Programs, methods, information processing devices, systems
Patent Information
- Application Number
- JP2025107073
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-06-25
- Publication Date
- 2026-09-07
Smart Images

Figure 2026142495000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program, a method, an information processing apparatus, and a system. [Background Art]
[0002] In Patent Document 1, an evaluation result of health information calculated based on biological information measured during a sleep period is used as a game element. Patent Document 1 describes that an evaluation result of a user's health information may be calculated based on the health information related to the user and health information related to another user. [Prior Art Literature] [Patent Literature]
[0003] [Patent Document 1] International Publication No. 2016 / 021235 [Summary of the Invention] [Problem to be Solved by the Invention]
[0004] There is a specification in which the longer a player continues playing a game, the easier it is for the player to obtain more predetermined points for progressing in the game. When the granting of benefits in an event that many players participate in regardless of the progress of the game is associated with the points, depending on the requirements, a player who has continued playing the game for a long period can satisfy the requirements, but it may be difficult for a player who newly starts playing the game to satisfy the requirements. This tendency is particularly remarkable in a game that utilizes a parameter with an upper limit on the amount that can be counted per day, which is information related to sleep.
[0005] An object of the present disclosure is to provide a specification that allows even a player who newly starts playing a game to obtain benefits. [Means for Solving the Problem]
[0006] A program for operating a computer comprising a processor and memory, the program causing the processor to perform the following steps: acquiring sleep information of a first player; calculating a first evaluation value for the sleep of the first player based on the acquired sleep information; calculating a second evaluation value for the sleep of a group of players, including multiple second players other than the first player; calculating parameters based on the first evaluation value and the second evaluation value; accumulating parameters each time a parameter is calculated; and granting the first player a reward corresponding to the accumulated parameters. [Effects of the Invention]
[0007] According to this disclosure, it is possible to provide a system that allows even new players to obtain rewards. [Brief explanation of the drawing]
[0008] [Figure 1] This is a block diagram showing an example of the overall configuration of System 1. [Figure 2] This is a block diagram showing an example of the functional configuration of the terminal device 10. [Figure 3] This block shows a functional configuration example for server 20. [Figure 4] This diagram shows the data structure of a table. [Figure 5] This diagram shows the data structure of a table. [Figure 6] This diagram shows the data structure of a table. [Figure 7] This diagram shows the data structure of a table. [Figure 8] This diagram shows the data structure of a table. [Figure 9] This diagram shows the data structure of a table. [Figure 10] This diagram shows the data structure of a table. [Figure 11] This figure shows an example of the processing flow in System 1. [Figure 12] It is a diagram showing an example screen of the present disclosure. [Figure 13] It is a diagram showing an example flow of processing in system 1. [Figure 14] It is a diagram showing an example flow of processing in system 1. [Figure 15] It is a diagram showing an example flow of processing in system 1. [Figure 16] It is a diagram showing an example flow of processing in system 1. [Figure 17] It is a diagram showing an example screen of the present disclosure. [Figure 18] It is a diagram showing an example screen of the present disclosure. [Figure 19] It is a block diagram illustrating the basic hardware configuration of a computer 90. DETAILED DESCRIPTION OF EMBODIMENTS
[0009] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In the following description, identical components are denoted by identical reference numerals. Their names and functions are also the same. Therefore, detailed descriptions thereof will not be repeated.
[0010] <Overview> The system according to the present embodiment is a system related to a game using sleep information. The system adds an evaluation value obtained based on sleep information of another player to an evaluation value obtained based on sleep information of the player themself. The system grants a benefit to the player themself based on a cumulative total of the sum of the evaluation values of the player themself and the other player over a predetermined period. If no sleep information has been acquired for the player themself, the evaluation value for the other player will be invalidated.
[0011] <1 Overall System Configuration Diagram> FIG. 1 is a diagram showing an example of the overall configuration of system 1. In system 1, a server accepts sleep information of each user and progresses a game. As shown in FIG. 1, system 1 includes a plurality of terminal devices 10 and a server 20. The terminal devices 10 and the server 20 are communicatively connected via a network 80.
[0012] Although FIG. 1 shows an example in which system 1 includes two terminal devices 10, the number of terminal devices 10 included in system 1 is not limited to two. The number of terminal devices 10 included in system 1 may be three or more.
[0013] Although FIG. 1 shows an example in which system 1 includes one server 20, the number of servers 20 included in system 1 is not limited to one. The server 20 may be configured of a plurality of servers depending on the functions that the server 20 has. Further, for example, the server 20 may use an aggregate of a plurality of devices as one server. The method of distributing the plurality of functions required to implement the server 20 according to the present embodiment among one or more pieces of hardware can be appropriately determined in consideration of the processing capacity of each piece of hardware and / or specifications required for the server 20, and the like.
[0014] The terminal device 10 is, for example, an information processing device operated by a user who plays a game using sleep information. The terminal device 10 is implemented by, for example, a mobile terminal such as a smartphone or a tablet compatible with a mobile communication system. In addition, the terminal device 10 may be implemented by, for example, a stationary PC (Personal Computer), a laptop PC, or a dedicated game console. Further, the terminal device 10 may be implemented by, for example, a wearable terminal such as an HMD (Head Mount Display).
[0015] The terminal device 10 comprises a communication interface 12, an input device 13, an output device 14, memory 15, storage 16, and a processor 19. The input device 13 is a device for receiving input operations from the user (e.g., a touch panel, touchpad, etc.). The output device 14 is a device for presenting information to the user (e.g., a display, speaker, etc.).
