Game server, program, method, game system, and information processing terminal

The game server and terminal system addresses the lack of motivation in traditional alarm clocks by integrating wake-up time into a virtual life form training game, promoting a morning-oriented lifestyle and enhancing health management through engaging events.

JP2025188254APending Publication Date: 2025-12-25THE POKEMON CO
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Patent Information

Application Number
JP2025175265
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-10-17
Publication Date
2025-12-25

AI Technical Summary

Technical Problem

Existing alarm clock devices fail to motivate users to wake up smoothly and do not effectively integrate with health management systems to encourage a regular lifestyle.

Method used

A game server and terminal system that manages a virtual life form training game, acquiring and processing the user's wake-up time to generate events and incentives within the game, promoting a morning-oriented lifestyle.

Benefits of technology

Motivates users to enjoy waking up in the morning and maintain a regular lifestyle, enhancing health management through engaging game events based on wake-up times.

✦ Generated by Eureka AI based on patent content.

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Abstract

To give a motivation to a user for enjoying waking up in the morning and lead him or her to sufficient awakening by generating a raising event when the user wakes up in the morning in a virtual living body raising game.SOLUTION: A game server for managing the progress of a virtual living body raising game includes: an acquisition part for acquiring the wake-up time of a user; and a processing part for executing processing on the raising game according to the acquired wake-up time. Since waking up in the morning leads to raising of the virtual living body, the user can maintain a motivation for living a morning type life while enjoying the raising game.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present disclosure relates to a game server, a program, a method, a game system, and an information processing terminal. [Background technology]

[0002] In recent years, there has been a technology that encourages users to continually check measured health information to raise awareness of health management. For example, Patent Document 1 discloses an invention that executes game processing in conjunction with the user's sleep status, motivating the user to continually check the measurement and analysis results of information related to sleep. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] International Publication No. 2016 / 021235 Summary of the Invention [Problem to be solved by the invention]

[0004] For health management, it is important to continuously lead a regular life by waking up in the morning and going to bed at a set time. Generally, to wake up at a set time, an alarm clock device with an alarm function added to a watch is used. However, with this type of alarm clock device, it is difficult to guide the user to wake up smoothly, and it does not lead to improving motivation to wake up in the morning.

[0005] Furthermore, the invention described in Patent Document 1 merely reflects parameters based on information about sleep itself, such as sleep duration and sleep quality, in the game, and therefore does not provide much motivation to get up in the morning.

[0006] Therefore, the present invention has been made in consideration of the above-mentioned problems, and its object is to provide a game server, program, method, game system, and information processing terminal that manages the progress of a virtual life form breeding game in which a breeding event occurs when the user wakes up in the morning, motivating the user to enjoy getting up in the morning and leading to sufficient awakening. [Means for solving the problem]

[0007] In order to achieve the above-mentioned objective, the game server of the present disclosure is a server that manages the progress of a virtual life form training game, and is equipped with an acquisition unit that acquires the user's wake-up time, and a processing unit that executes processing related to the training game according to the acquired wake-up time.

[0008] In addition, in order to achieve the above-mentioned objective, the program disclosed herein is a program that manages the progress of a virtual life form training game, and causes a computer to function as an acquisition unit that acquires the user's wake-up time and a processing unit that executes processing related to the training game according to the acquired wake-up time.

[0009] In addition, in order to achieve the above-mentioned objective, the method disclosed herein is a method for managing the progress of a virtual life form raising game, and includes a step of acquiring a user's wake-up time, and a step of executing processing related to the raising game according to the acquired wake-up time.

[0010] In addition, in order to achieve the above-mentioned objectives, the game system of the present disclosure is a system in which a game server that manages the progress of a virtual life form training game and a user terminal are connected via a network, and the game server includes an acquisition unit that acquires the user's wake-up time and a processing unit that executes processing related to the training game according to the acquired wake-up time.

[0011] In addition, in order to achieve the above-mentioned objective, the information processing terminal of the present disclosure is an information processing terminal that executes a virtual life form raising game, and is equipped with an acquisition unit that acquires the user's wake-up time, and a processing unit that executes processing related to the raising game according to the acquired wake-up time. [Effects of the Invention]

[0012] According to the present disclosure, it is possible to motivate a user to enjoy waking up in the morning and to lead the user to be sufficiently awakened. [Brief explanation of the drawings]

