Computer program, game system, and information processing metho
The game system uses smartwatches to collect health and location data for mission-based game progression, enhancing user health promotion and behavioral change through tactile and audio feedback.
Patent Information
- Application Number
- JP2024069763
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-04-23
- Publication Date
- 2025-11-05
Smart Images

Figure 2025165612000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a computer program, a game system, and an information processing method for providing a game that is linked to a user's activities in the real world. [Background technology]
[0002] Parallel reality games have become popular, in which a character's activities in a virtual world are linked to the user's real-world location and movements using location data obtained from a GPS receiver installed in a communication terminal (see, for example, Patent Document 1). For example, this type of parallel reality game includes games in which a character corresponding to the user's avatar adventures in a virtual world linked to the user's activities in the real world, and games in which the user can collect characters. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 6905154 Summary of the Invention [Problem to be solved by the invention]
[0004] Advances in miniaturization of communication devices and advances in health informatics have made it possible for users to wear so-called smartwatches, which are worn at all times, to collect health data such as the number of steps a user takes based on location data and heart rate using optical sensors. Using data such as location data, heart rate, and audio recorded during sleep that can be measured by smartwatches, games have also been proposed that encourage users to change their behavior for health reasons, and the development of such technology is expected to promote user health and provide new forms of entertainment.
[0005] The present invention aims to provide a computer program, a game system, and an information processing method related to a game that is linked to a user's activities in the real world. [Means for solving the problem]
[0006] A computer program according to one embodiment of the present disclosure is a computer program for progressing a game by outputting text, audio, images, or tactile sensations from a computer based on scenario data, and causes the computer to determine whether a checkpoint in the scenario has been reached while outputting the text, audio, images, or tactile sensations based on the scenario data, and if it determines that a checkpoint has been reached, to suspend the progression of the story and identify a mission associated with the checkpoint, acquire sensing data corresponding to the mission from a group of sensors including a position sensor that detects the position of the computer, determine the completion and success or failure of the mission based on the acquired sensing data, and execute a process to resume the progression of the story depending on the completion and success or failure of the mission.
[0007] In the computer program, game system, and information processing method disclosed herein, while a game based on scenario data and accompanied by text, audio, images, or tactile sensations is progressing, achievable missions are presented using sensing data obtained from a group of sensors mounted on the computer. When the mission is completed, the progression of the story resumes. [Effects of the Invention]
[0008] According to the present disclosure, a game that is linked to a user's activities in the real world contributes to promoting health and behavioral change in the user's real world. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a schematic diagram of a game system according to the present disclosure. [Figure 2] FIG. 2 is a block diagram showing the configuration of a communication terminal. [Figure 3] FIG. 2 is a functional block diagram of a processing unit based on a game application. [Figure 4] FIG. 2 is a block diagram showing the internal configuration of the server. [Figure 5] 10 is a flowchart illustrating an example of a processing procedure related to game progress in the game system. [Figure 6] 10 is a flowchart illustrating an example of a processing procedure related to game progress in the game system. [Figure 7] FIG. 10 is a diagram showing an example of mission content. [Figure 8] FIG. 10 is a diagram showing another example of the contents of the mission. DETAILED DESCRIPTION OF THE INVENTION
[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present disclosure will be specifically described with reference to the accompanying drawings showing embodiments thereof. In the following embodiments, a game system according to the present disclosure will be described.
[0011] 1 is a schematic diagram of a game system 100 according to the present disclosure. The game system 100 includes a communication terminal 1, which is a so-called smartwatch worn by a user, and a server 2 that transmits and receives data between the communication terminal 1 and the communication terminal 1 via a network N. The network N includes the Internet N1, a carrier network N2, a base station BS, and an access point AP.
[0012] In this embodiment, in game system 100, a communication terminal 1 having a game application program (hereinafter referred to as a game app) installed communicates with server 2 according to updates and progress, and acquires game content from server 2 to progress the game. The game content includes scenario data, character data, etc.
[0013] In particular, the game system 100 of the present disclosure transmits various types of sensing data, including location data that can be acquired by the communication terminal 1 and healthcare-related data of the user, such as heart rate, to the server 2. Based on the content of the data and the history up to that point, the server 2 transmits scenario data, character data, and control data according to conditions to the communication terminal 1, thereby realizing progression to different branches depending on the user, display of specific effects, and the like.
[0014] 2 is a block diagram showing the configuration of communication terminal 1. As described above, communication terminal 1 is a smart watch, but may be another wearable device. Communication terminal 1 includes a processing unit 10, a storage unit 11, a communication unit 12, a display unit 13, an operation unit 14, an audio input / output unit 15, a sensor group 16, a tactile output unit 17, and a power supply unit 18.