[0016] The terminal device 10 is connected to one or more sleep measurement devices 11 by wire or wireless connection. Specifically, for example, the terminal device 10 communicates with the sleep measurement devices 11 by short-range wireless communication such as Bluetooth® or Wi-Fi. However, the sleep measurement devices 11 may also communicate with the terminal device 10 without using short-range wireless communication if they support communication standards of mobile communication systems such as 5G or 6G. In addition, the sleep measurement devices 11 may communicate directly with the server 20.
[0017] The sleep measurement device 11 is a device for acquiring information about the user's sleep on the terminal device 10. Figure 1 shows an example where one sleep measurement device 11 is connected to the terminal device 10, but two or more sleep measurement devices 11 may be connected to the terminal device 10. Note that the device used in this embodiment is not limited to a device that acquires information about sleep. It may be a device capable of acquiring other biometric information, including information about sleep. Other biometric information may include, for example, at least one piece of information selected from the group consisting of blood glucose level, blood pressure, blood amino acids, blood flow velocity, blood flow rate, respiratory rate, blood oxygen saturation, electroencephalogram, cerebral blood flow, pulse wave, heart rate, pulse, sweating, body temperature, skin temperature, electrocardiogram, electromyogram, electrooculography, pupil dilation, eye movement, body fat percentage, weight, voice, smell (smell emitted from the user), user's posture, and gestures indicating the user's body movements.
[0018] The sleep measurement device 11 is a wearable device that is attached to the user's body, such as a wristwatch, ring, or eye mask. Alternatively, the sleep measurement device 11 may be a device placed on the mattress, pillow, or other surface where the user sleeps. Furthermore, the terminal device 10 and the sleep measurement device 11 may be the same device; that is, the terminal device 10 may also function as the sleep measurement device 11.
[0019] The sleep measurement device 11 includes, for example, an acceleration sensor, an angular velocity sensor, or a motion sensor including a combination thereof. However, it is not limited to these. The sleep measurement device 11 senses the user's body movements during sleep using the motion sensor. The sleep measurement device 11 transmits information about the sensed results to the terminal device 10, for example, as sleep information. Based on the sleep information, the terminal device 10 detects that the user has gone to bed (for example, has lay down in bed). Going to bed means, for example, that the user has entered a bed or futon or other bedding to sleep. The terminal device 10 also detects that the user has fallen asleep after going to bed, based on the sleep information. By detecting the user going to bed and falling asleep, the terminal device 10 can determine whether the user was operating the terminal device 10, whether the user was looking at the display 141 of the terminal device 10, etc., between going to bed and falling asleep. In other words, the terminal device 10 can determine whether a user who is about to go to sleep was operating the terminal device 10 before going to sleep.
[0020] Furthermore, for example, the sleep measurement device 11 stores the acquired sensing results. Also, for example, the terminal device 10 or server 20 stores the sleep information transmitted from the sleep measurement device 11. Based on the stored sleep information, the terminal device 10 or server 20 determines whether the user is asleep, in a light sleep state, in a deep sleep state, in REM sleep, or in non-REM sleep, etc. By determining the waveforms of REM sleep and non-REM sleep, the terminal device 10 or server 20 can evaluate the quality of the user's sleep. Specifically, for example, the REM sleep and non-REM sleep cycles for good quality sleep are pre-set. The terminal device 10 or server 20 evaluates the quality of the user's sleep by comparing the pre-set REM sleep and non-REM sleep waveforms with the REM sleep and non-REM sleep waveforms during the user's sleep.
[0021] Sleep measurement devices 11 that are pre-specified for use in System 1 are managed, for example, in a so-called whitelist format. Terminal device 10 may, for example, store product information of sleep measurement devices 11 that are supported by System 1, and may refuse to accept data received from an unsupported sleep measurement device 11. Alternatively, terminal device 10 may, for example, perform subsequent processing using parameters for an unidentifiable sleep measurement device 11 when it receives data from an unsupported sleep measurement device 11.
[0022] It should be noted that users may use two or more sleep tracking devices simultaneously. For example, a user may wear two watch-type sleep tracking devices, or a user may wear a watch-type sleep tracking device while also using a smartphone as a sleep tracking device.
[0023] Furthermore, differences in the types of sleep measurement devices 11 are not limited to differences in the devices themselves. That is, even if sleep measurement devices 11 have the same device configuration, they may be managed as different sleep measurement devices 11 in System 1 depending on the type of software or application used to transmit the sleep information to the server 20. For example, even when sleep information is detected using the same sleep measurement device 11, if sleep measurement application A is used to process the sleep information, and if a different sleep measurement application B is used, they can be managed as different "sleep measurement device IDs". In this way, by managing different "sleep measurement device IDs" according to the combination of the device type in the device configuration and the application used, it becomes possible to generate sleep information more flexibly, and as a result, the entertainment value of the game according to the sleep state can be fully realized.
[0024] The terminal device 10 may be connected to a game controller by wire or wireless connection. Users can play games by operating the game controller. The terminal device 10 may be able to communicate with multiple game controllers. For example, multiple users may operate their own game controllers and play games on a single terminal device 10.
[0025] Server 20 is, for example, an information processing device that manages the progress of a game using sleep information. Server 20 is also an information processing device that generates in-game events based on sleep information. In this embodiment, an event has, for example, multiple phases. Examples of phases included in an event are as follows: • Reporting sleep results • Object lottery based on sleep information Interference with the drawn object • Granting of benefits • Disclosure of sleep information
[0026] In this embodiment, for example, "reporting of sleep results" is described as the first phase, "selection of objects based on sleep information" as the second phase, and "interference with the selected objects" as the third phase, but the embodiment is not limited to this, and other combinations are also possible.