[0013] [Figure 1] FIG. 1 is a configuration diagram of a game system 1. [Figure 2] FIG. 2 is a functional block diagram showing an example of the functional configuration of a user terminal 100. [Figure 3] 2 is a functional block diagram showing an example of the functional configuration of the game server 200. FIG. [Figure 4] 10 is a flowchart showing an example of processing in the user terminal 100. [Figure 5] 10 is a flowchart showing the processing in the game server 200. [Figure 6] FIG. 10 is a diagram illustrating an example of a positive event. [Figure 7] FIG. 10 is a diagram showing an example of a bonus event. [Figure 8] FIG. 10 is a diagram illustrating an example of a negative event. [Figure 9] 10 is a flowchart showing a modified example of the processing in the game server 200. [Figure 10] 10 is a flowchart showing a modified example of the processing in the game server 200. [Figure 11] FIG. 2 is a functional block diagram showing an example of the functional configuration of a user terminal 300. DETAILED DESCRIPTION OF THE INVENTION

[0014] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In all drawings describing the embodiments, common components are designated by the same reference numerals, and repeated explanations will be omitted. Note that the following embodiments do not unduly limit the content of the present disclosure described in the claims. Furthermore, not all of the components shown in the embodiments are necessarily essential components of the present disclosure.

[0015] <Embodiment 1> Fig. 1 is a configuration diagram of a game system 1. The configuration of the game system 1 according to the first embodiment will be described with reference to Fig. 1.

[0016] The game system 1 includes a user terminal 100 and a game server 200, which are communicatively connected via a network NW. The network NW is configured from a WAN (World Area Network), a LAN (Local Area Network), or the like.

[0017] 1 shows only one user terminal 100, but in this embodiment, the game system 1 includes multiple user terminals 100, each provided for a different user. The game system in this embodiment generates a training event when the user wakes up in the morning in a virtual creature training game, thereby motivating the user to enjoy waking up in the morning and waking the user up sufficiently.

[0018] The user terminal 100 detects the user's wake-up time and transmits it to the game server 200. The wake-up time indicates the time when the user wakes up, and may be, for example, the time when the user gets up from bed or the time when the user transitions from a sleep state to an awakened state.

[0019] The game server 200 is a game server that manages the progress of a game for raising virtual creatures, and provides a game service for raising virtual creatures in response to requests from the user terminals 100. For example, the game server 200 distributes a game program to the user terminals 100 that have accessed the game server 200 via the network NW, and the game program is executed on the user terminals 100. The user terminals 100 that have executed the game program transmit the user's wake-up time and input for the raising game to the game server 200.

[0020] The game server 200 acquires the wake-up time from the user terminal 100 and stores it as a sleep history. Then, the game server 200 executes processing related to the training game based on the wake-up time based on the sleep history and the acquired wake-up time, and transmits information related to the progress of the training game to the user terminal 100.

[0021] As described above, in this embodiment, the user terminal 100 detects the user's wake-up time and transmits the wake-up time to the game server 200. Furthermore, the game server 200 executes processing related to the training game based on the wake-up time and transmits the processing results to the user terminal 100. That is, the user can enjoy waking up in the morning and feel fully awakened by the training game in which the user's wake-up time is used as game input.

[0022] 2 is a functional block diagram showing an example of the functional configuration of the user terminal 100. Note that the user terminal 100 of this embodiment may have a configuration in which some of the components (units) of FIG. 2 are omitted.

[0023] The user terminal 100 is an information processing device, and in this embodiment, is a multi-function device such as a smartphone, feature phone, tablet computer, laptop computer, desktop computer, portable game console, stationary game console, wearable terminal such as a head-mounted display, or a multi-function television receiver (smart TV) with information processing capabilities.

[0024] That is, the user terminal 100 has various functions that a general multifunction device has (for example, an input function, an output (display) function, an information processing function, a network communication function, a sensor function, a call function, a camera function, etc.).

[0025] The network communication function is a communication function via the Internet or the like and / or a communication function via a mobile communication network. The user terminal 100 may be realized by installing a predetermined function in an off-the-shelf multifunction device. In this embodiment, the user terminal 100 is used not only as the multifunction device but also to detect the wake-up time and to run the training game.

[0026] The user terminal 100 includes a communication unit 110 , an input unit 120 , an output unit 130 , a storage unit 140 , a sensor unit 150 , and a processing unit 160 .

[0027] The communication unit 110 performs various controls for communicating with the game server 200 via the network NW, and its functions can be realized by hardware such as various processors or communication ASICs, programs, etc.

[0028] The input unit 120 is an interface for receiving input from the user and sends the user's input to the processing unit 160. The input unit 120 is, for example, a touch panel, buttons, a microphone, or a controller. Note that sensing data detected by the sensor unit 150, which will be described later, may also be used as input from the user. The user can make inputs to the training game via the input unit 120.

[0029] The output unit 130 is, for example, a display device such as a display or an audio output device such as a speaker, and displays and outputs various images and sounds generated in the user terminal 100 in response to input to the input unit 120, and displays and outputs various images and sounds based on data received from the game server 200. The output unit 130 includes an artificial intelligence-equipped speaker (smart speaker).

