Game device, program, and system relating to cognitive function

A game-based system measures cognitive function by masking the assessment within gameplay, maintaining subject motivation and enabling discreet access to results for related parties.

JP2025173826AActive Publication Date: 2025-11-28GENERAL INC ASSOC UDE-SPORTS ASSOC
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Patent Information

Application Number
JP2024079622
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-05-15
Publication Date
2025-11-28
Estimated Expiration
2044-05-15

AI Technical Summary

Technical Problem

Existing methods for measuring cognitive function without awareness can lead to boredom due to limited event databases, affecting subject motivation during continuous measurement.

Method used

A game-based approach that measures cognitive function through gameplay, notifying subjects only of game results and related parties of measurement outcomes, while masking the true purpose of the assessment.

Benefits of technology

Maintains subject motivation over the long term by integrating cognitive function measurement into enjoyable games, allowing related parties to access measurement results without the subject's awareness.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide means for measuring a cognitive function capable of maintaining the motivation of a measuring object over a long period of time without making the measuring object aware of the measurement of the cognitive function.SOLUTION: A game device 1 relating to cognitive function according to the present invention includes: a game execution unit 111 that executes a plurality of games to measure the degree of cognitive function-related ability; a measurement unit 112 that measures the degree of the subject related to the measurement based on the performance of the game played by the subject related to the measurement; a result management unit 113 that manages result data; a viewer specification unit 114 that specifies a viewer; and a data display command unit 115 that commands the display of at least a portion of the result data. The data display command unit 115 commands the measuring target to display a first screen D1, which is a screen including the game results but not the measurement results, and commands the person concerned to display a second screen D2, which is a screen including at least the measurement results.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a game device, a program, and a system relating to cognitive function. [Background technology]

[0002] Aging-related cognitive decline is a challenge for the elderly. In order to address this decline, it is important to measure cognitive function and take appropriate measures based on the measurement results. However, informing a subject that their cognitive function has declined may harm their dignity, identity, etc. Furthermore, there is concern that such an announcement may cause stress to the subject, which may in turn cause a decline in their cognitive function. In addition, there is concern that the pressure of being diagnosed with cognitive decline may cause subjects to avoid being measured. Therefore, there is a need for a method of measuring cognitive function without the subject being aware of it.

[0003] Regarding a means for measuring cognitive function without the subject being aware of the events related to a first user who is the subject of the test, Patent Document 1 discloses a test device that includes a registration unit that registers events related to a second user who can know events related to a first user who is the subject of the test in a database, a question processing unit that generates a first question for the first user based on the registered events and performs processing to ask the first user the first question, and a sign determination processing unit that determines a numerical value representing the degree of cognitive impairment by comparing the first user's answer to the first question with the answer that the second user expects as the answer to the first question.

[0004] The technology of Patent Document 1 can conduct a test similar to a cognitive impairment test in an interactive interface or the like while allowing natural interaction so that the user does not feel that the test is a cognitive impairment test. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Patent Publication No. 2021-068204 Summary of the Invention [Problem to be solved by the invention]

[0006] However, cognitive function can change from day to day. Therefore, continuous measurement of cognitive function is required. On the other hand, the technology of Patent Document 1 can only conduct tests similar to cognitive impairment tests through natural interactions regarding a limited number of events registered in a database. Therefore, if continuous measurement is attempted using this technology, there is a concern that the events to be discussed will run out and the measurement subject will become repetitive, causing boredom. Therefore, the technology of Patent Document 1 has room for further improvement in terms of maintaining the motivation of the measurement subject during continuous measurement.

[0007] An object of the present invention is to provide a means for measuring cognitive function that does not make the subject aware that the cognitive function is being measured, and that can maintain the subject's motivation over the long term. [Means for solving the problem]

[0008] As a result of intensive research into solving the above-mentioned problems, the inventors have found that the above-mentioned object can be achieved by measuring cognitive function through a game, notifying the subject of the measurement only of the game results, and notifying related parties of the subject of the measurement results of the cognitive function, etc. As a result, the inventors have completed the present invention.

[0009] The present invention provides a game device related to cognitive function, comprising: a game execution unit that executes a plurality of games that measure the degree of ability related to cognitive function; a measurement unit that measures the degree related to the subject to be measured based on the results of the games played by the subject to be measured related to the measurement; a result management unit that manages result data that associates the subject to be measured, the results of the games, and the measurement results that are the results of the measurement; a desire viewer identification unit that identifies a person who wishes to view the result data; and a data display command unit that commands the display of at least a portion of the result data, wherein the data display command unit commands the display of a first screen that includes the game results but does not include the measurement results when the desire viewer is identified as the subject to be measured, and commands the display of a second screen that includes at least the measurement results when the person who wishes to view is identified as a related person of the subject to be measured.

[0010] The present invention uses a game execution unit to measure the degree of cognitive function-related abilities. Since games do not usually measure cognitive function, it is possible to prevent the subject from realizing that the cognitive function is being measured. Furthermore, unlike conversations with limited topics, games can be enjoyed over a long period of time, and therefore the subject's motivation can be maintained over a long period of time.

[0011] After obtaining the measurement results of the degree of cognitive function-related ability through the game as described above, the present invention displays to the subject the result data managed by the result management unit, including the game results but not the measurement results, thereby motivating the subject to improve their game results without the subject realizing that their cognitive function is being measured.

