Game management system, game management method

The game management system uses vital sensors to dynamically adjust gameplay elements based on player data, addressing the limitations of conventional systems by enhancing immersion and enjoyment through emotional and ability score integration.

JP2026075827APending Publication Date: 2026-05-11JAPAN RADIO CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
JAPAN RADIO CO LTD
Filing Date
2024-10-23
Publication Date
2026-05-11

AI Technical Summary

Technical Problem

Existing game systems fail to reflect player data from perspectives beyond knowledge, strategies, and operational skills, limiting the depth and enjoyment of the gaming experience.

Method used

A game management system that utilizes vital sensors to acquire player data, generate status data based on this data, and output it to the game, incorporating emotional and ability scores to influence gameplay dynamically.

Benefits of technology

Enhances gameplay by reflecting player condition and emotions, providing a more immersive and enjoyable experience by adjusting game elements such as character abilities, story progression, and item availability based on real-time player data.

✦ Generated by Eureka AI based on patent content.

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Abstract

This approach incorporates player data into the game from a different perspective than before. [Solution] The system includes an acquisition unit that acquires measurement results of vital data measured by a vital sensor, a status generation unit that generates status data used in the game based on the acquired vital data, and an output unit that outputs the status data to the game.
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Description

Technical Field

[0001] The present invention relates to a game management system and a game management method.

Background Art

[0002] Conventionally, game machines and the like have been widely popular, and players can enjoy games using game machines and the like. There are various ways to play games, such as achieving high scores, collecting rare items, and clearing new stages. Players can have an emotional experience by enjoying games. Also, games may be advanced advantageously by enhancing the player's knowledge, strategies, operation techniques, improvement level, etc. regarding the game. Patent Document 1 discloses a game in which when a player operates a racket and a ball passes through a score gate, a score is obtained. Players can advance the game advantageously or enjoy the game more by improving the operation skills of the racket or researching procedures for aiming for high scores.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, not only knowledge, strategies, operation techniques, improvement level, etc. regarding the game, but also if the player's level can be improved or the game can be advanced advantageously from another perspective, the game can be enjoyed more. Therefore, in order to enjoy the game more, it is desirable to reflect data regarding the player in the game from such another perspective.

[0005] This invention has been made in view of these circumstances, and its purpose is to provide a game management system and a game management method that can reflect player data in the game from a different perspective than conventional methods. [Means for solving the problem]

[0006] To solve the above-mentioned problems, one aspect of the present invention is a game management system comprising: an acquisition unit that acquires measurement results of vital data of a player measured by a vital sensor; a status generation unit that generates status data used in the game based on the acquired vital data; and an output unit that outputs the status data to the game.

[0007] Furthermore, one aspect of the present invention is a game management method performed by a computer, which includes acquiring measurement results of vital data of a player measured by a vital sensor, generating status data used in the game based on the acquired vital data, and outputting the status data to the game. [Effects of the Invention]

[0008] As explained above, this invention makes it possible to reflect player data in the game from a different perspective than before. [Brief explanation of the drawing]

[0009] [Figure 1] This is a schematic block diagram showing the configuration of a game system S using a game management system SS according to one embodiment of this invention. [Figure 2] This is a functional block diagram showing the general functions of the information processing device 30. [Figure 3] This figure shows an example of vital signs effect data. [Figure 4] This diagram shows the relationship between the emotion data group and the ability score group. [Figure 5]This is a flowchart illustrating the operation of the information processing device 30 in the game management system SS. [Figure 6] This diagram shows an example of a screen displayed on the game screen of game console G. [Figure 7] This diagram shows an example of a screen displayed on the game screen of game console G. [Modes for carrying out the invention]

[0010] A game management system according to one embodiment of the present invention will be described below with reference to the drawings. Figure 1 is a schematic block diagram showing the configuration of a game system S using a game management system SS according to one embodiment of the present invention. The game system S includes a game console G and a game management system SS, and the game console G and the game management system SS are connected in a way that allows them to communicate with each other. Game console G has a display device and an input device, and progresses the game according to the operation input from the user U via the input device, and displays the progress of the game on the display device. Game console G may be, for example, a stationary game console, a portable game console, or a PC that functions as a game console by running a game program. The game management system SS includes a terminal device 10, a vital sensor 15, a learning device 20, an information processing device 30, and an output device C.

[0011] The terminal device 10 is used by user U and may be, for example, a smartphone, tablet, or personal computer. The terminal device 10 is connected to the network NW in a communication-enabled manner and communicates with other devices connected to the network NW.

[0012] The vital sensor 15 is used by user U and, for example, performs biological sensing targeting pulse, respiration, etc., from the movement of user U's body surface, and generates vital data representing the sensing results. The vital data is data in which the values ​​representing the measurement results are arranged in chronological order.

