Game program, game system, information processing device, server, game method, and generation method

The game system uses sleep information to manage gameplay parameters, enhancing engagement by increasing a parameter during awake hours and leveraging sleep duration to determine game events, thus incentivizing good sleep habits and gameplay progression.

JP2025183457APending Publication Date: 2025-12-16THE POKEMON CO
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Patent Information

Application Number
JP2025166083
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-10-02
Publication Date
2025-12-16

AI Technical Summary

Technical Problem

Existing sleep games do not effectively increase user interest and engagement during awake hours, as gameplay during this time does not necessarily lead to increased appeal.

Method used

A game system that manages gameplay parameters based on user sleep information, increasing a first parameter during awake periods and calculating a second parameter based on sleep duration, using these parameters to determine game events.

Benefits of technology

Enhances user engagement and interest in sleep games by incentivizing good sleep habits, allowing gameplay progression through adequate sleep without requiring constant operation during awake hours.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game program, a game system, an information processing device, a server, a game method, and a generation method capable of increasing fun of a sleep game using a user's sleep information.SOLUTION: A game program allows a processor to execute: a parameter control step of increasing a first parameter by adding a total obtained by adding at least one predetermined value to the first parameter during an activity period excluding a period in which a user sleeps; a parameter storage step of storing a first parameter at timing when a user starts sleeping as a sleep-start-time parameter when starting sleeping; a sleep parameter calculation step of calculating a sleep parameter on the basis of a user's sleep information; and an event determination step of determining a game event to be generated on the basis of a second parameter obtained by multiplying a sleep parameter by a sleep-start-time parameter.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] The present invention relates to a game program, a game system, an information processing device, a server, a game method, and a generation method, and more particularly to a game program, a game system, an information processing device, a server, a game method, and a generation method in which game processing is executed using sleep information of a user. [Background technology]

[0002] A known game system for playing a game using sleep information related to a user's sleep includes a sleep information acquisition unit that acquires the user's sleep information, a sleep information modification unit that generates modified sleep information by modifying at least a portion of the sleep information based on sleep information different from the original sleep information, and a game control unit that determines a first effect of the game based on the sleep information if the modified sleep information has not been generated by the sleep information modification unit, and determines a second effect different from the first effect based on the modified sleep information if the modified sleep information has been generated by the sleep information modification unit (see, for example, Patent Document 1).The game system described in Patent Document 1 allows the sleep information to be appropriately acquired and the game using the sleep information to proceed even when a situation occurs in which the user's sleep information cannot be appropriately measured. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2022-161264 Summary of the Invention [Problem to be solved by the invention]

[0004] In sleep games such as the game system described in Patent Document 1, it is important for the user to get adequate sleep, but it is not possible to completely eliminate game operations while the user is awake. In the course of developing sleep games, the applicant has come to realize that improving the gameplay during the user's awake hours does not necessarily lead to increased appeal and interest in the sleep game.

[0005] Therefore, an object of the present invention is to provide a game program, a game system, an information processing device, a server, a game method, and a generation method that can increase the interest of a sleep game that uses a user's sleep information. [Means for solving the problem]

[0006] In order to achieve the above-mentioned object, the present invention provides a game program to be executed by a computer having a processor and a memory, which manages the execution of a game that uses sleep information related to a user's sleep. The game program causes the processor to execute the following steps: a parameter control step of increasing a first parameter by adding a sum obtained by adding one or more predetermined values ​​to the first parameter during an active period excluding a period during which the user is sleeping; a parameter storage step of storing the first parameter at the time when the user starts to sleep as a sleep start parameter at the time of sleep start; a sleep parameter calculation step of calculating the sleep parameter based on the user's sleep information; and an event determination step of determining a game event to be generated based on a second parameter obtained by multiplying the sleep parameter by the sleep start parameter. [Effects of the Invention]

[0007] The game program, game system, information processing device, server, game method, and generation method according to the present invention can provide a game program, game system, information processing device, server, game method, and generation method that can increase the interest of sleep games using user sleep information. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a schematic diagram of a game system according to an embodiment of the present invention. [Figure 2] FIG. 1 is a schematic diagram showing the flow of a game system according to an embodiment of the present invention. [Figure 3] FIG. 1 is a functional block diagram of a game system according to an embodiment of the present invention. [Figure 4] 3 is a diagram showing the data structure of each storage section of the storage unit according to the embodiment. FIG. [Figure 5] FIG. 2 is a flowchart of processing in the game system according to the present embodiment. [Figure 6] FIG. 2 is a diagram showing the display content in the game system according to the present embodiment. [Figure 7] FIG. 2 is a diagram showing the display content in the game system according to the present embodiment. [Figure 8] FIG. 2 is a flowchart of processing in the game system according to the present embodiment. [Figure 9] FIG. 2 is a diagram showing the display content in the game system according to the present embodiment. [Figure 10] FIG. 2 is a diagram showing the display content in the game system according to the present embodiment. [Figure 11] FIG. 2 is a diagram showing the display content in the game system according to the present embodiment. [Figure 12] FIG. 2 is a diagram showing the display content in the game system according to the present embodiment. [Figure 13] FIG. 2 is a flowchart of processing in the game system according to the present embodiment. [Figure 14] FIG. 2 is a diagram showing the display content in the game system according to the present embodiment. [Figure 15] FIG. 2 is a diagram showing the display content in the game system according to the present embodiment. [Figure 16] FIG. 2 is a diagram showing the display content in the game system according to the present embodiment. [Figure 17] FIG. 2 is a flowchart of processing in the game system according to the present embodiment. [Figure 18]FIG. 2 is a flowchart of processing in the game system according to the present embodiment. [Figure 19] FIG. 2 is a flowchart of processing in the game system according to the present embodiment. [Figure 20] FIG. 2 is a diagram showing the display content in the game system according to the present embodiment. [Figure 21] FIG. 2 is a diagram showing the display content in the game system according to the present embodiment. [Figure 22] FIG. 2 is a flowchart of processing in the game system according to the present embodiment. [Figure 23] FIG. 2 is a flowchart of processing in the game system according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment Mode] <Game System 1 Overview> Fig. 1 shows an overview of a game system according to this embodiment. Specifically, Fig. 1 shows an overview of the configuration of a game system 1 according to this embodiment.

[0010] A game system 1 according to this embodiment executes a game using sleep information related to a user's sleep. As shown in FIG. 1, the game system 1 includes a user's terminal device 10, a sleep measurement unit 11 that measures the user's sleep state, and a server 20 that executes game processing. The terminal device 10 and the server 20 are connected via a communication network 80 to enable two-way communication. In the game system 1, the server 20 accepts the user's sleep information and progresses the game. The game system 1 may be a server-client type game system. The sleep measurement unit 11 may be a device separate from the terminal device 10, or may be built into the terminal device 10.

[0011] 1 shows an example in which two terminal devices 10 are connected to the server 20 via a communication network 80, but one terminal device 10 and / or multiple terminal devices 10 used by different users may each be connected to the server 20 via the communication network 80. In the following explanation, for the sake of simplicity, an example in which one terminal device 10 is connected to the server 20 via the communication network 80 will be explained.

[0012] First, the game system 1 progresses the game based on a first parameter that increases based on the presence or absence of a user operation during a time period when the user is awake and active, a sleep parameter determined based on sleep information related to the user's sleep, and a second parameter obtained by multiplying the first parameter by the sleep parameter. Based on the second parameter, the game system 1 determines a game event to be generated and generates game event information for the game event to be generated. Note that the time period when the user is awake and active may be referred to as an "active period" hereinafter. The active period may be a time period that differs depending on the user and may be a time period excluding the time when the user is sleeping.

[0013] Here, the game system 1 has a function that can encourage the user to get adequate sleep without increasing the game aspect of the game system 1 too much during the user's activity period. For example, the game system 1 progresses game processing in accordance with a predetermined operation received from the user during the user's activity period, and increases the first parameter by adding a predetermined value to the first parameter. Alternatively, if the user does not perform a predetermined operation during the user's activity period, the game system 1 increases the first parameter by adding a value determined based on the length of the activity period (however, this value may be different from the predetermined value that would be obtained if a predetermined operation were received from the user during the activity period, e.g., a small value). (The user can steadily increase the first parameter by performing a predetermined operation, or can ensure the minimum first parameter required to progress through the game without performing an operation.) The game system 1 then calculates a second parameter by multiplying the sleep parameter determined based on the user's sleep time by the first parameter at the time the user starts to sleep. The game system 1 determines game events and generates game event information based on this second parameter. The game system 1 generates different events depending on the second parameter. For example, the larger the second parameter, the more likely it is that a game event that is advantageous to the user (or preferable to the user) will occur.

[0014] That is, the game system 1 increases the first parameter by a predetermined value by adding a predetermined value to the first parameter in response to a user's operation during the user's active period (usually during the daytime when the user is awake), and records the first parameter at the time when the user starts to sleep.The game system 1 then calculates the second parameter by multiplying the stored first parameter by a sleep parameter determined by the length of the user's sleep time.Therefore, in the game system 1, the value of the second parameter can be easily increased by lengthening the sleep time.

[0015] As a result, in the game system 1, the user does not need to immerse himself in the game during the active period, and can increase the first parameter at a time when he has time to spare. In addition, in the game system 1, the user can easily increase the second parameter, which is important for progressing through the game, by getting a good night's sleep during the time period other than the active period, which provides the user with an incentive to get a good night's sleep and increases the enjoyment of the sleep game.

[0016] <Outline of Game System 1 Flow> Fig. 2 shows an overview of the flow of the game system according to this embodiment. Specifically, Fig. 2 shows an example of the flow of display on the terminal device 10 included in the game system 1 according to this embodiment. Fig. 2 shows the passage of time from (a) to (d).

[0017] As an example, in the game system 1, as shown in FIG. 2(a), multiple fields 500 exist in a virtual space within the game, and as shown in FIG. 2(b), field characters 600 inhabit each field 500. The game system 1 trains the field characters 600 based on predetermined operations performed by the user during an active period and the user's own sleep information (e.g., sleeping hours). The game system 1 then generates game events based on predetermined parameters of the field characters 600 that have grown through training. The game events are, for example, events in which sleeping characters appear around the field characters 600.

[0018] Here, the game system 1 trains a field character 600 during each unit game period, causing a predetermined game event to occur, and when the unit game period ends, it accepts the user's selection of a new field 500 and starts training a new field character 600 to inhabit the selected field 500. That is, the game system 1 trains a field character 600 during a certain unit game period based on the user's predetermined operation or sleep, causes a predetermined game event to occur, and ends training of the field character 600 that inhabited the previous field 500 when moving to the next field 500. The game system 1 then progresses the game by repeating this cycle of determining a new field 500 and field character 600 based on the user's selection and starting training of the new field character 600.

[0019] As an example, a case will be described in which the predetermined unit game period is one week (seven days) and the user starts the game on the morning of the first day of the week (the first day, for example, Monday).

[0020] First, as shown in FIG. 2(a), the game system 1 displays multiple fields 500 on the display unit 300 of the terminal device 10 on the first morning of the week and accepts the user's selection of a field 500. Each of the multiple fields 500 is inhabited by field characters 600 with the same or different training conditions. The game system 1 determines the field character 600 of the field 500 selected by the user as the field character 600 to be trained for that week.

[0021] During the user's active period (e.g., the period when the user is awake, typically during the daytime), the game system 1 provides the field character 600 with a predetermined item (e.g., a virtual berry in the game) or a dish (a virtual dish in the game) in response to the user's operation, thereby increasing a first parameter associated with the field character 600. In the game system 1, an increase in the first parameter causes the field character 600 to grow. For example, as shown in FIG. 2(b), the game system 1 adds a predetermined value associated with the predetermined item to the first parameter, and displays the value of the first parameter in the first parameter display area 630 of the display unit 300 (in FIG. 2(b), "total energy" is displayed). When the game is first started, a non-zero initial value is set for the first parameter.

[0022] Here, the game system 1 displays on the display unit 300 characters 700 and 702 (hereinafter sometimes referred to as "helping characters") that help the field character 600 grow around the field character 600. These helping characters are characters selected by the user from among the characters owned by the user. These "helping characters" collect and possess in the game predetermined items (virtual berries in the game, hereinafter sometimes simply referred to as "berries" or "direct growth items") that can be given directly to the field character 600 and / or ingredients (virtual cooking ingredients in the game, which can be cooked to give dishes to the field character 600; hereinafter sometimes simply referred to as "cooking ingredients" or "indirect growth items") that can be given indirectly to the field character 600.

[0023] Then, when the game system 1 receives a tap operation on the "helping character" by the user during the activity period, it gives a "berry" possessed by the "helping character" to the field character 600 and adds a predetermined value associated with the "berry" to the first parameter. For example, if a predetermined value is associated with one type of "berry," the game system 1 adds the predetermined value to the first parameter immediately before the user taps the "helping character." When the "helping character" possesses multiple "berries" and gives those "berries" to the field character 600, the game system 1 adds the predetermined values ​​associated with each "berry" and adds the sum to the first parameter.

[0024] Furthermore, when the game system 1 receives a tap operation on the "helping character" by the user, it stores the "cooking ingredients" possessed by the "helping character" in association with the user. Then, the game system 1 receives instructions from the user during the activity period and consumes the "cooking ingredients" to prepare a dish for the field character 600. A predetermined value for cooking is associated with the prepared dish, and the game system 1 adds the predetermined value to the first parameter by providing the dish to the field character 600 in accordance with the user's instructions. In this way, the first parameter of the field character 600 increases during the activity period of one day within a unit game period, and the field character 600 grows.

[0025] Next, when night falls (here, the first night of the week, i.e., Monday night), the user goes to bed. In this case, the game system 1 accepts a user's operation input on the sleep button 400 displayed on the display unit 300 as shown in FIG. 2(b) and starts acquiring sleep information, which is information related to the user's sleep. After accepting the user's operation input on the sleep button 400, the game system 1 starts measuring the user's sleep time from a predetermined timing, such as when the user stops moving or when the user's deep sleep is detected based on the measurement results of the sleep measurement unit 11. The game system 1 also stores the first parameter at the time when the user's operation input on the sleep button 400 is accepted as a sleep start parameter. Then, the game system 1 displays a "Sleep measurement in progress" screen on the display unit 300 together with a time display 404 as shown in FIG. 2(c).

[0026] The game system 1 can accept an alarm setting and / or a sleep-inducing sound setting after accepting an operation input from the user using the sleep button 400. For example, as shown in Fig. 2(c), the game system 1 displays an alarm setting area 410 on the display unit 300 and accepts an alarm setting by the user. The game system 1 also displays a sleep-inducing sound setting area 412 on the display unit 300 and accepts, in response to a user instruction, settings for sounds and music to be output from the terminal device 10 before the user starts to sleep.

[0027] Next, when the game system 1 detects that the user has woken up via the terminal device 10, it stops acquiring the user's sleep information. For example, as shown in FIG. 2(c), the game system 1 stops acquiring the sleep information upon receiving a user's operation on the measurement stop button 402 displayed on the display unit 300. The game system 1 then calculates a sleep score as a sleep parameter based on the acquired sleep information. The sleep score is set to the maximum score (e.g., "100"; that is, the maximum value of the sleep score is "100") when the user sleeps for a predetermined sleep time or longer (hereinafter, sometimes referred to as the "reference sleep time"), and is set so that a predetermined amount is subtracted from the maximum score as the sleep time becomes shorter than the reference sleep time.

[0028] The game system 1 calculates the second parameter by multiplying the calculated sleep score by the sleep onset parameter. For example, as shown in FIG. 2(d), the game system 1 displays the value of the second parameter 800 on the display unit 300 together with a breakdown 802 of the second parameter. In the example of FIG. 2(d), the value of the second parameter 800 is "160,000" (the second parameter is represented as "Sleepiness Power" in FIG. 2(d)), and the breakdown 802 shows that the value of the sleep onset parameter (represented as "Energy" in the example of FIG. 2(d)) is "2,000" and the value of the sleep score is "80."

[0029] Next, the game system 1 determines a game event to be generated and generates game event information based on the calculated second parameter. For example, the game system 1 causes a character to appear around the field character 600 as a result of a predetermined lottery based on the second parameter. This lottery is such that the larger the value of the second parameter, the more advantageous the result for the user (for example, the larger the value of the second parameter, the more likely it is that a character with a sleeping face with a high rarity will appear). In addition to the lottery, the game system 1 may, in response to a user's instruction, exchange the second parameter for a predetermined item, a predetermined character, or the like in exchange for consuming the second parameter. That is, the game system 1 may impart a function similar to that of in-game virtual currency to the second parameter, making the second parameter usable in place of virtual currency. Note that the character appears asleep when it appears. Then, in response to a user's operation, the game system 1 executes game events such as obtaining an image of the character that has appeared (an image of a sleeping face or sleeping pose), granting a predetermined item to the character that has appeared, and granting the character that has appeared to the user when a predetermined condition is met, and granting a reward to the user. The game system 1 outputs the user's sleep information and / or the results of these game events to the terminal device 10.

[0030] The game system 1 then continues the game on the second day of the week (Tuesday in the above example). In this case, the game system 1 continues the game by inheriting the first parameter increased on the first day as the first parameter on the second day. In this way, in the game system 1, the game progresses on the nth day of the unit game period, and the game continues on the n+1th day (where n is an integer greater than or equal to 1). Even on the n+1th day, during the user's activity period, predetermined items and dishes are given to the field character 600 in accordance with the user's operation, and the first parameter increases, thereby growing the field character 600. Then, when the user sleeps, the first parameter on the n+1th day immediately before the sleep becomes a new sleep start parameter. This sleep start parameter is multiplied by a sleep score determined based on the user's sleep information on the n+1th day to calculate a second parameter on the morning of the n+2th day, and a game event is determined and executed based on the calculated second parameter. Therefore, the first parameter on the nth day of the unit game period (the sleep start parameter when the user starts to sleep) is greater than the first parameter on the n+1th day. That is, the first parameter increases as the number of days passes in the unit game period, that is, the field character 600 grows. The second parameter is calculated by multiplying the first parameter (the sleep start parameter when the user starts to sleep) by the sleep score, so the second parameter also increases in the latter half of the unit game period. As a result, the later in the unit game period the lottery result when the user wakes up is more likely to be advantageous to the user.

[0031] Next, at the timing from the last day of one unit game period to the first day of the next unit game period, the game system 1 displays a summary of the game execution results for that one unit game period on the display unit 300 and accepts the user's selection of a new field 500. In this case, the game system 1 resets the first parameters for that one unit game period (i.e., resets the parameters related to the field character 600 that inhabits the field 500 selected by the user in that unit game period). The game system 1 then restarts the training of a new field character 600 that inhabits the field 500 newly selected by the user. In other words, when the user selects a new field 500 and starts training a new field character 600, the game system 1 resets the first parameters accumulated for that one unit game period to "0." The first parameters of this new field character 600 are then started from "0." Subsequently, in the next unit game period, the game system 1 executes game processing such as a process for increasing the first parameter again, a process for calculating the second parameter, and the occurrence of a predetermined game event, in the same manner as described above, in response to an operation input by the user, etc. When moving from one unit game period to the next, the game system 1 progresses the game by carrying over information about the user (such as the user's rank), items owned by the user, characters (assistant characters) acquired by the user and information about the characters (such as status information), and other information.

[0032] In this way, in the game system 1, the game progresses roughly along the following flow. 1) On the first day of a unit game period (for example, on Monday morning at the beginning of the week), the field 500 and field character 600 are determined by the user's selection. 2) During an active period (e.g., daytime), a predetermined value is added to the first parameter of the field character 600 based on a predetermined operation / processing, thereby increasing the first parameter (i.e., growing the field character 600). 3) The first parameter at the timing when the user goes to sleep (for example, at night) is recorded as a sleep start parameter, and the user goes to sleep. 4) After the user wakes up, a sleep score is calculated based on the user's sleep. 5) The calculated sleep score is multiplied by the sleep onset parameter to calculate a second parameter. 6) Based on the calculated second parameter, a game event is determined to occur, and a game event, for example, an event in which a character selected by lottery appears around the field character 600, is generated. Here, the larger the second parameter, the higher the probability that a character with a low lottery probability (a character with a high rarity of sleeping faces) will be selected (i.e., the more likely it will appear). 7) Repeat steps 2) to 6) above from the day following the first day of the unit game period until the last day. Note that the first parameter inherits the value of the previous day even across days within the unit game period, and on the next day, a predetermined value is added to the inherited value of the first parameter based on user operation, etc. As a result, as the first parameter increases in the latter half of the unit game period (i.e., the growth of the field character 600 progresses), the second parameter also increases, and therefore, the later in the unit game period, the more likely it is that a sleeping character with a high rarity will appear. 8) On the last day of a unit game period (for example, when the day changes from Sunday to Monday), the first parameter that increased during that unit game period is reset, and the field 500 and field character 600 for the next unit game period are determined by the user's selection. After that, steps 2) to 8) above are repeatedly executed, and the user collects characters (characters and predetermined images of characters, etc.) that appear around the field character 600.

[0033] As a result, the game system 1 can determine which game events will occur using a second parameter obtained by multiplying the first parameter by a sleep score based on the user's sleep time, allowing the user to progress through the game by simply getting a good night's sleep without having to spend time operating the game during the activity period. Furthermore, since the game system 1 can repeat the game for each unit game period, even if the user is unable to start the game during a certain unit game period and has few opportunities to obtain sleep information, the game can be resumed in the next unit game period without any significant disadvantages. Furthermore, even if the user is unable to get much sleep during a certain unit game period because they are busy with studies, work, or the like in the real world, the game system 1 can resume the game in the next unit game period or in a unit game period when they are less busy without any significant disadvantages.

[0034] The terminal device 10 may be connected to one or more sleep measurement units 11 by wire or wirelessly. In FIG. 1, one sleep measurement unit 11 is connected to or built into each terminal device 10, but multiple sleep measurement units 11 may be connected to or built into the terminal device 10. In the following explanation, an example in which the sleep measurement unit 11 is built into the terminal device 10 will be mainly explained.