[0030] The output unit 130 may also have a notification function that prompts the user to wake up using sound (such as an alarm), light, vibration, or the like. For example, when a set time arrives or approaches, the output unit 130 may output the cry or movement (vibration) of a virtual creature, or light that evokes the image of that virtual creature. Furthermore, the output unit 130 may output the cry or music of an item or other virtual creature different from the virtual creature the user is raising, to make the user look forward to the progress of the game. This can motivate the user to wake up in the morning.

[0031] The storage unit 140 is a storage device for storing programs and various data for causing the computer to function, and may include a temporary storage area and storage.

[0032] The sensor unit 150 is a variety of devices that detect various states of the user terminal 100. The sensor unit 150 is, for example, an attitude sensor (acceleration sensor or gyro sensor) that detects the attitude and tilt of the terminal itself, a gaze sensor that detects the direction of the user's line of sight, an optical sensor that detects the ambient brightness, or an infrared sensor that detects the user's movements. The sensor unit 150 may also be a microphone that collects sounds around the user terminal 100, a humidity sensor that detects the humidity around the user terminal 100, a geomagnetic sensor that detects the magnetic field at the location of the user terminal 100, or the like.

[0033] The sensor unit 150 may also detect various types of information using the above-described sensor functions. For example, the sensor unit 150 may use the acceleration sensor function to detect the number of steps taken by the user holding the user terminal 100. The sensor unit 150 may also use the acceleration sensor function to detect operation information indicating whether the user terminal 100 is moving or stationary at regular intervals or each time the user terminal 100 moves. The sensor unit 150 may also detect the position of the user terminal 100 using a Global Navigation Satellite System (GNSS). The sensor unit 150 sends the sensing data detected as described above to the processing unit 160.

[0034] The sensor unit 150 may also be an information processing terminal (so-called wearable terminal) that can be worn by the user and is communicatively connected to the user terminal 100, such as a wristwatch-type or ring-type terminal, and detects the user's biological information. The sensor unit 150 determines the user's heart rate, for example, by photoplethysmography, and sends it to the processing unit 160 as sensing data. Note that the sensing data detected by the sensor unit 150 is not limited to this, and the sensor unit 150 may also detect biological information related to the user's sleep, such as breathing, pulse, and body movement.

[0035] The processing unit 160 executes various information processes executed in the user terminal 100. The processing unit 160 has a CPU (Central Processing Unit) and memory. In the user terminal 100, the CPU uses the memory to execute an information processing program stored in the storage unit 140, thereby executing the various information processes. In this embodiment, the processing unit 160 executes, as the information processes, processes such as calculating a wake-up time and presenting information related to the progress of the training game received from the game server 200 to the user. Furthermore, when the user terminal 100 operates as a multi-function device, the processing unit 160 executes information processes for realizing each function. Furthermore, the processing unit 160 acquires the current date and time using a system clock.

[0036] The processing unit 160 calculates the user's wake-up time based on the sensing data sent from the sensor unit 150. The processing unit 160 then instructs the communication unit 110 to transmit the calculated wake-up time to the game server 200. The wake-up time may be calculated using a sleep analysis function provided in a general multi-function device as described above. The method for calculating the wake-up time may be set by a developer of the training game, for example. For example, the wake-up time may be set to the time when the user performs an operation to wake up a virtual creature in the training game, or the time when the user terminal 100 receives an input from the user indicating that the user has woken up (e.g., turning off an alarm). The operation to wake up the virtual creature may be, for example, tapping the virtual creature displayed on the display or shaking the terminal. The processing unit 160 may also be configured to transmit the sensing data sent from the sensor unit 150 to the game server 200 via the communication unit 110, and the game server 200 may calculate the wake-up time.

[0037] 3 is a functional block diagram showing an example of the functional configuration of the game server 200. Note that the game server 200 of this embodiment may have a configuration in which some of the components (units) of FIG. 3 are omitted.

[0038] The game server 200 includes a communication unit 210, an acquisition unit 220, a storage unit 230, and a processing unit 240.

[0039] The communication unit 210 performs various controls for communication with the user terminal 100 via the network NW, and its functions can be realized by hardware such as various processors or communication ASICs, programs, and the like.

[0040] The acquisition unit 220 acquires the wake-up time received by the communication unit 210 from the user terminal 100 and sends it to the storage unit 230 .

[0041] The storage unit 230 is a storage device for storing programs and various data for causing the computer to function, and includes a wake-up history 231 and game information 232.

[0042] The wake-up history 231 stores (accumulates) the wake-up time of the user acquired by the acquisition unit 220. The game information 232 stores information related to the virtual creature raising game. The memory unit 230 may include a temporary storage area or storage. The memory unit 230 may also be configured to store sensing data received by the communication unit 210 from the user terminal 100.

