Game device
The game device addresses boredom and hygiene issues in conventional toys by enabling interactive gameplay in water with a waterproof design, object capture mechanics, and educational features, promoting intellectual development and ease of use.
Patent Information
- Application Number
- JP2024067342
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-18
- Publication Date
- 2025-10-30
- Estimated Expiration
- 2044-04-18
AI Technical Summary
Conventional bathroom toys for children are prone to boredom, require complex shapes and many parts, occupy space, and pose hygiene risks due to mold and lost parts, limiting their appeal and usability.
A game device with a waterproof housing, display unit, and control unit that allows gameplay upon detecting water, featuring water detection means, object appearance, and information display, including a pictorial book function for object information and settings.
The game device provides engaging gameplay that enhances intellectual development, is easy to use, and prevents boredom, while being compact and hygienic, allowing continued play outside the bath.
Smart Images

Figure 2025163807000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game device that allows a game to be played on the condition that water is detected. [Background technology]
[0002] Toys for children to play with in bathtubs and pools have been commercially available. Patent Document 1 describes a bath timer toy equipped with a timer and water toys so that even young children who have difficulty waiting for bath time can enjoy their set bath time. Patent Document 2 describes a water toy equipped with a rail and a slide with a long total length of water flow surface so that infants and young children will not get bored playing in the bath. Patent Document 3 describes a fish-fishing toy equipped with a magnetically attracting iron piece and a urethane foam plate, which floats in the bathtub or pool, and a fishing rod with a magnet attached to the end of the fishing line for fishing.
[0003] Furthermore, educational toys that can be played with in the bathroom have also been proposed. Patent Document 4 describes an educational toy that allows young children to learn numbers in the bath by combining a main body with a floating tray provided with holes for spheres to pass through and a mesh tube for storing the spheres attached to the bottom of the holes, and multiple floating spheres. Patent Document 5 describes a puzzle such as a map that can be attached to the bathroom wall. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Publication No. 10-15256 [Patent Document 2] Japanese Patent Application Laid-Open No. 2008-220760 [Patent Document 3] Utility Model Registration No. 3230253 [Patent Document 4] Japanese Patent Application Laid-Open No. 2005-152160 [Patent Document 5] Utility Model Registration No. 3047284 Summary of the Invention [Problem to be solved by the invention]
[0005] The conventional toys described in Patent Documents 1 to 5 all have physical movements, which causes problems such as children becoming bored easily and narrowing the range of ages they are suitable for. Furthermore, these conventional bathroom toys have complex shapes and many parts to keep children entertained, which not only take up space in the bathroom but also poses the risk of mold and slime forming and parts getting lost, making them difficult to handle.
[0006] SUMMARY OF THE INVENTION An object of the present invention is to solve the above-mentioned problems of the conventional art and to provide a game device that allows children to have fun playing in the bath, contributes to the intellectual development of children, is easy to use, and does not tire of children. [Means for solving the problem]
[0007] In order to solve the above problem, a game device is provided which includes a waterproof housing, a display unit on which a game screen is displayed, water detection means, and a control unit which enables the game to be played on the condition that the water detection means has detected water at least once, and which is used by a user by immersing at least a portion of the device in water at least once.
[0008] In order to solve the above problem, a game device is provided which includes a first device having a waterproof housing, a display unit on which a game screen is displayed, and a control unit, and an auxiliary device which has water detection means and is capable of communicating with the first device, and the control unit performs control to enable play of the game on the condition that it has received a water detection signal from the auxiliary device at least once.
[0009] It is preferable that the control unit be configured to include an appearance control unit that causes an object to appear on the game screen after the water detection means detects water at least once, and an acquisition processing unit that executes game processing to acquire the object based on user operation.
[0010] Preferably, the control unit includes a pictorial book function providing unit that displays the acquired object and information about the object in a pictorial book format.
[0011] It is also preferable that the object is an aquatic organism, and the information about the object includes information about the name, ecology, or characteristics of the aquatic organism.
[0012] Preferably, the control unit includes a setting management unit that sets a play time during which the game for acquiring the object can be played.
[0013] It is also preferable that the apparatus be configured to include a transmitting unit capable of transmitting the acquired information about the object to an external device.
[0014] In order to solve the above problem, a game device is provided which comprises a first device which is used by a user by immersing at least a portion of it in water at least once and which includes a waterproof housing, a display unit which displays a game screen, a water detection means, a control unit which enables the game to be played on the condition that the water detection means has detected water at least once, and a communication unit which is capable of transmitting information about objects acquired in the game to the outside, and the first device is provided with a second device which is capable of mutual communication with the first game device, and the second device is provided with an encyclopedia function providing unit which displays the objects and information about the objects received from the first device in encyclopedia format.
[0015] It is preferable that the second device has a setting management unit that sets a play time during which the game for acquiring the object can be played on the first device.
[0016] In order to solve the above problem, a game device is provided which comprises a first device having a waterproof housing, a display unit on which a game screen is displayed, and a control unit, an auxiliary device having a water detection means and capable of communicating with the first device, the control unit performing control to enable play of the game on the condition that a water detection signal has been received from the auxiliary device at least once, and further comprising a second device capable of mutual communication with the first game device, the second device having an encyclopedia function providing unit which displays the objects and information about the objects received from the first device in encyclopedia format.
