Programs and Systems
The game system improves player engagement by tracking physical movements to accumulate points and adjust gameplay elements, integrating exercise into gameplay to enhance enjoyment and health benefits.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- COLOPL
- Filing Date
- 2024-12-26
- Publication Date
- 2026-07-08
AI Technical Summary
Existing games lack mechanisms to enhance player engagement and physical activity integration, leading to a need for innovative methods to improve gameplay enjoyment and health benefits.
A game system that tracks player movements to accumulate points for specific body parts and overall performance, using sensors to activate skills, change character appearance, and adjust gameplay elements based on physical exercise, incorporating machine learning for personalized character development.
Enhances gameplay enjoyment by integrating physical exercise, maintaining or improving player health through skill-based workouts and personalized character progression, encouraging continuous engagement.
Smart Images

Figure 2026114736000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and a system.
Background Art
[0002] Patent Document 1 discloses an example of a technique for executing game processing according to a fitness operation by a player.
Prior Art Document
Patent Document
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In one aspect, an object is to provide a program or the like that can improve the趣味性 of a game.
Means for Solving the Problems
[0005] <000003--->The program causes a computer to acquire information regarding the movements made by a player during a game, accumulate a first point in association with the body part affected by the movement based on the information, and accumulate a second point different from the first point accumulated for each part based on the information.
Effects of the Invention
[0006] In one aspect, the趣味性 of a game can be improved. <00--->
Brief Description of the Drawings
[0007] [Figure 1] It is a diagram showing a configuration example of a game system. [Figure 2] It is a block diagram showing a configuration example of a game machine. It should be noted that the term "趣味性" in the original text is not a common English word. I have used "趣味性" directly as there is no exact equivalent in English. If there is a more appropriate English term for this concept in the context of the game, it can be adjusted accordingly. Also, the tags and in the original text seem to be incomplete or incorrect. I have translated the text as presented while keeping these tags as they are. [Figure 3] This is a diagram showing an example of a battle screen. [Figure 4] This figure shows an example of the parameters for a playable character. [Figure 5] This figure shows an example of a skill table. [Figure 6] This is an explanatory diagram regarding the process of changing the appearance of the playable character. [Figure 7] This figure shows an example of a query table. [Figure 8] This flowchart shows an example of the processing steps performed by a game console. [Modes for carrying out the invention]
[0008] The present invention will be described in detail below with reference to the drawings illustrating its embodiments. (Embodiment) Figure 1 shows an example of the configuration of a game system. In this embodiment, a game system that performs RPG (Role-Playing Game) related processing in response to the movements performed by the player during the game is described. The game system includes an information processing device 1, a terminal 2, and a generation server 3. Each device is connected via a network N such as the Internet.
[0009] In this embodiment, the target game is described as an RPG, but it may be a game of another genre, such as a sports game. In the following description, the game executed by the information processing device 1 will be referred to as "this game."
[0010] The information processing device 1 is an information processing device capable of various information processing, such as a game console or a general-purpose computer such as a personal computer. In this embodiment, the information processing device 1 is assumed to be a game console, and will be referred to as the game console 1 below. The game console 1 executes processing related to this game in response to operation input from the player via the controllers 100, 100, and measured values (e.g., acceleration, angular velocity, etc.) associated with the player's motion measured by the controllers 100, 100.
[0011] Specifically, game machine 1 executes a turn-based game process in which the player-controlled character (hereinafter referred to as "playable character") and the enemy character take turns attacking and defending. Here, as will be described later, when the player performs a specific movement corresponding to the playable character's skill, game machine 1 activates that skill to attack the enemy character (or defend against the enemy character's attack, etc.). In other words, the player controls the game by performing physical movements. This enhances the enjoyment of the game and also supports the maintenance or improvement of the player's health.
[0012] Controller 100 is a controller that has a stick for inputting direction, buttons for performing operations such as confirmation, and a speaker for outputting game sounds. Controller 100 also has sensors such as an accelerometer and an angular velocity sensor (gyro sensor), and outputs the values measured by each sensor to the game console 1.
[0013] As shown in Figure 1, in this embodiment, the player controls the game using two controllers 100, 100. Specifically, one controller 100 is held by the player, and the other controller 100 is attached to the player's leg (thigh). The player then uses a balance ball to exercise. For example, when the player wants to move (move forward) the character on the map, they can move the character by performing an up-and-down motion (riding motion) on the balance ball.
