System and method for determining compatible program and providing program

The system evaluates user motivation and device compatibility to tailor programs, improving user satisfaction and continuity by matching user characteristics with suitable healthcare, mental health care, games, and educational programs.

JP2026006682APending Publication Date: 2026-01-16CHIRAL INC
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Patent Information

Application Number
JP2024105823
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-30
Publication Date
2026-01-16

AI Technical Summary

Technical Problem

Existing technologies fail to effectively match programs with user characteristics, leading to discontinuation due to lack of suitability, particularly in therapeutic, gaming, and educational applications, as they do not consider the user's motivation and device compatibility.

Method used

A system and method that evaluates user motivation and device compatibility through gamification, using game-related questions and device usage analysis to determine suitable programs, such as healthcare, mental health care, games, and educational programs, and suggests programs tailored to the user's type.

Benefits of technology

Increases user satisfaction and continuity of program use by providing programs that align with user characteristics and device suitability, enhancing the effectiveness of the programs.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a system and a method for providing a program.SOLUTION: An information processing terminal of a user including an input / output device, a terminal control device, and a terminal storage device, wherein a game including a plurality of functions for evaluating motivation items related to gamification is stored in the terminal storage device, the information processing terminal comprising: The terminal control unit provides the game to the user, causes the user to execute the game using the information processing terminal, evaluates an execution result of the plurality of functions by the user after the execution of the game, determines a type of motivation of the user on the basis of an evaluation result, and proposes a provision program associated with the determined type to the user.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a system and method for determining a program suited to a user and providing the suited program. [Background technology]

[0002] In recent years, information processing devices such as smartphones have evolved, enabling many functions to be implemented on users' smartphones. Furthermore, programs that typically require continued use by users, such as therapeutic self-care counseling modules for implementing psychotherapy to enhance the effectiveness of treatment, have become available. Furthermore, from a commercial perspective, it is desirable for games and educational programs to be used continuously. Therefore, attention has been focused on technologies that allow users to continue using programs that require continuous use on their information processing devices after providing them to the users' information processing devices.

[0003] Patent Document 1 describes a technology that issues an alert to continuously record a program for recording a patient's medication status. Patent Document 2 describes a technology that determines whether a subject's disease is organic or psychogenic, and provides a treatment module if it is psychogenic. Patent Document 3 discloses a technology that switches work depending on the work usage history. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent Publication No. 2021-119460 [Patent Document 2] Patent No. 7123294 Public Relations [Patent Document 3] Patent Publication No. 2023-047415 Summary of the Invention [Problem to be solved by the invention]

[0005] The invention of Patent Document 1 discloses a technology that provides a specific program and issues an alert to improve the program's continuity rate, thereby preventing users from abandoning the program. Patent Document 2 merely discloses a technology that provides a uniform output based on diagnostic results. However, depending on the type of program, it may not be suitable for the target user. For example, in counseling based on cognitive behavioral therapy, cognitive behavioral therapy for depression has been shown to be as effective as drug therapy (antidepressants have an efficacy rate of about 60%), meaning that it may not be effective. This is not limited to psychological programs. For example, a game suggesting program may suggest a role-playing game to a user who likes action games, or an educational program may provide a program that requires reading and memorization to a student who prefers to learn by doing. Therefore, the inventors realized that when providing a program, simply improving the continuity of the provided program, as in the past, is not enough. Unless the program is easy for users to continue using, users will not continue using the program. Furthermore, when a task is provided and then switched depending on the implementation status, as in Patent Document 3, if the user feels that the first task provided is not a good fit, they will not be motivated to try again even if the task is changed. This is particularly noticeable in the case of therapeutic apps, where the effectiveness of this approach is not yet widely known. The present application aims to solve these issues (i.e., matching user characteristics when providing programs in various fields). The present application also aims to develop a system that can be applied to programs that address these issues, such as health care programs, mental health care programs, games, educational programs, and self-reliance support programs. User characteristic evaluation is also expected to be used in other applications, such as personnel evaluation systems. Furthermore, even if a user is suited to a program, their suitability may not be demonstrated depending on characteristics such as the usage of the user's information processing device as a medium. [Means for solving the problem]