[0043] The processing unit 240 executes various information processes executed in the game server 200. The processing unit 240 has a CPU and a memory, and various information processes are executed by the CPU using the memory to execute an information processing program stored in the storage unit 230. In this embodiment, the processing unit 240 executes processing related to the training game as the above-mentioned information processing based on the wake-up time stored in the wake-up history 231. The processing unit 240 may also execute processing related to the training game based on various information detected by the user terminal 100. The processing result related to the training game is transmitted to the user terminal 100. The processing unit 240 may also perform processing to progress the training game in accordance with a random number result corresponding to the acquired wake-up time. The processing unit 240 also acquires the current date and time using a system clock.

[0044] In this embodiment, the term "server" refers not only to a single information processing device (i.e., a server device), but also to the entire group of server devices (i.e., a server system) when the server is made up of multiple server devices. In this embodiment, the game server 200 is described as an integrated configuration, but the game server 200 may be configured to include multiple server devices divided according to their functions and / or roles. For example, the game server 200 may be configured to include a data server that stores the wake-up time acquired from the user terminal 100, and a service server that provides game services based on the wake-up time. Furthermore, when a service that provides items is provided as part of the game service, the game server 200 may be configured to include a shop server that provides items and handles billing.

[0045] FIG. 4 is a flowchart illustrating an example of processing in the user terminal 100. An example of processing in the user terminal 100 will be described with reference to FIG. 4. The user terminal 100 may use an input operation from the user indicating that the user wants to go to bed as a trigger to start processing. The input operation indicating that the user wants to go to bed may be, for example, an operation to pause the raising game or an operation to put the virtual creature to sleep (such as stroking the virtual creature via a touch panel or turning off the lights used by the virtual creature). The user terminal 100 also constantly performs sensing using the sensor unit 150 and can detect when the user has gone to bed from sensing data (e.g., device movement, ambient brightness, sound, etc.). When a predetermined time for the user to go to bed approaches, the virtual creature may appear sleepy or the game world may become night, encouraging the user to go to bed.

[0046] In step S401, the processing unit 160 of the user terminal 100 instructs the sensor unit 150 to perform sensing. Specifically, the sensor unit 150 senses the movement of the user terminal 100 and biological information such as the user's heart rate. The processing unit 160 acquires sensing data from the sensor unit 150.

[0047] In step S402, the processing unit 160 determines whether or not the wake-up time can be calculated based on the sensing data sent from the sensor unit 150. If the processing unit 160 determines that the sensing data obtained is insufficient to calculate the wake-up time (N in step S402), the process returns to step S401.

[0048] Otherwise (Y in step S402), the processing unit 160 calculates the wake-up time, and the process proceeds to step S403. For example, the processing unit 160 may detect a change in the posture of the user terminal 100 from the sensing data, determine that the user has woken up, and calculate the time when the change occurred as the wake-up time. Also, for example, the processing unit 160 may detect a change in the user's heart rate from the sensing data, and if the change matches a pre-stored heart rate pattern at the time of wake-up, determine that the user has woken up and calculate the time when the change occurred as the wake-up time. Alternatively, the processing unit 160 may detect that the user has woken up by tapping a virtual creature displayed on the display or shaking the terminal, and determine that the user has woken up, and the detected time as the wake-up time. However, the calculation of the wake-up time is not limited to these, and any known calculation method may be adopted.

[0049] In step S403, the processing unit 160 instructs the communication unit 110 to transmit the calculated wake-up time to the game server 200.

[0050] In step S404, the communication unit 110 receives the game information transmitted from the game server 200 in accordance with the wake-up time transmitted in step S403, and sends it to the processing unit 160.

[0051] In step S405, the processing unit 160 instructs the output unit 130 to output the game information received in step S404, and then ends the process.

[0052] Fig. 5 is a flowchart showing the processing in the game server 200. An example of the processing in the game server 200 will be described with reference to Fig. 5. In Fig. 5, the game server 200 uses the receipt of a wake-up time from the user terminal 100 as a trigger to start the processing.

[0053] In step S501 , the acquisition unit 220 of the game server 200 acquires the user's wake-up time transmitted from the user terminal 100 via the communication unit 210 , and sends it to the storage unit 230 .

[0054] In step S502, the storage unit 230 stores the wake-up time in the wake-up history 231 as the wake-up history.

[0055] In step S503, the processing unit 240 determines whether the wake-up time acquired in step S501 is in the morning time zone. The morning time zone is the time when people generally start their activities, for example, from about 6:00 AM to about 9:00 AM. Note that the time zone may be set arbitrarily by the user or the game developer, but a time zone up to 9:00 AM is preferable.

[0056] The processing unit 240 determines an event (described in detail in steps S504, 506, and 507) to be generated in the training game based on a determination of whether the wake-up time is in the morning. This is based on the following reason. It is generally believed that humans have a morning-oriented lifestyle, and that waking up in the morning regulates the rhythm of life and maintains good health. Therefore, in this embodiment, the game is played during the morning hours, which motivates the user to wake up in the morning. For users who enjoy the game, waking up in the morning is no longer a struggle, but rather becomes something to look forward to. Furthermore, by adopting a morning-oriented lifestyle, users will be able to stay in good health.

