Program, information processing device, and parameter recovery method

The program and device dynamically adjust stamina recovery in games based on user location and application context, improving user engagement and convenience by ensuring resource availability during potential gameplay opportunities.

JP2025161505APending Publication Date: 2025-10-24LY CORP
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Patent Information

Application Number
JP2024064751
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-04-12
Publication Date
2025-10-24

AI Technical Summary

Technical Problem

Conventional games with stamina systems lack mechanisms to enhance user interest and convenience by dynamically adjusting stamina recovery based on user location and application usage.

Method used

A program and information processing device that manage game parameters like stamina recovery speed based on user location and application execution, incorporating a recovery speed change unit to adapt stamina recovery rates to user availability and application context.

Benefits of technology

Enhances user engagement by ensuring stamina is available when needed, encouraging gameplay during potential downtime and reducing frustration from resource depletion.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a program, an information processing device, and a parameter recovery method capable of improving amusement property or convenience property in a game adopting parameters consumed for executing the game and recovered with a lapse of time.SOLUTION: A program causes a computer to function as: a game execution unit for executing a game on the basis of an operation of a user; a parameter management unit for managing parameters consumed for executing the game and recovered with a lapse of time up to upper limits; and a recovery speed changing unit for changing recovery speeds of the parameters on the basis of positional information indicating the position of the user.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

[0001] The present disclosure relates to a program, an information processing device, and a parameter recovery method. [Background technology]

[0002] Games that employ a stamina system have been known for some time. Stamina is a cost in a game, and is a parameter that is consumed as the game is played and is recovered over time.

[0003] For example, Patent Document 1 discloses a technology that provides multiple modes with different stamina recovery speeds depending on the time of day, and suggests a recommended mode to a user based on the user's game play history.The technology disclosed in Patent Document 1 makes it possible to change the stamina recovery speed to suit the user's lifestyle. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Publication No. 2023-101740 Summary of the Invention [Problem to be solved by the invention]

[0005] However, the above-described conventional techniques leave room for improvement in terms of increasing the interest and convenience of games that employ a so-called stamina system.

[0006] The present disclosure has been made in consideration of the above circumstances, and aims to provide a program, an information processing device, and a parameter recovery method that can improve the interest or convenience of games that employ parameters that are consumed to run the game and that recover over time. [Means for solving the problem]

[0007] One aspect of the program disclosed herein is for causing a computer to function as a game execution unit that executes a game based on user operation, a parameter management unit that manages parameters that are consumed to execute the game and that recover to an upper limit value over time, and a recovery speed change unit that changes the recovery speed of the parameters based on location information that indicates the user's location.

[0008] One aspect of the program disclosed herein is for causing an information processing device capable of executing multiple types of applications including a first game application to function as a game execution unit that executes a game within the first game application based on user operation when the first game application is being executed, a parameter management unit that manages parameters that are consumed to execute the game and that recover to an upper limit value over time regardless of whether the first game application is being executed, and a recovery speed change unit that changes the recovery speed of the parameters depending on the application being executed on the information processing device.

[0009] One aspect of the information processing device disclosed herein includes a game execution unit that executes a game based on user operation, a parameter management unit that manages parameters that are consumed to execute the game and that recover to an upper limit value over time, and a recovery speed change unit that changes the recovery speed of the parameters based on location information that indicates the user's location.

[0010] One aspect of the information processing device disclosed herein is an information processing device capable of executing multiple types of applications including a first game application, and includes: a game execution unit that, when the first game application is being executed, executes a game within the first game application based on user operation; a parameter management unit that manages parameters that are consumed to execute the game and that recover to an upper limit value over time regardless of whether the first game application is being executed; and a recovery speed change unit that changes the recovery speed of the parameters depending on the application being executed on the information processing device.

[0011] One aspect of the parameter recovery method disclosed herein includes a game execution step in which a game execution unit executes a game based on user operation; a parameter management step in which a parameter management unit manages parameters that are consumed to execute the game and that recover to an upper limit value over time; and a recovery speed change step in which a recovery speed change unit changes the recovery speed of the parameters based on location information indicating the location of the user.

[0012] One aspect of the parameter recovery method disclosed herein is a parameter recovery method executed on an information processing device capable of executing multiple types of applications including a first game application, and includes a game execution step in which a game execution unit executes a game within the first game application based on a user's operation when the first game application is being executed, a parameter management step in which a parameter management unit manages parameters that are consumed to execute the game and that recover to an upper limit value over time regardless of whether the first game application is being executed, and a recovery speed change step in which a recovery speed change unit changes the recovery speed of the parameters depending on the application being executed on the information processing device. [Effects of the Invention]

[0013] According to the present disclosure, it is possible to provide a program, an information processing device, and a parameter recovery method that can improve the interest or convenience of games that use parameters that are consumed to run the game and recover over time. [Brief explanation of the drawings]

[0014] [Figure 1] FIG. 1 is a block diagram showing an example of the configuration of a game system according to this embodiment. [Figure 2] FIG. 2 is a block diagram showing an example of the hardware configuration of the server device and the information processing device of this embodiment. [Figure 3] FIG. 3 is a block diagram showing an example of the functional configuration of the server device and the information processing device according to this embodiment. [Figure 4] FIG. 4 is a diagram showing an example of a quest selection screen according to this embodiment. [Figure 5] FIG. 5 is a diagram showing an example of a method for changing the stamina recovery rate in this embodiment. [Figure 6] FIG. 6 is a diagram illustrating an example of a notification method by the notification unit of this embodiment. [Figure 7] FIG. 7 is a diagram illustrating an example of a notification method by the notification unit of this embodiment. [Figure 8] FIG. 8 is a flowchart showing an example of the stamina recovery process performed by the information processing device of this embodiment. [Figure 9] FIG. 9 is a flowchart showing an example of the stamina recovery process performed by the information processing device of this embodiment. [Figure 10] FIG. 10 is a diagram showing an example of a result of estimation of disposable time slots by the estimation unit of the first modification. [Figure 11] FIG. 11 is a diagram showing an example of the result of estimation of disposable time slots by the estimation unit of the second modification. [Figure 12] FIG. 12 is a block diagram showing an example of the functional configuration of the server device and the information processing device of the game system of the second embodiment. [Figure 13]FIG. 13 is a diagram showing an example of an adjustment method for reducing the stamina recovery effect in the second embodiment. [Figure 14] FIG. 14 is a diagram showing an example of an adjustment method for reducing the stamina recovery effect in the second embodiment. [Figure 15] FIG. 15 is a diagram showing an example of an adjustment method for reducing the stamina recovery effect in the second embodiment. [Figure 16] FIG. 16 is a diagram showing an example of an adjustment method for reducing the stamina recovery effect in the second embodiment. [Figure 17] FIG. 17 is a flowchart showing an example of the stamina recovery process performed by the information processing device of the second embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0015] Hereinafter, an embodiment of the present disclosure (hereinafter simply referred to as "the present embodiment") will be described in detail with reference to the drawings. Note that the present disclosure is not limited to the following embodiment. Furthermore, the following embodiment and modified examples can be combined as appropriate.

[0016] First, the configuration of the game system of this embodiment will be described.

[0017] Fig. 1 is a block diagram showing an example of the configuration of a game system 1 according to this embodiment. As shown in Fig. 1, the game system 1 includes a server device 10 and information processing devices 20-1 to 20-n (n is a natural number). The server device 10 and the information processing devices 20-1 to 20-n are connected via a network 2. The network 2 can be realized by, for example, the Internet or a LAN (Local Area Network). In the following description, when it is not necessary to distinguish between the information processing devices 20-1 to 20-n, they may be simply referred to as information processing devices 20.