[0035] The terminal device 10 is a device that can be operated by a user. The terminal device 10 may be, for example, a mobile terminal such as a mobile phone, smartphone, or tablet compatible with a mobile communication system. Alternatively, the terminal device 10 may be, for example, a stationary personal computer (PC), a laptop PC, a notebook PC, a portable game console, and / or a home game console or dedicated game console. In this embodiment, the terminal device 10 is preferably a smartphone from the viewpoints of ease of operation by the user and the ability to immediately accept user operations when the user goes to sleep and wakes up. Furthermore, the communication network 80 is a communication network such as a mobile phone network and / or the Internet. The communication network 80 may also include communication networks such as a wired LAN and a wireless LAN. The game system 1 according to this embodiment will be described in detail below. However, it should be noted that the names and numerical values ​​in the above and following descriptions are merely examples, and the present invention is not limited to these proper names and numerical values, and that these proper names and numerical values ​​do not necessarily relate to real proper names and numerical values.

[0036] <Details of Game System 1> FIG. 3 shows an example of an outline of the functional configuration of the game system according to this embodiment.

[0037] [Game System 1 Configuration Overview] The game system 1 is a system that executes a game using sleep information related to a user's sleep. For example, the game system 1 is executed on a terminal device 10, and the game progresses based on the user's sleep. The game system 1 includes an output unit 100 that outputs various information, an input unit 102 that accepts input from the user, a sleep measurement unit 11 that measures the user's sleep state, an input acquisition unit 200 that acquires information related to the input accepted from the user, an output control unit 202 that controls the output of information to the output unit 100, a sleep information acquisition unit 204 that acquires the user's sleep information, a parameter control unit 206 that controls the calculation and increase / decrease of various parameters, a sleep parameter calculation unit 208 that calculates sleep parameters based on the user's sleep information, a game control unit 210 that controls various processes in the progress of the game, an event determination unit 212 that determines game events (including generating and determining game event information), and a storage unit 216 that stores various information. The storage unit 216 has a user information storage section 218 that stores information about the user, a game information storage section 220 that stores information about the game, a character information storage section 222 that stores information about the characters, a field character information storage section 224 that stores information about the field characters 600, and a food information storage section 226 that stores information about virtual food in the game.

[0038] In the game system 1, for example, a game is executed on a terminal device 10 used by a user. In this case, the terminal device 10 is configured to have at least an output unit 100 and an input unit 102. Note that the game control unit 210 may also have some or all of the functions of other components provided in the game system 1.

[0039] The game system 1 may include the above-described multiple components in the same physical device or location, or some of the multiple components may be located in physically separate locations. In this case, the components may be connected via a communication network such as the Internet. For example, the game system 1 may have an external server perform some of the functions of the components. The game system 1 may also be configured as one or more servers. In this case, the game system 1 is configured by combining a terminal device, components of one server, and components of another server. In this embodiment, each device (such as a terminal device or a server) can also be considered as an information processing device. That is, a collection of devices (a collection of predetermined components) can be considered as a single "information processing device," and the game system 1 may be formed as a collection of multiple information processing devices. The allocation of multiple functions required to realize the game system 1 according to this embodiment to one or more pieces of hardware can be determined appropriately in consideration of the processing capabilities of each piece of hardware and / or the specifications required for the game system 1. In addition, the various information stored in the storage unit 216 may be updated based on user instructions and information received via the input unit 102, or may be updated at any time by obtaining specified information from a specified server located outside the game system 1.

[0040] [Gaming System 1 Configuration Details] In the following description, an example will be given in which a user mainly uses a terminal device 10 (e.g., a smartphone, a tablet terminal, etc.) to play a game provided by the game system 1. The server 20 manages user information in the game system 1 and also executes game processing.

[0041] (Game control unit 210) The game control unit 210 communicates between the terminal device 10 and the server 20 and controls the user's game play based on the user's sleep information received from the terminal device 10. The game control unit 210 can also control the operation of each component of the game system 1. For example, based on the user's sleep information acquired as the game play progresses, the game control unit 210 controls processes such as lottery selection of game objects such as the field character 600, a predetermined character, and / or an item (e.g., a process for determining the status of the field character 600, a process for the appearance of a predetermined character, a process for determining the type and quantity of items to be appeared, etc.), as well as processes such as granting predetermined characters, items, etc. to the user. Note that the determined characters, items, etc. may appear in the game play rather than as the user's possessions. This allows the user to have experiences such as discovering new game characters based on the sleep information. For example, the game control unit 210 receives information on the user's sleep time and sleep quality as the user's sleep information from the user's terminal device 10, and grants items, etc. to the user by lottery selection based on the user's sleep information.

[0042] Furthermore, the game control unit 210 executes a predetermined game progression process and / or a lottery process for characters, items, etc., based on the first parameters calculated by the parameter control unit 206 (described later), the sleep parameters calculated by the sleep parameter calculation unit 208, and events determined by the event determination unit 212 (described later). Here, the game control unit 210 may change the lottery table used in the lottery or the number of lotteries depending on the user's user information, sleep information, sleep parameters, and / or information on the field character 600. As a result, if this information differs, the lottery algorithm will also differ, and the game progression at the time of waking will change, thereby providing the user with a variety of fun when waking up.

[0043] Furthermore, the game control unit 210 executes various game processes in response to the user's operation input received via the input unit 102 and / or the user's sleep information acquired by the sleep information acquisition unit 204. For example, the game control unit 210 executes game processes such as storing information about the user himself / herself in the storage unit 216, storing information about the character in the storage unit 216, giving a predetermined item to the character, processing the character's behavior in the in-game virtual space when the user designates a character, acquiring items by the user with or without payment and acquiring virtual currency, consuming items owned by the user, and instructing the output control unit 202 to output predetermined information to the output unit 100.

[0044] (output unit 100, output control unit 202) The output unit 100 is controlled by the output control unit 202 and outputs various information related to the execution of the game (e.g., text information, image information such as still images and moving images, audio information, etc.). The output unit 100 outputs various processing results and information stored in the storage unit 216 in a manner that can be perceived by the user. Specifically, the output control unit 202 causes the output unit 100 to output various processing results in each component and information stored in the storage unit 216 as data in a predetermined format, still images, moving images, audio, text, and / or vibration. The output unit 100 may output information received from an external server. The output unit 100 may be configured to include a display unit that displays various information, an audio output unit such as a speaker that outputs audio, and / or a vibration unit that generates vibrations in response to predetermined information. The display unit may be, for example, a liquid crystal display or an organic EL display.

[0045] Furthermore, the output control unit 202 controls the output of predetermined information to the output unit 100 in response to instructions from each component of the game system 1. For example, the output control unit 202 causes the output unit 100 to output various types of information in the game, such as sleep information acquired by the sleep information acquisition unit 204, predetermined information received through user input, information such as game effects determined by the game control unit 210, and / or game events determined by the event determination unit 212.

[0046] (input unit 102, input surface 104, input control unit 106) The input unit 102 accepts input such as predetermined instructions and operations from the user. The input may be voice input. The input unit 102 supplies the instructions to predetermined components of the game system 1. Each component that accepts the instructions performs its predetermined function. The input unit 102 is an input device (e.g., a touch panel, a touchpad, a pointing device such as a mouse, a keyboard, a motion sensor, a microphone, etc.) for accepting operation input from the user. In this embodiment, an example will be described in which the input unit 102 is a touch panel included in the terminal device 10. Note that the touch panel may be capable of detecting multi-touch. Specifically, the touch panel serving as the input unit 102 has an input surface 104 onto which operations and the like from the user are input, and an input control unit 106 that acquires information related to the operations input to the input surface 104. The touch panel is disposed over the display unit 300, which is the output unit 100, and the surface of the touch panel corresponds to the input surface 104.

[0047] For example, an area for receiving a predetermined instruction is displayed on the display unit 300, and the input surface 104 detects the predetermined instruction at a position specified by a user's operation on the area of ​​the input surface 104 (for example, a touch operation, a tap operation, a swipe operation, etc.). The input surface 104 supplies the detected information, i.e., information indicating the predetermined instruction at the detected position, to the input control unit 106. As an example, the display unit 300 displays an area for receiving an instruction for the user to start sleeping, an area for receiving an instruction for the user to wake up, etc. The input control unit 106 acquires the information indicating the predetermined instruction from the input surface 104, and supplies the information to a predetermined component of the game system 1.

[0048] (Sleep measurement section 11) The sleep measurement unit 11 acquires information related to the sleep of the user of the terminal device 10. The sleep measurement unit 11 supplies the acquired information to the sleep information acquisition unit 204. If the terminal device 10 and the sleep measurement unit 11 are separate and independent devices, the terminal device 10 communicates with the sleep measurement unit 11 via short-range wireless communication such as Bluetooth (registered trademark) or Wi-Fi, and receives the sensing results of the sleep measurement unit 11. Alternatively, the sleep measurement unit 11 may be compatible with a communication standard of a mobile communication system such as 5G and transmit the sensing results to the server 20 without using short-range wireless communication. In this case, the terminal device 10 may receive and store the sleep information acquired by the server 20 that has received the sensing results from the sleep measurement unit 11 from the server 20.

[0049] The sleep measurement unit 11 is realized by, for example, a sensor such as a motion sensor built into the terminal device 10. That is, the terminal device 10 and the sleep measurement unit 11 may be included in the same device. In this case, the terminal device 10 also functions as the sleep measurement unit 11. The sleep measurement unit 11 may be, for example, a wearable device such as a wristwatch, a ring, or an eye mask that is worn on the user's body, or may be configured as a device independent of the terminal device 10 and include a motion sensor such as a gyro sensor. The sleep measurement unit 11 may also be a device placed on a mattress or pillow on which the user sleeps.

[0050] Here, the motion sensor may include an acceleration sensor, an angular velocity sensor, etc., and senses the movement of the terminal device 10 and outputs the sensing results. For example, by placing the terminal device 10 on the mattress of a bed on which the user sleeps, the motion sensor can detect the movement of the sleeping user when the sleeping user moves on the mattress. Using the sensing results of the motion sensor, the sleep information acquisition unit 204 (described later) can determine whether the user is asleep or awake, and whether the sleeping user is in light sleep, deep sleep, REM sleep, or non-REM sleep, and acquire the sleep information.

[0051] The user may use two or more sleep measurement units 11 simultaneously. For example, the user may wear two wristwatch-type sleep measurement units 11, or the user may wear a wristwatch-type sleep measurement unit 11 and use a smartphone as the sleep measurement unit 11. This allows the user's body movements during sleep to be directly detected using a gyro sensor or the like. Furthermore, by accumulating sensing results obtained by various sensors while the user is asleep, the sleep information acquisition unit 204 can determine whether the user is asleep, in a light sleep state, a deep sleep state, REM sleep, or non-REM sleep, and acquire the determined sleep information. By distinguishing between REM and non-REM sleep waveforms in this way, the quality of the user's sleep can be evaluated. For example, the sleep information acquisition unit 204 may have pre-set information about REM and non-REM sleep cycles for good quality sleep, or may have pre-stored information about general REM and non-REM sleep. By comparing the REM and non-REM sleep waveforms during the user's sleep with this information, the quality of the user's sleep can be evaluated and acquired as sleep information.

[0052] Furthermore, the sleep information acquisition unit 204 detects whether the user has gone to bed (for example, lying down in bed) and whether the user has fallen asleep after going to bed (for example, whether the user has stopped moving or whether the user has entered deep sleep) based on the output of a motion sensor such as the sleep measurement unit 11. Furthermore, the sleep information acquisition unit 204 can also determine whether the user has performed an input operation on the terminal device 10 or whether the user has perceived information output to the output unit 100 of the terminal device 10 after going to bed and before falling asleep. In other words, the sleep information acquisition unit 204 can determine whether the user, who is about to go to sleep, has operated the terminal device 10 before going to sleep.

[0053] Furthermore, sleep measurement units 11 that are expected to be used in advance by the game system 1 may be managed in a whitelist format. When the sleep information acquisition unit 204 described below acquires sleep information from a sleep measurement unit 11 that is not managed by the game system 1, the sleep information acquisition unit 204 may not accept the sleep information as being from a sleep measurement unit 11 that the server 20 cannot identify, and may perform subsequent processing using parameters for the unidentifiable sleep measurement unit 11, etc.

[0054] Furthermore, different types of sleep measurement units 11 do not necessarily have to be different devices. That is, even if sleep measurement units 11 have the same device configuration, they may be managed as different sleep measurement units 11 in the game system 1 depending on the type of software or application used before providing the sleep information to the server 20. For example, even if sleep information is detected using the same sleep measurement unit 11, a different "sleep measurement unit ID" can be used when sleep measurement application A is used to process the sleep information and when a different sleep measurement application B, different from sleep measurement application A, is used to process the sleep information. In this way, managing different "sleep measurement unit IDs" depending on the combination of the device type (device configuration) and the application used enables more flexible generation of sleep information, thereby fully demonstrating the entertainment value of games that adapt to different sleep states.

[0055] (Input acquisition unit 200) The input acquisition unit 200 acquires a user's operation input. That is, the input acquisition unit 200 acquires information indicating the user's operation input input to the input unit 102 (e.g., the input surface 104) via the input control unit 106. The input acquisition unit 200 supplies the information indicating the acquired operation input to other predetermined components such as the game control unit 210.

[0056] (Sleep information acquisition unit 204) The sleep information acquisition unit 204 acquires the user's sleep information and / or error information (information indicating the occurrence of an unexpected malfunction or a malfunction of the sleep measurement unit 11) acquired by sensors constituting the sleep measurement unit 11. Specifically, the sleep information acquisition unit 204 acquires information related to the user's sleep acquired by the sleep measurement unit 11, that is, sleep information, from the sleep measurement unit 11. The sleep information includes, for example, the user's wakefulness / sleep state, information on the user's movement, date information, bedtime, time of going to bed, time of falling asleep, time of waking up, duration of sleep, depth of the user's sleep (which can be classified into a plurality of stages, for example, a "drowsy" stage, a "sleeping" stage, and a "deep sleep"), quality of sleep, the user's sleep type (for example, a drowsy type, a sleeping type, a deep sleep type, etc.) determined based on the quality of sleep and the duration of a predetermined sleep quality during sleep, and / or environmental sounds during sleep. For example, the sleep information acquisition unit 204 acquires sleep information from the user's sleep start (or from going to bed or starting to sleep) to waking up constantly or at predetermined time intervals.

[0057] Furthermore, the sleep information acquisition unit 204 determines whether the user has started to sleep and whether the user has woken up based on the sleep information. That is, the sleep information acquisition unit 204 determines the time when the user started to sleep and the time when the user started to wake up based on the sleep information acquired by the sleep measurement unit 11. The sleep information acquisition unit 204 supplies the acquired sleep information to the parameter control unit 206, the sleep parameter calculation unit 208, and the game control unit 210.

[0058] Furthermore, when the input acquisition unit 200 acquires a sleep start operation input from the user via the input unit 102, the sleep measurement unit 11 can start acquiring information about the user's sleep. In this case, the sleep information acquisition unit 204 determines that the user has started sleeping in response to this operation input or based on sleep information acquired by the sleep measurement unit 11 (e.g., information such as the sensing result of a motion sensor). For example, the sleep measurement unit 11 starts acquiring sleep information when the input acquisition unit 200 acquires an instruction from the user to start sleeping. Note that the sleep information acquisition unit 204 may start measuring the user's sleep time from the timing when the measurement result by the sleep measurement unit 11 indicates that the user's movements have become limited to breathing or that the user has entered deep sleep. Then, when the input acquisition unit 200 acquires a wake-up operation input from the user via the input unit 102, the sleep measurement unit 11 stops acquiring the user's sleep information. In this case, the sleep information acquisition unit 204 determines that the user has woken up in response to this operation input or based on the sleep information acquired by the sleep measurement unit 11. The sleep information acquisition unit 204 acquires the sleep information from when the user starts to sleep until he wakes up, measured by the sleep measurement unit 11 in response to the user's determination of when he starts to sleep and when he wakes up.

[0059] Alternatively, the sleep measurement unit 11 may continuously acquire information related to the user's sleep. In this case, the sleep information acquisition unit 204 determines that the user has started to sleep when the input acquisition unit 200 acquires an operation input from the user to start sleeping via the input unit 102, or based on the sleep information acquired by the sleep measurement unit 11. Then, the sleep information acquisition unit 204 determines that the user has woken up when the input acquisition unit 200 acquires an operation input from the user to wake up via the input unit 102, or based on the sleep information acquired by the sleep measurement unit 11. In this way, the sleep information acquisition unit 204 acquires the user's sleep information measured by the sleep measurement unit 11 from the time it is determined that the user has fallen asleep to the time it is determined that the user has woken up, from the continuously acquired sleep information.

[0060] (Parameter control unit 206) The parameter control unit 206 calculates various parameters and controls the increase and decrease of the parameters. In the game system 1, at least the following parameters are used in the progress of the game. a) First parameter: A parameter associated with the field character 600, which is used as a parameter indicating the degree of growth and evaluation of the field character 600. b) Sleep parameters: These are parameters determined based on the user's sleep information, and are determined according to the user's sleep time, which is one piece of sleep information. The sleep parameters are sometimes referred to as "sleep scores." c) Second parameter: A parameter obtained by multiplying the first parameter at a predetermined timing by a sleep parameter.

[0061] Here, the parameter control unit 206 mainly controls the calculation and / or increase / decrease of the first parameter and the second parameter.

[0062] Specifically, the parameter control unit 206 increases the first parameter during an active period excluding a period during which the user is sleeping. The parameter control unit 206 may increase the first parameter during the active period regardless of whether the user is sleeping. More specifically, the parameter control unit 206 increases the first parameter during an active period excluding a period during which the user is sleeping by adding a total value obtained by adding one or more predetermined values ​​to the first parameter, or by sequentially adding one or more predetermined values ​​to the first parameter. Note that the parameter control unit 206 supplies the first parameter to the game control unit 210 in real time, and the game control unit 210 stores the first parameter in the field character information storage unit 224 in real time (in other words, storing the calculated first parameter in the field character information storage unit 224 outside the terminal device 10 prevents fraud).

[0063] For example, the parameter control unit 206 calculates a sum by adding one or more predetermined values ​​for each predetermined input operation by the user received via the input unit 102. Then, the parameter control unit 206 adds the calculated sum to the first parameter at the time of this input operation, and sets the resulting total value as a new first parameter. In other words, when the user is awake, the parameter control unit 206 adds a predetermined value corresponding to the predetermined input operation from the user to the first parameter at the time of the predetermined input operation by the user to set the new first parameter. As an example, the game control unit 210 causes a predetermined character (referred to as a "helper character") to appear in the field 500 and associates a predetermined item with the character. A predetermined value (predetermined value) is associated with the predetermined item. Then, when the parameter control unit 206 receives a predetermined operation on the character by the user via the input unit 102, it adds the predetermined value of the item associated with the character to the first parameter, and sets the first parameter after the predetermined value is added as a new first parameter.

[0064] The parameter control unit 206 can also determine the predetermined value based on sleep information for a period during which the user is asleep, even when the game is left idle or not running, and / or without a user input operation. The parameter control unit 206 then adds the determined predetermined value to the first parameter to obtain a new first parameter. As an example, after the user goes to sleep and wakes up, the parameter control unit 206 adds the predetermined value to the first parameter after a predetermined game event generated by the game control unit 210 is completed and before the user begins to sleep again.

[0065] Furthermore, when the game is left idle during the user's activity period, when the game is not running, and / or when the user does not perform a predetermined input operation, the parameter control unit 206 can determine the predetermined value based on the length of this activity period. Then, before the user starts sleeping next, the parameter control unit 206 adds the determined predetermined value to the first parameter to obtain a new first parameter. As an example, when the user goes to sleep (e.g., when the user taps the sleep button 400 shown in FIG. 2(b)), the parameter control unit 206 determines the predetermined value based on the duration of the activity period before the tap (e.g., the time from when the user taps the measurement end button 402 shown in FIG. 2(c) to when the user next taps the sleep button 400), and adds the determined predetermined value to the first parameter to calculate a new first parameter.

[0066] The parameter control unit 206 then stores the first parameter at the time the user starts to sleep (for example, the time when the sleep button 400 shown in FIG. 2(b) is tapped) as a sleep start parameter at the time of sleep start (hereinafter, may be referred to as "total energy" at bedtime). Note that, if the sleep information acquired by the sleep information acquisition unit 204 indicates the user's sleep start, the parameter control unit 206 may determine the time when this sleep information was acquired as the time when the user started to sleep. The parameter control unit 206 can store the sleep start parameter in, for example, the user information storage unit 218. The parameter control unit 206 may also have a storage unit for storing the sleep start parameter, and in this case, stores the sleep start parameter in the storage unit. The parameter control unit 206 supplies the calculated first parameter to the game control unit 210 and the event determination unit 212.

[0067] (Sleep parameter calculation unit 208) The sleep parameter calculation unit 208 calculates sleep parameters (sometimes referred to as "sleep scores") based on the user's sleep information acquired by the sleep information acquisition unit 204. For example, the sleep parameters are calculated based on the user's sleeping time. As an example, the sleep parameter calculation unit 208 predetermines a reference sleeping time, and sets the sleep parameter to a maximum value (e.g., "100") when the user sleeps for a length that matches the reference sleeping time. Note that the sleep parameter calculation unit 208 may determine that the length of the user's sleeping time matches the reference sleeping time not only when the length of the user's sleeping time matches the reference sleeping time exactly, but also when the difference between the length of the user's sleeping time and the reference sleeping time is within a predetermined time (e.g., about a few minutes, such as 4 to 5 minutes).

[0068] On the other hand, when the user's sleep time is shorter than the reference sleep time, the sleep parameter calculation unit 208 sets the sleep parameter to a value obtained by subtracting from "100" a predetermined amount calculated based on the difference between the reference sleep time and the user's sleep time. In other words, the sleep parameter decreases as the user's sleep time becomes shorter than the reference sleep time. Even when the user's sleep time exceeds the reference sleep time, the sleep parameter calculation unit 208 sets the maximum value of the sleep parameter to the same value as when the sleep time matches the reference sleep time. However, when the user's sleep time exceeds the reference sleep time, the sleep parameter calculation unit 208 may calculate a sleep parameter that exceeds the maximum value of the sleep parameter by a predetermined amount, as long as the sleep time is within a range that can maintain the user's health and does not impair the interest of the game. The predetermined amount may be determined, for example, based on the difference between the sleep time and the reference sleep time.