[0013] The vital sensor 15 may be a contact type that detects vital signs by making contact with a part of the user's body, or a non-contact type that detects vital signs without contacting the user. If the vital sensor 15 is a non-contact type, for example, a Doppler sensor may be used to irradiate the user being measured with microwaves and perform vital sign detection based on the reflected waves. The distance to the user that the non-contact vital sensor 15 can measure is arbitrary, but for example, a model that can measure from a distance of about 10 cm to several meters may be used.

[0014] Non-contact vital sensors, for example, when installed indoors, may be mounted on a wall, ceiling, fixture, furniture, table, etc., to measure the user U being measured. Non-contact vital signs sensors are increasingly being installed in homes and businesses, and the environment for their easy use is becoming more readily available. When using non-contact vital sensors, there is no need for the user to wear the sensor in order to estimate their emotions, thus eliminating the inconvenience of wearing it. For example, there is a technology that uses sensors attached to the head to measure brain waves and estimate emotions based on those brain waves, but when using non-contact vital sensors, there is no need to attach such sensors to the head.

[0015] Contact-type vital signs sensors may utilize existing electronic devices, such as those sold integrated into watches. Such watch-type vital signs sensors are widely available, and the number of users who already own them is increasing. Alternatively, even if contact-type vital signs sensors are not integrated into watches, they may be wearable devices that can be attached to the wrist, arm, chest, abdomen, or other areas. Thus, the vital sensor may be configured to use at least one of a contact type and a non-contact type.

[0016] The vital sensor 15 may be connected by wireless communication by performing pairing processing with the terminal device 10, and may transmit vital data, which is a measurement result, to the terminal device 10 wirelessly or by wire. By associating the identification information of the device assigned to the terminal device 10 with the user information and registering it in advance in the information processing device 30, it is possible to identify which user's data the vital data is.

[0017] The contact-type vital sensor 15 may be attached to the user U to be measured, and the vital data may be transmitted to the information processing device 30 via the terminal device 10 arranged in the vicinity of the attached user U. The non-contact vital sensor 15 may acquire the vital data of the person from a position away from the user U to be measured, and transmit the vital data to the information processing device 30 via the terminal device 10 installed in the vicinity of the vital sensor 15.

[0018] Also, the vital sensor 15 may be communicably connected to the network NW without going through the terminal device 10, and may transmit vital data to other devices (for example, the learning device 20, the information processing device 30) connected to the network NW. Here, by associating the identification information of the device assigned to the vital sensor 15 with the user identification information and registering it in the information processing device 30, it is possible to identify which user's data the vital data transmitted from the vital sensor 15 is.

[0019] The learning device 20 performs learning using teacher data and generates a learned model. For example, the learning device 20 generates an emotion estimation model (learned model) that estimates emotion from vital data by learning the relationship between vital data and emotion. Furthermore, the learning device 20 may be configured to generate an ability score estimation model, which will be described later.

[0020] The information processing device 30 is connected to the terminal device 10, vital sensor 15, learning device 20, game machine G, output device C, etc. via a network NW, enabling communication. The learning device 20 and the information processing device 30 may each be physical servers or cloud servers provided by a cloud computing service. The functions of the information processing device 30 may be integrated into the game console G, so that the information processing device 30 and the game console G are configured as a single unit.

[0021] Output device C is installed near user U, who is playing a game using game machine G. Output device C is communicatively connected to information processing device 30 and has the function of outputting sound corresponding to messages transmitted from information processing device 30. Output device C may have the appearance of a character, animal, robot, etc., and outputs sound corresponding to the message from a speaker. Output device C can output voice messages before, during, and after user U plays a game on game console G. This allows user U to feel as if output device C is speaking to them.

[0022] The network NW may be the Internet, a LAN (Local Area Network), or a combination of these.

[0023] Figure 2 is a functional block diagram showing the general functions of the information processing device 30. The information processing device 30 includes a communication unit 301, a storage unit 302, a control unit 303, an acquisition unit 304, an estimation unit 305, a status generation unit 306, a message generation unit 307, and an output unit 308. The communications unit 301 communicates with external devices via the network NW.

[0024] The memory unit 302 stores various types of data. The storage unit 302 is composed of a storage medium, such as an HDD (Hard Disk Drive), flash memory, EEPROM (Electrically Erasable Programmable Read Only Memory), RAM (Random Access read / write Memory), ROM (Read Only Memory), or any combination of these storage media. This storage unit 302 can, for example, use non-volatile memory.