[0018] The server device 10 is a game server device that manages a game (hereinafter, sometimes referred to as "the game of this embodiment") realized by the game system 1. Specifically, the server device 10 manages game programs for installation and update, and transmits these game programs to the information processing device 20 in response to a request from the information processing device 20. As a result, a game application (an example of a first game application) is installed on the information processing device 20, and the game becomes executable.

[0019] When a game is executed on the information processing device 20 side, the server device 10 appropriately transmits data necessary for the progress of the game to the information processing device 20. The server device 10 also manages user game data on an account-by-account basis. An account may be issued for each information processing device 20, such as a device ID (IDentification) of the information processing device 20, or may be issued independently of the information processing device 20, such as a user ID that identifies a user. In the former case, the device ID is used as an ID that identifies a user who owns the information processing device 20. An account may be configured as a pair of the above-mentioned ID and password.

[0020] The information processing device 20 is a computer for executing a game realized by the game system 1. The information processing device 20 may be any computer capable of executing a game. The information processing device 20 is, for example, an information processing device capable of executing multiple types of applications including a game application. The multiple types of applications may include not only a game application for a game realized by the game system 1 (an example of a first game application) but also a game application for a game realized by a game system different from the game system 1 (an example of a second game application). In this embodiment, the information processing device 20 is described as an electronic device such as a smartphone or a tablet, but is not limited to this.

[0021] For example, the information processing device 20 may be a gaming PC or a general-purpose PC, or may be a dedicated stationary or portable game console. If the information processing device 20 is a dedicated game console, the game can be executed by using a storage medium in which the game program is stored, instead of transmitting the game program from the server device 10 described above.

[0022] The information processing device 20 executes a game based on user operations. The information processing device 20 appropriately receives data necessary for the progress of the game from the server device 10. The information processing device 20 also appropriately communicates with the server device 10 and transmits the user's game data. This allows the server device 10 to manage the user's game data.

[0023] FIG. 2 is a block diagram showing an example of the hardware configuration of the server device 10 and the information processing device 20 of this embodiment.

[0024] First, a description will be given of the hardware configuration of the server device 10. As shown in Fig. 2, the server device 10 includes a control device 11, a main memory device 12, an auxiliary memory device 13, a communication device 14, and various buses 15. The control device 11, the main memory device 12, the auxiliary memory device 13, and the communication device 14 are connected via the various buses 15. As described above, the server device 10 of this embodiment has a general hardware configuration using a normal computer.

[0025] The control device 11 controls the overall operation of the server device 10. The control device 11 may be, for example, at least one of a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit), but is not limited to these. There may be any number of CPUs or GPUs as long as they are one or more, and they may be single-core or multi-core.

[0026] Examples of the main memory device 12 include, but are not limited to, a ROM (Read Only Memory) and a RAM (Random Access Memory). The ROM stores various programs, such as a program for controlling the server device 10 and a program for managing the game of this embodiment. The RAM is used as a working area when the control device 11 performs various controls based on the programs stored in the ROM.

[0027] The auxiliary storage device 13 stores various data, such as the various programs described above, game programs for installing and updating the game of this embodiment, data necessary for game progress, and user game data. The various programs described above may be stored in at least one of the main storage device 12 and the auxiliary storage device 13. Examples of the auxiliary storage device 13 include, but are not limited to, existing storage devices capable of magnetic, electrical, or optical storage, such as a hard disk drive (HDD), a solid state drive (SSD), and a digital versatile disc (DVD). The auxiliary storage device 13 may be built into the information processing device 10 or may be externally connected to the information processing device 10 via an interface such as a universal serial bus (USB). The auxiliary storage device 13 may also be a network-attached storage (NAS) connected via a network, such as a local area network (LAN) or a wide area network (WAN).

[0028] The communication device 14 is used to communicate with the information processing device 20 via the network 2. Examples of the communication device 14 include, but are not limited to, a communication device for a wired LAN and a wireless communication device for a wireless LAN. The communication device 16 transmits the above-mentioned game programs for installation and update and data necessary for game progress to the information processing device 20, and receives user game data from the information processing device 20.

[0029] In addition to the above configuration, the server device 10 may further include hardwired circuits such as an IC (Integrated Circuit), an ASIC (Application Specific Integrated Circuit), and an FPGA (Field-Programmable Gate Array) that are specific to the information processing server device 10 in order to realize the game management function.

[0030] Next, the hardware configuration of the information processing device 20 will be described. As shown in Fig. 2, the information processing device 20 includes a control device 21, a main memory device 22, an auxiliary memory device 23, a communication device 24, a display device 25A, an input device 25B, an audio output device 26, a group of sensors 27, and various buses 28. The display device 25A and the input device 25B constitute a touch panel display 25. The control device 21, the main memory device 22, the auxiliary memory device 23, the communication device 24, the display device 25A, the input device 25B, the audio output device 26, and the group of sensors 27 are connected via various buses 29. As described above, the information processing device 20 of this embodiment has a general hardware configuration of electronic devices such as smartphones and tablets.

[0031] The control device 21 controls the overall operation of the information processing device 20. The method of realizing the control device 21 is the same as that of the control device 11. However, in order to perform drawing processing of the game space realized by CG (Computer Graphics) processing, playing and synthesizing game sounds, and the like, the control device 21 may further include hardwired circuits such as ICs, ASICs, and FPGAs specific to the above processing in addition to the control device 21.

[0032] The implementation method of the main memory device 22 is the same as that of the main memory device 12, and therefore detailed description thereof will be omitted. The ROM of the main memory device 22 stores various programs such as a program for controlling the information processing device 20.

[0033] The auxiliary storage device 23 stores various data such as the above-mentioned various programs, the game program transmitted from the server device 10, data necessary for game progress, and game data of the user of the information processing device 20. The above-mentioned various programs may be stored in at least one of the main storage device 22 and the auxiliary storage device 23. The method for realizing the auxiliary storage device 23 is the same as that for the auxiliary storage device 13, and therefore a detailed description thereof will be omitted.

[0034] The communication device 24 is used to communicate with the server device 10 via the network 2. The method of implementing the communication device 24 is similar to that of the communication device 14, and therefore a detailed description thereof will be omitted. The communication device 24 receives the above-mentioned game programs for installation and update and data necessary for game progress from the server device 10, and transmits the user's game data to the server device 10.

[0035] The display device 25A displays various screens, such as a game screen, generated by the control device 21, and serves as a user interface with the user. The input device 25B is used for inputting various operations, such as game operations, on the information processing device 10, and serves as a user interface with the user. In this embodiment, as described above, the display device 25A and the input device 25B are implemented as touch panel displays, but the present invention is not limited to this. In the following, unless otherwise specified, it is assumed that the display of various screens, such as a game screen, is performed on the display device 25A, and that user requests and operations for a game executed on the information processing device 10 are performed using the input device 25B.

[0036] The audio output device 26 outputs game sounds generated by the control device 21, and can be realized by, for example, a speaker.

[0037] The sensor group 27 detects various information related to the information processing device 20 and the user who uses the information processing device 20. Examples of the sensor group 27 include, but are not limited to, a GPS (Global Positioning System) sensor that detects the position of the information processing device 20, an acceleration sensor or gyro sensor that detects the tilt, acceleration, etc. of the information processing device 20, an image sensor (digital camera) that captures images and videos around the information processing device 20, and a biosensor that detects biometric information of the user.