[0017] It is preferable that the second device has a setting management unit that sets a play time during which the game for acquiring the object can be played on the first device. [Effects of the Invention]
[0018] The present invention makes it possible to provide a game device that allows children to have fun playing in the bath, contributes to children's intellectual development, is easy to use, and keeps children from getting bored. [Brief explanation of the drawings]
[0019] [Figure 1] 1 is a front view of a game device main body according to a first embodiment. [Figure 2] 1 is an exploded perspective view of a game device main body according to a first embodiment. [Figure 3] 1 is a diagram showing the functional configuration of a game device main body according to a first embodiment. [Figure 4] 4A to 4C are diagrams illustrating an example of the operation of the game device main body according to the first embodiment. [Figure 5] 4A to 4C are diagrams illustrating an example of the operation of the game device main body according to the first embodiment. [Figure 6] FIG. 3 is a diagram showing an example of a normal screen in the first embodiment. [Figure 7] FIG. 2 is a diagram showing an example of a play start screen in the first embodiment. [Figure 8]1A to 1D are diagrams showing an example of (a) a game start screen, (b) a standby screen, (c) a creature appearance screen, and (d) an acquisition screen in the first embodiment. [Figure 9] FIG. 3 is a diagram showing an example of a repetition pattern of a game in the first embodiment. [Figure 10] 1A and 1B are diagrams showing an example of a game end screen, a result screen, and creature introduction screens in the first embodiment. [Figure 11] 1A and 1B are diagrams showing an example of a menu screen, an encyclopedia screen, and creature introduction screens in the first embodiment. [Figure 12] 1A to 1D are diagrams showing examples of (a) a setting screen, (b) a time setting screen, (c) a vibration setting screen, and (d) a brightness setting screen in the first embodiment. [Figure 13] FIG. 10 is a diagram illustrating the functional configuration of a game device according to a second embodiment. [Figure 14] FIG. 10 is a diagram schematically illustrating a game device main body (child device) and an information terminal device (parent device) in a third embodiment. [Figure 15] FIG. 10 is a diagram illustrating the functional configuration of a game device according to a third embodiment. [Figure 16] FIG. 11 is a diagram showing an example of the operation of a game device (parent device side) in the third embodiment. [Figure 17] FIG. 11 is a diagram showing an example of the operation of a game device (child device side) in the third embodiment. [Figure 18] FIG. 10 is a diagram showing the functional configuration of a game device according to a fourth embodiment. [Figure 19] FIG. 11 is a diagram showing the functional configuration of a game device according to a fifth embodiment. [Figure 20] FIG. 13 is a diagram showing the functional configuration of a game device according to a sixth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0020] The following describes modes for carrying out the invention. A game device according to a first embodiment of the present invention is a game device main body 10. A game device according to a second embodiment of the present invention includes the game device main body 10 and an auxiliary device equipped with water detection means. Game devices according to third to sixth embodiments of the present invention include the game device main body 10 as a first device (child device) and an information terminal device 20 as a second device (parent device).
[0021] (First embodiment) First, the first embodiment will be described.
[0022] <Game device> 1, a game device main body 10 of the first embodiment includes a waterproof housing 11 and a display 12. A user uses the game device main body 10 by immersing at least a portion of the waterproof housing 11 in water at least once. The game device main body 10 of this example is designed for children to play in a bath or other water-filled area, and for example, a child can play with the game device main body 10 by immersing the back of the waterproof housing 11 in hot water in a bathtub.
[0023] The waterproof housing 11 of the embodiment has a waterproof structure that prevents water from entering the internal electronic device storage area even when used near water. The waterproof housing 11 of the example shown in Fig. 1 is generally plate-shaped and generally rectangular when viewed from the front. The shape and size of the waterproof housing 11 are arbitrary, but it is preferably large enough for a child to hold the waterproof housing 11 in their hand and immerse at least the back surface of the waterproof housing 11 in bathwater to play with.
[0024] The display 12 displays game images (still images or moving images) generated by the game device main body 10. As shown in Fig. 1, the display 12 in this embodiment is substantially rectangular and is provided on the front surface of the game device main body 10. The shape of the display 12 is not limited to this, and may be various shapes such as circular.
[0025] In the embodiment, the display 12 is a liquid crystal display screen, but is not limited to this. The display 12 may be a transmissive liquid crystal screen. In a transmissive liquid crystal screen, the space behind the display 12 is visible, and an image of an object OB in the game (see FIG. 8(d), described in detail later) is displayed translucently or opaquely. This allows a child to play with the game device main body 10 in a bathtub, and the object OB appears as if it were actually appearing in the water, enhancing the sense of realism. The display 12 may also be configured to have a touch panel on its screen.
[0026] The game device main body 10 of the embodiment has four operation buttons (GET button 13, up button 14, down button 15, and enter button 16). As shown in FIG. 1, the buttons of the embodiment are arranged around the display 12 on the front surface of the game device main body 10. The number and arrangement of the operation buttons are not limited to this. These operation buttons are used to perform game operations and various setting operations.
[0027] 2 is an exploded perspective view of the game device main body 10 of the first embodiment. The game device main body 10 of this example includes a waterproof housing 11 made up of a front cover 11a and a back cover 11b.
[0028] In the example game device main body 10 shown in Figure 2, the display 12, each operation button, a circuit board 17, a vibration motor M, a battery B, an intermediate base 18, and a water sensor 19 are stored in the internal storage space of a waterproof housing 11.
[0029] In this example, the substrate 17 is an electronic circuit board equipped with a processor such as a CPU, a storage medium such as a RAM, and the like.
[0030] The vibration motor M is a vibrator for game effects and notifications. In addition, the game device main body 10 may have a built-in speaker for outputting sound.
[0031] The game device main body 10 of the embodiment operates using power supplied from a built-in battery B. The game device main body 10 in this example is provided with a terminal (not shown) that can be connected to an external power source. Battery B is connected to this terminal and can be charged via this terminal. Note that battery B is not limited to a rechargeable battery and may be a non-rechargeable dry cell battery.
[0032] The intermediate base 18 is a plate member that forms a waterproof storage space between itself and the front cover 11a.