[0006] (Invention 1) In a system including an information processing terminal, providing a game function including a plurality of functions for evaluating motivational items based on gamification to a user via an input / output device of the information processing terminal, and having the user execute the game function; evaluating the user's performance of the plurality of functions; determining a type of motivation of the user based on the evaluation results; A program for implementing a procedure for suggesting to the user via the information processing terminal one of a health care program, a mental health care program, a game program, an educational program, or an independent living support program, or content related to behavioral patterns, associated with the determined type. (Invention 2) In a system including an information processing terminal, a step of providing a user with questions for evaluating motivational items based on gamification via an input / output device of the information processing terminal and acquiring answers from the user; determining a type of motivation of the user based on the answer; A program for implementing a procedure for suggesting to the user via the information processing terminal one of a health care program, a mental health care program, a game program, an educational program, or an independent living support program, or content related to behavioral patterns, associated with the determined type. (Invention 3) A user's information processing terminal having an input / output device, a terminal control device, and a terminal storage device, The terminal storage device a plurality of contents relating to a plurality of programs or behavioral patterns, which are any of a health care program, a mental health care program, a game program, an education program, and an independent living support program, and a game function including a plurality of functions for evaluating motivational items based on gamification, are stored in the terminal storage device; The terminal control unit reading out the game function from the terminal storage device, presenting it to the user via the input / output device, and having the user execute the game function using the information processing terminal; Evaluating the results of the user's implementation of the plurality of functions, and determining a user type of the user's motivation based on the evaluation results; An information processing terminal that proposes to the user the provided program or the content associated with the determined user type. (Invention 4) a user's information processing terminal having an input / output device, a terminal control device, and a terminal storage device; a server having a server control device and a server storage device; The server storage device a plurality of programs to be provided, selected from a health care program, a mental health care program, a game program, an education program, and an independent living support program, a plurality of contents relating to behavioral patterns, and a game function including a plurality of functions for evaluating motivational items based on gamification, are stored in the server storage device; A system in which the information processing terminal and a server are connected via a network, The terminal control unit reading the game from the server storage device, presenting it to the user via the input / output device, and having the user execute the game function using the information processing terminal; The server control device Evaluating the results of the user's implementation of the plurality of functions, and determining a user type of the user's motivation based on the evaluation results; The system instructs the information processing terminal to suggest to the user the provided program associated with the determined type. (Invention 5) A user's information processing terminal having an input / output device, a terminal control device, and a terminal storage device, an information processing terminal in which a plurality of programs to be provided, which are either a healthcare program, a mental healthcare program, a game program, an education program, or an independent living support program, or a plurality of contents relating to behavioral patterns, and questions of question items relating to motivation based on gamification are stored in the terminal storage device; The terminal control unit reading the question from the terminal storage device, presenting it to the user via the input / output device, obtaining an answer from the user, and determining a user type of the user's motivation based on the answer result; An information processing terminal that proposes to the user a provided program associated with the determined user type. (Invention 6) a user's information processing terminal having an input / output device, a terminal control device, and a terminal storage device; a server having a server control device and a server storage device; The server storage device a plurality of programs to be provided, which are either a health care program, a mental health care program, a game program, an education program, or an independent living support program, or a plurality of contents relating to behavioral patterns, and questions relating to motivation based on gamification are stored in the server storage device; A system in which the information processing terminal and a server are connected via a network, The terminal control unit reading the question from the server storage device, presenting it to the user via the input / output device, obtaining an answer from the user, and transmitting the answer result to the server; The server control device determining a user type of the user's motivation based on the answer result; The system instructs the information processing terminal to propose to the user a provided program associated with the determined user type. (Invention 7) The information processing terminal of invention 3 or invention 5 proposes the provided program to the user and causes the user to execute the program. (Invention 8) The system of Invention 4 or Invention 6, which proposes the provided program to the user and causes the user to execute the program. (Invention 9) providing a user with a game including a plurality of functions for evaluating motivational items related to gamification, and having the user play the game; After the game is played, evaluating the results of the user's execution of the plurality of functions; determining a motivation type of the user based on the evaluation result; A method for providing a program adapted to a user, comprising a step of executablely providing to the user a plurality of contents relating to a program or behavioral pattern that is a healthcare program, a mental healthcare program, a game, an educational program, or an independent living support program associated with the determined type. (Invention 10) providing a user with questions for evaluating motivational items related to gamification via an input / output device and acquiring answers from the user; determining a type of motivation of the user based on the answer results; and a step of executablely providing to the user content relating to a program or behavior associated with the determined type, the program or behavior being a healthcare program, a mental healthcare program, a game, an educational program, or a self-help program. (Invention 11) a user's information processing terminal having an input / output device, a terminal control device, and a terminal storage device; a server having a server control device and a server storage device; The server storage device a plurality of provision programs, which are any one of a healthcare program, a mental healthcare program, a game program, an education program, and an independent living support program, a plurality of incentive functions, and a game function including a plurality of functions for evaluating motivation items based on gamification, are stored in the server storage device; A system in which the information processing terminal and a server are connected via a network, The terminal control unit reading out the game function from the server storage device, presenting it to the user via the input / output device, and having the user execute the game function using the information processing terminal; The server control device Evaluating the results of the user's implementation of the plurality of functions, and determining a user type of the user's motivation based on the evaluation results; The system instructs the information processing terminal to propose to the user a program to which the incentive function associated with the determined type is added. (Invention 12) a user's information processing terminal having an input / output device, a terminal control device, and a terminal storage device; a server having a server control device and a server storage device; The server storage device a plurality of programs to be provided, which are either a healthcare program, a mental healthcare program, a game program, an education program, or an independent living support program, and a plurality of incentive functions and questions regarding motivation based on gamification are stored in the server storage device; A system in which the information processing terminal and a server are connected via a network, The terminal control device reading the question from the server storage device, presenting it to the user via the input / output device, obtaining an answer from the user, and transmitting the answer result to the server; The server control device determining a user type of the user's motivation based on the answer result; The system instructs the information processing terminal to propose to the user a provision program to which the incentive function associated with the determined user type has been added. Inventions 1-12 are based on determining user types based on "motivation" based on game theory (determining the suitability of a program to be provided based on user characteristics of "motivation"). Games are widely used by users, and game-related questions are significantly more readily accepted by users than general psychological questions, enabling accurate information to be obtained. Furthermore, the present invention is characterized by utilizing the "motivation" element when a user plays a game, rather than simply classifying users based on game preferences. Motivation is one of the fundamental or latent behavioral characteristics of a user, and this motivation can be applied not only to games but also to many other programs. It is particularly useful for applications (at first glance) unrelated to games, such as non-games or games and education, particularly mental health care applications (because these applications are largely influenced by latent and psychological factors). Programs (to be provided to users) containing these motivational elements are then pre-classified by associating them with user types based on the user's motivation, and a program suited to the user is provided based on the user type determination (various methods for association are available, as described below, as well as other methods well known to those skilled in the art). This makes it possible to provide a program that can be expected to be used continuously, and furthermore, if the program has a purpose other than entertainment through games, it is possible to provide a program that improves the effectiveness of the program. Furthermore, the assessment that determines the user type of the user's motivation using the game function can evaluate the user's unconscious behavior, which helps to provide a program that is more suited to the user. Furthermore, the program provided may be changed by combining other characteristics (for example, characteristics obtained from other methods such as the BIG5, psychological characteristics, compatibility with information processing devices as described below, etc.). (Invention 13) a user's information processing terminal; A system including a server having a control device and a storage device that stores a plurality of programs, The control device A system that acquires from the user's information processing terminal the usage status of the user's information processing terminal, or acquires from the user's information processing terminal the user's answers to questions regarding user characteristics and the usage status of the information processing terminal, and from the acquired information, obtains information regarding the user's suitability for the multiple programs and information regarding the user's suitability for the information processing terminal, selects and determines a program from the multiple programs based on the obtained information, and instructs the information processing terminal to provide the determined program to the user on the terminal. (Invention 14) An information processing terminal having a control device and a storage device that stores a plurality of programs, The control device An information processing terminal that acquires usage status from the user's storage device, or acquires the user's answers to questions regarding user characteristics and usage status of the information processing terminal acquired via the user's input device, and from this information, obtains information regarding the user's suitability for the multiple programs and information regarding the user's suitability for the information processing terminal, selects and determines a program from among the multiple programs based on this information, and provides the determined program to the user on the terminal. (Invention 15) The system of invention 13 further obtains information about the user's state at the time of selecting the program, and further uses this additional information to select the program. (Invention 16) The system of invention 13 is characterized in that the system acquires information regarding the user's implementation status of the program and / or information regarding the effects of implementing the program. (Invention 17) A database system used in a system that provides a program that suits a user from among a plurality of programs, The database system comprises: a server having a storage device for storing a plurality of programs; A database system in which the storage device stores a set of information regarding the user's suitability for the multiple programs determined from the user's answers to questions regarding user characteristics obtained from the user or from the user's usage of the information processing terminal, information regarding the user's suitability for the information processing terminal determined from the user's usage of the information processing terminal, and information regarding the user's implementation status of the programs or information regarding the effects obtained by the user from implementing the programs, together with program attributes. Inventions 13-17 (1) determine the compatibility of a user with a program and with the information processing terminal from the user's usage of the information processing terminal, i.e., how the user used the information processing terminal, what information the user entered into the information processing terminal, etc., or (2) ask the user questions (audio or text) that clarify the user's characteristics, clarify the user's characteristics from the answers, determine the compatibility of the user characteristics with a program and with how the user used the information processing terminal, and select and provide a program to be provided. User characteristics include various characteristics such as psychotherapy, personality, behavioral characteristics, thinking characteristics, inclination characteristics, preference characteristics, and motivation characteristics. [Effects of the Invention]

[0007] According to the information processing terminal, system, or method of the present invention, it is possible to propose a program suited to the characteristics of a user. Furthermore, if the user implements the proposed program, the user's satisfaction with the provided program increases, leading to the user continuing to implement the provided program, thereby improving the intended effects of the program. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a conceptual diagram showing a system of the present invention. [Figure 2] FIG. 10 is a diagram showing an example of correspondence between applications and application attributes used in the present invention. [Figure 3] 10A and 10B are diagrams illustrating an operation flow and input examples of a healthcare application of the present invention. [Figure 4] FIG. 10 is a diagram showing a selection flow (algorithm) of a provision program of the present invention. [Figure 5] FIG. 2 is a diagram showing an example of a database used in the present invention. [Figure 6] 1 is an example of a game used in the present invention. [Figure 7] 10 is a correspondence table between user types and recommended games used in the present invention. [Figure 8] 1 is a correspondence table showing an example of types and actions used in the present invention. [Figure 9] FIG. 10 is a diagram showing an example of an operation flow of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0009] The present invention is based on the finding that when providing a program, it is necessary to select, modify, and change the program itself, taking into consideration the user's suitability for the program, as well as the suitability of the information processing terminal used as a medium by the user. (System 1 of the present invention) One embodiment of the present invention is a software program installed on a user's information processing terminal, such as a PC, laptop, or typically a smartphone or tablet. This system 1 is described using FIG. 1 . The system comprises an information processing terminal 110. The information processing terminal 110 includes a control device 101 that controls a healthcare program, a storage device 102, a display device 103 such as an LCD monitor (however, output is not limited to display and can be audio, etc.), an input device 104 such as a touch panel or keyboard, a communication device 105 for communicating with an external network, and a measurement device 106 that measures vital signs. Furthermore, a measurement device 116, which may be a wearable device such as a wristwatch, earphone, band, or body-attached device, or a stationary measurement device such as a blood glucose measurement device installed in a toilet or an imaging device mounted on a smart mirror, may be used in place of the measurement device 106 built into the information processing terminal, via a network 120, which may be the Internet, a wireless connection, or a wired connection, connected to the information processing terminal 110. The functions of this software program are realized by the cooperative operation of the devices included in the system.

[0010] (System 2 of the present invention) One embodiment of the present invention is a software program installed in a system consisting of a user's information processing terminal, such as a PC, laptop, or typically a smartphone or tablet, and a server connected via a network such as the Internet, a wireless communication network, or a CATV network. This system 2 is described using Figure 1. The system comprises an information processing terminal 110 and a network-connected server 130. The information processing terminal 110 includes a control device 101 that controls the programs on the information processing terminal, which coordinates the functions (devices) of the information processing terminal 110 and communicates with network-connected devices (server functions, devices, etc.), a storage device 102, a display device 103 for output such as an LCD monitor (however, output is not limited to display and can also be audio), an input device 104 such as a touch panel, keyboard, or microphone for audio input, a communication device 105 for communication with an external network, and a measuring device 106 that measures user input and vital data. The monitoring device 106 may be implemented not only as a hardware device within the information processing terminal, but also as a functional module installed as a functional module of software or an application program. Furthermore, a measuring device 116, which is a wearable device such as a wristwatch-type, earphone-type, band-type, or body-attached type, connected to the information processing terminal 110 via a network 120, which is a network such as the Internet, CATV, wireless telephone, wireless connection, or wired connection, or a stationary measuring device such as a blood glucose measuring device installed in a toilet or an imaging device installed in a smart mirror, may be used instead of the measuring device 106 built into the information processing terminal. The server 130 also includes a storage device 133, a communication device 131 for linking with external devices such as the information processing terminal 110 via the network 120, and a control device 132 that controls the server 130, executes control programs, controls server-side programs, controls network-connected devices (including functions and devices of the information processing terminal 110, etc.), and in this system, links with the information processing terminal 110.Furthermore, in the above-mentioned system 1, the present software program, the provided program, necessary data and information, etc. are installed in the information processing terminal 110 and operate as a stand-alone system. However, in system 2, the present software program, the provided program, and necessary data and information are stored in the storage device 133 of the server 130, and the control device 132 of the server 130 controls the entire system including the information processing terminal 110. The present program and the provided program are stored in the storage device 133 and / or the storage device 102, and necessary data and information are stored in the storage device 133 and / or the storage device 102. The program may be stored in the server 130 and the information processing terminal 110, and the control device 101 and / or the control device 132 execute the program in cooperation with the respective devices; the program and data may be stored in a distributed manner in the respective storage devices of the server 130 and the information processing terminal 110, or may be stored in either one of them, and the control devices of the server 130 and the information processing terminal 110 may cooperate with each other, or one of the control devices may be the main control device and cooperate with the other to control the functions included in each; or the program and data may be aggregated in the server 130, and the information processing terminal may simply use a web browser or touch panel as an input / output device. Furthermore, while the program is intended to be a software program, it is also possible to replace some or all of the functions of the program with hardware that performs the functions corresponding to each function. These configurations can be selected and determined as appropriate by those skilled in the art.