[0038] Fig. 3 is a block diagram showing an example of the functional configuration of the server device 10 and the information processing device 20 according to this embodiment. As shown in Fig. 3, the server device 10 includes a game management unit 101, and the information processing device 20 includes a game control unit 201 and an application execution management unit 251. The game control unit 201 includes a game execution unit 211, a parameter management unit 213, a position information acquisition unit 215, an executed application information acquisition unit 217, an estimation unit 219, a recovery speed change unit 221, and a notification unit 223.

[0039] The game control unit 201, game execution unit 211, parameter management unit 213, position information acquisition unit 215, executed application information acquisition unit 217, estimation unit 219, recovery speed change unit 221, and notification unit 223 can be realized, for example, by the control device 21 and main memory device 22 described in FIG. 1 . For example, the control device 21 reads a game program distributed from the server device 10 acquired by the communication device 24 and loads it into the main memory device 23 (RAM). The control device 21 realizes each of the above-mentioned functional units by executing various processes in accordance with the loaded program. Here, the description has been given taking an example in which each of the above-mentioned functional units is realized as software, but at least a portion of each of the above-mentioned functional units may be realized as hardware. In this case, the functional units realized as hardware may be realized, for example, by the above-mentioned hardwired circuit. Furthermore, any of the above-mentioned functional units may be realized by a combination of software and hardware.

[0040] The game management unit 101 can be realized, for example, by the control device 11 and main memory device 12 described in FIG. 1. For example, the control device 11 reads out a program for managing the game of this embodiment stored in the main memory device 12 (ROM) or the auxiliary memory device 13, and loads it into the main memory device 13 (RAM). The control device 11 realizes the above-mentioned game management unit 101 by executing various processes in accordance with the loaded program. Here, an example has been described in which the above-mentioned game management unit 101 is realized as software, but at least a part of the above-mentioned game management unit 101 may be realized as hardware, or may be realized by a combination of software and hardware.

[0041] The application execution management unit 251 can be realized by, for example, the control device 21 and the main storage device 22 described in Fig. 1. For example, the control device 21 reads out a program for controlling the information processing device 20, such as an OS (Operating System) program, stored in the main storage device 22 (ROM) or the auxiliary storage device 23, and loads the program into the main storage device 23 (RAM). The control device 21 executes various processes in accordance with the loaded program, thereby realizing the above-mentioned application execution management unit 251.

[0042] In this embodiment, it is not necessary to configure all of the above-described functional units as essential components, and at least some of the functional units may be omitted. For example, the executed application information acquisition unit 217 may be omitted, or the location information acquisition unit 215 may be omitted instead of the executed application information acquisition unit 217.

[0043] The game of this embodiment is mainly realized by the cooperation of the game management unit 101 and the game control unit 201. In the following, the game of this embodiment will be described taking as an example a game consisting of an in-game and an out-game, but is not limited to this.

[0044] The in-game portion refers to the portion of the game that the user actually plays, including, but not limited to, action games, puzzle games, simulation games, role-playing games (RPGs), shooting games, racing games, music games, and card games.

[0045] In addition, in this embodiment, the in-game is described as a quest part consisting of multiple quests, but the present invention is not limited to this. A quest corresponds to a stage, which is a structural unit of a game, but one quest does not necessarily have to be one stage, and one quest may be made up of multiple stages. Therefore, a quest may be one stage of a game in each of the above game genres, or it may be multiple stages.

[0046] Note that various missions may be set for the quest, and when the mission is completed, the user may be given a reward for completing the mission. Missions include, but are not limited to, main missions that require the completion of the quest and sub-missions that require the completion of the quest in a specific way. For example, in an action game, main missions may include "defeat all enemy characters" or "defeat a boss character," and sub-missions may include "defeat at least one enemy character with one hit."

[0047] The out-game is a preparation part for the in-game, and examples thereof include, but are not limited to, a gacha part. The gacha part is a lottery part for game media, in which one game media is selected from multiple types of game media and given to the user. Game media are so-called in-game items used in the game, and examples thereof include, but are not limited to, player characters that can be used in the game, weapons and armor used by the player characters, and items such as various tickets that can be used in the game.

[0048] When the game of this embodiment is executed by the game control unit 201 based on the game program transmitted from the server device 10, the game management unit 101 accepts an account authentication request from the game control unit 201 and performs account authentication. The game control unit 201 receives the account authentication result from the game management unit 101, and starts the game if the authentication is successful, or ends the game if the authentication is unsuccessful.

[0049] If the game management unit 101 successfully authenticates the account and meets the conditions for granting the login bonus, it will grant the login bonus to the user of that account, manage the data as the user's game data, and notify the game control unit 201 that the login bonus has been granted.

[0050] When the game starts, the game control unit 201 receives data necessary for the game to proceed from the server device 10 and progresses the game of this embodiment based on operations by the user.

[0051] For example, when the user requests the execution of a quest part, the game control unit 201 receives display data for a quest selection screen from the game management unit 101 to allow the user to select a quest, and displays the quest selection screen. When the user selects a quest to be executed on the quest selection screen, the game control unit 201 consumes stamina to execute the selected quest and notifies the game management unit 101 of this. As a result, the game management unit 101 manages the remaining stamina after consumption as the user's game data, and transmits data for executing the selected quest to the game control unit 201. Note that stamina is a cost in the game, a parameter that is consumed to execute the game and recovers over time.

[0052] When the game control unit 201 receives data for executing a quest, it generates a game space for executing the quest, in which a player character, various objects, etc. are placed. The game control unit 201 generates and displays game images obtained by capturing the game space frame by frame from a predetermined viewpoint using a virtual camera, and controls the actions of the player character within the game space based on operations by the user to execute the quest.

[0053] For example, when a user requests execution of a gacha part, the game control unit 201 receives display data for a gacha selection screen for selecting a gacha from the game management unit 101 and displays the gacha selection screen. When the user selects a gacha to be executed and a price for executing the gacha on the gacha selection screen, the game control unit 201 consumes the price and notifies the game management unit 101 of this fact. The price for executing the gacha may be, but is not limited to, an in-game item such as a gacha ticket or in-game currency. The in-game currency may be paid or free. As a result, the game management unit 101 manages the consumption of the price as the user's game data, executes the selected gacha (lottery), and notifies the game control unit 201 of the execution result.

[0054] Below, the control of the game control unit 201 specific to this embodiment will be explained using the game execution unit 211, parameter management unit 213, location information acquisition unit 215, executed application information acquisition unit 217, estimation unit 219, recovery speed change unit 221, and notification unit 223.

[0055] The game execution unit 211 executes a game based on a user's operation. Note that, when a game application (an example of a first game application) for executing the game of this embodiment is running (launched), the game execution unit 211 executes the game based on a user's operation. When a game application for executing the game of this embodiment is not running (launched), the game is not executed. Specifically, the game execution unit 211 causes the user to execute a quest based on the user's operation. For example, the game execution unit 211 displays the above-mentioned quest selection screen on the display device 25A of the information processing device 20 to cause the user to execute a quest.

[0056] Fig. 4 is a diagram showing an example of a quest selection screen 301 according to this embodiment. In the example shown in Fig. 4, the quest selection screen 301 is displayed on the display device 25A, and a parameter display screen 311 is displayed superimposed on the upper part of the quest selection screen 301. The parameter display screen 311 includes a ruby ​​display field 313, a rank display field 315, an experience value display field 317, and a stamina display field 319. Note that each parameter displayed on the parameter display screen 311 is managed by the game management unit 101 as user data.