[0069] Here, the reference sleep time can be determined based on the user's personal characteristics, such as age or generation and / or gender. For example, users' ages can be divided into ages under 15, 15 to 24, 25 to 49, and 50 or older, and the sleep time considered appropriate for each age category can be set as the reference sleep time. The reference sleep time may also be increased or decreased depending on the season. For example, the reference sleep time may be increased as the daylight hours (the time from sunrise to sunset) become shorter, and decreased as the daylight hours become longer.

[0070] The sleep parameter calculation unit 208 supplies the calculated sleep parameters to the game control unit 210 and the event determination unit 212 .

[0071] (Event determination unit 212) The event determination unit 212 calculates a second parameter by multiplying the sleep parameter calculated by the sleep parameter calculation unit 208 (i.e., the sleep score) by the sleep start parameter. That is, the event determination unit 212 calculates the second parameter by multiplying the first parameter at the time when the user starts to sleep by the sleep parameter determined based on the user's sleeping time at the time when the user wakes up. Then, the event determination unit 212 determines a game event to be generated in the game based on the calculated second parameter. The event determination unit 212 also generates game event information, which is information on the game event to be generated.

[0072] The game events are various events that occur within the sleep game. Examples of game events include an event that makes a character appear around the field character 600 in the field 500, an event that assigns the character that has appeared to the user as a helper character based on a predetermined operation performed on the character, an event that changes the status of the helper character based on the user's sleeping time, an event that awards the user a predetermined reward, and an event that awards the user predetermined points determined according to the user's sleeping time.

[0073] The event determination unit 212 supplies the game event information to the game control unit 210. The game control unit 210 executes a predetermined game event based on the game event information, and causes the output unit 100 to output the content of the game event via the output control unit 202. The game control unit 210 also stores predetermined information based on the game event information and / or predetermined information based on the execution of the game event in a predetermined storage unit of the storage unit 216.

[0074] FIG. 4 shows an example of the data configuration of each storage section of the storage unit included in the game system according to this embodiment.

[0075] (Storage Unit 216) The storage unit 216 stores various types of information related to the game system 1. Each storage section of the storage unit 216 supplies predetermined information to a predetermined component of the game system 1 in response to a request from the other component.

[0076] (Storage unit 216: User information storage section 218) The user information storage unit 218 stores, in association with a user ID that identifies the user, user information, sleep information that is information about the user's sleep, sleeping face picture book information that is information about a sleeping face picture book that stores image information about characters appearing in the game (image information about the characters' sleeping faces, etc.) obtained by the game control unit 210 in response to the user's instructions, information about items possessed by the user, information about characters possessed by the user, sleep pass information that records predetermined points (hereinafter sometimes referred to as "sleep points") that are awarded to the user as the game progresses, research note information that is predetermined information recorded based on the user's actions in the game, mission information that is information about predetermined missions set for the user in the game, and / or cooking information about virtual dishes in the game.

[0077] Examples of user information include a username set by the user, a login ID, a password, the user's gender and date of birth, a rank determined by the user's sleep time, and / or information about the in-game virtual currency held by the user (information about the amount of virtual currency held, including, for example, information about the amount of virtual currency held by the user given free of charge and information about the amount of virtual currency held by the user given for a fee). User information can also include information about the alarm time set by the user, game history information, etc. Game history information is information about the operation inputs performed by the user in the game.

[0078] The sleep information may include various types of sleep information of the user measured by the sleep measurement unit 11 (including the sleep information described above and / or the number of consecutive measurement days for which the sleep information was acquired), sleep start parameters, etc. The sleep information may also be associated with the date and time when the sleep information acquisition unit 204 acquired the sleep information. For example, the user information storage unit 218 can store the user's sleeping time as a sleep history, associated with the date and time as the sleep information.

[0079] The sleeping face picture book information includes various sleeping face picture book information for characters that appear around the field character 600 and for which the user has made operational input (predetermined instructions such as a user selection instruction). Note that the character designated by the user does not become the user's character by that instruction; rather, the character is assigned to the user when certain conditions are met. The sleeping face picture book information includes, for example, an image of the character (e.g., an image of the character when awake, a sleeping face image, and an image of the sleeping pose), and unique information about the character (e.g., the name, a sleep type indicating the depth of sleep, a character description, etc.), and is associated with a sleeping face picture book information identifier. Note that the sleeping face picture book information can be stored in a storage unit different from the user information storage unit 218. In this case, the user information storage unit 218 stores the sleeping face picture book information identifier of the character for which the user has made operational input as sleeping face picture book information, so that the game control unit 210 can obtain the sleeping face picture book information of the character requested by the user from this different storage unit at any time.

[0080] Possessed item information includes, for example, information about game items possessed by the user. Game items include items that the game control unit 210 assigns to the user by lottery based on the user's sleep information, items that are assigned to the user during an activity period, items that are assigned to the user when the content of a declaration made by the user is carried out, and / or items that are assigned to the user when the user performs a predetermined game operation. These game items may be items that are assigned to the user as a reward and / or items that are assigned to the user by the user consuming in-game virtual currency. Possessed item information also includes information such as the type and quantity of each game item. Possessed item information also includes information about stamp cards, which will be described later.

[0081] The owned character information is information about characters acquired by the user in the game, such as the character ID of the owned character, the level of the owned character, the skill of the owned character, and the sleep time during which the owned character slept together with the user. The game control unit 210 enables the user to use the acquired character as a helper character in response to the user's instruction. Here, a helper character is a character that supports the user in developing the field character 600 in the field 500 within the game, and performs actions such as automatically collecting predetermined items within the game without user operation. Here, the game control unit 210 organizes a predetermined number of characters among the characters owned by the user into a party and has them assist the user in playing the game as helper characters (a party of helper characters). When the user sleeps, the game control unit 210 considers the characters in the party to have slept together with the user, and regards the user's sleep time as the sleep time of the characters in the party. That is, when the user records sleep, the user information storage unit 218 accumulates and stores information about the user's sleeping hours for each of the owned characters as part of the owned character information. As a result, each character owned by the user is associated with the sleeping hours (the time considered to have slept together with the user, i.e., the accumulated sleeping hours). Then, in response to a user's instruction, the game control unit 210 can output the accumulated sleeping hours (accumulated sleeping hours) of each owned character to the output unit 100 or the like. In this way, the user information storage unit 218 stores the accumulated sleeping hours of each owned character and the user can refer to this, so the game system 1 can provide the user with an experience as if the user and the characters owned by the user (including characters the user likes) had slept together.

[0082] In response to a predetermined operation by the user, the game control unit 210 may output information about a possessed character, which information is stored in the character information storage unit 222 in association with the character ID of the possessed character and which the user is permitted to view, in a manner that is perceptible to the user from the output unit 100. This allows the user to play the game while understanding the characteristics of the character he or she possesses (for example, the ability to help, which will be described later).

[0083] The sleep pass information may include information such as the type of sleep pass (e.g., whether it is a free pass or a paid pass), sleep points granted to the user based on the user's sleep information, viewing conditions for the user's past sleep data (a portion or all of the data extracted from the user's sleep information acquired by the sleep information acquisition unit 204), and predetermined benefits in the case of a paid pass. Note that the sleep points may be points granted to the user according to a sleep parameter (sleep score) determined based on the user's sleep time (for example, one sleep point is granted to the user for each point in the sleep score). The sleep points can be used to exchange for a relatively valuable item (e.g., an item that can only be acquired in exchange for consuming sleep points during the game) in exchange for consuming a predetermined amount of sleep points, depending on the user's selection.

[0084] Research note information includes information about items discovered in the game by the user while playing the game (for example, information about the name of the discovered item, a description of the item, etc.). Mission information includes information about a predetermined mission set for the user by the game control unit 210. Mission information is information that specifies a goal that the user must achieve within one unit game period. For example, mission information is information such as a goal of collecting sleeping face images of a predetermined number of characters within one unit game period, a goal of acquiring a predetermined number of characters, or a goal of raising the level of the field character 600 to a predetermined level. When the user achieves a mission, the game control unit 210 grants the user a predetermined reward.

[0085] The cooking information includes information about dishes that the user has made in the past. For example, the number of times the recipe for that dish has been made, the recipe level determined based on the number of times it has been made, and / or a recipe level bonus (a bonus that increases a cooking parameter associated with the dish by a predetermined amount) determined based on the recipe level are recorded as the user's cooking information, in association with a cooking ID that identifies the dish. The recipe level is a value that increases as dishes are cooked using the same recipe. As the recipe level increases, a predetermined value (recipe level bonus value) determined in accordance with this increase is added to the cooking parameter.

[0086] (Storage unit 216: Game information storage section 220) The game information storage unit 220 stores game information in association with a game information ID. Examples of game information include information about one or more fields 500 present in the in-game virtual space (e.g., information about the field name, information about characters appearing in the field, information about recommended conditions for visiting the field, etc.), information about in-game items, information about item lotteries (e.g., information about a predetermined lottery table), information about in-game virtual currency, useful information about sleep, statistical information about sleep, and / or predetermined audio or music information. The game information storage unit 220 may store game information for users with little gaming experience, such as for tutorials or beginners. The game information storage unit 220 may also store a lottery table used for character lottery. The lottery table is stored in the game information storage unit 220 in association with, for example, the type of field 500, the user's sleep type, etc.

[0087] (Storage unit 216: Character information storage section 222) The character information storage unit 222 stores character information in association with a character ID that identifies the character. The character information includes various images, videos, and sounds of the character, the rarity (rarity level) of the character's sleeping face, the character's type (attribute) (for example, information indicating the character's attribute such as electric type, fire type, grass type, etc.), sleep type (for example, drowsy type, sleeping type, deep sleep type, etc.), type and name, gender (note that characters without gender may also exist), personality, experience points, level, energy parameter (the larger the "energy" parameter, the higher the execution efficiency of a predetermined process during the user's activity period. Hereinafter, this may be simply referred to as "energy"), skills, special points indicating the character's strength (note that special points increase as the character's level improves), character evolution conditions, intimacy with the user, and / or information regarding the character's ability to help.

[0088] Note that there may be multiple types of character images (sleeping face images and sleeping pose images) for one character. Also, there may be an image of a very special sleeping face (special sleeping face) corresponding to each of the multiple types of images for one character. For example, if there is one type of image for one character, there may be one type of special sleeping face image corresponding to that one type of image.

[0089] Furthermore, the character image may be a different image for each sleep type. Furthermore, the character type (attribute) may be associated with the character's sleep type. For example, a "sleeping type" sleep type may be associated with a character with an attribute such as "fire" or "electric." Similarly, predetermined sleep types may be associated with other attributes. Furthermore, the intimacy level with the user may be expressed as a numerical value, and the maximum value of the numerical value may be different or the same for each character. Furthermore, the maximum value of the intimacy level may increase according to the character's level. Furthermore, character evolution refers to the transformation of a character into an evolved character with different character information when predetermined conditions are met.

[0090] Here, the game control unit 210 may grant the character to the user when the intimacy of the character reaches a maximum value. The intimacy between the character and the user increases when the character and the user encounter each other or when the user grants the character a predetermined item. The predetermined item has a function of increasing the intimacy by a predetermined amount (for example, a predetermined value is associated with the predetermined item, and when the user grants the item to the character, the associated value is added to the intimacy value). Therefore, when the user grants the predetermined item to the character, the game control unit 210 compares the intimacy value of the character after the value associated with the item is added (the value after the addition) with the maximum intimacy value previously associated with the character, and if the value after the addition reaches the maximum value, the game control unit 210 makes the character a character owned by the user. On the other hand, if the value after the addition of the character to which the predetermined item has been granted does not reach the maximum value previously associated with the intimacy value, the game control unit 210 stores the value after the addition. When a predetermined item is again given to the character, the game control unit 210 adds the value associated with the given predetermined item to the stored added value. The game control unit 210 then determines whether the value obtained by the addition reaches the maximum value previously associated with the intimacy level. In this way, when a user gives a predetermined item to a character that improves the intimacy level, even if the added value does not reach the maximum value previously associated with the intimacy level after the first item is given, the game control unit 210 can carry over the added value to the next day or later. When a predetermined item is again given to the character from the next time onwards, the game control unit 210 can repeat the process of improving the intimacy level by adding the value associated with the newly given predetermined item to the carried-over added value. This allows the user to repeatedly give predetermined items to a character by repeatedly sleeping, thereby increasing the character's intimacy level to the maximum value and acquiring the character.

[0091] Furthermore, when the game control unit 210 assigns a character to a user by lottery, the game control unit 210 also determines the character's personality by lottery. Based on the personality, the game control unit 210 can calculate the probability of acquiring an item (for example, a growth item 650, which is a direct growth item described below, or a material, which is an indirect growth item), calculate the amount of "energy" recovered, and / or calculate the amount of experience points acquired. Furthermore, the helping ability is information regarding a predetermined item (such as a growth item 650, which is described below, or a cooking ingredient) that is likely to be won by a predetermined lottery (i.e., that the character is likely to collect in the game) when the character becomes a helping character.

[0092] (Storage unit 216: field character information storage section 224) The field character information storage unit 224 stores information about the field character in association with a field character ID that identifies the field character 600. The information about the field character includes various images, videos, and sounds of the field character 600, the level of the field character 600, information about the field character 600's favorite food items (favorite food information), and information about in-game dishes requested by the field character 600 (request information). The field character information storage unit 224 may store field character information for tutorials or for beginners, for users with little gaming experience.

[0093] (Storage unit 216: Recipe information storage section 226) The dish information storage unit 226 stores information about dishes in association with a dish ID that identifies the dish. The information about dishes includes the name of the dish, the recipe for the dish, and dish parameters. The recipe for the dish is information about the virtual ingredients in the game required to cook the dish, and includes information about the type and number of ingredients required for cooking. The dish parameters are values ​​associated with the dish, and are added to the first parameters of the field character when the dish is given to the field character.

[0094] [Processing flow of game system 1] Figures 5, 8, 13, 17 to 19, 22, and 23 show an example of the processing flow in the game system according to this embodiment. Figures 6, 7, 9 to 12, 14 to 16, 20, and 21 show an example of the display content in the game system according to this embodiment. The following description will be given of the case where a user uses the terminal device 10.

[0095] In the game system 1, a tutorial is started when the system is first started. However, when this tutorial starts, only the minimum necessary operation input is accepted from the user. Then, after the user goes to sleep and wakes up, a detailed tutorial is executed. After the tutorial is completed, some of the information in the game processing in the tutorial is carried over to the first unit game period, and the first unit game period begins. From this point on, after one unit game period ends, the game system 1 carries over some of the information in that unit game period to the unit game period following that unit game period (resetting the remaining information), and repeats the process of progressing the game in that next unit game period. Here, an overview of the processing flow of the game system 1 will be explained in the following order. In the following explanation, an example in which the unit game period is 7 days will be explained. In the following explanation, steps will be represented as "S".

[0096] (A) Overview of the world of Game System 1 (B) Processing from the first launch to the start of the unit game period (b-1) Processing from initial startup to after sleep begins (S10 to S18) (b-2) Processing upon waking up (S20 to S52) (b-3) Unit game period start processing (S54 to S56) (C) Processing after the start of the unit game period (c-1) Processing from the active period to the onset of sleep (c-1-1) Field character growth processing by items / cooking (c-1-1-1) Field character growth processing using items (S60~S110) (c-1-1-2) Field character growth processing through cooking (S60 to S110) (c-1-1-3) Game support processing (c-1-2) Field character automatic growth process (S90~S100) (c-2) Processing after sleep begins (S102 to S110) (c-3) Processing at wake-up (S200~S238) (D) Processing of the last day of the unit game period (S250~S260) (E) Other processing (e-1) Main Menu (e-2) Level up and evolution process of helper characters (S300~S312) (e-3) Manually changing sleep information (S400~S406) (e-4) Sleep path processing (e-5) Field Bonus Processing

[0097] <(A) Overview of the world of Game System 1> The game system 1 depicts a field in a virtual space within the game, where a field character inhabits the field, along with various other characters. The user visits the field and sleeps in the real world with the helper character possessed by the user, thereby collecting information about the other characters that appear around the field character. The objective of the game is to collect information and images about various fields and the various characters that inhabit each field and compile them into an illustrated book. Specifically, the user gives instructions to the character possessed by the user (helper character), and the helper character provides the field character with predetermined items (berries, food, etc.), thereby cultivating (developing) the field character. As the field character is developed, a predetermined energy (first parameter) of the field character increases. When the user sleeps, other characters will visit the field character to sleep, depending on the magnitude of the energy (second parameter) calculated by multiplying the first parameter by a sleep score determined based on the sleep information of the sleep. By acquiring images of the other characters that have visited the field character to sleep, the user acquires various information about the other characters, and the acquired information is registered in the illustrated book. Furthermore, when the user gives a predetermined item to the other character, the intimacy between the user and the other character increases. When the intimacy reaches a predetermined threshold, the user acquires the other character and can use the acquired other character as a new helper character. In this way, in the game system 1, the user's sleep in the real world plays an important role in acquiring various characters.

[0098] <(B) Processing from the first launch to the start of the unit game period> [(b-1) Processing from initial startup to after sleep begins] First, after the initial startup, the game system 1 executes a tutorial and accepts only the minimum necessary game operations until the user goes to bed. This is because the game system 1 according to this embodiment allows the user to sleep for the first time without performing as many operations as possible immediately before sleep, from the viewpoint of preventing the user from becoming immersed in the game immediately before sleep and enabling the user to get an appropriate sleep. Therefore, the game system 1 allows the user to go to bed after the initial startup of the game and communicates details of the game to the user when the user wakes up. Therefore, from the initial startup until the user starts to sleep, the game system 1 executes limited steps, including an operation at the initial startup (S10), assigning a helper character (S12), setting a bedtime target (S14), and starting to acquire sleep information upon the start of sleep (S16), and starts measuring the user's sleep (S18). After the user wakes up, the game progresses and the game details are communicated to the user (S20 and thereafter).

[0099] Note that the game system 1 can prohibit or restrict the execution of the following functions before the tutorial is completed. a) Ability to purchase items and passes through in-app purchases b) The ability to increase or raise the first parameter of a field character c) A function to collect growth items using helper characters d) Cooking function for food given to field characters e) Party organization function for helper characters The processing flow of the game system 1 will be described in detail below.

[0100] First, when a game is launched for the first time in the game system 1, a tutorial part starts. That is, as shown in FIG. 5, when the game control unit 210 acquires a user's input operation to start the game from the input acquisition unit 200 via the input unit 102 for the first time, it determines that the game is being launched for the first time and starts the game tutorial (S10). In this case, the game control unit 210 predetermines the field 500 (the field 500 as shown in FIG. 2(a)) that the user will visit. That is, the game control unit 210 predetermines the field 500 and field character 600 so that any user will not be confused about how to operate the game when the game is launched for the first time. Note that the game control unit 210 may refer to the game information storage unit 220 and the field character information storage unit 224 and set the field 500 and field character 600 for tutorial or beginner use as the predetermining field 500 and field character 600. Here, the level of this field character 600 may be an initial value (e.g., level 1). Then, the game control unit 210 controls the output control unit 202 to output limited information regarding the outline of the game (i.e., a small amount of information that does not disturb the user's sleep behavior; typically, an amount of information that can be conveyed within 30 seconds to 3 minutes) to the output unit 100 in the form of text, image, and / or audio, etc.

[0101] Next, the game control unit 210 assigns a predetermined character to the user as a helper character (S12). The game control unit 210 assigns a predetermined type of character from among the characters stored in the character information storage unit 222 to the user (note that the number of characters assigned may be one). The game control unit 210 stores information about the character assigned to the user in the user information storage unit 218 as possessed character information. As a result, this helper character becomes a character owned by the user.

[0102] Then, the game control unit 210 controls the output control unit 202 to output a form to the output unit 100 for accepting the user's bedtime goal setting (hereinafter, sometimes referred to as a "sleeping promise"). The game control unit 210 sets the time input by the user, which the input acquisition unit 200 acquires from the form via the input unit 102, as the bedtime goal (hereinafter, sometimes referred to as a "target bedtime") (S14). The game control unit 210 compares the user's bedtime indicated by the sleep information acquired by the sleep information acquisition unit 204 with the target bedtime, and manages the user's goal achievement status. After the sleeping promise is set, the game control unit 210 controls the output control unit 202 to output a home screen (for example, a screen in the field 500 on which a field character 600 is displayed, as shown in FIG. 2(b)) to the output unit 100. On this home screen, for example, as shown in FIG. 2(b), a sleep button 400 for accepting the user's request to start sleeping is displayed.

[0103] Next, the sleep information acquisition unit 204 determines whether the user will start sleeping based on the user's instruction to start sleeping received via the input unit 102 (for example, it can be determined that the instruction has been received when the user's operation input on the sleep button 400 is detected) (S16). If the sleep information acquisition unit 204 determines that the user will not start sleeping (No in S16), the sleep information acquisition unit 204 waits to acquire sleep information until the user starts sleeping. On the other hand, if the sleep information acquisition unit 204 determines that the user will start sleeping (Yes in S16), the sleep information acquisition unit 204 outputs a button (for example, a "start sleep measurement" button) that accepts an instruction from the user to start sleep measurement to the output unit 100. Then, when the sleep information acquisition unit 204 receives the user's instruction to press the button via the input unit 102, the sleep information acquisition unit 204 starts acquiring the user's sleep information (i.e., sleep measurement) to be measured by the sleep measurement unit 11 (S18).

[0104] The sleep information acquisition unit 204 starts measuring the sleep time, which is one piece of sleep information, when the information on the user's movement included in the sleep information indicates that the user has stopped moving, or when the information on the user's sleep quality included in the sleep information indicates that the user has entered deep sleep. For example, the sleep information acquisition unit 204 acquires information on the user's vibrations while sleeping (vibration information) via an acceleration sensor or the like constituting the sleep measurement unit 11, and starts measuring the sleep time when the vibration information indicates that the user's movement has stopped or has become equal to or less than a predetermined standard (i.e., when the user has fallen asleep).