[0027] Furthermore, Server 20 is an information processing device that manages period events that occur in the game based on sleep information. In this embodiment, the period events are, for example, the following: • Events based on occurrences that take place at predetermined intervals • Events related to annual celebrations • Events related to specified content "Events based on phenomena occurring at predetermined intervals" include, for example, seasonal events (such as the long nights of autumn) and events related to the phases of the moon. "Events related to annual events" include, for example, events related to Christmas, Tanabata, the summer solstice, the winter solstice, Valentine's Day, and White Day. "Events related to predetermined content" include, for example, events related to school entrance, graduation, summer vacation, and events related to predetermined competitions.
[0028] The server 20 is implemented, for example, by a computer connected to the network 80. The server 20 includes, for example, a communication IF 22, an I / O IF 23, memory 25, storage 26, and a processor 29. The I / O IF 23 functions as an interface to an input device for receiving input operations from the user and an output device for presenting information to the user.
[0029] Each information processing device consists of a computer equipped with an arithmetic unit and a memory device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by said hardware configuration will be described later. For each of the terminal device 10 and the server 20, explanations that overlap with the basic hardware configuration and basic functional configuration of the computer described later will be omitted.
[0030] <1.1 Terminal Device Configuration> Figure 2 is a block diagram showing an example of the functional configuration of the terminal device 10. As shown in Figure 2, the terminal device 10 includes a communication unit 120, an input device 13, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a position information sensor 150, a camera 160, a motion sensor 170, a storage unit 180, and a control unit 190. Each block included in the terminal device 10 is electrically connected, for example, by a bus.
[0031] The communication unit 120 performs processing such as modulation and demodulation processing for the terminal device 10 to communicate with other devices. The communication unit 120 performs transmission processing on the signal generated by the control unit 190 and transmits it to an external source (for example, the server 20). The communication unit 120 performs reception processing on the signal received from an external source and outputs it to the control unit 190.
[0032] The input device 13 is a device for a user operating the terminal device 10 to input instructions or information. The input device 13 can be implemented, for example, by a touch-sensitive device 131 on which instructions are input by touching the operating surface. If the terminal device 10 is a PC, the input device 13 may be implemented by a reader, keyboard, mouse, etc. The input device 13 converts the instructions input by the user into electrical signals and outputs the electrical signals to the control unit 190. The input device 13 may also include, for example, a receiving port that accepts electrical signals input from an external input device.
[0033] The output device 14 is a device for presenting information to the user operating the terminal device 10. The output device 14 is implemented, for example, by a display 141. The display 141 displays data according to the control of the control unit 190. The display 141 is implemented, for example, by an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display.
[0034] The audio processing unit 17 performs, for example, digital-to-analog conversion processing of the audio signal. The audio processing unit 17 converts the signal received from the microphone 171 into a digital signal and provides the converted signal to the control unit 190. The audio processing unit 17 also provides the audio signal to the speaker 172. The audio processing unit 17 is implemented, for example, by an audio processing processor. The microphone 171 receives an audio input and provides the audio signal corresponding to that audio input to the audio processing unit 17. The speaker 172 converts the audio signal received from the audio processing unit 17 into audio and outputs the audio to the outside of the terminal device 10.
[0035] The location information sensor 150 is a sensor that detects the position of the terminal device 10, and is, for example, a GPS (Global Positioning System) module. A GPS module is a receiving device used in a satellite positioning system. In a satellite positioning system, signals are received from at least three or four satellites, and the current position of the terminal device 10, which is equipped with a GPS module, is detected based on the received signals. The location information sensor 150 may also detect the current position of the terminal device 10 from the position of the wireless base station to which the terminal device 10 is connected.
[0036] Camera 160 is a device that receives light using a photodetector and outputs it as a shooting signal.
[0037] The motion sensor 170 includes, for example, an acceleration sensor, an angular velocity sensor, or a combination thereof. However, it is not limited to these. The motion sensor 170 detects the movement of the terminal device 10 and outputs the sensing result. For example, the motion sensor 170 detects movement when the user moves on the mattress while sleeping, by placing the terminal device 10 on the mattress of a bed where the user sleeps. If a sleep measurement device 11 is connected to the terminal device 10, the motion sensor provided on the sleep measurement device 11 may be used.
[0038] The storage unit 180 is implemented by, for example, memory 15 and storage 16, and stores data and programs used by the terminal device 10. The storage unit 180 stores, for example, user information 181, first object information 182, and second object information 183.
[0039] User information 181 stores information about users who play games based on the game program. Further details will be provided later.
[0040] The first object information 182 stores information about a first relationship between a user and an object. In this embodiment, an object represents, for example, a character or item to appear in gameplay. Objects are assigned to a user by lottery on the server 20 based on, for example, the degree of sleep information. The first relationship represents, for example, the relationship between the user and the object that is assigned based on sleep information. The first relationship changes, for example, when the assigned object is interfered with by the user.
[0041] The expression "a user and an object are associated" is merely an example of a relationship between a user and an object, and may be expressed in other ways. For example, any expression may be used, such as "the user owns the object."