[0014] Terminal 2 is an information processing device other than the game console 1 owned by the player, such as a smartphone, tablet, or personal computer. Various application programs (hereinafter referred to as "apps" for brevity) are installed on Terminal 2, and Terminal 2 executes each app. As shown in the modified examples described later, the game console 1 may perform processing in conjunction with the apps executed on Terminal 2.
[0015] The generation server 3 is a server computer that generates images using an image generation model 50. The image generation model 50 is, for example, a diffusion model, etc., and is a machine learning model that has learned a large amount of training data. Note that the image generation model 50 may be other models such as a VAE (Variational Auto Encoder) or a GAN (Generative Adversarial Networks). The generation server 3 generates an image by inputting a prompt created by the user into the image generation model 50. As will be described later, when the game machine 1 changes the appearance of the operation character, it uses the image generation model 50 to generate an image of the operation character with the changed appearance.
[0016] FIG. 2 is a block diagram showing a configuration example of the game machine 1. The game machine 1 includes a control unit 11, a main memory unit 12, a communication unit 13, a display unit 14, an auxiliary storage unit 15, and a reading unit 16. The control unit 11 is a processor such as one or more CPUs (Central Processing Units) or GPUs (Graphics Processing Units), and performs various information processes. The main memory unit 12 is a temporary storage area such as SRAM (Static Random Access Memory) or DRAM (Dynamic Random Access Memory), and temporarily stores data necessary for the control unit 11 to execute arithmetic processing. The communication unit 13 is a communication module for performing communication-related processes, and transmits and receives information to and from the outside. The display unit 14 is a display screen such as an organic EL (Electro-Luminescence) display, and displays an image. The auxiliary storage unit 15 is a non-volatile storage area such as a flash memory, and stores data necessary for the control unit 11 to execute processing. The reading unit 16 is a module that reads a program related to this game from the portable storage medium 1a.
[0017] Note that the game machine 1 may download the program related to this game via the network N instead of reading the program from the portable storage medium 1a.
[0018] Further, the game machine 1 may display an image related to this game on an external display device instead of displaying the image on the display unit 14.
[0019] FIG. 3 is a diagram showing an example of a battle screen. FIG. 3 illustrates a battle screen displayed when the operation character encounters an enemy character. The outline of this embodiment will be described below.
[0020] First, the outline of this game will be described. As already described, this game is an RPG, and the story progresses as the player moves the operation character on the map. In this game, a one-way map is prepared for each of a plurality of chapters, and the player moves the operation character forward by performing vertical movement on the balance ball. When an enemy character is encountered on the map, a battle event may occur or a predetermined mini-game may be played.
[0021] When a battle event occurs, the game machine 1 displays the battle screen shown in FIG. 3. In this game, a turn-based battle is conducted in which the operation character and the enemy character alternate between offense and defense. That is, when it is the player's attack turn, the operation character activates a skill and attacks the enemy character or the like. When the turn shifts to the enemy character's attack turn, the enemy character attacks the operation character or the like. The battle continues until the physical strength value of the enemy character or the operation character becomes zero.
[0022] On the battle screen, the game machine 1 displays one or more enemy characters 31, support characters 32, a plurality of skill icons 33, and a fitness gauge 34. The enemy character 31 is an image of the enemy character against which the player battles.
[0023] Support Character 32 is an image of a character that cheers on the player. A different Support Character 32 is provided for each chapter, and it is unlocked when a new chapter is reached. Game console 1 outputs voices (cheers) corresponding to the movements the player is performing as cheering messages from Support Character 32.
[0024] Skill icon 33 represents a skill usable by the playable character, and is an icon indicating the action the player should perform. Skills are techniques used by the playable character in this game, mainly referring to techniques that attack enemy characters, but they may also include techniques that defend against enemy attacks or restore the playable character's health. As shown in Figure 3, multiple skill icons 33, 33, 33… are illustrated, players can set multiple skills as a deck for their playable character. Each skill is unlocked sequentially as the playable character levels up, etc.