[0057] The in-game currency display field 313 displays the number of "rubies," the in-game currency, owned by the user. The rank display field 315 displays the user rank. The user rank is an indicator of the user's level, and the user's rank increases when the experience points, described below, reach a rank-up reference value. When the user rank increases, new quests that were previously set as unselectable (locked) become selectable, the stamina upper limit increases, or stamina is restored to the upper limit. The experience point display field 317 displays the user's experience points. The experience point display field 317 displays the current experience points relative to a reference experience point, but the method of displaying the experience points is not limited to this. Experience points can be earned, for example, by clearing a quest (accomplishing a mission).

[0058] The stamina display field 319 displays the user's stamina. As described above, stamina is a cost in the game, a parameter that is consumed to perform quests and recovers over time to an upper limit. The stamina display field 319 displays the current stamina value relative to the upper limit in text and bar format, but the method of displaying stamina is not limited to this. Stamina is managed by the parameter management unit 213. Specifically, the parameter management unit 213 manages the consumption of stamina and its automatic recovery to the upper limit over time. The parameter management unit 213 automatically recovers stamina over time, regardless of whether a game application (an example of a first game application) for executing the game of this embodiment is running (launched).

[0059] The parameter management unit 213 also manages the recovery of stamina using in-game items such as stamina tickets, recovery items purchased using in-game currency, etc. Note that, for example, when recovering stamina using in-game currency directly or indirectly, stamina may be recovered beyond the upper limit.

[0060] The quest selection screen 301 displays, as selectable quests, a beginner quest 303 with a low level of difficulty, an intermediate quest 305 with a medium level of difficulty, and an advanced quest 307 with a high level of difficulty. The beginner quest 303 can be completed by consuming 10 stamina, and completing the quest will reward you with 100 experience points. The intermediate quest 305 can be completed by consuming 20 stamina, and completing the quest will reward you with 200 experience points. The advanced quest 307 can be completed by consuming 30 stamina, and completing the quest will reward you with 300 experience points. Although not shown in the figure, completing a quest will also reward you with game content and in-game currency (coins and rubies) in addition to experience points.

[0061] For example, when the user selects beginner quest 303 on the quest selection screen 301, the parameter management unit 213 checks whether the user's remaining stamina is "10" or more, and if so, subtracts "10" from the stamina and consumes it. The game execution unit 211 notifies the game management unit 101 that beginner quest 303 has been selected and that "10" stamina has been consumed. As a result, the user's remaining stamina becomes "10," and the game management unit 101 manages the remaining stamina after consumption as the user's game data and transmits data for executing beginner quest 303 to the game control unit 201, and the game execution unit 211 causes the user to execute beginner quest 303.

[0062] After completing beginner quest 303, the user's stamina recovers to an upper limit over time, but in this embodiment, the recovery rate is changed. Specifically, to encourage the user to play the game in this embodiment in a way that better suits their lifestyle, the stamina recovery rate is changed depending on whether the user has available time or the application currently being executed. This is expected to encourage the user to play the game even during times when they are potentially able to play the game but are not actually playing the game.

[0063] The location information acquisition unit 215 acquires location information indicating the location of the user. For example, the location information acquisition unit 215 acquires location information from a GPS sensor included in the sensor group 27. The location information may indicate the current location in real time, or may indicate the location of the user from the present up to a certain period of time ago.

[0064] The active application information acquisition unit 217 acquires active application information related to applications currently running on the information processing device 20. The active application information acquisition unit 217 acquires the active application information from, for example, an application execution management unit 251 realized by an OS program or the like of the information processing device 20. The application execution management unit 251 can manage the usage time, such as screen time, for each application installed on the information processing device 20. Therefore, the application execution management unit 251 can notify, as the active application information, information indicating the application currently running and information indicating the type of the application currently running.

[0065] The estimation unit 219 estimates whether the user is in disposable time based on the location information acquired by the location information acquisition unit 215. For example, if the location indicated by the location information indicates the user's home, the estimation unit 219 estimates that the user is in disposable time. Furthermore, for example, if the estimation unit 219 can estimate that the user is traveling by train from the user's location from the present to a certain period of time indicated by the location information, the estimation unit 219 estimates that the user is in disposable time. Note that whether the user is traveling by train can be estimated from a time-series change in the user's location from the present to a certain period of time.

[0066] The recovery speed change unit 221 changes the recovery speed of stamina based on the location information acquired by the location information acquisition unit 215. Specifically, the recovery speed change unit 221 changes the recovery speed depending on whether the estimation unit 219 estimates that the user is in disposable time. For example, the recovery speed change unit 221 increases the recovery speed when the estimation unit 219 estimates that the user is in disposable time.

[0067] FIG. 5 is a diagram illustrating an example of a method for changing the stamina recovery rate in this embodiment. The example shown in FIG. 5 compares the stamina recovery rate during disposable time and non-disposable time from the point when beginner quest 303 is executed and the remaining stamina reaches "10." In the example shown in FIG. 5, the stamina recovery rate over time is 1 stamina recovery per 3 minutes. This rate is not changed during non-disposable time, but is increased to 2 stamina recovery per 3 minutes during disposable time. In this manner, in this embodiment, the stamina recovery rate is changed by varying the amount of recovery per unit time. The recovery rate may also be changed by varying the amount of time required to recover a unit amount of stamina, such as recovering 1 stamina per 3 minutes, instead of recovering 1 stamina per 2 minutes.

[0068] This shows that during non-disposable time, stamina is restored by 5 after 15 minutes and by 10 after 30 minutes, but during disposable time, stamina is restored by 10 after 15 minutes and by 200 after 30 minutes. Thus, according to this embodiment, it is possible to prevent a lack of stamina during disposable time. Note that the change pattern for the stamina recovery rate is not limited to this, and for example, the stamina recovery rate may be reduced during non-disposable time.

[0069] The recovery speed change unit 221 may also change the recovery speed of stamina depending on the application currently running on the information processing device 20 indicated by the executed application information acquired by the executed application information acquisition unit 217 or the type of application.

[0070] For example, the recovery speed change unit 221 may increase the stamina recovery speed when the running application is an application other than the game application for executing the game of this embodiment (an example of the first game application). In this way, it is expected that the user will be prompted to play the game of this embodiment by executing (launching) the game application for executing the game of this embodiment instead of the running application.

[0071] For example, the recovery speed change unit 221 may increase the stamina recovery speed when the type of the running application indicates an entertainment-related application other than a game application for executing the game of this embodiment (an example of a first game application). Examples of entertainment-related applications include, but are not limited to, video apps, manga apps, and game apps. In this way, it is expected that the game application for executing the game of this embodiment will be executed (launched) instead of the competing running application, thereby encouraging the user to play the game of this embodiment. In particular, when the game of this embodiment runs out of stamina and the user is running another entertainment-related app, it is possible to make it less likely that the user will run out of stamina, and to encourage the user to play the game of this embodiment again.

[0072] The recovery speed using the executed application information can also be changed as in the recovery method described with reference to FIG.

[0073] If the estimation unit 219 estimates that the user is in disposable time, the notification unit 223 may notify the user when stamina reaches an upper limit or a value that allows a quest to be performed a certain number of times. An example of a value that allows a quest to be performed a certain number of times is a multiple of the minimum amount of stamina required to perform the quest. For example, in the example shown in FIG. 4, the minimum amount of stamina required to perform a quest is "10," so the remaining stamina amounts are "10," "20," "30," "40," and "50."