[0012] Furthermore, the present invention displays the result data, including the measurement results of the degree of cognitive function-related ability, to related parties of the subject. The present invention switches whether or not to display the measurement results based on the identification result of whether the subject is the subject or related parties. Therefore, related parties can check the measurement results while pretending to be looking at the game results to the subject. As a result, the present invention can inform related parties who need the measurement results, such as family members, without the subject being aware that their cognitive function is being measured through a game. [Effects of the Invention]

[0013] As described above, the present invention can provide a means for measuring cognitive function that does not make the subject aware that the cognitive function is being measured, and that can maintain the subject's motivation over the long term. [Brief explanation of the drawings]

[0014] [Figure 1] FIG. 1 is a block diagram showing an example of the hardware and software configuration of a system S according to this embodiment. [Figure 2] FIG. 2 is an example of the user list 121. [Figure 3] FIG. 3 is an example of the results database 122. [Figure 4] FIG. 4 is a main flowchart showing an example of a preferable flow of the measurement process executed by the game device 1 of this embodiment. [Figure 5] FIG. 5 is a flow chart continuing from the previous figure. [Figure 6] FIG. 6 is a flow chart continuing from the previous figure. [Figure 7] FIG. 7 is an example of the game screen V0. [Figure 8] FIG. 8 is an example of the first screen V1. [Figure 9] FIG. 9 is an example of the second screen V2. DETAILED DESCRIPTION OF THE INVENTION

[0015] First, although the following disclosure, diagrams, and / or claims may be described as being presented alone or in combination with one or more other aspects, the subject matter of the immediate disclosure is not intended to be so limited. That is, the immediate disclosure, diagrams, and claims are intended to encompass the various aspects described herein, each alone or in one or more combinations with each other. For example, even if the immediate disclosure describes and illustrates a first, second, and third embodiment in such a way that the first embodiment is described and illustrated specifically in conjunction with the second embodiment, or the second embodiment is described and illustrated only in conjunction with the third embodiment, the immediate disclosure and illustrations are not so limited and may include only the first embodiment, only the second embodiment, only the third embodiment, or one or more combinations of the first, second, and / or third embodiments, such as the first and second embodiments, the first and third embodiments, the second and third embodiments, or the first, second, and third embodiments.

[0016] The use of the phrase "or" in this document shall mean a "non-exclusive" arrangement unless expressly specified otherwise. For example, when we say "item x is A or B," we mean either: (1) item x is either A or B, but not both; or (2) item x is both A and B. In other words, the word "or" is not used to define an "exclusive" arrangement.

[0017] Additionally, the phrases "comprising at least one of" and "comprising at least one of the following," when used in conjunction with a system or element, mean that the system or element includes one or more of the elements listed after the phrase. For example, if there are three types of elements, element 1 through element 3, the phrases "comprising at least one of" and "comprising at least one of the following" are to be interpreted as any of the following structural arrangements: a device including the first element, a device including the second element, a device including the third element, a device including the first and second elements, a device including the first and third elements, a device including the second and third elements, or a device including the first, second, and third elements.

[0018] A similar interpretation is intended when the phrase "used in at least one of the following" is used in this context. Furthermore, as used in this context, "and / or" is used as a verbal conjunction to indicate that one or more of the listed elements or conditions are included or occur. For example, a device including a first element, a second element, and / or a third element is to be interpreted as any of the following structural arrangements: a device including the first element, a device including the second element, a device including the third element, a device including the first element and the second element, a device including the first element and the third element, a device including the second element and the third element, or a device including the first element, the second element, and the third element.

[0019] In addition, the use of the phrase "and / or" in the text means a "non-exclusive" agreement, as stipulated in the Japanese Industrial Standards (JIS) "Format and preparation method of standard sheets JIS Z 8301."

[0020] Hereinafter, an example of an embodiment of the present invention will be described in detail with reference to the drawings.

[0021] <System S> FIG. 1 is a block diagram showing an example of the hardware configuration and software configuration of the system S of the present embodiment. The system S includes a game device 1 that measures the degree of ability related to the cognitive function. The game device 1 is configured to communicate with measurement target terminals (first measurement target terminal T1, second measurement target terminal T2, etc.) used by the measurement target related to the above measurement via a network N. Further, the game device 1 is configured to communicate with a related person terminal T3 used by a related person of the measurement target related to the above measurement to confirm the measurement result via the network N.

[0022] 〔Game device 1〕 The game device 1 which is a computer includes a control unit 11, a storage unit 12, and a communication unit 13. The type of the game device 1 is not particularly limited. The type may be, for example, various server devices, cloud servers, etc. The game device 1 may be configured integrally with a database in which result data including game scores, measurement results, etc. is stored, or may be configured separately.

[0023] [Control unit 11] The control unit 11 includes a Central Processing Unit (CPU), a Random Access Memory (RAM), a Read Only Memory (ROM), etc.

[0024] The control unit 11 cooperates with at least one of the storage unit 12 and the communication unit 13 as necessary. And the control unit 11 realizes software configuration elements of the program of the present embodiment executed by the game device 1, such as a game execution unit 111, a measurement unit 112, a result management unit 113, a browsing desire person specifying unit 114, a data display instruction unit 115, a first advice generation unit 116, a second advice generation unit 117, etc.

[0025] [Storage unit 12] The memory unit 12 is a device for storing data and / or files, and has a storage unit for non-temporarily storing data using a hard disk, semiconductor memory, recording medium, memory card, etc. The memory unit 12 stores programs executed by the microcomputer, a user list 121, a result database 122, etc.

[0026] (User List 121) The user list 121 stores information for identifying a user (such as an account name), a nickname for the user, authentication information, information for identifying whether the user is a measurement target or a related party, a list of related parties, etc. The authentication information is not particularly limited, and may be, for example, a password, a hash value of a password, an account name in an external authentication system, or other conventionally known information.

[0027] 2 is an example of the user list 121. In this example, user information relating to users identified by account names such as "@USR01," "@USR02," and "@USR03" is stored.

[0028] For the account name "@USR01," this example stores authentication information related to the account and user information including related parties to the subject of measurement related to the account, such as "@FAM01," the child of the subject of measurement, "@FAM02," the spouse of the child of the subject of measurement, "@DOC01," the doctor in charge of the subject of measurement, and "@CAS01," the caseworker of the subject of measurement.

[0029] Furthermore, for the account name "@USR02," the example stores authentication information related to the account and user information including "@DOC01," the doctor in charge of the subject, and "@CAS02," the caseworker of the subject, as related parties to the subject.

[0030] Furthermore, for the account name "@USR03," the example stores authentication information related to the account and user information including related parties to the measurement subject related to the account, such as "@FAM03," who is the child of the measurement subject, "@DOC01," who is the doctor in charge of the measurement subject, and "@CAS01," who is the caseworker of the measurement subject.