[0015] The processing unit 10 includes one or more processors such as a central processing unit (CPU), a micro-processing unit (MPU), or a graphics processing unit (GPU). The processing unit 10 also includes temporary storage media such as a static random access memory (SRAM) or a dynamic random access memory (DRAM). The processing unit 10 executes game-related processing based on a game application P1 stored in the storage unit 11. The processing unit 10 may be configured as a single piece of hardware (SoC: System On a Chip) that integrates a processor, a memory, and further the storage unit 11 and communication unit 12.
[0016] The storage unit 11 uses a non-volatile memory such as a flash memory or an SSD. The storage unit 11 stores data referenced by the processing unit 10. The storage unit 11 stores the game application P1. The storage unit 11 stores the user's account data (user ID) for the game application P1. The storage unit 11 stores the progress of the story of the game application P1, character data, voice data, etc. owned by the user in the game application P1, in association with the user ID. The correspondence between the user ID and the progress of the story, etc. is synchronized with data such as the progress of the story and data on the owned characters stored in association with the user ID in the server 2.
[0017] The game application P1 stored in the memory unit 11 may be a game application P9 stored in a non-temporary storage medium 9 that is read by the processing unit 10 and stored in the memory unit 11, or it may be a game application P9 that the processing unit 10 downloads from the server 2 or from another download server via the communication unit 12 and stores in the memory unit 11.
[0018] The communication unit 12 realizes communication with the server 2 via a network N including the Internet or a carrier network. Specifically, the communication unit 12 is a wireless communication device that connects to a carrier network. The communication unit 12 may be a wireless communication device for Wi-Fi. The communication unit 12 may realize short-range wireless communication such as Bluetooth (registered trademark) and may be able to send and receive data with a user's earphones with a microphone or another smartphone owned by the user. The communication unit 12 may connect to the network N via another communication device such as a smartphone owned by the user, and then connect to the server 2.
[0019] The display unit 13 is a display such as a liquid crystal display or an organic EL (Electro Luminescence) display. The display unit 13 is, for example, a display with a built-in touch panel. The processing unit 10 displays game content such as text and images provided from the server 2 on the display unit 13 based on the game application P1. The processing unit 10 may use, as the display unit 13, a display of a smartphone owned by the user connected via the communication unit 12.
[0020] The operation unit 14 is a user interface capable of inputting and outputting data to and from the processing unit 10. The operation unit 14 is, for example, a touch panel built into the display unit 13. The operation unit 14 may be a physical button. The operation unit 14 may also serve as a voice input unit. When the operation unit 14 detects an operation on itself, it provides operation data to the processing unit 10.
[0021] The audio input / output unit 15 includes a microphone and a speaker. The processing unit 10 can receive instructions from the user through the microphone of the audio input / output unit 15. The processing unit 10 can output game content such as voice and music provided by the server 2 from the speaker based on the game application P1. The audio input / output unit 15 may be earphones connected via the communication unit 12.
[0022] The haptic output unit 17 includes a vibration generator and applies a haptic sensation such as vibration or impact to the user wearing the communication terminal 1.
[0023] The power supply unit 18 includes a battery. The battery is a secondary battery, and the power supply unit 18 is capable of outputting the remaining battery charge to the processing unit 10. The battery may be a replaceable battery, and in that case, the power supply unit 18 should also be capable of outputting the remaining battery charge to the processing unit 10.
[0024] The sensor group 16 includes at least one of a position sensor 161, an acceleration sensor 162, a gyro sensor 163, a direction sensor 164, an air pressure sensor 165, a temperature sensor 166, a heart rate sensor 167, a blood pressure sensor 168, and a blood oxygen level sensor 169. The sensor group 16 may also include other health care / wellness related sensors.
[0025] The position sensor 161 receives radio waves from a GPS, calculates and outputs longitude and latitude. The position sensor 161 may also calculate and output a position using radio waves from a base station.
[0026] The processing unit 10 can detect vibrations, movement, hand movements, and the like detected by the communication terminal 1 using the acceleration sensor 162. The processing unit 10 can detect the tilt of the display unit 13 of the communication terminal 1 using the gyro sensor 163. The processing unit 10 can detect the direction in which a specific axis of the communication terminal 1 is facing using the direction sensor 164. The processing unit 10 can detect the air pressure at the location where the communication terminal 1 is located using the air pressure sensor 165.
[0027] The processing unit 10 can detect the heartbeat of the user wearing the communication terminal 1 at any timing using the heartbeat sensor 167. The processing unit 10 can detect the body temperature of the user using the temperature sensor 166. The processing unit 10 can detect the blood pressure measured using the blood pressure sensor 168 and the blood oxygen level measured using the blood oxygen level sensor 169.
[0028] The processing unit 10 sequentially acquires the position and tilt of the communication terminal 1 and the status of the user of the communication terminal 1 from the sensors included in the sensor group 16, and can display the position and user status on the display unit 13, and can transmit data indicating the user status to the server 2 from the communication unit 12.