[0057] In step S503, if the processing unit 240 determines that the wake-up time is not in the morning time zone (N in step S503), in step S504, the processing unit 240 performs processing to generate a negative event in the training game, and stores the processing result in the game information 232 of the storage unit 230. Details of the events in the training game will be described later.

[0058] On the other hand, if it is determined that the wake-up time falls within the morning time zone (Y in step S503), in step S505, the processing unit 240 determines whether the wake-up time falls within the morning time zone for a predetermined period or more based on the wake-up history, or whether the wake-up time matches a preset designated time. The designated time is, for example, a wake-up time set by the user, such as 7:00 AM or 6:30 AM. The designated time may have a time range (for example, about 10 minutes).

[0059] If it is determined based on the wake-up history that the wake-up time has not been within the morning time zone for a predetermined period of time or that the wake-up time is not the predetermined designated time (N in step S505), in step S506, the processing unit 240 performs processing to generate a positive event in the training game and stores the processing result in the game information 232 of the memory unit 230.

[0060] On the other hand, if it is determined based on the wake-up history that the wake-up time has been within the morning time zone for a predetermined period of time or more, or that the wake-up time matches a predetermined designated time (Y in step S505), in step S507, the processing unit 240 performs processing to generate a bonus event different from a plus event in the training game, and stores the processing result in the game information 232 of the memory unit 230.

[0061] The predetermined period may be set by the user as any number of days, such as three days, one week, etc. By setting the predetermined period for the bonus event to occur, the user can set a goal for themselves to maintain a morning-oriented lifestyle, and the occurrence of the bonus event can give the user a sense of accomplishment.

[0062] Alternatively, the game developer may set the predetermined period as an internal parameter of the game. The user can maintain motivation to lead a morning-oriented lifestyle while anticipating when the bonus event will occur, and the occurrence of the bonus event can surprise the user and give them a sense of satisfaction.

[0063] In step S508, the processing unit 240 transmits the in-game processing as game information to the user terminal 100 via the communication unit 210, and then ends the processing.

[0064] If the processing unit 240 determines that there is a problem with the sensing of the user terminal, such as that the wake-up time is not calculated from the sensing data acquired from the user terminal 100, the processing unit 240 may estimate the wake-up time based on the user's daytime activity level, such as the number of steps taken. For example, if the processing unit 240 determines that there is a problem with the sensing of the user terminal, the processing unit 240 acquires sensing data related to the user's activity level from the user terminal 100. If the user's activity level for that day is the user's average activity level, the processing unit 240 assumes that the wake-up time was the average time calculated based on the user's wake-up history. By taking such a remedial action, even if there is a problem with the calculation of the wake-up time, the user's progress in the training game can be prevented from being disadvantaged.

[0065] Furthermore, the processing unit 240 may generate a mini-game in addition to generating the events described above. Having the user play the mini-game can prevent the user from falling back asleep. The mini-game requires the user to perform some kind of action, such as shaking the device itself, tapping or swiping the display to wake up a virtual creature, playing with it, or petting it, or standing up and walking a predetermined number of steps to catch the virtual creature. This is expected to have the effect of reliably waking the user up.

[0066] Furthermore, the mini-games may be played within a predetermined time from the occurrence of each event. By providing an incentive such as points (described later) when a mini-game is completed, it is possible to motivate the player not to go back to sleep.

[0067] 6 to 8 are diagrams illustrating an example of an event in a training game. Examples of a positive event, a bonus event, and a negative event in a training game will be described with reference to FIGS. 6 to 8. Note that the processing unit 240 may change the content of each event depending on the random number result corresponding to the acquired wake-up time.

[0068] 6 is a diagram showing an example of a bonus event. A bonus event is an event that occurs when the user wakes up in the morning and allows the user to progress in the training game advantageously, such as an event that allows the virtual creature to grow, an event that adds points related to the virtual creature, or an event that provides an item or benefit in the training game.

[0069] Growing a virtual creature means, for example, making it look bigger, stronger, more beautiful, growing from a child to an adult, evolving, maturing internally, etc., but is not limited to these examples.

[0070] The points may be experience points for the virtual creature or an in-game currency for purchasing in-game items. The value of the points may determine the level of the virtual creature or may cause various virtual creatures to appear. The positive event may provide an incentive for the user to wake up in the morning.

[0071] In FIG. 6, Character A, a virtual life form, gains experience points (equivalent to points) and levels up (equivalent to growth) depending on whether the user wakes up in the morning. In other words, Character A grows when the user wakes up in the morning. This allows the user to grow Character A and enjoy the development game by adopting a morning-oriented lifestyle.