[0033] The water sensor 19 is a sensor that detects the presence or absence of water. In the water sensor 19 of this embodiment, when moisture such as water droplets adheres to the sensor terminal on the board, the voltage changes and the output changes. As shown in FIG. 2, the water sensor 19 of this embodiment is disposed between the intermediate base 18 and the rear cover 11b. In this embodiment, a water hole is provided in the rear cover 11b at a position opposite the water sensor 19, so that the water sensor 19 can detect water when the rear cover 11b is immersed in water.
[0034] In this embodiment, as will be described later, the game starts on the condition that the water sensor 19 detects water. In this embodiment, once the water sensor 19 detects water, the game can be played even if the game device main body 10 is removed from the water after the game has started. However, the present invention is not limited to this, and the game may proceed on the condition that the water sensor 19 continues to detect the presence of water.
[0035] <Functional configuration of the game device> Next, the functional configuration of the game device main body 10 according to the first embodiment will be described with reference to FIG.
[0036] The game device main body 10 of the first embodiment includes a control unit 110, a storage unit 120, a display unit 130, an input unit 140, and water detection means 150.
[0037] The control unit 110 executes control to allow the game to be played on the condition that the water sensor 19, which is water detection means, has detected water at least once. The control unit 110 in the first embodiment is, for example, a CPU, and controls the operation of each function of the game device main body 10. The control unit 110 in this embodiment operates according to a program to fulfill the functions of an appearance control unit 111, an acquisition processing unit 112, an illustrated book function providing unit 113, and a setting management unit 114.
[0038] The appearance control unit 111 controls the appearance of an object OB on the game screen displayed on the display 12. In the embodiment, the appearance control unit 111 causes the object OB to appear on the game screen after the water detection means 150 detects water at least once.
[0039] The acquisition processing unit 112 executes game processing for acquiring the object OB that has appeared based on the user's operation.
[0040] The pictorial book function providing unit 113 displays the acquired object OB and information about the object OB in a pictorial book format. When an object OB is acquired in the game, the pictorial book function providing unit 113 of this embodiment automatically registers the object OB in the pictorial book.
[0041] The setting management unit 114 sets and manages the play time during which the game for acquiring the object OB can be played, based on the setting input by the user.
[0042] The storage unit 120 is, for example, a non-volatile memory, and stores programs relating to the operation of the game device main body 10, various data used in the game, an illustrated book database, and the like.
[0043] The display unit 130 of the embodiment is a screen on which game images and the like are displayed, and is specifically the display 12.
[0044] The input unit 140 of the embodiment is an input device that accepts user operation input, and specifically includes the operation buttons (GET button 13, up button 14, down button 15, and enter button 16).
[0045] The water detection means 150 of the embodiment is a sensor that detects at least the presence or absence of water, and specifically is the water sensor 19. The water detection means 150 is provided in the game device main body 10, and outputs the detection result to the control unit 110. Note that the water detection means 150 is not limited to the water sensor 19 described above, and may be, for example, a sensor that detects water pressure or water temperature, or a combination of multiple sensors may be provided.
[0046] <Game device operation> Next, an example of the operation of the game device main body 10 in the first embodiment will be described with reference to FIG. 4. This example shows a flow for a child playing in the bath. It is assumed that the child plays the game while holding the game device main body 10 in his / her hand and immersed in the bathtub. In addition, in the first embodiment, the object OB is an aquatic creature, and when an aquatic creature appears, the child can press the GET button 13 to capture the aquatic creature.
[0047] (Step S101) A predetermined operation is performed to turn on the power of the game device main body 10. In this embodiment, the power is turned on by pressing and holding the GET button 13.
[0048] (Step S102) When the game device main body 10 is powered on, in this embodiment, an attention-calling screen is displayed on the display 12. The attention-calling screen may display, for example, "Be careful when playing."
[0049] (Step S103) In this embodiment, after the warning screen is displayed for a predetermined time, the screen automatically transitions to a title screen (see FIG. 1) including the game title.
[0050] (Step S104) In this embodiment, after the title screen is displayed for a predetermined time, the screen automatically transitions to the normal screen sc1 shown in Fig. 6. Note that the game device main body 10 shown in Fig. 6 differs in shape from the game device main body 10 shown in Fig. 1, but has the same basic structure, and the same reference numerals are used to designate common parts.
[0051] 6 shows an example of a normal screen sc1 in which a virtual space resembling an aquarium is displayed. The normal screen sc1 in this example includes remaining battery level information inf1-1 of battery B, function information inf1-2 of the enter button 16 on the normal screen sc1, and function information inf1-3 of the GET button 13 on the normal screen sc1. The remaining battery level information inf1-1 of battery B may be displayed on other screens as well, not limited to the normal screen sc1.
[0052] Furthermore, the normal screen sc1 may display a video representation of a captured object OB swimming in the aquarium. In this case, the captured object OB and the object OB that will appear in the future may be displayed together.
[0053] (Step S105) When the GET button 13 is pressed on the normal screen sc1, the screen transitions to a play start screen sc2 shown in Fig. 7. In this example, the play start screen sc2 displays a background image that resembles the underwater world of the sea, river, etc. If the display 12 is a transmissive LCD screen, the screen may be configured to display bathwater without a background image.
[0054] The play start screen sc2 includes operation instruction information inf2 that instructs the user to operate. In this example, the operation instruction information inf2 includes the text "Take a bath and press the button" and an arrow pointing to the GET button 13. When a child, who is the user, immerses at least the back surface of the game device main body 10 in water (hot water) in a bathtub or the like in accordance with the operation instruction information inf2, the water sensor 19 detects the water (hot water). When a water detection signal from the water sensor 19 is transmitted to the control unit 110 and the GET button 13 is pressed, the process proceeds to step S106.
[0055] Note that the operation instruction information inf2 is not limited to this format; for example, the text "Turn on the bath" may be displayed first, and then after the water sensor 19 detects water, the text "Press the button" and an arrow may be displayed.