[0031] In this example, similar user information relating to the relevant parties is also stored (not shown). As a result, the game device 1 performs login processing using the user information stored in the user list 121, and the measurement results relating to the measurement target can be displayed only on the terminals of the appropriate relevant parties.

[0032] (Results database 122) The result database 122 stores result data that associates the measurement object, game results related to the measurement object, and measurement results that are the results of measurements related to the measurement object. Game results include the type of game, play date and time, score, play status, ranking, etc. Measurement results include indicators that indicate the level of ability related to cognitive function. Furthermore, in order to provide advice related to games and cognitive function, it is preferable that the result data further include game-related advice (first advice) that is advice related to improving game skills, and cognitive function-related advice (second advice) that is advice related to improving cognitive function.

[0033] 3 is an example of the results database 122. This example stores result data that associates game results and measurement results, such as the account name "@USR01," the play date and time "YYYY / MM / DD HH:mm" for the game type "Daruma Otoshi," the score "32," the play situation in the form of replay data1.dat, cognitive ability (reflex ability) "A," first advice "Where the same color appears repeatedly...," and second advice "The Daruma Otoshi score is...," for the game type "Daruma Otoshi." This example also stores similar game results and measurement results for game types such as "ball throwing," "whack-a-mole," "shooting," "Daruma Otoshi," and "taiko drumming demonstration."

[0034] As a result, the game device 1 can generate measurement results, first advice, second advice, etc. based on the game results, store them in the result database 122, and provide them in response to requests from the measurement subject or related parties.

[0035] (Large-scale language model) The memory unit 12 preferably stores a large-scale language model that has been pre-trained to generate various pieces of advice related to game play or cognitive function improvement when game play status or other prompts are input. The large-scale language model is a type of probabilistic model used in natural language processing, and is a model for probabilistically predicting how likely a given word or sentence is to occur in natural language.

[0036] The large-scale language model is preferably trained on a large amount of text (at least 500 GB or more) and has a large number of parameters (at least 10 billion or more). Examples of such models include GPT-3.5 and GPT-4 from OpenAI (registered trademark), and LLaMa from Meta AI (registered trademark). Because the large-scale language model is trained on a large amount of text and has a large number of parameters, it can be used to generate advice that uses natural expressions.

[0037] The large-scale language model stored in the storage unit 12 is preferably a language model that has been pre-trained using training data that includes a game play situation as an explanatory variable and a first advice, which is advice related to the player's improvement in the game in that play situation, as a target variable. This enables the large-scale language model to generate a first advice that is appropriate in terms of encouraging improvement in the game when the game play situation or other prompts are input.

[0038] Furthermore, the large-scale language model stored in the storage unit 12 is preferably a language model that has been pre-trained using training data that includes the game play situation as an explanatory variable and the second advice, which is advice related to improving the cognitive function of the player in that play situation, as a target variable. This allows the large-scale language model to generate second advice that is appropriate in terms of encouraging improvement of cognitive function when the game play situation or other prompts are input.

[0039] The "play situation" referred to here is data resulting from playing a game related to the game device 1 of this embodiment. The result data includes, for example, data indicating the reflex speed of pressing a button, and in what cases mistakes are made. The play situation is accumulated, for example, in a result database 122. The game device 1 of this embodiment analyzes the play situation using a large-scale language model, and can display the results to the game player (subject to be measured), to related parties such as those watching the subject to be measured (watcher), and for use in research related to cognitive functions.

[0040] [Communications Section 13] The communication unit 13 is not particularly limited as long as it can connect the game device 1 to the network N and enable communication. Examples of the communication unit 13 include a network card compatible with the Ethernet standard and a communication device compatible with wireless LAN.

[0041] [Network N] The type of network N is not particularly limited as long as it enables communication between the game devices 1, etc. The type of network N is, for example, the Internet, a mobile phone network, a wireless LAN, etc.

[0042] [Devices to be measured] The measurement target terminals, such as the first measurement target terminal T1 and the second measurement target terminal T2, are used by a measurement target whose cognitive function-related ability is to be measured. The measurement target terminals perform a login process, a process of executing a game based on commands and programs provided from the game device 1, a process of providing the game results and the like to the game device 1, a process of displaying a first screen related to the game results, and the like.

[0043] The types of terminals to be measured include, for example, mobile terminals such as smartphones, tablet terminals, laptop computers, and fixed terminals such as desktop computers. In order to enable intuitive operation, it is preferable that the types of terminals to be measured are terminals equipped with touch panel displays, such as smartphones and tablet terminals. It is particularly preferable that the types of terminals to be measured are terminals larger than smartphones, such as tablet terminals. This allows for intuitive operation using a large screen.

[0044] The number of measurement target devices is not particularly limited. This number may be any number equal to or greater than 1. When multiple measurement targets play the same game simultaneously, the number of measurement target devices for that game is preferably within the range of 2 to 8. In this case, the number of measurement target devices for that game is even more preferably within the range of 2 to 4. This allows for both multi-player play and displaying the status of all game participants on a limited display space such as a tablet device.

[0045] [Stakeholder terminal T3] The related party terminal T3 is used by the related party of the measurement target described above. The related party terminal T3 executes login processing, processing for displaying the second screen provided by the game device 1, etc. The types of related party terminal T3 include, for example, tablet terminals, mobile terminals such as notebook computers, and stationary terminals such as desktop computers. The number of related party terminals T3 is not particularly limited.

[0046] [Main flowchart of measurement process] FIG. 4 is a main flowchart showing an example of a preferable flow of the measurement process executed by the game device 1 of this embodiment. FIG. 5 is a flowchart continuing from the previous figure. FIG. 6 is a flowchart continuing from the previous figure. The following is an example of a preferable flow of the measurement process executed by the game device 1 of this embodiment, using FIGS. 4 to 6.

[0047] In order to easily determine whether the user is the person to be measured or a related person, the measurement process preferably includes a series of processes for identifying the user. Steps S1 to S2 are an example of such processes.

[0048] [Step S1: Determine whether to perform login processing] The control unit 11 cooperates with the storage unit 12, the communication unit 13, etc. to execute a process of determining whether to perform login processing to authenticate the user (login determination step). If it is determined that login processing should be performed, the control unit 11 shifts the process to step S2. If it is not determined that login processing should be performed, the control unit 11 shifts the process to step S3.