[0072] FIG. 7 is a diagram showing an example of a bonus event. A bonus event is an event that occurs when the wake-up time stored in the wake-up history falls within the morning time slot for a predetermined period of time or when the wake-up time is a preset time, and that provides a particularly advantageous progression in the training game. Examples of bonus events include, but are not limited to, an event that promotes the growth of a virtual creature, an event that adds bonus points related to a virtual creature, and an event that provides an item or benefit that provides an advantage in the progression of the training game. For example, a bonus event may be an event in which a character comes to deposit a new virtual creature for training. By raising a virtual creature on behalf of that character, the player can receive a thank-you message from the character, points, etc.

[0073] The user may also be notified of the occurrence of a bonus event. This can motivate the user to continue maintaining the standard sleep pattern. For example, the user may be notified that a new virtual creature will appear next Sunday, or that points will be added, leading to anticipation of the bonus event. The bonus event can provide the user with an incentive to continue waking up in the morning for a predetermined period of time or to wake up at a specified time. Furthermore, the bonus event can be set to occur only within a predetermined time (e.g., a few minutes, such as 5 minutes) from the specified time, encouraging the user to wake up at the specified time and be fully alert.

[0074] In Figure 7, if the wake-up time stored in the wake-up history falls within the morning time zone for a predetermined period of time or if the wake-up time is a preset time, the virtual creature will gain more experience points than would be gained through positive events and will significantly level up. In addition, items (rewards) that will give an advantage in the progression of the training game will be given. For example, if an item is used to put a virtual creature to sleep, special effects will be produced, such as making it easier for the virtual creature to level up or causing other virtual creatures to appear.

[0075] FIG. 8 is a diagram showing an example of a negative event. A negative event is an event that occurs when a user's wake-up time is not within the morning time slot and puts a disadvantage on the progress of the raising game. For example, a negative event may stop the growth of a virtual creature, cause it to degenerate, weaken, or subtract points related to the virtual creature, but is not limited to this example. For example, if a user's wake-up time is not within the morning time slot, the virtual creature may appear sleepy during the day, slowing down the speed of raising the virtual creature. In other words, if a user oversleeps in the morning, the virtual creature's growth will be made more difficult while the user is awake. A negative event can make the user aware of the need to wake up in the morning.

[0076] 8, character A, a virtual life form, cannot acquire experience points and does not level up because the user's wake-up time is not included in the morning time slot. In addition, points indicating the health and vitality of character A may be consumed (deducted) to make character A appear less energetic.

[0077] As described above, based on the wake-up time, for example, the processing relating to the training game as shown in FIGS. 6 to 8 is executed.

[0078] In the raising game, the difficulty level of putting a virtual creature to sleep may be set. For example, at the start of the raising game, a virtual creature with a low level of difficulty may be raised, making it easier to raise the virtual creature's level. This makes the raising game easy to enjoy and helps to lead a well-regulated life.

[0079] Furthermore, as the game progresses, the difficulty of putting the virtual creature to sleep may be increased. In other words, it becomes more difficult to raise the level of the virtual creature, so that the user is made aware of the occurrence of positive events and bonus events for raising the level, and is encouraged to maintain a regular lifestyle.

[0080] Furthermore, the game's appeal may be enhanced by allowing a player to raise multiple virtual creatures and allowing the difficulty of putting one virtual creature to sleep to affect the difficulty of putting other virtual creatures to sleep. For example, if a user stays up late at night (i.e., after a certain time), a virtual creature that is more difficult to put to sleep may appear, making it more difficult for the virtual creature being raised to fall asleep (i.e., making it more difficult to put to sleep). The appearance of a virtual creature that is more difficult to put to sleep increases the difficulty of putting the virtual creature currently being raised to sleep, making it more difficult to raise its level, and this may encourage the user to be conscious of going to bed earlier (i.e., before a certain time). This allows the user to continue enjoying the game and ultimately motivates the user to maintain a regular lifestyle.

[0081] (Explanation of effect) The game system according to this embodiment executes processing related to the training game according to the user's wake-up time. Because waking up in the morning leads to raising a virtual creature, the user can maintain motivation to lead a morning-oriented lifestyle while enjoying the training game. It is generally believed that humans have a morning-oriented lifestyle, and that waking up in the morning regulates this rhythm and helps maintain good health. Therefore, in this embodiment, the game is played during the morning hours, motivating the user to wake up in the morning. For users who enjoy the game, waking up in the morning becomes less of a struggle and more of a pleasure. In other words, the user can develop a morning-oriented lifestyle and maintain good health.

[0082] Furthermore, the game system according to this embodiment generates various events in the training game depending on the wake-up time. By generating different events, the user can enjoy the game without getting bored, and at the same time, it is possible to provide an incentive to live a morning-oriented lifestyle.