[0074] In addition, if the application being executed is an application other than a game application (an example of a first game application) for executing the game of this embodiment, or an application related to entertainment other than the game application (an example of a first game application), the notification unit 223 may be configured to notify the user when stamina reaches an upper limit value or a value that allows a quest to be executed a certain number of times or more.

[0075] The notification unit 223 may also notify the user when the recovery speed is increased by the recovery speed change unit 221. The notification unit 223 may also simply notify the user when the stamina reaches an upper limit value or a value that allows a quest to be performed a certain number of times or more.

[0076] The notification method by the notification unit 223 may be, for example, a push notification, but is not limited to this, and may be at least one of an email notification, an SNS (Social Networking Service) notification, an alarm notification, and the like.

[0077] 6 and 7 are diagrams showing an example of a notification method by the notification unit 223 of this embodiment. The example shown in Fig. 6 shows a method of notifying that stamina has reached its upper limit by using a push notification 321, and the example shown in Fig. 7 shows a method of notifying that the stamina recovery rate has increased by using a push notification 331. It should be noted that when the user selects either of the push notifications 321 and 331 shown in Figs. 6 and 7, the game application of the game of this embodiment will open.

[0078] Fig. 8 is a flowchart showing an example of the stamina recovery process performed by the information processing device 20 of this embodiment. The flowchart shown in Fig. 8 shows an example of changing the stamina recovery rate depending on disposable time.

[0079] First, the location information acquisition unit 215 acquires location information indicating the location of the user (step S101).

[0080] Next, the estimation unit 219 estimates whether the user is in disposable time based on the location information acquired by the location information acquisition unit 215 (step S103).

[0081] Next, if the estimation unit 219 estimates that the user is in disposable time (Yes in step S105), the recovery speed change unit 221 increases the stamina recovery speed (step S107).

[0082] On the other hand, if the estimation unit 219 estimates that the user is not in disposable time (No in step S105), the process of step S107 is not performed.

[0083] Next, the notification unit 223 waits until the timing for issuing a PUSH notification arrives (No in step S109), and when the timing for issuing a PUSH notification arrives (Yes in step S109), it issues a PUSH notification regarding stamina recovery (step S111). The timing for issuing a PUSH notification may be any of the timings in the examples described above.

[0084] Next, when the user performs a selection operation for PUSH notification, the game execution unit 211 executes (launches) the game application of the game of this embodiment (Yes in step S113).

[0085] Subsequently, when the user performs an operation to execute a quest (Yes in step S115), the parameter management unit 213 consumes the user's stamina (step S117), and the game execution unit 211 executes the quest (step S119).

[0086] It should be noted that if the game application is not executed (launched) in step S113 (No in step S113) or if the quest execution operation is not performed (No in step S115), the processes in steps S117 to S119 are not performed.

[0087] 9 is a flowchart showing an example of the stamina recovery process performed by the information processing device 20 of this embodiment. The flowchart shown in FIG. 9 shows an example of changing the stamina recovery rate depending on the application being executed.

[0088] First, the active application information acquisition unit 217 acquires active application information relating to applications currently running on the information processing device 20 (step S201).

[0089] Next, if the type of application being executed indicates an entertainment-related application other than a game application for executing the game of this embodiment (an example of a first game application) (Yes in step S205), the recovery speed change unit 221 increases the stamina recovery speed (step S207).

[0090] On the other hand, if the type of the running application does not indicate an entertainment-related application (No in step S205), the process of step S207 is not performed. Note that the processes of the following steps S209 to S219 are the same as the processes of steps S109 to S119 in the flowchart of FIG. 8, and therefore their explanation will be omitted.

[0091] As described above, according to this embodiment, it is possible to potentially play a game, but it is expected that the user will be encouraged to play a game even when he or she is not actually playing a game.

[0092] (Variation 1) In the above embodiment, an example of estimating disposable time using location information indicating the user's current location was described. However, in a modified example, the user's disposable time period may be estimated using location information indicating the user's location over a certain period of time in the past, and the recovery speed may be changed depending on whether or not it is a disposable time period.

[0093] In this case, the location information acquisition unit 215 may store the acquired user location and generate location information indicating the user's location during a certain period in the past. The estimation unit 219 may estimate the user's disposable time slot based on the location information from the location information acquisition unit 215.

[0094] Fig. 10 is a diagram showing an example of the estimation result of disposable time slots by the estimation unit 219 of Modification Example 1. In the example shown in Fig. 10, the user's behavior pattern is estimated from the user's location over a certain period of time in the past, and the time slots during which the user travels by train or is at home are estimated as disposable time slots. However, the method of estimating disposable time slots is not limited to this.

[0095] The recovery speed change unit 221 may change the recovery speed depending on whether or not the estimation unit 219 has estimated that the time period is a disposable time period. For example, when the estimation unit 219 has estimated that the time period is a disposable time period, the recovery speed change unit 221 may increase the recovery speed.

[0096] If the estimation unit 219 estimates that the time period is the user's disposable time, the notification unit 223 may notify the user when the stamina reaches an upper limit value or when the stamina reaches a value that allows the quest to be performed a certain number of times or more.

[0097] The method of the first modification is also expected to encourage users to play games even during times when it is potentially possible to play a game but when it is highly likely that they will not actually be playing a game.

[0098] (Variation 2) In the above embodiment, an example was described in which the stamina recovery rate is changed depending on the application being executed. However, in variant example 2, the user's disposable time period may be estimated based on the application execution history, and the recovery rate may be changed depending on whether or not it is a disposable time period.

[0099] In this case, the executed application information acquisition unit 217 may acquire execution histories of multiple types of applications, such as the screen time itself, as executed application information from the application execution management unit 251. The estimation unit 219 may estimate the user's disposable time slot based on the execution histories of multiple types of applications.

[0100] Fig. 11 is a diagram showing an example of the result of estimation of disposable time slots by the estimation unit 219 of Modification 2. In the example shown in Fig. 11, a user's behavior pattern is estimated from the execution history of the user's applications over a certain period of time in the past, and the time slots during which entertainment applications are executed are estimated as disposable time slots. However, the method of estimating disposable time slots is not limited to this. For example, the time slots during which applications other than the game application for executing the game of this embodiment are executed may be estimated as disposable time slots.

[0101] The recovery speed change unit 221 may change the recovery speed depending on whether or not the estimation unit 219 has estimated that the time period is a disposable time period. For example, when the estimation unit 219 has estimated that the time period is a disposable time period, the recovery speed change unit 221 may increase the recovery speed.

[0102] If the estimation unit 219 estimates that the time period is the user's disposable time, the notification unit 223 may notify the user when the stamina reaches an upper limit value or when the stamina reaches a value that allows the quest to be performed a certain number of times or more.

[0103] The method of Variation 2 is also expected to encourage users to play games even during times when it is potentially possible to play a game but when it is highly likely that they will not actually be playing a game.

[0104] As described above, the above-described embodiment, modification 1, and modification 2 can improve the interest or convenience of games that employ so-called stamina. In particular, the above-described embodiment, modification 1, and modification 2 use the user's location information or the execution information of the user's application to change the stamina recovery rate to match the user's lifestyle. Therefore, the above-described embodiment, modification 1, and modification 2 make it possible to change the stamina recovery rate to match the user's lifestyle to a greater extent than when the stamina recovery rate is changed based on the user's game play history.