[0025] Each skill is associated with a specific exercise. Game console 1 accepts input to select one of several skill icons 33, 33, 33… Figure 3 illustrates the selection of "plank" as the skill to activate. The player performs the exercise (fitness) indicated by skill icon 33 to activate the selected skill.
[0026] Game console 1 acquires information about the player's movements from controller 100. Specifically, game console 1 acquires measurement values from sensors such as the accelerometer and angular velocity sensor built into controller 100 as information about the player's movements.
[0027] Alternatively, for example, the controller 100 could determine whether or not the exercise indicated by skill icon 33 was performed, and the game console 1 could simply acquire the result of that determination as "information related to the exercise."
[0028] Furthermore, in this embodiment, the player grasps and wears a device (controller 100) that has an acceleration sensor or the like built in, and the system determines whether the player has performed a movement based on the values measured by the device. However, this embodiment is not limited to this. For example, a separate camera may be provided to capture images of the player during the game, and the system may determine whether the player has performed the target movement by analyzing the images of the player captured by the camera. Thus, the game machine 1 only needs to be able to appropriately determine whether the player has performed a movement, and the means of obtaining this information are not particularly limited.
[0029] Alternatively, sensors such as acceleration sensors may be installed on equipment other than the controller 100, for example, on the balance ball used by the player, and the player's ability to perform the exercise may be determined based on the measured values from these sensors.
[0030] Game console 1 determines whether the player has performed the movement corresponding to the skill based on information (measured values) obtained from controller 100. If it determines that the movement has been performed, game console 1 displays a visual effect activating the selected skill. For example, game console 1 displays a visual effect showing the controlled character attacking an enemy character and reducing the enemy character's health. The amount of health reduction (damage) to the enemy character due to skill activation is calculated according to the type of skill activated, as well as the parameters of the controlled character, which will be described later.
[0031] The Fitness Gauge 34 is a gauge that shows the points (third points) accumulated by activating skills, and it is a gauge that shows the number of points required to activate a special skill, also known as a special move. When the player activates a skill (i.e., performs an exercise), the game machine 1 accumulates a number of points corresponding to that skill and displays them on the Fitness Gauge 34. When the number of points displayed on the Fitness Gauge 34 reaches a predetermined value, the player can activate a special move.
[0032] For example, in order to encourage the completion of a well-balanced exercise routine, game console 1 may be configured to accumulate more points related to the fitness gauge 34 when multiple types of skills are activated compared to when the same type of skill is activated consecutively.
[0033] As described above, the player activates skills by performing physical actions and engages in combat with enemy characters. Game console 1 alternates between the player's and enemy characters' attack turns, and the battle ends when the health of all enemy characters (or the player's character) reaches zero.
[0034] In this embodiment, when a player activates a skill, the game machine 1 accumulates a first point (experience points for each body part) corresponding to the body part affected (loaded) by the exercise that is the condition for activating the skill, and also accumulates a second point (total experience points) that is different from the first point accumulated for each body part.
[0035] Figure 4 shows an example of the parameters of a playable character. In Figure 4, the appearance of the playable character and the various parameters of the playable character, i.e., ability scores, are illustrated.
[0036] As shown in Figure 4, this game defines multiple types of parameters related to the playable character, such as "arm strength," "leg strength," and "body strength," and some or all of these parameters represent body parts of the playable character. For example, when the player performs an exercise and activates a skill, Game Machine 1 calculates the amount of decrease in the enemy character's health (damage) based on the base value of the skill itself, the enemy character's parameters (ability values), and the parameters of the body parts affected by the exercise performed by the player. For example, when the player activates the "plank" skill, Game Machine 1 calculates the amount of decrease based on values such as "body strength," which are affected by the load from the "plank."
[0037] Game machine 1 increases the parameters of the body parts affected by the movement when the player activates a skill, i.e., when the player performs an exercise. Specifically, game machine 1 accumulates first points corresponding to the body parts affected by the exercise, and increases the parameters of those body parts according to the amount of first points accumulated.
[0038] The first point is experience points accumulated in relation to each body part of the playable character. The first point is accumulated for each parameter such as "arm strength," "leg strength," and "body control." When a predetermined value of the first point is accumulated for each body part, the game machine 1 increases the parameter of that body part.