[0011] Examples of the measuring device 106 include devices capable of directly measuring vital data such as heart rate, heart rate variability, respiratory rate, blood pressure, body temperature, voice, sleep, and body surface temperature; integrators that integrate conversation volume (e.g., voice calls) and tweets on social media; accelerometers; and calculation means or devices that can calculate distance traveled using GPS and then measure vital data calculated secondarily from the calculated activity level and walking speed. Examples of vital data include, but are not limited to, walking speed, heart rate, and measurements of phone calls and human voice. Needless to say, various vital data known to those skilled in the art can also be used in the present invention. Furthermore, it is particularly convenient for the measuring device 106 to measure passive data such as vital data that can be measured without the subject's awareness, such as walking speed, analysis of conversations, blood glucose level measurement when using the toilet, heart rate measurement using an image sensor built into a smart bathroom mirror, and weight measurement using a floor-mounted scale. Furthermore, it would be convenient if the device were resident and running on the user's mobile device, allowing for continuous measurement or unconscious measurement of various vital data in a smart house. Measurement of stress levels using vital data can be achieved, for example, by measuring stress levels from the user's voice (human voice) (e.g., a well-known method such as JP 2011-167323), measuring stress levels from walking speed (e.g., a well-known method such as JP 2018 / 190384), measuring stress levels from heart rate (e.g., a well-known method such as JP 2023-117940), or measuring stress levels from facial images (e.g., a well-known method such as JP 2023-031520), but is not limited to these. Needless to say, any well-known method can be used. Furthermore, a means for identifying user characteristics by analyzing the usage status of the information processing device (including usage history, input information on social media, etc.) can also be used. The functions of this software program are realized by the cooperative operation of each device included in the system.

[0012] (Suitability for the program provided by the user) The programs provided by the present invention include programs that involve the user's aptitude, such as programs that provide psychotherapy, therapeutic applications, healthcare programs (including health management programs), self-care programs, games, educational programs, and content, and are primarily provided to users via information processing terminals. Here, a program that implements cognitive behavioral therapy is exemplified as an example of a program provided to a user. In addition, in the case of a healthcare system, this may also include medical treatment by a doctor, such as online medical consultations. For example, this cognitive behavioral therapy program is provided to patients with depression. The program typically stores indices for assessing the patient's condition in the system's memory device (indices for measuring depression such as CPRG-D, CSDD, IDS, HAM-D, NDDS, and PHQ-9, and indices for measuring anxiety disorders such as GAD-7, or evaluation indices for other diseases can also be used depending on the purpose), asks the user questions based on those questions, the patient's condition, and the circumstances surrounding the patient via the user's information processing terminal, analyzes the answers provided by the user's input device on the system's server, and provides work such as video content, audio content, and dialogue with the patient in chatbot format, etc., to implement psychological therapies (such as cognitive restructuring, exposure therapy, exposure and response prevention, behavioral activation therapy, social skills training (SST), problem-solving therapy, relaxation therapy, assertion training, anger management, systematic desensitization, biofeedback, schema therapy, and dialectical behavior therapy) to improve the patient's symptoms based on the analysis results.The program is a program (scenario) consisting of a combination of single or multiple work, exercises, and educational content. Furthermore, for psychotherapy such as cognitive behavioral therapy, the appropriateness of selecting a program to be provided can be further improved by considering two parameters: that the program itself is not suitable for some people, and that the condition or environment of the patient is not suitable for providing the program at that time. In other words, there are two possible parameters: the user's suitability for the program, and suitability based on the user's condition at the time the program is implemented.

[0013] (User suitability for cognitive behavioral therapy programs) (1) Cognitive behavioral therapy requires that patients re-examine painful events and negative emotions they have experienced, so it is not suitable for people who are unable to face bitter experiences or feelings of anxiety. (2) Cognitive behavioral therapy does not just involve talking with a therapist, but also requires that patients clarify their issues and try them out in their daily lives. This means that patients are passive toward treatment. (3) In cognitive behavioral therapy, it is important for patients to discuss their thoughts, actions, and stress with the therapist, a doctor or counselor (in this example, dialogue with a system, etc.), and to take on challenges in line with newly emerged values ​​(in this example, dialogue with an information processing device, etc.), but for some patients, the discussion becomes the goal, and they nitpick about new cognitions and actions that arise in the course of treatment, or they decide from the beginning that they "cannot do" something, preventing them from taking on new actions or taking on new challenges. Therefore, it is necessary to first check these factors. Next, the user's condition can be due to factors such as (4) currently feeling mentally unstable or unwell, or (5) not wanting to change themselves at the moment, and these factors need to be confirmed. Regarding (1), a questionnaire item such as "Are you able to face up to painful experiences from the past?" is set as a questionnaire item, and the system prompts the user to answer via the user's information processing terminal. The user's answer is obtained, for example, on a 10-point scale, and a score of 7 or above (indicating a strong tendency to be unable to face up to the experiences) can be evaluated as "unsuitable." Regarding (2), a questionnaire item such as "Are you able to actively practice the program provided by the app?" can be set as a questionnaire item, and similar to (1), if the user is evaluated as being unable to practice the program, the user can be evaluated as "unsuitable." Regarding (3), a question item such as "Are you able to accept the instructions of this app?" can be set as a questionnaire item, and similar to (1), if the user is evaluated as being unable to accept the instructions of the app, the user can be evaluated as "unsuitable."

[0014] The evaluation method is not limited to this, and simple tests can also be used. For example, a polar bear experiment can be conducted as an aptitude assessment for psychotherapy. The polar bear experiment can be implemented using an app by having a system control device provide a polar bear experiment program stored in a storage device to the user according to a predetermined procedure. First, the control device, according to the polar bear experiment program procedure, displays the message "Do not think about polar bears for one minute" on the display of the user's information processing device and prompts the user to perform the task. After one minute has passed, the display displays three options: "1. I thought about a polar bear, 2. I did not think about a polar bear, 3. I did not perform the task," prompting the user to select one via an input device. The user's input results are returned to the control device, which then performs an aptitude assessment according to a predetermined routine. The aptitude assessment can be designed as appropriate; for example, selecting 1 or 2 indicates aptitude, while selecting 3 indicates inaptitude. Alternatively, selecting 1 or 2 before one minute has passed or no input is made even after the input waiting time exceeds one minute may also result in an aptitude assessment. Eligibility for psychotherapy can also be assessed using other well-known methods.

[0015] In addition to psychotherapy, suitability for a program can also be assessed using techniques such as personality assessment. For example, using the BIG5 theory, five traits can be assessed: extroversion (sociable, active, assertive, proactive, excitement-seeking), emotional stability (emotional stability, anxiety resistance, stress tolerance, easygoing), openness (curiosity, intelligence, interest in new information, artistic talent, adventurous spirit), conscientiousness (hardworking, responsible, trustworthy, honest, keeping promises), and agreeableness (cooperativeness, cooperation, agreeableness, consideration, consideration, kindness). To assess suitability for a program using the BIG5 theory, questions based on the BIG5 theory are stored in a storage device. When a request for suitability assessment is received, the control device controls the display of the questions on the user's information processing terminal, receives the user's answers via an input device, analyzes them using a predetermined routine based on the BIG5 theory, and evaluates the above traits (e.g., on a five-point scale for each trait). The above characteristics and the suitability of the provided program are evaluated in advance, and the correspondence is stored in a storage device. The characteristic evaluation results are then compared with the correspondence to evaluate the user's suitability for the provided program. For example, if openness, conscientiousness, and agreeableness evaluation scores are all required to be 4 or higher in order to continue using the provided program, suitability can be determined based on whether the subject's characteristic evaluation results meet these requirements. The method for evaluating program suitability is not limited to this. For example, similar characteristics can be evaluated based on smartphone usage history (e.g., the personality prediction model disclosed in Patent Publication No. 2022-189376). Other known evaluation methods (e.g., well-known evaluation methods such as evaluating user behavioral characteristics based on "tweets" on social media, which classify behavioral characteristics and then use an evaluation method based on those behavioral characteristics) and evaluation methods to be developed in the future can also be used. In addition to the above characteristics, other characteristics can also be used if they correlate with the affinity or continuity between the program and the user. Simply evaluating the past retention rate of similar apps is also possible.Such systems that utilize the user's past history or passively collect data do not require the user to perform any additional tasks, thereby improving user convenience. The aptitude of a program can be substituted by other well-known methods. For example, the aptitude of a program similar to the program being provided can be used. Similar trait analysis methods can be used in addition to the BIG5, such as the Enneagram, MBTI, BIDR-6, and BFI-10.