[0029] 3 is a functional block diagram of the processing unit 10 based on the game application P1. The processing unit 10 can realize the following functions based on the game application P1 and the sensor group 16.
[0030] The processing unit 10 can function as a step counting unit 101, a travel distance measuring unit 102, a calorie consumption calculating unit 103, a timer 104, a calendar 105, a climate acquisition unit 106, and an altitude measuring unit 107.
[0031] The pedometer 101 outputs the number of steps taken by the user. The pedometer 101 can output the number of steps from any measurement start timing. The pedometer 101 may estimate the number of steps from a history of position data that can be successively acquired by the position sensor 161, or may measure the number of steps from vibrations that can be inferred from walking using the acceleration sensor 162. The pedometer 101 can, for example, count the cumulative number of steps from the start of a scenario by the game app P1. The pedometer 101 can also count the cumulative number of steps from a specific time or from a timing when a specific condition is satisfied. The pedometer 101 can work in conjunction with the function of the calendar 105 to count and output the number of steps per day, week, or month. The pedometer 101 may be configured to work in conjunction with other healthcare-related apps executed by the processing unit 10 so as to successively acquire the number of steps.
[0032] The movement distance measurement unit 102 measures the movement distance of the user. The movement distance measurement unit 102 can output the movement distance of the user from any measurement start timing. The movement distance measurement unit 102 may calculate the movement distance from a history of position data that can be sequentially acquired by the position sensor 161, or may calculate the movement distance using changes in acceleration obtained from the acceleration sensor 162. For example, the movement distance measurement unit 102 can calculate the accumulated distance from the start of a scenario by the game application P1. The movement distance measurement unit 102 can also calculate the accumulated movement distance from a specific time or the accumulated movement distance from the time when a specific condition is satisfied. The movement distance measurement unit 102 works in conjunction with the function of the calendar 105 to calculate and output the movement distance for each day, week, and month.
[0033] The calorie consumption calculation unit 103 measures the calories consumed by the user. The calorie consumption calculation unit 103 can calculate the calories consumed by the user from an arbitrary measurement start timing to measurement end timing. The calorie consumption calculation unit 103 may calculate the calories consumed from the number of steps counted by the step counting unit 101, or may calculate the calories consumed from the heart rate detected by the heart rate sensor 167 and the moving speed or periodic movement rhythm detected by the acceleration sensor 162. The calorie consumption calculation unit 103 may accept input of the user's weight and age and correct the calories consumed based on this information. For example, the calorie consumption calculation unit 103 can calculate the cumulative calories consumed from the start of a scenario by the game app P1. The calorie consumption calculation unit 103 can also calculate the cumulative calories consumed from a specific time or the calories consumed from the time when a specific condition is met. The calorie consumption calculation unit 103 can work in conjunction with the function of the calendar 105 to calculate and output the calories consumed daily, weekly, and monthly.
[0034] The timer 104 measures the elapsed time from an arbitrary timing. The timer 104 measures the elapsed time using time information that can be received by the timer of the processing unit 10 or the GPS receiver of the position sensor 161. The timer 104 can measure the elapsed time from the start of a scenario by the game application P1, the result time from a specific time, or the elapsed time from the timing when a specific condition is satisfied.
[0035] The calendar 105 outputs the date and day of the week at a specified timing. The calendar 105 can identify the date and day of the week using time information received by the GPS receiver of the position sensor 161 and time information obtained from the communication unit 12. The calendar 105 can output a notification at a specific time when the specified date and day of the week arrive. The calendar 105 notifies when a specified number of days have elapsed since the start of a scenario by the game application P1, or when the number of hours, days, or weeks since a specific time meets a specified condition. The calendar 105 also realizes functions such as notifying on a specific day of the week following the arrival of a specific scenario.
[0036] The climate acquisition unit 106 outputs the climate at any timing. The climate acquisition unit 106 may acquire the climate at the location specified by the location sensor 161 from an external weather data service via the communication unit 12, or may acquire the climate in conjunction with another weather app. The climate acquisition unit 106 may use the atmospheric pressure detected by the atmospheric pressure sensor 165. The climate acquisition unit 106 can notify when a specific climate occurs, when a specific temperature is reached, when a specific humidity is reached, when a specific wind speed is reached, or when a specific air quality is reached. The climate acquisition unit 106 can also notify when a specific change in atmospheric pressure occurs.
[0037] The altitude measurement unit 107 outputs the altitude at any timing. The altitude measurement unit 107 may output the altitude based on the position acquired by the position sensor 161 and map information around the position (acquired via the communication unit 12 or stored in the storage unit 11), or may estimate the altitude using the atmospheric pressure acquired by the atmospheric pressure sensor 165.