[0042] The second object information 183 stores information about the second relationship between the user and the object. The user can select an object and play predetermined game elements during times other than sleep. If the first relationship between the user and the object satisfies predetermined requirements through a lottery based on sleep information and subsequent interaction with the object, the user can use the object in game elements during times other than sleep. The predetermined requirements in the first relationship are, for example, requirements based on parameters that change through interaction with the object. Specifically, for example, the relationship between the user and the object is expressed by a "trust level" parameter, and the trust level parameter increases through repeated interaction with the object in the game, and the requirement is that this parameter exceeds a certain level. Satisfying the predetermined requirements in the first relationship can be expressed, for example, as the object (character) becoming a companion. The second relationship represents the relationship between the user and the object that is associated based on game elements other than sleep. The second relationship changes, for example, as game elements are performed during times other than sleep.
[0043] Objects associated with a user, or objects that satisfy certain requirements in the first relationship, may be treated, for example, as follows: • Can be exchanged with other users or transferred to other users. • When an object is exchanged or transferred, it is stored in association with information about the user it was originally associated with (this information includes, for example, the username, when it appeared during sleep, and what kind of sleep information it appeared during). The object is stored along with information relating to a user who meets the specified requirements in the first relationship (this user information includes, for example, username, history in specified game elements, interaction history, etc.). Objects are not eligible for replacement simply by being associated with a user; only objects that meet certain conditions (a certain amount of time has passed since the association was made, or a certain amount of time has passed since the association was made) are eligible for replacement. - Objects that merely meet the requirements in the first relationship are not eligible for exchange; only objects that meet the specified conditions (a certain amount of time has passed since the requirements in the first relationship were met, and a certain amount of sleep time has passed since the requirements in the first relationship were met) are eligible for exchange. Each time a user sleeps, an object exchange parameter is accumulated and linked to the user upon waking. When exchanging objects, this parameter is consumed to enable the exchange. (A player who wants to exchange a specific object cannot simply possess the object; they must accumulate the object exchange parameter by getting a sufficient amount of sleep.) • By exchanging it, it will change into a different object than the one it was before. • Users can swap with other users at the same time as they sleep (swaps occur between users who are sleeping at the same time, and between users who are awake at the same time (time slot)). • When exchanging with other users during sleep-related timing, specify the object you want to offer, the object you want to receive, or a combination of these before going to bed. • When you acquire an object through exchange, it becomes more likely to be selected in subsequent draws (parameters related to the probability of selecting an object acquired through exchange are weighted). • The base parameters for the draw will be higher than usual after the exchange (leading to better draw results. Therefore, the cycle of exchanging and sleeping is expected to function effectively).
[0044] The control unit 190 is realized when the processor 19 reads a program stored in the memory unit 180 and executes instructions contained in the program. The control unit 190 controls the operation of the terminal device 10. By operating according to the program, the control unit 190 performs the functions of an operation reception unit 191, a transmission / reception unit 192, a management unit 193, a presentation control unit 194, and a game processing unit 195.
[0045] The operation reception unit 191 processes instructions or information input from the input device 13. For example, the operation reception unit 191 receives instructions or information input from a touch-sensitive device 131, etc. Specifically, for example, the operation reception unit 191 receives a setting of a predetermined time from the user. The predetermined time includes, for example, the planned wake-up time or the planned confirmation time.
[0046] Furthermore, the operation reception unit 191 receives images input from the camera 160. Specifically, for example, the operation reception unit 191 receives the image data captured by the camera 160.
[0047] Furthermore, the operation reception unit 191 receives voice information input from the microphone 171. Specifically, for example, the operation reception unit 191 receives voice data input from the microphone 171 and converted into digital data by the voice processing unit 17.
[0048] Furthermore, the operation reception unit 191 receives behavioral information input from the motion sensor 170. Specifically, for example, the operation reception unit 191 receives a predetermined behavior detected by the motion sensor 170.
[0049] The transmitting / receiving unit 192 performs processing to enable the terminal device 10 to send and receive data with an external device such as the server 20 in accordance with a communication protocol. Specifically, for example, the transmitting / receiving unit 192 transmits instructions input by the user or various information acquired to the server 20. The transmitting / receiving unit 192 transmits the acquired information to the server 20 at predetermined timings. The predetermined timings are, for example, as follows: • When the user requests confirmation of the event details from server 20 • Predetermined cycle • User-specified timing
[0050] The transmitting / receiving unit 192 transmits, for example, sleep information to the server 20. The transmitting / receiving unit 192 also transmits, for example, information about objects obtained through game elements other than sleep to the server 20. Objects obtained through game elements other than sleep are, for example, items related to cultivation, such as nuts. Hereafter, items related to cultivation will be referred to as cultivation items.
[0051] The transmitting / receiving unit 192 also receives information provided by the server 20. The information provided by the server 20 includes, for example, information about the user's sleep results. If the sleep measurement device 11 is transmitting sleep information to the server 20, the transmitting / receiving unit 192 may receive sleep information from the server 20. The information provided by the server 20 also includes, for example, information about the results of a lottery based on sleep information. The information provided by the server 20 also includes, for example, information about sleep status during a period event.
[0052] The management unit 193 manages user information 181, first object information 182, and second object information 183, which are stored in the memory unit 180. For example, when the management unit 193 obtains a user's sleep information, it updates the user information 181 based on the obtained sleep information. Also, when the relationship between the user and an object is updated due to an event that occurs on the server 20, the management unit 193 updates the first object information 182 based on the updated information. Furthermore, when an object is used by the user in a game element other than sleep, the management unit 193 updates the second object information 183.