[0016] Next, it is necessary to confirm the user's condition (whether the subject is in a suitable state or environment to receive the program at that time), as factors such as (4) currently being mentally unstable or not feeling well, or (5) not wanting to change themselves at the moment, are factors that could be contributing to this. Regarding (4), information can be collected as subjective opinions using simple questions like those in (1)-(3), and a judgment can be made using, for example, the Quick Inventory of Depressive Symptoms (QIDS-J). The QIDS-J can be rated according to its score: 0-5 points: normal, 6-10 points: mild, 11-15 points: moderate, 16-20 points: severe, and 21-27 points: extremely severe. The questions on this scale are stored in a storage device, read upon request from the control device, and provided to the user via the display device 103 of the information processing terminal. The user answers the questions on the display device 103 of the information processing terminal 110 via the input device 104, and the answers are temporarily stored in the storage device 102. The control device 101 analyzes the input results and assigns a score to evaluate the severity of the symptoms. Here, for example, a score of 21 or more is considered severe and the patient is deemed unsuitable for treatment using a treatment app that provides cognitive behavioral therapy. Regarding (5), the system asks the user simple questions similar to those in (1)-(3), such as, "Do you want to improve your current state of depression with this treatment program?" via the output device 104 of the information processing terminal 110, and the user inputs the result (1. I want to improve, 2. I don't want to improve) via the input device 104 of the information processing terminal 110. If the user selects "I don't want to improve," the system can determine that the treatment program is inappropriate.

[0017] (Method of classifying user types based on gamification motivation) Next, we will explain the suitability of provided programs that utilize game motivation. This example is based on the inventors' findings that, in order to apply gamification motivation classification technology to healthcare applications, particularly mental healthcare applications, providing healthcare programs tailored to the user's characteristics (user type) can improve user retention rates. Note that the motivation used in gamification is not limited to healthcare applications, but can also be used for game aptitude, education, personnel evaluation, and other purposes. For example, the Hexad Scale proposed by Marczewski et al. can be used to indicate user motivation and its characteristics. The Hexad Scale compiles user responses to questions on the scale and classifies user types into six categories: Philanthropist, Achiever, Free Spirit, Socializer, Player, and Disruptor through a predetermined statistical analysis. In this example, 24 questions (the content of the questions can be, for example, the questions in Table 1 on page 180 of the Proceedings of the 13th Annual Conference of the Japan Digital Games Association) about user types (stored in the system (or in the information processing device (server or storage device of the information processing terminal) if the system operates standalone on an information processing terminal)) are read out by the server or the control device of the information processing terminal at a predetermined timing and provided to the user via the user's information processing terminal, the user inputs answers using a 7-point scale via the input device of the information processing terminal (typically by touching a checkbox on a touch panel), the system temporarily stores the answers in the system's storage device, and tallies the points for the questions associated with each user type for each type, and the user's type can be determined based on the tallied results. For simplicity in this example, the type for which the user received the highest evaluation score is taken to be that user type.However, the method of categorizing users is not limited to this. Other classification methods are also possible, such as presetting a reference score for each type and classifying users by the type with the largest positive deviation (score, percentage, etc.) from that reference score; classifying by the pattern of scores for each type, such as the pattern when expressed on a radar chart; or aggregating correlated types and classifying by the total value. Furthermore, the classification of motivation in games is not limited to the HEXAD SCALE. Other classifications that can be used include "achiever," "explorer," "killer," and "socialiser" based on users' responses to questions on a rating scale based on the Bartle test, and "Seeker," "Survivor," "daredevil," "Mastermind," "Conqueror," "Socializer," and "Achiever" for players using BrainHex. Combinations of the above classifications, such as 80% achiever and 20% killer, are also possible. The classifications used in these game theories are excellent because they are assumed to be familiar to users with games, have high validity, and are unlikely to cause users to have aversion to the questions. Next, an application corresponding to each type is selected. Typically, a list of association information (one program may be associated with one type, or multiple programs may be associated with one type) indicating the correspondence between each type and the optimal provided program is stored in the storage device 102 (or the storage device 133 in the case of System 2; the association information, data, and provided program described below may also be stored in the storage device 102, stored in a distributed manner, or stored in separate storage devices). Then, once the user's type is determined as described above, the control device 101 (the control device 132 in the case of System 2, or a combination of the respective control devices) reads the list and suggests to the user a provided program (multiple provided programs expected to be provided to the user are pre-stored in the storage device 102) associated with the user's type. The suggestion method may be a method in which the names of the suggested programs or a list thereof are displayed on the display device 103 of the information processing terminal, or a method in which the provided program is presented so that the user can run it according to the implementation format of the provided program, encouraging the user to use it. For example, if the provided program is a healthcare application (program), the user executes the healthcare application using the information processing terminal 110. Note that the method of selecting a provided program is not limited to the above, and other methods well known to those skilled in the art can be used, such as writing type information that matches the header information of the file of the provided program stored in a storage device in advance, and having the control device 101 (which may be the control device 132 in the case of System 2, or a combination of the respective control devices) search for the header file of the provided program on the storage device 102 (which may be the storage device 133 in the case of System 2) and select a provided program that matches the user, or programming the software program itself that runs in this system to classify cases according to user types and assign a provided program corresponding to each user type, and storing association information indicating the correspondence within the system, and selecting or determining from multiple candidate provided programs based on that information.Furthermore, correspondence based on the pattern of evaluation scores for each question item, correspondence based on statistical processing, correspondence based on cluster analysis, correspondence based on conditional branching, etc. Furthermore, while it is convenient for the provided programs to be healthcare programs, particularly mental healthcare programs and cognitive behavioral therapy programs, other content such as games and educational programs may be associated with the user type and suggested to the user. Classifying types based on motivation based on game theory differs from classification based on characteristics such as the user's conscious preferences, in that classification is based on fundamental or latent characteristics, and is therefore highly reliable. Furthermore, since the classification is based on the fundamental principles of the user's behavior, providing a program that fits that classification is not only appropriate but also extremely advantageous in terms of continued use.

[0018] (Method of classifying user types based on smartphone game functions) Figure 6 shows an overview of an example smartphone app game. The smartphone app progresses step by step toward the goal when certain conditions related to the user's walking history are met over a reference period (e.g., one hour or one day) from the start of the game. The smartphone app is carried by a user carrying an information processing device (including a GPS and acceleration sensor, capable of counting walking direction and step counts) and progresses through each step. The app can be in the form of a native app installed and executed on the user's information processing device, a web app executed on a server using the information processing device as an input / output device including a display, or an app in which the execution functions are shared between the information processing device and the server. The objective of the game is to start from the start and reach the goal, and to lose weight by walking distance. Game control methods are well known to those skilled in the art, so details are omitted here. The game can be executed as a function of the software program or by calling a separate game app from the program (for convenience, both are referred to as "game functions"). In the figure, dotted arrows indicate completed stages, and solid arrows indicate uncompleted stages. In other words, this state indicates that the player has cleared two stages and is currently challenging the third stage. The box below each stage displays the requirements for that stage, while the requirements for stages that have not yet been cleared are hidden (from the third stage onward). The game begins at the start. If the number of steps taken in a day meets the requirements, the player advances to the next stage. If not, the player repeats the same stage, repeating the same process until the goal is reached. The requirements for each stage are displayed only if they are met, creating a game-like experience for the user, allowing them to enjoy the game, such as walking around but failing to meet the requirements that day, or walking only a short distance but still achieving the requirements. Once the user clears a stage, they can use the display device 103 and input device 104 to draw a fortune. When the requirements are met, a fortune screen pops up on the display device 103. By touching a designated area, a random combination of three items is displayed, and the user can select one of them on the touch panel to acquire it.Information about the user's current stage, number of steps, acquired items, etc. are stored in the system's memory device. Furthermore, this smartphone app has the following six functions. Functions (i-v) can be used by pressing the touch buttons (not shown) on the game screen. When operated, a pop-up will appear, a specified display will be displayed, and the display will disappear after a specified time has passed. (i) Diet function: This function calculates the calories burned per day based on the number of steps taken, and allows you to check the calories burned on that day and the total calories burned since starting the game. (ii) Challenge function Figure 6 shows each stage and the clearing conditions. When one of the three clearing conditions is met, the stage is cleared and you move on to the next stage. You can earn 1 point for meeting one clearing condition, 2 points for meeting two conditions, and 3 points for meeting three conditions. The points earned at each stage and the total number of points for the stages cleared so far are displayed and can be checked. (iii) Group Ranking Function This function allows you to create a group with three other users and check the total number of calories burned and points you earn within the entire group. (iv) Individual ranking function This function allows you to check your ranking among all users by displaying the total number of calories burned and the total number of points. (v) Acquired Item Display Function: The user can draw a fortune at least once for each stage cleared, and can select their preferred item from multiple items specified in the fortune they drew. This function displays a list of the items they have acquired. (vi) Error Alert Function: A function that issues a warning from the system when an error occurs in the execution of a game program due to user operation. In addition to providing users with the above-mentioned Sugoroku-like game function, the application program for this smartphone game also has the function of tallying the number of times the user has used each of the five functions (iv) above (the number of times the user touched the function button) and the number of warnings for one function (vi). This app evaluates the number of times these functions are used, and determines the user's characteristics based on that.