[0083] <Modification> In the game system 1, if an input for the training game is received during the nighttime, the processing in the training game corresponding to the input may be put on hold, and the put-off processing may be executed when the player wakes up in the morning. By preventing the training game from progressing at night, the player is encouraged to go to bed early, and by executing the processing put off at night in the morning, the player is motivated to wake up in the morning.

[0084] 9 and 10 are flowcharts showing modified examples of processing in the game server 200. A modified example of processing in the game server 200 will be described with reference to Fig. 9 and 10. In Fig. 9, the game server 200 starts processing when the communication unit 210 receives input for the training game from the user terminal 100 as a trigger.

[0085] In step S901, the acquisition unit 220 of the game server 200 acquires, via the communication unit 210, an input by the user for the training game transmitted from the user terminal 100, and sends it to the processing unit 240.

[0086] In step S902, the processing unit 240 determines whether the time when the input was acquired is in the nighttime period. The nighttime period is the time when people generally finish their activities, for example, from 9 PM to 6 AM the next day (i.e., until the morning period). The time period may be set arbitrarily by the user or the game developer, but is preferably set in consideration of the minimum sleep time according to the user's age and health condition.

[0087] If the processing unit 240 determines that the input is not made in the evening time period (N in step S902), it executes processing corresponding to the input in the training game in step S903. Then, it stores the processing result in the game information 232 of the storage unit 230 and transmits the processing result to the user terminal 100 via the communication unit 210.

[0088] On the other hand, if the processing unit 240 determines that the input occurred in the evening time period (Y in step S902), then in step S904, it suspends the processing corresponding to the input in the training game. For example, it temporarily stores the processing corresponding to the input in the storage unit 230. Then, the process proceeds to step S1001 in FIG. 10. (Note that in FIG. 10, the processing other than the processing in steps S1004 and S1006 is the same as the processing described in FIG. 5.)

[0089] In step S1001 of FIG. 10, the acquisition unit 220 of the game server 200 acquires the wake-up time of the user transmitted from the user terminal 100 via the communication unit 210 and sends it to the storage unit 230.

[0090] In step S1002, the storage unit 230 stores the wake-up time in the wake-up history 231 as the wake-up history.

[0091] In step S1003, the processing unit 240 determines whether the wake-up time acquired in step S1001 is in the morning time zone. If the processing unit 240 determines that the wake-up time is not in the morning time zone (N in step S1003), in step S1004, the processing unit 240 performs processing to notify the user terminal 100 that the processing put on hold in step S904 of FIG. 9 will not be executed.

[0092] Next, in step S1005, the processing unit 240 performs processing to generate a negative event in the training game, and stores the processing result in the game information 232 of the storage unit 230.

[0093] On the other hand, if it is determined that the wake-up time is in the morning (Y in step S1003), in step S1006, the processing unit 240 executes the processing that was put on hold in step S904 of FIG. 9, and stores the processing result in the game information 232 of the memory unit 230.

[0094] In step S1007, the processing unit 240 determines, based on the wake-up history, whether the wake-up time falls within the morning time slot for a predetermined period of time or more, or whether the wake-up time matches a preset designated time.

[0095] If it is determined based on the wake-up history that the wake-up time has not been within the morning time zone for a predetermined period of time or that the wake-up time does not match the preset designated time (N in step S1007), in step S1008, the processing unit 240 performs processing to generate a positive event in the training game and stores the processing result in the game information 232 of the memory unit 230.

[0096] On the other hand, if it is determined based on the wake-up history that the wake-up time has been within the morning time zone for a predetermined period of time or that the wake-up time matches a predetermined designated time (Y in step S1007), in step S1009, the processing unit 240 performs processing to generate a bonus event different from a plus event in the training game, and stores the processing result in the game information 232 of the memory unit 230.

[0097] In step S1010, the processing unit 240 transmits the in-game processing as game information to the user terminal 100 via the communication unit 210, and then ends the processing.

[0098] As described above, in the game system 1 which is a variation of the first embodiment, if an input for the training game is received during the nighttime, the processing in the training game corresponding to the input is put on hold, and the put-off processing is executed when the player wakes up in the morning. By preventing the training game from progressing at night, the player is encouraged to go to bed early, and by executing the processing put off at night in the morning, the player is motivated to wake up in the morning.

[0099] <Embodiment 2> The user terminal 300 according to the second embodiment executes a game program stored in a storage unit to allow the user to play a game of raising a virtual creature based on the user's wake-up time. The game program stored in the user terminal may be configured to be updateable via a network or a recording medium.

[0100] Fig. 11 is a functional block diagram showing an example of the functional configuration of a user terminal 300. The user terminal 300 according to the second embodiment corresponds to an information processing terminal, and differs in configuration from the user terminal 100 according to the first embodiment (see Fig. 2) in that it includes a storage unit 340 and a processing unit 360. However, other components with the same reference numerals have the same functions, so repeated explanations will be omitted. Note that the user terminal 300 according to this embodiment may have a configuration in which some of the components (each unit) in Fig. 11 are omitted.