[0053] The presentation control unit 194 controls the output device 14, etc., to present predetermined information to the user. For example, the presentation control unit 194 controls the output device 14, etc., to present events based on sleep information to the user. For example, the presentation control unit 194 controls the display 141 to display the content of the event to the user.
[0054] Furthermore, for example, the presentation control unit 194 controls the output device 14, etc., to present information related to the period event to the user. Specifically, for example, the presentation control unit 194 presents to the user when they go to sleep that day's sleep is related to the period event. The presentation control unit 194 may also present the effects that the period event has on the sleep information for that day.
[0055] Furthermore, the presentation control unit 194 controls the speaker 142 to generate sounds related to events based on sleep information. The presentation control unit 194 also controls a vibrator (not shown) to generate vibrations related to events based on sleep information.
[0056] Furthermore, for example, the display control unit 194 controls the display 141 to display a management screen for objects associated with the user, based on the information managed in the first object information 182 and the information managed in the second object information 183.
[0057] The game processing unit 195 performs calculations according to the program on the data received as input by the terminal device 10. Specifically, the game processing unit 195 performs processing related to events that occur on the server 20, for example. In addition, the game processing unit 195 performs processing related to daytime game elements other than sleep time, in response to instructions input by the user.
[0058] <1.2 Functional Configuration of the Server> Figure 3 shows an example of the functional configuration of server 20. As shown in Figure 3, server 20 functions as a communication unit 201, a storage unit 202, and a control unit 203.
[0059] The communications unit 201 performs processing to enable the server 20 to communicate with external devices.
[0060] The storage unit 202 includes, for example, a user information table 2021, a settings table 2022, a master table 2023, and a period event table 2024.
[0061] User Information Table 2021 is, for example, a table that stores information about users who play games that use sleep data. User Information Table 2021 is, for example, a table that has columns that store information about users, with User ID as the key.
[0062] The settings table 2022 is a table that stores parameters related to the number of draws, for example. Specifically, in the settings table 2022, parameters for evaluating sleep, which is calculated as one of the phases in an event, are associated with parameters related to the number of draws.
[0063] Master Table 2023 is a table that stores information about objects that can be associated with users. Master Table 2023 associates objects with parameters such as whether or not an object is eligible for a lottery, the probability of an object being won, and the value required to win an object (required parameters). The parameter related to the probability of an object being won and the parameter related to the value required to win an object are, for example, inversely proportional. Specifically, for example, if the parameter related to the probability of an object being won is high (high probability of winning, i.e., low rarity), the parameter related to the value required to win an object tends to be low. Also, if the parameter related to the probability of an object being won is low (low probability of winning, i.e., high rarity), the parameter related to the value required to win an object tends to be high.
[0064] The Period Event Table 2024 is a table that stores information about period events that occur over a predetermined period, for example, in a game that uses sleep data. The Period Event Table 2024 associates various effects applied to each period event.
[0065] The control unit 203 is realized when the processor 29 reads a program stored in the memory unit 202 and executes instructions contained in the program. By operating according to the program, the control unit 203 performs functions as a receive control module 2031, a transmit control module 2032, a management module 2033, a game progress module 2034, and a presentation module 2035.
[0066] The receive control module 2031 controls the process by which the server 20 receives signals from external devices according to a communication protocol.
[0067] The transmission control module 2032 controls the process by which the server 20 transmits signals to external devices according to a communication protocol.
[0068] The management module 2033 manages the tables stored in the storage unit 202. Specifically, for example, when user information is entered, the management module 2033 updates the user information table 2021. Also, when information regarding the number of lottery draws is entered, the management module 2033 updates the settings table 2022. Furthermore, when information regarding objects is entered, the management module 2033 updates the master table 2023. Also, when information regarding period events is entered, the management module 2033 updates the period event table 2024.
[0069] The game progression module 2034 communicates with the server 20 and the terminal device 10, and advances each user's gameplay based on sleep information and other data received from each user's terminal device 10. For example, the game progression module 2034 triggers an event to advance the gameplay. Specifically, for example, as one phase of an event, the game progression module 2034 evaluates the user's sleep based on the user's sleep information. In this case, the game progression module 2034 may evaluate the sleep for that day (the previous day) based on the user's sleep information and information about training items. Hereinafter, the parameters used to evaluate sleep will be referred to as the basic parameters for selection.
[0070] The game progression module 2034, for example, refers to the duration event table 2024 to set the target period for a duration event. The game progression module 2034 may also set the target period by receiving input from the game administrator. If the target period for a duration event is met, the game progression module 2034 reflects the effects set for the duration event in the user's sleep evaluation.
[0071] Specifically, in this embodiment, for example, a period event in which other players support the user's sleep will be described. In this period event, for example, the game progression module 2034 increases the parameters that the user can acquire by adding numerical values based on the sleep evaluations of multiple other players to the user's sleep evaluation. More specifically, for example, the game progression module 2034 calculates a lottery base parameter, which is a parameter that evaluates the user's sleep, based on the user's sleep information. The lottery base parameter of the user to be evaluated may be called the first evaluation value. The game progression module 2034 reads the lottery base parameters of multiple other players and performs statistical processing on the read lottery base parameters. Statistical processing may include, for example, calculating the mean, calculating the median, and extracting representative values. In this embodiment, as an example, the mean of the lottery base parameter will be calculated. The lottery base parameters of other players may be called the second evaluation value. Game progression module 2034 adds the calculated average value, or the average value multiplied by a predetermined coefficient, to the user's base lottery parameters to determine the base lottery parameters for the duration of the event.