[0056] (Step S106) When the control unit 110 receives a water detection signal and an input signal from the GET button 13, the screen transitions to a game start screen sc3 (see FIG. 8(a)) and the game begins. The game start screen sc3 includes play time information inf3-1, which displays the remaining play time set in advance by the child's guardian or the like, as a timer, and text information inf3-2 indicating that the game has started. In this example, the play time is 10 minutes. Setting the play time will be described in detail later.
[0057] (Step S107) When the game starts, a standby screen sc4 (see FIG. 8(b)) is displayed. The standby screen sc4 includes play time information inf4. In this embodiment, the standby screen sc4 displays the same underwater background image as the play start screen sc2.
[0058] (Step S108) In this embodiment, after a predetermined time has elapsed, an object OB appears on the standby screen sc4, and the screen changes to a creature appearance screen (see FIG. 8(c)). In this example, the object OB is displayed in the form of a fish shadow. The shape of the fish shadow may be a silhouette corresponding to the object OB that has appeared, or may be an abstract shape that does not reveal what kind of creature it is until it is acquired.
[0059] The creature appearance screen sc5 also displays play time information inf5, and the play time is counting down. The creature appearance screen sc5 may also display text instructing the player to press the GET button 13. Also, a vibration may be activated when the creature appearance screen sc5 is displayed.
[0060] (Step S109) When the user presses the GET button 13 while the creature appearance screen sc5 is displayed, an acquisition screen sc6 (see FIG. 8(d)) is displayed, and the acquisition processing unit 112 performs the process of acquiring the object OB. The acquisition screen sc6 includes an image of the object OB and text information inf6 indicating that it has been acquired. A vibration may be activated when the acquisition screen sc6 is displayed. In the embodiment, at this time, the picture book function providing unit 113 registers the acquired object OB in the picture book database.
[0061] In this embodiment, steps S107 to S109 are repeated until the set play time has elapsed.
[0062] Here, an example of a repetition pattern of steps S107 to S109 in the embodiment will be described with reference to Fig. 9. In the embodiment, the set play time is divided into a plurality of unit times. In this example, the time from when one fish shadow appears until the next fish shadow appears is fixed, and one object OB can be acquired per unit time. One unit time (20 seconds in the example of Fig. 9) includes a fish shadow appearance time during which the object OB appears in the form of a fish shadow, a performance time from when the GET button 13 is pressed until the object OB is captured, and a waiting time until the next fish shadow appears, each of which has a predetermined length.
[0063] In this embodiment, the appearance control unit 111 controls the timing of the appearance of fish shadows (objects OB). The appearance control unit 111 may make the first fish shadow appear after a predetermined time has elapsed since the start of the game, or may make the first fish shadow appear immediately after the start of the game. In this example, the fish shadow appearance time is 5 seconds, but is not limited to this. In this example, the rarity of the creatures (aquatic creatures such as fish) that are objects OB is set to multiple levels, and the appearance control unit 111 determines by lottery which fish species will appear at the start of one unit time.
[0064] If the GET button 13 is pressed during the fish shadow appearance time, the screen transitions to the presentation time. During the presentation time, a presentation image, such as a fish shadow running away, is displayed. In the embodiment, the length of the presentation time varies depending on the rarity. For example, the presentation time is short for creatures with low rarity, and long for creatures with high rarity. This makes it possible to present the difficulty of catching rare creatures. If the GET button 13 is not pressed during the fish shadow appearance time, the screen will display a standby time, and the next fish shadow will appear after one unit of time has elapsed.
[0065] When the predetermined presentation time has elapsed, the acquisition processing unit 112 performs game processing to acquire a creature. In this example, the setting is such that pressing the GET button 13 will always result in capturing an aquatic creature. This is not limiting, and the probability of capture may be set to vary depending on the rarity of the creature, for example. When the presentation time has elapsed, an acquisition screen sc6 is displayed. In this embodiment, the acquired creature is automatically registered in the picture book database.
[0066] After the acquisition screen sc6 is displayed, the screen transitions to the standby screen sc4, which indicates the standby time. As shown in FIG. 9, the total of the fish shadow appearance time, the presentation time, and the standby time is a fixed unit time, so the length of the standby time varies depending on the length of the presentation time. In this embodiment, the behavior for each unit time is repeated until the play time set by a user such as a parent or guardian is reached.
[0067] This embodiment provides a game device that allows children to enjoy bathing while playing a simple game that they will not tire of. Furthermore, this embodiment ends the acquisition game after a set play time has elapsed, and children can continue playing outside the bath using the picture book function (details of which will be described later), thereby broadening the scope of play. Furthermore, utilizing the picture book function can also contribute to children's learning.
[0068] It is preferable that the game device main body 10 be configured so that the game can be paused during game play. In this embodiment, by pressing and holding the enter button 16 during game play, the game transitions to a game pause screen (not shown), allowing the game to be paused. During the pause, the counting of play time is also paused.
[0069] (Step S110) Return to the explanation of the game flow in FIG. 4. When the set play time has elapsed, the screen automatically transitions to game end screen sc7 (see FIG. 10(a)), and the acquisition game ends. The game end screen sc7 includes play time information inf7-1 indicating that the count has reached zero, and text information inf7-2 indicating the end of the game. In this embodiment, vibration is activated when the game end screen sc7 is displayed. Furthermore, if the display 12 is a transmissive LCD screen, the transparent display may end and a backlight such as an LED may be turned on when the game end screen sc7 is displayed.
[0070] (Step S111) After the game end screen sc7 is displayed for a predetermined time, the screen automatically transitions to a result screen sc8 (see FIG. 10(b)). The result screen sc8 includes acquisition detail information inf8-1 that displays a list of the names and quantities of objects OB acquired in the game, and information on the total number of objects OB acquired inf8-2.