[0105] (Second embodiment) In the second embodiment, a threshold is set between the upper and lower limits of stamina, and when the remaining amount of stamina is less than the threshold, stamina is recovered faster than when the remaining amount is equal to or greater than the threshold, and when the recovery of stamina when the remaining amount is less than the threshold meets certain conditions, an adjustment is made to reduce the recovery effect of stamina. Note that in the second embodiment, differences from the first embodiment will be mainly explained, and explanations of similarities to the first embodiment will be omitted.

[0106] 12 is a block diagram showing an example of the functional configuration of the server device 10 and the information processing device 1020 of the game system 1001 of the second embodiment. As shown in FIG. 12, the information processing device 1020 differs from the first embodiment in the game control unit 1201. The game control unit 1201 includes a game execution unit 211, a parameter management unit 1213, an adjustment unit 1231, and an invalidation unit 1233. The parameter management unit 1213, the adjustment unit 1231, and the invalidation unit 1233 differ from the first embodiment.

[0107] The parameter management unit 1213 manages stamina, which is consumed to play the game and recovers to the upper limit over time, with an upper limit and a threshold smaller than the upper limit set. Thus, the stamina in the second embodiment differs from that in the first embodiment in that a threshold is set.

[0108] When the remaining amount of stamina is less than the threshold, the parameter management unit 1213 recovers stamina faster than when the remaining amount of stamina is equal to or greater than the threshold. In other words, when the remaining amount of stamina is equal to or greater than the threshold, the parameter management unit 1213 recovers stamina more slowly than when the remaining amount of stamina is less than the threshold. Note that the "remaining amount" of stamina is synonymous with the accumulated amount of stamina or the current value of stamina. In addition, hereinafter, recovering stamina faster when the remaining amount of stamina is less than the threshold than when the remaining amount of stamina is equal to or greater than the threshold may be referred to as "fast recovery."

[0109] The adjustment unit 1231 adjusts the stamina recovery effect to be lowered when the stamina recovery satisfies a certain condition when the remaining amount of stamina is less than the threshold. Specifically, the adjustment unit 1231 adjusts the stamina recovery effect to be lowered when the total recovery amount, which is the sum of the stamina recovery amounts when the remaining amount of stamina is less than the threshold, reaches the upper limit.

[0110] When the remaining amount of stamina is less than the threshold, the total recovery amount reaches the upper limit, for example, when the total amount of stamina recovered when the remaining amount of stamina is less than the threshold reaches "100", but this is not limited to this. In this embodiment, the total recovery amount is initialized at any timing, such as when the day changes, but this is not limited to this.

[0111] The adjustment unit 1231 may, for example, adjust by lowering at least one of the upper limit and the threshold. The adjustment unit 1231 may, for example, adjust by lowering at least one of the stamina recovery speed when the remaining amount of stamina is less than the threshold and the stamina recovery speed when the remaining amount of stamina is equal to or greater than the threshold. The adjustment unit 1231 may, for example, adjust by stopping the recovery of stamina over time for a certain period of time.

[0112] FIG. 13 is a diagram illustrating an example of an adjustment method for reducing the stamina recovery effect in the second embodiment. The example shown in FIG. 13 illustrates an example of lowering the threshold value as an adjustment. In the example shown in FIG. 13, the threshold value is set to "50." When the threshold value is less than "50," stamina recovers at a rate of one stamina per minute. When the threshold value is "50" or greater, stamina recovers at a rate of one stamina per minute. When the threshold value is "50" or greater, stamina recovers at a rate of one stamina per three minutes. In the example shown in FIG. 13, when the total amount of stamina recovered at a rate of one stamina per minute (fast recovery) reaches "100," the adjustment unit 1231 lowers the threshold value to "30." When the threshold value is less than "30," stamina recovers at a rate of one stamina per minute. When the threshold value is "30" or greater, stamina recovers at a rate of one stamina per three minutes. This prevents the benefit of the recovery speed that can be enjoyed when the remaining stamina is less than the threshold value from becoming too great. In particular, with the method of lowering the threshold, although the minimum amount of stamina required to perform a quest is quickly accumulated, it takes time to accumulate stamina up to the upper limit, and this makes it easier to prevent a situation in which stamina is left accumulated at the upper limit, thereby minimizing a decline in user satisfaction.

[0113] FIG. 14 is a diagram showing an example of an adjustment method for reducing the stamina recovery effect in the second embodiment. The example shown in FIG. 14 shows an example of lowering the upper limit as an adjustment. In the example shown in FIG. 14, the threshold is set to "50." When the threshold is less than "50," stamina recovers at a rate of 1 stamina per minute. When the threshold is "50" or greater, stamina recovers at a rate of 1 stamina per minute (fast recovery), stamina recovers at a rate of 1 stamina per minute. In the example shown in FIG. 14, when the total amount of stamina recovered reaches "100" at a rate of 1 stamina per minute (fast recovery), the adjustment unit 1231 lowers the upper limit. This reduces the maximum amount of stamina accumulated, preventing the benefit of the recovery speed that can be enjoyed when the remaining amount of stamina is less than the threshold from becoming too great.

[0114] FIG. 15 is a diagram illustrating an example of an adjustment method for reducing the stamina recovery effect in the second embodiment. The example shown in FIG. 15 illustrates an example of adjustment in which the stamina recovery rate is reduced when the remaining stamina is equal to or greater than a threshold. In the example shown in FIG. 15, the threshold is set to "50." When the threshold is less than "50," stamina recovers at a rate of one stamina per minute. When the threshold is equal to or greater than "50," stamina recovers at a rate of one stamina per three minutes. In the example shown in FIG. 15, when the total stamina recovery rate at a rate of one stamina per minute (fast recovery) reaches "100," the adjustment unit 1231 reduces the rate of one stamina per three minutes to one stamina per five minutes when the threshold is equal to or greater than "50." This allows the stamina recovery rate to be further reduced when the remaining stamina is equal to or greater than the threshold, preventing the benefit of the recovery speed enjoyed when the remaining stamina is less than the threshold from becoming too great. In particular, with this method, although the minimum amount of stamina required to complete a quest is quickly accumulated, it takes time to accumulate stamina up to the upper limit, and it is easy to prevent a situation in which stamina is left accumulated at the upper limit, thereby preventing a decline in user satisfaction.

[0115] FIG. 16 is a diagram illustrating an example of an adjustment method for reducing the stamina recovery effect in the second embodiment. The example shown in FIG. 16 illustrates an example of adjustment, in which the stamina recovery rate is reduced when the remaining stamina is less than a threshold. In the example shown in FIG. 16, the threshold is set to "50." When the threshold is less than "50," stamina recovers at a rate of one stamina per minute. When the threshold is "50" or greater, stamina recovers at a rate of one stamina per minute. When the threshold is "50" or greater, stamina recovers at a rate of one stamina per minute. In the example shown in FIG. 16, when the total amount of stamina recovered at a rate of one stamina per minute (fast recovery) reaches "100," the adjustment unit 1231 reduces the rate of stamina recovery from one stamina per minute to one stamina per minute when the threshold is less than "50." This reduces the stamina recovery rate when the remaining stamina is less than the threshold, preventing the benefit of the recovery speed enjoyed when the remaining stamina is less than the threshold from becoming too great.