[0049] In the login determination step, the procedure for determining whether to perform login processing is not particularly limited. The procedure includes, for example, a procedure for determining to perform login processing when a request to perform login is received from a terminal.

[0050] [Step S2: Login process] The control unit 11 cooperates with the storage unit 12, communication unit 13, etc. to execute a login process for authenticating the user (login process step). The control unit 11 moves the process to step S3. The login process may be a conventionally known procedure, such as a process of checking the account name and password received from the terminal, or a process of issuing an authentication command to an external authentication server and receiving the authentication result.

[0051] [Step S3: Determine whether to run the game] The control unit 11 cooperates with the storage unit 12, communication unit 13, etc. to execute the game execution unit 111. Then, the control unit 11 executes a process of determining whether or not to execute the game by the game execution unit 111 (game execution determination step). If it is determined that the game should be executed, the control unit 11 shifts the process to step S4. If it is not determined that the game should be executed, the control unit 11 shifts the process to step S7.

[0052] In the game execution determining step, the procedure for determining whether to execute a game is not particularly limited. For example, the procedure includes a procedure for determining to execute a game when a request to execute a game is received from the terminal. The request preferably includes the type of game to be executed.

[0053] [Step S4: Run the game] The control unit 11 executes a process of executing the game by the game execution unit 111 (game execution step). After the game ends, the control unit 11 moves the process to step S5. The game execution step includes a procedure of executing a program for executing the game.

[0054] The program may be, for example, a program executed by game device 1, which acquires input from the measurement target from each terminal and commands each terminal to display the execution results. Alternatively, the program may be a program executed by each terminal. The program may be a combination of a program executed by game device 1 and a program executed by each terminal that is configured to cooperate with the program. The program executed by each terminal may be, for example, a program that realizes a game as a so-called browser game, in which a web browser running on the terminal executes the program to execute the game.

[0055] In the game execution step, the game execution unit 111 preferably executes a game to be played from a terminal connected via a communication network such as the network N. This allows the game device 1 to cause a general-purpose terminal such as a smartphone to play the game and measure cognitive function.

[0056] (About the game) The game executed in the game execution step is not particularly limited as long as it is a game that measures the degree of cognitive function-related ability. The game execution step executes one game selected by the subject from a plurality of games that satisfy the above-mentioned requirements. In order to enable even persons with reduced cognitive function or eyesight to play, the game is preferably a game played via a user interface resembling a plurality of push buttons of different colors, etc. The user interface is, for example, a user interface displayed on a screen in the form of four large push buttons colored red, green, blue, and yellow.

[0057] The types of games include, for example, a drumming demonstration, a ball throwing game, a Daruma-otoshi game, a whack-a-mole game, a shooting game, etc. Preferably, the types of games further include a designation of the number of players of the various games described above, whether it is cooperative play by multiple people, whether it is competitive play by multiple people, or whether it is team competitive play between groups of multiple people. A game played by one person may be executed on a measurement target terminal (e.g., the first measurement target terminal T1 or the second measurement target terminal T2), or may be executed on a related party terminal T3. A game played by multiple people may be executed on any number of measurement target terminals (e.g., the first measurement target terminal T1 and the second measurement target terminal T2), or may be executed on any number of measurement target terminals (e.g., the first measurement target terminal T1 or the second measurement target terminal T2) and any number of related party terminals T3, or may be executed on any number of related party terminals T3.

[0058] The ball tossing game involves having the player's character to toss balls by pressing buttons corresponding to instructions displayed on the screen. This game is useful for measuring cognitive functions (judgment, etc.) by quickly understanding instructions and quickly making decisions to press the buttons as instructed.

[0059] The Daruma Otoshi game involves having a controlled character perform a Daruma Otoshi by pressing buttons in the correct order according to a series of instructions displayed on the screen. If the wrong button is pressed, points are deducted. This game is useful for measuring cognitive functions (such as memory) by understanding and memorizing a series of instructions and moving the fingers to press the buttons accurately in the order memorized.

[0060] The whack-a-mole game involves having a controlled character whack a mole by quickly pressing buttons that correspond to instructions displayed on the screen. This game is useful for measuring cognitive functions (such as attention) by requiring players to instantly understand instructions and move their fingers to carefully, accurately, and quickly press the buttons as instructed.

[0061] A shooting game involves using two buttons to move a player's character, who automatically fires bullets displayed on a screen, left and right. A player's score increases when the bullet hits a target. Therefore, this game is useful for measuring cognitive functions (such as dynamic visual acuity) that require the player to instantly grasp the situation and press the appropriate button. Furthermore, in the shooting game's more difficult mode, points are deducted from the score when a bullet hits a guard target. This allows the game to comprehensively measure not only dynamic visual acuity, but also judgment, attention, and other skills.

[0062] The Taiko Drum Demonstration Game involves playing a taiko drum by pressing the button corresponding to the color of a moving colored ball when it overlaps with a white line displayed on the screen and stops on the line. Unlike typical rhythm games, the ball stops on the line, so the subject can take their time to select and press the button. This game is useful for measuring cognitive functions (judgment, etc.) such as recognizing the color of the button and moving their fingers in a timely manner.

[0063] These games evaluate the results of play by score, enhancing the motivation of the subjects to play the games without making them aware that they are measuring cognitive function. Furthermore, multiplayer cooperative and competitive play further enhances the motivation of the subjects to play the games by allowing them to interact with other subjects.

[0064] [Step S5: Measure the degree of cognitive function] The control unit 11 operates the measurement unit 112 in cooperation with the storage unit 12, the communication unit 13, etc. Then, the control unit 11 executes a process of measuring the level of ability related to the cognitive function of the measurement subject based on the game performance by the measurement unit 112 (measurement step). The control unit 11 moves the process to step S6. The measurement in the measurement step is realized, for example, by referring to a given data table that associates game performance with the level of ability related to the cognitive function.