[0019] Next, we will explain how this app works. When a user launches the game, the system uses the device's accelerometer and GPS information to measure the user's steps and the change in the user's north, south, east, or west location from the start of the measurement to the end of the hour, starting at 00:00. The direction with the greatest change is designated as the direction of travel for that hour, and the step count and direction are paired and stored in a storage device for each hour. Then, at 24:00, the number of recorded pairs that satisfy the conditions is counted. For example, as shown in Figure 6, if a user who has completed step 2 (S03) proceeds to the next day's challenge, and the stored pairs with the largest number of steps for that day are 500 steps east, 500 steps west, 200 steps south, etc., then only the 500 steps east condition of S04 is satisfied. In this case, since the user has satisfied one condition, S04 is considered complete, and the next day's challenge proceeds to step 4. Furthermore, since one condition has been satisfied, the user can draw a fortune and select one of the specified items. The selected item is stored. The system also counts the user's total steps for that day, calculates the number of calories burned for that day based on the relationship between the user's weight and the number of steps entered in advance, and stores the number of calories burned for each day and the total number of calories burned.The system also stores in a storage device the points earned for each day, the number of errors issued for each day, the total number of calories burned in the group specified by the user, and the user's calories burned for each day.The user then plays the game from start to finish, and can optionally read and check the above-mentioned functions during the game.If no functions are read (no buttons are pressed) or the user does not reach the finish line within a specified period of time, the system evaluates the user's type after the specified period has passed.

[0020] When the user reaches the goal (S05), the system memorizes the number of days from the start to the goal, and also reads from the storage device the number of times the user read each function and the number of errors. If the number of errors is less than a predetermined number, for example, the system determines that the user who most frequently uses the calorie consumption display function is a Philanthropist type, who is altruistic, tries to give without expecting reward, and is motivated by purpose and meaning; the user who most frequently uses the point display function is an Achiever type, who is motivated by ability, tries to progress within the system by completing tasks, or tries to prove himself by tackling difficult challenges; the user who most frequently uses the acquired item display function is a Free Spirit type, who values ​​autonomy, is motivated by creativity for independence, and likes to explore; the user who most frequently displays group rankings is a Socializer type, who is motivated by relevance, wants to interact with others, and wants to make social connections; and the user who most frequently displays individual rankings is a Player type, who is motivated by extrinsic rewards and will do anything to obtain rewards within the system, regardless of the type of activity. In case of the same number of attempts, a priority order is set in advance between each type. A user with the highest number of errors or who has not reached the goal within a specified period of time is classified as a Disruptor type, a user motivated to trigger change and who disrupts the system directly or through others, seeking change. The system then stores the determined user type in a storage device. At this time, the user's type may be displayed to the user via the display device of the information processing terminal, either automatically or in response to a request from the user via the information processing terminal. Furthermore, the system is not limited to this method. The number of days until the goal can be converted into a comparable number to the number of attempts and used as an evaluation score, such as an Achiever type. Instead of simply comparing the number of accesses, the number of accesses may be converted into an accurately comparable score (based on deviation from the average or the validity of past type determinations) and used as an evaluation score.

[0021] In addition, in this embodiment, users are classified as having the characteristics based on the number of reads that they have received the most, but it goes without saying that this is not limited to this, and other classification methods can be used, such as classifying by the large deviation from the specified value (numerical value, percentage, etc.), or by the pattern of each element. The classifications are not limited to those described above, but may be classifications targeting desired motivations or behavioral characteristics. A game function that provides users with game elements capable of measuring the characteristics of each classification can be implemented. While the above-described function is based on the number of plays, it goes without saying that other evaluable parameters may be used depending on the game elements being measured. Furthermore, the inventors tested several classifications and found that those based on games that users can play without excessive awareness, particularly those that utilize the HEXAD SCALE, were the most appropriate. Therefore, it is convenient to base the classification on indicators based on the HEXAD SCALE and utilize at least some of the classifications. Furthermore, depending on the intended use, for example, for personnel evaluations, it is preferable to be able to grasp the values ​​that participants hold, which are also a type of motivation. In that case, in the example above, the items that can be obtained by drawing a fortune slip can be selected one by one from categories such as reputation and status (beard, medals, etc.), family (house, family car, etc.), and money and wealth (gold bars, sports cars), and modifications can be made so that the user can evaluate the things that are important in life based on which categories are most prevalent among the items obtained when drawing a fortune slip, and the percentage of those. In addition, in this example, an application program for a game such as "Sugoroku" is used as the game main body to which each element is added, but this is not limited to this, and well-known games such as simulation games, action games, role-playing games, shooting games, novel games, racing games, puzzle games, music games, training games, trading card games, and adventure games may also be used.

[0022] Next, an application corresponding to each type is selected. Typically, a list indicating the correspondence between each type and the optimal provided program is stored in the storage device 102. Once the user's type is determined, the control device 101 reads the correspondence table and presents the user with the provided program corresponding to the user's type (multiple provided programs expected to be provided to the user are pre-stored in the storage device 102). The user then executes the provided program according to its implementation format. For example, if the provided program is a healthcare application, the user executes the healthcare application using the information processing terminal 110. Note that the method of selecting a provided program is not limited to the above. For example, a type matching the header information of a provided program file stored in the storage device may be written, and the control device 102 may search the header file of the provided program on the storage device and select a provided program suitable for the user. Correspondence information indicating the correspondence, as known to those skilled in the art, may be stored in the system and the program may be selected based on that information. Correspondence based on the pattern of the number of calls, statistical processing, cluster analysis, conditional branching, and other methods may also be used. Furthermore, it is convenient for the provided programs to be healthcare programs, particularly mental healthcare programs and cognitive behavioral therapy programs, but this is not limited to this, and games, educational programs, etc. may be associated with the user type and provided to the user.

[0023] (Usage status of the information processing device as a medium used by the user, affinity with the information processing device, suitability with the information processing device) The usage status of the user's information processing terminal, i.e., the user's suitability for the information processing terminal, can be determined by checking the smartphone's past usage history, for example, if the user runs the program on their own smartphone. If the program is run on a PC at work, the usage history can also be checked. In addition to the usage history, questions regarding the user's compatibility with the information processing terminal and the delivery format of the content or program may be provided. The questions may be presented to the user via the information processing terminal, the answers may be obtained via the information processing terminal, and the delivery format may be determined based on the analysis of the answers by the control unit. As an example of a method for checking usage history, the control program of this system is made resident on an information processing terminal, and app usage status for the past month is stored in a memory unit. Usage status is evaluated, for example, by evaluating the actual usage time of all apps and the cumulative usage time of each app (such as a percentage of the total). Smartphone usage status is also classified into (1) infrequent users, (2) passive users, and (3) interactive users. The classification can be further subdivided. Here is an example of a three-person evaluation. Person A's cumulative usage time is 60 minutes, with 20% video viewing and 80% chat app usage. Person B's cumulative usage time is 60 hours, with 90% video viewing and 10% chat app usage. Person C's cumulative usage time is 30 hours, with 20% video viewing, 70% chat app usage, and 10% document creation. First, assuming that the average daily usage time for a provided app is 5 minutes, users who use the app for less than 5 minutes per day are deemed inappropriate as infrequent users (1). Next, the control unit compares the usage histories of Persons B and C with the list of app and app attribute associations stored in the memory unit to analyze each person's usage type. This list can be set appropriately depending on the type of analysis. An example of this list is shown in Figure 2. Person B's usage history is 90% receiving and 10% interactive, with a high proportion of Type A, so he is evaluated as Type A, or passive. Person C's usage history is 20% receiving, 70% interactive, 10% sending, and with a high proportion of Type B, so he is evaluated as reciprocal. As a result, we can determine that Person A is not suitable, Persons B and C are suitable, or we can further subdivide Persons B and C, so that Person B is Type (2) and Person C is Type (3). However, the method for evaluating suitability for an information processing device is not limited to this. A questionnaire questioning usage status may be used to request a user's subjective evaluation, and the evaluation results may be used. Other well-known methods may also be used. For example, machine learning may be performed to learn the user's usage status and suitability for programs of the same type as the target program as training data, and the AI ​​may then compare the user information to the training data to determine suitability. By conducting an assessment while playing a game, as in this embodiment, the assessment can be performed without the user being aware of their user characteristics, and the user's characteristics can be accurately identified. Furthermore, classification based on motivations based on game theory differs from classification based on characteristics such as user preferences that the user is merely aware of. Because this classification is based on fundamental or latent characteristics, it is highly reliable. Furthermore, because it is based on the fundamental principles of the user's behavior, providing a program that fits the classification is not only appropriate but also extremely advantageous in terms of continued use.