[0072] In a limited-time event, the coefficient applied to the average of other players' base parameters for drawing may vary depending on the day of the week. For example, the coefficient may be small on Mondays and increase as the day progresses.
[0073] Furthermore, as one of the phases in the event, the game progression module 2034 performs object selection based on sleep information. Specifically, for example, the game progression module 2034 performs object selection based on the basic selection parameters.
[0074] More specifically, for example, the game progress module 2034 refers to the settings table 2022 and determines the number of draws based on the basic draw parameters. The game progress module 2034 refers to the user information table 2021 and, based on the cumulative value of the basic draw parameters accumulated over a predetermined period, refers to the master table 2023 and determines the group of objects to be drawn. Each object managed in the master table 2023 has a predetermined probability of winning, depending on, for example, the object itself, the type of object, the display method of the object, or at least two combinations of these. In addition, each object managed in the master table 2023 has a predetermined value (required parameter) necessary to win the object, depending on, for example, the object itself, the type of object, the display method of the object, or at least two combinations of these.
[0075] Game Progression Module 2034 performs a lottery (normal lottery, first lottery) for objects and their display modes from the determined object group, based on the set probability of winning. At this time, Game Progression Module 2034 performs a normal lottery for objects and their display modes from the determined object group, from objects and their display modes whose required parameters do not exceed the lottery base parameters. Game Progression Module 2034 subtracts the required parameters of the objects and their display modes selected in the normal lottery from the lottery base parameters. Based on the subtracted value, Game Progression Module 2034 performs a normal lottery for objects and their display modes from the determined object group, based on the set probability of winning. Game Progression Module 2034 repeats the normal lottery for objects and their display modes for a determined number of times, while subtracting the required parameters of the objects and their display modes selected in the normal lottery from the lottery base parameters. This makes it possible for the user to experience things like discovering objects as game characters based on sleep information. Furthermore, it becomes possible to experience new discoveries not only regarding the types of objects but also their display methods. Below, for the sake of clarity, we will explain the case where the lottery target is an object. In other words, we will explain the case where the display method of the object is not included in the lottery target.
[0076] Game progression module 2034 conducts a special draw (second draw) with a higher expected value than the normal draw for selecting an object in a predetermined number of draws. Specifically, for example, game progression module 2034 conducts a special draw for objects from objects whose required parameters do not exceed the remaining value of the base draw parameters, and whose required parameters exceed a predetermined lower limit. In this way, since the special draw targets objects whose required parameters exceed a predetermined lower limit, the expected value of selecting an object with high required parameters is higher than in the normal draw.
[0077] Game progression module 2034 may perform a special lottery to select an object at any of the predetermined number of draws. Specifically, for example, if an object is selected by a special lottery in any draw other than the last, game progression module 2034 subtracts the required parameters of several objects with low required parameters from the remaining value of the base lottery parameters. Game progression module 2034 then performs the special lottery for objects using this subtracted value as the lower limit. Alternatively, for example, if an object is selected by a special lottery in any draw other than the last, game progression module 2034 performs the object lottery starting with the object with the highest required parameters relative to the remaining value of the base lottery parameters.
[0078] Furthermore, for example, if an object is selected by a special lottery in the final draw, the game progression module 2034 will perform the object draw starting with the object with the highest required parameters relative to the remaining values of the lottery base parameters. This ensures that the lottery is performed in a way that uses up all of the calculated lottery base parameters, without leaving any remaining.
[0079] Furthermore, if the game progression module 2034 does not have an object whose required parameters fit within the remaining values of the base parameters for selection, it will select an object starting with the object with the minimum required parameters.
[0080] Furthermore, the game progression module 2034 will, for example, re-run the lottery a predetermined number of times if the number of times the same object or the same display mode has been selected meets certain requirements. The predetermined requirements are, for example, as follows: • The same object is selected a predetermined number of times (duplicate species). - The same object is selected a predetermined number of times relative to the number of draws (duplicate species). • The same display mode for an object is selected a predetermined number of times (overlap in display modes). - The same display mode of an object is selected a predetermined number of times relative to the number of draws (overlap in modes).
[0081] Game progress module 2034 will repeat the lottery for the determined number of times if the re-draw meets the specified requirements. Game progress module 2034 will not repeat the lottery if the specified requirements are met for the specified number of consecutive times.
[0082] The game progression module 2034 may, for example, conduct a draw regardless of the number of draws if certain requirements are met. In other words, the game progression module 2034 may increase the number of draws if certain requirements are met. The game progression module 2034 may, for example, not subtract the required parameters of an object determined in a draw with an increased number of draws from the draw base parameters. The game progression module 2034 may, for example, definitively select a certain object in a draw with an increased number of draws. The game progression module 2034 may, for example, conduct the draw for objects starting from the display mode with the lowest required parameters. The predetermined requirements are, for example, as follows: • Performing the prescribed tasks • Use of designated items • Achieving the predetermined quota
[0083] The game progression module 2034 may, for example, weight parameters related to the probability of selecting a given object when certain requirements are met. For example, the game progression module 2034 may weight the probability parameters of these objects so that the probability of selecting an object associated with a given event increases. The game progression module 2034 may also switch the group of objects to be selected. The predetermined requirements are, for example, as follows: • Occurrence of a specific event with a limited timeframe • Performing the prescribed tasks • Use of designated items
[0084] More specifically, when an event occurs in which a symbolic object representing a given attribute appears, the game progression module 2034 weights the probability parameters of these objects, for example, to increase the probability of determining the object associated with the corresponding attribute and the symbolic object in question.
