Game program, method, and information processing apparatus

The game system addresses the challenge of adapting to lifestyle changes by allowing users to set flexible sleep slots and controlling games based on actual sleep patterns, thereby improving sleep habits and maintaining game enjoyment.

JP2026012803APending Publication Date: 2026-01-27THE POKEMON CO
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Patent Information

Application Number
JP2025175572
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-10-17
Publication Date
2026-01-27

AI Technical Summary

Technical Problem

Existing sleep tracking technologies fail to adapt to changes in a user's lifestyle, leading to difficulty in maintaining regular sleep habits and potentially causing psychological stress, which diminishes the enjoyment of games tailored to the user's sleep state.

Method used

A game system that allows users to designate a first time slot for sleeping and sets a second time slot different from the first, acquires sleep information, and controls the game based on whether the user slept during the second time slot, regardless of the sleep history matching the first time slot.

Benefits of technology

Encourages users to improve their sleep habits while maintaining game interest by adapting to their lifestyle changes, enhancing the game's tailoring to their sleep state.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game system for urging a user to have an appropriate sleep habit.SOLUTION: There is provided a game program to be executed by a computer including a processor and a memory. The game program causes a processor to execute a first step of receiving, from a user, designation of a first time period as a target for sleeping, a second step of setting, in relation to the designated first time period, a second time period that does not coincide with the first time period, a third step of acquiring first information on sleep performed by the user, and a fourth step of performing game control based on the first information. In a fourth step, based on the first information, game control is performed in accordance with whether or not the user is sleeping in the second time period, regardless of whether or not the actual result of sleep of the user matches the first time period.SELECTED DRAWING: Figure 22
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Description

[Technical Field]

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

[0002] There are known technologies for measuring sleep. For example, by having a user wear a wristwatch-type device, the device can determine whether the user is in light sleep, deep sleep, or REM sleep based on the output of a motion sensor. This allows the time-dependent changes in each sleep stage to be recorded.

[0003] These sleep tracking devices also allow users to set reminders to notify them when it's time to go to bed, as research has shown that consistent bedtimes and wake-up times improve the quality of sleep.

[0004] Data measured while a user is sleeping is also reflected in a game program. Japanese Patent Application Laid-Open Publication No. 2012-81063 (Patent Document 1) describes that the quality of a player's sleep is reflected in a game based on pulse wave information during sleep. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-81063 Summary of the Invention [Problem to be solved by the invention]

[0006] However, even if a user tries to form regular sleep habits, the user's lifestyle may change from day to day. For example, the hours during which the user can sleep may vary depending on the work the user has and the amount of leisure time the user enjoys.

[0007] When a game is provided that corresponds to a user's sleep state, the user will play the game continuously every day. Therefore, if the user's lifestyle changes, it may become difficult for the user to maintain regular sleep habits, which may cause psychological stress. As a result, the interest of the game that corresponds to the user's sleep state may not be fully realized.

[0008] Therefore, there is a need for a technology that further improves the enjoyment of games that are tailored to the user's sleep state, even if the user's lifestyle changes. Therefore, an object of the present disclosure is to provide a game system that encourages the user to improve their sleep habits. [Means for solving the problem]

[0009] According to one embodiment, a game program to be executed by a computer including a processor and a memory is provided. The game program causes the processor to execute the following steps: a first step of receiving a designation of a first time slot from a user; a second step of setting a second time slot related to the designated first time slot and not matching the first time slot; a third step of acquiring first information related to sleep performed by the user; and a fourth step of controlling the game based on the first information. In the fourth step, the game is controlled based on whether the user slept during the second time slot, regardless of whether the user's sleep history matches the first time slot, based on the first information.

[0010] According to one embodiment, a method is provided that is executed by a computer including a processor and a memory. The method includes a first step of receiving, from a user, a designation of a first time slot as a target for sleeping, a second step of setting a second time slot related to the designated first time slot and different from the first time slot, a third step of acquiring first information related to the user's sleep, and a fourth step of controlling the game based on the first information. In the fourth step, the game is controlled based on whether the user is sleeping during the second time slot, regardless of whether the user's sleep performance matches the first time slot, based on the first information.

[0011] According to one embodiment, an information processing device is provided, including a control unit and a storage unit. The control unit operates based on a game program stored in the storage unit to execute the following steps: a first step of accepting, from a user, a designation of a first time slot as a target time slot for sleeping; a second step of setting a second time slot related to the designated first time slot and not matching the first time slot; a third step of acquiring first information related to the user's sleep; and a fourth step of controlling the game based on the first information. In the fourth step, the game is controlled based on whether the user slept during the second time slot, regardless of whether the user's sleep performance matches the first time slot, based on the first information. [Effects of the Invention]

[0012] According to the present disclosure, it is possible to encourage a user to improve their sleep habits in accordance with their lifestyle, while further increasing the interest of a game that is tailored to their sleep state. [Brief explanation of the drawings]

[0013] [Figure 1] 1 is a diagram showing the overall configuration of a game system 1. FIG. [Figure 2]1 is a block diagram of a terminal device 10 constituting a game system 1 according to a first embodiment. [Figure 3] FIG. 2 is a diagram showing the functional configuration of a server 20. [Figure 4] 2 is a diagram showing the data structures of a user information database 281, a friend list 282, and sleep record information 283 stored in the server 20. FIG. [Figure 5] This is a flowchart showing a process in which the user specifies a game unit, consumes the amount of stamina set for that game unit from the current value, and plays the game, and the reward when the game unit is cleared is determined according to the user's sleeping record. [Figure 6] 10 is a flowchart showing a process for restoring a user's stamina value when the user is asleep. [Figure 7] 10 is a flowchart showing a process in which the terminal device 10 progresses the user's game play based on information related to the user's sleep. [Figure 8] 10 is a flowchart showing a process of giving each user an advantage in the game progress and giving each user a reward by having multiple users achieve their sleep goal. [Figure 9] FIG. 2 is a diagram showing an example of a screen of the terminal device 10. [Figure 10] 10 is a flowchart showing a process of giving a reward in a game to a user because the user did not operate the terminal device 10 before falling asleep. [Figure 11] 10 is a flowchart showing a process in which the terminal device 10 notifies the user of information related to sleep at an appropriate timing. [Figure 12] FIG. 10 is a diagram showing an example of a screen of the terminal device 10 in the second embodiment. [Figure 13] 10 is a flowchart showing a process of using information about a user's sleep for ranking. [Figure 14] 10 is a flowchart showing a process of providing a user with a reward for sleeping at a specific location such as an accommodation facility. [Figure 15]FIG. 2 is a block diagram showing the configuration of a sleep measurement device 11B and the like. [Figure 16] 10 is a diagram showing the data structure of sleep measurement device settings 284 stored in the server 20. FIG. [Figure 17] 10 is a flowchart showing a process in which the terminal device 10 acquires sensing results from one or more sleep measuring devices (sleep measuring device 11B, etc.) and accumulates them as a log in the server 20. FIG. [Figure 18] 10 is a flowchart showing a process of notifying the user of the terminal device 10 when an application that uses the user's sleep information starts a service. [Figure 19] FIG. 2 is a diagram showing an example of a screen of the terminal device 10. [Figure 20] 10 shows an example of a screen at a stage where a sleep measuring device to be used in a game is determined when a user uses multiple sleep measuring devices to measure sleep information. [Figure 21] FIG. 23 is a diagram showing the data structure of sleep result information 6283 according to the sixth embodiment. [Figure 22] 10 is a flowchart showing a process of controlling a game depending on whether or not a user is sleeping during a core time. [Figure 23] FIG. 20 is a diagram showing an example of a screen of the terminal device 10 in the sixth embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0014] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. The names and functions of the components are also the same. Therefore, detailed description thereof will not be repeated.

[0015] First Embodiment <1. Overall game system configuration> FIG. 1 is a diagram showing the overall configuration of a game system 1. As shown in FIG.

[0016] 1, the game system 1 includes a plurality of terminal devices (terminal device 10A and terminal device 10B are shown in FIG. 1; hereinafter, they may be collectively referred to as "terminal devices 10") and a server 20. The terminal devices 10 and the server 20 are connected for communication via a network 80.

[0017] The terminal device 10 is a device operated by each user. The terminal device 10 is realized by a mobile terminal such as a smartphone or tablet compatible with a mobile communication system. Alternatively, the terminal device 10 may be, for example, a stationary personal computer (PC), a laptop PC, or a dedicated game console. The terminal device 10 may also function as a head-mounted display, for example, a transparent, non-transparent, or see-through head-mounted display. For example, the terminal device 10 may function as a mobile terminal when not functioning as a head-mounted display, and may function as a head-mounted display when worn on a goggle-type device. In this case, the terminal device 10 can switch between a mode functioning as a mobile terminal and a mode functioning as a head-mounted display. In the mode functioning as a head-mounted display, the terminal device 10 detects the movement of the user's head using a motion sensor built into the terminal device 10 and updates the display image in conjunction with the movement of the user's head.

[0018] 1, the terminal device 10 includes a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, a storage unit 16, and a processor 19. The server 20 includes a communication IF 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29.

[0019] The terminal device 10 is communicatively connected to the server 20 via a network 80. The terminal device 10 is connected to the network 80 by communicating with communication devices such as a wireless base station 81 conforming to communication standards such as 5G and LTE (Long Term Evolution), and a wireless LAN router 82 conforming to a wireless LAN (Local Area Network) standard such as IEEE (Institute of Electrical and Electronics Engineers) 802.11.

[0020] The communication IF 12 is an interface for inputting and outputting signals so that the terminal device 10 can communicate with external devices. The input device 13 is an input device (e.g., a touch panel, a touch pad, a pointing device such as a mouse, a keyboard, etc.) for receiving input operations from a user. The output device 14 is an output device (e.g., a display, a speaker, etc.) for presenting information to a user. The memory 15 is for temporarily storing programs and data processed by the programs, etc., and is a volatile memory such as a DRAM (Dynamic Random Access Memory). The storage unit 16 is a storage device for saving data, such as a flash memory or an HDD (Hard Disc Drive). The processor 19 is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, registers, peripheral circuits, etc.

[0021] As shown in the figure, the terminal device 10 is connected to a game controller 11A via a wired or wireless connection. A user can play a game by operating the game controller 11A. The terminal device 10 may be capable of communicating with multiple game controllers 11A. For example, multiple users can play a game using a single terminal device 10. The game controller 11 may also have a structure that is detachable from the terminal device 10. The game controller 11 may be a single device that can be held in both hands of the user, or may be composed of two devices that are held in each hand of the user. For example, the game controller 11 may have a gyro sensor, an infrared sensor, or the like, and may detect the user's body movements (e.g., hand movements) when the user is holding the game controller 11.

[0022] As shown in the figure, the terminal device 10 is connected to one or more sleep measuring devices via a wired or wireless connection. The sleep measuring devices 11B and 11C are devices for acquiring information about the sleep of the user of the terminal device 10. FIG. 1 shows two sleep measuring devices, the sleep measuring device 11B and the sleep measuring device 11C. Hereinafter, the sleep measuring devices may be collectively referred to as the "sleep measuring device 11B, etc." The sleep measuring devices 11B and 11C are wearable devices that are attached to the user's body, such as a wristwatch, a ring, or an eye mask, and include a motion sensor such as a gyro sensor. The sleep measuring devices 11B and 11C may also be devices that are placed on a mattress or pillow where the user sleeps. The terminal device 10 and the sleep measuring device 11B or the sleep measuring device 11C may be the same device. That is, the terminal device 10 may also function as a sleep measuring device.

[0023] A user may use two or more sleep measurement devices simultaneously. For example, a user may wear two wristwatch-type sleep measurement devices, or a user may wear a wristwatch-type sleep measurement device and use a smartphone as a sleep measurement device. This allows the user's body movements while sleeping to be detected using a gyro sensor or the like. By accumulating sensing results (sensing data 182B) sensed by various sensors while the user is sleeping, it is possible to determine whether the user is asleep, in a light sleep state, a deep sleep state, REM sleep, or non-REM sleep. In this way, the quality of the user's sleep can be evaluated by, for example, distinguishing between REM and non-REM sleep waveforms. For example, the REM and non-REM sleep cycles for good quality sleep are preset, and the quality of the user's sleep can be evaluated by comparing the REM and non-REM sleep waveforms during the user's sleep.

[0024] Furthermore, the terminal device 10 detects that the user has gone to bed (for example, lay down in bed) and fallen asleep after going to bed, based on the output of a motion sensor such as the sleep measuring device 11B. Furthermore, the terminal device 10 can determine whether the user has performed an input operation on the terminal device 10 or whether the user has viewed information displayed on the display 132 of the terminal device 10 after going to bed and before falling asleep. In other words, it can determine whether a user who is about to go to sleep has operated the terminal device 10 before going to sleep.

[0025] Furthermore, sleep measuring devices that are expected to be used in advance in the game system 1 are managed in a so-called whitelist format. When receiving data from a sleep measuring device 11B that is not managed by the game system 1, the server 20 may not receive sleep information from the sleep measuring device 11B that the server 20 cannot identify, or may perform subsequent processing using parameters for the unidentifiable sleep measuring device 11B.

[0026] Furthermore, differences in the types of sleep measurement devices do not necessarily mean different devices. That is, even if sleep measurement devices have the same device configuration, the game system 1 may manage them as different sleep measurement devices depending on the type of software or application used before transmitting the sleep information to the server 20. For example, even if the same sleep measurement device 11B is used to detect sleep information, different "sleep measurement device IDs" can be used to process the sleep information and different "sleep measurement device IDs" can be used to process the sleep information. In this way, managing different "sleep measurement device IDs" depending on the combination of device type as the device configuration and the application used enables more flexible generation of sleep information, thereby fully enhancing the enjoyment of games that adapt to different sleep states.

[0027] The server 20 manages information about each user, including the game characters, game items, and virtual currency owned by each user (including those given to the user free of charge and those given to the user for a fee), the current and maximum values ​​(upper limit values) of the parameters (also called "stamina values") of the amount of action consumed by each user to play a game unit (also called a quest), and information about other users registered as friends by each user.

[0028] The server 20 also collects the sensing results obtained by the sleep measurement device 11B and the sleep information of each user generated from the sensing results, and stores them in a database. For example, the terminal device 10 acquires the sensing results of the sleep measurement device 11B and transmits them to the server 20.

[0029] The server 20 performs processes to encourage interaction between users, specifically, matching users to support multiplay in which multiple users play games together, and also transmits and receives messages between users.

[0030] The server 20 manages the current and maximum stamina values ​​of each user and restores the current value to the maximum value over time. For example, the server 20 increases the current stamina value at predetermined intervals, such as every three minutes. The server 20 sets a timer for a predetermined time in response to a decrease in stamina value from the maximum value, such as when a user starts game play for a game. The server 20 detects that the predetermined time has elapsed and increases the stamina value by a predetermined amount. If the stamina value has not reached its upper limit as a result of restoring the stamina value, the server 20 sets the timer again.

[0031] In addition, the amount of action power parameters consumed in game play for each game unit may be the same for each game unit (the amount of stamina consumed is fixed), or the amount of action power parameters consumed during game play may be set for each game unit.

[0032] The communication IF 22 is an interface for inputting and outputting signals so that the server 20 can communicate with external devices. The input / output IF 23 functions as an interface with an input device for receiving input operations from a user and an output device for presenting information to the user. The memory 25 is for temporarily storing programs and data processed by the programs, etc., and is a volatile memory such as a DRAM (Dynamic Random Access Memory). The storage 26 is a storage device for saving data, such as a flash memory or an HDD (Hard Disc Drive). The processor 29 is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, registers, peripheral circuits, etc.

[0033] In the illustrated example, the terminal devices 10 communicate with each other via the server 20. However, multiple terminal devices 10 may communicate with each other directly via short-range wireless communication without using the server 20. For example, two terminal devices 10 may be used to play against each other via local communication without using the Internet. In addition, in this embodiment, each device (terminal device, server, sleep measurement device, etc.) may be regarded as an information processing device. That is, a collection of devices may be regarded as a single "information processing device," and the game system 1 may be formed as a collection of multiple devices. The allocation of multiple functions required to realize the game system 1 according to this embodiment to one or multiple pieces of hardware may be determined appropriately in consideration of the processing capabilities of each piece of hardware and / or the specifications required for the game system 1.

[0034] For example, a game system may be configured with a terminal device and a sleep measuring device without using a server. Alternatively, the sleep measuring device may communicate with a terminal device, and the terminal device may communicate with a server, with each device performing its own processing to configure a game system. Alternatively, a game system may be configured with a sleep measuring device, without using a terminal device or a server. Alternatively, a game system may be configured by having the sleep measuring device communicate with a server.

[0035] <1.1 Configuration of the terminal device 10> FIG. 2 is a block diagram of a terminal device 10 constituting the game system 1 of the first embodiment. As shown in FIG. 2, the terminal device 10 includes multiple antennas (antenna 111, antenna 112), wireless communication units (first wireless communication unit 121, second wireless communication unit 122) corresponding to the respective antennas, an operation reception unit 130 (including a touch-sensitive device 131 and a display 132), an audio processing unit 140, a microphone 141, a speaker 142, a position information sensor 150, a camera 160, a motion sensor 170, a storage unit 180, and a control unit 190. The terminal device 10 also has functions and configurations not specifically shown in FIG. 2 (e.g., a battery for storing power, a power supply circuit for controlling the supply of power from the battery to each circuit, etc.). As shown in FIG. 2, the blocks included in the terminal device 10 are electrically connected by a bus or the like.

[0036] The antenna 111 emits a signal emitted by the terminal device 10 as a radio wave. The antenna 111 also receives a radio wave from space and provides the received signal to the first radio communication unit 121.

[0037] The antenna 112 emits a signal emitted by the terminal device 10 as a radio wave. The antenna 112 also receives a radio wave from space and provides the received signal to the second radio communication unit 122.

[0038] The first wireless communication unit 121 performs modulation / demodulation processing and the like for transmitting and receiving signals via the antenna 111 so that the terminal device 10 can communicate with other wireless devices. The second wireless communication unit 122 performs modulation / demodulation processing and the like for transmitting and receiving signals via the antenna 112 so that the terminal device 10 can communicate with other wireless devices. The first wireless communication unit 121 and the second wireless communication unit 122 are communication modules including a tuner, an RSSI (Received Signal Strength Indicator) calculation circuit, a CRC (Cyclic Redundancy Check) calculation circuit, a high-frequency circuit, etc. The first wireless communication unit 121 and the second wireless communication unit 122 perform modulation / demodulation and frequency conversion of wireless signals transmitted and received by the terminal device 10, and provide the received signals to the control unit 190.

[0039] Operation reception unit 130 has a mechanism for receiving input operations from the user. Specifically, operation reception unit 130 is configured as a touch screen and includes touch-sensitive device 131 and display 132. Touch-sensitive device 131 receives input operations from the user of terminal device 10. Touch-sensitive device 131 detects the user's touch position on the touch panel, for example, by using a capacitive touch panel. Touch-sensitive device 131 outputs a signal indicating the user's touch position detected by the touch panel to control unit 190 as an input operation.