[0038] 4 is a block diagram showing the internal configuration of the server 2. The server 2 is a game server capable of transmitting and receiving data to and from a plurality of communication terminals 1. In the following description, the server 2 will be described as a single game server, but it may also be configured such that a plurality of server computers are communicatively connected via a network to perform distributed processing.
[0039] The server 2 includes a processing unit 20, a storage unit 21, and a communication unit 22. The processing unit 20 includes one or more processors such as a CPU, a GPU, etc. The processing unit 20 includes a temporary storage medium such as an SRAM, a DRAM, etc. The processing unit 20 executes processing as a game server based on an information processing program P2 stored in the storage unit 21.
[0040] The storage unit 21 uses a nonvolatile memory such as a hard disk, a flash memory, or an SSD (Solid State Drive). The storage unit 21 stores data referenced by the processing unit 20. The storage unit 21 stores an information processing program P2.
[0041] The information processing program P2 stored in the storage unit 21 may be an information processing program P8 stored in a computer-readable non-temporary storage medium 8 that has been read by the processing unit 20 and copied to the storage unit 21. The information processing program P2 may also be one that the processing unit 20 has downloaded from another download server via the communication unit 22 and stored in the storage unit 21.
[0042] The storage unit 21 stores various sensing data including location data acquired by the communication terminal 1 and healthcare-related data of the user, such as heart rate, in association with account data (user ID) of each user.
[0043] The storage unit 21 stores game content used in the game. The storage unit 21 includes game scenario data, character data, item data, etc. The storage area of the storage unit 21 that stores this game content data may be an external storage medium connected for communication via a network. The scenario data is data used in game play processing. The scenario data includes image data (animation, video, etc.), text data (dialogue, etc.), and audio data. The scenario data is stored in association with identification data that identifies the scenario. The character data is data of characters appearing in the game. The character data includes name (identification data), attribute data (type, characteristics, etc.), image data (animation, video, etc.), audio data, and level-specific parameters (strength, defensive power, attributes, etc.) and rarity. The character data stores the entity of these game contents (image data, etc.) in association with content identification data (hereinafter referred to as content ID). The item data may be items that can be used by characters in the game application P1 or items that characters use in the game application P1. The item data includes the substance of image data and the like, and is stored in the storage unit 21 in association with the content ID.
[0044] The storage unit 21 stores the story progress of each user in association with the user ID. The storage unit 21 may also store the content IDs of characters and items that the corresponding user can use in the game application P1 in association with the user ID.
[0045] The communication unit 22 realizes communication with the communication terminal 1 via the network N. Specifically, the communication unit 22 is a network card. The communication unit 22 may be a wireless communication module that connects to the carrier network N2, or may be a wireless communication module for WiFi. The processing unit 20 can transmit and receive data to and from the communication terminal 1 via the communication unit 22.
[0046] In the game system 100 configured as above, the processing procedures performed by the game application P1 and the information processing program P2, and the game progress realized based on these procedures will be described.
[0047] 5 and 6 are flowcharts showing an example of a processing procedure related to the progress of a game in the game system 100. The processing unit 10 of the communication terminal 1 executes the following processing while the game application P1 is running. The processing unit 10 can perform the functions shown in FIG. 3 at any timing, and uses these functions according to the following processing procedure.
[0048] The processing unit 10 of the communication terminal 1 transmits a story progress request specifying the user's account data (user ID) to the server 2 (step S101).
[0049] The processing unit 20 of the server 2 receives a story progression request (step S201) and refers to the story progression stored in the storage unit 21 in association with the specified user ID (step S202). The processing unit 20 reads scenario data for continuing the story according to the progression (step S203). The processing unit 20 reads setting data corresponding to checkpoints included in the story progression according to the user's progression (step S204). In step S204, the processing unit 20 reads parameters to be acquired by the communication terminal 1 for the checkpoints and numerical data for determining the parameters.
[0050] The processing unit 20 transmits the read scenario data and setting data to the communication terminal 1 (step S205).
[0051] The processing unit 10 of the communication terminal 1 receives the scenario data and setting data transmitted from the server 2 (step S102), and stores them in the storage unit 11 (step S103).
[0052] The processing unit 10 displays a game screen based on the scenario data to progress the story (step S104). In step S104, the processing unit 10 sequentially displays text and character images on the display unit 13. The processing unit 10 may output the character's voice from the voice input / output unit 15, may display an image based on animation on the display unit 13, or may output background music and voice from the voice input / output unit 15.
[0053] The processing unit 10 determines whether the progress of the story has reached a checkpoint (step S105). If it is determined that the checkpoint has not been reached (S105: NO), the processing unit 10 returns the process to step S104 and continues the progress of the story.
[0054] If it is determined that a checkpoint has been reached (S105: YES), the processing unit 10 reads out the corresponding setting data (step S106). The processing unit 10 identifies a mission for progressing the story after the checkpoint based on the read setting data (step S107).