[0025] For example, the memory unit 302 includes a vital effect data storage unit 3021 and an emotion estimation data storage unit 3022. The vital effect data storage unit 3021 stores data related to vital effects in accordance with the user's vital data. Figure 3 shows an example of vital effect data. Vital effect data includes, for example, game type, target item, conditions, vital effect, and message. The game type represents the type of game to which the conditional data applies. Examples of game types include sports, RPG (Role-Playing Game), FPS (First Person Shooter), creative games, action, and adventure. The game type may represent the type of game, or it may be the name of the target game that specifies the game title. The target item represents the item that is subject to the emotional data or ability score to which the condition data is applied. Examples of emotional data in the target item include concentration level, stress level, relaxation level, drowsiness level, fatigue level, distraction level, tension level, alertness level, energy level, etc. Examples of ability scores include shooting accuracy, cowardice level, excitement level, calmness level, hit rate, killing intent, presence, stamina, attack power, defense power, exploration ability, stealth ability, control, enhancement, excitement level, speed, gacha probability, appearance probability, drop rate, encounter rate, evasion rate, and rate of recruiting as a companion, etc. The conditions represent the conditions under which a vital effect is applied. The conditions may include reference values. Different reference values ​​may be stored for each game type, and different values ​​may be stored depending on the combination of game type and target item.

[0026] The vital effect represents an effect assigned in response to vital data or emotional data. The vital effect may vary depending on at least one of the following: game type, target item, or condition. A vital effect is anything that can change a character's status within the game. For example, the following are examples of status changes: (A) through (D). (A) This may increase or decrease the ability scores of a character in the game controlled by User U, or it may increase or decrease the number of items that evaluate the ability scores. (B) This may be data that increases or decreases the choices in the game's story. (C) This may include adding or omitting events that occur within the game, or changing the content of events. (D) The items available for use in the game may increase (or decrease).

[0027] The message represents content related to the vital effect being applied. Different messages are stored depending on the vital effect.

[0028] For example, the vital effect data for the game type "Sports (Basketball)" is associated with the emotion item "Concentration," the condition "Reference value K1 or higher," the vital effect "Shooting accuracy: +10 points," and the message "Shooting accuracy improving!". This means that when user U plays "Basketball" using game console G, concentration is obtained as an emotion based on the vital data from user U, the player. If the concentration value is reference value K1 or higher, "+10 points" is added to the "Shooting accuracy" ability value as a vital effect. In other words, it represents an increase of 10 points in shooting accuracy. Additionally, the message "Shooting accuracy improving!" is output from the display screen of game console G or from output device C. This allows user U to understand what the vital effect is based on the results measured by the vital sensor 15.

[0029] The emotion estimation data storage unit 3022 stores emotion estimation data. Emotion estimation data is data that represents the correspondence between vital data and emotions. Emotion estimation data may also be a trained model generated by the learning device 20. The emotion estimation data may be generated by having the user perform a designated action, measuring the user using vital sensors during that action, and then using the relationship between this vital data and the emotions the user experienced during that action as training data for the learning device 20 to generate a trained model (emotion estimation model). The emotion estimation model generated by the learning device 20 may then be acquired by the information processing device 30 and stored in the emotion estimation data storage unit 3022. The actions designated for measurement may include actually playing the game, or they may include watching video content that contains game footage of a third party playing the game. The user being measured to obtain training data may be user U, who actually plays the game console G, or it may be a person other than user U.

[0030] Furthermore, when obtaining vital data of a user while they are performing a designated action, the user's emotions may be ascertained through a questionnaire, and the combination of vital data and questionnaire results may be used as training data. As a result, the information processing device 30 can input vital data into the emotion estimation model and estimate emotion data from the trends in changes in vital data such as heart rate and pulse rate.

[0031] The control unit 303 controls each part of the information processing device 30.

[0032] The acquisition unit 304 acquires various data from an external source. The acquisition unit 304 includes a vital data acquisition unit 3041. The vital data acquisition unit 3041 acquires vital data, which is the measurement result measured by the vital sensor 15, from a player (for example, user U) who is playing a game using the game machine G. Furthermore, the acquisition unit 304 acquires game status information output from the game machine G. The game status information is data that allows us to understand the progress of the game being played on the game machine G, and may be acquired at regular intervals, or it may be acquired whenever there is a change in the game's progress and the information is output from the game machine G.

[0033] The estimation unit 305 estimates the user's state based on the user's vital data. The estimation unit 305 includes an emotion estimation unit 3051 and an ability score estimation unit 3052. The emotion estimation unit 3051 estimates the emotions of the player (e.g., user U) based on the vital data acquired by the acquisition unit 304, and generates emotion data based on the estimation result. The ability score estimation unit 3052 determines the user's ability score in the game being played based on the emotion data obtained by the emotion estimation unit 3051. The ability score is a value that represents the abilities of the characters, teams, etc. that the user can control in the game. Furthermore, the ability score estimation unit 3052 may determine the user's ability score from vital data rather than from emotional data.