[0085] Furthermore, as one of the phases in the event, the game progression module 2034 provides the user with an opportunity to interfere with one of the objects selected by lottery. Specifically, for example, the game progression module 2034 accepts from the user a designation for one of the objects selected by lottery. The game progression module 2034 accepts from the user an interference with the object designated by the user. In this embodiment, interference with an object is, for example, a process in which a trust parameter is set for the object, and the trust parameter is improved by attaching an item to improve the relationship. Hereafter, the item attached to an object to improve the relationship will be referred to as an attached item.
[0086] Game progression module 2034 changes the first relationship to an object based on the number, type, or combination of items given to the object. If the first relationship meets certain requirements, game progression module 2034 makes the object that meets the requirements available for use by the user in game elements other than sleep.
[0087] Furthermore, the game progression module 2034 handles game elements other than sleep. When a user and an object are associated and a game element is performed, the game progression module 2034 increases a parameter related to the second relationship of the associated object by an amount corresponding to a predetermined element. This predetermined element may be, for example, the amount of time the user was associated with the object, or the amount of sleep taken during that time.
[0088] Furthermore, as one phase of the event, the game progression module 2034 grants rewards to the user based on sleep information. Specifically, for example, the game progression module 2034 grants predetermined rewards to the user based on the basic parameters of the lottery. The rewards may be items, points that can be used for predetermined purposes, etc.
[0089] If the period falls within the target period of a limited-time event, the game progression module 2034 will grant rewards based on a sleep evaluation that reflects the effects set for the limited-time event. Specifically, for example, the game progression module 2034 calculates a sum of the user's base lottery parameters and evaluation values based on the base lottery parameters of multiple other players. The game progression module 2034 accumulates these sums and determines the rewards based on the accumulated values.
[0090] The presentation module 2035 presents information to the terminal device 10. Specifically, for example, the presentation module 2035 presents events generated by the game progression module 2034 to the terminal device 10. The presentation module 2035 also presents information regarding period events to the terminal device 10.
[0091] <2 Data Structure> Figures 4 to 6 show the data structure of the information stored by the terminal device 10. Note that Figures 4 to 6 are examples and do not exclude data that is not shown.
[0092] Figure 4 shows an example of the data structure of user information 181. The user information 181 shown in Figure 4 is a table with user ID as the key and columns such as name, age, address, date of birth, registration date, planned wake-up time, held items, and sleep information. User information 181 may also have columns that store the cumulative value of the lottery base parameters. The cumulative value of the lottery base parameters changes to a predetermined value after a predetermined period (for example, one week) has elapsed.
[0093] The User ID is an item that stores an identifier to uniquely identify the user. The Name is an item that stores the user's name. The Age is an item that stores the user's age. The Address is an item that stores the user's place of residence. The Date of Birth is an item that stores the date the user was born. The Registration Date is an item that stores the date the user started using the game according to this embodiment.
[0094] The "Scheduled Wake-Up Time" field stores the time the user is scheduled to wake up. Waking up refers to, for example, waking from sleep and starting activities. The scheduled wake-up time is set, for example, based on user input. The "Holding Items" field stores information about items the user possesses that are usable in the game. Items the user possesses can be rephrased as, for example, items associated with the user. Items include, for example, training items or granting items. The "Holding Items" field stores, for example, the names and quantities of items the user possesses.
[0095] The "Sleep Information" field is an item that stores sleep information about the user. For example, the "Sleep Information" field may store sleep information from the previous night. Alternatively, the "Sleep Information" field may also store sleep information for a predetermined number of past days.
[0096] Figure 5 shows an example of the data structure of the first object information 182. The first object information 182 shown in Figure 5 is a table with columns such as name, first level, parameters, and first detailed information, with the object ID as the key. In addition to these, the first object information 182 may also contain information such as rarity.
[0097] The Object ID is an item that stores an identifier to uniquely identify an object. The Name is an item that stores the name of the object. The First Level and Parameter are items that store an example of the first relationship between the user and the object. The "First Level" and "Parameter" items are indicators of the depth of the relationship between the user and the object. The "First Level" item stores, for example, an integer of 0 or more. The "Parameter" item stores, for example, a number from 0 to a predetermined value (for example, 100). When the value of the "Parameter" item reaches the predetermined value which is the maximum value, the value of the "Parameter" item becomes 0, and the value of the "First Level" item is incremented by 1. The value of the "Parameter" item increases when the user interacts with the object. Specifically, for example, the "Parameter" item increases according to the number and type of assigned objects that have been assigned to the object.
[0098] The first detailed information is, for example, an item that stores the manner (display manner) associated with the user. In this embodiment, the manner represents, for example, the facial expression of an object, or in other words, for example, a sleeping face, sleeping posture, or sleeping position. The item "First Detailed Information" stores which of the four manners set for each object it is associated with. In the item "First Detailed Information," for example, "1" is set for the associated manner and "0" is set for the unassociated manner.
[0099] Figure 6 shows an example of the data structure of the second object information 183. The second object information 183 shown in Figure 6 is a table with columns such as object ID, name, second level, parameters, vitality level, type, attributes, and second detailed information, with the management ID as the key. In addition to these, the second object information 183 may also contain information such as rarity.
