep parameters to the user (S27). The subsequent processing is the same as above. Also, if the reward granting unit 210 determines that the acquisition condition is not met (No in S17), S20 and S22 are executed as above.
[0112] [Game Program] Each of the components of the game system 1 according to this embodiment shown in FIGS. 1 to 5 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.
[0113] 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.
[0114] The game program of this embodiment acts on the CPU and the like to cause the game program to function as the sleep measurement unit 11, 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, item granting unit 206, parameter generation unit 208, benefit granting unit 210, alarm unit 212, game control unit 214, storage unit 216, user information storage unit 218, and game information storage unit 220, which are described in Figures 1 to 4.
[0115] [Effects of the embodiment] The game system 1 according to the present embodiment can store sleep parameters generated based on the user's sleep in association with the user, and can consume the sleep parameters to obtain benefits equivalent to those obtained by possessing the restricted item, even if the user does not possess the restricted item. This eliminates the need for the game system 1 to reduce sleep time to play the game in order to possess the restricted item, thereby encouraging the user to play the game without disturbing the user's sleep and encouraging the user to develop the habit of getting adequate sleep.
[0116] As described above, the game system 1 grants the user sleep parameters when the user sleeps, and allows the user to possess a predetermined benefit in exchange for the sleep parameters. In this way, the game system 1 can motivate the user to sleep, or at least not hinder the user's motivation to sleep.
[0117] Although the embodiments of the present invention have been described above, the above-described embodiments do not limit the scope of the invention. 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]
[0118] 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 Item Granting Department 208 Parameter Generation Unit 210 Benefits Granting Department 212 Alarm section 214 Game control unit 216 Storage Unit 218 User information storage section 220 Game Information Storage Unit
Claims
1. A program for causing a computer, which comprises a processor and memory, to run a sleep-related game, The program is provided to the processor: The steps include determining the start time and end time of the sleep measurement, The steps include setting an alarm for waking up in response to the start of the measurement, The steps include: executing a process to issue an alarm when the set time for the alarm arrives after the start of the measurement; The steps include: determining the sleep time for each user from the information of the start time of the measurement corresponding to the first date and the information of the end time of the measurement; determining a first game parameter to be used in processing the game for each user according to the length of the sleep time; and setting a predetermined time limit for the memory period of the first game parameter. The steps include: determining the sleep time for each user from the information of the start time of the measurement and the information of the end time of the measurement corresponding to a second date which is a date later than the first date; determining a second game parameter for each user which corresponds to the second date and is used for processing the game; and accumulating and storing the second game parameter in the first game parameter for each user. A program that executes the command.
2. The program according to claim 1, wherein if the parameter obtained by accumulating the second game parameter with the first game parameter satisfies a predetermined condition, the user is granted a predetermined benefit.
3. A step of informing the user that at least one of the first game parameter and the second game parameter has been determined. Let's execute this further, The program according to claim 1, which grants a predetermined benefit to the user at each of the timings in which the first game parameter and the second game parameter are determined.
4. The program according to claim 1, wherein the first game parameter is calculated by a predetermined calculation based on the length of time of sleep, and is a different value from the first game parameter during the previous sleep.
5. A system comprising means for performing all steps performed in the invention according to any one of Claims 1 to 4.
6. A method to be performed on a computer comprising a processor and memory, wherein the processor performs all steps performed in the invention according to any one of claims 1 to 4.
7. A server comprising means for performing all steps performed in the invention according to any one of Claims 1 to 4.