[0034] Figure 4 shows the relationship between the emotion data group and the ability score group. The emotion data group contains emotion data for different evaluation items. The ability score group contains ability scores for different evaluation items. The emotional data group includes emotional data for evaluation items such as concentration, distractibility, relaxation, tension, drowsiness, alertness, fatigue, and energy level. Concentration represents the degree of focus, while distractibility represents the degree of lack of focus and being distracted. Concentration and distractibility are inversely related. Relaxation and tension are also inversely related, as are drowsiness and alertness, and fatigue and energy. The ability score groups include emotional data for evaluation items such as shooting accuracy, fear level, excitement level, calmness, hit rate, killing intent, presence, stamina, attack power, defense power, exploration ability, stealth ability, control, enhancement, excitement level, speed, gacha probability, appearance probability, drop rate, encounter rate, evasion rate, and rate of recruiting as a companion.

[0035] Methods for determining the ability score evaluation items belonging to the ability score group from the emotion data evaluation items belonging to the emotion data group include, for example, (a) and (b) below, and either method can be used. (a) The ability score is determined by a calculation formula that takes the value of the evaluation item of at least one ability score belonging to the ability score group from the value of the evaluation item of at least one emotion data belonging to the emotion data group. Such a calculation formula may be predetermined and stored in the storage unit 302, and the status generation unit 306 may read this calculation formula from the storage unit 302 and input the value of the target emotion data from among the multiple emotion data into the calculation formula to obtain the ability score. (b) A trained model (ability score estimation model) is generated by training the learning device 20 using the relationship between the values ​​of each evaluation item belonging to the emotion data group and the values ​​of each evaluation item belonging to the ability score group as training data. The information processing device 30 acquires the ability score estimation model from the learning device 20 and stores it in the storage unit 302. When emotion data is obtained, the status generation unit 306 inputs the emotion data into the ability score estimation model to obtain the respective values ​​for each evaluation item belonging to the ability score group. The ability scores used for training here may be evaluated separately, and the evaluation results may be used as ability scores. Alternatively, an ability score estimation model may be generated and used by training the learning device 20 using the relationship between time-series data of vital data over a certain period and the value of at least one evaluation item belonging to the ability score group as training data.

[0036] Here, for example, if the game type is sports (e.g., basketball), a decrease in the concentration of emotional data obtained from vital data is correlated with a decrease in shooting accuracy. Similarly, if the game type is action game, a high level of both drowsiness and fatigue in the emotional data is correlated with a decrease in hit rate. These are because the accuracy of the timing of operating the controller controls, whether the controls are operated incorrectly or accurately, etc., varies depending on the user's current condition (e.g., emotions). These factors affect the character's actions in the game, and thus influence the character's abilities. In this way, ability values ​​related to the user's emotions, psychology, motor skills, etc., may be generated for the evaluation items of the emotional data. For example, shooting accuracy is an ability related to concentration. Another ability related to relaxation is the rate at which you can recruit other characters. When a player is highly relaxed, they are more likely to become friends with other characters, thus increasing the probability of recruiting them. In this way, when generating ability scores related to emotional data, it is possible to obtain ability scores that take into account the user's condition during gameplay. This allows abilities corresponding to the user's condition during gameplay to be reflected in the game, making it possible to reflect data about the player (user) in the game from a different perspective than the user's knowledge of the game, strategy, operational skills, and level of improvement. For example, the better the user's condition during gameplay, the better the player's condition (ability scores, story progression, etc.) can be in the game.

[0037] Furthermore, the ability values ​​generated for the evaluation items of emotional data may be unrelated to the user's emotions, psychology, athletic ability, etc. For example, the ability value estimation unit 3052 can generate gacha probabilities based on fatigue level, but fatigue level and gacha probability cannot be said to have a direct causal relationship in terms of evaluation content. Here, gacha probability represents the probability of winning in a lottery conducted within the game. The lottery includes the lottery for items, the lottery for usable characters, etc. In this way, when obtaining ability values ​​that have no causal relationship (or are considered to have no causal relationship) with emotional data, the ability values ​​obtained will be affected by the user U's condition, but they can be said to have no causal relationship with the evaluation items of the condition. As a result, even if the user U's condition is not good while playing, it is possible to obtain good ability values ​​(values ​​that allow the user to proceed with the game advantageously), and the user can enjoy the game even if they are not in good condition to play it.

[0038] The status generation unit 306 generates status data to be used in the game based on the acquired vital data. The status generation unit 306 may generate status data based on the estimated emotion. The status generation unit 306 generates status data representing the probabilities used in events that occur within the game. The status generation unit 306 may also generate the ability values ​​of the character controlled by the player as status data. The status generation unit 306 may generate status data representing the probability of winning in a lottery conducted within the game.