[0055] The missions identified in step S107 include reaching a predetermined number of steps, traveling a predetermined distance, burning calories a predetermined value, reaching a specific time, reaching a predetermined point in time since the start of the scenario of game app P1, or reaching a predetermined number of days since the start of the scenario. Other missions may include reaching a predetermined heart rate range, reaching a predetermined altitude, reaching a predetermined number of floors, reaching a specific location, or moving in a specific direction. A mission may be reaching a predetermined walking speed. A mission may be maintaining blood pressure or blood oxygen levels at or above a predetermined value. A mission may be reaching a predetermined battery level or falling below a predetermined value. A mission may be reaching a specific date or time, or experiencing a specific climate (weather, temperature, humidity, UV radiation, wind speed, air quality) at the user's location. A mission may be a combination of the various conditions described above.
[0056] The processing unit 10 outputs the identified mission from the display unit 13 and the audio input / output unit 15 (step S108). The processing unit 10 acquires sensing data corresponding to the mission (step S109). The processing unit 10 transmits part or all of the acquired sensing data to the server 2 (step S110). In step S110, the processing unit 10 transmits the accumulated number of steps, accumulated distance traveled, etc. to the server 2 when they are updated. In step S110, the processing unit 10 does not need to transmit all of the acquired sensing data, and transmits only the data stored in the server 2 in association with the user ID, as described above.
[0057] If the mission specified in step S107 is for the distance traveled from the time point at which the checkpoint was reached to reach a predetermined distance, then in step S109 the processing unit 10 acquires the distance traveled from that time point using the function of the travel distance measurement unit 102 and position data from the position sensor 161. If the mission specified in step S107 is for the number of steps taken that day to reach a predetermined number, then in step S109 the processing unit 10 acquires the number of steps taken that day using the functions of the step count measurement unit 101 and the calendar 105. Alternatively, if the mission is to burn calories to a predetermined value or more, then in step S109 the processing unit 10 acquires the calories burned using the calorie consumption calculation unit 103. Additionally, depending on the mission, the processing unit 10 acquires necessary data from among acceleration, tilt, direction, air pressure, body temperature, heart rate, blood pressure, blood oxygen level, time, date, climate, altitude, etc.
[0058] During this time, when the processing unit 20 of the server 2 receives part or all of the sensing data acquired by the communication terminal 1 (step S206), the processing unit 20 stores the sensing data in association with the user ID (step S207).
[0059] The processing unit 10 of the communication terminal 1 determines whether the mission has ended based on the acquired sensing data (step S111). In step S111, the processing unit 10 can determine that the mission has ended if the achievement condition of the mission at the checkpoint has been met. The processing unit 10 can determine that the mission has ended if the deadline included in the achievement condition of the mission at the checkpoint or the condition for being judged as a failure has been met.
[0060] If it is determined that the mission is not completed (S111: NO), the processing unit 10 calculates the degree of completion of the mission based on the acquired sensing data (step S112) and outputs the degree of completion (progress) along with the content of the mission for advancing the story to the display unit 13 (step S113). In step S113, the processing unit 10 may visually display the percentage using a meter (gauge) based on the degree of completion, or may change the color, size, or blinking of text. The processing unit 10 may change the background color or foreground decoration of the game screen displayed on the display unit 13 depending on the time of day or weather based on the acquired sensing data. In step S113, the processing unit 10 may change the facial expression or character of a character (including an avatar) according to the degree of completion. In step S113, the processing unit 10 may change the background music, character voice, or volume. In step S113, the processing unit 10 may output a haptic sensation such as vibration from the haptic output unit 17 according to the degree of completion, and change the haptic sensation. In step S113, the processing unit 10 may make the vibration from the tactile output unit 17 become a specific vibration when the time or numerical value remaining until the deadline included in the mission completion conditions falls below a predetermined value, so that the user can recognize that the deadline is approaching without having to stare at the display unit 13.
[0061] The processing unit 10 returns the process to step S109 and continues to acquire sensing data until it determines that the mission has ended.
[0062] If the processing unit 10 determines in step S111 that the mission has ended (YES in step S111), it determines whether the mission has been successful (step S114). If the mission has ended successfully (YES in step S114), the processing unit 10 advances the story for when the mission is successful (step S115). In step S115, the processing unit 10 displays text and / or characters for when the mission is successful on the display unit 13, performs effects such as background color and decoration, and unlocks the next scenario. The processing unit 10 may change the sound or background music in response to the success of the mission. In step S115, the processing unit 10 may output a haptic sensation for when the mission is successful, such as vibration, from the haptic output unit 17 and change the haptic sensation. The processing unit 10 may grant the user a reward such as an item, a new character, a new fashion, new lines, new voice, or new music. In step S115, the processing unit 10 may execute the unlocking of a new game or stage within the game app P1.