[0105] Here, the game control unit 210 may prevent the output unit 100 from outputting the time when the user fell asleep (the start time of measuring the sleeping time) until the user wakes up (i.e., the information may be kept secret until the user wakes up). This makes it difficult for the user to know the actual amount of time they have slept until it is confirmed that they have woken up, thereby improving the entertainment value of the sleep game.

[0106] Furthermore, the sleep information acquisition unit 204 starts measurement by the sleep measurement unit 11 if the sleep measurement unit 11 is not operating. If the sleep measurement unit 11 is constantly measuring, the sleep information acquisition unit 204 starts acquiring the sleep information measured by the sleep measurement unit 11 from the start of the user's sleep. The sleep information acquisition unit 204 may set a condition for acquiring sleep information through sleep measurement and / or a condition for the number of sleep measurements that can be performed per day. For example, the condition for acquiring sleep information may be that the sleep information acquisition unit 204 acquires sleep measurement that continues for a predetermined time (e.g., 1 hour and 30 minutes) or more. The condition for the number of sleep measurements may be that sleep measurement can be performed up to two times per day. This allows the game system 1 to allow multiple sleeps, such as second naps or short sleeps, and can accommodate a variety of user lifestyles. After tapping the "Start sleep measurement" button, the user places the terminal device 10 with the game running face down next to a pillow or the like and goes to sleep.

[0107] When sleep measurement starts, the sleep information acquisition unit 204 acquires environmental sounds while the user is sleeping, either continuously or at predetermined time intervals. For example, the sleep information acquisition unit 204 activates the microphone of the terminal device 10 and continuously acquires environmental sounds using the microphone. The sleep information acquisition unit 204 associates the acquired environmental sounds with the recording date and time and stores them in the terminal device 10, but does not store them in a storage unit external to the terminal device 10.

[0108] After the sleep information acquisition unit 204 starts sleep measurement, the game control unit 210 displays a screen indicating that sleep measurement is in progress, as shown in Fig. 2(c), on the display unit 300. Here, the game control unit 210 displays buttons for accepting the following settings on the screen.

[0109] a) Setting the alarm The game control unit 210 displays an alarm setting area 410 on the display unit 300 and accepts input from the user to enable setting of an alarm time (i.e., the time at which the alarm will sound at the time specified by the user). The game control unit 210 outputs a predetermined alarm sound from the output unit 100 when the time set by the user arrives. The game control unit 210 can also set a smart alarm. That is, the game control unit 210 detects and predicts the timing at which the user is likely to wake up based on the sleep information acquired by the sleep information acquisition unit 204, and can output an alarm sound from the output unit 100 at a time that is earlier than the alarm time set by the user and that is the amount of time that the user has set (the time set by the user can be, for example, 0 minutes, 5 minutes, 10 minutes, or 15 minutes, and the smart alarm will not operate if the set time is "0 minutes"). By setting the smart alarm, the alarm sound may be output from the output unit 100 before the time set by the user. The game control unit 210 may accept an operational input by the user to the alarm setting area 410, and display various setting screens for the alarm, such as setting the type of alarm sound, setting the volume of the alarm sound, and / or setting the snooze, on the display unit 300. The game control unit 210 accepts an operational input by the user to the various setting screens, and executes settings such as the type of alarm sound, the volume of the alarm sound, and / or whether or not to snooze.

[0110] b) Setting sleep sounds The game control unit 210 displays a sleep-inducing sound setting area 412 on the display unit 300 and accepts input from the user to enable output of a sleep-inducing sound. When the sleep information acquisition unit 204 starts sleep measurement, the game control unit 210 outputs the sleep-inducing sound set by the user from the output unit 100. Furthermore, when the sleep information acquired by the sleep information acquisition unit 204 indicates a predetermined state, such as when the user has stopped moving or when the user has entered deep sleep, the game control unit 210 stops output of the sleep-inducing sound from the output unit 100. Note that the game control unit 210 can also gradually reduce the volume of the sleep-inducing sound output from the output unit 100 based on the sleep information acquired by the sleep information acquisition unit 204 and the elapsed time since the start of sleep measurement.

[0111] [(b-2) Processing when waking up] The sleep information acquisition unit 204 then determines whether the user has woken up based on the measurement results of the sleep measurement unit 11 or the user's wake-up instruction received via the input unit 102 (S20). If the sleep information acquisition unit 204 determines that the user has not woken up (No in S20), the sleep information acquisition unit 204 continues acquiring sleep information. On the other hand, if the sleep information acquisition unit 204 determines that the user has woken up (Yes in S20), the sleep information acquisition unit 204 stops acquiring the user's sleep information measured by the sleep measurement unit 11 (S22). For example, the sleep information acquisition unit 204 outputs a button (e.g., an "End Measurement" button as shown in FIG. 2(c)) to the output unit 100, which accepts an instruction from the user to end sleep measurement. If the sleep information acquisition unit 204 accepts an instruction from the user to press the button via the input unit 102, the sleep information acquisition unit 204 stops acquiring the user's sleep information measured by the sleep measurement unit 11 (S22). The sleep information acquisition unit 204 may stop measuring the sleep time when the sleep information indicates, for example, a predetermined movement of the user. When the acquisition of sleep information by the sleep information acquisition unit 204 is stopped, the sleep information acquired by the sleep information acquisition unit 204 is collectively supplied to the sleep parameter calculation unit 208 and the game control unit 210 (if these components exist on the server, the information is collectively supplied to the server).

[0112] Next, the game control unit 210 causes the output unit 100 to output a sleep report (a report of information such as the game progress result determined by the user's sleep and the user's sleep situation) based on the received sleep information (S24). The following mainly describes a case where the output unit 100 is the display unit 300. Note that the game control unit 210 may skip the following steps S24 to S32 in response to an instruction from the user.

[0113] First, the game control unit 210 displays information indicating the date the user woke up and the day of the unit game period on the basis of the sleep information as a sleep report 900 on the display unit 300 (see FIG. 6(a)). In the example of FIG. 6(a), today's sleep report displays that it is the "first day" of the unit game period, as well as the date and day of the week of the "first day."

[0114] Next, when the input unit 102 receives a user operation input, the game control unit 210 displays the user's sleep time 904 calculated based on the sleep information on the display unit 300, as shown in FIG. 6(b). In this case, the sleep parameter calculation unit 208 calculates a sleep parameter (sleep score) based on the user's sleep time included in the sleep information. The sleep parameter calculation unit 208 then displays the calculated sleep parameter 902 on the display unit 300 near the sleep time 904 (above the sleep time 904 in the example of FIG. 6(b)) as shown in FIG. 6(b) (S26). The sleep parameter, i.e., the sleep score, is determined based on the length of sleep time. As an example, if the user is an adult, the reference sleep time is set to 8 hours and 30 minutes, and if the user's sleep time matches this reference sleep time (or if the difference between the reference sleep time and the user's sleep time is within a predetermined time), the sleep score is set to "100." If the user's sleep time is shorter than the reference sleep time, the sleep score is subtracted from 100 points according to the difference between the reference sleep time and the user's sleep time. In the example of FIG. 6(b), sleep parameter 902 is 80 points and sleep time 904 is 6 hours and 47 minutes. By displaying sleep parameter 902 on display unit 300 in this way so that it can be perceived by the user, the user is more likely to be conscious of getting as much sleep as possible.

[0115] Next, the game control unit 210 displays a sleep graph 906 of the user created based on the sleep information on the display unit 300, as shown in FIG. 6(c) (S28). The sleep graph 906 is a graph showing the depth of the user's sleep at each time from when the user goes to sleep until they wake up, with the horizontal axis representing time and the vertical axis representing the depth of sleep. For example, the depth of sleep can be divided into multiple stages according to the depth of the user's sleep indicated by the sleep information. As an example, the multiple stages may be three stages: the lightest stage (the "drowsy" stage), the second lightest stage (the "sleeping" stage), and the deepest stage (the "deep-asleep" stage). The game control unit 210 classifies the depth of sleep at each time during the user's sleep into one of the three stages based on the sleep information, and then graphs the stages of sleep depth in chronological order to generate the sleep graph 906 and display it on the display unit 300. In this case, the game control unit 210 can calculate the ratio of the length of time spent in each stage of deep sleep to the user's sleep time as a numerical value and include it in the sleep graph 906. In the example of Fig. 6(c), the sleep graph 906 shows that the "drowsy" stage takes up 35% of the user's sleep time, the "sleeping" stage takes up 63%, and the "deeply asleep" stage takes up 2%.

[0116] Furthermore, the game control unit 210 may use the sleep information to display the time taken from the user going to bed (e.g., from the time when sleep measurement was started in response to a user instruction in S18) to falling asleep (e.g., until the user stopped moving or until the user entered deep sleep) ("time taken to fall asleep") and the time for each stage of sleep depth together with the sleep graph 906 in a sleep content display area 910 of the display unit 300. The sleep content display area 910 is disposed below the sleep graph 906 on the display unit 300. In the example of FIG. 6(c), the "time taken to fall asleep" is indicated below the sleep graph 906 as "2 hours 26 minutes" and the time for the "dozing off" stage is indicated as "2 hours 24 minutes." Note that information on the time for the other stages of sleep depth is disposed below the time for the "dozing off" stage and can be displayed on the display unit 300 by the user's swipe operation on the display unit 300.

[0117] Here, the game control unit 210 can also cause the output unit 100 to output environmental sounds generated during the user's sleep in response to a user instruction received via the input unit 102. For example, as shown in FIG. 6(c), the game control unit 210 displays an audio recording data 908 button in a predetermined area of ​​the display unit 300. When the input unit 102 receives a user instruction on the audio recording data 908 button, the game control unit 210 outputs environmental sounds generated during sleep time from the output unit 100. Here, the environmental sounds are recorded at predetermined intervals (e.g., 10 minutes). That is, the environmental sounds are stored in the terminal device 10 as multiple unit environmental sounds obtained by dividing the time from when the user starts to sleep until when the user wakes up at these intervals. The game control unit 210 can cause the output unit 100 to output any unit environmental sound in response to a user instruction. Note that the game control unit 210 does not supply the environmental sounds to a device outside the terminal device 10.

[0118] Next, the game control unit 210 determines the user's sleep type based on the sleep information acquired by the sleep information acquisition unit 204 (S30). The game control unit 210 displays the determined sleep type in the sleep type display area 912 of the display unit 300, as shown in FIG. 7(a). In the example of FIG. 7(a), "Sleeping Type" is displayed. Note that other sleep types may be defined, such as "Drowsy Type" and "Deep Sleep Type." Here, the sleep type represents the characteristics of the user's sleep on the day the user slept. Specifically, the game control unit 210 compares the user's past sleep information (e.g., information such as the depth of sleep and the duration of that depth of sleep) stored in the user information storage unit 218 with the sleep information on the day the user slept to determine the sleep type. If the user information storage unit 218 does not have any sleep information or has less than a predetermined amount of sleep information, the game control unit 210 compares the user's sleep information with general sleep information (e.g., information that may be stored in the game information storage unit 220) to determine the user's sleep type. Furthermore, by repeatedly measuring the user's sleep, the game control unit 210 can reflect changes in the user's individual sleep characteristics in the sleep type. For example, if the sleep information on the day the user slept is deeper than the user's past sleep information (e.g., sleep information indicating the "sleeping type"), the game control unit 210 may determine the sleep type as the "deep sleep type."

[0119] The event determination unit 212 then multiplies the sleep parameter (sleep score) calculated by the sleep parameter calculation unit 208 by the sleep start parameter to calculate a second parameter (S32). However, in this case, the tutorial is in progress, and the function for increasing or raising the first parameter of the field character is limited (typically, stopped). Therefore, if the user sets the first parameter to zero (i.e., sets the initial value to zero) when the tutorial is started, the sleep start parameter also becomes zero, and the second parameter calculated by multiplying the first parameter by the sleep start parameter also becomes zero. Therefore, the event determination unit 212 sets a non-zero value as the initial value of the sleep start parameter. As an example, as shown in FIG. 7(b), the event determination unit 212 sets "2,000" as the initial value of the sleep start parameter (i.e., the first parameter, which is the parameter at the time the user starts sleeping). Then, the event determination unit 212 multiplies the initial value by the sleep score to calculate the second parameter. In the example of Figure 7(b), the display unit 300 displays the second parameter 800 (displayed as "Today's sleepiness power") as "160,000", and below the second parameter 800, the breakdown 802 shows that the sleep start parameter (displayed as "Energy") is "2,000" and the sleep score is "80".

[0120] Here, the meaning of the first parameter and the second parameter in the game will be explained.

[0121] a) The first parameter is a value that increases due to predetermined actions or the like during the user's activity period, and represents the development or growth of the field character 600. The evaluation (character evaluation) of the field character 600 is determined according to the magnitude of the first parameter. The evaluation is determined in stages according to the first parameter. The game control unit 210 changes the lottery table used to select characters that appear around the field character as the "evaluation" increases, and changes the characters that appear by lottery. As the evaluation increases, a lottery table that makes it easier for characters with sleeping faces and high rarity to be selected may be used. Here, the game control unit 210 can also change the selection conditions for characters that appear around the field character as the "evaluation" increases (for example, the lottery conditions can be changed to be more favorable to the user so that characters with sleeping faces that are rarer for the user are more likely to be selected). The first parameter is a parameter that is mainly accumulated before the user wakes up (before going to sleep). The game control unit 210 increases the size of the field character 602 displayed on the display unit 300 in accordance with the evaluation of the field character 602 (the larger the evaluation, the larger the size may be).

[0122] b) The second parameter is a value that represents the power emitted by the field character 600, and the greater the power, the greater the number of characters that appear around the field character 600 (characters that visit the sleep area). Also, the larger the second parameter, the easier it is to discover rare characters and the sleeping faces of rare characters.

[0123] (Sleep Research) Then, the game control unit 210 displays a home screen on the display unit 300 as shown in Fig. 7(c) (S34), and executes a sleep research as shown in Fig. 8 (S40). Note that the home screen may display various information together with a date display 406. The sleep research is a process of executing a game event or the like determined by the event determination unit 212 based on the user's sleep information, the user's actions up to the previous day, and the user's operations after waking up.

[0124] First, the event determination unit 212 determines by lottery, based on the calculated second parameter, a character that will appear around or on the field character 600 (for example, on the belly of the field character 600) as a game event to be generated in the game. Here, the lottery is performed using a lottery table that is determined based on the following conditions, as an example. Condition a): Evaluation of the field character 600 at the time when the user goes to bed Condition b): User's sleep type on that day Condition c): The type of field 500 selected by the user at the time of the lottery

[0125] Here, the lottery table has different contents for each field 500, and at least one different character can appear in each field 500. In other words, different types of lottery tables are used depending on the type of field 500. Furthermore, the object to be drawn in the lottery table is, for example, the sleeping pose of a character (that is, an image of a sleeping pose or an image of a sleeping face; hereinafter simply referred to as a "sleeping face" or "sleeping face image"). In the lottery table, multiple sleeping faces are associated with each of multiple characters. Each of the multiple sleeping faces is associated with a predetermined probability and rarity. Furthermore, the lottery table may be stored in the game information storage unit 220.

[0126] (Character appearance) Specifically, the event determination unit 212 uses a lottery table determined based on the above conditions a) to c) and further performs a lottery using a second parameter (that is, based on the second parameter, it is determined which character in the lottery table and which character's sleeping face will be drawn), and determines at least one character to appear around the field character 600. Then, the game control unit 210 arranges the sleeping face image of the character determined by the event determination unit 212 around or on the field character 600 on the field 500, and displays this on the display unit 300. For example, the game control unit 210 causes a character 700 lying down to appear around the field character 600 as shown in FIG. 7(c), and causes a character 704 lying down to appear as shown in FIG. 9(a). The game control unit 210 may refer to the sleeping face picture book information in the user information storage unit 218, and if it determines that the sleeping face of a character that has appeared is not included in the sleeping face picture book information, it may display information (for example, "new") around the character that has appeared indicating that the sleeping face of the character is a new sleeping face (in the example of Figure 9(a) , "new" is displayed above the character 704).

[0127] Note that the game control unit 210 displays only a part of the area where the field character 600 exists on the display unit 300, and therefore, in response to a predetermined operation (for example, a swipe operation) made by the user on the input unit 102, the display unit 300 displays the state of the other area around the field character 600 (for example, in the situation of FIG. 9(a) , when the user performs a swipe operation on the display unit 300 in the situation of FIG. 7(c) , the character 704 that is not displayed in the situation of FIG. 7(c) is displayed). This allows the user to thoroughly investigate the situation around the field character 600 and enjoy the operation of finding characters that have appeared around the field character 600 and are sleeping.

[0128] Furthermore, the higher the level of the field character 600 under condition a), the more likely it is that a lottery table containing a sleeping face image of a character with a higher rarity (i.e., a lower probability of winning) may be used. For example, the event determination unit 212 may use a lottery table in which the higher the level of the field character 600, the more likely it is that a sleeping face image of a character with a higher rarity will be won, or may change the probability associated with a sleeping face image of a character with a higher rarity in the lottery table to a higher probability. Furthermore, the event determination unit 212 causes a character associated with the same sleeping type as the user's sleeping type under condition b) to be won by lottery. That is, the event determination unit 212 uses a lottery table in which a predetermined character associated with a predetermined sleeping type can be awarded to the user by lottery.

[0129] The user can also use a character they own as a helper character. In this case, the game control unit 210 can organize one or more characters selected by the user from among the characters they own into a party of helper characters. Here, each character is associated with a special point indicating the character's strength. Therefore, when the user organizes a party, the game control unit 210 calculates the party's special points based on the special points of each character belonging to the party (for example, the party's special points may be calculated by adding up the special points associated with each character). The field 500 may also have a specified party special point as a recommended condition for visiting the field 500. In this case, if the special point value of the party organized by the user is equal to or greater than the special point value associated with the field 500, the event determination unit 212 may multiply the lottery table by a predetermined coefficient, for example, to make it easier to win a character with a high sleeping face rarity in the lottery table. Furthermore, the event determination unit 212 may make it easier to win a character with a high sleeping face rarity as the party's special points increase. Furthermore, the larger the value of the special points associated with the field 500, the more likely it is that characters with a high sleeping face rarity will appear in the field 500 (i.e., the lottery table used to draw characters is replaced with a lottery table that makes it easier for characters with a high sleeping face rarity to be won).

[0130] (Researching the characters) Then, the game control unit 210 accepts a user's operation (for example, a character designation operation by a tap operation) on a character that has appeared on the display unit 300 via the input unit 102. When the game control unit 210 accepts the operation via the input unit 102, it records a sleeping face image (the sleeping face image displayed on the display unit 300 at the time of designation) of a character designated by the user (hereinafter, sometimes referred to as a "designated character") in the sleeping face picture book information of the user information storage unit 218. Here, the game control unit 210 compares the sleeping face image to be recorded with the sleeping face images in the sleeping face picture book information stored in the user information storage unit 218, and if the sleeping face image of the designated character has not yet been stored in the user information storage unit 218, it determines that a sleeping face of a new character has been discovered. Then, the game control unit 210 displays information indicating that a sleeping face of a new character has been discovered (hereinafter, sometimes referred to as "new sleeping face picture book information") on the display unit 300. It should be noted that the character initially specified by the user in the tutorial is not recorded as sleeping face picture book information, and therefore the game control unit 210 will always determine that it has discovered the sleeping face of a new character.

[0131] 9(b), the game control unit 210 displays new sleeping face picture book information on the display unit 300. The game control unit 210 displays a picture book description 710 of the character 704 and, together with the picture book description 710, images that have been recorded as sleeping face picture book information up to now (images stored in the user information storage unit 218, i.e., stored images) in an image list display area 712. The image list display area 712 is provided near the display area for the picture book description 710.

[0132] Specifically, the game control unit 210 displays, on the display unit 300, an image of the character that has appeared in an awake state, the character's ID ("No. 014" in FIG. 9(b)), the character's name ("H" in FIG. 9(b)), the rarity of the character's sleeping face, the character's sleeping type ("Sleeping Type" in FIG. 9(b)), and a description of the character as an illustrated book description 710. The game control unit 210 also displays, together with the illustrated book description 710, the sleeping face image of the character 700 recorded as the sleeping face illustrated book information in the image list display area 712 as a stored image 714. The stored image 714 is displayed together with the name of the character's sleeping pose ("Sleeping" in FIG. 9(b)). As a result, the sleeping face of the newly appeared character around the field character 600 is registered in the sleeping face illustrated book information of the user information storage unit 218. The game control unit 210 can display information about the sleeping face picture book on the display unit 300 at any time in response to a predetermined instruction for the sleeping face picture book from the user received via the input unit 102.

[0133] On the other hand, the game control unit 210 compares the sleeping face image to be recorded with the sleeping face image in the sleeping face picture book information stored in the user information storage unit 218, and if the sleeping face image of the specified character is already stored in the user information storage unit 218, it determines that the sleeping face of the already discovered character has been specified. Then, the game control unit 210 does not display new sleeping face picture book information, but displays the sleeping face image displayed on the display unit 300 at the time of designation together with minimum information about the discovered character based on the information already recorded in the sleeping face picture book in the user information storage unit 218 as an acquired image 720 on the display unit 300. For example, as shown in FIG. 9(c), the game control unit 210 displays the sleeping face image of the character at the time of designation by the user, as well as the character ID of the character ("No. 4" in FIG. 9(c)), sleeping type ("Sleeping soundly" in FIG. 9(c)), and name of the sleeping pose ("Sleeping with crackles" in FIG. 9(c)) on the display unit 300 as an acquired image 720. It should be noted that the game control unit 210 may display the acquired image 720 again after displaying the new sleeping face illustrated book information on the display unit 300. In this way, the game control unit 210 executes research on one designated character.

[0134] The game control unit 210 accepts the user's character instruction and enables research in the same manner as described above until research on all characters that have appeared around the field character 600 has been completed (No in S42). On the other hand, when research on all characters has been completed (Yes in S42), the game control unit 210 displays on the display unit 300 a message indicating that research has been completed (for example, information indicating that "research on all characters has been completed"). Note that if the user has previously researched any of the characters that have appeared around the field character 600, i.e., if a sleeping face image of that character has already been stored in the user information storage unit 218, the game control unit 210 can skip displaying on the display unit 300 sleeping face images, etc., of characters that have already been discovered. This allows the game system 1 to allow users who refer to the display unit 300 during game execution to make effective use of their precious morning time.