[0040] Display 132 displays data such as images, videos, and text under the control of control unit 190. Display 132 is realized by, for example, an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display.

[0041] The audio processing unit 140 modulates and demodulates audio signals. The audio processing unit 140 modulates a signal provided from the microphone 141 and provides the modulated signal to the control unit 190. The audio processing unit 140 also provides the audio signal to the speaker 142. The audio processing unit 140 is realized, for example, by a processor for audio processing. The microphone 141 accepts audio input and provides an audio signal corresponding to the audio input to the audio processing unit 140. The speaker 142 converts the audio signal provided from the audio processing unit 140 into audio and outputs the audio to the outside of the terminal device 10.

[0042] The position information sensor 150 is a sensor that detects the position of the terminal device 10, and is, for example, a GPS (Global Positioning System) module. A GPS module is a receiving device used in a satellite positioning system. A satellite positioning system receives signals from at least three or four satellites, and detects the current position of the terminal device 10 equipped with the GPS module based on the received signals. For example, in the game system 1, if the positions of users who are registered as friends can be referenced, the terminal device 10 can display a list of friends who are near the user on the display 132.

[0043] The camera 160 is a device that receives light with a light receiving element and outputs the received light as a captured image. The camera 160 is, for example, a depth camera that can detect the distance from the camera 160 to a subject being photographed.

[0044] The motion sensor 170 includes an acceleration sensor, an angular velocity sensor, etc., and detects the movement of the terminal device 10 and outputs the sensing result. For example, by placing the terminal device 10 on a mattress or the like of a bed on which a user sleeps, if the sleeping user moves on the mattress, the movement can be detected. By using the sensing result, it can be determined whether the user is asleep or awake, and whether the sleeping user is in light sleep, deep sleep, REM sleep, non-REM sleep, etc.

[0045] Storage unit 180 is configured with, for example, a flash memory or the like, and stores data and programs used by terminal device 10. In one aspect, storage unit 180 stores user information 181 and sleep information 182.

[0046] User information 181 is information about a user in a game based on a game program. The user information includes information for identifying the user, the user's name, the user's level in a game based on a game program, the current and maximum stamina value (upper limit), game objects (including game characters and game items) owned by the user, the amount of virtual currency owned by the user, identification information of other users who are registered as friends of the user, user attribute settings, and game progress restrictions imposed depending on the user's sleep state.

[0047] The sleep information 182 is information related to the user's sleep state measured by the sleep measuring devices 11B, etc. The terminal device 10 communicates with the sleep measuring devices 11B, etc. via short-range wireless communication such as Bluetooth (registered trademark) or Wi-Fi, and receives sensing results from the sleep measuring devices 11B, etc. Note that the sleep measuring devices 11B, etc. may be compatible with communication standards for mobile communication systems such as 5G, and may transmit sensing results to the server 20 without using short-range wireless communication. The terminal device 10 may receive the sensing results of the sleep measuring devices 11B, etc. from the server 20 that has received the sensing results from the sleep measuring devices 11B, etc., and generate and store the sleep information 182 using the received sensing results.

[0048] The control unit 190 reads a program stored in the storage unit 180 and executes instructions included in the program to control the operation of the terminal device 10. The control unit 190 is, for example, an application processor. By operating in accordance with the program, the control unit 190 fulfills the functions of an input operation reception unit 191, a transmission / reception unit 192, a data processing unit 193, and a notification control unit 194.

[0049] Input operation reception unit 191 performs processing to receive a user's input operation on an input device such as touch-sensitive device 131. Based on information about the coordinates where the user has touched touch-sensitive device 131 with a finger or the like, input operation reception unit 191 determines the type of operation, such as whether the user's operation is a flick operation, a tap operation, or a drag (swipe) operation.

[0050] The transmission / reception unit 192 performs processing for the terminal device 10 to transmit and receive data to and from external devices such as the server 20, the game controller 11A, and the sleep measuring device 11B in accordance with a communication protocol.

[0051] The data processing unit 193 performs calculations on data that the terminal device 10 has received as input in accordance with a program, and outputs the calculation results to a memory or the like.

[0052] (i) Decrease in stamina value associated with quest gameplay: For example, when a user selects a quest and plays the game, the data processing unit 193 performs a series of processes, such as subtracting stamina value. Specifically, the data processing unit 193 displays multiple game units (quests) on the display 132 and accepts the user's designation of the game unit to be played. If the user's current stamina value exceeds the consumption amount required for game play of the game unit, the data processing unit 193 starts game play of the game unit. The data processing unit 193 subtracts a predetermined consumption amount from the current stamina value as the user plays the game unit. Furthermore, if the consumption amount set for the game unit to be played by the user is greater than the user's current stamina value (i.e., if the quest cannot be started due to insufficient stamina), the data processing unit 193 displays a screen or the like that prompts the user to consume an item or the like that can restore stamina value. Note that in a game based on a game program executed by the terminal device 10, stamina value parameters may not be used, and the user may not consume stamina value when playing the game unit.

[0053] (ii) Restoration of stamina value over time: The data processing unit 193 performs a process of gradually restoring the current stamina value to the maximum stamina value over time.

[0054] (iii) Purchase Process: The data processing unit 193 accepts a purchase process from the user. For example, by accepting the purchase process, the data processing unit 193 grants paid virtual currency to the user. The purchase process may also restore the current stamina value, grant the user a specific game object (game character, game item, etc.), or continuously grant the user a benefit (such as a special login bonus). The paid virtual currency can be used for various purposes, such as restoring the current stamina value, obtaining a game object through a lottery, or acquiring a game item that can affect the sleep information 182.

[0055] The notification control unit 194 performs processing to present information to the user. The notification control unit 194 performs processing to display a display image on the display 132, processing to output audio to the speaker 142, processing to cause the camera 160 to generate vibrations, etc.

[0056] <1.2 Functional configuration of server 20> 3 is a diagram showing the functional configuration of the server 20. As shown in FIG. 3, the server 20 functions as a communication unit 201, a storage unit 202, and a control unit 203.

[0057] The communication unit 201 performs processing for the server 20 to communicate with external devices.

[0058] The storage unit 202 stores data and programs used by the server 20. The storage unit 202 stores a user information database 281, a friend list 282, sleep performance information 283, sleep measuring device settings 284, and the like.

[0059] The user information database 281 is a database for storing information about each user in a game based on a game program, as will be described in detail later.

[0060] The friend list 282 is a database for storing information on users who are registered as friends by each user. Details will be described later.

[0061] The sleep record information 283 is information related to the sleep of each user. The server 20 accumulates the information related to the sleep of each user by receiving the information related to the sleep from the terminal device 10 of each user. Details will be described later.

[0062] The sleep measuring device settings 284 hold, for each of the multiple sleep measuring devices, information for identifying the sleep measuring device, sensing specifications of the sleep measuring device, effects to be exerted during game play according to the information for identifying the sleep measuring device, etc. Details will be described in another embodiment (embodiment 5).

[0063] The control unit 203 performs functions shown as various modules by the processor of the server 20 performing processes according to the programs.

[0064] The operation content acquisition module 2041 acquires the operation content of the user. For example, the operation content acquisition module 2041 acquires, as the operation content of the user, which game unit the user has designated as the target of game play.

[0065] The reception control module 2042 controls the process by which the server 20 receives signals from external devices in accordance with a communication protocol.

[0066] The transmission control module 2043 controls the process in which the server 20 transmits signals to external devices in accordance with a communication protocol.

[0067] The matching module 2044 matches users who will be playing multiplayer games, etc. The matching module 2044 may match users with friends who are registered on a friend list, for example.

[0068] Based on the user's operation of specifying a game unit, the game progress module 2045 determines whether the user has enough stamina to play the game unit, and subtracts the consumption amount set for the game unit from the current stamina value to update the user information DB 281. The game progress module 2045 responds to the user's terminal device 10 with data necessary for game play for the game unit (such as character voice data, map data for moving the character, and enemy character data).

[0069] <2 Data Structure> FIG. 4 is a diagram showing the data structures of the user information database 281, the friend list 282, and the sleep record information 283 stored in the server 20. As shown in FIG.

[0070] As shown in FIG. 4, each record in the user information database 281 includes, for each piece of information that identifies a user, an item "user identification information (user ID)", an item "user name", an item "user level", an item "current stamina value", an item "maximum stamina value", an item "owned game objects", an item "user attribute settings", an item "constraints based on sleep evaluation", etc.

[0071] Although not shown, the user information DB 281 includes information on the amount of paid virtual currency and free virtual currency held by each user. Free virtual currency indicates the amount of virtual currency that has been granted to the user free of charge and that the user holds. For example, the terminal device 10 grants free virtual currency to the user as a login bonus, event reward, etc. Paid virtual currency indicates the amount of virtual currency that has been granted to the user for a fee and that the user holds. For example, the terminal device 10 grants paid virtual currency to the user by accepting a process to purchase paid virtual currency through a purchase process. These free virtual currency and paid virtual currency may have the same name in the game (for example, they may be written as "virtual currency (granted free of charge)" or "virtual currency (granted for a fee)") or may have different names.

[0072] The item "user identification information (user ID)" is information that identifies each user. The item "user name" is the name set by the user. The "user level" item is a parameter that increases separately from the level of the game character, etc., as the user repeatedly plays the game. For example, as the user level increases, the value set in the "maximum stamina" item increases. This makes it easier for the user to play game units that consume more stamina as the user level increases. The "Current Stamina" item is the current value of the user's action power parameter (current stamina value). If the current stamina value is less than the consumption amount set for each game, the user cannot start game play for that game. The user can increase the current stamina value by consuming a game item that can restore stamina, or by consuming paid or free virtual currency. In this case, the current stamina value may be restored beyond the maximum stamina value. The item "Maximum Stamina" is the maximum value of the user's action power parameter (maximum stamina value, upper limit). The current stamina value recovers to the maximum value over time. The "owned game objects" item is information about game characters, game items, etc. owned by the user. This item also includes information about the level of each game character and game item. The "User Attribute Settings" item indicates attributes set for a user. Attributes may be set by user operation. For example, in a game, a group (also called a team, guild, etc.) to which multiple users belong can be established. The server 20 assigns unique identification information (group ID) to the established group and accepts the setting of the group name from the users belonging to the group. By joining a group, a user can use various functions, such as a function for sending and receiving messages with members of the group (such as a group bulletin board), a function for multiplayer games with members of the group (such as intra-group battles and cooperation), and a function for multiplayer games between groups (such as battles and cooperation between groups).

[0073] Furthermore, for example, if a user and another user have a family relationship, the user can designate the other user as a family member. For example, if user "C" designates user "D" as a family member, user "C" is also set as a family member for user "D."

[0074] Users can also set up groups as family members, which can only accept members with the approval of the user who created the group, or who are set up as family members of the group members.

[0075] The item "constraints based on sleep evaluation" indicates the contents of various conditions and constraints set for each user's game play according to information about the user's sleep.

[0076] (i) Adjusting game parameters during gameplay based on sleep performance As a condition set for gameplay, for example, game parameters are adjusted so that the more a user achieves a sleep goal set for the user, the more advantageous the progress of the game becomes for the user. Such game parameters are not limited to those simply given to the user as items or the like (for example, when a user achieves a sleep goal, in-game currency is given). These game parameters may be, for example, parameters referenced by a game program while the user is playing the game, and may adjust the balance of the game. These parameters adjust the level of difficulty, such as the strength of enemy characters, the degree of support for the user, such as the ease of obtaining items, and the like.

[0077] Specifically, for example, the in-game presentation may be changed depending on the time the user wakes up (when the user wakes up), the time the user wakes up (when the user gets out of bed), the time the user goes to bed (when the user goes to bed), the time the user goes to sleep (when the user falls asleep), the quality of the user's sleep, etc. Note that since the user is awake when they wake up, "the user wakes up" may include "the user wakes up." Similarly, "the user falls asleep" may include "the user goes to bed." For example, if the user wakes up at the target wake-up time, it may be easier to acquire in-game items. For example, if the user purchases an item while playing the game, the unit price of the item may be reduced, or if the user sells an item while playing the game, there may be more opportunities for the item to be purchased. Note that time periods that are advantageous for the user in game play may be set regardless of the user's sleep-related information (time the user wakes up, time the user goes to bed). For example, if a user wakes up at 7:00 a.m., meeting the predetermined scheduled wake-up time, the user may be given an advantage in game play at a time different from the time the user woke up, such as between 10:00 a.m. and 12:00 a.m.

[0078] (ii) Adjusting the user's game playing opportunities according to sleep performance (A) Game Play Availability: As a constraint set on game play, for example, a user may be allowed to play specific game units (also referred to as "quests") as the user reaches a sleep goal set for the user. For example, for game units that offer a relatively large reward when completed, game units with a high level of difficulty, or game units that are offered as events for a certain period of time by a game operator, the user may be allowed to play the game or the number of times the game can be played may be increased by achieving the sleep goal.

[0079] (a) Variation of the period during which a game can be played: The period during which a specific game unit can be played may be adjusted depending on whether or not the user has achieved a sleep goal set for the user. For example, the user can play a specific game unit regardless of whether or not the user has achieved a sleep goal, but if the user achieves a sleep goal, the period during which the user can play the specific game unit may be set to be longer, or the game may be playable during a specific time period, such as a time period specified by the user.

[0080] (iii) Adjusting user operation opportunities and in-game behavior according to sleep performance As a restriction on the user, an opportunity to perform a specific operation may be set depending on the user's sleep performance. For example, if the user achieves a sleep goal, the user may be allowed to perform an operation to receive a reward such as a gift item (a period during which the operation can be performed may be set).

[0081] Furthermore, restrictions on the user may be set so that the user is allowed to perform certain actions in the game depending on the user's sleep record. Specific actions in the game include transferring items, obtaining items, and fighting between the player character and other characters. For example, only when the user is sleeping, the user is permitted to transfer certain items to other users, NPCs (non-player characters), etc. Details will be described later.

[0082] Each record in the friend list 282 includes an item "User 1," an item "User 2," an item "Friend registration date," an item "Whether sleep information is public," an item "Common attributes," an item "Common sleeping hours," etc.

[0083] The item "User 1" indicates one of the users who are registered as friends of each other. The item "user 2" indicates the other user of the users who are registered as friends of each other. The item "friend registration date" indicates the date and time when users were registered as friends. The "Sleep Information Disclosure" item indicates whether or not information about each user's sleep is disclosed to users who are registered as friends. For example, there are settings such as "Private" which prohibits disclosure between users who are registered as friends, "Mutual Disclosure" which allows friends to disclose information to each other, and "Unilateral Disclosure" which allows one user to disclose information to another user. The "Common Attributes" field indicates the attributes that are common to all users who are registered as friends. For example, users who are registered as friends may be "family members" or may belong to the same "group." The item "common sleeping time" indicates the time period during which each user who is registered as a friend sleeps together, that is, the time period during which each user is asleep together.

[0084] Note that a friend registration method may be such that one user applies to another user for friend registration, and if the other user approves, the user is added to the friend list. Alternatively, one user may be able to add (follow) the other user to the list without the other user's approval. In this case, when both users follow each other, they become mutual followers.

[0085] Each record of the sleep performance information 283 includes an item such as "user identification information," an item "date and time," an item "sleep goal," an item "sleep performance," an item "sleep evaluation parameters," an item "sleep measurement device," an item "measurement quality," and an item "sleep position."

[0086] The item "user identification information (user ID)" is information that identifies each user. The item "date and time" indicates the timing at which the sleep measurement device 11B or the like performed sensing while the user was asleep. The item "sleep goal" indicates a target value for the user's sleep. For example, the target value for sleep includes information on the time when the user goes to bed and the time when the user wakes up. The item "sleep performance" indicates the sleep performance value of each user, which is recorded when the user sleeps and sensing is performed by the sleep measurement device 11B, etc. The sleep performance value includes, for example, the time when the user went to bed and the time when the user woke up.

[0087] The server 20 receives information related to the sleep performance from each user's terminal device 10 and updates the sleep performance information 283. The time when the user went to bed may be determined based on the sensing results of the sleep measuring device 11B or the like, or may be determined as the timing when an operation to start sleeping is received from the user. The time when the user woke up may be determined based on the sensing results of the sleep measuring device 11B or the like, or may be determined as the timing when an operation indicating that the user woke up is received from the user.

[0088] The item "sleep evaluation parameter" is an evaluation parameter that evaluates the user's sleep performance. For example, the value of the evaluation parameter may be set to be good depending on whether the sleep time reaches a target time, whether the sleep quality is good, etc. The evaluation parameter may be a visualized value of the sleep debt depending on the user's sleep performance.

[0089] The server 20 receives information about the sleep performance from each user's terminal device 10 and calculates the evaluation parameters for each user. The server 20 provides the user with game play using the evaluation parameters. For example, if the evaluation parameters are not good (for example, if the user's sleep is not appropriate and they are sleep-deprived), the server 20 or the terminal device 10 adjusts various parameters to reduce the efficiency of the user's game play and notifies the user to get adequate sleep, so as to encourage the user to achieve their set sleep goal.

[0090] For example, if the user is not sleeping well, the terminal device 10 notifies the user, "Your body is tired, so go to bed," encouraging the user to go to bed. Furthermore, the terminal device 10 changes the gameplay environment so that the efficiency of the user's gameplay decreases by reducing the ease of acquiring experience points, game items, etc., even if the user plays the game. This makes it possible for the user to recognize that playing the game when the user is tired will not allow the user to progress through the game efficiently, and can encourage the user to sleep well.

[0091] The evaluation parameter can also be said to represent the user's physical condition. Based on the evaluation parameter, the terminal device 10 or the server 20 can suggest to the user a game to play that corresponds to the user's physical condition. For example, if the user has had sufficient sleep, it is understood that the user's physical condition is good for health if the user's body is moderately tired. Therefore, in response to the user having had sufficient sleep, the terminal device 10 or the server 20 can select a game that requires the user to move from among multiple candidate games and notify the user to play the selected game. For example, while playing a certain game, if the user's physical condition is determined to be good based on the user's sleep history, the terminal device 10 or the server 20 can suggest to the user that the user play another game (e.g., a game in which the user can progress by walking). Furthermore, if the user's physical condition is determined to be poor based on the user's sleep history, the terminal device 10 or the server 20 can suggest to the user that the user play another game (e.g., a game in which the user can progress without moving).

[0092] The item "sleep measuring device" indicates information identifying the sleep measuring device used by the user to measure sleep. FIG. 4 shows an example in which the same user uses multiple sleep measuring devices to record information related to sleep. In the item "sleep measuring device," the information identifying the sleep measuring device may be information indicating the model of the sleep measuring device (information about the manufacturer, information identifying the product), or may be information that uniquely identifies each of these sleep measuring devices (for example, a MAC (Media Access Control) address, a unique code assigned by the manufacturer or distributor of the sleep measuring device, etc.).