[0071] (Step S112) After checking the display of the result screen sc8 and pressing the GET button 13, the creature introduction screen sc9 (see FIG. 10(c)) is displayed. The creature introduction screen sc9 includes an image of the object OB and information inf9 about the object OB. The information inf9 about the object OB is, for example, information about the name, ecology, characteristics, etc. of the aquatic creature.
[0072] In the embodiment, if a plurality of objects OB have been acquired, pressing the GET button 13 on the creature introduction screen sc9 will display the creature introduction screen sc9 (see FIG. 10(d)) relating to the next object OB. When the creature introduction screens sc9 for all types of acquired objects OB have been displayed, pressing the GET button 13 will return to the normal screen sc1.
[0073] Next, the pictorial book function in the first embodiment will be described.
[0074] (Step S120) As shown in Figures 4 and 5, when the decision button 16 is pressed while the normal screen sc1 is displayed, the screen transitions to a menu screen sc10 (see Figure 11(a)). The menu screen sc10 includes option information inf10 for selecting one of the following: Picture book (pictorial book function), Back (transition to previous screen), End (transition to end screen), and Settings (transition to setting screen).
[0075] (Step S130) When "Pictorial Book" is selected on the menu screen sc10 using the up button 14 or down button 15 and the decision button 16 is pressed, the screen transitions to the pictorial book screen sc11 (see FIG. 11(b)), as shown in FIG. 5. The pictorial book screen sc11 contains information inf11-1 indicating the names and symbols of objects OB registered in the pictorial book, and function information inf11-2 of the GET button 13 on the pictorial book screen sc11. In this example, the names of unregistered objects OB are hidden with "???".
[0076] (Step S131) When the user selects the name of an object OB registered in the encyclopedia on the encyclopedia screen sc11 and presses the confirm button 16, the screen transitions to a creature introduction screen sc12 (see FIG. 11(c)). The creature introduction screen sc12 in the encyclopedia function includes an image of the object OB registered in the encyclopedia and information inf12 about the object OB. The information inf12 about the object OB is, for example, a code that is the encyclopedia registration number, and information such as the name, ecology, and characteristics of the aquatic creature.
[0077] When the creature introduction screen sc12 is displayed, pressing the up button 14 or down button 15 transitions to the creature introduction screen sc12 related to another code. If the object OB associated with the code is not registered, the creature introduction screen sc12 (see FIG. 11(d)) is displayed with information inf12 about the object OB etc. hidden by "?".
[0078] When the creature introduction screen sc12 is displayed, pressing the decision button 16 returns to the encyclopedia screen sc11, and pressing the GET button 13 again returns to the menu screen sc10.
[0079] In this way, with the game device main body 10 of the first embodiment, children can play a game of capturing creatures while bathing, which is fun and not easily boring. Furthermore, by capturing objects OB, children can learn the names and shapes of creatures, and from the displayed information, they can also become familiar with the concept of time, numbers, hiragana, etc.
[0080] Furthermore, if the game device main body 10 has an illustrated encyclopedia function, after playing a game in which a player acquires creatures in the bath, the player can use the illustrated encyclopedia function to continue learning about the creatures they have acquired in places other than the bath. In addition to the illustrated encyclopedia function, the game device main body 10 may also have a game function in which the player raises the acquired creatures.
[0081] Note that the object OB is not limited to a living thing, but may be various things. For example, the object OB may be a mineral such as a gem, or a fictional character. Furthermore, the game that can be played on the game device main body 10 is not limited to a game in which the object OB is acquired, but may be another game.
[0082] In addition, the game device 10 is small and simple in shape, making it easy to handle. Furthermore, since it is possible to continue playing with the game device 10 after taking a bath, it is easy to get into the habit of taking the game device 10 out of the bathroom, and it is easy to prevent the game device 10 from getting dirty by leaving it in the bathroom.
[0083] (Step S140) Next, various settings will be described. When "Settings" is selected on the menu screen sc10 (see FIG. 11(a)) and the decision button 16 is pressed, the screen transitions to the setting screen sc13 (see FIG. 12(a)). The setting screen sc13 includes option information inf13 for selecting one of time setting (time), vibration setting (vibe), brightness setting (brightness), and returning to the previous screen (back).
[0084] (Steps S141a, S142a) A user, such as a child's guardian, can arbitrarily set the play time on the time setting screen sc14 (see FIG. 12(b)) using the up button 14, down button 15, and enter button 16. The play time may be set, for example, as the amount of time the child is desired to spend soaking in the bathtub. The play time set on the time setting screen sc14 is the amount of time available to play the game for acquiring objects OB, as described above. More specifically, the play time is the time counted from the game start screen sc3 (see FIG. 8(a)) to the game end screen sc7 (see FIG. 10(a)). Once the setting is complete and the enter button 16 is pressed, the screen returns to the normal screen sc1.
[0085] (Steps S141b, S142b) A user such as a child's guardian can arbitrarily set the vibration activation ON / OFF on the vibration setting screen sc15 (see FIG. 12(c)) using the up button 14, down button 15, and enter button 16. After completing the setting and pressing the enter button 16, the screen returns to the normal screen sc1.
[0086] (Steps S141c, S142c) A user such as a child's guardian can arbitrarily set the brightness of the display 12 on the brightness setting screen sc16 (see FIG. 12(d)) using the up button 14, the down button 15, and the enter button 16. After completing the setting and pressing the enter button 16, the screen returns to the normal screen sc1.
[0087] (Second embodiment) Next, a second embodiment will be described. As shown in Fig. 13, the game device according to the second embodiment includes a game device main body 10 as a first device, and an auxiliary device D having water detection means and capable of communicating with the game device main body 10.