[0039] Figure 5 shows an example of a skill table. Figure 5 illustrates the table that the game machine 1 refers to when a skill is activated. The skill table includes columns for Skill ID, Skill Name, Activation Condition, and Points Earned. The Skill ID column stores the Skill ID, which is the identifier for each skill. The Skill Name, Activation Condition, and Points Earned columns, respectively, are associated with the Skill ID and store the skill name, the skill activation condition (a value that must be met by the measurement value measured by the controller 100's sensor), and the amount of 1st point earned by activating the skill.
[0040] For example, the points earned column stores the amount of the first point accumulated when a skill is activated for each parameter (body part) such as "arm strength," "leg strength," and "stamina." Here, the skill table specifies the amount of the first point to be distributed to each parameter so that the points earned (first point) for the body part affected by the exercise that is the condition for activating the skill are higher. For example, if the activated skill is "Plank LV1," "arm strength" and "leg strength" are set to "0 points," while "stamina" is set to "50 points." In other words, the first point is accumulated for "stamina," which is subjected to stress by performing the "plank."
[0041] In this way, when the player activates a skill, the game machine 1 accumulates the first point corresponding to the body part affected by the exercise that triggers the skill's activation condition. As a result, the parameters of each body part of the playable character increase depending on which exercise menu (skill) the player performs, allowing for original character development.
[0042] In this embodiment, the first point is accumulated according to the activated skill, but the amount of the first point to be accumulated may also be calculated by referring to information other than the activated skill (for example, the enemy character's level).
[0043] Furthermore, for example, in order to encourage the completion of a well-balanced exercise routine, game console 1 may gradually decrease the amount of 1st points accumulated when certain skills are activated consecutively.
[0044] Returning to Figure 4, let's continue the explanation. Game machine 1 also accumulates a second set of points, which are different from the first set of points accumulated for each body part, depending on the results of playing the game through the activation of skills. When a predetermined value of the second set of points is accumulated, game machine 1 increases the parameters of each body part of the player character.
[0045] The second point is the total experience points accumulated regardless of the body parts of the controlled character, and is illustrated as "Ex" in Figure 4. For example, when the player uses a skill to defeat an enemy character, game machine 1 calculates the amount of the second point to be gained according to the level and type of that enemy character.
[0046] Furthermore, the second point may be calculated based not only on information about the enemy character (level, etc.) but also on other information. For example, game machine 1 may calculate the second point by referring to skills activated by the player, i.e., movements performed by the player.
[0047] In this case, in order to encourage the completion of a well-balanced exercise routine, the game machine 1 may be configured to accumulate more 2nd points when multiple types of skills are activated compared to when the same type of skill is activated consecutively.
[0048] In this way, game machine 1 accumulates a comprehensive second point, separate from the first point for each body part, and increases the parameters of the playable character. Since this game progresses by performing exercises and activating skills, in other words, the second point represents the amount of exercise the player is performing. By accumulating the second point according to the amount of exercise the player is performing, game machine 1 can provide the player with further incentives to play the game.
[0049] As described above, the game console 1 accumulates first and second points based on motion information obtained from the controller 100, thereby increasing the parameters of the playable character. The timing for accumulating the first and / or second points can vary, such as when a skill is activated, when an enemy character is defeated, or at the end of combat, but the timing is not particularly limited.
[0050] Figure 6 is an explanatory diagram regarding the process of changing the appearance of the player character. Figure 6 illustrates how an image of the player character with a changed appearance is generated by inputting a prompt containing the player character's current image and a query (text) specifying the shape of the player character's body parts into the image generation model 50.
[0051] In this embodiment, the game machine 1 changes the state of the playable character to a specific state according to the parameters of the playable character that increase for each part as described above. Specifically, the game machine 1 changes the appearance of the playable character according to the parameters of each part of the playable character.
[0052] More specifically, game console 1 changes the shape of each part of the playable character according to the parameters of each part of the playable character. For example, game console 1 selects a query (text) that specifies the shape of each part according to the level of the parameters of each part of the playable character. Game console 1 inputs a prompt containing the selected query and the current image of the playable character into the image generation model 50, thereby generating an image of the playable character with a modified appearance (shape of each part).
[0053] Figure 7 shows an example of a query table. Figure 7 illustrates the table that game console 1 references when creating prompts. The query table includes a condition column and a query column. The condition column stores the numerical range of parameters that are the selection conditions for the query. The query column stores the query that specifies the shape of the body parts of the player character, in association with the query selection conditions.