[0093] The "Measurement Quality" item indicates the quality of the sensing results measured by the sleep measuring device. Here, (1) the quality of the sensing results may refer to the sensing accuracy of the sensor device installed in the sleep measuring device. The sensing results may vary depending on the type of sensor device installed in the sleep measuring device. Furthermore, even if different sleep measuring devices use the same sensor device, the sensing accuracy may decrease if the sensor device malfunctions. Furthermore, (2) the quality of the output sensing results may also decrease if the quality of the communication signal transmitted from the sleep measuring device deteriorates. Furthermore, the quality of the sensing results may also indicate (3) whether the user's sleep state was measured properly, separate from the sensing accuracy of the sensor device or the quality of the communication signal. For example, if the user's bed may vibrate due to factors other than the user, the user's sleep state may not be measured properly and an error may be included. For example, if another user or a pet is present in the user's bed, the sensing results may vary due to factors other than the user. Furthermore, (4) the quality of the sensing result may represent the quality of the application used in the sleep measurement device to use the sensing result to calculate the sleep information 182. For example, even if the same sensing result is obtained, if the calculation algorithm for deriving the sleep information 182 is different, the calculated sleep information 182 may vary.

[0094] The item "sleeping position" indicates the position where the user slept. For example, if the sleep measuring device 11B or the like has a position information sensor (GPS or the like), the position where the user slept can be obtained from the output result of the position information sensor. Furthermore, if the sleep measuring device 11B or the like communicates with the terminal device 10 via short-range wireless communication or the like, the position where the user slept can be obtained from the output of the position information sensor 150 of the terminal device 10. Furthermore, the sleep measuring device 11B or the like or the terminal device 10 may identify the position of the sleep measuring device 11B or the like or the terminal device 10 by communicating with a wireless LAN access point or a wireless base station, and the identified position may be the position where the user slept.

[0095] <3 operations> The game processing by the terminal device 10 will be described below.

[0096] <3.1 Operation example 1> Figure 5 is a flowchart showing the process in which the user specifies a game unit, consumes the amount of stamina set for that game unit from the current value, and plays the game, and the reward for clearing the game unit is determined according to the user's sleep performance.

[0097] In step S501, the terminal device 10 displays quests that are play units on the display 132 and accepts a quest selection from the user.

[0098] In step S503, the terminal device 10 determines whether the user's current stamina value exceeds the stamina consumption amount set for the quest specified by the user. If the user's current stamina value exceeds the stamina consumption amount for the quest, the terminal device 10 transmits a signal to the server 20 indicating that game play for the quest is to begin. The terminal device 10 subtracts the stamina consumption amount set for the quest from the user's current stamina value.

[0099] In step S553, the server 20 updates the user information DB 281 by subtracting the consumption amount from the user's stamina value based on the consumption amount set for the quest designated by the user.

[0100] In step S505, the terminal device 10 progresses the game play of the quest specified by the user in response to the user's input operation.

[0101] In step S507, the terminal device 10 determines whether the quest end condition has been met (for example, the game character controlled by the user defeats a boss character set in the quest, the game character controlled by the user becomes unable to fight, etc.), and updates various parameters if the quest is to be ended. For example, the terminal device 10 updates various parameters by increasing the user's experience points, granting the user a drop item set in the quest, etc. Here, if the terminal device 10 determines that the quest end condition has been met, it determines whether the sleep performance satisfies predetermined conditions based on the user's sleep information in the sleep performance information 283. For example, if the user's actual sleep performance meets the user's predetermined sleep goals (goal for bedtime, bedtime, awakening time, wake-up time, and sleep quality), the terminal device 10 determines that the sleep performance satisfies the conditions. In other words, the terminal device 10 determines that the user's sleep quality is good.

[0102] If the condition is not met, the terminal device 10 sets the content of the reward when the quest is cleared as the first reward. If the condition is met, the terminal device 10 sets the content of the reward when the quest is cleared as the second reward, which is more advantageous to the user than the first reward. For example, the second reward is more advantageous to the user than the first reward because it provides more experience points, more in-game currency, better or more game items, etc. when the quest is cleared.

[0103] In step S555, the server 20 updates the user information DB 281 based on the update results of the various parameters of the user.

[0104] As a result, users can receive rewards in the game for getting regular sleep, encouraging them to maintain good sleep habits. Furthermore, by launching the game and completing quests, users are given rewards based on their sleep, allowing them to get some sleep while still enjoying playing the game after waking up.

[0105] <3.2 Operation example 2> FIG. 6 is a flowchart showing a process for restoring the stamina value of a user when the user is asleep.

[0106] In step S601, the terminal device 10 transmits information related to the user's sleep to the server 20. The terminal device 10 transmits to the server 20, as the information related to the user's sleep, the time the user went to bed, the time the user started to sleep, the time the user woke up, the time the user got up, and information on the quality of sleep.

[0107] In step S653, the server 20 refers to the user information DB 281 and determines that the current value of the user's stamina value will not be restored during the time when the user is not sleeping (for example, the time from when the user wakes up to when the user goes to bed), but will be restored as time passes while the user is sleeping.

[0108] In step S653, the current stamina value may be restored over time even when the user is not asleep, and the stamina value may be restored to a greater extent over time when the user is asleep. For example, the amount of stamina value restored over time when the user is awake (not asleep) all day may be set to an amount that allows the user to play a predetermined number of games. This allows the user to be encouraged to sleep while limiting the number of games played per day.

[0109] In step S655, the server 20 generates evaluation parameters that evaluate the user's sleep performance.

[0110] In step S657, the server 20 updates the sleep record information 283 based on the information on the user's sleep record received from the terminal device 10 and the evaluation parameters generated in step S655.

[0111] In step S603, the terminal device 10 receives, from the server 20, evaluation parameters that evaluate the sleep performance.

[0112] In step S605, the terminal device 10 controls the user's progress in the game based on the evaluation parameters.

[0113] As described above, in games that consume stamina points when playing a game unit, the user can recover the current stamina point by sleeping. This allows the user to get an appropriate amount of sleep while still enjoying the fun of playing the game.

[0114] <3.3 Operation example 3> FIG. 7 is a flowchart showing a process in which the terminal device 10 progresses the user's game play based on information related to the user's sleep.

[0115] In step S701, the terminal device 10 sets an action (e.g., transferring an item, fighting with another character, etc.) that the user will perform while sleeping on the player character (PC) that the user controls, in accordance with a user operation or a predetermined rule regardless of the user operation.

[0116] In step S703, when the terminal device 10 detects that the user has fallen asleep (or gone to bed) based on the sensing results of the sleep measuring device 11B and the like, it transmits information about the user's sleep to the server 20.

[0117] In step S753, the server 20 receives information about the user's sleep from the terminal device 10. The terminal device 10 permits the user's player character to perform the actions set in step S701 during the time period when the user is sleeping. The server 20 accepts actions of characters of other users and non-player characters (NPCs) against the user's player character. For example, if the user's player character sells items, etc., the server 20 performs a process in which NPCs, etc. purchase the items, etc. during the time period when the user is sleeping. Therefore, by the user getting appropriate sleep, the game can progress.

[0118] In step S755, the server 20 sets a period during which a specific operation can be accepted from the user and a period during which the user can participate in a specific event based on the user's sleep history (time of going to bed, time of going to bed, time of waking up, time of getting up, and quality of sleep). The server 20 performs processing such as setting a period during which the user can perform an operation to receive a reward by sleeping appropriately, setting a period during which the user can participate in an event, or extending these periods.

[0119] In step S757, the server 20 adjusts the time at which a specific event occurs, specific game parameters, etc. when the user plays the game based on the user's sleep record. For example, if the user wakes up at a specific time (for example, if the user aims to wake up at 7 a.m. and actually wakes up at 7 a.m.), the server 20 performs processing such as making events more likely to occur or performing in-game effects at specific times so that the game progress is advantageous to the user.

[0120] In step S705, the terminal device 10 adjusts the progress of the game based on the user's sleep performance.

[0121] As described above, if the user gets adequate sleep, it will be possible to progress in game play, it will be advantageous in game play, and it will be easier for the user to execute specific operations in game play. Therefore, it is possible to encourage the user to get adequate sleep while further increasing the enjoyment of game play.

[0122] <3.4 Operation example 4> 8 is a flowchart showing a process of giving each user an advantage in the game progress by achieving a sleep goal together with other users, granting each user a reward, etc. In the example of FIG. 8, a first user operates terminal device 10A, and a second user operates terminal device 10B. The first user and the second user have common attributes, specifically, are friend users registered as family members.

[0123] In step S801A, the terminal device 10A notifies the first user of information about the sleep schedule (scheduled bedtime and planned wake-up time) of a second user who has attributes in common with the first user. The terminal device 10A notifies the first user that a reward that can be used in game play will be granted if the first user sleeps during the target sleep time period set for the second user.

[0124] In step S811B, the terminal device 10B notifies the second user of information about the sleep schedule of a first user who has a common attribute with the second user. The terminal device 10B notifies the second user that a reward that can be used in game play will be granted if the second user sleeps during the target sleep time period set for the first user.

[0125] In step S803A, when the terminal device 10A detects that the first user is asleep, it transmits information related to the first user's sleep to the server 20.

[0126] In step S813B, when the terminal device 10B detects that the second user is asleep, it transmits information related to the sleep of the second user to the server 20.

[0127] In step S853, the server 20 receives information relating to the sleep of the first user and the second user from the terminal device 10A and the terminal device 10B, respectively, and updates the sleep record information 283.

[0128] In step S855, the server 20 refers to the sleep records of the first user and the second user, determines rewards to be granted to the first user and the second user based on the association between the sleeping times of the first user and the second user (specifically, whether the first user and the second user slept during the same time period), and notifies the terminal device 10A and the terminal device 10B of the content of the determined reward. Furthermore, as the association between the sleeping times of the first user and the second user, the reward to be granted to each user may be determined based on whether the sleeping times of the first user and the second user overlap for a predetermined time or more. Furthermore, the reward may be granted to each user based on whether the first user and the second user are both sleeping during the overlapping time period. Furthermore, the reward may be granted to each user based on whether the sleeping times of the first user and the second user do not overlap. The user to whom the reward is granted may be either the first user or the second user. For example, a reward may be given to the user who has slept better between the first user and the second user.

[0129] In step S805A, the terminal device 10A notifies the first user of the reward that has been granted in response to the first user sleeping in the same time period as the second user.

[0130] In step S815B, the terminal device 10B notifies the second user of the reward that has been granted in response to the second user sleeping in the same time period as the first user.

[0131] In the above process, the first user and the second user may both set common sleep goals (bedtime, wake-up time), and each user may be given a reward when they achieve their sleep goals together. The first user and the second user (or either the first user or the second user) may be able to notify each other of their sleep goals. For example, the first user may operate the terminal device 10A to send a message presenting a sleep goal, such as "Sleep from 10 PM to 7 AM," to the terminal device 10B operated by the second user. Here, the second user may perform an operation to view the message, thereby setting a sleep goal for the first user and the second user. The terminal device 10B may also notify the terminal device 10A of the first user that the second user has viewed the message. This encourages the first user and the second user to sleep in order to achieve their sleep goals together.

[0132] In addition, other users may be able to set a reward to be given to a user when the sleep goal is achieved. For example, a first user may set a reward to be given to a second user when the second user achieves the sleep goal. As a result, for example, if the first user is the parent of the second user, the parent (first user) presents a sleep goal to the child (second user), and the child (second user) is rewarded when the child (second user) sleeps according to the goal. Here, when the first user sets a reward to be given when the second user achieves the sleep goal, the terminal device 10A may extract and display recommended rewards to be presented to the second user by the first user based on the game play record of the second user, etc. For example, a list of game objects related to frequently used player characters used by the second user in game play (e.g., equipment items for frequently used player characters, items that can be used to transition to higher classes, materials that can be used to evolve, etc.) may be presented to the first user as a recommended reward to be set for the second user.

[0133] This encourages multiple users to work together to achieve their sleep goal, and further increases the interest of the game by offering rewards for multiple users sleeping together.

[0134] <4 Screen example> FIG. 9 is a diagram showing an example of a screen of the terminal device 10. As shown in FIG.

[0135] 9A shows a screen example in which the user's sleep performance is evaluated to generate evaluation parameters, and the evaluation parameters are used to play the game, which corresponds to steps S657, S603, and S605 in FIG.

[0136] As shown in the example screen (A), the terminal device 10 displays on the display 132 a user level 132A, an evaluation parameter 132B, a game start button 132C, and a notification display section 132G.

[0137] The user level 132A represents the level of the user playing the game as a player. When the user plays the game, the terminal device 10 grants experience points (player experience points) to the user himself / herself, not to a game character. When the user's level as a player increases, the terminal device 10 recovers stamina points and increases the maximum value of stamina points.

[0138] The evaluation parameters 132B is an area that displays evaluation parameters that evaluate the user's sleep performance.

[0139] The notification display unit 132G is an area that notifies the user of the details of controlling the game progress based on the evaluation parameter (a parameter that evaluates the user's sleep performance and therefore can also represent the user's physical condition). In the example screen (A), the terminal device 10 displays a notification indicating that the user's physical condition is good (such as a display of "You are in good physical condition") in accordance with the evaluation parameter (sleep parameter). In accordance with a good value of the evaluation parameter, the terminal device 10 can provide the user with an experience as if the user's good physical condition is reflected in the game play. Specifically, the terminal device 10 notifies the user in the notification display unit 132G of the fact that the user's game progress will be advantageous to the user, such as an increase in experience points acquired by the user through game play, or that the user's player character will be less likely to receive damage when fighting an enemy character.

[0140] The game start button 132C is an area for the terminal device 10 to accept an operation from the user to start another game instead of the currently running game program.

[0141] For example, if the user's physical condition is good, the user's physical condition can be further improved by encouraging the user to move his or her body. Therefore, in response to receiving a user's operation on the game start button 132C when the value of the evaluation parameter is good, the terminal device 10 may display a message encouraging the user to start another game program that encourages the user to move his or her body (for example, a game that uses map information and allows the user to progress through the game by moving around in the real world). In response to the user's start-up operation, the terminal device 10 starts the other game program.

[0142] In addition, the evaluation parameters may not be good and the user may be in poor physical condition.

[0143] Screen example (B) shows an example of a screen displayed when the user's physical condition is not good. The terminal device 10 notifies the user in the notification display unit 132G that the user's game progress will be disadvantageous to the user, such as that the user's experience points acquired through game play will be reduced, or that the user's player character will be more likely to receive damage when fighting an enemy character. In addition, as shown in the notification display unit 132G, the terminal device 10 may also notify the user to encourage the user to play another game to prevent fatigue from increasing in the user's body.

[0144] As described above, an example has been described in which another game is launched in response to a user's operation of the game launch button 132C. Here, the evaluation parameter value may be a parameter that the user can use in common across multiple game programs. The terminal device 10 may display a list of game programs for which the user can use the evaluation parameter value, and may receive from the user a designation of the game program to be executed.

[0145] Furthermore, at least one of the terminal device 10 and the server 20 may accumulate and manage evaluation parameters generated by the user's daily sleep. The terminal device 10 and the server 20 may use the accumulated evaluation parameter values ​​to provide the user with multiple games in which the evaluation parameters can be used. For example, a portal site or the like may issue a user ID, and the accumulated values ​​of the evaluation parameters accumulated by the user may be managed in association with the user ID. The evaluation parameters may be used in various ways in each of multiple games. For example, game items that can only be obtained by consuming the evaluation parameters may be provided. Furthermore, for example, specific game processing may be performed using the evaluation parameters instead of virtual currency.

[0146] This encourages the user to get more sleep each day to achieve their sleep goal.

[0147] Screen example (C) shows a situation where multiple users are encouraged to achieve their sleep goals, and corresponds to each process in FIG.

[0148] As shown in the screen example (C), the terminal device 10 displays sleeping schedule information 132H and a friend's sleeping schedule 132J in the notification display section 132G. The terminal device 10 also displays a notification button 132K.

[0149] The terminal device 10 displays a message in the notification display section 132G encouraging the user to go to bed at the same time as other users. At this time, information about the sleeping schedule of the user of the terminal device 10 (scheduled bedtime and wake-up time) is displayed in the sleeping schedule information 132H. Additionally, information about the sleeping schedule of other users (family members in the example screen (C)) who share attributes with the user is displayed in the friend sleeping schedule 132J.

[0150] The notification button 132K is an area for accepting an operation when the user starts sleeping. The user starts sleeping after performing an input operation on the notification button 132K. In order to prevent the user from operating the terminal device 10 even though the user is about to go to bed, the terminal device 10 may be configured to not accept an input operation on the terminal device 10 until the time when the user plans to wake up, in response to the user's input operation on the notification button 132K.

[0151] In response to the user's input operation on the notification button 132K, the terminal device 10 notifies other users who have a common attribute with the user that the user is going to bed.

[0152] The screen example (D) shows a situation in which the user sleeps in accordance with the sleep goal, and the terminal device 10 causes the player character to perform a specific game action while sleeping, and displays the results of the game action after the user wakes up. This corresponds to the processes in FIG. 7.

[0153] The terminal device 10 displays a notification display section 132P, a message 132Q, a receiving operation accepting section 132R, and the like.

[0154] The notification display unit 132P displays whether the user has slept in accordance with the sleep goal. In the illustrated example, the terminal device 10 displays on the notification display unit 132P that the user was able to wake up at the scheduled wake-up time that was set as the sleep goal.

[0155] The message 132Q is an area that displays the details of the game action that the player character performed while the user was sleeping, as a result of the user sleeping in accordance with the sleep goal. In the illustrated example, the terminal device 10 displays that the user had the player character perform a specific game action (such as selling an item) while sleeping, and that the terminal device 10 has accepted the purchase of the item from another user (user "C") and received the payment in in-game currency.

[0156] The receiving operation receiving unit 132R is an area for receiving an operation for the user to receive the reward granted to the user. When the user's sleep reaches a target, the user may receive the reward through the receiving operation receiving unit 132R.

[0157] <Summary> As described above, according to this embodiment, if the user sleeps appropriately, the user's progress in the game can be advantageous. As a specific example of an advantageous aspect of the game progress, when the user plays the game upon waking up and meets the clearing condition for each game, the more appropriate the user's sleep, the more advantageous the reward for the user at the time of clearing the game.

[0158] This encourages the user to get adequate sleep, while also providing the user with an incentive to play the game itself by awarding a reward when the game is cleared.

[0159] <Modification> (1) In the explanation of FIG. 8 and other figures, an example has been described in which a first user and a second user present each other with a sleep goal, sleep together, and are rewarded for achieving the sleep goal. In addition, the first user and the second user may sleep for different periods. A reward may be awarded to at least one of the first user and the second user when the second user plays a game during the period when the first user is sleeping. This encourages the first user to sleep so as to reach the sleep goal, while also further increasing the interest of the second user in playing the game.