[0135] (Snack time) Next, the game control unit 210 enables execution of a step of granting a predetermined item to the character that has appeared (this step may be referred to as "snack time" hereinafter). The game control unit 210 may display an explanation of "snack time" on the display unit 300. "Snack time" is a step in which the user grants a predetermined item to a character that has appeared in the field 500, thereby increasing the intimacy between the character and the user, and when the intimacy reaches a predetermined value or more (for example, when it reaches or exceeds the maximum value of the intimacy level associated with the character), the character is granted to the user.

[0136] Specifically, when the game control unit 210 receives an instruction from the user via the input unit 102 to grant a predetermined item (hereinafter sometimes referred to as an "intimacy improving item") to an appeared character (for example, the user taps on the character) (Yes in S44), the game control unit 210 consumes the intimacy improving item and increases the intimacy or trust level (hereinafter referred to as "friend points") of the character to whom the intimacy improving item has been granted with respect to the user in accordance with the type of intimacy improving item. There may be multiple types of intimacy improving items that differ in the amount of increase in friend points when granted to a character (for example, multiple types of intimacy improving items can be set so that the increase in intimacy increases in the order of first intimacy improving item < second intimacy improving item < third intimacy improving item <...).

[0137] The game control unit 210 may grant the user one intimacy-improving item (hereinafter referred to as a "free item") per day, free of charge, among the multiple types of intimacy-improving items, that results in the smallest increase in friend points (the intimacy-improving item granted to the user is recorded as possessed item information in the user information storage unit 218). When the game control unit 210 grants the user a free item during snack time, the granted free item can be used only during that snack time. For example, the game control unit 210 executes a process of granting the free item to a character selected by the user during that snack time, or, if the user does not select a character, automatically grants the free item to a character randomly selected by the game control unit 210 or to a character with the highest sleeping face rarity among multiple characters. In this way, the game control unit 210 allows the free item to be used only during the snack time in which the free item was granted to the user.

[0138] As shown in FIG. 10(a), the game control unit 210 causes the display unit 300 to display the friend points of the character to which the intimacy level improvement item has been given as a friend point display 730 near the character 704. Then, when the friend points of the character reach the maximum value (Yes in S46), the game control unit 210 gives the character to the user as a reward (S48). The game control unit 210 gives the character to the user by storing information about the character as possessed character information in the user information storage unit 218 (S48). This allows the user to use the given character as a helper character (in other words, the given character becomes the user's companion).

[0139] (Sleep research results display) Then, the game control unit 210 causes the display unit 300 to display words of appreciation for the user (for example, "good job") if there is no instruction to grant a predetermined item to the character that has appeared (No in S44), if there is an instruction to grant an item but the friend points of the character to which the item was given do not reach the maximum value (No in S46), or if snack time ends at the user's instruction after the character has been granted to the user. Here, if the friend points of the character to which the item was given do not reach the maximum value (No in S46), the game control unit 210 does not grant the character (referred to as a "friend point unattained character") to the user, and associates the friend points that have increased as a result of granting the item with the friend point unattained character and carries them over to the next day or later (S47). That is, the game control unit 210 stores the friend points increased by giving an item to the friend point unachieved character in association with the friend point unachieved character. If the friend point unachieved character is among the characters appearing around the field character 600 on the following day or later and the user gives the friend point unachieved character a predetermined item, the game control unit 210 increases the friend points by adding predetermined points corresponding to the newly given item to the friend points associated with the friend point unachieved character. If the increased friend points reach the character's maximum friend point value (Yes in S46), the game control unit 210 gives the character to the user as a reward (S48). This allows the user to increase the friend points by giving the character a predetermined item. Therefore, even if the friend points cannot be increased to the maximum value by giving an item once, the friend points can be increased to the maximum value by giving the character a predetermined item from the following day onward (or, in some cases, by giving the character a predetermined item once a day for multiple days). Therefore, by repeatedly encountering the character through continued sleep and giving the character a predetermined item, the user can possess the character (make it their ally), and the game system 1 can improve the user's sleeping experience.

[0140] Furthermore, the game control unit 210 selects one of the sleeping face images selected by the user from the sleeping face images (stored images) of the characters recorded as sleeping face picture book information in the step S40 above as "Picture of the Day." Then, the game control unit 210 displays the sleep research results on the display unit 300 (S50). For example, as shown in FIG. 10(b), the game control unit 210 displays the image selected as "Picture of the Day" as a Today's Picture 722 at the top of the display unit 300 as the sleep research result. Then, below the Today's Picture 722, the value of the second parameter 800 used by the event determination unit 212 and its breakdown are displayed (in the example of FIG. 10(b), the second parameter 800 is displayed as "Sleepy Power"). Furthermore, below the second parameter, a list of images and information about each character (hereinafter, sometimes referred to as "discovered characters") that appeared around the field character 600 in the step S40 above and whose sleeping face images were obtained by the user through research is displayed. In the example of FIG. 10(b), images and information of a found character 740, a found character 742, and a found character 744 are displayed in order below the display of the second parameter 800.

[0141] Here, the information about the discovered character may include, for example, the sleeping type (in the example of FIG. 10(b), "Sleeping Type" is displayed. This is because the user's sleeping type on that day was "Sleeping Type," and a character with the same sleeping type was selected by lottery), the rarity of the character's sleeping face (represented by the number of stars; the more stars, the higher the rarity of the sleeping face), the character's name, the name of the recorded sleeping face image (in the example of FIG. 10(b), "Clear Sleeping" is displayed for discovered character 740, and "Sleeping Softly" for discovered character 742 and discovered character 744), and the reward given to the user for recording a sleeping face image (in the example of FIG. 10(b), the number of rewards is displayed below the "GET" display. Hereinafter, this may be referred to as "candy"). The "candy" is used to level up or evolve a character.

[0142] (Reward Granting) Next, the game control unit 210 executes a process of granting a reward to the user. The game control unit 210 grants the user a reward determined according to the result, mainly based on the following result, and displays the result on the display unit 300 (S52). The reward granted to the user becomes an item possessed by the user by being recorded in the possessed item information in the user information storage unit 218. a) The number of sleeping images of characters discovered by the user in the sleep research (i.e., the number of characters discovered). b) Research experience points (hereinafter sometimes referred to as "research EXP") determined according to the number of sleeping images of characters the user has discovered, and the user's rank determined based on the research EXP. The game control unit 210 associates research EXP with a user once a day, and determines the user's rank (research rank) according to the total value of the associated search EXP. c) Whether or not the user's research rank has increased as a result of accumulating research EXP.

[0143] For example, the game control unit 210 determines the user's research rank based on research EXP accumulated according to the number of sleeping face images of characters the user has discovered. If the research rank increases, the game control unit 210 grants the user a rank-up reward. For example, as shown in FIG. 11(a), the game control unit 210 displays the user's research rank in the user rank display area 920 (in FIG. 11(a), it is displayed that the research rank has increased from "1" to "2"), along with information on the display unit 300 that the research rank has increased and that a reward will be granted in association with the rank increase. Furthermore, the game control unit 210 displays the details of the reward granted to the user in association with the rank increase in a reward display area 922 below the user rank display area 920 (in FIG. 11(a), an example is shown in which three types of rewards are granted in predetermined amounts). The rank-up rewards include, for example, items for improving intimacy, cooking ingredients (described later), and items that make it easier for the user to improve the status of the field character 600 or the helper character.

[0144] Then, when there is no increase in the research rank or when the issuance of the rank-up reward has ended, the game control unit 210 displays on the display unit 300 the predetermined reward associated with the user's sleep, along with other rewards granted to the user, as shown in FIG. 11(b). In the example of FIG. 11(b), a list of rewards granted to the user is displayed in a research reward display area 930 of the display unit 300. Rewards include the number of sleeping face images of the character recorded as new sleeping face picture book information in the sleeping face picture book information of the user information storage unit 218 (displayed as "Discovered Sleeping Faces" in the reward display area 932 of FIG. 11(b)), research EXP determined according to the number of sleeping face images (displayed as "Research EXP" in the reward display area 934 of FIG. 11(b)), and items granted to the user for performing sleep research, etc. (displayed as "Dream Pieces" in the reward display area 936 of FIG. 11(b)). The "Dream Fragments" are used to level up the character, expand the tools (cooking utensils) used for cooking, etc. For example, when the user applies the "Dream Fragments" to cooking utensils, the game control unit 210 increases the amount of ingredients that can be put into the cooking utensils by a predetermined amount more than the predetermined amount.

[0145] The game control unit 210 also manages the achievement status of the user's bedtime goal set in S14. That is, if the user's bedtime (e.g., the time the user went to bed) indicated by the sleep information acquired by the sleep information acquisition unit 204 is close to the target bedtime, the game control unit 210 determines that the user has achieved the bedtime goal and awards a predetermined reward (e.g., in-game virtual currency) to the user. "Close to the target bedtime" includes not only when the bedtime and the target bedtime match, but also when the difference between the bedtime and the target bedtime is within a predetermined time (e.g., about several minutes to 30 minutes). The game control unit 210 regards one unit game period as one unit and determines whether the bedtime goal has been achieved for each day within the period. The game control unit 210 manages the user's goal achievement status, for example, in the form of a stamp card (for example, a card configured with digital information that can be displayed on the display unit 300, the card having a slot for each day that constitutes a unit game period, and when the user achieves the goal, a predetermined mark is added to the slot on the day the goal was achieved, and a predetermined reward associated with the slot is given to the user). That is, when the user achieves the bedtime goal, the game control unit 210 adds a predetermined mark to the slot on the day the goal for the unit game period was achieved, and gives the user a predetermined reward associated with the slot.

[0146] The configuration of the frame of the card is not limited to the above, and may be, for example, a card (hereinafter referred to as an "accumulation card") configured with a frame that counts the number of days the user has achieved the goal. That is, the accumulation card is provided with a predetermined number of frames. Specifically, the nth accumulation card has frames from the 1st to the xth (where x is an integer greater than or equal to 2) (where n is a positive integer), and the 1st frame of the n+1th accumulation card is the frame for the next (x+1th) frame following the xth frame, which is the final frame of the nth accumulation card. When the user achieves the bedtime goal, the game control unit 210 marks the frame of the accumulation card and grants the user a predetermined reward associated with the frame. In this way, the accumulation card can express the user's goal achievement status by the cumulative number of times (i.e., the cumulative number of days since the goal was achieved). That is, the accumulation card can clearly show the user "how many cumulative days it has been since the goal was achieved." Here, when the user changes the target bedtime, the game control unit 210 may reset marks already assigned to the accumulation card including the slot for the day on which the change was made. However, marks already assigned to other accumulation cards other than the changed accumulation card will not be reset. This allows the game system 1 to accept the change in the target bedtime without giving the user excessive disadvantages.

[0147] The game control unit 210 stores the reward granted to the user as possessed item information in the user information storage unit 218, and also stores information on the stamp card as one of the possessed item information in the user information storage unit 218. When a unit game period ends, the game control unit 210 manages the user's progress toward the target bedtime using a new stamp card for the next unit game period. Alternatively, when a predetermined mark is added to all the slots of a stamp card with slots for a predetermined number of days or a predetermined number of times, the game control unit 210 manages the user's progress toward the target bedtime using a new stamp card. (In this case, regardless of whether the unit game period ends, when a predetermined mark is added to all the slots of a stamp card, i.e., when the target is achieved for a predetermined number of days or a predetermined number of times, the game control unit 210 transitions to a new stamp card.) Note that, although the above example describes an example of managing the progress toward the target bedtime, the progress toward the target wake-up time (i.e., the target wake-up time) may be managed together with or separately from the target bedtime. When the achievement status of the target wake-up time is managed separately from the target bedtime, the stamp card has a frame where a predetermined mark is assigned when the target wake-up time is achieved. On the other hand, when the achievement status of the target wake-up time is managed together with the target bedtime, the stamp card can have a frame for achieving the target bedtime and a frame for achieving the target wake-up time, or a frame for assigning one mark when both the target bedtime and the target wake-up time are achieved.

[0148] [(b-3) Unit game period start processing] After the reward granting process for the user in the tutorial is completed, the game control unit 210 outputs a summary of the minimum operations that the user should perform in the game to the display unit 300. For example, the game control unit 210 outputs the following information to the display unit 300: - Information recommending that the user give a specified item to the field character between the time the user wakes up and the time they go to bed, in order to increase the first parameter as much as possible. - Information to remind the user to perform sleep measurement when going to bed. - Information that encourages the user to perform sleep research after waking up, register the sleeping faces of characters that appear in the sleeping face encyclopedia, and complete the sleeping face encyclopedia.

[0149] Next, the game control unit 210 displays the image and information of the character assigned to the user in the sleep research after the user's sleep on the display unit 300. Then, the game control unit 210 ends the game for the field 500 and field character 600 that the game control unit 210 determined in advance in the tutorial. In this case, the game control unit 210 causes the display unit 300 to output an effect in which the user leaves the field 500.

[0150] After the tutorial (first sleep) is completed, the game system 1 opens (ie, makes executable) the following functions, for example. a) Ability to purchase items and passes through in-app purchases b) The ability to increase or raise the first parameter of a field character c) A function to collect growth items using helper characters d) Cooking function for food given to field characters e) Party organization function for helper characters

[0151] Next, as the first step in the process of starting a new unit game period, the game control unit 210 prompts the user to select a new field 500 (S54). Here, the flow from the first day of the new unit game period will be described.

[0152] For example, the game control unit 210 displays a map showing the entire field 500 as shown in FIG. 2(a) on the display unit 300, and the input unit 102 accepts an instruction from the user to select the field 500. Then, the game control unit 210 displays information about the field 500 selected by the user on the display unit 300. Specifically, as shown in FIG. 12(a), information about the field 500, i.e., field information 510, is displayed on the display unit 300. Examples of the field information 510 include the field name, a description of the field situation, the ratio of the number of sleeping faces of characters previously obtained in the field 500 (for example, the ratio of the number of sleeping faces of characters that have already been discovered by the user and recorded in the sleeping face picture book information to the total number of sleeping faces of characters that can be discovered in the field 500), the ratio of the number of characters that the user will possess in the field 500 (for example, the ratio of the number of characters that have already been acquired, possessed, and recorded by the user to the total number of characters that can be acquired in the field 500), and / or special points of a party (a party including a helper character) that is considered appropriate when playing a game in the field. The field information 510 also displays the maximum level and the maximum first parameter of the field character 600 previously trained in the field 500.

[0153] When the user actually selects the field 500 being selected by the user, for example, when the game control unit 210 receives a selection instruction from the user via the input unit 102 using the selection button 520 (displayed as "Go here" in FIG. 12(a)), the game control unit 210 selects the field 500 as a new field 500 and starts a new unit game period. Then, as shown in FIG. 12(b), the game control unit 210 displays a new field character 602 inhabiting the new field 500 on the display unit 300 together with information such as "Meet a new character!"

[0154] It should be noted that multiple fields exist in the virtual game space. The game control unit 210 may associate release conditions for the fields other than the fields that the user can visit from the beginning with the release conditions to make the fields selectable by the user. When the user satisfies the release conditions, the game control unit 210 allows the user to select the fields that satisfy the release conditions. The release conditions may be predetermined conditions based on, for example, the number of types of characters recorded by the user in the sleeping face picture book, the rarity of the sleeping faces of the characters, etc.

[0155] Here, the game control unit 210 also displays information about items required to efficiently train the field character 602, by referring to the field character information storage unit 224 or by lottery. Raising the field character 602 corresponds to increasing the first parameter in the game system 1. Examples of information about items required to efficiently train the field character 602 include favorite food information 604 indicating items that the field character 602 likes, and request information 606 indicating information about dishes and the like that the field character 602 desires in the game.

[0156] When a new field 500 is selected after the game is started for the first time and after the user has slept once, the game control unit 210 displays on the display unit 300 an explanation of the significance of growing the field character 602 (note that this explanation does not need to be displayed thereafter). That is, an explanation is displayed that in order for the user to discover a rare character's sleeping face or obtain a character with a high rarity of sleeping face in the sleep research, it is necessary to grow the field character 602 as large as possible (i.e., to increase the first parameter as large as possible), and that it is necessary to repeat the sleep research (processing from S20 to S52) every morning while accumulating the first parameter over the seven days from the first day to the last day of the unit game period.

[0157] Then, the game control unit 210 executes a growth process for the helping character (S56), as shown in FIG. 12(c). In the tutorial, the growth process is executed only for the helping character that was assigned to the user in S12. The growth process for the helping character refers to a process for restoring the "energy" of the helping character based on the user's sleep information and a process for assigning experience points (shown as "basic EXP" in FIG. 12(c)). Here, "energy" refers to the physical strength of the character, and is a value that decreases when the helping character performs a predetermined action (for example, an action to collect growth items, etc., as described below) during the user's activity period. A decrease in the "energy" value reduces the frequency with which the character performs actions (in other words, "energy" is a parameter consumed by the character to collect items). After the user wakes up, "Energy" recovers a predetermined amount in conjunction with the user's sleep time (specifically, when the user sleeps with characters organized into a party, "Energy" recovers a predetermined amount according to the user's sleep time).

[0158] Furthermore, the experience points granted to the helping character accumulate each time the user sleeps and wakes up, and the level of the helping character increases each time a predetermined threshold is exceeded. In the example of FIG. 12(c), the game control unit 210 restores a predetermined amount of the helping character's "energy" based on the user's sleep time and grants a predetermined amount of experience points to the helping character based on the user's sleep time, and displays the amount of "energy" restored 750 and the acquired experience points 752 of the helping character on the display unit 300 along with the sleep parameter 902 calculated in S26. The game control unit 210 increases the level of the helping character when the cumulative total of the acquired experience points of the helping character reaches a predetermined threshold. Note that information regarding the helping character's "energy," acquired experience points, and level is recorded in the possessed character information of the user information storage unit 218.

[0159] During the tutorial, the game control unit 210 may display and explain on the display unit 300 how to train a field character. That is, as described below, the game control unit 210 displays on the display unit 300 explanations such as tapping a helper character on the home screen during the user's activity period and giving the helper character an item that the helper character has to increase the first parameter, starting sleep measurement when the user sleeps, and performing the sleep research described above after waking up. After providing the explanations, the game control unit 210 may award the user a reward for completing the tutorial. Note that the game control unit 210 may not subsequently display on the display unit 300 predetermined explanations, etc., that were displayed on the display unit 300 up until a predetermined time after the user has slept once after the initial launch of the game (i.e., after the tutorial is completed or a reward is awarded for completing the tutorial) unless otherwise specified by the user.

[0160] <(C) Processing after the start of the unit game period> [(c-1) Processing from the active period to the onset of sleep] After the growth process of the helping character is completed, the game control unit 210 displays the home screen (S60) as shown in Fig. 13. The game control unit 210 executes predetermined game processes in accordance with the user's selection during the user's activity period.

[0161] ((c-1-1) Field character growth processing by items / cooking) ((c-1-1-1) Field character growth process using items) The field character 602 grows by increasing a first parameter associated with the field character 602. Each time the first parameter associated with the field character 602 reaches a predetermined value, the character evaluation (indicating the degree of development of the field character 602) of the field character 602 increases. One method for increasing the first parameter (in FIG. 14(a), the value of the first parameter is displayed as "total energy" in the first parameter display area 630), is for the helper character to directly grant the field character 602 a predetermined item (hereinafter, sometimes referred to as a "growth item") as a growth item.

[0162] When an instruction to grant an item is received from the user via the input unit 102 ("Grant item" in S62), the game control unit 210 grants a growth item to the field character 602. Specifically, as shown in FIG. 14(a), when the input unit 102 receives a user instruction (tap operation) on the helping character 760 displayed on the display unit 300, the game control unit 210 determines by lottery the growth item and / or cooking ingredients (indirect growth items) described below that the helping character 760 will possess (S70). The game control unit 210 causes the helping character 760 to possess the growth item and / or ingredients determined by lottery. Note that the maximum number of growth items 650 that the helping character 760 can possess and the maximum number of ingredients that the helping character 760 can possess may differ depending on the type of helping character 760.

[0163] Next, as shown in FIG. 14(b), the game control unit 210 displays the growth item 650 and / or material held by the helping character 760 near the feet of the helping character 760. The game control unit 210 may cause the display unit 300 to display a scene in which the growth item 650 and / or material falls at the feet of the helping character 760 (a scene in which the helping character 760 lets go of the growth item 650). Then, when the input unit 102 receives a user instruction (tap operation) regarding the growth item 650 and / or material (Yes in S72), the game control unit 210 gives the growth item 650 to the field character 602 as shown in FIG. 14(c), and displays a scene in which the field character 602 grows by eating the growth item 650 (S74). The game control unit 210 may display on the display unit 300 the growth item 650 that the helping character 760 has let go of in a container such as a basket located near the field character 602, and may display on the display unit 300 the growth item 650 in the container gradually decreasing as the field character 602 eats the growth item 650. If there is no user instruction regarding the growth item 650 and / or material (No in S72), the game control unit 210 may wait until there is an instruction from the user. Furthermore, when the input unit 102 receives a user instruction regarding the growth item 650 for a material possessed by the helping character 760 (Yes in S72), the game control unit 210 grants the material to the user by recording information regarding the material in the possessed item information in the user information storage unit 218 (S74). In other words, the material itself is not given to the field character 602.

[0164] In S70, the lottery for the growth item and / or material to be possessed by the helping character 760 is executed at the timing of the instruction from the user to the helping character 760. Here, the game control unit 210 may execute the lottery at a different timing.