[0065] The given data table is preferably constructed based on evidence prepared in advance, such as a correlation between the results of cognitive function measurements measured by a conventional measurement means and the performance of the game executed in the game execution step, calculated for a sample population that provides statistically significant results.

[0066] [Step S6: Store game results, etc.] The control unit 11 executes a process of storing the results of the game executed in the game execution step in the result database 122 by the result management unit 113 (score etc. storage step). The control unit 11 moves the process to step S7. The score storage step preferably includes a procedure of acquiring the game score from the terminal that executed the game and storing the score in the result database 122.

[0067] The result storage step includes a procedure for storing result data associating the subject who logged in in the login processing step, the game results related to the subject, and the measurement results that are the results of the measurement related to the subject in the result database 122. The result storage step is an example of a result management step for managing result data associating the subject, the game results, and the measurement results that are the results of the measurement of abilities related to cognitive function.

[0068] The result storage step preferably includes a procedure of acquiring a play status from the terminal that executed the game and storing the play status in the result database 122. The play status includes, for example, one or more of the game results, data associating a series of instructions presented in the game with a series of inputs, or a statistical value exemplified by the average time from the presentation of an instruction to an input, etc.

[0069] The measurement process includes a viewer identification step of identifying a viewer who wishes to view the result data, and a data display command step of commanding the display of at least a portion of the result data stored in the result database 122. Steps S8 and S12 are examples of the viewer identification step. Steps S11 and S15 are examples of the data display command step.

[0070] [Step S7: Determine whether to display the result data] The control unit 11 cooperates with the storage unit 12, the communication unit 13, etc. to execute the desire-browser identification unit 114. Then, the control unit 11 executes a process of determining whether or not to display at least a portion of the result data described above using the desire-browser identification unit 114 (display determination step). If it is determined that the result data should be displayed, the control unit 11 moves the process to step S8. If it is not determined that the result data should be displayed, the control unit 11 returns the process to step S1, and repeats the processes from step S1 to step S15.

[0071] In the display determination step, the procedure for determining whether to display is not particularly limited, and includes, for example, a procedure for determining whether to display when a request to display a game score or a request to display a measured ability related to cognitive function is received from the terminal.

[0072] [Step S8: Determine whether the person requesting viewing is the person being measured] The control unit 11 executes a process of determining whether the person wishing to view, who wishes to display at least a part of the result data, is the subject himself / herself, by the viewer identification unit 114 (identity determination step). If it is determined that the person is the subject himself / herself, the control unit 11 moves the process to step S9. If it is not determined that the person is the subject himself / herself, the control unit 11 moves the process to step S12. The determination in the identity determination step includes, for example, a procedure of determining that the person wishing to view is the subject himself / herself, when the subject himself / herself has logged in in the login processing step.

[0073] Although not a required aspect, the measurement process preferably includes a series of processes for causing a large-scale language model to generate advice for improving game skill. This enables the game device 1 to provide the player with advice for improving game skill in accordance with various playing situations, allowing the player to enjoy the game even more. The following steps S9 to S10 are an example of this process.

[0074] [Step S9: Determine whether to generate first advice] The control unit 11 cooperates with the storage unit 12, the communication unit 13, etc. to execute the first advice generation unit 116. Then, the control unit 11 executes a process of determining whether or not to generate first advice (game-related advice), which is advice related to improving at the game, using the first advice generation unit 116 (first advice generation determination step). If it is determined that first advice should be generated, the control unit 11 shifts the process to step S10. If it is not determined that advice should be generated, the control unit 11 shifts the process to step S11.

[0075] In the first advice generation determination step, the procedure for determining whether to generate advice is not particularly limited. For example, the procedure includes a procedure for determining whether to generate advice when a request for advice on a game is received from the terminal.

[0076] [Step S10: Generate first advice] The control unit 11 executes a process in which the first advice generation unit 116 causes the large-scale language model to generate first advice (game-related advice), which is advice related to improving the player's game skill in the above-mentioned playing situation (first advice generation step). The control unit 11 moves the process to step S11. In the first advice generation step, the large-scale language model receives the game playing situation and other prompts and generates first advice (game-related advice). It is preferable that the above-mentioned prompt includes an instruction to generate the first advice in addition to the game playing situation.

[0077] As described above, the large-scale language model is a language model that has been pre-trained using training data that includes the game play situation as an explanatory variable and the first advice, which is advice for the player in the game play situation to improve their game skill, as a target variable. This allows the large-scale language model to generate first advice that is appropriate in terms of encouraging improvement in game skill when the game play situation or other prompts are input.

[0078] [Step S11: Display the first screen] Control unit 11 cooperates with memory unit 12, communication unit 13, etc. to execute data display command unit 115. Then, control unit 11 executes processing to display a first screen, which is a screen including game results but not including measurement results of the level of cognitive function-related ability, using data display command unit 115 (first screen display step). Control unit 11 returns the processing to step S1 and repeats the processing from step S1 to step S15.

[0079] The form of the first screen displayed in the first screen display step is not particularly limited as long as it includes the game results but does not include the measurement results of the level of cognitive function-related ability. The form may be similar to, for example, a result display screen, a ranking display screen, or the like in a conventionally known game.

[0080] In particular, it is preferable that the appearance of the first screen displayed in the first screen display step includes the same appearance as the ranking display screen. That is, in the first screen display step, it is preferable that the data display command unit 115 commands the display of at least the points acquired by the measurement subject in the game and the ranking among the measurement subjects related to the points as the game results. This allows the game device 1 to motivate the player based on the points and ranking, making it possible for the player to play the game even more enjoyably.

[0081] If the first advice is generated in the first advice generation determination step, it is preferable that the first screen displayed in the first screen display step further includes the first advice. This enables the game device 1 to give the player advice on improving their game skill in accordance with various playing situations, allowing them to enjoy the game even more. Note that the procedure for displaying the first advice may be a procedure of generating the first advice when an instruction to generate the first advice is given via a first screen that does not include the first advice, and displaying a first screen that displays the first advice together with the game results.