[0054] For example, if the player character's "arm strength" is 200 or more but less than 300, the game console 1 selects "brawny arms" as the query to specify the shape of the player character's arms. The game console 1 creates a prompt containing the selected query "brawny arms" and the player character's current image, and inputs it into the image generation model 50. As a result, the image generation model 50 generates an image of the player character with thicker arms. The game console 1 then displays the generated image.
[0055] In this way, the game machine 1 changes each part of the playable character according to the parameters of each part, which increase as the first and second points are accumulated. This allows the appearance of the playable character to change to an original one depending on the movements the player performs.
[0056] In this embodiment, a machine learning model (image generation model 50) is used to change (transform) the appearance of the playable character, but this embodiment is not limited to this. For example, multiple patterns of images of the playable character corresponding to the values of each parameter (e.g., an image with thicker arms, an image with thicker legs, an image with a thicker torso, etc.) may be prepared, and the image corresponding to the parameters of the playable character may be displayed. In other words, it is not necessary to use the image generation model 50 for the processing related to appearance change.
[0057] Furthermore, while this embodiment changes the appearance of the playable character according to the parameters of the character, this embodiment is not limited to this. For example, the game machine 1 may change the profession of the playable character in this game according to the parameters of each part of the character. For example, if the playable character's "leg strength" (agility) exceeds a predetermined value, the game machine 1 may unlock "Thief" as a profession that the player can select. In this way, the game machine 1 only needs to be able to change the state of the playable character to a specific state according to the parameters of each part of the character.
[0058] Furthermore, game console 1 may change the content of the game according to the parameters of each part of the playable character. Specifically, game console 1 may change the enemy characters that appear in the game according to the parameters of each part of the playable character.
[0059] For example, Game Console 1 may introduce enemy characters whose weakness lies in exercises (skills) that affect body parts whose parameters have not improved compared to other parts. Alternatively, Game Console 1 may increase the amount of damage dealt to enemy characters when an exercise is performed that affects a body part whose parameters have not improved compared to other parts, compared to exercises that affect other parts. Or, Game Console 1 may introduce enemy characters that require more exercise or exercise intensity as the parameters improve. In this way, Game Console 1 may change the specifications of enemy characters according to the parameters of each body part of the player character.
[0060] Furthermore, the game console 1 may reduce the parameters of the playable character according to the frequency of the player's exercise through the game. For example, if the player does not play the game for a predetermined period of time, the game console 1 may reduce the parameters of each part of the playable character by a predetermined value. This can encourage the player to exercise continuously.
[0061] As described above, according to this embodiment, by accumulating first points for each body part and a second point overall as the player performs exercises, the enjoyment of the game can be improved, and the player's health can be maintained or improved. In particular, in this embodiment, by increasing parameters for each body part affected by exercise, and by changing the state (appearance) of the playable character according to the parameters of each body part, it is possible to create a unique character.
[0062] Figure 8 is a flowchart showing an example of the processing steps performed by game console 1. Based on Figure 8, the processing steps performed by game console 1 during combat with an enemy character will be explained. The control unit 11 of the game console 1 receives input from the player to select a skill to activate in this game (step S11). A skill is a technique used by the player character in this game and is associated with a specific movement.
[0063] The control unit 11 acquires information about the movements performed by the player during the game from the controller 100 (step S12). Specifically, the control unit 11 acquires measured values measured by sensors such as an acceleration sensor and an angular velocity sensor.
[0064] Based on the acquired information (measured values), the control unit 11 determines whether the player performed the movement that is the activation condition for the skill selected in step S11 (step S13). If it determines that the player did not perform the movement that is the activation condition (S13: NO), the control unit 11 determines that the skill activation has failed, executes the processing related to the enemy character's attack turn (step S14), and then returns to step S11.
[0065] If the control unit 11 determines that the player has performed the exercise that triggers the skill (S13: YES), it displays a visual effect to activate the selected skill (for example, a visual effect showing the player character attacking an enemy character and reducing the enemy character's health value) (step S15). The control unit 11 then accumulates first points corresponding to the body parts affected (loaded) by the exercise performed by the player (step S16). First points are experience points accumulated corresponding to each body part of the player character. For example, in this game, a predetermined amount of first points is allocated to each body part when each skill is activated (i.e., when each exercise is performed), and the control unit 11 accumulates first points for each body part according to the skill activated by the player, in accordance with this provision. When a predetermined amount of first points has been accumulated for each body part, the control unit 11 increases the parameter (ability value) of that body part of the player character (step S17).