[0116] The adjustment unit 1231 may increase the degree of decrease in the stamina recovery effect as the total amount of stamina recovered when the remaining amount of stamina is less than the threshold value exceeds the upper limit. In the example shown in FIG. 13, the adjustment unit 1231 may decrease the threshold value below "30" as the total amount of stamina recovered exceeds "100" when stamina recovers at a rate of one stamina per minute (fast recovery). In the example shown in FIG. 14, the adjustment unit 1231 may decrease the upper limit as the total amount of stamina recovered exceeds "100" when stamina recovers at a rate of one stamina per minute (fast recovery). In the example shown in FIG. 15, the adjustment unit 1231 may decrease the stamina recovery rate when the threshold value is "50" or greater as the total amount of stamina recovered exceeds "100" when stamina recovers at a rate of one stamina per minute (fast recovery). In the example shown in Figure 16, the adjustment unit 1231 may be configured to slow down the rate at which stamina recovers if the threshold value is less than "50", so that the total amount of stamina recovered at a rate of 1 stamina per minute (fast recovery) exceeds "100".

[0117] In this way, in the second embodiment, the stamina recovery rate is changed by varying the amount of recovery per unit time. As mentioned above, instead of changing the amount of time required to recover a unit amount of stamina, the recovery rate can also be changed by changing the amount of stamina recovered per unit amount of time.

[0118] The invalidation unit 1233 invalidates the adjustment made by the adjustment unit 1231 based on predetermined game media. Examples of predetermined game media include, but are not limited to, tickets that invalidate adjustments that reduce the effectiveness of stamina recovery. The tickets may be purchased with in-game currency, may be used as a reward for a quest, or may be used as a prize in a gacha game.

[0119] FIG. 17 is a flowchart showing an example of the stamina recovery process performed by the information processing device 1020 of the second embodiment.

[0120] First, when the user performs an operation to execute a quest, the parameter management unit 1213 consumes the user's stamina (step S301), and the game execution unit 211 executes the quest (step S303).

[0121] Next, the parameter management unit 1213 automatically recovers the user's stamina (step S305). At this time, the parameter management unit 1213 changes the recovery speed of the stamina according to the threshold value.

[0122] Next, the adjustment unit 1231 determines whether the total recovery amount of stamina in the case of high-speed recovery has reached the upper limit (step S307), and if so (Yes in step S307), adjusts to reduce the recovery effect of stamina (step S309). Note that if the total recovery amount of stamina has not reached the upper limit (No in step S307), the process of step S309 is not performed.

[0123] Next, if the adjustment is to be invalidated (Yes in step S311), the invalidation unit 1233 invalidates the adjustment made by the adjustment unit 1231 based on the predetermined game media (step S313). Note that if the adjustment is not to be invalidated (No in step S311), the processing of step S313 is not performed.

[0124] As described above, the second embodiment can improve the interest and convenience of games that use so-called stamina. In particular, in the second embodiment, when the remaining amount of stamina is less than a threshold, stamina is recovered faster than when the remaining amount of stamina is equal to or greater than the threshold. However, if certain conditions are met when the remaining amount of stamina is less than the threshold, the stamina recovery effect is reduced. Therefore, the second embodiment can prevent the benefit of the recovery speed that can be enjoyed when the remaining amount of stamina is less than the threshold from becoming too great.

[0125] (Variation 3) In the first and second embodiments, if the stamina recovery rate is increased, the recovery effect of other stamina recovery methods, such as stamina recovery items, may be increased. For example, if a stamina recovery item is used normally, 20 stamina is recovered, but if a stamina recovery item is used when the stamina recovery rate is increased, 40 stamina may be recovered.

[0126] (program) The programs executed by the server devices and information processing devices of each of the above embodiments and each of the above variations are provided as files in an installable or executable format stored on a computer-readable storage medium such as a CD-ROM, CD-R, memory card, DVD, or flexible disk (FD).

[0127] Furthermore, the programs executed by the server device and information processing device of each of the above embodiments and modifications may be stored on a computer connected to a network such as the Internet and provided by being downloaded via the network. Also, the programs executed by the server device and information processing device of each of the above embodiments and modifications may be provided or distributed via a network such as the Internet. Also, the programs executed by the server device and information processing device of each of the above embodiments and modifications may be provided by being pre-installed in ROM or the like.

[0128] The programs executed by the server device and the information processing device of each of the above-mentioned embodiments and modifications have a modular configuration for realizing the above-mentioned units on a computer. As for actual hardware, for example, the CPU reads the learning program from the HDD onto the RAM and executes it, thereby realizing the above-mentioned units on a computer.

[0129] As explained above, according to the above embodiment and the above modified example, it is possible to improve the interest or convenience of games that use parameters (so-called stamina) that are consumed to play the game and recover over time.

[0130] The above-described embodiment and modifications merely illustrate examples of specific embodiments of the present disclosure, and the technical scope of the present disclosure should not be construed as being limited by these. Therefore, the present disclosure can be implemented in various forms without departing from the spirit or main features thereof. For example, the above-described embodiment and modifications may be appropriately combined in their respective constituent units. Furthermore, for example, some components may be deleted from all components in the above-described embodiment and modifications.

[0131] The present disclosure includes the following aspects.

[0132] (1) a game execution unit that executes a game based on a user's operation; a parameter management unit that manages parameters that are consumed to execute the game and that are restored to an upper limit value over time; a recovery speed change unit that changes a recovery speed of the parameter based on location information indicating the location of the user; A program that allows a computer to function.

[0133] (2) causing the computer to further function as an estimation unit that estimates whether the user is in disposable time based on the location information; the recovery speed change unit changes the recovery speed depending on whether the user has disposable time. The program described in (1) above.

[0134] (3) The recovery speed change unit increases the recovery speed when the user has disposable time. The program described in (2) above.

[0135] (4) The location information indicates the location of the user from the present to a certain period of time ago. The program described in (2) above.

[0136] (5) When the user has disposable time, if the parameter reaches the upper limit value or a value that allows the user to play the game a certain number of times or more, the computer is further made to function as a notification unit that notifies the user of that fact. The program according to (2) or (3) above.

[0137] (6) The location information indicates the location of the user during a certain period in the past, causing the computer to further function as an estimation unit that estimates a disposable time slot of the user based on the location information; the recovery speed change unit changes the recovery speed depending on whether or not it is the disposable time period. The program described in (1) above.

[0138] (7) The recovery speed change unit increases the recovery speed when the disposable time period is reached. The program described in (6) above.

[0139] (8) When the parameter reaches the upper limit value or a value that allows the game to be played a certain number of times or more during the user's disposable time slot, the computer is further caused to function as a notification unit that notifies the user of that fact. The program according to (6) or (7) above.

[0140] (9) When the recovery speed is increased, the computer is further caused to function as a notification unit that notifies the user of the increased recovery speed. The program according to (3) or (7) above.

[0141] (10) An information processing device capable of executing a plurality of types of applications including a first game application, a game execution unit that executes a game within the first game application based on a user's operation when the first game application is being executed; a parameter management unit that manages parameters that are consumed to execute the game and that are restored to an upper limit value over time regardless of whether the first game application is being executed; a recovery speed change unit that changes a recovery speed of the parameter in accordance with an application being executed by the information processing device; A program to make it function as such.

[0142] (11) The recovery speed change unit changes the recovery speed of the parameter depending on the type of the application being executed. The program according to (10) above.

[0143] (12) The recovery speed change unit increases the parameter recovery speed when the running application is an application other than the first game application. The program according to (10) above.

[0144] (13) The plurality of types of applications further includes a second game application; the recovery speed change unit increases the parameter recovery speed when the type indicates an entertainment-related application other than the first game application. The program according to (11) above.