[0160] (2) In Figures 4, 8, 9, etc., it has been described that various attributes such as groups are set for users. It has been described that an example of a group is "family." In addition, the reward given when a user achieves their sleep goal may be set according to the user's attributes. For example, in Figure 8, etc., the reward given when multiple users who are family members achieve their sleep goal may be different from the reward given when users who are not family members but are in a group such as a guild achieve their sleep goal.

[0161] (3) In the above embodiment, the terminal device 10 detects whether the user has gone to bed and whether the user has fallen asleep after going to bed. In this case, the terminal device 10 may reward the user for falling asleep after going to bed without receiving any input operation on the terminal device 10. This can help the user who is trying to fall asleep to achieve their sleep goal without operating the terminal device 10.

[0162] <Second embodiment> As described above, in the first embodiment, an example in which various rewards are given to a user in a game when the user achieves a sleep goal has been described. In the second embodiment, the following will be described.

[0163] (1) Technology to deal with the user operating the terminal device 10 before falling asleep Even when a user is in bed and trying to fall asleep, the user may find themselves bored or anxious about notifications on the terminal device 10, causing them to operate the terminal device 10 and making it difficult for them to fall asleep. If the user sees the light emitted from the backlight of the display 132 of the terminal device 10, the user may be prevented from falling asleep and may not develop proper sleeping habits.

[0164] Therefore, there is a need for a technique that prevents a user from operating the terminal device 10 before falling asleep.

[0165] In the second embodiment, a technique will be described that urges the user not to operate the terminal device 10 from the time the user goes to bed (the time the user is lying in bed but has not fallen asleep) until the time the user falls asleep.

[0166] (2) Technology that notifies users at appropriate times to encourage them to sleep In the case of a technology that notifies a user of a predetermined planned sleep time by push notification or the like, if the push notification is sent during a time period when the user is asleep, there is a risk that the user's sleep will be disturbed.

[0167] Therefore, in the second embodiment, a technique for notifying the user to sleep at an appropriate time will be described.

[0168] (3) Technology that encourages users to move around to get a proper night's sleep based on their current location. When the user is out and about, for example, and is far from the place where he or she sleeps, it may be difficult for the user to fall asleep even when the scheduled bedtime arrives.

[0169] Therefore, in the second embodiment, a technique for notifying a user in consideration of the user's current location will be described in order to assist the user in sleeping.

[0170] FIG. 10 is a flowchart showing a process of giving a reward in a game to a user because the user did not operate the terminal device 10 before falling asleep.

[0171] In step S1001, the terminal device 10 detects that the user is ready to sleep (for example, the user has gone to bed, such as lying down in bed) based on the output of a motion sensor of the terminal device 10, such as the sleep measurement device 11B.

[0172] In step S1003, in response to detecting that the user is ready to sleep in step S1001, the terminal device 10 initializes the game points and starts a process of varying the game points over time. For example, the terminal device 10 adds a predetermined value to the game points every time a certain period of time passes.

[0173] In step S1005, after the user goes to bed, the terminal device 10 determines whether the user has fallen asleep based on the output of a motion sensor of the terminal device 10, such as the sleep measuring device 11B. When the terminal device 10 detects an input operation of the user on the terminal device 10 before the user falls asleep, the terminal device 10 initializes the game points. That is, when the user operates the terminal device 10 before falling asleep, the terminal device 10 discards the change in the game points due to the passage of time and resets the game points that are a reward for the user. When the terminal device 10 detects that the user has fallen asleep, the terminal device 10 rewards the user for not operating the terminal device 10 during the period from when the user got ready to sleep until the user fell asleep. Furthermore, the terminal device 10 awards the user a reward that is more advantageous in game play depending on the length of the period (i.e., the time elapsed from when the user tried to sleep until when the user actually fell asleep). Furthermore, the terminal device 10 suspends the process of varying the game points over time based on the timing at which the user falls asleep, and gives the user the game points that have varied over time until the user falls asleep.

[0174] The condition for resetting the reward given to the user may include the case where the user operates the terminal device 10 before falling asleep, as well as the case where the user operates another device other than the terminal device 10. For example, the reward given to the user may be reset if the user operates another device such as a wearable device after going to bed but does not operate the terminal device 10. In other words, the user may be able to earn a reward for the period until falling asleep by not operating any device other than the terminal device 10 after going to bed.

[0175] As a result, even if the user has difficulty falling asleep after lying down in bed, the user can receive a reward that can be used in the game by not operating the terminal device 10, and the longer the period during which the user has difficulty falling asleep, the more advantageous the reward content becomes. Therefore, even if the user takes a long time to fall asleep after getting into bed, the user is encouraged to concentrate on falling asleep without operating the terminal device 10.

[0176] In step S1007, the terminal device 10 transmits to the server 20 the timing at which the user was detected as ready to sleep, the timing at which the user fell asleep, the history of operations performed by the user on the terminal device 10 (including the history of operations performed on the terminal device 10 in the event that the user ends up operating the terminal device 10 in an attempt to fall asleep after going to bed), the content of the rewards acquired by the user, and information on the game points acquired by the user.

[0177] In step S1055, the server 20 receives information on various parameters of the user from the terminal device 10, and updates various data such as the user information database 281, the sleep performance information 283, and the like.

[0178] As described above, (1) the technique for dealing with the user operating the terminal device 10 before falling asleep has been described.

[0179] FIG. 11 is a flowchart showing a process in which the terminal device 10 notifies the user of information related to sleep at an appropriate timing.

[0180] In step S1101, the terminal device 10 sets the time when the user plans to go to bed (planned bedtime) through a user operation. The terminal device 10 sets the location where the user will sleep through a user operation or based on a history of the user's current location regardless of a user operation. The terminal device 10 transmits information about the planned bedtime and the location where the user will sleep to the server 20.

[0181] In step S1155, the server 20 receives information on the user's planned bedtime and the place where the user sleeps from the terminal device 10, and stores this information by updating the user information database 281 or the like.

[0182] In step S1103, the terminal device 10 determines the timing of sending a notification to the user to encourage them to sleep. Based on the planned bedtime specified by the user in step S1101, the terminal device 10 determines the time period for sending the notification (the timing for sending the notification) so that the notification is sent a certain time before the planned bedtime. In addition, the terminal device 10 determines the time period for sending the notification based on the user's past sleep history to be accumulated in the sleep history information 283 of the server 20.

[0183] For example, the time period from when the user went to bed to when the user woke up on the previous day is the time period when the user was going to sleep or when the user was actually sleeping. Therefore, the terminal device 10 may determine, based on the user's past sleep history, that the time period when the user was actually sleeping is the timing when the above notification should not be made (i.e., the notification may be made during a time period excluding the above time period).

[0184] In step S1105, the terminal device 10 acquires information on the user's current location using the location information sensor 150 or the like. Note that, when location information is input for each schedule in the information on the user's schedule, the terminal device 10 may identify the user's current location at the time of the schedule based on the location information associated with the schedule.

[0185] The terminal device 10 determines the travel time required to travel from the user's current location to the place where the user sleeps, based on information about the user's current location and information about the place where the user sleeps. For example, the terminal device 10 may determine the travel time required to travel from the user's current location to the place where the user sleeps, based on route information of public transportation or the like, information about road congestion, etc.

[0186] The terminal device 10 determines the timing to notify the user based on the required travel time so that the user can take action to fall asleep (such as going to bed) by the scheduled bedtime set for the user. The terminal device 10 determines the timing to notify the user by going back in time from the scheduled bedtime by the required travel time and setting a certain margin. For example, if the scheduled bedtime is "11:00 PM" and the required travel time is "55 minutes," the terminal device 10 sets a margin of "35 minutes" and determines the timing to notify the user as "9:30 PM." The terminal device 10 also notifies the user of the time to start traveling to a place (such as home) where the user will sleep (for example, by notifying the user, "Leave your current location by 9:30 PM so that you can fall asleep at the scheduled bedtime at 11:00 PM") so that the user achieves their sleep goal (so that they can fall asleep at the scheduled bedtime).

[0187] The terminal device 10 may determine the above-mentioned margin based on the user's past sleep performance. For example, if the user fails to achieve the sleep goal despite having set the first time as the margin and determined the timing for notifying the user, the terminal device 10 may set a time longer than the first time as the margin.

[0188] In step S1107, the terminal device 10 determines whether the user is asleep at the timing of notifying the user that he or she is going to bed, and if the user is asleep, does not issue the notification so as not to disturb the user's sleep. Also, if the user is not asleep at the timing of notifying the user that he or she is going to bed, the terminal device 10 issues the notification to the user.

[0189] Furthermore, if the user's current location is different from the place where the user sleeps at the timing of notifying the user, the terminal device 10 notifies the user. That is, since the user is not in the place where the user sleeps, the terminal device 10 notifies the user to encourage the user to go to bed.

[0190] In addition, if the user is in a location other than where they sleep, regardless of the user's past sleep history, the user is not in a location where they sleep, so a notification encouraging the user to sleep may be sent at a specified time.

[0191] As described above, we have explained (2) a technology that notifies the user at an appropriate time to encourage them to sleep, and (3) a technology that encourages the user to move around so that they can sleep appropriately based on information about the user's current location.

[0192] FIG. 12 is a diagram showing an example of a screen of the terminal device 10 in the second embodiment.

[0193] Screen example (A) shows a display example in (1) a technology for dealing with a situation where a user operates the terminal device 10 before falling asleep. As shown in screen example (A), the terminal device 10 displays a notification 132T1, a notification 132T2, and a button 132T3 on the display 132.

[0194] The notification 132T1 is an area in which the terminal device 10 notifies the user that a reward of game points can be earned by not operating the terminal device 10 from the time the user goes to bed until the time the user falls asleep. In the notification 132T1, the terminal device 10 displays the accumulated value of game points accumulated by the user by acquiring game points over multiple days as "sleep concentration game points." The notification 132T1 displays the initial value of the game points, the fact that the game points increase over time until the user falls asleep, and that the game points will be reset if the user operates the terminal device 10 until the user falls asleep. The game points may be used for various purposes in the game. For example, the game points may be used as virtual currency that can be used in the game, or may be exchanged for virtual currency.

[0195] The notification 132T2 displays that a reward that can be used in a game will be given to the user if the user does not operate the terminal device 10 after going to bed until falling asleep.

[0196] The button 132T3 is a button for accepting an input operation from the user. The terminal device 10 may specify the timing for the user to go to bed or fall asleep by accepting the input operation on the button 132T3. In response to the input operation on the button 132T3, the terminal device 10 logs the user off the game and disables (locks) operations on the terminal device 10. When operations on the terminal device 10 are disabled in this way, the terminal device 10 may determine the timing for canceling the disablement based on the user's sleep goal (such as a planned wake-up time).

[0197] Screen examples (B) and (C) show examples of displays for (2) a technology that notifies the user at an appropriate time to encourage them to get some sleep, and (3) a technology that encourages the user to move around to get some proper sleep based on the user's current location information.

[0198] As shown in the screen example (B), the terminal device 10 displays a notification 132T5. The notification 132T5 includes content urging the user to return home from wherever they are outside in order to achieve their sleep goal. The notification 132T5 also includes content urging the user to receive a reward for achieving their sleep goal and for not operating the terminal device 10 from the time they get into bed until they fall asleep. As shown in the notification 132T5, the terminal device 10 includes, in the content of the notification, information indicating the time the user will start returning home.

[0199] Screen example (B) includes the current time and a phrase (the phrase "soon") that suggests to the user when to start moving toward a place to sleep, such as the text "It's about time to start heading home..." This allows the user to know that they should start heading home at the time shown as the current time.

[0200] Screen example (C) shows a screen example in which the user in screen example (B) has unlocked the terminal device 10. As shown in screen example (C), the terminal device 10 displays a goal 132T4, a notification 132T5, a reward content 132T6, and a reward content 132T7.

[0201] The goal 132T4 includes information on the user's current location, information on the time it will take for the user to travel to the place where the user will sleep, and information on the planned time to go to bed.

[0202] Reward content 132T6 notifies the user that they can receive a reward in the game if they achieve their sleep goal. Specifically, the user is informed that they should go to bed and fall asleep by their scheduled bedtime as a condition for receiving the reward. As shown in the figure, the content of the reward is also presented to the user.

[0203] The reward content 132T7 notifies the user that a reward in the game will be given to the user if the user does not operate the terminal device 10 from the time the user goes to bed until the time the user falls asleep. As shown in the figure, the content of the reward is also presented to the user.

[0204] <Third embodiment> As described above, in the second embodiment, a technique for dealing with the user operating the terminal device 10 before falling asleep, a technique for notifying the user at an appropriate timing to encourage them to get some sleep, etc. are described. In the third embodiment, the following will be described.

[0205] (1) We provide technology that encourages users to develop regular sleep habits by correlating their sleep data with ranking information.

[0206] (i) For example, a game mode may be prepared in which users with appropriate sleeping habits can participate, but users with inappropriate sleeping habits cannot. Such a game mode may be a multiplayer mode in which multiple users can participate. For example, a group of users with appropriate sleeping habits may be matched with each other to play a cooperative or competitive game.

[0207] (ii) It may be possible to encourage interaction between users with appropriate sleeping habits and between groups of users with inappropriate sleeping habits. For example, interaction may include sending and receiving messages, the possibility of multiplayer, participation in rankings, etc. In other words, it may be possible to provide a ranking battle between users with appropriate sleeping habits, while also providing a ranking battle that is open only to users with inappropriate sleeping habits, or in which multiple users can participate regardless of their sleeping habits.

[0208] (iii) Users may be divided into groups according to their sleeping hours, and interactions between users within each group may be encouraged. For example, users may be divided into groups into morning types and night types according to their sleeping hours, and morning type users may be able to send and receive messages, participate in multiplayer games, and participate in rankings, etc.

[0209] (iv) Users may be divided into groups according to the length of their sleep time. For example, a group may be provided to which only users who sleep for a certain number of hours or more are assigned, and users in that group may be able to play multiplayer games, participate in rankings, etc. As a result, if a user wants to interact with another user and each user is assigned to a different user group, one of the users will need to change their sleeping habits.

[0210] (2) We provide technology that encourages users to develop regular sleep habits by using information about the user's sleep in games and making it a parameter that affects interactions between users.

[0211] For example, the game may be progressed so that the better the quality of the user's sleep, the more advantageous the user is. Good quality of sleep for a user may be defined as a short time it takes to fall asleep, a long sleep time, the time of going to bed, or established sleeping habits (such as daily sleep performance that is stable to a certain degree in terms of sleep time, sleep quality, etc.).

[0212] For example, the quality of a user's sleep may be evaluated to determine the user's game parameters, and game play may proceed based on the determined game parameters. It is assumed that the better the quality of a user's sleep, the better the user's physical condition. Therefore, the better the quality of a user's sleep, the better the value of the game parameter in the game. This makes it possible to match users based on the game parameters (matching users who have good quality sleep and are in good physical condition), adjust parameters such as the ability values ​​of game characters based on the game parameters (for example, parameters that indicate the game character's physical condition), and so on.

[0213] The difficulty of the game may be adjusted according to the value of a game parameter. For example, the better the quality of sleep of the user is based on the game parameter, the higher the difficulty of game play may be. Furthermore, based on the game parameter, users with similar sleep quality may be matched. The game parameter may be, for example, the evaluation parameter (step S655, etc.) described in the first embodiment.

[0214] With the above configuration, the interest of the game will be further increased if the user gets adequate sleep, and the user may be able to develop the habit of getting adequate sleep.

[0215] Furthermore, for example, in a game program in which many users participate, the number of simultaneous connections may increase only during certain time periods (for example, the number of connected users may be extremely high only during late night hours). In this case, too, encouraging users to develop appropriate sleeping habits can help to spread out the time periods in which users participate. Therefore, when game operators prepare the resources (server costs, etc.) necessary to operate the game, they can reduce the peak number of simultaneous user participation, thereby reducing operating costs.

[0216] FIG. 13 is a flowchart showing a process for using information about a user's sleep for ranking.

[0217] In step S1301, the terminal device 10 acquires information about the user's sleep and transmits it to the server 20.

[0218] In step S1353, the server 20 receives information about sleep from the user and updates the sleep performance information 283 and the like.

[0219] In step S1355, the server 20 assigns each user to one of a plurality of groups based on the sleep performance of each user. The server 20 evaluates whether the quality of sleep of the user is above a certain level, and assigns the user whose quality of sleep is above the certain level to a specific group.

[0220] For example, sleep quality being above a certain level may mean that the user is sleeping in accordance with the user's sleep goals (planned bedtime, planned wake-up time), that the user's sleep time is above a certain level, or that the user falls asleep within a certain time period (i.e., falls asleep easily), etc.

[0221] The server 20 may also group users according to their sleeping hours. For example, users with a morning lifestyle may be grouped together, and users with a night lifestyle may be grouped together.

[0222] In step S1357, the server 20 tally up rankings for each group to which the user belongs. For example, ranking points are awarded to users during the event period based on their game play. For example, ranking points are awarded based on the number of times the user controls a game character to defeat enemy characters, the history of having the game character perform specific actions such as activating a skill, the length of time it took to complete the game, etc. The server 20 stores the results of tallying up the rankings for each group as a database in storage or the like, and transmits them to the terminal device 10.

[0223] In step S1303, the terminal device 10 receives information about the rankings from the server 20. The terminal device 10 presents the user with the aggregated ranking results of the group to which the user belongs, for example by displaying them on the display 132. This allows the user to acquire rewards (game items, etc.) that can be used in the game according to the ranking results (user's position). For example, when a user wants to acquire a reward that can only be acquired in a specific ranking, it may happen that the user cannot even participate in the ranking by simply playing the game for a long time. In such a case, the user is encouraged to take action such as improving their lifestyle or getting more sleep.

[0224] In step S1305, the terminal device 10 accepts from the user a game play based on a group assigned according to the user's sleep record. For example, the terminal device 10 matches the user with other users assigned to the same group, thereby providing the user with a multiplayer game in which they can compete against each other or cooperate with each other.

[0225] When the server 20 assigns the user of the terminal device 10 to a group whose sleep quality is equal to or higher than a certain level in step S1355, the terminal device 10 releases to the user a game mode that is provided only to users in that group.

[0226] The server 20 assigns users to groups in step S1355, and the group assignment may be performed daily or at regular intervals. For example, if the server 20 assigns users to groups based on information about their sleep every day, the user of the terminal device 10 may be able to earn a reward based on the ranking of the group to which the user was assigned the previous day.

[0227] <Fourth embodiment> As described above, the third embodiment has described a technology for encouraging users to have regular sleeping habits. Specifically, as a technology for encouraging interaction between users by having appropriate sleeping habits, it has been described that users with appropriate sleeping habits can play multiplayer games such as fighting or fighting together, and that rankings for game events and the like are displayed among users with appropriate sleeping habits.

[0228] In the fourth embodiment, a technique for encouraging a user to sleep in a specific position will be described.