[0165] For example, the game control unit 210 executes a lottery every time a predetermined time (hereinafter, sometimes referred to as a "collection time." This collection time may vary depending on the type and personality of the helping character 760, and may be set to, for example, three minutes) has elapsed during a time period when the user has not given any instructions to the helping character 760. The game control unit 210 may then keep the helping character 760 in possession of the growth items 650 and / or materials determined by the lottery until the user gives an instruction to the helping character 760 (note that the number of growth items 650 and / or the number of materials determined by one lottery is one or more). Furthermore, when the game control unit 210 executes a lottery at the timing when the collection time has elapsed during a time period when the user has not given any instructions to the helping character 760, it decreases the "energy" parameter of the helping character 760 by a predetermined amount. This predetermined amount may vary depending on the type and personality of the helping character 760, etc. When the "energy" parameter of the helping character 760 is decreased, the game control unit 210 lengthens the collection time based on the amount of decrease, and executes the next lottery when the new collection time has elapsed. Therefore, as time passes, the time interval during which the helping character 760 collects items, etc. (i.e., the time interval between lottery draws) gradually increases.

[0166] Furthermore, the game control unit 210 may store, as the collection count, the number of times a collection time included in the "time without instructions" given by the user to the helping character 760 is repeated. However, the next collection time after the first collection time has elapsed is longer than the first collection time. In other words, when the nth collection time has elapsed, the next collection time (n+1), which is longer than the nth collection time, is set to elapse (where n is a positive integer). If the total length of the first collection time through the nth collection time is within the "time without instructions," the collection count becomes "n times." When the user gives an instruction to the helping character 760, the game control unit 210 may execute a lottery for the number of collection times at the timing of the instruction, and display the growth items 650 and / or materials determined by the lottery at the feet of the helping character 760 as items that the helping character 760 has collected and possesses.

[0167] Furthermore, the types of growth items 650 and materials that each helping character 760 is likely to possess (i.e., likely to win by lottery) may be determined in advance for each type of helping character 760 (and / or other characteristics such as personality). Note that the game control unit 210 can display on the display unit 300, at any time during the user's activity period, information indicating which types of growth items 650 and materials are likely to be collected, along with the names, statuses, characteristics, etc. of the helping characters (and characters possessed by the user), in response to a user instruction.

[0168] This allows the user to refer to the favorite food information 604 of the field character 602 and organize a party that includes a helping character 760 that can easily collect the growth item 650 that corresponds to the favorite food information 604. Note that the types and / or maximum number of growth items 650 and the types and / or maximum number of materials that the helping character 760 can possess at one time may be determined according to the level of the helping character 760. For example, the higher the level of the helping character 760, the greater the types of growth items 650 and / or materials and the greater the number of growth items 650 and / or materials that the helping character 760 can possess.

[0169] Here, in the game system 1, there are multiple types of growth items 650, and different values ​​are associated with each type of growth item 650 in advance. By providing a growth item 650 to a field character 602, the game control unit 210 adds the value associated with the growth item 650 to the first parameter. In the example of FIGS. 14(b) and 14(c), a value of "30" is associated with one growth item 650, and by providing one growth item 650 to the field character 602, the value of "30" is added to the first parameter of the field character 602 as the acquired parameter 632, and the value of the first parameter after the value is added is displayed in the first parameter display area 630. In other words, the game control unit 210 adds the value associated with the growth item 650 provided to the field character 602 to the first parameter before providing the growth item 650 to the field character 602 to calculate a new first parameter. In the examples of FIGS. 14(b) and (c), the display in the first parameter display area 630 increases from "0" to "30." When the game control unit 210 provides a plurality of growth items 650 to the field character 602, the game control unit 210 sequentially adds the values ​​associated with each growth item 650 to the first parameter. Therefore, when one or more growth items 650 are provided to the field character 602, the value associated with each provided growth item 650 is added to the first parameter, and the first parameter increases. Then, when the value of the first parameter reaches a predetermined reference value, the game control unit 210 increases the evaluation of the field character 602.

[0170] Thereafter, the sleep information acquisition unit 204 determines whether the user will start sleeping based on the user's sleep start instruction received via the input unit 102, similar to S16 (S76). If the sleep information acquisition unit 204 determines that the user will not start sleeping (No in S76), the game control unit 210 repeats S62. On the other hand, if the sleep information acquisition unit 204 determines that the user will start sleeping (Yes in S76), after receiving a setting or change of the target bedtime as in S14 (S78), the sleep information acquisition unit 204 outputs a button to the output unit 100 to receive a user's instruction to start sleep measurement. Then, when the sleep information acquisition unit 204 receives a user's instruction to press the button via the input unit 102, it starts acquiring the user's sleep information as in S18 (S110). Furthermore, in response to the start of sleep information acquisition, the parameter control unit 206 records the first parameter at the start of acquisition as a sleep start parameter.

[0171] ((c-1-1-2) Field character growth process through cooking) A second method for increasing the first parameter is to cook a virtual dish in the game and give the cooked dish to the field character 602.

[0172] When a user gives an instruction to cook (hereinafter referred to as a "cooking instruction") via the input unit 102 ("cook" in S62), the game control unit 210 provides the cooked food to the field character 602. Specifically, when the input unit 102 receives a user operation (e.g., a tap operation) on the field character 602 or a user operation on a predetermined icon placed in a predetermined location within the field 500, the game control unit 210 determines whether cooking is possible. For example, as shown in FIG. 16(b), a predetermined icon placed on the field (e.g., a pot icon) is a cooking start button 774, and the game control unit 210 receives a user tap operation on the cooking start button 774 or a tap operation on the field character 602 and starts determining whether cooking is possible.

[0173] The game control unit 210 refers to the time when the cooking instruction was received and the number of cooking instructions already received on the day the cooking instruction was received, and determines whether the cooking is within the permitted period and whether the number of cooking attempts is within the permitted number of times (S80). For example, in the game system 1, the timing at which food can be fed to the field character 602 is limited to the following periods: morning (e.g., 6:00 to 12:00), afternoon (e.g., 12:00 to 18:00), and evening (e.g., 18:00 to 6:00 the next day). Furthermore, the number of times food can be fed to the field character 602 is limited to one in each period. In other words, the maximum number of times food can be fed to the field character 602 in one day is three: once in the morning, once in the afternoon, and once in the evening.

[0174] If the game control unit 210 determines that the period is one in which cooking is permitted and the number of times cooking has been attempted is within the permitted number of times (Yes in S80), a cooking execution button is displayed on the display unit 300 along with a dish image 660, as shown in FIG. 15(a). Two types of cooking execution buttons can be provided. The first is a cooking execution button 670, which automatically selects a recipe for a dish that can be cooked using the ingredients of the dish possessed by the user (i.e., the ingredient information stored in the user information storage unit 218) when the user operates the cooking execution button (in FIG. 15(a), this is displayed as "Make with auto-selection"). The second is a cooking execution button 672, which executes cooking using ingredients selected by the user from the ingredients of the dish possessed by the user when the user operates the cooking execution button (in FIG. 15(a), this is displayed as "Make with auto-selection"). The game control unit 210 accepts a user operation on the cooking execution button 670 or the cooking execution button 672 via the input unit 102, and executes cooking by consuming a predetermined amount of predetermined ingredients based on the instruction on either cooking execution button (S82).

[0175] When the user operates the cooking execution button 672, the game control unit 210 refers to the possessed item information stored in the user information storage unit 218 and displays the ingredients possessed by the user on the display unit 300. The user then determines the number of ingredients to be consumed from the displayed ingredients and selects the selected ingredient to use for cooking. The game control unit 210 deletes the ingredients used for cooking from the possessed item information. Furthermore, while cooking is being performed, the game control unit 210 can refer to the game information storage unit 220 and display useful information about sleep (sleep tips) in a predetermined area of ​​the display unit 300. The sleep tips may be useful information pre-stored in the game information storage unit 220 or may be useful information obtained from an external server (which may be a server different from the server included in the game system 1) via the communication network 80. The game control unit 210 then records the period and number of times the cooking was performed (for example, the period and number of times the cooking was performed may be recorded in the cooking information stored in the user information storage unit 218).

[0176] After the cooking is completed, the game control unit 210 determines the cooking result by lottery or randomly. The cooking result can be divided into multiple levels, such as "average" or "great success." The game control unit 210 also calculates cooking parameters for the completed dish based on the ingredients used in the cooking (S84). That is, predetermined points are associated with each type of ingredient. The game control unit 210 calculates cooking parameters based on the type and number of ingredients used in the cooking. For example, the game control unit 210 calculates a value for each ingredient used in the cooking by multiplying the ingredient points a (where a is a positive number) by the number of ingredients used b (where b is zero or a positive integer), and the sum of the calculated values ​​is used as the cooking parameter (cooking parameter based on ingredients). Furthermore, if a recipe level bonus exists for the recipe used in the cooking, the final cooking parameter is calculated by adding the recipe level bonus value to the cooking parameter based on the ingredients. As an example, when cooking using ingredients A and B and a recipe level bonus is present, the final cooking parameters are calculated as follows: "Ingredient A points x number of ingredients A + Ingredient B points x number of ingredients B + recipe level bonus value." If the cooking result determined by the game control unit 210 is a "great success," the final cooking parameters are calculated by multiplying the "cooking parameters based on the ingredients" or the "cooking parameters based on the ingredients plus the recipe level bonus value" by a predetermined coefficient. This predetermined coefficient can be set appropriately taking into consideration the game balance, and can be set to "2," for example. As a result, if the cooking result is a "great success," the cooking parameters (final cooking parameters) calculated are twice as high as those for a "normal" cooking result.

[0177] The game control unit 210 gives the completed dish to the field character 602. For example, as shown in FIG. 15(b), the game control unit 210 displays on the display unit 300 a scene of the field character 602 eating the dish 662. The game control unit 210 then adds the calculated final dish parameters to the first parameters at the time cooking started to calculate new first parameters, and displays them in the first parameter display area 630. As a result, the first parameters of the field character 602 increase compared to before the field character 602 ate the dish, and the field character 602 grows (S86).

[0178] The game control unit 210 increases the recipe level of a cooking recipe according to the number of times the recipe has been used. The game control unit 210 then determines a recipe level bonus value according to the increase in the recipe level. Each time cooking is performed, the game control unit 210 updates the number of times the recipe has been used for that cooking, which is stored in the user information storage unit 218. If the recipe level increases with the update in the number of times the recipe has been used, the game control unit 210 updates the recipe level and / or the recipe level bonus value determined by the recipe level. This allows the user to increase the recipe level by repeatedly cooking using the same recipe, and even if the cooking result is not a "great success," the user can increase the final cooking parameter by repeatedly cooking. Therefore, as the user continues playing the game and repeatedly cooks, it becomes easier to increase the first parameter.

[0179] Thereafter, the sleep information acquisition unit 204 determines whether the user will start sleeping based on the user's instruction to start sleeping received via the input unit 102, in the same manner as in S16 (S88). If the game control unit 210 determines that the current cooking period is not permitted and / or that the number of cooking attempts is not within the permitted number of cooking attempts (No in S80), it also executes S88. If the sleep information acquisition unit 204 determines that the user will not start sleeping (No in S88), the game control unit 210 repeats S62. On the other hand, if the sleep information acquisition unit 204 determines that the user will start sleeping (Yes in S88), it executes steps S78 and S110 as described above. Furthermore, in response to the start of sleep information acquisition, the parameter control unit 206 records the first parameter at the start of acquisition as a sleep start parameter.

[0180] ((c-1-1-3) Game support processing) The game control unit 210 can also execute a game support process that allows the user to progress through the game advantageously by making various items available to the user in response to the user's instructions. The game control unit 210 can also organize characters selected by the user into a party and treat characters belonging to the party as helper characters.

[0181] (Camping set processing) The game control unit 210 places a camp set 770 at a predetermined position on the field, as shown in Fig. 16(b). The camp set 770 generates advantageous game effects for the user for a predetermined time (for example, a unit game period, for example, one week (168 hours)) by consuming predetermined items possessed by the user. Examples of advantageous game effects include the following effects. Effect a): When the event determination unit 212 determines by lottery the characters to appear around or on top of the field character 600 based on the second parameter, the number of characters determined by lottery is increased, and the friend points of the increased characters are granted to the user even if they are not maximized. Effect b): In step S82, the effect of increasing the upper limit of the predetermined amount of a predetermined ingredient that can be used when the user performs cooking. For example, the upper limit is increased by multiplying the predetermined amount by a predetermined coefficient. Effect c): The effect of shortening the collection time in S70 above and S90 described later (the effect of increasing the speed at which the helper character collects items). For example, the collection time is multiplied by a predetermined coefficient to shorten the collection time. Effect d) The effect of increasing the upper limit of the number of items that the helper character can possess. For example, the upper limit is increased by multiplying the quantity by a predetermined coefficient.

[0182] (Sleep aid item processing) As shown in FIG. 16(b), the game control unit 210 places an item set button 772 (displayed as "incense" in FIG. 16(b)) that allows the user to set a sleep aid item at a predetermined position on the field. When the game control unit 210 receives a tap operation on the item set button 772 from the user via the input unit 102, the game control unit 210 displays a list of sleep aid items possessed by the user at the time of the tap operation on the display unit 300. Then, the game control unit 210 receives the user's selection and causes an effect associated with the sleep aid item selected by the user to occur the next time the user starts to sleep. The effect exerted by the sleep aid item is, for example, an effect of increasing the recovery amount in the "energy" recovery process of the helping character described in S56 (as an example, the "energy" recovery amount determined based on the user's sleeping time is multiplied by a predetermined coefficient to increase the recovery amount). The effect exerted by the sleep aid item may differ depending on the type of sleep aid item. For example, the effect of a sleep aid item may be to increase the amount of "energy" recovered, or, separately from increasing it, to increase the amount of experience points acquired by the assisting character (a value determined based on the user's active period, sleep time, etc.).

[0183] (Party formation process) The game control unit 210 can organize a party by receiving a user's selection instruction for characters owned by the user via the input unit 102. The game control unit 210 can treat characters selected by the user to organize into a party as helper characters. The upper limit on the number of characters that can be included in a party is predetermined. The characters included in the party may each have different types and / or different characteristics (levels, personalities, etc.). During the user's activity period, the game control unit 210 causes the characters included in the party to collect items as described in S70 above and S90 below. That is, the game control unit 210 performs a lottery based on the type and / or characteristics, etc., of each character included in the party, and associates each character with a growth item 650 and / or cooking ingredients, thereby causing each character to possess the growth item 650 and / or cooking ingredients.

[0184] ((c-1-2) Field character automatic growth processing) A third method for increasing the first parameter is for the user to perform no operation during the active period. Figure 17 shows an example of an outline of the processing flow of the game system 1 in this case.

[0185] If the user has not issued an instruction to provide an item via the input unit 102 ("No Instruction" in S62), the game control unit 210 determines whether a predetermined time (i.e., collection time) has elapsed (S90). If the collection time has not elapsed (No in S90), the game control unit 210 waits until the collection time has elapsed. If the collection time has elapsed (Yes in S90), the game control unit 210 randomly determines the type of item, causes the helping character 760 to possess a predetermined number of items of the determined type, and decreases the "energy" parameter (S92). The items to be increased may be growth items 650 only. Then, the game control unit 210 changes the length of the collection time as the "energy" parameter decreases (S94). For example, the game control unit 210 changes the collection time to a longer time. If there are multiple helping characters 760, the game control unit 210 executes the processes of S90 to S94 for each of the multiple helping characters 760.

[0186] The collection time may differ for each type of helping character 760. Furthermore, the game control unit 210 can set the amount of items to be possessed by the helping character 760 when the collection time has elapsed to, for example, "1 item," and can set the amount of decrease in the "energy" parameter to, for example, the minimum unit amount of "energy" (for example, one "energy"). However, the amount of items determined by lottery (and the maximum number of items that the character can possess) and / or the amount of decrease in the "energy" parameter may differ depending on the type of helping character 760. Furthermore, the type of item (type of growth item 650) that the game control unit 210 causes the helping character 760 to possess, i.e., the type of item determined by lottery, may differ depending on the type of helping character 760.

[0187] Then, if the user instructs the game control unit 210 to grant an item via the input unit 102 (Yes in S96), the game control unit 210 executes the processes from S70 onward. On the other hand, if the user does not instruct the game control unit 210 to grant an item (No in S96), the sleep information acquisition unit 204 determines whether the user will start sleeping based on the user's instruction to start sleeping received via the input unit 102, as in S16 (S98). If the sleep information acquisition unit 204 determines that the user will not start sleeping (No in S98), the game control unit 210 repeats S90. On the other hand, if the sleep information acquisition unit 204 determines that the user will start sleeping (Yes in S98), the parameter control unit 206 executes automatic growth processing for the field character (S100). Below, an example in which the parameter control unit 206 executes the automatic growth processing will be described, but the automatic growth processing may also be executed by the game control unit 210.

[0188] Specifically, the parameter control unit 206 adds, with each lapse of the collection time, a value associated with each of the one or more items that the game control unit 210 has caused the helping character 760 to possess, i.e., the one or more growth items 650, to the first parameter at the timing when the sleep information acquisition unit 204 determines that the user has started to sleep, to calculate a new first parameter. For example, as shown in FIG. 16(a), the parameter control unit 206 displays the value to be added in an automatically acquired parameter display area 764 of the display unit 300 (in FIG. 16(a), a value of "360" is displayed as "acquired energy"), and also displays, for each helping character, the total value of the values ​​associated with the one or more items that the helping character has possessed as the automatically acquired parameter 766 (in FIG. 16(a), a value of "360" is displayed in association with the helping character named "P").

[0189] As a result, the game system 1 can increase the first parameter by giving the growth items 650 automatically collected by the helping character 760 to the field character 602 even when the user does not perform any game operations during the user's activity period. Furthermore, in the game system 1, although the helping character 760 automatically collects items even when the user does not perform any game operations during the user's activity period, it is also possible to express that the "energy" of the helping character 760 decreases as the items are collected (the helping character 760 becomes tired) and the time it takes to collect items gradually becomes longer.

[0190] Here, the parameter control unit 206 may execute the automatic growth process in response to a user's selection even when the game is not running. The user may execute the above-described camping set process, sleep aid item process, and party organization process at any time during the user's sleep time (i.e., during the user's activity period). However, in order to generate predetermined effects based on these processes in association with the user's sleep information, the user must execute these processes before sleeping.

[0191] [(c-2) Processing after sleep onset] After the automatic growth process of the field character in S100 is executed, the game control unit 210 accepts the setting of a bedtime goal (S102) in the same manner as in S78. Here, the game control unit 210 allows the setting and change of sleep aid items to be accepted along with the setting of the bedtime goal. For example, as shown in FIG. 16(c), the game control unit 210 displays on the display unit 300 setting buttons for sleep aid items (item set button 780, item set button 782) and a goal setting button 790 for accepting the setting of a bedtime goal.

[0192] (Sleep aid item setting process) When the input unit 102 receives a tap operation by the user on the item set button 780 and / or the item set button 782 as shown in FIG. 16(c), the game control unit 210 displays a list of sleep aid items possessed by the user at the time of the tap operation on the display unit 300. Then, the game control unit 210 receives the user's selection, enables the use of the sleep aid item selected by the user, and superimposes an image of the sleep aid item selected by the user on the item set button 780 and / or the item set button 782. The game control unit 210 activates the effect of the sleep aid item when the user starts to sleep. The effect of the sleep aid item is the same as that described above.

[0193] (Bedtime goal setting process) When the input unit 102 receives a tap operation by the user on the goal setting button 790, the game control unit 210 enables the setting of a bedtime goal or the change processing of an already set bedtime goal to be received. The specific setting processing is the same as in S14, and therefore a detailed description thereof will be omitted.

[0194] Then, when the input unit 102 receives a tap operation by the user on a predetermined button 420 displayed on the display unit 300 (the button displaying "Sleep" in the example of FIG. 16(c)), the game control unit 210 starts sleep measurement (S110). Furthermore, in response to the start of acquisition of sleep information (start of sleep measurement), the parameter control unit 206 records the first parameter at the start of acquisition (the first parameter after execution of the automatic growth process of the field character) as a sleep start parameter. Note that, when the game control unit 210 starts sleep measurement, it may store information indicating the start of sleep measurement in the user information storage unit 218. Furthermore, the processes from S110 to S200 (acquisition of environmental sounds, and setting of alarms and sleep-inducing sounds, etc.) are similar to the processes from S18 to S20, and therefore detailed description thereof will be omitted.

[0195] [(c-3) Processing when waking up] Then, after the user wakes up, a sleep research is executed. Figure 18 shows an example of an outline of the process flow when the user wakes up in a unit game period that does not include the tutorial.

[0196] First, the sleep information acquisition unit 204 determines whether the user has woken up, as in S20 (S200). If the sleep information acquisition unit 204 determines that the user has not woken up (No in S200), the sleep information acquisition unit 204 continues acquiring sleep information. On the other hand, if the sleep information acquisition unit 204 determines that the user has woken up (Yes in S200), the sleep information acquisition unit 204 stops acquiring the user's sleep information measured by the sleep measurement unit 11, as in S22 (S202). The game control unit 210 collectively records the sleep information acquired at the time of stopping acquisition as sleep information in the user information storage unit 218 (if the user information storage unit 218 is located on the server, the sleep information is collectively supplied from the terminal device 10 to the user information storage unit 218 of the server).

[0197] Next, the game control unit 210 accepts a selection by the user via the input unit 102 and determines whether or not to output a sleep report from the output unit 100 (S204). If the user selects not to view the sleep report (No in S204), the game control unit 210 skips displaying the sleep report and displays the home screen on the display unit 300 (S216). On the other hand, if the user selects to view the sleep report (Yes in S204), the game control unit 210 outputs the sleep report to the display unit 300 in the same manner as in S24 (S206). Then, the game control unit 210 executes a sleep parameter display process (S208), a sleep graph display process (S210), and a sleep type determination process (S212), and the event determination unit 212 executes a second parameter calculation process (S214). Here, the same processing as S208, S210, S30, and S32 is executed in S208, S212, S30, and S214, respectively, and therefore detailed explanations thereof will be omitted.