[0088] In this embodiment, the water detection means 150 is separated from the game device main body 10 of the first embodiment. The game device main body 10 of this embodiment does not include the water detection means 150, but instead includes a communication unit 160 that receives a water detection signal from the auxiliary device D. The other configuration of the game device main body 10 is the same as in the first embodiment, so a description thereof will be omitted.
[0089] The auxiliary device D of this embodiment is a small, waterproof device and includes water detection means D11 and a communication unit D12. While the water detection means D11 of this embodiment is a water sensor, it is not limited to this and may also include a temperature sensor or the like. The communication unit D12 transmits a detection signal indicating that water has been detected to the game apparatus main body 10.
[0090] In this embodiment, the auxiliary device D is immersed in water, and the game device main body 10 receives a water detection signal from the auxiliary device D. The control unit 110 of the game device main body 10 performs control to enable the game to be played on the condition that the water detection signal from the auxiliary device D has been received at least once.
[0091] In this embodiment, the game can be played by immersing the auxiliary device D in water without bringing the game device main body 10 into contact with water. This allows the user to play the object capturing game in a place other than the bathroom, such as the living room, without getting the game device main body 10 wet. According to this embodiment, parents can freely decide whether to allow their children to play the object capturing game only in the bath or outside the bath, depending on their family policy, thereby improving convenience.
[0092] It is also possible to configure the game device main body 10 and the auxiliary device D both to have water detection means. In this case, the control unit 110 performs control to enable play of the game on the condition that either the water detection means 150 of the game device main body 10 has detected water at least once, or the water detection signal from the auxiliary device D has been received at least once.
[0093] Next, a third embodiment will be described. As shown in Fig. 14, the game device according to the third embodiment includes a game device main body 10 as a first device (child device) and an information terminal device 20 as a second device (parent device), and the parent device and the child device can communicate with each other.
[0094] In the third embodiment, the picture book function and the play time setting function are provided in the information terminal device 20 (parent device) rather than in the game device main body 10 (child device). In the third embodiment, a game in which objects OB are acquired is played using the child device in the bath, and information about the acquired objects OB is transmitted to the parent device, and the picture book is viewed using the parent device. This allows a child to play in the bath and study after bathing consecutively without having to take the wet child device out of the bath.
[0095] <Game device> The hardware configuration of the game device main body 10 of the third embodiment is the same as that of the first embodiment, and the same reference numerals are used to designate the common parts, and the description thereof will be omitted.
[0096] <Information terminal device> 14, an information terminal device 20 of the third embodiment includes a substantially rectangular housing 21, a display 22 such as a liquid crystal display screen, a decision button 23, and selection buttons 24, 24. The information terminal device 20 incorporates a processor, a storage medium, etc., which are not shown. The information terminal device 20 in this example is an information terminal device dedicated to the game device of the present invention, but is not limited to this, and may be a commercially available personal computer, tablet terminal, smartphone, etc.
[0097] <Game Device Configuration> The functional configuration of the game device according to the third embodiment will be described with reference to Fig. 15. Note that parts that are the same as those in the first embodiment will be given the same reference numerals and descriptions thereof will be omitted.
[0098] (Functional configuration of the child device) The game device main body 10 of the third embodiment includes a control unit 110, a storage unit 120, a display unit 130, an input unit 140, water detection means 150, and a communication unit 160.
[0099] The control unit 110 of the game device main body 10 of the third embodiment functions as an appearance control unit 111 and an acquisition processing unit 112.
[0100] The storage unit 120 of the game device main body 10 of the third embodiment stores programs related to the operation of the game device main body 10, various data used in the game of this embodiment, etc. The storage unit 120 of this embodiment does not store an illustrated book database.
[0101] The communication unit 160 realizes communication with the information terminal device 20, which is the parent device. The communication unit 160 of this embodiment functions as a transmitter that can transmit information about objects OB acquired in the game to the outside, and as a receiver that receives information about the play time set in the parent device. The communication unit 160 of this embodiment transmits information about objects OB acquired in the game to the parent device. The communication method of the communication unit 160 is preferably a wireless method, but may also be a wired method.
[0102] (Functional configuration of the parent unit) The information terminal device 20 of the third embodiment includes a control unit 210, a storage unit 220, a display unit 230, an input unit 240, and a communication unit 250.
[0103] The control unit 210 of the information terminal device 20 is, for example, a CPU, and controls the operation of each function of the information terminal device 20. The control unit 210 of this embodiment operates according to a program to fulfill the functions of an illustrated book function providing unit 211 and a setting management unit 212.
[0104] The pictorial book function providing unit 211 of the information terminal device 20 displays the acquired object OB and information about the object OB received from the slave device in a pictorial book format. More specifically, the pictorial book function providing unit 211 of this embodiment registers the acquired object OB transmitted from the slave device in a pictorial book database in the storage unit 220, and displays information about the object OB in a pictorial book format on the display 22 of the information terminal device 20 based on a user operation.
[0105] The setting management unit 114 of the information terminal device 20 sets and manages the play time and the like for which the game for acquiring the object OB can be played on the slave device based on the setting input by the user. In this embodiment, the setting information such as the play time set on the master device is transmitted to the slave device and reflected in the operation of the slave device.
[0106] The storage unit 220 of the information terminal device 20 is, for example, a non-volatile memory, and stores various data, an illustrated book database, and the like used in the game of this embodiment.
[0107] The display unit 230 of the information terminal device 20 is a screen on which an illustrated book or the like is displayed, and is specifically the display 22.
[0108] The input unit 240 of the information terminal device 20 is an input device that accepts user operation input, and specifically, each operation button (decision button 23, selection buttons 24, 24). When the information terminal device 20 is a personal computer, a tablet terminal, a smartphone, or the like, the input unit 240 is configured with, for example, a touch panel, buttons, a keyboard, a mouse, or the like that accepts user operation.