[0101] The storage unit 340 is a storage device for storing programs and various data for causing the computer to function, and includes a wake-up history 341 and game information 342.

[0102] The wake-up history 341 stores (accumulates) the wake-up time of the user calculated by the processing unit 360, which will be described later. The game information 342 stores information related to the virtual creature raising game. The memory unit 340 may include a temporary storage area or storage. The memory unit 340 may also be configured to store sensing data detected by the sensor unit 150.

[0103] The processing unit 360 executes various information processing executed in the user terminal 300. The processing unit 360 has a CPU and memory, and various information processing is executed by the CPU using the memory to execute an information processing program stored in the storage unit 340. In this embodiment, the processing unit 360 executes, as the information processing, a process of calculating a wake-up time and a process related to the training game based on the wake-up time. The processing unit 360 may also execute a process related to the training game based on various information detected by the sensor unit 150. The processing result related to the training game is output to the output unit 130. The processing unit 360 may also execute a process to progress the training game in accordance with a random number result corresponding to the calculated wake-up time. The processing unit 360 also acquires the current date and time using a system clock.

[0104] As described above, the user terminal according to this embodiment can provide a virtual creature breeding game based on the user's wake-up time, allowing the user to enjoy the breeding game even in an environment where the user is not connected to a game server via a network.

[0105] The above-described embodiments can be embodied in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and modifications are intended to be included in the scope of the invention and their equivalents as defined in the claims, as well as in the scope and spirit of the invention.

[0106] The methods described in the above embodiments can be stored as a computer-executable program (software means) on a recording medium such as a magnetic disk (flexible disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.), and can also be distributed by transmitting it via a communication medium. The program stored on the medium also includes a configuration program that configures the software means (including not only execution programs but also tables and data structures) that the computer executes. The computer that implements this server loads the program stored on the recording medium and, in some cases, configures the software means using the configuration program, and executes the above-described processing by controlling the operation of this software means. The term "recording medium" as used herein is not limited to a storage medium for distribution, but also includes storage media such as a magnetic disk or semiconductor memory installed inside the computer or in a device connected via a network. [Explanation of symbols]

[0107] 1 Game system, 100, 300 User terminal, 110, 210 Communication unit, 120 Input unit, 130 Output unit, 140, 230, 340 Memory unit, 150 Sensor unit, 160, 240, 360 Processing unit, 200 Game server, 220 Acquisition unit, 231, 341 Wake-up history, 232, 342 Game information

Claims

1. A game server that manages the progress of a virtual life form breeding game, an acquisition unit that acquires a wake-up time of a user; a processing unit that executes processing related to the raising game in accordance with the acquired wake-up time; A game server comprising:

2. The game server according to claim 1 , wherein the processing unit generates a positive event in the training game when it determines that the acquired wake-up time falls within a morning time zone.

3. The game server according to claim 2 , wherein the processing unit generates a bonus event different from the plus event in the training game when it determines that the acquired wake-up time matches a specified time.

4. a storage unit for storing the acquired wake-up time; 4. The game server according to claim 2, wherein the processing unit generates a bonus event when it determines that the stored wake-up time falls within the morning time zone for a predetermined period of time or more.

5. The game server according to any one of claims 2 to 4, wherein the processing unit generates a negative event in the training game if it determines that the acquired wake-up time does not fall within the morning time period.

6. The acquisition unit further acquires an input from the user regarding the training game, A game server as described in any one of claims 2 to 5, wherein the processing unit suspends processing corresponding to the input based on the input when it determines that the time at which the input was obtained is during the nighttime hours.

7. The game server according to claim 6 , wherein the processing unit executes the suspended process when it determines that the acquired wake-up time falls within the morning time slot.

8. A program for managing the progress of a virtual creature breeding game, comprising: an acquisition unit that acquires a wake-up time of a user; a processing unit that executes processing related to the raising game in accordance with the acquired wake-up time, A program that works.

9. A method for managing the progress of a virtual creature breeding game, comprising: obtaining a wake-up time of a user; executing a process related to the raising game in accordance with the acquired wake-up time; A method for providing the above.

10. A game system in which a game server that manages the progress of a virtual creature breeding game and a user terminal are connected via a network, The game server an acquisition unit that acquires a wake-up time of a user; a processing unit that executes processing related to the raising game in accordance with the acquired wake-up time; A game system including:

11. An information processing terminal for executing a virtual creature breeding game, an acquisition unit that acquires a wake-up time of a user; a processing unit that executes processing related to the raising game in accordance with the acquired wake-up time; An information processing terminal comprising:

Citation Information

Patent Citations

  • Information processing system, information processing device, information processing program, and information processing method

    WO2016021235A1