[0198] After the game control unit 210 displays the home screen (S216), if a request to display a sleep report is received, sleep research is performed similarly to S40 (S218). That is, the event determination unit 212 performs a lottery using a predetermined lottery table based on the calculated second parameters to determine a character that will appear around the field character 602, etc. The game control unit 210 arranges a sleeping face image of the character determined by the event determination unit 212 around the field character 602, etc., and displays it on the display unit 300. Then, the game control unit 210 accepts a character designation operation by a user tapping on a character that appears on the display unit 300 via the input unit 102. When the game control unit 210 accepts the operation via the input unit 102, it records the sleeping face image of the designated character designated by the user at the time of the designation in the sleeping face picture book information in the user information storage unit 218. Here, if the game control unit 210 determines that a sleeping face of a new character has been discovered, it displays new sleeping face picture book information on the display unit 300. Furthermore, the game control unit 210 displays images recorded so far as sleeping face picture book information (in the case of a newly discovered character, images from that day may be displayed) in the image list display area 712, along with the picture book description 710 of the character. As a result, the sleeping face of the newly appeared character around the field character 602 is registered in the sleeping face picture book information of the user information storage unit 218. On the other hand, if a sleeping face image of the designated character is already stored in the user information storage unit 218, the game control unit 210 determines that the sleeping face of an already discovered character has been designated. Then, the game control unit 210 does not display new sleeping face picture book information, but displays the sleeping face image as displayed on the display unit 300 at the time of designation together with minimum information about the discovered character as an acquired image 720 on the display unit 300.

[0199] Note that when the event determination unit 212 determines a character to appear by drawing a lottery based on the second parameters (i.e., when a character is selected by drawing a lottery), a character with an extremely special sleeping face (hereinafter referred to as a "special sleeping face character") may be selected. For example, the event determination unit 212 determines the type of character to appear by drawing a lottery based on the second parameters, and then determines by drawing a lottery (special lottery) whether the character is a special sleeping face character. The probability of winning the special lottery may be a fixed probability for all characters, regardless of the rarity of the character's sleeping face, etc. However, the probability of winning the special lottery may be lower than the probability used in determining a character to appear in a field executed based on the second parameters.

[0200] The game control unit 210 accepts the user's character instructions and performs research in the same manner as above (No in S220) until research is completed for all characters that have appeared around the field character 600. On the other hand, when research is completed for all characters (Yes in S220), the game control unit 210 causes the display unit 300 to display that the research is completed.

[0201] Next, the game control unit 210 executes a process to determine whether or not to grant an intimacy level improvement item to the character that has appeared, similar to S44 (S222). If the user selects not to grant an intimacy level improvement item to the character that has appeared (No in S222), the game control unit 210 displays the sleep research results on the display unit 300 (S228). On the other hand, if the user selects to grant an intimacy level improvement item to the character that has appeared (Yes in S222), the game control unit 210 executes a process similar to the process after Yes in S44 (the processes of S46 and S48). That is, the process of S224 (the process of determining whether the friend points have reached the maximum value) is similar to the process of S46, and the process of S226 (the process of granting the character that has appeared to the user) is similar to the process of S48, and therefore detailed description thereof will be omitted. If the friend points have not reached the maximum value (No in S224), or if the friend points have reached the maximum value (Yes in S224), the game control unit 210 grants the user a featured character (S226), and then displays the sleep research results on the display unit 300 (S228) in the same manner as in S50. Furthermore, the game control unit 210 grants the user a reward (S230) in the same manner as in S52.

[0202] If the user selects to grant an intimacy-improving item to the special sleeping character (Yes in S222), the game control unit 210 grants the special sleeping character to the user regardless of the friend point value. Although the probability of the special sleeping character appearing on the field is extremely low, once the special sleeping character appears on the field, the user can acquire the character by simply granting the intimacy-improving item to the special sleeping character. In the game system 1, a predetermined lottery is executed based on the user's sleep information. Here, for a human user, sleeping is not an action that can be performed multiple times a day. In other words, a user cannot sleep multiple times a day (repeatedly sleeping and waking up), but can only sleep once a day. Therefore, the number of times a user can execute the lottery in a day is limited to one (multiple lottery executions are not possible in the first place). In this respect, this game differs from a typical game in which multiple lottery executions can be performed per day or a game that allows a lottery execution only once a day due to the game design. Therefore, when a special sleeping character appears on the field, the game system 1 allows the user to acquire the character simply by giving the special sleeping character an item for improving intimacy, thereby preventing the user from feeling disappointed when the special sleeping character appears but cannot be acquired.

[0203] Then, after providing the reward to the user, the game control unit 210 determines whether the day on which the reward was provided is the last day of the unit game period (S232). If the game control unit 210 determines that it is not the last day (No in S232), it executes the growth process of the helping character as in S56 (S234). That is, as the growth process of the helping character, the game control unit 210 executes the process of restoring the "energy" of the helping character and the process of providing experience points (basic EXP) based on the user's sleep information (sleep time).

[0204] After the growth process of the helping character, the parameter control unit 206 automatically grows the field character 602 by increasing the first parameter by a predetermined amount based on the user's sleep information for that day (S236). That is, every time a predetermined time (i.e., collection time) has passed since the timing when the user's sleep measurement started (the timing when S110 started), the game control unit 210 determines the type and number of growth items 650 by lottery based on the type and / or characteristics of the helping characters in the party, and associates the determined type and number of growth items 650 with the helping character, causing the helping character to possess them. Note that cooking ingredients are not selected in this lottery.

[0205] The collection time may differ depending on the type of helping character. Furthermore, the game control unit 210 may determine by lottery the type of growth item 650 to be possessed by the helping character when the collection time has elapsed, and the number of growth items 650 may be preset to, for example, "one." Furthermore, the type of growth item 650 determined by lottery may differ depending on the type of helping character.

[0206] The game control unit 210 executes a lottery each time the collection time elapses until the user wakes up (until S200 returns "Yes"), and associates the type and number of growth items 650 determined by the lottery with the helper character. Here, when automatic growth processing for a field character is executed during the user's active period (see the explanation of (c-1-2)), the "energy" of the helper character decreases each time the collection time elapses. However, in the processing at S236, while the user is sleeping, the helper character in the party is also considered to be resting, and the "energy" recovers according to the user's sleeping time. In other words, while the user is sleeping, the game control unit 210 executes processing different from the processing during the active period, in which the helper character in the party automatically collects growth items 650, but the "energy" recovers without decreasing.

[0207] The amount of "energy" recovered by the helping character varies based on the helping character's predetermined characteristics (e.g., personality, etc.) and / or whether the user set a predetermined item (e.g., a sleep aid item) before going to sleep that day. For example, if the user sets a sleep aid item before going to bed, the amount of "energy" recovered will be greater than if the sleep aid item is not set, depending on the type of sleep aid item set. Here, only helping characters that are part of a party may have their "energy" recovered. However, in a modified example of the game system 1, characters that are not part of a party but are stored in the user information storage unit 218 (i.e., characters owned by the user) may also have their "energy" recovered in accordance with the user's sleep. In addition, the game system 1 may provide the user with a sleep aid item that has the function of restoring the amount of "energy" of characters that are not in a party according to the user's sleep, and when the user sets the sleep aid item, the amount of "energy" of characters that are not in a party may also be restored according to the user's sleep (note that in this case, the amount of recovery may be set to be less than the amount of recovery of a helping character that is in a party).

[0208] If there are multiple helping characters, the game control unit 210 executes the same process for each of the multiple helping characters. Then, the parameter control unit 206 adds a value associated with each of the one or more growth items 650 that the game control unit 210 has caused the helping character 760 to possess at each lapse of the collection time (each lapse of the collection time while the user is asleep) to the first parameter at any timing between the timing when the calculation of the second parameter is completed (after S214) and the timing when the reward is given to the user (at the timing of S230), for example, to calculate a new first parameter (this new first parameter is used when the user wakes up after the next sleep). In other words, a value determined based on the growth items collected by the helping character while the user is asleep is added to the first parameter at any timing after the calculation process of the second parameter at the time the user wakes up is completed. As a result, the game system 1 can automatically provide the field character 602 with the growth items 650 automatically collected by the helper character while the user is sleeping, thereby increasing the first parameter. Therefore, even if the user does not play the game at all during the active period, the first parameter can be acquired as long as sleep measurement is performed. As a result, the second parameter is calculated as long as the user sleeps, so any user can enjoy the game without being left behind. Then, the game control unit 210 displays the home screen (S238) and repeats the process from S60. In other words, the same process is repeated from the first day of the unit game period to the day before the last day.

[0209] (Regarding the first parameter during the unit game period) During a unit game period, the first parameter of a field character increases through various processes, such as the "field character growth process using items / cooking" during the user's activity period, the "field character automatic growth process" during the activity period, and / or the "field character automatic growth process based on sleep." That is, the first parameter increases during at least the activity period on the nth day (n is an integer greater than or equal to 1) of the unit game period through the "field character growth process using items / cooking" or the "field character automatic growth process" during the activity period, is temporarily recorded as a sleep start parameter when the user starts to go to sleep, and is used to calculate a second parameter when the user wakes up on the n+1th day. After being used to calculate the second parameter, the first parameter is further increased by the "field character automatic growth process based on sleep" to become a new first parameter, and continues to increase during the activity period on the n+1th day in the same manner as on the nth day. In this way, during the unit game period, the first parameter gradually accumulates and increases as the days pass from the first day.

[0210] <(D) Processing the Last Day of the Unit Game Period> After granting a reward to the user, the game control unit 210 determines whether the day on which the reward was granted is the last day of the unit game period (S232). If it determines that it is the last day (Yes in S232), it executes processing for the last day. As shown in FIG. 19, first, the game control unit 210 resets the first parameter accumulated during the unit game period (S250). As a result, the first parameter is temporarily set to "0." Here, the game control unit 210 does not reset various parameters other than the first parameter and parameters related to the first parameter, but carries them over to the next unit game period. As an example, the game control unit 210 resets the following parameters or elements and carries over other parameters or elements to the next unit game period:

[0211] (Parameters or elements to be reset on the last day of the unit game period) First parameter - Field character evaluation determined based on the first parameter Mission information (Mission information)

[0212] (Parameters or elements carried over to the next unit game period) User rank - Various status of the helper character (level, skills, amount of sleep spent with the user, etc.) Possessed items (growth items and materials collected by the helper character but not given to the field character, items for improving intimacy, sleep aid items, and / or other items acquired or purchased in the game) Sleep Point Research note collection status (research note information) The collection status of the sleeping face picture book (i.e., the accumulated sleeping face picture book information) and the goal regarding the sleeping face picture book (for example, information regarding a predetermined goal proposed to the user by the game control unit 210 and aimed at completing the sleeping face picture book) Data related to the user's sleep (sleep data), information about the user's sleep rhythm (i.e., information about the user's sleep rhythm for a unit game period, for example, one week, and a predetermined evaluation of that information), sleep statistics (e.g., information about the time the user wakes up, information about the time the user goes to bed, etc.) -Stamp card information showing progress towards your bedtime goal

[0213] Next, the game control unit 210 displays a summary of the game evaluations for the unit game period (here, one week) on the display unit 300 (S252). For example, as shown in Fig. 20(a), the game control unit 210 displays a character evaluation 940, which is the evaluation of the field character 602 determined based on the total of the first parameters, on the display unit 300, and displays the total of the first parameters of the field character 602 for the unit game period and a breakdown of the total of the first parameters in an acquired parameter display area 942 near the character evaluation 940.

[0214] The evaluation of the field character 602 (shown as "Character Evaluation" and "Super 4" in FIG. 20(a)) is determined based on the total of the first parameters accumulated during the unit game period (shown as "Total Energy" and "60,106" in FIG. 20(a)). The evaluation may be higher depending on the size of the total of the first parameters. Note that the breakdown of the total of the first parameters accumulated during the unit game period, i.e., the amount of the first parameter increased by the growth item 650 (shown as "Energy from Berries" and "48,246" in FIG. 20(a)), the amount of the first parameter increased by cooking (shown as "Energy from Cooking" and "11,485" in FIG. 20(a)), and the amount of the first parameter increased by other factors (increases due to other factors are not shown in FIG. 20(a)), are displayed as numerical values ​​as shown in FIG. 20(a).

[0215] 20(b) and 20(c), the game control unit 210 displays, on the display unit 300, a rating display 950 of the user's overall rating, summary data 952 of the user's sleep (e.g., data on the appropriateness of the length of the user's sleep time, the proportion of sleep time spent in a predetermined depth of sleep, etc.), a summary graph 954 from the sleep start time to the wake-up time for each day within the unit game period, and / or sleep time details 956 for each day within the unit game period (i.e., the length of sleep time for each day), etc., as a summary of the game evaluation, as shown in FIG. 20(b) and FIG. 20(c). This allows the user to objectively grasp their own sleep status during the unit game period. Note that FIG. 20(b) and FIG. 20(c) are a continuous piece of information, and when the user swipes on the display unit 300 in FIG. 20(b), the game control unit 210 moves the information from FIG. 20(b) to FIG. 20(c) and displays it on the display unit 300.

[0216] After displaying the evaluation for one week, the game control unit 210 ends the game (sleep research) for the field 500 and field character 602 selected by the user on the first day of the unit game period. In this case, the game control unit 210 causes the display unit 300 to output an effect in which the user leaves the field 500 and the field character 602 bids farewell to the user. Next, the game control unit 210 causes the user to select a new field 500 as the first step of the process for starting the next unit game period (S254). The process in S254 is similar to the process in S54, and therefore a detailed description will be omitted. When the unit game period becomes the next unit game period (for example, if the first day of the first unit game period is Monday, the next week begins), the field changes to a new field, and a new field character is selected. In other words, the user can experience parting with the field character of the previous week and having a field character of a new field become his or her game partner when the unit game period up to the previous week ends and the unit game period moves to the next week.

[0217] However, the game control unit 210 also allows the user to select the same field 500 again. In this case, the game control unit 210 selects a field character that is different from the field character 602 in the previous unit game period, even though it is the same field 500.

[0218] When the user selects a new field, a new field character is selected, and predetermined favorite food information 604 and predetermined request information 606 are associated with the new field character. A new field character is also selected when the user selects a field that the user has previously selected as a new field. When the user selects a new field, the game control unit 210 causes the display unit 300 to display the favorite food information 604 and request information 606 for the new field. The user can refer to this display and organize a party of helper characters that will be advantageous in progressing through the game. For example, the user can consider including a helper character that is easy to collect a predetermined item indicated by the favorite food information 604 of the field character in the party, and / or including a helper character that is easy to collect cooking ingredients indicated by the request information 606 in the party. This allows the game system 1 to enjoy combining helper characters with field characters in party organization.

[0219] After the user selects a new field, the game control unit 210 executes the growth process of the helper character in the same manner as in S234 (S256). Next, the parameter control unit 206 automatically grows the newly selected field character by increasing the first parameter by a predetermined amount based on the user's sleep information (in this case, the sleep information on the last day of the previous unit game period) in the same manner as in S236 (S258). Then, the game control unit 210 displays the home screen (S260) and executes the processes from S60 onwards.

[0220] <(E) Other Processing> In the game system 1, the game control unit 210 can also execute the following various processes mainly during the user's activity period.

[0221] [(e-1) Main Menu] FIG. 21 shows an example of an outline of the main menu of the game displayed on the display unit of the game system according to this embodiment.

[0222] The game control unit 210 displays the following various menus 970 on the display unit 300 as part of the main menu, along with a sleep graph 960 showing the sleep score for the unit game period of the game currently being played by the user and an average sleep time 962. When the game control unit 210 receives a selection instruction for a predetermined menu from the user via the input unit 102, it displays predetermined information related to the selected menu on the display unit 300 and executes predetermined processing for that menu based on the user's predetermined instruction received within the selected menu. Note that the horizontal axis of the sleep graph 960 indicates the date and day of the week for each day included in the unit game period, and the vertical axis indicates the sleep parameters calculated for each day by the sleep parameter calculation unit 208. The average sleep time 962 may be the arithmetic mean of the sleep time calculated from the user's sleep information for each day within the unit game period.

[0223] Menu a): "Sleeping Face Picture Book" This menu displays on the display unit 300 information such as the sleeping faces of characters recorded in the sleeping face picture book information of the user information storage unit 218 (images of the sleeping faces and sleeping poses of characters that appeared in the sleep research and were acquired by the user through a predetermined instruction, as well as information such as the status and description of the characters). Note that special sleeping face characters are also recorded in the sleeping face picture book information. Here, if the sleeping face picture book information records one type of image of one character, another type of image of one character, and an image of one type of special sleeping face character corresponding to the one type of image of one character, the game control unit 210 can display the image of one type of special sleeping face character on the display unit 300, but does not display the images of the other types of special sleeping face characters on the display unit 300 because images of other types of special sleeping face characters corresponding to the other types of images are not recorded. Menu B): "Sleep Data" This is a menu for displaying the user's sleep information acquired by the sleep information acquisition unit 204 on the display unit 300. The sleep information displayed may include, for example, the user's average sleep time during a unit game period, the sleep time for each day during the unit game period, the actual depth and quality of sleep during the unit game period, and environmental audio data during sleep. Menu c): "Research Notes" This is a menu that allows the user to view the names and descriptions of various items that the user has discovered while playing the game (growth items, cooking ingredients, and other items given as game rewards, including various items that the user does not possess), and / or items (growth items) and dishes that the user has given to field characters. Menu d): "Sleep Analysis" This menu displays on the display unit 300 the analysis results of the user's sleep information acquired by the sleep information acquisition unit 204. Examples of the analysis results include the average sleep time for each day of the week calculated using the user's sleep information from past unit game periods, information about the user's sleep rhythm, and / or statistical information about the user's sleep. Note that the method of displaying the information about the time slots for waking up and going to bed as statistical information about the user's sleep is, for example, to plot time (with scales at predetermined time intervals, for example, 15-minute intervals) on the horizontal axis and the cumulative number of times the user woke up / went to bed during the corresponding time slots on the vertical axis. As an example, a graph of wake-up / bedtime periods is configured by marking the horizontal axis at 15-minute intervals and displaying the cumulative number of times the user woke up / went to bed between a certain time x and the time 15 minutes after that time x (for example, the number of times the user woke up between 7:30 and 7:45 is displayed as a bar graph at the position on the horizontal axis corresponding to 7:30 to 7:45, and the number of times the user woke up between 7:45 and 8:00 is displayed as a bar graph at the position on the horizontal axis corresponding to 7:45 to 8:00). Menu e): "Bags" This menu allows the user to refer to the names and descriptions of various items (growth items, cooking ingredients, and other items given as game rewards, etc.) that the user has acquired by playing the game, and which the user possesses at the time the user's selection instruction for the "Bag" is received. Menu f): "Social Research" In response to a user's instruction, the game control unit 210 provides predetermined information (for example, friend request information requesting a friend setting in which the user and another user become friends) to the terminal device 10 of the other user via the communication network 80, and if the other user agrees to the predetermined information, the user and the other user are set as friends. "Social Research" is a menu that allows the user to set predetermined game data to be shared with friends. Examples of information that can be set to be shared include the sleep score for that day, the value of the second parameter for that day, the sleep type for that day, the total sleeping time, the maximum value of the second parameter in the past, and the sleeping face of the character acquired by the user. The information that has been set to be shared can be referenced by other users on their terminal devices 10. Menu g): "Map Menu" This is a menu that displays a map of the virtual space in the game system 1. For example, it can display the entire virtual space and details of each field. Menu h): "Submenu" Various other menus may be included, such as a menu for changing the user's name, a menu for transferring game data when the user switches from the terminal device 10 to another terminal device, an account linking processing menu, notifications from game providers, etc.

[0224] [(e-2) Leveling up and evolving the helper characters] FIG. 22 shows an example of an outline of the flow of the level-up and evolution process of the helping character in the game system 1 according to this embodiment.

[0225] (Prerequisite for a Helping Character) First, the game control unit 210 can display the possessed character information stored in the user information storage unit 218 on the display unit 300, for example, in a manner in which the possessed character is contained in a predetermined box (character box). Then, when the game control unit 210 receives a predetermined operation instruction for the box from the user via the input unit 102, it displays the state of the box on the display unit 300. For each one or more characters in the box, the game control unit 210 displays the character's name, nature (personality), special points, energy parameters, experience points, level, condition information required for leveling up (leveling up conditions), skills, evolution information, condition information required for evolution (evolution conditions), helping ability (i.e., information about the types of growth items 650 that the character can easily collect in the field 500 and the maximum number that can be collected, and information about the types of materials and the maximum number that can be collected), sleeping time slept with the user, cumulative time in a party-organized state (the time of the user's active period in a party-organized state or the user's sleeping time in a party-organized state, or the total time of the user's active period in a party-organized state and the user's sleeping time in a party-organized state), time and place where the character met the user (i.e., the time when the user acquired the character they own and the name of the field).

[0226] The experience points (basic EXP) may be determined, for example, based on the length of the user's active period while the helping character is in the party, the length of the user's sleep time, and / or the type and number of predetermined items collected by the helping character during the active period (i.e., the type and number of items determined by lottery). The level is determined based on the cumulative value of the experience points acquired by the helping character (note that experience points can also be added by giving the helping character a predetermined "candy" item). The level-up condition may be, for example, the condition that the cumulative value of the experience points reaches a predetermined threshold (this threshold may increase according to the level). The evolution condition may be, for example, the helping character's level reaching a predetermined level and consuming a predetermined amount of a predetermined item (e.g., "candy").

[0227] Here, the helping ability improves as the character levels up. For example, the types of growth items 650 that are easy to collect and / or the maximum number that can be collected can be increased when the character exceeds a predetermined level. A skill is a special function possessed by each character, and is a function that generates an advantageous effect in the game. The game control unit 210 activates a skill at predetermined time intervals or when the input unit 102 receives a user instruction for a character with a skill, thereby generating an advantageous effect in the game (e.g., adding a predetermined value to a first parameter due to the activation of a skill, obtaining a predetermined item (e.g., an item that can be given to the helping character to gain experience points or an item used to evolve the helping character), collecting items before the collection time has elapsed, temporarily improving the helping ability, recovering the "energy" parameter, etc.). When a character's level increases, the number of skills also increases.

[0228] The type of skill that the character will possess is also determined by lottery when the character is granted to the user by lottery. In this case, when the game control unit 210 determines by lottery a character that is already recorded in the possessed character information in the user information storage unit 218, it may determine that the user already possesses the same character, and make it easier for the newly determined character to win a skill that provides a more advantageous effect than the character already possessed by the user.