[0063] The processing unit 10 associates data on the successful mission and the progress of the story due to the successful mission with the user ID, and transmits them to the server 2 (step S116). The processing unit 10 starts the process again from step S101.
[0064] If it is determined in step S114 that the mission was not successful (S114: NO), the processing unit 10 progresses the story according to the degree of achievement of the mission (step S117). In step S117, if the processing unit 10 has partially failed, the processing unit 10 displays text and / or the character's facial expression according to the result on the display unit 13, and changes the background color, decorations, etc., and the BGM and sound. In step S117, the processing unit 10 may output a tactile sensation, such as vibration, from the tactile output unit 17 in the case of partial failure, and change the tactile sensation.
[0065] If all missions are failed, the processing unit 10 displays text and / or the character's facial expression according to the result on the display unit 13, and changes the background color, decorations, etc., and the background music and sound. In step S117, the processing unit 10 outputs a haptic sensation, such as vibration, from the haptic output unit 17 in the event of all failures, and may change the haptic sensation. In step S117, if all missions are failed, the processing unit 10 counts the game as over and returns the story progress to the checkpoint.
[0066] The processing unit 10 transmits the data of the unsuccessful mission and the progress of the story due to the failed mission in association with the user ID to the server 2 (S116), and ends the processing. In this case, the processing unit 10 starts the processing again from step S101.
[0067] In the server 2, the processing unit 20 receives the mission data including the success or failure sent from the communication terminal 1 and the progress of the story based on the success or failure of the mission (step S208), stores them in association with the user ID corresponding to the communication terminal 1 (step S209), and terminates the processing.
[0068] The processing procedures shown in Fig. 5 and Fig. 6 will be described with specific examples. Fig. 7 is a diagram showing an example of the contents of a mission. Fig. 7 is an example of a game screen 131 displayed on the display unit 13 of the communication terminal 1. In the example of Fig. 7, the processing unit 10 starts up the game application P1, the story progresses, and as shown in the upper left of Fig. 7, the processing unit 10 displays text in the story saying "Trapped in a hideout" on the game screen 131 of the display unit 13, and tasks the user with "clearing the mission." A checkpoint is set after this story, and the processing unit 10 determines that the checkpoint has been reached (S105: YES).
[0069] As shown in the upper right corner of FIG. 7 , the processing unit 10 displays on the game screen 131 of the display unit 13 a mission that requires the user to take 3,500 steps from the time the checkpoint is reached by sunset "today." A "Mission Start" button 132, which indicates acceptance of the mission, is displayed on the game screen 131 displaying the mission. When the user taps the button 132, this is detected by the operation unit 14, and acquisition of sensing data corresponding to the mission begins (S109). As sensing data corresponding to the mission in the example shown in FIG. 7 , the processing unit 10 acquires the sunset time via the communication unit 12 using part of the function of the climate acquisition unit 106. As sensing data corresponding to the mission in the example shown in FIG. 7 , the processing unit 10 measures the number of steps taken after tapping the button 132 using the function of the step count measurement unit 101.
[0070] For the mission in the example shown in FIG. 7 , the processing unit 10 determines whether the "3,500 steps" specified in the achievement condition is met by the acquired sunset time, and determines whether the mission is completed (S111). Until it is determined that the mission is completed, the processing unit 10 may display a meter (gauge) 133 or a numerical value of the number of steps measured by the function of the step counting unit 101 on the display unit 13, as shown in the middle right of FIG. 7 , and may provide vibrations via the haptic output unit 17 or notify the user by voice via the audio input / output unit 15 every time 500 steps are reached. The processing unit 10 also changes the image of the character 134 displayed on the display unit 13 to an image of sweating, as shown in the middle of FIG. 7 . Voices of support or encouragement from other characters in the game application P1 may be played and emitted from the audio input / output unit 15. The processing unit 10 may provide an effect that makes the user feel as if they are challenging the mission together, such as by making the character's breathing heavier in response to the voice output from the audio input / output unit 15.
[0071] In the example shown in FIG. 7, when it is determined that the mission has ended, the processing unit 10 determines whether the mission has been successful (S114). If the mission has been successful, the processing unit 10 unlocks the scenario. The processing unit 10 displays text and an image indicating that the mission has been successful, as shown in the lower right of FIG. 7. Furthermore, since the scenario is unlocked, the processing unit 10 displays a "Read more" button 135 on the display unit 13. When the operation unit 14 detects that the button 135 has been tapped, the processing unit 10 starts the processing shown in the flowcharts of FIGS. 5 and 6 again.