[0229] The specific location is, for example, a facility (accommodation facility) that provides lodging to users, such as a hotel, inn, etc. The specific location may also be a facility, such as a relaxation salon, that provides treatment to the user's body and allows the user to rest.

[0230] Here, the terminal device 10 or the server 20 will be described as accepting registration of a location where the user usually sleeps, such as the user's home, from the user and storing the location in the user information database 281, etc. Below, a process will be described in which a benefit is given to the user for sleeping at a specific location other than the location registered by the user.

[0231] This allows the user to not only travel to a tourist spot and stay there, but also to be encouraged to stay overnight there.

[0232] 14 is a flowchart showing a process of providing a user with a reward for sleeping at a specific location such as an accommodation facility. It is assumed that the user of the terminal device 10 has registered his or her home in advance.

[0233] In step S1401, the terminal device 10 accepts an operation from the user to make a reservation for a stay at an accommodation facility. The reservation for a stay at an accommodation facility includes the date of stay, the number of guests, information identifying the accommodation facility, the course of meals, the application of coupons, and other information related to the reservation. Based on the user's operation, the terminal device 10 transmits information indicating the reservation details to the server 20.

[0234] In step S1451, the server 20 accepts a reservation for accommodation at an accommodation facility in response to an input operation by the user of the terminal device 10. The server 20 presents information related to the accommodation reservation, such as information about the user making the reservation, the date of stay, and other information related to the accommodation reservation, to the terminal device of the accommodation facility. The server 20 performs processing to settle the accommodation fee in response to the accommodation reservation operation by the user of the terminal device 10. The server 20 stores information related to the user's accommodation reservation as a database in the memory unit 202.

[0235] Although not shown, the server 20 records information about the user's location at the timing when the user fell asleep in the sleep history information 283. For example, the terminal device 10 acquires the user's location at the timing when the user went to bed, when the user was asleep, when the user woke up, etc., using the location information sensor 150. The terminal device 10 transmits information about the user's sleep, including information about the location where the user fell asleep, to the server 20.

[0236] Thereafter, it is assumed that the terminal device 10 detects that the user has gone to bed, fallen asleep, or the like.

[0237] In step S1403, when the terminal device 10 detects that the user has started to sleep, such as when the user has gone to bed or fallen asleep, it acquires information about the location where the user is sleeping based on the output of the location information sensor 150, etc.

[0238] In step S1405, the terminal device 10 transmits to the server 20 information relating to the user's sleep timing and information relating to the sleeping position.

[0239] In step S1453, when the server 20 receives information on the timing of the user's sleep and information on the sleeping position from the terminal device 10, the server 20 updates the sleep record information 283 and the like.

[0240] In step S1455, the server 20 determines whether the user slept at a specific location such as an accommodation facility during a specific time period (for example, a late night period such as from 11 PM to 2 AM the next day) based on the sleep record information 283, etc. The server 20 provides a bonus in the game when the user slept at a specific location during a specific time period.

[0241] Here, the specific location may be the location of a facility for which the user has made a reservation for lodging, temporary use, or other stay. The specific location may also be the location of a facility included in a list pre-stored by the server 20, regardless of whether the server 20 stores information indicating that the user has made a reservation. Furthermore, if a user makes a reservation to use an accommodation facility or the like and then sleeps according to the reservation details of the accommodation facility or the like, the user may be given a more advantageous benefit than if the user sleeps without a reservation. For example, a summary may be provided and a benefit may be given to the user for using the accommodation facility or the like. This can encourage the user to make a reservation and then use the facility or the like.

[0242] Furthermore, a condition for granting a privilege to a user may include the user sleeping at multiple specific locations. In this case, the order of the multiple locations where the user sleeps, or the date on which the user sleeps, may be specified by the terminal device 10 or the server 20. For example, a privilege may be granted to a user if the user sleeps on a first date and then sleeps at another facility within a certain period of time from the first date (for example, the next day). Alternatively, a privilege may be granted to a user if the user first sleeps at an accommodation facility in a first region (for example, facility "A") and then sleeps at an accommodation facility in a second region (for example, facility "B"). This may encourage a user to stay consecutive nights in a certain region and to stay in multiple regions. Alternatively, the user may be encouraged to stay at various locations in a certain order.

[0243] The specific time period is not limited to late night hours and may be other time periods. For example, a user may be granted a special benefit when the user sleeps at a hotel, relaxation salon, etc. during a time period other than lodging, such as from 1:00 PM to 3:00 PM. Furthermore, the specific time period as a condition for granting a special benefit may be freely set and changed by the operator of the accommodation facility, the system administrator, etc., via the operator's terminal or the administrator's terminal.

[0244] Furthermore, granting a benefit to a user may mean granting the user an effect that gives the user an advantage in the user's game progress, such as an advantageous login bonus, an increase in the user's predetermined parameters, etc. Granting a benefit to a user may also mean granting the user a predetermined game item (free virtual currency, an item for obtaining a game object by lottery, a material item, etc.) as a reward.

[0245] Furthermore, when the server 20 awards a benefit to a user, it may evaluate the quality of the user's sleep based on information about the user's sleep and change the content of the benefit depending on the user's sleep quality. For example, if the user's sleep quality is above a certain level (e.g., if the time it takes the user to fall asleep is within a certain period, if the user is determined to be deep asleep based on the duration of REM and non-REM sleep, or if the user goes to bed within a certain time period), it may award the user a more advantageous benefit than if the sleep quality is below a certain level. Furthermore, if the sleep quality is below a certain level, it may not award the user a benefit. This may encourage the user to get enough sleep at accommodations, etc.

[0246] In step S1457, the server 20 determines an evaluation value for evaluating the accommodation facility etc. where the user slept, based on the quality of the user's sleep. The server 20 associates the information about the accommodation facility etc. and the evaluation value of the accommodation facility etc. with the information about the user, and records the information about the accommodation facility etc. and the evaluation value of the accommodation facility etc. in the storage unit 202. As a result, an evaluation value is accumulated for each of a plurality of facilities, based on the quality of sleep when the user slept there.

[0247] In step S1459, the server 20 extracts information about facilities that are recommended for use by the user of the terminal device 10 to get some sleep by staying overnight, etc., based on the evaluation values ​​of the accommodation facilities, etc. The server 20 transmits the extracted information about the facilities to the terminal device 10.

[0248] For example, since evaluation values ​​based on the sleep quality of multiple users are accumulated for each facility in step S1457, facilities with evaluation values ​​equal to or higher than a certain level may be presented to the user. Furthermore, facilities with high evaluation values ​​of users registered as friends in the friend list 282 as users related to the user of the terminal device 10 may be presented as recommendations to the user of the terminal device 10. Furthermore, facilities with high evaluation values ​​of other users who have sleep records similar to or higher than a certain level to the sleep record (sleep record information 283) of the user of the terminal device 10 as users related to the user of the terminal device 10 may be presented as recommendations to the user of the terminal device 10.

[0249] In step S1409, the terminal device 10 presents to the user, on the display 132 or the like, information about the facilities presented as recommendations by the server 20. The terminal device 10 presents to the user the details of benefits that will be given to the user by using these recommended facilities, for example, for accommodation. The terminal device 10 may display, on the display 132, the details of these benefits as well as a user interface (operation buttons or the like) for receiving input operations from the user to make a reservation for use of the facility. This allows the user to start operations for making a reservation for the facility while checking the details of the benefits.

[0250] In addition, when the user's game progress reaches a specific state, the terminal device 10 may present the user with potential facilities that the user may use, and may also present the user with the fact that a special benefit will be awarded if the user sleeps at the facility during a specific time period.

[0251] Here, the game progress status being in a specific state may refer to, for example, a situation in which the user is unlikely to meet the clearing conditions for a predetermined game unit (quest) but would gain an advantage by receiving a bonus. For example, if the level of a boss character is high relative to the strength of the user's control character and there is a certain or greater chance of the user failing to defeat the boss character, or if the overall strength (level, ability value) of the control character is lower than the value recommended for the game unit, it is determined that the user is unlikely to meet the clearing conditions for the predetermined game unit. In this case, the bonus may be provided as a game item that strengthens the user's control character, or as an effect that provides an advantage in the game progress (for example, an effect that increases the parameters of the user's control character during the game unit), etc.

[0252] As described above, the fourth embodiment has been described. According to the above configuration, a reward in the game is given to a user when the user sleeps at an accommodation facility or the like, which can encourage users to use the accommodation facility or the like. Furthermore, if a reward is given to a user when the user reserves an accommodation facility or the like in advance, the cancellation rate of the accommodation facility or the like can be further reduced.

[0253] <Fifth embodiment> In the fifth embodiment, an example will be described in which an application program corresponds to a plurality of sleep measuring devices, and a predetermined effect is exerted when the application program is executed in accordance with information specifying the sleep identifying device. In the following example, an example will be described in which a game program performs game processing based on sensing data measured by each of the plurality of sleep measuring devices.

[0254] <Configuration> FIG. 15 is a block diagram showing the configuration of the sleep measuring device 11B and the like.

[0255] 15, the sleep measurement device 11B includes an antenna 112B, a wireless communication unit 122B corresponding to each antenna, an operation reception unit 131B, a display 132B, an audio processing unit 140B, a microphone 141B, a speaker 142B, a position information sensor 150B, a biological information sensor 160B, a motion sensor 170B, a storage unit 180B, and a control unit 190B. The sleep measurement device 11B also has functions and configurations (e.g., a battery for storing power, a power supply circuit for controlling the supply of power from the battery to each circuit, etc.) not specifically shown in FIG. 15. As shown in FIG. 15, the blocks included in the terminal device 10 are electrically connected by a bus or the like.

[0256] The antenna 112B emits the signal emitted by the sleep measurement device 11B as a radio wave, and also receives the radio wave from the space and provides the received signal to the wireless communication unit 122B.

[0257] The wireless communication unit 122B performs modulation / demodulation processing and the like for transmitting and receiving signals via the antenna 112B so that the sleep measurement device 11B can communicate with other wireless devices. The wireless communication unit 122B is a communication module including a tuner, an RSSI calculation circuit, a CRC calculation circuit, a high-frequency circuit, etc. The wireless communication unit 122B performs modulation / demodulation and frequency conversion of the wireless signals transmitted and received by the sleep measurement device 11B, and provides the received signals to the control unit 190B.

[0258] The operation reception unit 131B has a mechanism for receiving input operations from a user. Specifically, the operation reception unit 131B is an input device such as a physical button or a touch-sensitive device.

[0259] Display 132B displays data such as images, videos, text, etc. under the control of control unit 190B. Display 132B is realized by, for example, an LCD display.

[0260] The audio processing unit 140B modulates and demodulates audio signals. The audio processing unit 140B modulates a signal provided from the microphone 141B and provides the modulated signal to the control unit 190B. The audio processing unit 140B also provides the audio signal to the speaker 142B. The audio processing unit 140B is realized, for example, by a processor for audio processing. The microphone 141B accepts audio input and provides an audio signal corresponding to the audio input to the audio processing unit 140B. The speaker 142B converts the audio signal provided from the audio processing unit 140B into audio and outputs the audio to the outside of the terminal device 10.

[0261] The location information sensor 150B is a sensor that detects the location of the sleep measurement device 11B, and is, for example, a GPS module. If the sleep measurement device 11B is a device separate from a user terminal such as a smartphone, it is likely that the sleep measurement device 11B will not frequently move from the user's home. Therefore, when initially setting up such sleep measurement device 11B, the user may be able to register in advance location information where the user sleeps, such as the user's home.

[0262] The biological information sensor 160B is a sensor for measuring biological information (heart rate, body temperature, amount of sweat, etc.) of a user who uses the sleep measuring device 11B. For example, when the sleep measuring device 11B or the like is a wearable device, the user wears the sleep measuring device 11B, and the biological information sensor 160B measures the biological information of the user.

[0263] The motion sensor 170B includes an acceleration sensor, an angular velocity sensor, etc., and detects the movement of the sleep measuring device 11B. For example, if the sleep measuring device 11B is a wearable device such as a wristwatch, the user can wear the sleep measuring device 11B while sleeping to detect the movement of the user while sleeping. Furthermore, by placing the sleep measuring device 11B on a mattress or the like of the bed on which the user sleeps, the movement of the sleeping user on the mattress can be detected. This makes it possible to determine whether the sleeping user is in light sleep, deep sleep, REM sleep, etc.

[0264] The storage unit 180B is configured with, for example, a flash memory or the like, and stores data and programs used by the sleep measurement device 11B. In one aspect, the storage unit 180B stores sensing data 182B and device identification information 183B.

[0265] The sensing data 182B is data obtained by the sleep measuring device 11B through sensing using the motion sensor 170B, the biological information sensor 160B, and the like. Note that the sensing data is not limited to these data, and may include data obtained from various sensors used to measure the user's sleep, such as an illuminance sensor, an audio sensor (microphone), and an ultrasonic sensor, if the sleep measuring device 11B has these sensors. Furthermore, various sensors, such as the position information sensor 150B, the biological information sensor 160B, and the motion sensor 170B, may be selectively used by the sleep measuring device 11B. In this case, the type of data obtained as the sensing data 182B from the sleep measuring device 11B and the like varies depending on the type and measurement format of the sleep measuring device 11B and the like. Therefore, the sleep information 182 may differ depending on the type of the sleep measuring device 11B and the like, i.e., depending on the type and accuracy of the sensing data 182B obtained from the sleep measuring device 11B, even when the sleep of the same user is measured at the same time.

[0266] The device identification information 183B is information for identifying the sleep measuring device 11B. As described above, the information for identifying the sleep measuring device 11B includes information about the business that provides the sleep measuring device 11B, information for identifying the product of the sleep measuring device 11B (product name, product code, etc.), information for uniquely identifying the sleep measuring device 11B (an identification code uniquely assigned to each device by the business, or information used during communication (MAC address, etc.)), information about applications used until the sensing data and the sleep information 182 are generated from the sleep measuring device 11B, etc.

[0267] The control unit 190B reads a program stored in the storage unit 180B and executes instructions included in the program to control the operation of the sleep measuring device 11B. The control unit 190B is, for example, a processor or a microcomputer. By operating in accordance with the program, the control unit 190B fulfills the functions of an input operation receiving unit 191B, a transmitting / receiving unit 192B, a data processing unit 193B, and a notification control unit 194B.

[0268] The input operation receiving unit 191B performs processing to receive a user's input operation to an input device such as the operation receiving unit 131B. For example, when the operation receiving unit 131B is configured with a physical button, the input operation receiving unit 191B detects the pressure or the like applied by the user to the physical button, and determines whether the physical button has been pressed, whether the physical button has been pressed hard, or the like.

[0269] The transmission / reception unit 192B performs processing for the sleep measurement device 11B to transmit and receive data to and from external devices such as the terminal device 10, the server 20, the game controller 11A, and the sleep measurement device 11C in accordance with a communication protocol.

[0270] The data processing unit 193B performs calculations on the data received by the sleep measurement device 11B according to a program, and outputs the calculation results to a memory or the like.

[0271] The notification control unit 194B performs processing to present information to the user. The notification control unit 194B performs processing to display a display image on the display 132B, processing to output audio to the speaker 142B, processing to generate vibrations, etc. When the sleep measurement device 11B and the terminal device 10 are communicating with each other, the notification control unit 194 notifies the user by displaying an image, outputting audio, vibrating, etc. on the sleep measurement device 11B in conjunction with notifying the user on the terminal device 10.

[0272] <Data Structure> FIG. 16 is a diagram showing the data structure of the sleep measuring device settings 284 stored in the server 20. As shown in FIG.

[0273] As shown in FIG. 16, each record of the sleep measurement device settings 284 includes an item "sleep measurement device ID," an item "device name," an item "device provision period," an item "sensing specifications," an item "effect during game play," etc.

[0274] The "sleep measuring device ID" item is information for identifying the sleep measuring device. Sleep measuring devices are managed in a so-called whitelist format, and the "game play effect" item (described later) is set according to devices that the server can recognize. If the server 20 detects an unidentifiable sleep measuring device 11B, the server 20 may not receive sleep information 182 from the unidentifiable sleep measuring device 11B, or may use data for the unidentifiable sleep measuring device 11B to perform subsequent processing. The "sleep measuring device ID" does not necessarily need to identify the device, but may also include the type of software or application used by the sleep measuring device 11B. For example, even when the same sleep measuring device 11B is used, different "sleep measuring device IDs" may be used for managing the sleep measuring device 11B when sleep measurement application A is used and when sleep measurement application B, which is different from sleep measurement application A, is used. The item "device name" indicates the name of the sleep measurement device. The "Device Provision Period" item indicates the period during which the sleep measurement device is provided by the provider. This period includes information on when the sleep measurement device was released, when sales of the sleep measurement device ended, and when support for the sleep measurement device by the provider ended. This allows the terminal device 10 and the like to determine whether the sleep measurement device is unreleased or currently on sale. The "Sensing Specifications" item indicates the specifications of various sensor devices used by the sleep measurement device to sense the user's sleep. The sensor device specifications include information such as what can be measured by the sensor device (as shown in the figure, measurement targets include sleep quality, sleep duration, biological information, etc.) and sensing accuracy. As shown in FIG. 16, the sensing capabilities of each sleep measurement device may vary. For example, a sleep measurement device may be able to measure sleep duration but not sleep quality. The item "Effects during game play" indicates the content of the effects (parameters, calculation formulas, etc. for generating the corresponding game effects) that are set for the user in a game based on the game program when the user uses the sleep measurement device indicated in the item "Sleep measurement device ID."

[0275] The effects include those that affect game parameters. For example, the effects include (1) those that affect the ease with which a user can acquire a game object (game character, game item, etc.) that can be acquired through game play. For example, when a user is measuring their sleep using a specific sleep measurement device, the effects include setting the probability of the user acquiring a game object to a predetermined setting.

[0276] Also, for example, when the user is allowed to acquire game content (including game objects) probabilistically by detecting that the user has woken up using sleep information 182 or the like, the probability may be determined according to the sleep measuring device used to acquire the sleep information 182.

[0277] Note that such a change in probability may be made by changing a table that defines the probability of acquiring game content. For example, a plurality of tables may be prepared in advance in the server 20, etc., and information specifying the sleep measuring device may be associated with each table. Furthermore, the probability may be changed by calculation using variables, etc.

[0278] This allows the user to obtain an effect such as making it easier for the user to acquire a specific game object (game character, etc.) while playing a game when the user is using a specific sleep measuring device.

[0279] Other effects include (2) affecting the game units that a user can play. For example, by using a specific sleep measurement device, a user may be able to use a specific game unit (such as a quest or extra stage), or the probability of using the specific game unit may be changed. For example, if clearing a quest to defeat a boss character causes another quest to occur, the probability may be changed according to information identifying the sleep measurement device.