[0066] The control unit 11 determines whether the target enemy character's health value has become zero, that is, whether the enemy character has been defeated (step S18). If it is determined that the enemy character has not been defeated (S18: NO), the control unit 11 executes the processing related to the enemy character's attack turn (step S14), and then returns to step S11.
[0067] If it is determined that an enemy character has been defeated (S18: YES), the control unit 11 accumulates a second set of points, which are different from the first set of points accumulated for each body part (step S19). The second set of points is a total experience point accumulated regardless of the body part of the player character. For example, the second set of points is calculated according to the level of the enemy character defeated by the player character. When a predetermined value of the second set of points has been accumulated, the control unit 11 increases the player character's parameters (step S20).
[0068] The control unit 11 determines whether the player character has defeated all enemy characters in battle (step S21). If it determines that not all enemy characters have been defeated (S21: NO), the control unit 11 executes the processing related to the enemy characters' attack turns (step S14), and then returns to step S11.
[0069] If it is determined that all enemy characters have been defeated (S21: YES), i.e., the battle has ended, the control unit 11 changes the appearance of the player character according to the parameters of each part of the player character (step S22). For example, the control unit 11 uses an image generation model 50 that has been trained to generate images when a prompt is entered to generate an image with the changed appearance of the player character. The control unit 11 selects a query that specifies the shape of each part according to the parameters of each part of the player character, and inputs a prompt containing the selected query and the current image of the player character to the image generation model 50 to generate an image with the changed appearance of the player character. The control unit 11 then terminates the series of processes.
[0070] Based on the above, this embodiment can improve the enjoyment of the game.
[0071] (Variation 1) This modified version describes a form in which players accumulate the first and / or second points in this game by performing physical activities outside of the game.
[0072] In this modified version, game machine 1 acquires second information regarding exercise performed by the player outside of the game, and accumulates first and / or second points based on said second information. The second information is a history of exercise performed by the player outside of playing the game, such as a record of exercise performed by the player at a fitness gym.
[0073] Fitness gyms and similar facilities provide users with an app (hereinafter referred to as the "fitness app") that allows them to record their daily exercise. In this modified example, it is assumed that the fitness app is installed on the player's device 2. The player records information such as the exercise menu and the number of repetitions they performed in the fitness app.
[0074] Game console 1 acquires second information from the fitness app mentioned above. Based on the acquired second information, game console 1 accumulates first points and / or second points. For example, if a player performs a "plank" at a fitness gym, game console 1 accumulates first points related to "physical exertion" and second points according to the amount of exercise the player performed. This allows the results of exercise performed outside of the game to be reflected in the game.
[0075] On the other hand, when game machine 1 accumulates first and / or second points based on second information, a predetermined upper limit may be set on the amount accumulated. This can prevent situations where the player engages in excessive exercise outside of the game and does not play the game.
[0076] Furthermore, in addition to acquiring secondary information from the fitness app, game console 1 may also output and record information about the exercises performed by the player while playing this game to the fitness app.
[0077] (Modification 2) Modification 1 described a configuration in which exercise history recorded in a fitness app is acquired as second information. This modification describes a configuration in which the first point and / or second point are accumulated based on data from a game app that progresses the game based on the location information (number of steps taken by the player) of terminal 2.
[0078] The game app is a game application that runs on terminal 2. It estimates the player's steps based on the location information of terminal 2, and allows the player to earn points corresponding to those steps to develop their in-game character. In this modified example, game console 1 interacts with the game app and obtains the player's steps as second information from the game app.
[0079] Game machine 1 accumulates first points and / or second points based on the acquired second information. For example, game machine 1 accumulates first points related to "leg strength" according to the number of steps taken by the player, and second points according to the amount of exercise determined from the number of steps. As a result, the number of steps taken by the player when going out is reflected in the parameters of the playable character.
[0080] Furthermore, in addition to acquiring the second information from the game application, the game console 1 may also output information about the exercises performed by the player during gameplay to the game application and award points to the player within the game application.