[0109] The communication unit 250 of the information terminal device 20 realizes communication with the game device main body 10, which is a slave device. The communication unit 250 of this embodiment functions as a receiving unit that receives information about objects OB acquired in the game from the game device main body 10, which is a slave device, and as a transmitting unit that transmits information about the play time set in the master device to the slave device. The communication method of the communication unit 160 is preferably a wireless method, but may also be a wired method.
[0110] <Game Device Operation> Next, an example of the operation of the game device in the third embodiment will be described. First, the operation flow of the information terminal device 20, which is the parent device, will be described with reference to FIG.
[0111] (Steps S201 to S204) The process from starting up the parent machine to displaying the normal screen is the same as the flow of the game device main body 10 of the first embodiment. The normal screen of the parent machine of the embodiment includes an image of acquired creatures swimming in a virtual space that resembles an aquarium.
[0112] (Step S205) When the normal screen (not shown) transitions to the menu screen (not shown), one of the menus "Settings," "Communication," or "Picture" can be selected.
[0113] (Step S210) When "Settings" is selected on the menu screen in step S205, a setting screen is displayed where the play time, vibration, and brightness of the sub-unit screen can be set. The setting screen in this embodiment is the same as the setting screen in the first embodiment shown in FIG. 12, so a description of the flow of each setting will be omitted.
[0114] (Step S220) When "Communication" is selected on the menu screen of step S205, the screen transitions to a communication screen (not shown). On the communication screen, a menu for either encyclopedia registration (reception) or setting transmission is displayed so that the user can select it.
[0115] (Step S230) When pictorial book registration is selected on the communication screen in step S220, the screen transitions to a pictorial book registration screen (not shown).
[0116] (Step S231) When "Waiting for reception" is selected on the picture book registration screen, the parent device enters a waiting for reception state to receive communication from the child device. After playing the game, the child device transmits information about the object OB that it has acquired to the parent device in the waiting for reception state. The operation of the child device will be described later.
[0117] (Step S232) When the reception of the information on the acquired object OB is completed, the pictorial book function providing unit 211 registers the information on the object OB in the pictorial book database. The screen display transitions to the normal screen.
[0118] (Step S240) When "Send settings" is selected on the communication screen in step S220, the screen transitions to a "Send settings" screen (not shown). The "Send settings" screen may allow the user to select which of the play time, vibration, and brightness settings to send, or may be configured to send all of the current setting information at once.
[0119] (Step S241) When the user selects "Send Settings" on the setting transmission screen and presses the decision button 23, the setting information set in the parent device is sent to the child device.
[0120] (Step S242) When the transmission is completed, the screen returns to the normal screen.
[0121] (Steps S250-S251) When "Pictorial book" is selected on the menu screen in step S205, the screen transitions to an pictorial book screen where an illustrated book can be viewed. The pictorial book screen and the creature introduction screen may be similar to the screens shown in FIG. 11 in the first embodiment, or may be screens that contain more information than each of these screens. In this embodiment, when viewing of the creature introduction screen in step S251 is completed, the user's operation transitions to the pictorial book screen, and then the screen transitions from the pictorial book screen back to the normal screen.
[0122] Next, with reference to FIG. 17, an operation flow of the game device main unit 10, which is the slave device in the third embodiment, will be described.
[0123] (Steps S301 to S311) The flow from starting up the game device main body 10, playing a game in which an object OB is acquired, to displaying the result screen sc8 (see FIG. 10(b)) is the same as in the first embodiment.
[0124] (Step S312) In this embodiment, when the GET button 13 is pressed while the result screen sc8 is displayed, a creature sending screen (not shown) is displayed. When the GET button 13 is pressed while the creature sending screen is displayed, information about the creature acquired in the game is sent to the parent machine. As described above, the encyclopedia function providing unit 211 of the parent machine, which has received the information about the acquired creature, registers the information about the creature in the encyclopedia database of the memory unit 220 of the parent machine.
[0125] (Step S313) When the transmission of the information about the acquired creature is completed and the GET button 13 is pressed, the screen transitions to the normal screen sc1 (see FIG. 6).
[0126] (Step S320) When receiving information such as the play time set in the parent machine, press the decision button 16 while the normal screen sc1 (see FIG. 6) is displayed to transition to a menu screen (not shown).
[0127] (Step S321) The menu screen of this embodiment displays a selection as to whether or not to receive setting information.
[0128] (Step S322) When the slave unit has selected to receive setting information and is in a reception standby state, if setting information is sent from the master unit, the slave unit can receive setting information such as play time.
[0129] (Step S323) When the reception of the setting information is completed, the settings such as the play time are reflected in the child device, and the screen display transitions to the normal screen.
[0130] As described above, in the third embodiment, the parent device is provided with the picture book function and various setting functions, which results in the effect of saving storage capacity of the child device and suppressing the load on the memory, etc. Furthermore, in the game device of this embodiment, since games other than the object acquisition game can be played on the parent device such as a tablet terminal, it is possible to easily provide various additional content to the parent device from the server of the company that provides the game, such as mini-games and breeding games related to acquired objects OB, versions of aquarium images, and additional types of objects OB.
[0131] (Fourth embodiment) Next, a fourth embodiment will be described. In the fourth embodiment, the game device is configured such that the game device main body 1 of the first embodiment is equipped with a communication function with the parent device as a child device, and the information terminal device 20 of the third embodiment is used as the parent device.
[0132] 18, the game device main body 10 of the fourth embodiment includes, in addition to the configuration of the first embodiment, a communication unit 160. The communication unit 160 of this embodiment realizes communication with the information terminal device 20, which is the parent device, as in the second embodiment.
[0133] In the fourth embodiment, information about objects OB acquired in a game is automatically registered in a pictorial book in the slave device, and the pictorial book can be viewed on the slave device, and information about the objects OB is sent to the master device, allowing the master device to use the pictorial book function as well. Also, various settings such as play time can be made on the slave device, and the settings of the slave device can also be changed from the master device.