[0280] Other effects include (3) affecting game parameters granted to users. For example, game parameters to be granted to users may be set in association with information identifying a sleep measuring device according to the length of the user's sleep time, and these game parameters may be different for each sleep measuring device. As an example, when dividing the length of a user's sleep time into multiple categories (e.g., (i) sleep time of 5 hours or less, (ii) sleep time of 5 to 7 hours, (iii) sleep time of 7 hours or more, etc.) and granting game points or the like to users according to each category, the amount of game points granted to each user may differ according to information identifying the sleep measuring device. Here, in order to provide a sleep measuring device suitable for people who sleep relatively long, the amount of game points granted may be greater the longer the sleep time. Furthermore, in order to provide a sleep measuring device suitable for people who sleep relatively short, the amount of game points granted may be greater the shorter the sleep time.

[0281] Furthermore, for example, the bonus may affect the rewards that a user receives when starting a game program. For example, if a user uses a specific sleep measurement device, the login bonus that is given when the game is started may be changed. Alternatively, a login bonus may be given only if the user continues to use a specific sleep measurement device. In this case, providing different login bonuses depending on the number of types of devices can motivate the user to continue using multiple devices.

[0282] Such an effect may be set for a user for a certain period of time. For example, the login bonus may be changed for a certain period of time or number of times after using a specific sleep measurement device.

[0283] When the user's sleep is measured by the sleep measuring device 11B, the effect set for the user in the game that affects the login bonus as described above may occur in the following cases: (i) the user logs in to the game the day after the sleep information 182 is measured by the sleep measuring device 11B, and (ii) the sleep information 182 is measured but the user does not log in to the game until the following day or later. Note that (iii) the user may log in to the game but not have measured the sleep information 182 by the sleep measuring device 11B within a predetermined number of days prior to logging in.

[0284] In the above case (iii), the user logs in to the game but there is no sleep information 182 acquired by the sleep measuring device 11B, so the user may only be given a login bonus for logging in. On the other hand, in the above cases (i) and (ii), in addition to the login bonus given when the user logs in to the game, a benefit may be given to the user because there is sleep information 182 acquired by the sleep measuring device 11B during a predetermined period before the timing of login.

[0285] <Operation> FIG. 17 is a flowchart showing a process in which the terminal device 10 acquires sensing results from one or more sleep measuring devices (such as the sleep measuring device 11B) and accumulates them in the server 20 as a log.

[0286] In step S1701, the terminal device 10 acquires the sensing results (sensing data 182B) of each sleep measurement device in association with information (device identification information 183B, etc.) that identifies the sleep measurement device 11B, etc.

[0287] In step S1703, the terminal device 10 stores the user's sleep information 182 based on the sensing results of the sleep measuring devices 11B and the like in association with information specifying the sleep measuring devices 11B and the like, and transmits the same to the server 20.

[0288] In step S1751, the server 20 stores the sleep information 182 of each user of the terminal device 10 in association with information specifying the sleep measuring device 11B, etc., in the sleep record information 283. The server 20 stores the sleep information 182 of each user as a log, regardless of whether an application (game program, etc.) that uses the user's sleep information 182 has been released or whether the service has started.

[0289] 18 is a flowchart showing a process of notifying the user of the terminal device 10 when an application that uses the user's sleep information 182 starts a service. As an example of the application, a game program will be described.

[0290] In step S1851, the server 20 transmits to the terminal device 10 information including a promotion regarding the release of a game program that uses the sleep information 182. For example, the start of the release of the game program may be announced on social media or the like, and users may pre-register before the release. The server 20 transmits information including a promotion to users who have pre-registered in this way, for example.

[0291] In step S1801, even before the start of service or use of a game program that uses the sleep information 182, the terminal device 10 receives from the user an operation to start linking the sleep information 182 with the game program that uses the sleep information 182. That is, in this embodiment, an example will be described in which the user performs the operation to link the sleep information 182, thereby allowing the game program side (the service provider side based on the game program) to refer to the user's sleep information 182, but the present invention is not limited to this.

[0292] In step S1853, in response to the user's operation in step S1801, the server 20 performs a setting to link the user's sleep information 182 to the game program that uses the sleep information 182. This allows the game program to provide the user with game progress, etc., that is in accordance with the user's sleep information 182.

[0293] After that, in step S1803, the terminal device 10 stores the sleep information 182 of the user in association with information specifying the sleep measuring device 11B etc., and transmits the information to the server 20.

[0294] In step S1855, the server 20 sets a specific effect to be exerted in the execution of the user's game program based on the log of sleep information 182 accumulated over one or more dates since before the start of the game program service.

[0295] In step S1805, the terminal device 10 provides the user with a tutorial function before or after the start of a service for a game program that uses the sleep information 182. The tutorial function has a function of evaluating the quality of sensing results of the sleep measuring devices 11B and the like and notifying the user of the evaluation. The terminal device 10 acquires the quality of each measurement by the sleep measuring devices 11B and the like by, for example, acquiring sleep performance information 283 stored in the server 20. The terminal device 10 determines a sleep measuring device to be presented to the user as a recommendation and notifies the user of the determined sleep measuring device.

[0296] For example, if the quality of measurements made by a sleep measuring device used by a user does not meet a certain standard, the terminal device 10 recommends a sleep measuring device to the user. For example, the quality of the sleep measuring device may not meet a certain standard if the user uses a sleep measuring device placed on a mattress or the like, and the sleep information 182 contains errors due to the inclusion of movements of other users or living beings such as pets. In this case, the terminal device 10 recommends a wearable sleep measuring device to the user.

[0297] When the provision of the service based on the game program starts, the server 20 performs the process of step S1857.

[0298] In step S1857, after starting the service of the game program, the server 20 progresses the game based on the log of the sleep information 182. Depending on the information specifying the sleep measuring device that measured the user's sleep information 182, a specific effect is set in the execution of the game program of the user.

[0299] <Screen example> FIG. 19 is a diagram showing an example of a screen of the terminal device 10.

[0300] The screen example (A) in FIG. 19 shows a situation where the game program is compatible with a plurality of sleep measuring devices and a tutorial function is provided to the user before the start of the game program service.

[0301] As shown in screen example (A), the terminal device 10 notifies the user in the notification section 132W1 that it will begin providing a game service using the user's sleep information 182 (i.e., screen example (A) shows the stage before the game service starts), that there is a period during which the game program can be downloaded in advance before the game service starts, and that the user will be provided with a function to evaluate the sleep measurement device during that period as well.

[0302] The terminal device 10 displays information about the sleep measuring device used by the user in the notification unit 132W2. The user sets the sleep measuring device to be able to communicate with the terminal device 10. As shown in the notification unit 132W2, the user is notified of the following information about the sleep measuring device: (1) the product name of the sleep measuring device, (2) the provider, (3) the type of sleep measuring device (e.g., whether it is a wearable device or a mobile terminal), (4) the sensing accuracy of the sleep measuring device, and (5) the effects that will be exerted in game play when the user uses the sleep measuring device and progresses the game based on the sensing results of the sleep measuring device. The terminal device 10 provides the notification shown in the notification unit 132W2 by referring to the sleep measuring device setting 284 of the server 20.

[0303] As indicated by the operation button 132W3, the terminal device 10 provides a tutorial function to the user even before the start of the game service, and accepts an operation from the user to start the tutorial function.

[0304] When the user performs an operation to start the tutorial function on the screen example (A) (when the terminal device 10 accepts an input operation on the operation button 132W3), the screen transitions to the screen example (B).

[0305] The screen example (B) shows a situation in which the terminal device 10 provides the user with a tutorial function before the start of a game service.

[0306] As shown in the screen example (B), the terminal device 10 notifies the user via the notification unit 132W4 that a log of the sleep information 182 accumulated in the server 20 before the start of the game service is available. This corresponds to step S1801 in FIG. 18 .

[0307] As indicated by the notification section 132W5, the terminal device 10 notifies the user of information about the sleep measurement device in which the user has accumulated a log of sensing results.

[0308] As indicated by the operation button 132W6, the terminal device 10 accepts an input operation from the user for linking the log of the user's sleep information 182 with the game service. This allows the game service to provide the game service to the user by referring to the log of the user's sleep information 182.

[0309] Screen example (C) shows a situation in which the tutorial function evaluates the sleep measurement device used by the user and presents other sleep measurement device recommendations to the user, if any, corresponding to step S1805 in FIG. 18 .

[0310] As shown in the notification unit 132W7, the terminal device 10 notifies the user that the sleep information 182 cannot be accurately acquired from the sensing results of the sleep measurement device already used by the user. In addition, the terminal device 10 notifies the user of information on the sleep measurement device determined to be recommended to the user.

[0311] As shown in the notification unit 132W8, the terminal device 10 notifies the user of information about the sleep measurement device recommended to the user. The notification includes information such as the name, provider, type, and sensing accuracy of the recommended sleep measurement device, and the effect in the game that the user will obtain if the user progresses through the game based on the sensing results of the sleep measurement device.

[0312] Screen example (D) shows an example of the screen of the terminal device 10 after the game service has started.

[0313] As indicated by the notification unit 132W10, the terminal device 10 notifies the user of the result of the progress of the game based on the sensing result of the user's sleep measurement device 11B or the like.

[0314] As shown in the notification unit 132W11, the terminal device 10 notifies the user of information about the sleep measurement device 11B, etc., whose sensing results are being used by the user in game play. The notification also notifies the user of effects that the user can receive as the game progresses.

[0315] As shown in the notification unit 132W13, the terminal device 10 notifies the user of promotional information about the sleep measuring device not only before the start of the game service but also after the start of the game service. The notification includes information identifying the sleep measuring device and details of the effect that will be achieved when playing the game using the sensing results of the sleep measuring device.

[0316] As described above, the user can configure the sleep measuring device while using the tutorial function, etc. Such configuration can be performed before the user starts playing a game using the sleep measuring device (for example, while the user is awake, such as during the daytime). This can prevent a situation in which the sleep measuring device is not suitable for the user even though the user is asleep and trying to play a game. Furthermore, while the user is awake, the user can recognize the effects that can be obtained from each sleep measuring device, which can make it easier for the user to determine, for example, which sleep measuring device to use.

[0317] <Modification> (1) Example of using some of the sensing results from multiple sleep measurement devices in an application:

[0318] The game service may allow a user to use any of multiple sleep measurement devices that the user uses, and the user may link multiple sleep measurement devices with the application, thereby allowing the user to enjoy the same benefits as those obtained from each sleep measurement device.

[0319] In addition, when the sensing results of a user's multiple sleep measurement devices are used in a game service, the server 20 may accept the sensing results from these multiple sleep measurement devices, and the game service may use some of these multiple sleep measurement devices to progress the game, and a predetermined effect may be achieved based on information identifying the sleep measurement device.

[0320] This can encourage users to use multiple sleep measurement devices.

[0321] Furthermore, when the server 20 provides a game service, the game can be progressed using the sensing results of some of the sleep measurement devices with good sensing quality from among the sensing results of these multiple sleep measurement devices, thereby providing users with the interest intended by the game provider.

[0322] In addition to the example in which the server 20 determines some of the sleep measuring devices to be used in the game service based on the sensing quality of multiple sleep measuring devices, the server 20 may also determine some of the sleep measuring devices based on the specifications (type, accuracy, etc.) of the sleep measuring devices.

[0323] Furthermore, when a user uses multiple sleep measurement devices, the measurement results of some of the sleep measurement devices may be used preferentially for game processing, etc., while the measurement results of the other sleep measurement devices may be used complementarily. The sleep measurement devices whose measurement results are used for game processing, etc. may be determined in advance by the user, etc., or by a game program, etc. Furthermore, the sleep measurement devices may be determined based on the order in which the terminal device 10, etc., receives their measurement results. For example, if it is detected that the user has woken up based on the measurement results of multiple sleep measurement devices, the sleep measurement device that earliest transmitted measurement results capable of detecting the user's wakeup to the terminal device 10, etc. may be used for game processing, etc.

[0324] In addition, for example, if the terminal device 10 or the like detects that the quality of measurements from some of the sleep measurement devices that are used preferentially deteriorates or that the battery has run out, the measurement results from the other sleep measurement devices may be used for game processing, etc.

[0325] (2) Example of sharing the sleep measurement device 11B etc. among multiple users: The sleep measuring device 11B etc. may be used by an unspecified number of users. For example, the sleep measuring device 11B etc. may be installed in an accommodation facility or the like, and users staying at the accommodation facility may use the sleep measuring device 11B etc. to measure their sleep.

[0326] When progressing a game based on sensing results of the sleep measuring device 11B or the like, or when exerting a predetermined effect based on information identifying the sleep measuring device 11B or the like, the terminal device 10 or the server 20 may perform these game processes based on information about users who share the sleep measuring device 11B or the like. For example, the terminal device 10 or the server 20 may associate users who share the sleep measuring device 11B or the like with each other, and perform predetermined game processes with these associated users. As the predetermined game processes, the terminal device 10 or the server 20 may perform game processes such as registering associated users as friends, providing a game unit that can only be played by associated users, and allowing associated users to play multiplayer games.

[0327] When the sleep measuring device 11B is shared by a plurality of users, the sleep measuring device 11B may store the sensing results of the sleep measuring device 11B in association with information about the users.

[0328] For example, before the user goes to sleep using the sleep measuring device 11B, the user may input information for identifying the user to the sleep measuring device 11B. The sleep measuring device 11B performs sensing in a state in which the user is identified or designated, and stores the sensing result and the information for identifying the user in association with each other.

[0329] Furthermore, the sleep measurement device 11B may identify which user the sensing result belongs to, depending on the user's sleep pattern.

[0330] The terminal device 10 receives the measurement result of the sleep measuring device 11B from the sleep measuring device 11B, and stores the measurement result in association with information identifying the user who slept.

[0331] When the terminal device 10 uses the measurement results of the sleep measuring device 11B in game processing, the terminal device 10 may prevent users other than the user using the sleep measuring device 11B from using the measurement results in the game processing. For example, when multiple users, such as family members, live together and use the sleep measuring device 11B, the measurement results of a first user may be prevented from being used in the game processing by a second user different from the first user. Furthermore, even when multiple related users, such as family members, share the sleep measuring device 11B, the measurement results of one user's sleep measuring device 11B may be prevented from being used in the game processing of the other users.

[0332] Regardless of whether a game program is executed on the terminal device 10, when multiple users share the sleep measuring device 11B, the measurement results of the sleep measuring device 11B are accumulated in association with information identifying each user. By executing a game program or the like, the terminal device 10 may receive measurement results from the sleep measuring device 11B when different users have used the sleep measuring device 11B over multiple dates. The terminal device 10 associates the measurement results of the sleep measuring device 11B for each date with information about the user who slept, and transmits them to the server 20. The server 20 stores the sleep measurement results of each user in the sleep history information 283 based on the information received from the terminal device 10.

[0333] With this configuration, when multiple users share the sleep measuring device 11B, the sleep measurement results of each user are recorded by the sleep measuring device 11B. It is possible that some of the users do not run the game program on the terminal device 10. However, other users may run the game program on the terminal device 10 and transmit the sleep measurement results of the users to the server 20, which may cause the server 20 to perform game processing based on the sleep measurement results of the users. That is, some users may acquire game parameters for a game based on the game program even though they are not running the game program. For example, when a family member shares the sleep measuring device 11B, a first user may not reflect the previous day's sleep information 182 measured by the sleep measuring device 11B in the game processing. A second user may acquire the sleep information 182 using the sleep measuring device 11B and run the game program upon waking up the next day. This sends the first user's sleep information 182 to the server 20 and reflects it in the game processing.

[0334] Here, the sleep measuring device 11B is not limited to a wearable device as described above. If the sleep measuring device 11B is capable of measuring the sleep status of multiple users, the sleep measurement results of each user can be stored in the sleep measuring device 11B in association with information identifying each user. For example, the behaviors of multiple users can be sensed by placing a device with a photographing function (e.g., a mobile terminal such as a smartphone) on a bed and analyzing the sensing results (photographed images). In such a case, one of the multiple users can transmit the sleep measurement results of the multiple users to the server 20, and the sleep measurement results of the multiple users can be reflected in the game processing.

[0335] (3) Example of running an application by obtaining the same type of parameters from the information that can be obtained by each sleep measurement device:

[0336] As described in the above embodiment, each sleep measuring device may have different specifications. Furthermore, the items that each sleep measuring device can measure and the accuracy of measurement may also differ. A game program or the like may be compatible with multiple sleep measuring devices and use the same type of parameters acquired by the sleep measuring devices. For example, even if each sleep measuring device can measure a variety of parameters, game processing may be performed based on information such as "sleep time" and "sleep quality" measured by the sleep measuring devices as the same type of parameters.

[0337] Here, when a user uses multiple sleep measuring devices, the game program is executed using the same type of parameters acquired by each sleep measuring device, and the sleep information 182 measured by which sleep measuring device the game processing is based may be determined based on a predetermined rule (for example, by lottery processing) without user operation. For example, when the user wakes up, the terminal device 10 or the server 20 may perform game processing based on the measurement result of one of the sleep measuring devices, thereby providing the user with a sense of surprise as the game progresses.

[0338] (4) Example of processing according to the combination of sleep measurement devices: As described in the above embodiments, various types of sleep measurement devices are provided, such as wearable devices and tablet-like devices. When a user uses multiple sleep measurement devices, a game program or the like may perform game processing according to the combination of the sleep measurement devices. For example, when a user uses both a wristwatch-type sleep measurement device and a ring-type sleep measurement device to measure sleep, processing such as assigning game parameters to a game character or granting a game item may be performed according to the combination. To determine the device combination, group information such as "wristwatch-type" or "ring-type" may be associated with each device as device identification information, and special effects may be exerted according to the respective combinations of the same group information or different group information. Furthermore, device groups may be divided into groups based on whether the device is a wearable device worn by the user or a device used without the user wearing the device.

[0339] Here, when a user uses multiple sleep measuring devices, an example of processing according to the combination of the sleep measuring devices may be to accumulate the effects of the sleep measuring devices when there are in-game effects obtained by using each sleep measuring device, or to reflect some of the effects of these sleep measuring devices in game play. For example, when a first in-game effect is obtained by a first sleep measuring device and a second in-game effect is obtained by a second sleep measuring device, both the first effect and the second effect may be reflected in the user's game play, or either the first effect or the second effect may be reflected. Furthermore, as a benefit for using multiple sleep measuring devices, at least one of the first effect and the second effect may be changed to be advantageous to the user.

[0340] In addition, there may be in-game effects that are given to a user by using multiple sleep measuring devices. For example, a user may be given a special benefit when the user obtains sleep information 182 using both a wearable sleep measuring device and a sleep measuring device that the user does not wear.

[0341] (5) Example of processing according to switching of sleep measurement devices used by the user: As described in the above embodiments, the game program or the like performs processing to exert a predetermined effect in accordance with information specifying the sleep measuring device.