[0229] Furthermore, the sleeping time slept together with the user is a numerical value obtained by accumulating the sleeping time of the user when the user sleeps while the character is organized into a party. When the user sleeps while the character is organized into a party, the sleeping time slept together with the user increases. Note that, apart from the sleeping time slept together with the user, a parameter representing the relationship between the user and the character may be increased according to the length of the sleeping time slept together with the user.

[0230] (Leveling up / evolving your helper characters) The game control unit 210 grants each of one or more helping characters organized into a party an experience value determined based on the length of the sleeping time included in the user's sleep information acquired by the sleep information acquisition unit 204, and an experience value determined based on the length of the activity period (S300). In this way, each helping character acquires experience value. The game control unit 210 determines whether the experience value acquired by the helping character has reached or exceeded a predetermined value (S302). This predetermined value may be different for each type and characteristic of the helping character. If the experience value acquired by the helping character has not reached or exceeded the predetermined value (No in S302), the game control unit repeats S300.

[0231] On the other hand, if the experience points acquired by the helping character reach or exceed a predetermined value (Yes in S302), the game control unit 210 enables the helping character to level up (S304). For example, when a predetermined operation instruction for a character box is received from the user via the input unit 102, the game control unit 210 displays the state of the box on the display unit 300. Then, the game control unit 210 displays information about the character selected by the user in response to the user's selection instruction. If it is possible to level up the character, the game control unit 210 displays on the display unit 300 that the level up is possible. Then, when a level up instruction for the character is received from the user, the game control unit 210 executes the level up of the character (S306). The level up improves the character's helping ability and / or imparts a predetermined skill (the type of skill may be determined by lottery). Note that the game control unit 210 may execute the level up of a character even without a user instruction.

[0232] Furthermore, the game control unit 210 determines whether the user possesses a predetermined number of predetermined items (S308). If the user does not possess the predetermined number of predetermined items (No in S308), the game control unit 210 repeats S300. If the user possesses the predetermined number of predetermined items (Yes in S308), the game control unit 210 enables the execution of evolution processing of the helper character (S310). Then, when an instruction to evolve the character is received from the user, the game control unit 210 executes evolution processing of the character in exchange for consuming a predetermined number of predetermined items possessed by the user (S312). This causes the character to become an evolved character after evolution. Note that the predetermined items may be one type or multiple types. The evolved character may have, for example, a larger amount of energy, a larger maximum number of growth items that can be possessed, a larger maximum number of materials that can be possessed, etc., than the pre-evolved character.

[0233] Note that a specific character can be evolved by sleeping with the user for a certain period of time. That is, instead of determining whether the user has a predetermined number of specific items in S308, the game control unit 210 executes evolution of the specific character when the user sleeps with the specific character in a party and the user's sleeping time or the cumulative time of the user's sleeping time is equal to or longer than a predetermined length of time (evolution time) (S312).

[0234] [(e-3) Manually changing sleep information] If the user forgets to measure sleep information, the game system 1 allows the user to manually acquire sleep information. Specifically, the game system 1 generates modified sleep information based on the user's manually entered bedtime and wake-up time, rather than using sleep information acquired by the sleep information acquisition unit 204 based on the measurement results of the sensor that uses the sleep measurement unit 11. The game system 1 can then use this modified sleep information instead of the sleep information to execute game event processing, restore specific parameters of characters such as a helper character owned by the user, and grant specific items to the user. This allows the game system 1 to facilitate the user's continued play even if the user forgets to acquire sleep information, for example.

[0235] First, when outputting the sleep report described in S206, for example, the game control unit 210 displays a predetermined operator on the display unit 300, as shown in FIG. 23, to accept a request / non-request to modify or register at least a portion of the sleep information, and accepts an instruction to modify the sleep information (S400). If the game control unit 210 accepts a user's operation input (hereinafter referred to as "manual input") in response to a request to register the operator via the input unit 102 (Yes in S400), the game control unit 210 outputs a form for accepting the modification or registration details to the output unit 100. Then, when the game control unit 210 acquires input details regarding the user's sleep start time and / or wake-up time in the form (hereinafter referred to as "manual input form") via the input unit 102, it generates modified sleep information based on the input details (S402). Next, the event determination unit 212 determines a game event to be generated based on the modified sleep information, and the game control unit 210 determines a predetermined process, such as a game effect, based on the modified sleep information (S404). The game control unit 210 accepts only the most recent sleep information as the user's input. The game control unit 210 may not accept a date and time that are more than a predetermined time in the past as the sleep start time and wake-up time. The game control unit 210 also does not accept manual input if the manually input sleep start time and / or wake-up time overlaps with the user's past sleep start time and / or wake-up time. The predetermined time from the time the manual input is accepted may be long enough to allow the user to input revised sleep information even if the timing at which the user realizes that they have forgotten to start sleep measurement for a certain day is later than the time they go to bed the next day. For example, the predetermined time may be within 30 hours.

[0236] On the other hand, if the game control unit 210 receives an operation input for the relevant operator via the input unit 102 indicating that at least a portion of the sleep information does not need to be modified or registered (No in S400), the event determination unit 212 determines a game event to be generated based on the sleep information acquired by the sleep information acquisition unit 204, and the game control unit 210 officially determines predetermined processing, such as a game effect, based on the sleep information (S404). If the sleep information acquisition unit 204 does not acquire any sleep information, the event determination unit 212 may predetermine game effects, etc. for the case where no sleep information is available, and may determine predetermined processing, such as the game effect, based on the predetermine game effect. After the game effect, etc. is officially determined based on the sleep information or the modified sleep information, the game control unit 210 confirms the content of the sleep information or the modified sleep information used to determine the game effect and prohibits partial or complete modification and / or registration until the user next starts sleeping (S406). That is, once the game effects, game events, etc. for the day the user wakes up are determined, the game control unit 210 prohibits the generation of changed sleep information by revising the sleep information or changed sleep information used by the game control unit 210 to determine the effects, etc. This prevents the user from rewriting the sleep information with appropriate content after determining the game effects, etc. based on changed sleep information using inappropriate sleep information and obtaining a reward.

[0237] [(e-4) Sleep path processing] The game system 1 can grant users a pass (sleep pass) that grants them a predetermined benefit by playing a sleep game. Two types of sleep passes can be set: a "normal pass" for non-paying users and a "premium pass" for paying users.

[0238] (Normal Path) The game control unit 210 may grant a normal pass to a user when the user starts the game (specifically, after the game starts and the tutorial ends). A user who possesses a normal pass will be granted the following benefits. Benefit a): Sleep points are awarded based on the sleep score calculated by the sleep parameter calculation unit 208. For example, one sleep point is awarded for each one point of the sleep score. Benefit b): The user's sleep data can be referenced for a predetermined number of days (for example, the past 60 days). In other words, with benefit b), the user can reference only the sleep data for a predetermined number of days, rather than all of their own sleep information recorded in the sleep information storage unit 218. Note that the sleep information in the user information storage unit 218 records all of the sleep information from the time the user starts the game, but for users who play the normal path, only the sleep information from the current time up to a predetermined number of days back can be referenced, rather than all of the sleep information.

[0239] The game control unit 210 can provide an exchange within the game where predetermined items can be acquired in exchange for consuming sleep points. A user who possesses a normal pass can acquire predetermined items in exchange for consuming sleep points at the "normal exchange." The "normal exchange" can be used by any user who possesses a sleep pass, regardless of the type of sleep pass.

[0240] (Premium Pass) The game control unit 210 grants a premium pass to a user in response to the user's payment of real currency (purchase price). A user who possesses a premium pass is granted the following benefits. The premium pass may be a subscription plan. The usage fee may be paid, for example, monthly or every six months. Benefit a): This benefit is the same as benefit a) of the normal pass. Benefit b'): Allows users to view their sleep data and sleep statistics without time limit. Benefit c): Increases the amount of friend points a character receives from items used to improve intimacy by a certain amount. Benefit d): A certain number of sleep points (e.g., 100 points) will be awarded every day. Benefit e): At the "Premium Exchange", which is available only to users with a Premium Pass, you can acquire designated items in exchange for consuming Sleep Points. The "Premium Exchange" is an exchange where you can acquire items that cannot be acquired at the "Normal Exchange". Benefit f): Once a month, a predetermined amount of sleep points (e.g., 1,000 points) is awarded, along with an item (e.g., a camping ticket. When the user chooses to consume the camping ticket, the game effect generated by the camping set 770 is enhanced for a predetermined period of time) that enhances the game effect. The game control unit 210 can also display on the display unit 300 the timing at which a predetermined benefit can be obtained by using the camping ticket (e.g., the timing at which a new predetermined character appears on the field) so that the user can recognize it. Benefits g): Each time you use the Premium Pass continuously for a specified period (for example, 3 months), you will be given a specified item. Benefit h): After performing a single sleep measurement, you can use the sleep memo function, which allows you to record any memo you like. Note that information about the sleep memo is stored in the information terminal 10, not on a server, and the stored sleep memo can be output to the output unit 100 only if you have a premium pass. Benefit i): A compensation bonus is awarded in the event that a user forgets to perform sleep measurement. In other words, if a user forgets to perform sleep measurement, the sleep information acquisition unit 204 cannot acquire sleep information, and therefore sleep research cannot be performed. Therefore, benefit i) may be awarded if manual corrections as described above in [(e-3) Manually Entering Sleep Information] are not accepted. In other words, in benefit i), manual corrections to sleep information on the day on which sleep measurement was forgotten are not accepted for users who forget to perform sleep measurement. However, a predetermined compensation bonus corresponding to the day on which sleep measurement was forgotten is awarded the next time the user sleeps. However, even if manual corrections as described above in [(e-3) Manually Entering Sleep Information] are accepted, the following benefits i-1) and i-2) may be awarded to the user. In other words, from the perspective of continuously recording the user's sleep information, it is preferable to accept manual corrections. In this case, the game system 1 can grant only the privilege i-1) and the privilege i-2) to the user, or can use the modified sleep information instead of the sleep information to grant the privilege i-1) and the privilege i-2) to the user along with the execution of processes such as event processing and the recovery of specified parameters of characters such as a helping character possessed by the user.

[0241] Specifically, this predetermined compensation bonus may be any of the following: Benefit i-1): If the user performs sleep measurement on the day after forgetting to perform sleep measurement, a specified item corresponding to a specified amount of sleep time will be awarded. Benefit i-2): If the user forgets to take a sleep measurement, the user will be given a ticket that can be used to acquire a specific item that corresponds to a specific amount of sleep at a time of their choosing. The user can acquire the specific item by consuming the ticket at a time of their choosing. Benefit i-3): If a user forgets to take a sleep measurement, the user can manually correct the sleep information as described in [(e-3) Manually Entering Sleep Information]. In other words, [(e-3) Manually Entering Sleep Information] is not normally possible (for example, users with a normal pass cannot do this), but only users with a premium pass can manually enter sleep information a certain number of times.

[0242] The tickets for benefit i-2) may be given to the user all at once, for example, when the expiration date of the premium pass is renewed. The game control unit 210 may refer to the day of the week on which the user forgot to take a sleep measurement, obtain the user's past sleeping hours for that day from the user information storage unit 218, and calculate the average sleeping hours of the obtained past sleeping hours for that day. The game control unit 210 may then provide the user with a predetermined item or the like determined based on the calculated average sleeping hours as a compensatory bonus.

[0243] [(e-5) Field Bonus Processing] When the user selects a new field, the game control unit 210 can also grant the user a predetermined bonus for calculating the first parameter on the field on which the user has been playing the game (the field on which the user played the game during the previous unit game period).

[0244] As a premise, an increase multiplier may be preset for each field for the effect of an item, etc. used to increase the first parameter, i.e., a growth item, a dish, and / or a skill of a helper character (e.g., adding a predetermined value to the first parameter when a skill is activated). The increase multiplier may be different or the same for each type of item, dish, and / or skill. Here, from the perspective of ease of calculation, an example will be described in which the increase multiplier is the same regardless of the type of item, dish, and skill. Specifically, at the start of the game, an increase multiplier is set in association with each field. The initial value of the increase multiplier may be "1.0." Therefore, when a user plays the game for the first time in that field, the increase multiplier is "1.0," and therefore the value associated with the item that the helper character gives to the field character, the cooking parameter of the dish, and the predetermined value for the skill effect are all initial values, initial cooking parameters, and initial predetermined values.

[0245] Then, the game control unit 210 increases the increase multiplier of the field on which the user has been playing the game (old field) at the timing of transition from one unit game period to the next unit game period, i.e., at the timing of the user selecting a new field. In this case, the game control unit 210 increases the increase multiplier associated with the old field (as an example, at the timing of the end of the unit game period in which the user first selected the old field and transition to the next unit game period, the increase multiplier of the old field is increased by 15% to "1.15". This increase amount may be set appropriately). As a result, for example, if a user selects a field for the first time in a unit game period and the specified value associated with one growth item is "100," the amount of the first parameter increased by that growth item in that unit game period will be "100." However, if the user selects that field again in another unit game period (the second selection), the increase multiplier will increase (for example, by +15%), so the value associated with that growth item in that other unit game period will be "115," and the amount of the first parameter increased by that growth item in that other unit game period will also be "115."

[0246] The game control unit 210 stores an increase multiplier associated with each field, and at each transition from one unit game period to the next, increases the increase multiplier of the field selected by the user during that unit game period by a predetermined amount, thereby updating the stored increase multiplier. An upper limit can be set for the increase multiplier of a field (for example, the upper limit of the increase multiplier can be set to a maximum of 200%). When a user fulfills a predetermined condition, for example, when a predetermined mission is completed a predetermined number of times in the game, the upper limit of the increase multiplier may be raised by a predetermined amount (for example, the upper limit of the increase multiplier can be raised from a 200% increase to a 300% increase). When the game control unit 210 displays information about fields selectable by the user on the display unit 300 at the time the user selects a field, the game control unit 210 may display the increase multiplier of each field together with the field information 510 to help the user select a field.

[0247] Therefore, in the game system 1, the increase multiplier of the field selected by the user in one unit game period is increased when the game moves from one unit game period to the next (for example, when the week changes), so the user can easily increase the first parameter simply by repeatedly selecting the field and playing the game (in other words, the evaluation of the field character is more likely to improve, and it becomes easier to encounter sleeping characters with higher rarity).

[0248] [Game Program] Each of the components of the game system 1 according to this embodiment shown in FIGS. 1 to 23 can be realized by having a processor such as a central processing unit (CPU) execute a program (i.e., a game program), that is, by software processing. Alternatively, each of the components can be realized by writing a program in advance into hardware such as an integrated circuit (IC), which is an electronic component. Note that software and hardware can also be used together.

[0249] That is, the game program according to this embodiment is a game program to be executed by a computer that includes a processor and a memory and manages the execution of a game that uses sleep information related to a user's sleep. The game program according to this embodiment can be pre-installed in, for example, an IC or a ROM. The game program can also be provided as a computer program by recording it in an installable or executable file format on a computer-readable recording medium, such as a magnetic recording medium, an optical recording medium, or a semiconductor recording medium. The recording medium storing the program may be a non-transitory recording medium, such as a CD-ROM or a DVD. Furthermore, the game program can be pre-stored on a computer connected to a communication network, such as the Internet, and provided by downloading it via the communication network.

[0250] The game program of this embodiment acts on the CPU and the like to cause the game program to function as the sleep measurement unit 11, output unit 100, input unit 102, input screen 104, input control unit 106, input acquisition unit 200, output control unit 202, sleep information acquisition unit 204, parameter control unit 206, sleep parameter calculation unit 208, game control unit 210, event determination unit 212, storage unit 216, user information storage unit 218, game information storage unit 220, character information storage unit 222, field character information storage unit 224, and cooking information storage unit 226, which are described in Figures 1 to 23.

[0251] [Effects of the embodiment] The game system 1 according to this embodiment provides a field character with predetermined items and the like during the user's active period, and adds values ​​associated with the predetermined items and the like to the first parameter of the field character to increase the first parameter and thereby develop the field character. The game system 1 then stores the first parameter when the user sleeps as a sleep start parameter. After the user wakes up, the game system 1 calculates a second parameter by multiplying the sleep start parameter by a sleep parameter calculated based on the user's sleep information. The game system 1 then determines game events to be generated in the game based on the calculated second parameter and generates game event information related to the game events. The larger the second parameter, the more likely a game event advantageous to the user (or preferable to the user) will occur. In other words, since the game system 1 uses multiplication to calculate the second parameter, the user can increase the second parameter and generate a game event preferable to the user by sleeping for an appropriate length of time, even if the user is not immersed in game operations during the active period (typically, during the daytime). As a result, in the game system 1, the user can sleep for an appropriate length of time in a sleep game that uses the user's sleep information, thereby making the game more interesting.

[0252] Furthermore, the game system 1 can increase the first parameter (i.e., prevent the first parameter from becoming "0") by having a helper character owned by the user automatically collect predetermined items, even if the user does not perform any game operations during the user's activity period. As a result, the game system 1 can calculate the second parameter as long as the user sleeps, thereby preventing the user from becoming too absorbed in the game during the activity period. That is, since all users sleep, the game system 1 makes it easy to accumulate a minimum first parameter even if the amount of game play time or number of game plays during wakefulness is small (or even if the user does not play the game), so that as many users as possible are not left behind in the sleep game. As a result, the game system 1 can maintain the user's motivation to continue playing the sleep game and enable the user to get an appropriate amount of sleep.

[0253] To explain this from a different perspective, the first parameter is accumulated automatically even if the user does not perform game operations. In conventional games, for example, even if a login bonus is available, the login bonus is not given to the user unless the user logs into the game. On the other hand, in the game system 1 according to this embodiment, as described above, the minimum amount of the first parameter required to play the game is accumulated without the user's operation. Therefore, even if the user does not play the game in the game system 1 for a while, the first parameter is accumulated automatically, so that even if there is a user who has once left the game, the motivation of the user to resume the game can be maintained and increased.

[0254] Furthermore, in the game system 1, the first parameter is carried over from day to day within a unit game period, so the second parameter tends to be larger in the latter half of the unit game period. Therefore, the game system 1 can maintain and increase the motivation of a user who has started a game in a certain unit game period to continue playing the game.

[0255] Although the embodiments of the present invention have been described above, the above-described embodiments do not limit the scope of the invention as claimed. It should be noted that not all of the combinations of features described in the embodiments are necessarily essential to the means for solving the problems of the invention. Furthermore, the technical elements of the above-described embodiments may be applied independently, or may be divided into multiple parts, such as program components and hardware components, and then applied. [Explanation of symbols]

[0256] 1. Game System 10 Terminal Equipment 11 Sleep measurement section 20 servers 80 Communication Network 100 Output section 102 Input section 104 Input Surface 106 Input control section 200 Input acquisition unit 202 Output control section 204 Sleep information acquisition unit 206 Parameter control section 208 Sleep parameter calculation unit 210 Game control unit 212 Event Decision Department 216 Storage Unit 218 User information storage section 220 Game Information Storage Unit 222 Character information storage section 224 Field character information storage section 226 Cooking information storage section 300 Display 400 Sleep Button 402 Measurement end button 404 Time display 406 Date Display 410 Alarm setting area 412 Sleep Sound Setting Area 420 Button 500 Fields 510 Field Information 520 Select button 600, 602 Field Characters 604 Favorite Food Information 606 Request Information 630 First parameter display area 632 Acquisition Parameters 650 Growth Items 660 Food Images 662 Cooking 670, 672 Cooking execution button 700, 702, 704 characters 710 Illustrated Book Description 712 Image list display area 714 stored images 720 acquired images 722 Today's Picture 730 Friend Points Display 740, 742, 744 Discovered characters 750 Recovery 752 Experience Points Earned 760 Helper Character 764 Automatically acquired parameter display area 766 Automatically Acquired Parameters 770 Camping Set 772, 780, 782 Item Set Button 774 Cooking Start Button 790 Goal Setting Button 800 Second Parameter 802 Breakdown 900 Sleep Reports 902 Sleep parameters 904 Sleep time 906 Sleep Graph 908 Recording Data 910 Sleep content display area 912 Sleep type display area 920 User rank display area 922 Reward display area 930 Research Fee Display Area 932, 934, 936 Reward display area 940 Character Rating 942 Acquired parameter display area 950 ratings displayed 952 Summary Data 954 Summary Graph 956 Sleep time details 960 Sleep Graph 962 Average sleep time 970 Various Menus

Claims

1. A game program to be executed by a computer having a processor and a memory, the computer managing the execution of a game using sleep information related to a user's sleep, The game program causes the processor to: displaying the object when the user wakes up; modifying the value of a parameter of the object based on the user's selection; a step of setting a maximum value for the parameter value, and allowing the user to possess the object when the parameter value reaches the maximum value; If the value of the parameter does not reach the maximum value, the value of the parameter is carried over to the next day or later after the time of waking up. A game program that executes the above.

2. After the sleep measurement of the user, granting the user an item that can be acquired by the user without purchase and that can improve the value of the parameter. Then run 2. The game program according to claim 1, wherein the step of changing the parameter value changes the parameter value of the object by giving the item to the object.

3. 3. The game program according to claim 2, wherein the step of changing the parameter value automatically gives the item to the object if a predetermined instruction is not given by the user.

4. The game program according to claim 2, wherein the inheriting step inherits the value of the parameter after the value of the parameter is changed in the step of changing the value of the parameter and the value of the parameter after the change does not reach the maximum value of the parameter.

5. 2. The game program according to claim 1, wherein the displaying step displays an object determined by lottery.

6. A game system comprising means for executing all of the steps executed in the invention according to any one of claims 1 to 5.

7. 10. An information processing device comprising a game control unit and a storage unit, wherein the game control unit executes all of the steps executed in the invention according to any one of claims 1 to 5.

8. A server comprising a game control unit and a storage unit, wherein the game control unit executes all of the steps executed in the invention according to any one of claims 1 to 5.

9. 1. A computer-implemented method comprising a processor and a memory, the method comprising: A gaming method in which the processor executes all of the steps executed in the invention according to any one of claims 1 to 5.

Citation Information

Patent Citations

  • Game system, game method, game program, and information processing device

    JP2022161264A