[0082] [Step S12: Determine whether the person requesting viewing is a related party] The control unit 11 executes a process of determining whether the viewer, who wishes to display at least a portion of the result data, is a related party to the measurement target, by the viewer desirer identification unit 114 (related party determination step). If it is determined that the viewer is a related party, the control unit 11 moves the process to step S13. If it is not determined that the person is the actual person, the control unit 11 returns the process to step S1 and repeats the processes from step S1 to step S15. The determination in the related party determination step includes, for example, a procedure of determining that the viewer is a related party to the measurement target when the person who logged in in the login processing step is registered in the user list 121 as a related party to the measurement target related to the result data.

[0083] [Step S13: Determine whether to generate second advice] The control unit 11 cooperates with the storage unit 12, the communication unit 13, etc. to execute the second advice generation unit 117. Then, the control unit 11 executes a process of determining whether or not to generate second advice (advice related to cognitive function), which is advice related to improving the cognitive function of the player in the above-mentioned playing situation, using the second advice generation unit 117 (second advice generation determination step). If it is determined that second advice should be generated, the control unit 11 shifts the process to step S14. If it is not determined that advice should be generated, the control unit 11 shifts the process to step S15.

[0084] In the second advice generation / determination step, the procedure for determining whether to generate advice is not particularly limited. For example, the procedure includes a procedure for determining whether to generate advice when a request for advice on improving cognitive function is received from the terminal.

[0085] [Step S14: Generate second advice] The control unit 11 executes a process in which the second advice generation unit 117 causes the large-scale language model to generate second advice (advice related to cognitive function), which is advice related to improving the cognitive function of the player in the above-mentioned playing situation (second advice generation step). The control unit 11 moves the process to step S15. The second advice generation step inputs the game playing situation and other prompts to the large-scale language model, and causes the large-scale language model to generate second advice (advice related to cognitive function). It is preferable that the above-mentioned prompt includes an instruction to generate second advice in addition to the game playing situation. The second advice generation step may generate second advice including the current state of cognitive function.

[0086] As described above, the large-scale language model is a language model that has been pre-trained using training data that includes game play situations as explanatory variables and second advice, which is advice related to improving the cognitive function of a player in the game play situations, as a target variable. This allows the large-scale language model to generate second advice that is appropriate in terms of encouraging improvement of cognitive function when the game play situation or other prompts are input.

[0087] [Step S15: Display the second screen] The control unit 11 cooperates with the storage unit 12, communication unit 13, etc. to execute the data display command unit 115. Then, the control unit 11 executes a process of displaying a second screen, which is a screen including at least the above-mentioned measurement results, by the data display command unit 115 (second screen display step). The control unit 11 returns the process to step S1 and repeats the processes from step S1 to step S15.

[0088] The manner of the second screen displayed in the second screen display step is not particularly limited as long as it includes the degree of ability related to the cognitive function measured in the measurement step. The manner may include the game results.

[0089] If the second advice is generated in the second advice generation determination step, it is preferable that the second screen displayed in the second screen display step further includes the second advice. This enables the game device 1 to provide the person concerned with advice relating to improving cognitive function according to various play situations, thereby contributing to improving the cognitive function of the subject to be measured. Note that the procedure relating to displaying the second advice may be a procedure of generating the second advice when an instruction to generate the second advice is given via a second screen that does not include the second advice, and displaying the second screen that displays the second advice together with the measurement result.

[0090] By carrying out a series of processes relating to the first advice and the second advice together, the game device 1 can provide the player with advice relating to improving their game skills in accordance with various playing situations, allowing them to enjoy the game even more, while also providing advice relating to improving cognitive function only to relevant parties so that the player himself is not aware of it.

[0091] [Communication Steps] The measurement process preferably includes a communication step of transmitting a text message to the measurement target terminal or the related party terminal T3. This allows the game device 1 to realize a communication function related to the measurement target and related parties. The communication includes communication between the measurement targets (e.g., communication between the measurement target terminal T1 and the measurement target terminal T2) or communication between the measurement target and related parties (e.g., communication between the measurement target terminal T1 and the related party terminal T3). In this case, the text message preferably includes a message transmitted from the measurement target terminal. This allows the game device 1 to communicate with the measurement target, thereby suppressing cognitive decline. Furthermore, the text message preferably includes a message transmitted from the related party terminal to the measurement target terminal. This allows the game device 1 to communicate with the measurement target and related parties, thereby enabling the related party to detect cognitive decline early. Additionally, the text message preferably includes a message transmitted from the game device 1 to the measurement target terminal. The message may include, for example, the cognitive function measurement results, the game play status, advice similar to the second advice, etc. In this way, the game device 1 enables the person involved to detect cognitive decline at an early stage.

[0092] [Activity measurement steps] The measurement process preferably includes an activity amount measurement step of measuring the activity amount of the subject using a sensor included in the subject terminal. This allows the game device 1 to measure the activity amount of the subject and view it from the subject terminal, the related party terminal, etc. The activity amount measured in the activity amount measurement step is, for example, the number of steps measured using an inertial sensor, etc. This allows pedometer linkage to be achieved in conjunction with a pedometer. The activity amount measurement results are displayed in the form of measured values, rankings including other subjects, etc. By the activity amount measurement step, the game device 1 can support the related party in monitoring both their brain (cognitive function) and body (activity amount).

[0093] [Points allocation step] The measurement process preferably includes a point-granting step of granting points to the subject or related person according to the number of times the game is played, the amount of activity, etc. The "points" referred to here refer to loyalty points related to a loyalty program, which is a service that provides benefits to loyal customers. The points have value that can be exchanged for various services / benefits related to the game device 1. The points may also have value that can be exchanged for legal currency, corporate currency, virtual currency, etc. By granting points, the game device 1 encourages the subject to continue using the game device 1.

[0094] [Measurement processing effect] In the measurement process, the game device 1 of this embodiment measures the level of cognitive function-related abilities using the game execution unit 111 and the measurement unit 112 (steps S3 to S6). Needless to say, games do not usually measure cognitive function. Therefore, the game device 1 of this embodiment can measure cognitive function without the subject being aware that they are being measured. Furthermore, games can be enjoyed over a long period of time, unlike conversations with limited topics. Therefore, the game device 1 of this embodiment can maintain the subject's motivation for playing over a long period of time.