[0081] Thus, "secondary information" is not limited to exercise history recorded in fitness apps; any data indicating exercise performed by the player outside of this game is acceptable.
[0082] (Variation 3) This modified version describes a system in which the player accumulates a first point and / or a second point based on the dietary information about the meals they have eaten.
[0083] Modification 1 describes a configuration in which secondary information about exercise performed by the player outside of the game is obtained from a fitness app. Such fitness apps often record not only the user's exercise history but also their dietary history. For example, device 2, by running the fitness app, performs image recognition on the captured images of the user's meals, and analyzes and records the calories consumed, nutrients, etc.
[0084] In this modified example, the game console 1 acquires not only second information but also meal information from the fitness app and accumulates first and / or second points based on the meal information. For example, if the player's calorie intake is below a threshold and the intake of various nutrients is above or below a threshold, the game console 1 accumulates first and / or second points. Alternatively, the game console 1 may determine whether the player records their meals daily and accumulate first and / or second points according to the determination result. This allows for simultaneous support in both exercise and diet.
[0085] (Modification 4) This modified example describes a configuration in which a first point and / or a second point are accumulated according to the player's body composition values.
[0086] In this modified example, game console 1 performs processing in conjunction with a body composition analyzer that measures the player's body composition values. Body composition values include, for example, weight, body fat percentage, and muscle mass, but are not particularly limited.
[0087] For example, terminal 2 has an application installed that communicates with a body composition scale and records the measured values (hereinafter referred to as the "body composition app"). Game console 1 obtains the player's body composition values from the body composition app and accumulates the first point and / or second point.
[0088] For example, if the body composition analyzer is a model capable of measuring muscle mass in each body part, the game machine 1 accumulates a first point for each body part according to the muscle mass of that body part, and a second point according to the total muscle mass. The game machine 1 may also refer to other measured values such as weight and body fat percentage in addition to muscle mass to determine the quantity of the first and / or second points. Furthermore, the game machine 1 may determine whether the player is periodically recording their body composition values and accumulate the first and / or second points according to the determination result. This allows the player's physical condition (body composition values) to also be taken into consideration when changing the parameters of the playable character.
[0089] Furthermore, the game console 1 may be configured to reduce the parameters of the playable character in response to changes in body composition values, such as when the player's muscle mass decreases.
[0090] The embodiments disclosed herein should be considered in all respects to be illustrative and not restrictive. The scope of the present invention is indicated by the claims, not in the sense described above, and all modifications within the sense and scope equivalent to the claims are intended.
[0091] The matters described in each embodiment can be combined with each other. Furthermore, the independent and dependent claims described in the claims can be combined with each other in any combination, regardless of the form of reference. In addition, the claims use a form in which claims referencing two or more other claims (multi-claim form), but are not limited to this. A form in which multi-claims referencing at least one multi-claim (multi-multi-claim) may also be used.
[0092] The contents of this disclosure are listed below.
[0093] (Note 1) On the computer, The game collects information about the physical activity performed by the player during the game. Based on the aforementioned information, a first point is accumulated corresponding to the body part affected by the exercise. Based on the aforementioned information, a second point different from the first point accumulated for each of the aforementioned parts is accumulated. program. (Note 2) To the aforementioned computer, The player inputs a selection of a skill to be activated in the aforementioned game. Based on the aforementioned information, determine whether the player performed the movement that is the activation condition for the selected skill. If it is determined that the aforementioned exercise has been performed, the first point is accumulated in correspondence with the aforementioned body part. The second point is accumulated according to the result of playing the game as a result of activating the aforementioned skill. The program described in Appendix 1. (Note 3) To the aforementioned computer, In accordance with the first points accumulated for each of the aforementioned body parts, the parameter corresponding to the body part of the character controlled by the player in the game is increased. The program described in Appendix 1 or 2. (Note 4) To the aforementioned computer, Depending on the parameters of each part, the state of the character is changed to a specific state. The program described in Appendix 3. (Note 5) To the aforementioned computer, The appearance of the character is changed according to the parameters of each part. The program described in Appendix 4. (Note 6) To the aforementioned computer, Depending on the parameters of each part, the system will select a query to specify the shape of each part. By inputting a prompt containing the selected query and the character's image into the image