[0342] Here, when a user changes the sleep measuring device they use, a special benefit may be provided to the user in a game program or the like for using the new sleep measuring device. Such a special benefit may be provided to the user separately from the predetermined effect provided according to the information identifying the sleep measuring device. Furthermore, such a special benefit may be determined according to the information identifying the sleep measuring device. Furthermore, such a special benefit may be provided a certain number of times or for a certain period of time after the user uses the sleep measuring device. This may encourage the user to use a new sleep measuring device when the user is provided with the new sleep measuring device, for example.

[0343] Furthermore, if a sleep measurement device is used by multiple users, the total amount of the above-mentioned benefits may be determined regardless of the number of users using the sleep measurement device. For example, if a benefit is provided for a predetermined number of days (10 days) and a predetermined amount of game items is awarded each day, and user "A" and user "B" alternately use the sleep measurement device, user "A" will be awarded the benefit for 5 days, and user "B" will be awarded the benefit for 5 days. In other words, the total amount of benefits will be 10 days' worth of game items, etc.

[0344] In addition, the total amount of the benefits that can be received by each user may be determined. For example, if the benefits are provided for a predetermined period of 10 days, each user may be granted the benefits for up to 10 days.

[0345] As described above, since the benefit is given to each user, it is possible to encourage a user to borrow a sleep measuring device from another user and try it out.

[0346] Note that the sleep measuring device may not be shared by multiple users. In other words, users may not be able to lend or borrow the sleep measuring device. For example, when a sleep measuring device is associated with information of a certain user, even if another user uses the sleep measuring device, the sleep information may not be acquired, or even if the acquired sleep information 182 is not reflected in the game, or even if the acquired sleep information 182 is not used, an effect corresponding to the sleep measuring device may not be exerted in the game.

[0347] In the above example, the server 20 stores information for identifying a sleep measuring device and information about the timing at which the sleep information 182 was acquired by the sleep measuring device in association with user information in the sleep performance information 283. When the terminal device 10 executing a game program communicates with a sleep measuring device and receives the sleep information 182, the terminal device 10 may be configured to allow the sleep information 182 that is not associated with any user information to be used in the game play of the user executing the game program. For example, when a first user and a second user share a sleep measuring device, the sleep information 182 measured by the sleep measuring device at a certain timing may not be associated with any user. In this case, when one of the users executes the game program on the terminal device 10 and uses the sleep information 182 from the sleep measuring device, the sleep information 182 is associated with the user information and stored in the server 20 and the terminal device 10.

[0348] Here, the sleep measuring device may store the measured sleep information 182 in association with user information. For example, the sleep measuring device may communicate with the terminal device 10 that executes a game program, thereby storing the sleep information 182 in association with user information in the game. That is, the sleep information 182 held in the sleep measuring device is held in association with user information in the server 20, the terminal device 10, and the sleep measuring device by communicating with the terminal device 10.

[0349] The terminal device 10 may communicate with the sleep measuring device and perform a specific process when there is sleep information 182 that is not associated with any user's information. For example, when the sleep information 182 measured by the sleep measuring device is not associated with any user, the terminal device 10 may receive a designation from the user of the terminal device 10 as to which user the sleep information 182 should be associated. Furthermore, when the sleep measuring device contains sleep information 182 measured by another user, the terminal device 10 may perform a process such as sending a message to the other user or enabling multiplayer play in response to the presence of the other user's sleep information 182.

[0350] (6) Example of processing specific game content according to the measurement results of a sleep measurement device: As described above, it has been explained that a plurality of sleep measuring devices can be used, and that effects according to information specifying the sleep measuring devices are exerted in a game program or the like.

[0351] In addition, processing may be performed on game content according to information identifying the sleep measuring device. For example, when a specific game character is to be trained in a game program, the parameters of the game character may be stored in the server 20, etc. In this case, when the user acquires sleep information 182 using a specific sleep measuring device, an effect such as imparting parameters that encourage training to the game character may be set.

[0352] (7) Benefits for continued use of the same sleep measurement device If a user continues to use the same sleep measuring device, a bonus may be given to the user accordingly. For example, if the number of days for which sleep information 182 has been acquired using the same sleep measuring device reaches a predetermined period, a bonus may be given to the user. For example, the terminal device 10 can determine whether the user continues to use the same sleep measuring device by referring to information unique to the sleep measuring device (such as the identification information of the sleep measuring device shown in FIGS. 4 and 16). This can encourage the user to use one sleep measuring device for a long period of time.

[0353] Furthermore, the terminal device 10 may refer to information about the manufacturer and seller of the sleep measurement device used by the user, and if the manufacturer and seller are the same, determine that the user continues to use the same sleep measurement device. In this way, even if the same manufacturer and seller sell a new sleep measurement device and the user purchases and uses a sleep measurement device provided by the same manufacturer and seller, the user can receive the above-mentioned "benefit for continuing to use the same sleep measurement device," which can stimulate demand for replacement with the latest device.

[0354] (8) Although we have described the case where a user uses multiple sleep measurement devices, there are various ways in which they can be used. A wearable sleep measurement device and a stationary sleep measurement device may be used together. For example, a user may wear multiple wearable sleep measurement devices. A user may also wear multiple sleep measurement devices on a specific part of the user's body (for example, a user may wear multiple wristwatch-type sleep measurement devices).

[0355] It is also possible to acquire different types of sleep information 182 from multiple sleep measuring devices. For example, "sleep quality" may be measured by a first sleep measuring device, and "sleep duration" may be measured by a second sleep measuring device. The terminal device 10 or the like may present to the user items that are desirable to be measured by each sleep measuring device. This allows the user to set a sleep measuring device suitable for measuring "sleep quality" to measure the item in question.

[0356] The user may also specify which of a plurality of sleep measurement devices to use for measurement, and the user may specify the sleep measurement device when the user wakes up, for example, before the user goes to bed.

[0357] Although the example has been described in which a special benefit is provided for a certain period of time when a user starts using a sleep measuring device, the special benefit may be provided according to the number of times the sleep measuring device is used within the certain period of time. For example, a special benefit may be provided to a user when the sleep measuring device is used a predetermined number of times within one month.

[0358] In the above embodiment, an example of recommending a sleep measurement device to a user has been described. If a user uses multiple sleep measurement devices, the sleep measurement device that improves the user's sleep status, such as "sleep quality" and "sleep time," may be identified based on the measurement results of each sleep measurement device, and the user may be notified to use this sleep measurement device. The user may also be notified that a special benefit will be awarded if the user uses a sleep measurement device that improves the user's sleep status.

[0359] On the other hand, depending on the type of sleep measuring device and the types of sensors provided in the sleep measuring device, a discrepancy may occur between the actual user's sleep time and the sleep information 182, which may prevent the sleep information 182 from being accurately reflected in the game. This may be due to device malfunction, individual differences in the sleep measuring device or sensors, or compatibility issues between the sensors and the application that processes the data obtained from the sensors. In particular, when using a certain sleep measuring device 11B, an administrator who has previously tested the device may be able to determine that the sleep time output is always shorter than the user's actual sleep time. In such a case, when using the sleep measuring device 11B, parameters may be adjusted to increase the sleep time when the sensing results and the sleep information 182 obtained from the sensing results are used in the game. In this case, if the sleep time measured by the sleep measuring device 11B and the sleep time information used in the game are output in a manner that allows the user to recognize the discrepancy, the user may perceive that the sleep time in the game is longer. In this case, the fact that parameter adjustment is being performed may be perceived as game strategy information, which may cause confusion among the user, so it is desirable not to notify the user of the parameter adjustment process.

[0360] Furthermore, a sleep measuring device suitable for a user may be recommended based on information about the user's sleeping environment, such as information about the user's cohabitants (family members, etc.) and pets. Information about the user's sleeping environment may include, for example, the number of users in the environment where the sleep measuring device is used, information identifying each user, the area in which the user sleeps (such as the size of the bed), the characteristics of the bed (such as the hardness of the mattress), and objects (such as pets) that may intrude into the user's sleeping area. For example, a case may be assumed in which a user sleeps in the same bed as a cohabitant. When a user uses a sleep measuring device, it may be possible to determine whether the users live together based on the sleeping positions of each user, etc.

[0361] Therefore, for example, the server 20 or the terminal device 10 may determine from which sleep measuring device to acquire the sleep information 182 or which sleep measuring device to prioritize the sleep information 182 based on information about the user's sleeping environment. For example, if it is determined that the user is sleeping in the same bed as a roommate, it may be determined to acquire the sleep information 182 from a wristwatch-type sleep measuring device even if the user is also using a sleep measuring device installed on the bed. Furthermore, if it is determined that the user is sleeping in the same bed as a roommate and the user is only using a sleep measuring device installed on the bed, more accurate sleep information 182 may be measured by recommending the use of a wristwatch-type sleep measuring device to the user.

[0362] In addition, even if multiple users are sleeping within a certain area, there may be cases where they are sleeping in separate beds lined up side by side, with each user sleeping in their own bed. In such cases, it may be possible to recommend to the user that they use a sleep measurement device that is installed in the bed.

[0363] The above configuration will be explained with reference to the drawings.

[0364] FIG. 20 shows an example of a screen at a stage where the sleep measuring device to be used in the game is determined when the user uses multiple sleep measuring devices to measure the sleep information 182.

[0365] 20 illustrates a situation in which, before the user goes to bed, the user specifies a sleep measuring device to be used to measure the sleep information 182. As illustrated in screen example (A), the terminal device 10 displays, on the display 132, a notification 132X1, a selection receiving section 132X2, and a sleep start receiving section 132X5.

[0366] The notification 132X1 is an area for notifying the user that they are logged in to the game and that they can specify the sleep measuring device to be used to measure the sleep information 182 before going to sleep.

[0367] The selection receiving section 132X2 is an area that receives, from the user, designation of a sleep measuring device to be used to measure the sleep information 182. As shown in the figure, the terminal device 10 receives designation of one or more sleep measuring devices in the selection receiving section 132X2. In the example shown in the figure, a first sleep measuring device 132X3 and a second sleep measuring device 132X4 are available for use by the user. The sleep measuring device designated by the user may be highlighted. In the example shown in the figure, the user has designated both the first sleep measuring device 132X3 and the second sleep measuring device 132X4.

[0368] The sleep onset receiving unit 132X5 is an area for receiving, from the user, an operation indicating that the user is about to start sleeping. When the terminal device 10 receives the user's input operation to the sleep onset receiving unit 132X5, the terminal device 10 may disable at least a part of the user's input operation so that the user does not operate the terminal device 10 until the user falls asleep and wakes up, allowing the user to concentrate on getting asleep. For example, the terminal device 10 may not receive any user operation other than that for making an emergency contact.

[0369] Screen example (B) shows a situation in which, when the user goes to bed and has measured sleep information 182 using multiple sleep measuring devices, the user specifies which sleep measuring device's measurement results are to be used in the game. As shown in screen example (B), the terminal device 10 displays a notification 132X6, a measurement result specification section 132X7, and an operation acceptance section 132X10.

[0370] The notification 132X6 is an area for notifying the user that, when the sleep information 182 is measured by a plurality of sleep measurement devices, the user can specify the sleep information 182 to be used in the game.

[0371] The measurement result designation section 132X7 is an area for accepting a user's operation to determine which sleep measuring device's measurement results to use in the game when the user measures sleep information 182 using multiple sleep measuring devices. In the illustrated example, the sleep measuring devices are displayed with information about a first sleep measuring device 132X8 and a second sleep measuring device 132X9, along with quality information indicating whether the sensing results from these sleep measuring devices are good or not. The terminal device 10 also displays, in the measurement result designation acceptance section 132X7, the effects that will be exerted in the game if the measurement results from each sleep measuring device are used in the game. In the illustrated example, the first sleep measuring device 132X8 has been designated by the user and is highlighted.

[0372] The operation reception unit 132X10 is an area that receives input operations for using the measurement results of the sleep measuring device selected by the user in the game. In response to the input operation to the operation reception unit 132X10, the terminal device 10 may associate the sleep information 182 measured by the sleep measuring device with user information and store the associated information in the terminal device 10, the server 20, and the sleep measuring device.

[0373] As shown in the example screen (B), when the user measures the sleep information 182 using multiple sleep measuring devices, the user can specify which measurement result of the sleep information 182 to use in the game. Alternatively, the terminal device 10 may determine which measurement result of the sleep measuring device to use in the game, regardless of the user's specification.

[0374] Screen example (C) shows a situation where measurement results of the sleep information 182 are accumulated over multiple dates, and the user specifies which sleep measurement device's measurement results are to be used in the game.

[0375] As shown in the screen example (C), the terminal device 10 displays on the display 132 a notification 132X11, a date specification section 132X12, and a recommendation presentation section 132X15.

[0376] The notification 132X1 is an area that notifies the user that, when measurement results of the sleep information 182 are accumulated over multiple dates, the sleep information 182 to be used in the game can be specified for each date.

[0377] The date designation section 132X12 is an area for accepting date designation from the user. In the illustrated example, a first date 132X13 and a second date 132X14 are displayed. As shown in the first date 132X13, the terminal device 10 displays on the display 132 information about the sleep measuring device designated by the user to be used in the game on that date, along with date information. Furthermore, as shown in the second date 132X14, when the user has not designated a measurement result of the sleep measuring device for that date, the terminal device 10 displays that the date is undesignated. In the illustrated example, the user designates the second date 132X14, and the second date 132X14 is highlighted.

[0378] The recommendation presentation section 132X15 is an area that accepts an input operation for displaying to the user recommendations for sleep information 182 (sleep measuring devices) to be used in the game on each date.

[0379] Screen example (D) shows a situation where the terminal device 10 receives from the user a designation of a sleep measurement device to be used in the game for a specific date. For example, in response to the designation of the second date 132X14 on screen example (C), the terminal device 10 displays the screen shown in screen example (D).

[0380] As shown in the screen example (D), the terminal device 10 displays on the display 132 a notification 132X11, a sleep measurement device designation section 132X16, and a recommendation presentation section 132X15.

[0381] The sleep measuring device designation unit 132X16 accepts designation of the sleep measuring device to be used in the game for a specific date from the user. In the example screen (D), the terminal device 10 displays the sleep information 182 of the first sleep measuring device 132X17 and the sleep information 182 of the second sleep measuring device 132X18.

[0382] As described above, when a user uses multiple sleep measuring devices to measure sleep information 182 and the measurement results are recorded across multiple dates, the user can select which sleep measuring device's measurement results to apply for each sleep unit (day). The terminal device 10 or the server 20 stores which sleep measuring device's measurement results are associated with each date, and accepts sleep measuring device association from the user for a user for whom no sleep measuring device's measurement results are associated.

[0383] Furthermore, the benefits granted to the user and the predetermined effects set for the user may be different depending on whether the user's sleep information 182 is measured using the terminal device 10 as a smartphone or whether the sleep information 182 is measured using another sleep measuring device. For example, the above benefits and predetermined effects may be greater for the user by using a sleep measuring device other than a smartphone. This allows the user to progress through the game using the sleep information 182 by using a smartphone, while, if there is a sleep measuring device that is more suitable for the user to obtain the sleep information 182 than a smartphone, the user may be encouraged to use the sleep measuring device.

[0384] In addition, if a smartphone is suitable for acquiring the sleep information 182 (for example, the smartphone can measure the user's breathing while sleeping using a microphone, or the accuracy of measuring the sleep information 182 using various sensors is relatively high), the user may be prompted to use the smartphone to measure the sleep information 182.

[0385] (9) Suppose a game program is a game in which a user raises a game object, such as a game character, depending on the user's sleep state. Before going to bed, the user may be able to select a game object to raise. Furthermore, in a game based on the game program, a game object other than the one selected by the user to raise appears depending on the user's sleep record (e.g., sleep duration). In this case, when the user's sleep record reaches a certain value, the user may be notified that a different game object will appear. Such a notification may be given while the user is running the game program, or may be given by flashing the terminal device 10, outputting a sound, sending a push notification, or the like, when the user is not running the game program.

[0386] Furthermore, if the user operates the terminal device 10 after going to bed, the raising of the game object may be adversely affected (for example, the game parameters may be adjusted so that the raising ends poorly). This may encourage the user to improve the quality of their sleep.

[0387] <Summary> According to the above embodiment, the application such as a game program performs processing on the premise that a plurality of sleep measurement devices can be used.

[0388] (1) This allows game program providers to encourage users to use specific sleep measurement devices. For example, they can encourage users to use newly released sleep measurement devices in order to improve the enjoyment of games.

[0389] (2) The optimal environment for sleep varies from person to person. Even if a specific sleep measurement device is used, some users may find it difficult to sleep. According to the above-described embodiment, it is possible to encourage users to use a sleep measurement device that is optimal for their sleep. That is, by providing users with different values ​​depending on the sleep measurement device, even if a user is not familiar with or is not suited to the usage of a certain sleep measurement device, it is possible to encourage the user to try a different sleep measurement device. This prevents users from abandoning a game that uses sleep information 182 and provides an environment that makes it easy to continue playing the game.

[0390] Sixth Embodiment In the first embodiment, an example was described in which various rewards in a game are given to a user by the user achieving a sleep goal. In the sixth embodiment, a technology will be described in which a game progresses depending on whether the user is sleeping during at least one of a specific time period that is part of a time period designated by the user as a sleep goal, a specific time period that is set in relation to the time period designated by the user as a sleep goal, or a specific time period for sleep that is recommended by a game program (hereinafter referred to as a "core time").

[0391] Progressing the game in accordance with sleeping during the core time includes (i) making the game progress more advantageous for the user than when the user does not sleep during the core time. For example, the terminal device 10 may perform the following game control processes: setting predetermined parameters for a game character operated by the user or an NPC (non-player character) not operated by the user; arranging game objects, such as recovery items, that affect game progress in a game unit (quest) that is the target of the user's game play; and granting game items as rewards when predetermined conditions, such as clearing the game or logging in, are met. When the user sleeps during the core time, the terminal device 10 controls the parameter settings, game object placement, and game items granted as rewards so that the user is more advantageous than when the user does not sleep during the core time. Furthermore, the terminal device 10 may grant a reward to the user in the game when the user sleeps during the core time.

[0392] (ii) Furthermore, if the user is sleeping during the core time, the terminal device 10 performs control not to execute the action if the user is not sleeping during the core time, even though the game progress may not necessarily be advantageous to the user. For example, if the user is sleeping during the core time, a special movement, a special sound, a special story, or the like may be released for a specific game character.

[0393] This allows the user to have a predetermined effect on game progress even if they have set a sleep goal but are not able to sleep in accordance with that goal by sleeping during core time. In this way, even if a user normally tries to improve their sleep habits in order to achieve the goals they have set in advance, and there are times when it is difficult to achieve their predetermined sleep goal due to unexpected schedule changes or the like, as long as they are able to sleep during core time, the impact on the game will be minimal, and the user can be encouraged to continue their sleep habits.