[0039] The message generation unit 307 generates a message corresponding to the status data generated by the status generation unit 306. For example, the message generation unit 307 may generate a message by reading a message stored in the vital effect data storage unit 3021.

[0040] The output unit 308 outputs the vital effect data generated by the status generation unit 306 to the game machine G via the communication unit 301. Here, depending on the type of game played on the game machine G, at least one of the following may be taken into the game machine G: vital data, emotion data corresponding to the vital data, and ability scores. At least one of the taken vital data, emotion data, or ability scores may be used to determine the ability scores of the character controlled by user U in the game. For example, if the game type is a role-playing game, if user U's tension and distraction levels are high in the emotion data, the presence value in the ability scores may increase, or stealth may decrease, thus allowing the game to progress. Also, if the game type is an FPS, if both distraction and fatigue levels are high in the emotion data, the presence value may increase, making it easier for enemies to spot the character even when hiding behind cover. Furthermore, if tension and arousal levels are high in the emotion data, the killing intent value in the ability scores may increase, making it easier for enemies to pinpoint the character's location even when hiding behind cover. Furthermore, if the emotional data indicates high concentration and low fatigue, the ability score should be adjusted to reflect high accuracy, minimizing the error between the aiming reticle and the actual trajectory, and preventing the scope from blurring.

[0041] Ability scores may vary depending on the type of game, as the evaluation criteria used differ. In such cases, the ability score estimation model may be configured to generate different models for each type of game. The type of game can be obtained from game situation information acquired from the game machine G. This allows the necessary ability scores to be determined from emotional data according to the type of game.

[0042] The output unit 308 may output the message generated by the message generation unit 307 only to the game console G via the communication unit 301, or it may output to at least one of the game console G and the output device C.

[0043] The communication unit 301, control unit 303, acquisition unit 304, estimation unit 305, status generation unit 306, message generation unit 307, and output unit 308 of the information processing device 30 may be composed of a processing device such as a CPU (Central Processing Unit) or a dedicated electronic circuit.

[0044] Next, we will explain how the aforementioned game management system SS works. Figure 5 is a flowchart illustrating the operation of the information processing device 30 in the game management system SS. When a game is started on the game machine G, the acquisition unit 304 of the information processing device 30 acquires game status information from the game machine G indicating that the game has started. When the control unit 303 receives the game status information indicating that the game has started, it starts acquiring vital data output from the vital sensor 15. Here, the vital sensor 15 measures the vital data of user U who is playing a game using the game machine G and transmits the measurement results to the information processing device 30 via the terminal device 10. The vital sensor 15 measures vital data for user U at regular intervals (for example, every t1 second) and sequentially transmits the measurement results to the information processing device 30 via the terminal device 10. The acquisition unit 304 of the information processing device 30 acquires the vital data by sequentially receiving it via the communication unit 301. The acquisition unit 304 may also store the acquired vital data in the storage unit 302.

[0045] The emotion estimation unit 3051 acquires vital data from the vital sensor 15 using the acquisition unit 304 and estimates the emotion of user U (step S102). Here, the emotion estimation unit 3051 estimates the emotion by inputting the vital data into the emotion estimation model and generates emotion data representing the estimation result. Such measurement of vital data and estimation of emotion may be performed at predetermined times during the period in which the game is being played (e.g., at regular intervals, when a specific event occurs).

[0046] When estimating emotional data, the emotional estimation unit 3051 may generate emotional data based on the degree of emotion for one evaluation item from the vital data, or it may generate emotional data based on multiple evaluation items for each of them. For example, the emotional estimation unit 3051 may determine a value representing the degree of concentration for the evaluation item "concentration level" from the vital data. Alternatively, for example, the emotional estimation unit 3051 may determine values ​​representing the degree of each of the evaluation items "concentration level," "relaxation level," "sleepiness level," and "fatigue level" from the vital data.

[0047] When emotional data is obtained, the ability score estimation unit 3052 determines the ability scores of the character controlled by user U in the game being played, based on the emotional data obtained from vital data measured on user U playing the game (step S103). Here, the ability scores may be determined for one evaluation item, or for each of multiple evaluation items. Alternatively, the ability scores may be determined for the ability scores used in the game being played. The status generation unit 306 determines the relationship between the requested ability value and the reference value stored in the vital effect data storage unit 3021, which corresponds to the evaluation item of the ability value to be judged (step S104).

[0048] When the status generation unit 306 obtains a determination result, it generates status data corresponding to the determination result (step S105). For example, the status generation unit 306 may generate vital effect data as status data by reading the vital effect data corresponding to the determination result from the vital effect data storage unit 3021.

[0049] When status data is generated by the status generation unit 306, the message generation unit 307 generates a message corresponding to the generated vital effect by reading it from the vital effect data storage unit 3021 (step S106).