[0145] (14) The information processing device is further caused to function as an estimation unit that estimates a disposable time slot of the user based on the execution history of the plurality of types of applications, the recovery speed change unit changes the recovery speed depending on whether or not it is the disposable time period. The program according to (10) above.

[0146] (15) The recovery speed change unit increases the recovery speed when the disposable time period is reached. The program according to (14) above.

[0147] (16) When the running application is an application other than the first game application, the information processing device is further caused to function as a notification unit that notifies the user when the parameter reaches the upper limit value or a value that allows the game to be played a certain number of times or more. The program according to (12) above.

[0148] (17) When the parameter reaches the upper limit value or reaches a value that allows the game to be played a certain number of times or more during the user's disposable time slot, the information processing device is further caused to function as a notification unit that notifies the user of that fact. The program according to (14) or (15) above.

[0149] (18) a game execution unit that executes a game based on a user's operation; a parameter management unit that manages parameters that are consumed to execute the game and that are restored to an upper limit value over time; a recovery speed change unit that changes a recovery speed of the parameter based on location information indicating the location of the user; An information processing device comprising:

[0150] (19) An information processing device capable of executing a plurality of types of applications including a first game application, a game execution unit that executes a game within the first game application based on a user's operation when the first game application is being executed; a parameter management unit that manages parameters that are consumed to execute the game and that are restored to an upper limit value over time regardless of whether the first game application is being executed; a recovery speed change unit that changes a recovery speed of the parameter in accordance with an application being executed by the information processing device; An information processing device comprising:

[0151] (20) a game execution step in which the game execution unit executes the game based on a user's operation; a parameter management step in which a parameter management unit manages parameters that are consumed to execute the game and that are restored to an upper limit value over time; a recovery speed changing step in which a recovery speed changing unit changes the recovery speed of the parameter based on location information indicating the location of the user; A parameter recovery method including:

[0152] (21) A parameter recovery method executed on an information processing device capable of executing multiple types of applications including a first game application, comprising: a game execution step of, when the first game application is being executed, causing a game execution unit to execute a game within the first game application based on a user operation; a parameter management step in which a parameter management unit manages parameters that are consumed to execute the game and that are restored to an upper limit value over time regardless of whether the first game application is being executed; a recovery speed changing step in which a recovery speed changing unit changes the recovery speed of the parameter in accordance with an application being executed by the information processing device; A parameter recovery method including: [Explanation of symbols]

[0153] 1. 1001 Game System 2 Network 10 Server device 20, 20-1, 20-2, 20-n, 1020 Information processing device 101 Game Management Department 201, 1201 Game control unit 211 Game Execution Department 213, 1213 Parameter Management Unit 215 Location information acquisition unit 217 Executed application information acquisition unit 219 Estimation Department 221 Recovery speed change section 223 Notification Department 251 Application Execution Management Department 1231 Adjustment section 1233 Nullification Section

Claims

1. a game execution unit that executes a game based on a user's operation; a parameter management unit that manages parameters that are consumed to execute the game and that are restored to an upper limit value over time; a recovery speed change unit that changes a recovery speed of the parameter based on location information indicating the location of the user; A program that allows a computer to function.

2. further causing the computer to function as an estimation unit that estimates whether the user is in disposable time based on the location information; the recovery speed change unit changes the recovery speed depending on whether the user has disposable time. The program according to claim 1.

3. the recovery speed change unit increases the recovery speed when the user has disposable time. The program according to claim 2.

4. The location information indicates the location of the user from the present to a certain period of time ago. The program according to claim 2.

5. and when the parameter reaches the upper limit value or a value that allows the game to be played a certain number of times or more, the computer further functions as a notification unit that notifies the user of that fact, while the user is in disposable time. The program according to claim 2 or 3.

6. the location information indicates the location of the user during a certain period in the past; causing the computer to further function as an estimation unit that estimates a disposable time slot of the user based on the location information; the recovery speed change unit changes the recovery speed depending on whether or not it is the disposable time period. The program according to claim 1.

7. the recovery speed change unit increases the recovery speed when the disposable time period is reached. The program according to claim 6.

8. and when the parameter reaches the upper limit value or a value that allows the game to be played a certain number of times or more during the user's disposable time slot, the computer further functions as a notification unit that notifies the user of that fact. The program according to claim 6 or 7.

9. and causing the computer to further function as a notification unit that notifies the user when the recovery speed is increased. The program according to claim 3 or 7.

10. an information processing device capable of executing a plurality of types of applications including a first game application, a game execution unit that executes a game within the first game application based on a user's operation when the first game application is being executed; a parameter management unit that manages parameters that are consumed to execute the game and that are restored to an upper limit value over time regardless of whether the first game application is being executed; a recovery speed change unit that changes a recovery speed of the parameter in accordance with an application being executed by the information processing device; A program to make it function as such.

11. the recovery speed change unit changes the recovery speed of the parameter depending on the type of the application being executed. The program according to claim 10.

12. the recovery speed change unit increases the parameter recovery speed when the running application is an application other than the first game application. The program according to claim 10.

13. the plurality of types of applications further includes a second game application; the recovery speed change unit increases the recovery speed of the parameter when the type indicates an entertainment-related application other than the first game application. The program according to claim 11.

14. causing the information processing device to further function as an estimation unit that estimates a disposable time slot of the user based on the execution history of the plurality of types of applications; the recovery speed change unit changes the recovery speed depending on whether or not it is the disposable time period. The program according to claim 10.

15. the recovery speed change unit increases the recovery speed when the disposable time period is reached. The program according to claim 14.

16. and when the running application is an application other than the first game application, causing the information processing device to further function as a notification unit that notifies the user when the parameter reaches the upper limit value or a value that allows the game to be run a certain number of times or more. The program according to claim 12.

17. and when the parameter reaches the upper limit value or a value that allows the game to be played a certain number of times or more during the user's disposable time slot, causing the information processing device to further function as a notification unit that notifies the user of that fact.

16. The program according to claim 14 or 15.

18. a game execution unit that executes a game based on a user's operation; a parameter management unit that manages parameters that are consumed to execute the game and that are restored to an upper limit value over time; a recovery speed change unit that changes a recovery speed of the parameter based on location information indicating the location of the user; An information processing device comprising:

19. an information processing device capable of executing a plurality of types of applications including a first game application, a game execution unit that executes a game within the first game application based on a user's operation when the first game application is being executed; a parameter management unit that manages parameters that are consumed to execute the game and that are restored to an upper limit value over time regardless of whether the first game application is being executed; a recovery speed change unit that changes a recovery speed of the parameter in accordance with an application being executed by the information processing device; An information processing device comprising:

20. a game execution step in which the game execution unit executes the game based on a user's operation; a parameter management step in which a parameter management unit manages parameters that are consumed to execute the game and that are restored to an upper limit value over time; a recovery speed changing step in which a recovery speed changing unit changes the recovery speed of the parameter based on location information indicating the location of the user; A parameter recovery method including:

21. 1. A parameter recovery method executed on an information processing device capable of executing multiple types of applications including a first game application, comprising: a game execution step in which, when the first game application is being executed, a game execution unit executes a game within the first game application based on a user's operation; a parameter management step in which a parameter management unit manages parameters that are consumed to execute the game and that are restored to an upper limit value over time regardless of whether the first game application is being executed; a recovery speed changing step in which a recovery speed changing unit changes the recovery speed of the parameter in accordance with an application being executed by the information processing device; A parameter recovery method including:

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