[0095] After obtaining the measurement results of the degree of cognitive function-related ability through the game as described above, the measurement process displays to the subject the data that includes the game results but does not include the measurement results, among the result data managed by the result management unit 113 (steps S8 to S11). This allows the subject to be motivated to improve their game results without realizing that their cognitive function is being measured.

[0096] Furthermore, the measurement process displays the result data, including the measurement results of the degree of cognitive function ability, to related parties of the subject (steps S12 to S15). As described above, the measurement process switches whether to display the measurement results based on the identification result of whether the subject is the subject or related parties. Therefore, related parties can check the measurement results while pretending to be looking at the game results to the subject. In this way, the game device 1 of this embodiment can notify related parties, such as family members, who need the measurement results, without the subject being aware that their cognitive function is being measured through the game. Furthermore, by notifying only related parties of the measurement results, the game device 1 of this embodiment can protect the privacy information of the subject, i.e., the measurement results of the degree of cognitive function ability.

[0097] The game execution unit 111 may also be configured to execute a game to be played from a terminal connected via a communication network (step S4). In this configuration, the measurement process may involve causing a general-purpose terminal such as a smartphone or tablet terminal to play the game and measure cognitive function.

[0098] In addition, the data display command unit 115 can be configured to command the display of at least the score acquired by the measurement subject in the game and the ranking among the measurement subjects related to the score as the game results (step S11). This allows the measurement process to motivate the player based on the score and ranking, making it possible to play the game even more enjoyably.

[0099] Furthermore, the measurement process can be configured to provide a first advice, which is advice for improving a player's game proficiency in a specific playing situation related to the above-mentioned game, and a second advice, which is advice for improving a player's cognitive function in the playing situation, both of which are generated by the large-scale language model (steps S9 to S11 and steps S13 to S15). In this way, the measurement process can provide the player with advice for improving a game proficiency in accordance with various playing situations, allowing the player to enjoy the game even more, while providing advice for improving cognitive function in accordance with various playing situations only to relevant parties without the player being aware of it.

[0100] With regard to the hardware components that perform the measurement process, the system S may be configured to include a game device 1 and multiple terminals (such as a first measurement target terminal T1, a second measurement target terminal T2, etc.) connected to the game device 1 via a communication network (such as a network N).

[0101] At this time, in the measurement process, the game execution unit 111 can execute a game in which each of the measurement subjects associated with the plurality of terminals plays at least one of cooperation and competition with other measurement subjects (step S4). At this time, the measurement unit 112 measures the degree associated with the measurement subject based on the game results received from the terminal (step S5). Then, the data display command unit 115 commands the terminal to display the first screen and the second screen (steps S7 to S15).

[0102] This allows the measurement process to execute games in which multiple people can play cooperatively and competitively. Therefore, the game device 1 of this embodiment can further enhance the motivation of the measurement target to play the game by interacting with other measurement targets.

[0103] As described above, the game device 1 that executes the above-described measurement process can provide a means for measuring cognitive function without the subject being aware that the cognitive function is being measured, and which can maintain the subject's motivation for a long period of time.

[0104] <Usage example> The following is an example of how the game device 1 of this embodiment is used.

[0105] [Login of measurement target] A first subject (player 1), who is one of the subjects whose cognitive function is measured by the game device 1, logs in to the game device 1 via a first subject terminal T1. A second subject (player 2), who is another of the subjects whose cognitive function is measured by the game device 1, logs in to the game device 1 via a second subject terminal T2. The game device 1 executes the respective login processes.

[0106] [Play the game] The first and second measurement subjects send commands to play a game to the game device 1 via their respective terminals. The game device 1 receives the commands and causes each terminal to execute the game. The first and second measurement subjects play the game executed on their respective terminals.

[0107] FIG. 7 shows an example of a game screen V0. In this example, a game screen V0 for a Daruma Otoshi game is displayed on the first measurement target terminal T1 used by the first measurement target. The screen displays the remaining time of "54" seconds until the end of the game for the first measurement target, the current game score of "2," four colored buttons from the first button B1 to the fourth button B4, and a target image O1 indicating the color of the next button to be pressed. The target image O1 informs the first measurement target that the first measurement target should press the second button B2, the second button B2, the third button B3, and the second button B2 in this order. Furthermore, the screen allows the first measurement target to grasp the remaining time and the score that increases with correct operations, thereby enhancing his or her motivation to play the game.

[0108] The screen also displays the remaining time of "54" seconds until the end of the game, the current game score of "0", and a target image O2 indicating the colors of the series of buttons that should be pressed next for Player 2, who is Player 1's opponent and the second measurement subject. This allows the first measurement subject to know the opponent's score and strengthens his or her motivation to play the game.

[0109] When the game is over, the first terminal T1 and the second terminal T2 under measurement transmit result data and the like relating to the game that was played to the game device 1. The game device 1 then stores the transmitted result data in the result database 122 in a manner that allows the measurement target to be identified. In one embodiment, the result data includes data relating to the playing situation, such as the number of incorrect presses when the same color appears repeatedly.

[0110] [Check the results] The first subject to be measured commands the game device 1 via the first subject to be measured terminal T1 to display the game results. The game device 1 receives the command and identifies the person who issued the command as the subject to be measured. The game device 1 then displays a first screen V1 on the first subject to be measured terminal T1, the first screen V1 including the game results but not the measurement results of the degree of cognitive function ability. In addition, the game device 1 generates a first advice, which is advice for the player in the playing situation of the above-mentioned game to improve their game skills, and displays the first advice on the first screen V1.

[0111] FIG. 8 is an example of the first screen V1. In this example, a ranking list is displayed as a result of the "Daruma Otoshi Game," associating the rankings, names, and scores of five players, including the first measurement target (player 1). From this list, player 1 can see that he has earned 32 points and placed second. From this list, player 1 can also see that his opponent, player 2, has earned 30 points and placed third. From this list, player 1 can also see that there is another player, player 3, who has earned 40 points and placed first.

[0112] These displays give player 1 a sense of accomplishment in having surpassed his opponent, strengthening his motivation to play the game. These displays also let player 1 know that there is player 3 to aim for, strengthening his motivation to play the game.