[0050] Next, when the vital effect and message are generated, the output unit 308 outputs the vital effect and message to the game machine G via the communication unit 301 (step S107). Here, the output unit 308 may also output the message to the output device C.

[0051] ≪Example of status data output≫ Examples of status data output include the following cases: <Game Type: Sports (Basketball)> The status generation unit 306 extracts the vital effect "Shooting Accuracy: +10 points" if the concentration level of the target item obtained from the emotion estimation unit 3051 is equal to or greater than the baseline value K1 in the vital effect data for the game type "Sports (Basketball)", and the message generation unit 307 extracts the message "Shooting Accuracy is improving!". As a result, the output unit 308 outputs the vital effect "Shooting Accuracy: +10 points" and the message "Shooting Accuracy is improving!" to the game machine G. As a result, game machine G grants user U a "+10 points" bonus to their "Shooting Accuracy" stat in the game, increasing the "Shooting Accuracy" ability score by 10 points. In other words, if user U's concentration level is high, above the standard value K1, their shooting accuracy will increase, giving them an advantage in the game. Additionally, game console G displays the message "Shooting accuracy improving!" on the screen. This allows user U to see that their shooting accuracy has improved, enabling them to play in a way that takes advantage of the improved shooting conditions.

[0052] Furthermore, if the concentration level for the target item is below the standard value K1, the status generation unit 306 extracts the vital effect "Shooting accuracy: -5 points", and the message generation unit 307 extracts the message "Pay attention to your shooting accuracy!". As a result, the output unit 308 outputs the vital effect "Shooting accuracy: -5 points" and the message "Pay attention to your shooting accuracy!" to the game machine G. As a result, game console G deducts "-5 points" from user U's "Shooting Accuracy" stat in the game. This lowers the "Shooting Accuracy" ability score by "5 points". Game console G also displays the message "Pay attention to your shooting accuracy" on the screen. This allows user U to understand that they should pay more attention to their shooting accuracy stat than usual, and to adjust their gameplay strategy, such as passing the ball before shooting.

[0053] <Game type: FPS> The status generation unit 306 extracts the vital effect "Ease of being spotted: +10 points" if the presence of the target item obtained from the emotion estimation unit 3051 is above the baseline value K5 among the game type "FPS" in the vital effect data, and the message generation unit 307 extracts the message "You're easily spotted by enemies. Stay calm!". As a result, the output unit 308 outputs the vital effect "Ease of being spotted: +10 points" and the message "You're easily spotted by enemies. Stay calm!" to the game console G. As a result, game console G processes user U's in-game status "Ease of Detection" by adding "+10 points". This increases the "Ease of Detection" ability score by "10 points". As a result, the character controlled by user U becomes more visible, making them more likely to be spotted by enemy characters even when hidden behind cover. The user can understand that their condition is affecting their game ability score and making them more likely to be spotted by enemies, allowing them to play while paying attention to enemy characters. In other words, in a game where stats change according to the user's condition, it is possible to advise user U on what to be careful of based on their condition, and help user U enjoy the game.

[0054] Furthermore, if the status generation unit 306 detects that the presence of the target item obtained from the emotion estimation unit 3051 is less than the baseline value K5, it extracts the vital effect "Ease of detection: -5 points," and the message generation unit 307 extracts the message "He's calm and composed." As a result, the output unit 308 outputs the vital effect "Ease of detection: -5 points" and the message "He's calm and composed" to the game console G. As a result, game console G processes user U's in-game status "Spotability" by "-5 points". This reduces the "Spotability" ability score by "5 points". Then, the character controlled by user U shifts to a state where their presence is low, making them less likely to be spotted by enemy characters when hiding behind cover. The user can understand that their condition is calm and that maintaining this condition will give them an advantage in the game. This allows them to play with a focus on staying calm even if the surrounding environment of their character changes.

[0055] Furthermore, for example, if the accuracy of the target item obtained from the emotion estimation unit 3051 is equal to or greater than the standard value K51, the vital effect "Aiming error: -5%" is extracted and reflected in the game machine G, and the message "Aiming error has decreased" is extracted and displayed on the display screen of the game machine G. By reducing the aiming error, for example, it becomes possible to land shots closer to the center of the reticle, or the scope becomes less blurry. As a result, the output unit 308 can understand that the aiming error has decreased, and can play in a way that takes advantage of the reduced aiming error. Furthermore, for example, if the tension and arousal levels of the target items obtained from the emotion estimation unit 3051 increase, the ability value "killing intent" will increase. If it exceeds the standard value, the player will be more easily detected by enemy characters even when hidden behind cover in the game. Conversely, if "killing intent" decreases, the player will be less easily detected by enemy characters.