generation model, an image with the character's appearance modified is generated. The program described in Appendix 5. (Note 7) To the aforementioned computer, The character's profession in the game is changed according to the parameters of each part. The program described in Appendix 4. (Note 8) The content of the game is changed according to the parameters of each part. The program described in any of the appendices 3 to 7. (Note 9) Depending on the parameters of each part, the enemy characters that appear in the game are changed. The program described in Appendix 8. (Note 10) To the aforementioned computer, The parameter is reduced according to the frequency of the player's movement. The program described in any of the appendices 3 to 9. (Note 11) To the aforementioned computer, Second information regarding the exercise performed by the player outside of the game is obtained. Based on the second piece of information, accumulate either the first or second point. The program described in any of the appendices 1 to 10. (Note 12) To the aforementioned computer, Accumulate the first or second points based on the second information within a predetermined upper limit range. The program described in Appendix 11. (Note 13) To the aforementioned computer, The player is instructed to obtain information about the meals he has eaten. Based on the aforementioned meal information, the first or second point is accumulated. The program described in any of the appendices 1 to 12. (Note 14) To the aforementioned computer, The player's body composition values are obtained, Based on the aforementioned body composition values, the first or second point is accumulated. The program described in any of the appendices 1 to 13. (Note 15) A system comprising a control unit, The control unit, We obtain information about the physical activity performed by the player during the game. Based on the aforementioned information, a first point is accumulated corresponding to the body part affected by the exercise. Based on the aforementioned information, a second point different from the first point accumulated for each of the aforementioned parts is accumulated. system. (Note 16) On the computer, The game collects information about the physical activity performed by the player during the game. Based on the aforementioned information, a first point is accumulated corresponding to the body part affected by the exercise. Based on the aforementioned information, a second point different from the first point accumulated for each of the aforementioned parts is accumulated. Information processing methods. (Note 17) An information processing device comprising a control unit, The control unit, We obtain information about the physical activity performed by the player during the game. Based on the aforementioned information, a first point is accumulated corresponding to the body part affected by the exercise. Based on the aforementioned information, a second point different from the first point accumulated for each of the aforementioned parts is accumulated. Information processing device. [Explanation of symbols]
[0094] 1. Game machine (information processing device) 11 Control Unit 12 Main memory 13 Communications Department 14 Display section 15 Auxiliary storage 16 Reading section 2 terminals 3 Generation Server 3 50 Image Generation Models
Claims
1. On the computer, The game collects information about the physical activity performed by the player during the game. Based on the aforementioned information, a first point is accumulated corresponding to the body part affected by the exercise. Based on the aforementioned information, a second point different from the first point accumulated for each of the aforementioned parts is accumulated. program.
2. To the aforementioned computer, The player inputs a selection of a skill to be activated in the aforementioned game. Based on the aforementioned information, determine whether the player performed the movement that is the activation condition for the selected skill. If it is determined that the aforementioned exercise has been performed, the first point is accumulated in correspondence with the aforementioned body part. The second point is accumulated according to the result of playing the game as a result of activating the aforementioned skill. The program according to claim 1.
3. To the aforementioned computer, In accordance with the first points accumulated for each of the aforementioned body parts, the parameter corresponding to the body part of the character controlled by the player in the game is increased. The program according to claim 1.
4. To the aforementioned computer, Depending on the parameters of each part, the state of the character is changed to a specific state. The program according to claim 3.
5. To the aforementioned computer, The appearance of the character is changed according to the parameters of each part. The program according to claim 4.
6. The content of the game is changed according to the parameters of each part. The program according to claim 3.
7. To the aforementioned computer, The parameter is reduced according to the frequency of the player's movement. The program according to claim 3.
8. To the aforementioned computer, Second information regarding the exercise performed by the player outside of the game is obtained. Based on the second piece of information, the first or second point is accumulated. The program according to claim 1.
9. To the aforementioned computer, The first or second point is accumulated based on the second information within a predetermined upper limit range. The program according to claim 8.
10. A system comprising a control unit, The control unit, We obtain information about the physical activity performed by the player during the game. Based on the aforementioned information, a first point is accumulated corresponding to the body part affected by the exercise. Based on the aforementioned information, a second point different from the first point accumulated for each of the aforementioned parts is accumulated. system.