[0024] (Mental health care app) Next, an example of a mental healthcare app will be shown with reference to the flow in Figure 3(a). This mental healthcare app is a delivery program that is provided as a program combining multiple exercises for mental health self-care / maintenance / improvement / treatment in a meaningful order, and is stored in the storage device 102. This delivery program is provided by a control program stored in the storage device 102. The delivery program includes psychological education (201) consisting of video content, relaxation exercises (202) such as progressive muscle relaxation, abdominal breathing, and visual imagery consisting of chatbots, video content, and audio content, stress management exercises (203) such as behavioral activation, and mindfulness exercises (205) such as cognitive restructuring (204) and mindfulness meditation. These psychological education and activities are provided to the user through the input device 104 of the information processing terminal 110, such as a smartphone, in a predetermined order (for example, the order 201, 202, 203, 204, 205) to achieve therapeutic effects, by necessary interaction via the input device 104, and are displayed in icon form on the display device 103, and selected via an input device such as a touch panel (FIG. 3(b)). The method of provision is not limited to this, and the activities can be provided to the user in other formats, such as via an audio output device. The user can take care of themselves by performing these education and activities. Here, in a healthcare app, the normal content type refers to activities provided in a format optimized for therapeutic effects, such as video or chatbot, and the video content type refers to activities configured to be provided as videos whenever possible. Mental health apps corresponding to the HEXAD SCALE classification include App A, which, for the Philanthropist type who prefers a system that gives a sense of purpose, inserts a large number of evaluations based on questions from a mental health assessment scale and emphasizes the feeling of achieving goals; App B, which displays evaluation scores for program exercises and emphasizes daily experiences for the Achiever type who emphasizes a sense of accomplishment; App C, which includes free-form responses for the Free Spirit type that has an element of self-expression and is designed to allow users to review these later and see progress; App D, which adds group counseling exercises for the Socializer type who is motivated by social connections; App E, which provides incentives through exercises for the Player type who is motivated by rewards; and App F, which provides a continuous stream of new exercises for the Disruptor type who likes change and disrupts or disrupts the system. Provision programs configured to provide exercises or work or scenarios suited to each type's characteristics are prepared and stored in storage device 102. It goes without saying that if a different classification is used for the type of motivation generated by gamification, a provision program configured to suit that motivation is prepared and stored. In addition, the programs offered are not limited to mental health care apps, but also include health care apps, games, self-reliance support apps, content for personnel evaluations, and educational programs.

[0025] Example 1 In this embodiment, an example of a mental health care system for mental health care will be described below with reference to FIG. 4. The mental health care system 1 (including a control program) used in this embodiment is stored in a storage device 102 of an information processing terminal 110. The control program read from the storage device 102 is controlled by a control device 101 and executed in cooperation with a display device 103, an input device 104, measurement devices 106 and 116, etc. (This embodiment uses a mental health care system that provides the aforementioned provision program as an example.) In this embodiment, a smartphone is used as the subject's information processing terminal 110. When the control program for this mental health care system is launched (401), it first (402) reads out the PHQ-9 questions, which are quantitative indicators of mind and body, stored in the storage device 102. The control program transfers the questions to the information processing terminal 110 and displays them on the display device 103. The user answers the questions displayed on the display device 103 using a four-point scale via the input device 104 according to the display (selecting the appropriate score from the numbers 0-4 displayed). The information processing terminal 110 returns the input numerical values ​​to the control device, and the control device 101 adds up the numerical values ​​input for each question to calculate a total score. A total score of 0-4 indicates no symptoms, 5-9 indicates mild symptoms, 10-14 indicates moderate symptoms, 15-19 indicates moderate to severe symptoms, and 20-27 indicates severe symptoms. If the score is between 20-27, the person is deemed unsuitable for app-based counseling and is encouraged to seek online medical care or visit a medical institution. Next, (403) the BIG 5 questions are administered in the same manner as in flow 402. If openness and agreeableness are higher than the predetermined values ​​and emotional stability is not lower than the predetermined value, the person is deemed suitable for app-based counseling. If the person is deemed unsuitable, online medical care or a visit to a medical institution is recommended. Finally, (404) according to the aforementioned (usage status of the information processing terminal as a medium used by the user) and the suitability of the information processing terminal for the subject, a program that provides video content centered on video is provided for Type (2), and a program that provides regular content is provided for Type (3). In addition, for Type (1), online medical treatment or a visit to a medical institution is encouraged.After providing the program, it is convenient to measure the program's implementation status and therapeutic effectiveness using known methods and evaluate the program's dropout rate and therapeutic effectiveness. As described above, the provided program is generated using a predetermined algorithm, and the algorithm and reference values ​​are stored in a storage device. Instead of using a predetermined algorithm, the provided program may be selected using AI based on the results of each aptitude assessment. Furthermore, the aptitude assessment of the provided program may also include information on social factors such as the user's nationality, place of residence, occupation, and educational background, as well as biological factors such as gender and age group to determine the user's type. The UI / UX of the provided program may also be varied depending on these characteristics; for example, a calm color scheme for an elderly male with high emotional stability, or a bright and pop-like impression for a young female with high harmony. These suggestions can be implemented based on a single suggestion, or the user can choose from multiple suggestions.

[0026] Example 2 In this embodiment, the program provides educational content. The basic control program flow is similar to that described above, with each system component coordinating with the others. This educational program includes, for example, a video content type consisting of multiple videos in which an instructor explains how to solve math problems, and a standard content type consisting of videos and exercises that guide users to the answer using a chatbot. In this embodiment, the user's characteristics (correlated with the BIG5) are evaluated based on their past smartphone usage (history of online meetings, calls, social media, emails, etc.). If the harmony is confirmed to be higher than a predetermined value, the program selects either the video content type or the standard content type based on the aforementioned evaluation of the user's usage of the information processing device as a medium. Furthermore, as a status diagnosis, the user's app usage status is assessed by prompting the user via the information processing device with questions regarding the user's expected app usage time, such as "1. Study time at home, 2. During the commute to school." These are performed via the control program. If the commute to school is assumed, video content may be selected as the program even if standard content was selected in the previous routine. This is due to the difficulty of interactive work during the commute to school. As in the above-described embodiment, it is convenient to measure the implementation status and learning effect after providing the program using a known method, and evaluate the dropout rate and learning effect of the program.

[0027] Example 3 (Application of gamification to assessment) Generally, healthcare and mental healthcare apps assess the user's condition using a scale to evaluate the user's health and mental state. To achieve this, the app provides the user with a large number of questions and prompts them to answer them. However, the inventors have found that the questions themselves cause stress to the user and prevent them from accurately understanding their condition. Therefore, this specification also proposes methods such as asking questions by voice input and obtaining answers through passive methods, but this embodiment also proposes an assessment method that utilizes gamification. This example illustrates the execution of a software program installed in a mental health care system (system 2) that uses the aforementioned smartphone game app. This software is stored in a storage device 133 and operates in cooperation as a front end of the information processing terminal 110 and a back end of the server 130. The front end is mainly controlled by the control device 101, and the back end is mainly controlled by the control device 132, which executes the functions of this software program while coordinating and controlling the various components of the information processing terminal 110 and the server 130. First, when a user executes this application (front end) from the user's information processing terminal, the control device 101 executes the software program and controls the front end, and the control device 132 starts processing on the back end side. The control device 101 invokes the game application (which may be a function or module) stored in the storage device 133, and the user executes the game application via the information processing terminal 110 (or may download it to the storage device 102). The game application is implemented in the same manner as described above. The number of references to each function (i)-(vi) of the game elements corresponding to the user's motivational characteristics is stored in the storage device 133. In this embodiment, the control device 132 reads each count from the storage device 133 and uses it as a condition for conditional branching to finally determine the user type. The determination result is stored in the storage device 133 in association with the user information. An example of conditional branching for classification for this determination is as follows: first, the number of times function (i) is evaluated; if it is 10 or more times, the user is classified as a Philanthropist type; if it is less than 10 times, the number of times function (ii) is evaluated; if it is 10 or more times, the user is classified as an Achiever type; if it is less than 10 times, the number of times function (v) is evaluated; if it is 20 or more times, the user is classified as a Player type; if it is less than 20 times, the number of times function (iii) is evaluated; if it is 20 or more times, the user is classified as a Free Spirit type; if it is less than 20 times, the number of times function (iv) is evaluated; if it is 10 or more times, the user is classified as a Socializer type; and if it is less than 10 times, the user is classified as a Disruptor type (note that the threshold used for classification can be set as appropriate). Once the user type is determined, the user type may be displayed on the display device 103.