[0056] <Game Genre: RPG> The status generation unit 306 extracts the vital effect "In battle_Attack power: +10 points, Town Ta_Event: Event △△ occurs, When story St1 is progressing: Branch to story St5" if the concentration level of the target item obtained from the emotion estimation unit 3051 is above the standard value K2 in the vital effect data for the game type "RPG". The message generation unit 307 then extracts the message "Why don't you go to town Ta?". Based on the extraction results, the vital effect is reflected in the game and the message is displayed on the game screen. In this case, if the character controlled by user U is performing a battle event (when fighting an enemy character), the player can play with an increased attack power of 10 points, and if they visit town Ta, event △△ occurs. Also, if story St1 is progressing, the game branches to story St5 and the player can proceed to story St5. In this way, depending on the user's condition, ability scores can be increased, events that would not normally occur can be triggered, and the player can proceed to a story that would normally not be accessible. Additionally, a message saying "Why don't you go to Town Ta?" will appear on the screen, allowing users to enjoy events that are occurring according to their current condition by visiting Town Ta.

[0057] Furthermore, it is possible to customize the vital effects applied to the character controlled by user U depending on the situation (e.g., during battle, in town, progressing through a specific storyline). Furthermore, in RPGs, a high level of relaxation increases the probability of recruiting certain characters that appear in the game. Additionally, a high level of relaxation may grant vital effects such as increased defense. Furthermore, a high level of fatigue increases the probability of winning in the lottery, allowing players to take a break and participate in the lottery without engaging in combat. Although a high level of fatigue is not ideal, the advantage in terms of winning probability means that even if user U is not in good condition while playing, they can still enjoy the game. Additionally, if the player's fatigue level is high, the rate at which the gauge for using special moves increases may be increased. This allows players to enjoy the game even if they are not in good condition during gameplay, by taking advantage of situations that make it easier to use special moves.

[0058] <Game Type: Original Game> The status generation unit 306 extracts the vital effect "Material AA available" if the relaxation level of the target item obtained from the emotion estimation unit 3051 is above the standard value K6 for the game type "Creative Game" in the vital effect data, and the message generation unit 307 extracts the message "You can use Material AA now." Based on the extraction result, the vital effect is reflected in the game and the message is displayed on the game's display screen. This allows users to create structures using AA materials that would normally be unavailable. Furthermore, if the relaxation level is below the standard value K6, it becomes possible to create structures using BB material, which is normally unavailable. In this way, the materials that can be used can be varied depending on the user's condition.

[0059] Furthermore, although the above-described embodiment explained the case in which vital effects extracted by the information processing device 30 are applied, the user may select the vital effects to be applied from a list of candidates. Figure 6 shows an example of a screen displayed on the game display screen of game console G. On display screen G1, the message "You can obtain vital effects. Please select one." is displayed along with the option G2. This option G2 is obtained by extracting "Attack Power 5% UP" based on the evaluation items of the current user U's vital data, based on the fact that concentration exceeds the standard value, "Defense Power 7% UP" based on the fact that relaxation exceeds the standard value, and "Item Drop Rate 8% UP" and "Event XX Occurred" based on the fact that energy exceeds the standard value. These extracted vital effects are then obtained as candidates, and these candidates are displayed on the display screen as selectable options. Such a display screen G1 may be displayed as a pop-up window that overlaps with a portion of the screen being played. User U moves cursor G3 via the input device to select one option from the choices and presses the confirm button. This allows the user to enjoy the selected vital effect. Therefore, while the extracted vital effect can be applied automatically regardless of the user's will, it is also possible to have the user select and apply a vital effect that is available based on their current condition. This allows users to enjoy choosing a vital effect from various options depending on their condition on any given day while playing the game.

[0060] Furthermore, in the embodiments described above, the duration of the granted vital effect may be displayed. Figure 7 shows an example of a screen displayed on the game display screen of game console G. The display screen G5 shows the vital effects applied to the character being controlled by user U (code G6). The duration of these vital effects is then displayed near the vital effects themselves (code G7). Here, the vital data obtained by measuring user U may change over time. Therefore, the status generation unit 306 may determine a time limit for maintaining the vital effect when it extracts a vital effect at a certain point in time. For example, a predetermined time may be set as the time limit. Such a display screen G6 may be displayed as a pop-up window that overlaps with a portion of the screen being played. This allows users to play while taking into account the remaining time that the vital effects will last. Furthermore, after the duration of the vital effect has ended, the status generation unit 306 may generate a vital effect based on the vital data obtained after the duration of the vital effect has ended. This allows the vital effect at the start of the game to change during the game rather than continuing until the end of the game, making the game more enjoyable.

[0061] Furthermore, the timing of the end of the vital effect may be determined based on the elapsed time since it was applied, or the effect may be canceled when the evaluation item that generated the vital effect no longer meets the conditions. Alternatively, the vital effect may be canceled if the condition remains unmet for a certain period of time.