[0072] In the example shown in FIG. 7 , the processing unit 10 displays a button 136 for enabling a retry of the mission when the mission is partially failed, as shown in the middle left of FIG. 7 . The criterion for determining a partial failure is whether sensing data acquired from the sensor group 16 clearly indicates that the mission is being attempted, such as when the number of steps measured by the step counting unit 101 is 75% or more of the completion condition. In this case, the audio input / output unit 15 outputs a voice or background music in response to a partial failure, and the haptic output unit 17 presents a tactile sensation, such as a vibration with a different period than when the mission is successful. When the button 136 is tapped, the mission begins according to the retry condition set in the checkpoint setting data. The retry condition may be to walk the same number of steps by sunset the next day, or it may be different, such as adding an additional number of steps to be walked or reaching a specific height.
[0073] In the example shown in Fig. 7, if all missions fail, the processing unit 10 displays "game over" as shown in the lower left of Fig. 7. If the number of steps is below a minimum reference value, the processing unit 10 can determine that all missions have failed. In this case, the audio input / output unit 15 outputs a voice message indicating game over and background music, and the haptic output unit 17 presents a haptic sensation such as a specific vibration.
[0074] 7 may be "burn 300 kilocalories or more during the day or by the morning of the following day." In this case, the processing unit 10, using the function of the calorie consumption calculation unit 103, calculates whether or not exercise has been performed and how many calories will be burned by the performed exercise using the position sensor 161, acceleration sensor 162, gyro sensor 163, heart rate sensor 167, etc., and determines whether or not the mission has been successful.
[0075] 7 may be "climb 10 floors or more during the day or by the morning of the next day." In this case, the processing unit 10 uses the function of the altitude measurement unit 107, the atmospheric pressure sensor 165, etc. to calculate the number of floors the user has climbed, and determines whether the mission has been successful.
[0076] FIG. 8 is a diagram showing another example of the mission content. Similar to FIG. 7, FIG. 8 shows an example of a game screen 131 displayed on the display unit 13 of the communication terminal 1. In the example of FIG. 7, the processing unit 10 starts up the game application P1, the story progresses, and as shown in the upper left of FIG. 7, the processing unit 10 displays text in the story, "It seems there is treasure in this area," on the game screen 131 of the display unit 13, and tasks the user with "searching for treasure." Hints for "searching for treasure" are displayed on the game screen 131, and a button 137 for displaying more hints is displayed on the game screen 131. A checkpoint is set after the dialogue announcing the existence of the treasure, and the processing unit 10 determines that the checkpoint has been reached (S105: YES).
[0077] As shown in the upper right corner of FIG. 8 , the processing unit 10 displays a mission, "Find the treasure by following the hints," on the game screen 131 of the display unit 13. A "Mission Start" button 132, which corresponds to acceptance of the mission, is displayed on the game screen 131 on which the mission is being output. When the user taps the button 132, this is detected by the operation unit 14, and acquisition of sensing data corresponding to the mission begins (S109). As sensing data corresponding to the mission in the example shown in FIG. 8 , the processing unit 10 acquires the direction of movement of the user using the direction sensor 164. The processing unit 10 may acquire the number of steps after tapping the button 132 using the function of the step counting unit 101, and acquire the movement distance using the movement distance measuring unit 102.
[0078] In the example shown in FIG. 8 , the processing unit 10 virtually places the coordinates of the treasure on a map of the real world based on the user's real-world position at the time the user tapped the button 132. Thereafter, the processing unit 10 determines whether the user is approaching the treasure according to the user's position determined by the position sensor 161, and whether the user is facing the treasure based on the direction data obtained from the direction sensor 164. During the mission attempt, the processing unit 10 changes the tactile pattern output from the haptic output unit 17 depending on whether the user is moving in the correct direction, whether the user is moving in a different direction, whether the user's position is within a predetermined range from the treasure, whether the user is moving away, or whether the user's position is within a nearby range that is narrower than the predetermined range. In the case of a nearby range, it is preferable to make the user more aware of the discovery by vibrating particularly loudly and for a long time to notify the user of the discovery.
[0079] When the user's position falls within the proximity range of the treasure coordinates, the processing unit 10 determines that the user has discovered the treasure and counts the number of treasures found. At this time, the processing unit 10 may output a character voice, such as "Treasure!", from the audio input / output unit 15. The processing unit 10 determines whether the mission is complete based on whether all of the placed treasures have been discovered (S111). Until it is determined that the mission is complete, the processing unit 10 displays the number of treasures discovered on the display unit 13 while displaying a mark indicating the direction detected by the direction sensor 164, as shown in the middle right of FIG. 8. The processing unit 10 also changes the image of the character 134 displayed on the display unit 13 to an image with a searching expression, as shown in the middle of FIG. 8. Voices of support or encouragement from other characters in the game application P1 may be played and emitted from the audio input / output unit 15. In this case, the processing unit 10 may also provide a presentation that makes the user feel as if they are challenging the mission together.