[0113] In the example shown in FIG. 8, a first piece of advice titled "Advice" is displayed, which is advice for the player in the game situation described above to improve their game skills. This "advice," generated by the large-scale language model, includes the following content: "It's easy to press the wrong button where the same color appears repeatedly. Pressing the wrong button will lower your score, so don't panic and press the button carefully! Be careful of similar colors like blue and green." Player 1 can aim to improve their game skills using this advice.

[0114] [Login for related parties] The related person of the first measurement target logs in to the game device 1 via the related person terminal T3. The game device 1 executes the login process.

[0115] [Check the results] The related party commands the game device 1 via the related party terminal T3 to display the game results. The game device 1 receives the command and identifies the person who issued the command as the related party. The game device 1 then displays a second screen V2 on the related party terminal T3, which includes the game results and the measurement results of the level of cognitive function ability. In addition, the game device 1 generates second advice, which is advice related to improving the cognitive function of the player in the playing situation related to the above-mentioned game, and displays it on the second screen V2.

[0116] Figure 9 is an example of the second screen V2. In this example, titled "To Player 1's Family," a message is displayed as the game result, saying, "Your Daruma Otoshi score was 32 points, placing you second in the facility." This example also displays a message as the measurement result of the cognitive function level, saying, "Your reflex ability score measured by the game is 'A'. You have maintained a high level of reflex ability this month."

[0117] This allows a person related to the first subject to be able to understand the measurement results of the degree of ability related to the cognitive function of the first subject without informing the first subject himself / herself, and the person related to the first subject to be able to support the first subject's daily life based on the measurement results.

[0118] In addition, in this example, the second piece of advice regarding the gameplay situation is displayed, which reads, "However, you are pressing the wrong button where there are consecutive buttons of the same color, so it is possible that your ability to count is declining. It may be a good idea to increase your opportunities to come into contact with numbers in your daily life. How about increasing your opportunities to play the following game: Whack-a-Mole."

[0119] This allows a person related to the first subject to be measured to subtly increase the first subject's opportunities to be exposed to numbers without informing the first subject, and also allows the first subject to play the whack-a-mole game in order to improve his or her cognitive function.

[0120] Through the above-mentioned series of steps, the first subject plays the game to maintain and improve their cognitive function, and the related parties provide lifestyle support, including improving the first subject's cognitive function, thereby improving the quality of life (QoL) of the first subject.

[0121] It should be noted that within the scope of the concept of the present invention, those skilled in the art may conceive of various modifications and alterations. Therefore, it is understood that such modifications and alterations fall within the scope of the present invention. For example, even if a person skilled in the art appropriately adds, deletes, or modifies components of the above-described embodiment, or adds, omits, or modifies the conditions of a process, such modifications are also included within the scope of the present invention as long as they maintain the gist of the present invention. [Explanation of symbols]

[0122] S System 1. Game device 11 Control section 111 Game Execution Department 112 Measuring section 113 Results Management Department 114 Identification of Viewers 115 Data display command unit 116 First advice generation unit 117 Second advice generation unit 12 Storage section 121 User List 122 Results Database 13 Communications Department N Network T1 First test target terminal T2 Second test target terminal T3 related party terminal V0 game screen V1 1st screen V2 2nd screen

Claims

1. a game execution unit that executes a plurality of games that measure the degree of cognitive function-related abilities; a measurement unit that measures the degree related to the subject to be measured based on the results of the game played by the subject to be measured; a result management unit that manages result data that associates the measurement object, the game results, and the measurement results that are the results of the measurement; a viewer specifying unit for specifying a viewer who wishes to view the result data; a data display command unit that commands the display of at least a part of the result data; Equipped with The data display command unit If the person wishing to view is identified as the person being measured, a command is given to display a first screen which is a screen including the game results but not the measurement results; When the person desiring to view is identified as a person related to the measurement object, a command is given to display a second screen which is a screen including at least the measurement results. A gaming device related to cognitive function.

2. 2. The game device according to claim 1, wherein the game execution unit executes a game to be played from a terminal connected via a communication network.

3. 2. The game device according to claim 1, wherein the data display command unit commands the display of at least the points acquired by the subject in the game and the subject's ranking within the subject in relation to the points, as the game results.

4. a first advice generation unit that inputs the game play situation into a large-scale language model that has been pre-trained using training data that includes a game play situation as an explanatory variable and a first advice, which is advice related to improving the game for a player in the game play situation, as a target variable, and generates the first advice; a second advice generation unit that inputs the game play situation into a large-scale language model that has been pre-trained using training data that includes the game play situation as an explanatory variable and includes second advice, which is advice related to improving the cognitive function of the player in the game play situation, as a target variable, and generates the second advice; Furthermore, The data display command unit When the person desiring to view is identified as the person being measured, a command is given to display a first screen further including the first advice; instructing the display of a second screen further including the second advice when the viewing desirer is identified as a person related to the measurement object; 2. The game device according to claim 1.

5. On the computer, a game execution step of executing a plurality of games that measure the degree of ability related to cognitive function; a measurement step of measuring the degree related to the measurement subject based on the performance of the game played by the measurement subject; a result management step of managing result data that associates the measurement object, the game results, and the measurement results that are the results of the measurement; a viewer specifying step of specifying a viewer who wishes to view the result data; a data display command step of commanding the display of at least a part of the result data; Execute The data display command step includes: a step of issuing a command to display a first screen, which is a screen including the game results but not the measurement results, when the person wishing to view is identified as the person being measured; a step of issuing a command to display a second screen, which is a screen including at least the measurement results, when the person desiring to view the information is identified as a person related to the measurement object; Including, A cognitive function game program.

6. The game device according to claim 2; a plurality of terminals connected to the game device via a communication network; The invention comprises: the game execution unit executes a game in which each of the measurement subjects associated with the plurality of terminals plays at least one of a cooperative game and a competitive game with another measurement subject; the measurement unit measures the degree related to the measurement object based on the game results received from the terminal; the data display command unit commands the terminal to display the first screen and the second screen. A game system related to cognitive function.

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