[0062] In the embodiments described above, the status is changed according to the condition of user U playing the game, so it is possible to encourage users to change their behavior so that they can play the game in better condition. For example, it is possible to encourage users to be more mindful of their physical condition, such as preparing their physical condition to be more relaxed before starting the game, or getting enough sleep before starting the game.

[0063] In the embodiments described above, the status generation unit 306 may determine ability scores based on emotional data obtained from vital data at regular intervals or when a specific event occurs in the game. Furthermore, although the status generation unit 306 is configured to determine ability scores from emotion data, it may also determine ability scores from vital data. For example, the relationship between vital data and ability scores may be learned by the learning device 20, and an ability score estimation model may be generated. Then, the ability scores may be determined by inputting the vital data into the ability score estimation model.

[0064] The status generation unit 306 generates support data to assist in the game's progress based on the measured vital data. When generating support data, the status generation unit 306 may generate support data using emotional data obtained from the vital data, or it may generate support data using ability scores obtained from the vital data (or emotional data).

[0065] According to the embodiment described above, since the vital effects corresponding to the vital data of user U playing the game are reflected in the game, elements attributable to user U can be reflected in the game from a perspective different from game knowledge, strategy, operating skills, and level of improvement, thus allowing for a more enjoyable gaming experience. Furthermore, since the vital effects can be made to differ according to user U's vital data, user U's condition on any given day can be reflected in the game, increasing the ways in which players can enjoy the game. Furthermore, because the game progresses while reflecting the condition of the user U playing, users can increase their immersion in the game and enhance their emotional experience.

[0066] Furthermore, some games have stats assigned to the character controlled by the player, or to other characters, or to the surrounding environment. Depending on these stats, players may gain an advantage in the game, increase the difficulty, or obtain items that would normally be unobtainable. Therefore, by varying the stats according to the user's condition, it is possible to reduce monotony in game progression and broaden the range of enjoyable games.

[0067] The learning device 20 and information processing device 30 in the above-described embodiment may be implemented using a computer. In that case, the program for implementing this function may be recorded on a computer-readable recording medium, and the program recorded on this recording medium may be loaded into the computer system and executed. Here, "computer system" includes hardware such as the OS and peripheral devices. Furthermore, "computer-readable recording medium" refers to portable media such as flexible disks, magneto-optical disks, ROMs, CD-ROMs, and storage devices such as hard disks built into the computer system. Moreover, "computer-readable recording medium" may also include those that dynamically hold programs for a short period of time, such as communication lines used when transmitting programs via networks such as the Internet or communication lines such as telephone lines, and those that hold programs for a certain period of time, such as volatile memory inside the computer system that acts as a server or client in such cases. Furthermore, the above-mentioned program may be for implementing a part of the above-mentioned function, or it may be a program that can implement the above-mentioned function in combination with a program already recorded in the computer system, or it may be implemented using a programmable logic device such as an FPGA (Field Programmable Gate Array).

[0068] Although embodiments of this invention have been described in detail above with reference to the drawings, the specific configuration is not limited to these embodiments and includes designs and the like that do not depart from the spirit of this invention. [Explanation of symbols]

[0069] 10 Terminal devices 15 Vital Sensors 20 Learning device 30 Information Processing Devices 301 Communications Department 302 Storage section 303 Control Unit 304 Acquisition Department 305 Estimation Department 306 Status Generation Unit 307 Message Generation Unit 308 Output section 3021 Vital effect data storage unit 3022 Emotion Estimation Data Storage Unit 3041 Vital Data Acquisition Unit 3051 Emotion estimation section 3052 Ability Value Estimation Unit C Output device G Game Console NW Network S Game System SS Game Management System

Claims

1. An acquisition unit that acquires measurement results by measuring the player's vital data using a vital sensor, A status generation unit that generates status data used in the game based on acquired vital data, An output unit that outputs status data to the game, A game management system that has [this feature].

2. It has an emotion estimation unit that estimates the player's emotions based on acquired vital data, The status generation unit, Based on the estimated emotions, the status data is generated. The game management system according to claim 1.

3. The status generation unit, The probability used in events occurring within the game is generated as the status data. The game management system according to claim 2.

4. The status generation unit, The ability values ​​of the character controlled by the aforementioned player are generated as the status data. The game management system according to claim 2.

5. The status generation unit, The probability of winning in the lottery conducted within the game is generated as the status data. The game management system according to claim 2.

6. A message generation unit that generates a message corresponding to the status data generated by the status generation unit, A message output unit that outputs the generated message and A game management system according to any one of claims 1 to 5, having the following:

7. A game management method performed by a computer, The vital data of the player is measured using a vital sensor, and the measurement results are obtained. Based on the acquired vital data, status data used in the game is generated. Output status data to the aforementioned game. Game management methods that include this.