[0028] Next, if the assessment is a recommendation of a game, such as part of a platform that provides a game function, the control device 101 of the information processing terminal 110 will suggest to the user, via the display device of the information processing terminal, recommended game types and / or recommended games that suit the user's type, based on association information between user type groups such as those shown in Figure 7 and recommended game types and / or recommended games, which is pre-stored in the memory device 133. (Note that, since user types are associated with game elements (functions included in games) included in games, there are cases where games of the same category are assigned to different user types (in the case of games, for mental care apps, categories such as cognitive behavioral therapy and mindfulness might be assigned). For example, shooting game D might be assigned to an achiever type, and shooting game E to a disruptor type. Also, one user type may be assigned to one game element, or, if one game element is related to the characteristics of multiple user types, one game can be associated with multiple user types if it includes game elements related to these multiple user types, or one game can be associated with multiple user types if it includes multiple game elements. However, this is not limited to this, and the association information can also be designed to associate one user type with one category, and one game can be associated with only one user type.) Next, if this assessment is an educational app (program) or a platform that provides such an app, similar to the game function, the recommended app (module) types and / or recommended games that match the user's type are proposed to the user via the display device of the information processing terminal based on the association information between the user type group and the recommended app (module) types and / or recommended app (program, module) group. Here, a module refers to a set of work, exercises, etc. used in one app. Next, if this assessment is a healthcare app (especially a mental healthcare app or program) or a platform that provides such an app, similar to a game, the system will suggest to the user via an information processing terminal recommended app (module) types and / or recommended games that suit the user's type based on the association information between the user type group and the recommended app (module) type group and / or the recommended app (module) group. Here, a module refers to a set of work, exercises, etc. used in one app. Next, if this assessment is part of a personnel evaluation app or a system that provides such an app, the control device of the information processing terminal outputs a behavioral pattern that matches the evaluated user type via the information processing terminal, based on association information between user types and typical user behavioral patterns, as shown in Fig. 8, which is pre-stored in the storage device 133. Knowing the motivational characteristics of the subject can be used as a reference for positioning within an organization, suitability for assigned work, etc. Furthermore, associations may be made not only based on motivations used in gamification, but also by classifying and combining them with other classifications such as behavioral characteristics like the BIG5 or personality assessments based on psychology. In this embodiment, it goes without saying that the programs (applications, application programs) provided can be modified in accordance with the suitability of the terminal for use, as in the first embodiment.

[0029] Example 4 (Program characteristics evaluation using gamification assessment) In this embodiment, an example of a mental health care system 2 for mental health care will be described below with reference to FIG. 4. In the system 2 of this embodiment, a mental health care application (control program) is stored in a storage device 133 of a server 130. The control program read from the storage device 133 is controlled by a control device 132, which then controls the display device 103, input device 104, measuring devices 106 and 116, etc. in cooperation with a control device 101 of an information processing terminal 110. (In this embodiment, a mental health care system that provides the aforementioned provision program is used as an example.) In this embodiment, a smartphone is used as the information processing terminal 110 of the subject. When the control program of this mental health care system is started (401), first (402) questions, which are quantitative indicators (measures) on a hexadecimal scale, stored in the storage device 133 are read. The control program transfers the questions to the information processing terminal 110, and the control device 101 of the information processing terminal controls the information processing terminal and displays them on the display device 103. The user answers the questions displayed on the display device 103 using a 7-point scale via the input device 104 in accordance with the display (by selecting the appropriate score from the numbers 0-6 displayed). The information processing terminal 110 returns the input numerical values ​​to the server 130, and the control device 132 stores the numerical values ​​input for each question in the storage device 133. In the server 130, the control device 132 classifies the user into one of six types based on the scores, in accordance with a predetermined procedure. ((903) Here, the suitability of the subject for the information processing terminal may be determined according to the procedure described above (Usage status of the information processing terminal as a medium used by the user), and the program provided may be modified accordingly according to the user type as described below.) (904) Next, from the multiple healthcare apps (programs) stored in the memory device 133, a program that suits the user type is selected based on association information stored in the memory device 133, such as a list showing the correspondence between types and programs or a selection formula for conditional branching, or association information regarding suitability with the user type included in the provided program or this program, and the selected program is provided to the user via the display device of the user's information processing terminal 110 based on the execution method of the program. In this embodiment, a mental healthcare app is used as an example, but it goes without saying that the invention can be applied to other healthcare apps, game apps, educational program apps, self-reliance support apps, classification methods, personnel evaluation systems that provide association information, and the like.

[0030] Example 5: Incentives The above-described embodiments have taught techniques for providing a program tailored to a user's behavioral and psychological characteristics, or for providing a program tailored to the user's motivational characteristics, and for modifying the selection of the program by incorporating factors related to the user's suitability for the information processing device. However, this is not limited to these examples and can also be used to provide incentives using gamification-related motivation. Specifically, a function for providing incentives can be added to the program. This can solve the problem of providing a shared space with other users to a user type (a "Player") who is not particularly interested in social interactions, who are not interested in, or even find it annoying (providing an incentive function that does not match the characteristics of the user type may not provide an incentive but may actually be a hindrance). For example, as described above, the user determines the system's motivational user type. The system then provides essentially the same program to all users, with an additional function for providing incentives. For example, in a mental healthcare system, a mental healthcare app could be provided to Socialiser users, and a BBS function could be added that allows users to share their mental health status with other users in conjunction with the app, or a function could be added for Achiever users that allows their selected character (typically an animal) to grow each time they perform an exercise included in the app. This is not limited to mental health apps, but can also be added to games, educational programs, and self-reliance support (for single mothers, social withdrawal, depression), for example, by adding a function that provides Player users with points that can be collected and exchanged for goods depending on the amount of time they spend using the app, thereby increasing user engagement.

[0031] These motivational features can be used to improve user satisfaction and retention rates.

[0032] (Database) An example of a database based on the present invention is shown in Figure 5. The database may be included in, for example, server 120 of Figure 1. Figure 5 records data on four participants who have participated in the system, received programs, and are currently running them. A has received two programs, while B, C, and D have received one program. Since D is currently running the program, the dropout rate and effectiveness are not currently recorded. However, they will be recorded once the program is completed and the results are evaluated. The database stores users, programs (attributes), app aptitude, information processing device aptitude, status aptitude, dropout rate, and effectiveness. Program (attributes) refer to the program provided to a specific user and its attributes. App aptitude indicates the user's aptitude for the provided app. For example, the percentage of the user's attribute when the BIG5 attributes that evaluate aptitude for the app are taken as 100%. If there are multiple attributes, the respective percentages, total values, or patterns may be stored. Device aptitude refers to the user's affinity with the information processing device used by the user. Status aptitude refers to whether the user is ready to run the program at the time of provision. The aptitudes evaluated in the above-described embodiment are entered. Next, the dropout rate is the extent to which a user has completed a provided program. Here, 0% indicates that the program has been completed to the end, and 50% indicates that the user has dropped out halfway through. Finally, the effectiveness (evaluation) of the provided program is stored. This refers to user satisfaction in the case of a game, improvement in average scores in the case of an educational program, or treatment effectiveness in the case of a healthcare app. Subjective or objective indicators or measurements can be used. Each evaluation value can also be a qualitative or quantitative evaluation. The thresholds for each evaluation value used to select a program to be provided can be changed based on these database records. Furthermore, these database records can be used as training data for machine learning, allowing AI to select a program to be provided. The database record items are not limited to these, but preferably include at least the provided program (including when the program is defined as just the program attributes), information about the user's suitability for the program and its implementation status (e.g., dropout rate), or information about the effects obtained by the user from implementing the program.

[0033] The user's suitability for the program and the user's suitability for the information processing terminal, or the information regarding the user's ability to receive the program and the current status of the department, may be obtained separately, or any or all of these may be obtained together from the database or the user.

[0034] In the embodiment of the present application, a configuration has been illustrated in which the user is prompted to answer questions in text format. However, a known technique for verifying the credibility of the answers to questions can be used as a question branch, and if the answers are not credible, the user is prompted to answer again, or if the answers are not credible, the user is determined to be unsuitable, and processing can proceed accordingly. Also, instead of text questions, the system may be configured to prompt the user to answer questions in voice format. Furthermore, if the answers are voice format, the judgment of suitability, etc., may be revised using a technique for analyzing the voice components and determining the credibility of the answers.