[0080] 8, if the mission is successful, the processing unit 10 displays text and an image indicating the success on the display unit 13, while outputting voice and background music from the audio input / output unit 15. If the mission is successful, the scenario is released, and so the processing unit 10 displays a "Read more" button 135 on the display unit 13, as in FIG.
[0081] In the example shown in FIG. 8, similarly to FIG. 7, the content of the game screen 131 is changed depending on whether the player has partially failed or completely failed, and the voice and background music are changed, and different haptics are output.
[0082] The types of missions may include a variety of conditions that can be set using sensing data that can be acquired from the sensor group 16 mounted on the communication terminal 1. As described above, the condition may not be limited to "number of steps," but may also include a time limit such as "until sunset" that can be specified using the function of the timer 104. The conditions may be two conditions, "number of steps" and "calories burned," or three or more conditions, "number of steps," "calories burned," and "floors."
[0083] In the above-described embodiment, the communication terminal 1 communicates with the server 2 in response to updates and progress, and acquires game content from the server 2 to progress the game. However, the processing of progress on the server 2 may also be performed solely by the communication terminal 1 based on the game application P1.
[0084] The embodiments disclosed above are illustrative in all respects and are not restrictive. The scope of the present invention is defined by the claims, and includes all modifications within the meaning and scope of the claims. [Explanation of symbols]
[0085] 100 Game System 1. Communication terminal 10 Processing section 11 Storage section 13 Display section 14 Control section 15 Audio input / output section 16 sensors 17 Tactile output unit 18 Power supply section P1 Game application program (computer program) 2 Server 20 Processing section 21 Memory section
Claims
1. A computer program that progresses a game by outputting text, audio, images, or tactile sensations from a computer based on scenario data, The computer, determining whether a checkpoint in the scenario has been reached while outputting text, audio, images, or haptics based on the scenario data; When it determines that a checkpoint has been reached, it pauses the story progression and identifies the mission associated with the checkpoint, acquiring sensing data corresponding to the mission from a group of sensors including a position sensor that detects the position of the computer; Determine the completion and success of the mission based on the acquired sensing data; Depending on the completion and success of the mission, the progress of the story is resumed. A computer program that executes a process.
2. the group of sensors includes, in addition to the position sensor, at least one of an acceleration sensor, a gyro sensor, a direction sensor, an air pressure sensor, a temperature sensor, a heart rate sensor, a blood pressure sensor, and a blood oxygen level sensor; The computer, determining the completion and success or failure of the mission based on a plurality of combinations of sensing data acquired from the group of sensors; Based on the combination, a text, a sound, an image, or a tactile sensation indicating the progress of the mission is output. The computer program product of claim 1 , which executes a process.
3. The computer The completion and success of the mission is determined based on one or more of the following conditions: whether the number of steps taken by the computer user is equal to or greater than a predetermined number; whether the distance traveled by the user is equal to or greater than a predetermined distance; whether the calorie consumption of the user is equal to or greater than a predetermined value; whether the user has climbed a predetermined number of floors; whether the user has approached predetermined coordinates; and whether the user has moved in a specific direction. The computer program product of claim 1 , which executes a process.
4. A computer program for outputting text, audio, images, or tactile sensations from a wearable device, The wearable device, determining whether a checkpoint in the scenario has been reached while outputting text, audio, images, or haptics based on scenario data corresponding to the story of the game; When it determines that a checkpoint has been reached, it pauses the story progression and identifies the mission associated with the checkpoint, determining whether the mission has ended and been successful based on conditions including whether the user of the wearable device has climbed a predetermined number of floors or more; Depending on the completion and success of the mission, the progress of the story is resumed. A computer program that executes a process.
5. a wearable device that includes a group of sensors including a position sensor and communicates with a server; the server that transmits and receives data to and from the wearable device; Including, The wearable device is determining whether a checkpoint in the scenario has been reached while outputting text, audio, images, or haptics based on the scenario data transmitted from the server; When it determines that a checkpoint has been reached, it pauses the story progression and identifies the mission associated with the checkpoint, acquiring sensing data corresponding to the mission from a group of sensors including a position sensor that detects the position of the wearable device; Determine the completion and success of the mission based on the acquired sensing data; Depending on the completion and success of the mission, the progress of the story is resumed. Game system.
6. Based on the scenario data, the game progresses by outputting text, audio, images, or tactile sensations from the computer. determining whether a checkpoint in the scenario has been reached while outputting text, audio, images, or haptics based on the scenario data; When it determines that a checkpoint has been reached, it pauses the story progression and identifies the mission associated with the checkpoint, acquiring sensing data corresponding to the mission from a group of sensors including a position sensor that detects the position of the computer; Determine the completion and success of the mission based on the acquired sensing data; Depending on the completion and success of the mission, the progress of the story is resumed. Information processing methods.
Citation Information
Patent Citations
Validating Players' Real-World Locations Using Activities in a Parallel Reality Game
JP6905154B2