[0134] As a result, in the fourth embodiment, parents can operate the settings from either inside or outside the bath, and children can use the picture book function even while in the bath, further improving user convenience.
[0135] (Fifth embodiment) Next, a fifth embodiment will be described. As shown in Fig. 19, the game device according to the fifth embodiment includes a game device main body 10 as a first device (child device), an auxiliary device D, and an information terminal device 20 as a second device (parent device).
[0136] In the fifth embodiment, the water detection means is provided in the auxiliary device D, not in the game device main body 10. Also, the picture book function and the play time setting function are provided in the information terminal device 20 (parent device), not in the game device main body 10 (child device).
[0137] The communication unit 160 of the game device main body 10 of this embodiment receives the water detection signal from the auxiliary device D and realizes communication with the information terminal device 20, which is the parent device.
[0138] The auxiliary device D of this embodiment is similar to the auxiliary device of the second embodiment.
[0139] The information terminal device 20 of this embodiment is similar to the information terminal device 20 of the third embodiment.
[0140] In this embodiment, similar to the second embodiment, the auxiliary device D is immersed in water, and the game device main body 10 receives a water detection signal from the auxiliary device D. The control unit 110 of the game device main body 10 performs control to enable the game to be played on the condition that the water detection signal from the auxiliary device D has been received at least once.
[0141] It is also possible to configure the game device main body 10 and the auxiliary device D both to have water detection means. In this case, the control unit 110 performs control to enable play of the game on the condition that either the water detection means 150 of the game device main body 10 has detected water at least once, or the water detection signal from the auxiliary device D has been received at least once.
[0142] In this embodiment, the flow after the end of the object OB acquisition game is the same as in the third embodiment.
[0143] According to this embodiment, it is possible to play the object acquisition game in places other than the bathroom, and the encyclopedia function can be used in places other than the bathroom using the parent device, thereby further improving user convenience.
[0144] (Sixth embodiment) Next, a sixth embodiment will be described. As shown in Fig. 20, the game device according to the sixth embodiment includes a game device main body 10 as a first device (child device), an auxiliary device D means, and an information terminal device 20 as a second device (parent device).
[0145] In the sixth embodiment, the game device main body 10 of the fifth embodiment is also provided with a picture book function and a setting function. This makes it possible to play the object acquisition game in places other than the bathroom, and the picture book function can be used on both the slave device and the master device, further improving user convenience.
[0146] Although the present invention has been described above using the embodiments as examples, the present invention is not limited to the above embodiments and can be embodied in various forms. For example, the housing 21 of the information terminal device 20, which is the parent device, may have a waterproof structure so that it can be used in the bath. [Explanation of symbols]
[0147] 10 Game device 11 Waterproof housing 12 Display 13 GET button 14 Up arrow button 15 Down arrow button 16. Enter button 17 PCB 18 Intermediate Base 19 Water Sensor 110 control section 111 Appearance control unit 112 Acquisition processing unit 113 Illustrated Book Function Department 114 Settings Management Department 120 Storage section 130 Display section 140 Input section 150 Water detection means 160 Communications Department OB Object D Auxiliary equipment D11 Water detection means D12 Communications Department 20 Information terminal device 21. Cabinet 22 Display 23 Confirm button 24 Select button 210 Control Unit 211 Illustrated Book Function Department 212 Settings Management Department 220 Storage section 230 Display section 240 Input section 250 Communications Department
Claims
1. The game device comprises a waterproof housing, a display unit on which a game screen is displayed, a water detection means, and a control unit that enables the game to be played on condition that the water detection means has detected water at least once, and is used by a user by immersing at least a portion of the device in water at least once.
2. a first device including a waterproof housing, a display unit that displays a game screen, and a control unit; an auxiliary device having a water detection means and capable of communicating with the first device; The control unit controls the game device to enable play of the game on condition that the control unit has received a water detection signal from the auxiliary device at least once.
3. The control unit an appearance control unit that makes an object appear on the game screen after the water detection means detects water at least once; 3. The game device according to claim 1, further comprising an acquisition processing unit that executes game processing for acquiring the object based on a user's operation.
4. The control unit 4. The game device according to claim 3, further comprising a picture book function providing unit that displays the acquired object and information about the object in a picture book format.
5. the object is an aquatic organism; 5. The game device according to claim 4, wherein the information about the object includes information about the name, ecology, or characteristics of the aquatic creature.
6. 4. The game device according to claim 3, wherein the control unit includes a setting management unit that sets a play time during which the game for acquiring the object can be played.
7. 4. The game device according to claim 3, further comprising a transmitting section capable of transmitting information about the acquired object to an external device.
8. a first device that includes a waterproof housing, a display unit that displays a game screen, water detection means, a control unit that enables the game to be played on condition that the water detection means has detected water at least once, and a communication unit that can transmit information about objects acquired in the game to an external device, and that is used by a user by immersing at least a portion of the first device in water at least once; a second device capable of communicating with the first game device; The second device is a game device including an encyclopedia function providing unit that displays the object and information about the object received from the first device in an encyclopedia format.
9. 9. The game device according to claim 8, wherein the second device comprises a setting management unit that sets a play time during which the game for acquiring the object can be played on the first device.
10. a first device including a waterproof housing, a display unit that displays a game screen, and a control unit; an auxiliary device having a water detection means and capable of communicating with the first device; the control unit performs control to enable play of the game on condition that a water detection signal has been received from the auxiliary device at least once; a second device capable of communicating with the first game device; The second device is a game device including an encyclopedia function providing unit that displays the object and information about the object received from the first device in an encyclopedia format.
11. 11. The game device according to claim 10, wherein the second device comprises a setting management unit that sets a play time during which the game for acquiring the object can be played on the first device.
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