[0035] The suitability of a program can also be measured by other known methods, such as by the experience or persistence of a program similar to the program being offered.

[0036] While the present invention illustrates an application program that operates standalone only on the information processing terminal of System 1 and an application program that operates cooperatively between the information processing terminal and server of System 2, the present invention is not limited to this and can be used in systems with various configurations. Furthermore, in the case of cooperative operation of System 2, control may be primarily performed by the control device of the information processing terminal, or by the control device of the server, or when the two systems cooperate and operate in cooperation, temporary data, data such as characteristics and types, data associating user types with programs, software programs operated by the system, programs such as games, healthcare apps, and educational programs, and user data may be stored and distributed in either the storage device of the information processing terminal or the storage device of the server, or both, as appropriate. These may then be connected to each other and operated in cooperation in a manner well known to those skilled in the art.

[0037] In the above-described embodiment, the user type and the program to be provided are associated one-to-one, but the scope of the present invention is not limited to this (it is also possible for one program to be associated with multiple user types). For example, the scores (number of times) of each feature used in gamification could be evaluated by users who played the game at the same time, and then converted into a ranking within the overall score. The top 20% would receive a 5, the next 20% a 4, and so on. A user's six characteristics could be rated on a scale of 1 to 5. For example, User A might receive a score of 4 for Philanthropist, 2 for Achiever, 5 for Free Spirit, 4 for Socializer, 3 for Player, and 2 for Disruptor. This composite of these scores could be presented to the user as a user type, graphically displayed like a radar chart. Similarly, instead of categorizing programs into a specific category, when a program is registered (stored) in the system, up to three characteristics could be registered at the same time. For example, Program A could receive 5 for Free Spirit, 5 for Philanthropist, and 5 for Socializer; Program B could receive 4 for Philanthropist and 4 for Socializer; and Program C could receive 5 for Disruptor and 5 for Achiever. Here, when the system determines the user type of a certain user A and then presents programs that are suitable for that user type, it compares the user's evaluation score with the characteristics of the programs stored in the storage device and presents those with a correlation coefficient higher than a predetermined value as suitable. Here, for three characteristics of program A, and for two characteristics of program B, the correlation coefficient with user A's characteristics is greater than or equal to a predetermined value, and they are determined to be suitable. For two characteristics of program C, the correlation coefficient with user A's characteristics is less than the predetermined value, and they are determined to be unsuitable. Note that this matching evaluation is merely an example, and it goes without saying that compatibility can also be determined using a pattern matching method known to those skilled in the art.

[0038] It goes without saying that the above-described embodiments are not independent of each other, and that the elements thereof can be combined. [Explanation of symbols]

[0039] 100 systems 101 Control device 102 Storage device 103 Display device 104 Input Device 105 Communication equipment 106 Measuring Equipment 110 Information processing terminal 116 Measuring Equipment 120 Network 130 servers 131 Communication equipment 132 Control device 133 Storage device

Claims

1. In a system including an information processing terminal, providing a game function including a plurality of functions for evaluating motivational items based on gamification to a user via an input / output device of the information processing terminal, and having the user execute the game function; evaluating the user's performance of the plurality of functions; determining a type of motivation of the user based on the evaluation results; A program for implementing a procedure for suggesting to the user via the information processing terminal one of a health care program, a mental health care program, a game program, an educational program, or an independent living support program, or content related to behavioral patterns, associated with the determined type.

2. In a system including an information processing terminal, a step of providing a user with questions for evaluating motivational items based on gamification via an input / output device of the information processing terminal and acquiring answers from the user; determining a type of motivation of the user based on the answer; A program for implementing a procedure for suggesting to the user via the information processing terminal one of a health care program, a mental health care program, a game program, an educational program, or an independent living support program, or content related to behavioral patterns, associated with the determined type.

3. A user's information processing terminal having an input / output device, a terminal control device, and a terminal storage device, The terminal storage device a plurality of contents relating to a plurality of programs or behavioral patterns, which are any of a health care program, a mental health care program, a game program, an education program, and an independent living support program, and a game function including a plurality of functions for evaluating motivational items based on gamification, are stored in the terminal storage device; The terminal control unit reading out the game function from the terminal storage device, presenting it to the user via the input / output device, and having the user execute the game function using the information processing terminal; Evaluating the results of the user's implementation of the plurality of functions, and determining a user type of the user's motivation based on the evaluation results; An information processing terminal that proposes to the user the provided program or the content associated with the determined user type.

4. a user's information processing terminal having an input / output device, a terminal control device, and a terminal storage device; a server having a server control device and a server storage device; The server storage device a plurality of programs to be provided, selected from a health care program, a mental health care program, a game program, an education program, and an independent living support program, a plurality of contents relating to behavioral patterns, and a game function including a plurality of functions for evaluating motivational items based on gamification, are stored in the server storage device; A system in which the information processing terminal and a server are connected via a network, The terminal control unit reading the game from the server storage device, presenting it to the user via the input / output device, and having the user execute the game function using the information processing terminal; The server control device Evaluating the results of the user's implementation of the plurality of functions, and determining a user type of the user's motivation based on the evaluation results; The system instructs the information processing terminal to suggest to the user the provided program associated with the determined type.

5. A user's information processing terminal having an input / output device, a terminal control device, and a terminal storage device, an information processing terminal in which a plurality of programs to be provided, which are either a healthcare program, a mental healthcare program, a game program, an education program, or an independent living support program, or a plurality of contents relating to behavioral patterns, and questions of question items relating to motivation based on gamification are stored in the terminal storage device; The terminal control unit reading the question from the terminal storage device, presenting it to the user via the input / output device, obtaining an answer from the user, and determining a user type of the user's motivation based on the answer result; An information processing terminal that proposes to the user a provided program associated with the determined user type.

6. a user's information processing terminal having an input / output device, a terminal control device, and a terminal storage device; a server having a server control device and a server storage device; The server storage device a plurality of programs to be provided, which are either a health care program, a mental health care program, a game program, an education program, or an independent living support program, or a plurality of contents relating to behavioral patterns, and questions relating to motivation based on gamification are stored in the server storage device; A system in which the information processing terminal and a server are connected via a network, The terminal control unit reading the question from the server storage device, presenting it to the user via the input / output device, obtaining an answer from the user, and transmitting the answer result to the server; The server control device determining a user type of the user's motivation based on the answer result; The system instructs the information processing terminal to propose to the user a provided program associated with the determined user type.

7. 6. The information processing terminal according to claim 3, wherein the provided program is proposed to the user and executed.

8. 7. The system according to claim 4, wherein the provided program is proposed to the user and executed.

9. providing a user with a game including a plurality of functions for evaluating motivational items related to gamification, and having the user play the game; After the game is played, evaluating the results of the user's execution of the plurality of functions; determining a motivation type of the user based on the evaluation result; A method for providing a program adapted to a user, comprising a step of executablely providing to the user a plurality of contents relating to a program or behavioral pattern that is a healthcare program, a mental healthcare program, a game, an educational program, or an independent living support program associated with the determined type.

10. providing a user with questions for evaluating motivational items related to gamification via an input / output device and acquiring answers from the user; determining a type of motivation of the user based on the answer results; and a step of executablely providing to the user content relating to a program or behavior associated with the determined type, the program or behavior being a healthcare program, a mental healthcare program, a game, an educational program, or a self-help program.

11. a user's information processing terminal having an input / output device, a terminal control device, and a terminal storage device; a server having a server control device and a server storage device; The server storage device a plurality of provision programs, which are any one of a healthcare program, a mental healthcare program, a game program, an education program, and an independent living support program, a plurality of incentive functions, and a game function including a plurality of functions for evaluating motivation items based on gamification, are stored in the server storage device; A system in which the information processing terminal and a server are connected via a network, The terminal control unit reading out the game function from the server storage device, presenting it to the user via the input / output device, and having the user execute the game function using the information processing terminal; The server control device Evaluating the results of the user's implementation of the plurality of functions, and determining a user type of the user's motivation based on the evaluation results; The system instructs the information processing terminal to propose to the user a program to which the incentive function associated with the determined type is added.

12. a user's information processing terminal having an input / output device, a terminal control device, and a terminal storage device; a server having a server control device and a server storage device; The server storage device a plurality of programs to be provided, which are either a healthcare program, a mental healthcare program, a game program, an education program, or an independent living support program, and a plurality of incentive functions and questions regarding motivation based on gamification are stored in the server storage device; A system in which the information processing terminal and a server are connected via a network, The terminal control device reading the question from the server storage device, presenting it to the user via the input / output device, obtaining an answer from the user, and transmitting the answer result to the server; The server control device determining a user type of the user's motivation based on the answer result; The system instructs the information processing terminal to propose to the user a provision program to which the incentive function associated with the determined user type has been added.

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