[0394] The core time is at least one of a portion of the user's sleep time goal and a sleep time recommended by the game program. For example, the core time may be a predetermined time period starting from a predetermined time later than the user's target bedtime, a predetermined time period counting backward from a predetermined time earlier than the user's target wake-up time, a predetermined percentage of the user's target sleep time, or an appropriate time period based on health research. The core time may also be a time period of at least a certain length so that the user sleeps for at least a certain amount of time. In other words, the core time may have a minimum duration.

[0395] In the sixth embodiment, as an example, a case will be described in which even if the user fails to achieve the sleep goal, various rewards in the game are given to the user if he or she sleeps during the core time.

[0396] This allows for fluctuations in sleep time due to changes in the user's lifestyle habits, encouraging the user to sleep at least during core times while reducing the psychological burden of achieving goals and further increasing the interest of the game.

[0397] <Configuration> The configuration of the game system according to the sixth embodiment is similar to the configuration of the game system shown in FIGS. 1, 2 and 3, and therefore will not be described repeatedly.

[0398] <Data Structure> Fig. 21 is a diagram showing the data structure of sleep record information 6283 stored by the server 20. The data structures of the user information database 281 and the friend list 282 are similar to the data structures shown in Fig. 4, and therefore will not be described repeatedly.

[0399] As shown in FIG. 21, the sleep result information 6283 further includes an item "core time" in addition to the items of the sleep result information 283 shown in FIG.

[0400] The item "Core Time" is at least one of the following: a specific time period that is part of the time period designated by the user as a sleep goal; a specific time period that is set in relation to the time period designated by the user as a sleep goal; and a specific time period for sleep that is recommended by the game program.

[0401] For example, if a user sets a goal of going to bed at 11pm and waking up at 6am, a part of that time, from 1am to 5am, is set as core time by the server 20. If the user sleeps during the core time, the server 20 will grant the user various rewards in the game.

[0402] The item "sleep evaluation parameter" is an evaluation parameter that evaluates the user's sleep performance based on the user's sleep performance and depending on whether the user sleeps during core time. For example, the value of the evaluation parameter may be set to be good depending on whether the user sleeps during core time or whether the quality of sleep is good. The evaluation parameter may be a visualized value of the sleep debt depending on the user's sleep performance.

[0403] The server 20 receives information about the sleep performance from each user's terminal device 10 and calculates the evaluation parameter for each user. The server 20 provides the user with game play using the evaluation parameter. For example, if the evaluation parameter is not good (e.g., the user's sleep is not appropriate and they are sleep deprived), the server 20 or the terminal device 10 adjusts various parameters to reduce the efficiency of the user's game play and notifies the user to encourage them to get adequate sleep, so as to encourage the user to get adequate sleep.

[0404] <Operation> FIG. 22 is a flowchart showing a process of controlling a game depending on whether or not the user is sleeping during the core time.

[0405] In step S2201, the terminal device 10 progresses the game play of the quest designated by the user in response to the user's input operation.

[0406] In step S2203, the terminal device 10 accepts, from the user, a designation of a first time period during which the user aims to sleep. The first time period may be any time period designated by the user, or may be a time period equal to or longer than a predetermined time period. Note that the terminal device 10 may perform the processing of step S2203 at any timing, regardless of the user's gameplay of a quest, or may perform the processing in conjunction with the gameplay of a quest. For example, the terminal device 10 may accept, from the user, the designation of the first time period through the processing of step S2203 when the user completes a predetermined quest.

[0407] In step S2205, the terminal device 10 sets a second time slot as a core time for a part of the specified first time slot.

[0408] The second time slot (core time) may be a predetermined time slot starting from a time that is a predetermined time later than the target bedtime set by the user, a predetermined time slot counting backward from a time that is a predetermined time earlier than the target wake-up time, a time slot that is a predetermined percentage of the target sleep time slot, or an appropriate time slot based on health research.Furthermore, the second time slot may be a predetermined time slot starting from a time that is a predetermined time later than the target bedtime set by the user and that is a predetermined time later than the target wake-up time.

[0409] Preferably, the second time slot (core time) is a part of the first time slot that is equal to or longer than a predetermined time and is automatically set by the terminal device 10. That is, the terminal device 10 may accept a designation of the first time slot from the user, while setting the second time slot (core time) based on the first time slot, regardless of the user's operation to designate the second time slot.

[0410] Preferably, the second time period (core time) may be a portion of the first time period that is determined by user specification. In this case, the terminal device 10 may set restrictions on the start time and length of the second time period (core time). Note that specifying the second time period by the user includes not only the user specifying the start time or end time of the second time period, but also the user specifying the proportion of the first time period that will be the second time period.

[0411] In step S2207, the terminal device 10 transmits information related to the user's sleep to the server 20. The terminal device 10 transmits to the server 20, as the information related to the user's sleep, the time the user went to bed, the time the user started to sleep, the time the user woke up, the time the user got up, and information on the quality of sleep.

[0412] In step S2251, the server 20 receives information about the user's sleep from the terminal device 10.

[0413] In step S2253, the server 20 generates and transmits to the user terminal a parameter that evaluates the user's sleep history based on information about the user's sleep, and depending on whether the user is sleeping in the second time period (core time), regardless of whether the user's sleep history matches the first time period.

[0414] In step S2209, the terminal device 10 controls the progress of the game based on the parameter that evaluates the sleep performance.

[0415] Preferably, a reward is given to the user when a predetermined condition is met during game play. For example, if the user sleeps during the second time period (core time), a predetermined game item is given, but if the user does not sleep during the second time period (core time), the game item is not given.

[0416] In step S2255, the server 20 updates the user information database 281, sleep achievement information 283, etc. based on the information on the user's sleep achievements received from the terminal device 10, game progress information, and the evaluation parameters generated in step S2253.

[0417] As a result, even if a user is unable to achieve their preset sleep goal due to changes in their lifestyle, various rewards are given to the user if they sleep during their core time. This encourages the user to sleep at least during their core time, reduces the psychological burden of achieving their goal, and further increases the enjoyment of the game.

[0418] <Screen example> FIG. 23 is a diagram showing an example screen of the terminal device 10, and shows a situation in which the user's sleep performance is evaluated depending on whether or not the user is sleeping during the core time, an evaluation parameter is generated, and a game is played using the evaluation parameter.

[0419] As shown in the screen examples (A) and (B) of Figure 23, the terminal device 10 displays on the display 132 a user level 132A1, an evaluation parameter 132B1, a time display section 132C1, a notification display section 132D1, and a start sleeping button 132SL.

[0420] The user level 132A1 represents the level of the user playing the game as a player. When the user plays the game, the terminal device 10 grants experience points (player experience points) to the user himself / herself, not to a game character. When the user's level as a player increases, the terminal device 10 recovers stamina points and increases the maximum value of stamina points.

[0421] The evaluation parameter 132B1 is an area that displays an evaluation parameter that evaluates the user's sleep performance based on information about the user's sleep and depending on whether the user is sleeping during the core time.

[0422] The time display section 132C1 is an area that displays information about the user's sleep goal, core time slots, and sleep performance.

[0423] The notification display section 132D1 is an area that notifies the user of the evaluation of the user's sleep performance and the details of controlling the game progress (such as the provision of a reward).

[0424] The sleep start button 132SL accepts an operation from the user instructing the user to start going to bed. For example, the user performs an input operation on the sleep start button 132SL before going to bed and then goes to bed. In response to the user's input operation on the sleep start button 132SL, the terminal device 10 assumes that the user is going to bed and restricts the user's input operation on the terminal device 10 for a certain period of time. For example, the terminal device 10 may be configured not to accept input operations for game play until a predetermined time, such as a time set as a target time for the user to wake up or a time after a core time has elapsed, regardless of the user's input operation on the terminal device 10.

[0425] Screen example (A) shows an example of the screen display when the user is sleeping during core time. The user is notified that a reward will be given because they are sleeping during core time.

[0426] Screen example (B) shows an example of the screen display when the user did not sleep during core time. The user is notified that they have not been given a reward because they did not sleep during core time.

[0427] As described above, the terminal device 10 displays the sleep start button 132SL to accept an input operation when the user is about to go to bed. In the screen examples (A) and (B), when the user is about to go to bed, the core time period is displayed on the time display unit 132C1. This makes it possible to urge the user to go to bed by the core time.

[0428] <Modification> (1) In the explanation of Figures 23(A), (B), etc., an example has been described in which the core time period is presented to the user and the user is encouraged to go to bed. Alternatively, the core time period may not be clearly indicated. Furthermore, a character suggesting that the core time is approaching may be presented to the user without clearly indicating the core time. For example, the terminal device 10 may cause a character suggesting that the core time is approaching to appear on the screen at the time of bedtime in the first time period specified by the user, or at a certain time before the time of bedtime in the core time.

[0429] FIG. 23(C) is a diagram showing an example of a screen of the terminal device 10 according to this modified example, which is a diagram showing an example of a screen of the terminal device 10 before the user goes to bed. The terminal device 10 displays, on the display 132, a user level 132A1, an evaluation parameter 132B1, a goal presentation section 132E1, and a core time suggestion section 132F1. The goal presentation section 132E1 is an area that displays a sleep goal set by the user and the current time. The core time suggestion section 132F1 is an area that displays a character that suggests to the user that core time is approaching. The core time suggestion section 132F1 may display a message encouraging the user to sleep. For example, a message may be displayed to the character encouraging them to start sleeping before the core time begins (e.g., a message that only encourages sleeping such as "It's about time you went to bed," a message that suggests that the user will be rewarded for sleeping such as "If you go to bed now, you might get something," a message that suggests that sleeping will have a specified effect on the progress of the game such as "If you go to bed now, you might meet a new character," etc.).

[0430] This prevents the user from staying awake until the start of the core time by not going to bed at the time set as the user's goal, and encourages the user to go to bed by the core time. As a result, even if the user does not achieve the sleep goal set by the user, sleeping during the core time can have a predetermined effect on the progress of the game. Therefore, the user can be motivated to prevent giving up on forming good sleep habits because they are unable to achieve the sleep goal set by the user, and can be encouraged to improve the user's sleep habits.

[0431] (2) In the explanation of Figures 23(A), (B), etc., an example has been described in which the core time period is presented to the user and the user is encouraged to go to bed. In addition, if the core time period is not presented to the user and if the user does not sleep during the core time, the user may be presented with a result that puts the user at a disadvantage in game progress compared to when the user sleeps during the core time.

[0432] 23(D) is a diagram showing an example of a screen of the terminal device 10 according to this modification, and shows a situation in which the user's sleep performance is evaluated depending on whether or not the user slept during the core time, an evaluation parameter is generated, and a game is played using the evaluation parameter. Unlike FIGS. 23(A) and (B), the time display unit 132c does not display the core time. If user h did not sleep during the core time, the notification display unit 132d notifies the user that a reward has not been granted because the user went to bed much later than planned.

[0433] This prevents the user from falling asleep as planned and waking up before the start of the core time, encouraging the user to maintain proper sleep habits.

[0434] (3) In step S2203, a designation of a first time slot for a target sleep period is accepted from the user. In this example, an image displaying time, such as a clock or bar, may be displayed on the display 132 of the terminal device 10, and the designation of the first time slot may be accepted from the user on the image.

[0435] Here, the terminal device 10 may set the core time period in advance and present it to the user, without the user having to perform an operation to specify the first time period.

[0436] Furthermore, the terminal device 10 may display the image so that a certain period of time or more is secured for the core time even if the user tries to narrow the width of the first time slot in the image.

[0437] (4) In the examples described in the above embodiments, the core time is set based on the first time slot (the target time slot for sleeping) designated by the user. Alternatively, the terminal device 10 may reset the second time slot that is the core time in accordance with the user's designation or independently of the user's instruction.

[0438] For example, a user's lifestyle habits may change daily depending on the work the user does each day, how the user enjoys his / her leisure time, etc. Therefore, for example, the server 20 may acquire information indicating the user's past lifestyle habits, such as information on the time periods during which the user works (such as the time of arrival and departure from work) and information on reservations made by the user to spend his / her leisure time (such as reservation information for leisure facilities), and reset the future second time period (core time) to be set for the user.

[0439] (5) The server 20 may set one type of core time for a user and may not accept the setting of two or more types of core time. Note that the set core time may be changeable, and two or more types of core time may not be set at the same time.

[0440] (6) In the examples described in the above embodiments, even if the output results of the sleep measuring devices 11B and 11C during a time period other than the second time period set as the core time indicate that the user is asleep, the terminal device 10 may determine that the user is not asleep during the time period other than the second time period and control the game accordingly. That is, the terminal device 10 may not reflect the output results of the sleep measuring devices 11B and 11C during the time period other than the core time in the game control, and may control the game depending on whether the user is determined to be asleep during the core time.

[0441] <Additional Notes> The matters described in the above embodiments will be supplemented below.

[0442] (Supplementary Note 1) A game program to be executed by a computer (10, 20) having a processor (19, 29) and a memory (15, 25), the game program causing the processor to execute a first step (S2203) of receiving, from a user, a designation of a first time period as a target for sleeping; a second step (S2205) of setting a second time period related to the designated first time period, the second time period not coinciding with the first time period; a third step (S2207, S2251) of acquiring first information regarding the sleep performed by the user; and a fourth step (S2209) of controlling the game based on the first information, wherein in the fourth step (S2209), the game program controls the game based on whether the user is sleeping in the second time period, regardless of whether the user's sleeping record matches the first time period, based on the first information.

[0443] (Supplementary Note 2) In the second step (S2205), the second time period is set without the user performing an operation to specify the second time period.

[0444] (Supplementary Note 3) The game program according to (Supplementary Note 1), wherein in the second step (S2205), the second time period is set to a portion of the first time period in response to an operation by the user to specify the second time period.

[0445] (Appendix 4) A game program described in (Appendix 2) or (Appendix 3), wherein in the second step (S2205), the second time zone is reset in accordance with a user's specification or based on information about the user's lifestyle habits.

[0446] (Appendix 5) A game program described in any one of (Appendix 1) to (Appendix 4), in which, after the second step is executed and before the third step is executed, information indicating the second time period (132C1) or information suggesting the second time period to the user (132F1) is presented to the user.

[0447] (Appendix 6) A game program described in (Appendix 5), wherein presenting the suggestive information (132F1) to the user includes displaying a character object on the screen and moving the character object to encourage the user to sleep during the second time period.

[0448] (Appendix 7) The game program further causes the processor to execute a fifth step of accepting an input operation (132SL) instructing the user to start sleeping, and presenting information indicating or suggesting the second time period to the user includes, in the fifth step, displaying on the display unit (132) a screen for accepting the input operation (132SL), and displaying on the screen information indicating or suggesting the second time period (132C1). (Appendix 5)

[0449] (Appendix 8) A game program described in any of (Appendix 1) to (Appendix 4), in which in any of steps 1 to 4, game control is performed without presenting the second time period or information suggesting the second time period to the user.

[0450] (Appendix 9) A game program as described in (Appendix 8), wherein in the fourth step, if the user's sleep history does not conform to the second time period, the user's progress in the game is made more disadvantageous than if the user's sleep history conforms to the second time period.

[0451] (Appendix 10) A game program described in any one of (Appendix 1) to (Appendix 9), wherein in the fourth step, a reward is awarded to the user when a predetermined condition is met during game play, and when the user sleeps during the second time period, the reward awarded to the user is more favorable to the user than when the user does not sleep during the second time period. [Explanation of symbols]

[0452] 10A, 10B Terminal device, 11A Game controller, 11B Sleep measurement device, 12 Communication IF, 13 Input device, 14 Output device, 15 Memory, 16 Storage unit, 19 Processor, 20 Server, 22 Communication IF, 23 Input / output IF, 25 Memory, 26 Storage, 29 Processor, 80 Network, 81 Wireless base station, 82 Wireless LAN base station, 130 Operation reception unit (touch screen), 132 Display, 181 User information, 182 Sleep information, 281 User information database, 282 Friend list, 283 Sleep achievement information.

Claims

1. A game program to be executed by a computer having a processor and a memory, the game program causing the processor to: a first step of accepting a designation of a first time period from a user; a second step of setting a second time period associated with the specified first time period, the second time period not coinciding with the first time period; a third step of acquiring first information related to sleep performed by the user; a fourth step of controlling the game based on the first information; In the fourth step, the game program controls the game based on the first information, depending on whether the user is sleeping during the second time period, regardless of whether the user's sleep history matches the first time period.

2. 2. The game program according to claim 1, wherein in the second step, the second time period is set without the user performing an operation to specify the second time period.

3. 2. The game program according to claim 1, wherein in the second step, the second time period is set to a part of the first time period in response to an operation by the user to specify the second time period.

4. 4. The game program according to claim 2, wherein in the second step, the second time period is reset in accordance with a designation by the user or based on information about the user's lifestyle habits.

5. A game program as described in any one of claims 1 to 4, wherein after the second step is executed and before the third step is executed, information indicating the second time period or information suggesting the second time period to the user is presented to the user.

6. The game program of claim 5, wherein presenting the suggestive information to the user includes displaying a character object on a screen and causing the character object to move so as to encourage the user to sleep during the second time period.

7. The game program further causes the processor to a fifth step of receiving an input operation from the user instructing that the user will start sleeping; The game program of claim 5, wherein presenting the information indicating the second time period or the suggesting information to the user includes, in the fifth step, displaying a screen for accepting the input operation on a display unit and displaying the information indicating the second time period or the suggesting information on the screen.

8. A game program as described in any one of claims 1 to 4, wherein in any of the first to fourth steps, the game control is performed without presenting the second time period or information suggesting the second time period to the user.

9. 9. The game program according to claim 8, wherein in the fourth step, if the user's sleep history does not conform to the second time period, the user's progress in the game is put at a disadvantage compared to when the user's sleep history conforms to the second time period.

10. In the fourth step, when a predetermined condition is satisfied in the game play, a reward is given to the user; A game program as described in any one of claims 1 to 9, wherein if the user is sleeping during the second time period, the reward given to the user is more favorable to the user than if the user is not sleeping during the second time period.

11. A method executed by a computer having a processor and a memory, the method comprising the processor reading and executing a game program stored in the memory, a first step of accepting, from a user, a designation of a first time slot as a target for sleeping; a second step of setting a second time period associated with the specified first time period, the second time period not coinciding with the first time period; a third step of acquiring first information related to sleep performed by the user; a fourth step of controlling the game based on the first information; In the fourth step, the game control is performed based on the first information and depending on whether the user is sleeping during the second time period, regardless of whether the user's sleep history matches the first time period.

12. An information processing device including a control unit and a storage unit, The control unit operates based on the game program stored in the storage unit, a first step of accepting, from a user, a designation of a first time slot as a target for sleeping; a second step of setting a second time period associated with the specified first time period, the second time period not coinciding with the first time period; a third step of acquiring first information related to sleep performed by the user; a fourth step of controlling the game based on the first information; In the fourth step, the information processing device controls the game based on whether the user is sleeping during the second time period, regardless of whether the user's sleep history matches the first time period, based on the first information.

Citation Information

Patent Citations

  • Game system, program, and information storage medium

    JP2012081063A