[0100] The Management ID is an item that stores an identifier to uniquely identify an object as a usable individual. Even the same object can have multiple individuals. The Second Level and Parameter are items that store an example of a second relationship between the user and the object as an individual. The "Second Level" and "Parameter" items are indicators of the depth of the relationship between the user and the object. The "First Level" item stores, for example, an integer of 0 or more. The "Parameter" item stores, for example, a number from 0 to a predetermined value (for example, 100). When the value of the "Parameter" item reaches the predetermined value which is the maximum value, the value of the "Parameter" item becomes 0, and the value of the "First Level" item is incremented by 1. The value of the "Parameter" item increases, for example, when the user uses the object as an individual for game elements other than sleep. Also, the value of the "Parameter" item increases, for example, when a certain item is used.
[0101] The "Energy Level" parameter stores the extent to which an object can be used for game elements outside of sleep time. The "Energy Level" parameter stores a numerical value from, for example, 0 to a predetermined value (e.g., 100). For example, the closer the value is to the predetermined value, the longer the user can use the object for game elements, and if it is 0, it cannot be used for game elements. The "Energy Level" parameter recovers when the user's waking is detected. The amount of recovery may be a predetermined amount, an amount corresponding to sleep information, an amount corresponding to the object, or it may fully recover. The "Energy Level" parameter is a parameter that changes when the user's waking is detected, even if the user has not confirmed an event.
[0102] The "Type" field stores the type of object. In this embodiment, the object type includes, for example, characters, training items, and granting items. The "Attribute" field stores the properties to which the object, as a character, belongs. In this embodiment, the attributes include, for example, fire, water, lightning, grass, super, steel, dark, fighting, etc. Attributes include those that are advantageous when facing each other, and those that are disadvantageous. The "Second Detailed Information" field stores the advantageous effects that the object as an individual possesses. Advantageous effects are, for example, effects that are exhibited in game elements outside of sleep. Advantageous effects include, for example, effects that allow the acquisition of many training items, or effects that allow the acquisition of training items of higher rarity. The "Second Detailed Information" field stores not only the effects that the object as an individual currently possesses, but also effects that it may acquire in the future. As the individual's second level increases, it becomes possible to acquire new effects.
[0103] In the second object information 183, for example, when the first level in the first object information 182 is incremented, a record for the individual object whose first level has been incremented is added.
[0104] Figures 7 to 10 show the data structure of the information stored by server 20. Note that Figures 7 to 10 are examples and do not exclude data that is not shown.
[0105] Figure 7 shows an example of the data structure of User Information Table 2021. The User Information Table 2021 shown in Figure 7 is a table that uses User ID as the key and has columns such as Name, Age, Address, Date of Birth, Registration Date, Planned Wake-Up Time, Related Objects, and Sleep Information. User Information Table 2021 may also have columns that store the area where the user lives, the cumulative value of the lottery base parameters, a column that stores a flag indicating participation in a period event, and a column that stores information representing friendship relationships. The cumulative value of the lottery base parameters changes to a predetermined value after a predetermined period (e.g., one week) has elapsed.
[0106] Related objects are fields that store information about objects associated with a user. For example, the "Related Objects" field stores information about an object (character) as an individual associated with the user. This information about a character includes, for example, the management ID, object ID, name, second level, parameters, health level, type, attributes, and second detailed information. The "Related Objects" field also stores information about items associated with a user. This information about items includes, for example, the name and quantity of items owned by the user.
[0107] The "Sleep Information" field stores sleep information about the user. For example, the "Sleep Information" field stores sleep information from the previous night. Note that "Sleep Information from the previous night" can be rephrased as, for example, the previously acquired sleep information or the most recent acquired sleep information. Furthermore, the "Sleep Information" field stores the user's base parameters for selection, calculated based on the previous night's sleep information.
[0108] Sleep information from the previous night is stored when the user submits the sleep information. In other words, if sleep information is sent to server 20 in association with an event confirmation request, the previous night's sleep information will not be stored in user information table 2021 unless the user requests event confirmation. If the user does not confirm the evaluation of the previous night's sleep, the next day's sleep information cannot be received. Therefore, even if the previous night's sleep information is stored, if the event is not confirmed due to the user holding off, the next day's sleep information cannot be received, and the next event will not occur. Specifically, the inability to receive the next day's sleep information includes, for example, the inability to input information indicating that the user has gone to bed (the inability to press the sleep start button), the failure to start sleep detection, and the failure to receive sleep information at server 20. Thus, the sleep information stored in the "Sleep Information" item becomes available for storage of the next day's sleep information once the event is confirmed by the user. The "Sleep Information" item is a parameter that does not accept updates unless the event is confirmed by the user.
[0109] Furthermore, the "Sleep Information" field may store, for example, past sleep information. The past sleep information stored in User Information Table 2021 may be older than the past sleep information stored in User Information 181. In other words, User Information 181 may store only a portion of the past sleep information stored in User Information Table 2021.
[0110] Figure 8 shows an example of the data structure of the settings table 2022. The settings table 2022 shown in Figure 8 is a table that has columns such as setting ID, lottery base parameter, field 1, field 2, field 3, etc. The settings table 2022 may also have columns from field 4 onwards.
[0111] The Setting ID is an item that stores an identifier to uniquely identify the setting. The Lottery Base Parameter is an item that stores the lower limit value of the lottery base parameter that corresponds to the corresponding column. Field 1 is an item that stores the number of draws in the first field, which is a setting when performing the lottery. Field 2 is an item that stores the number of draws in the second field, which is a setting when performing the lottery. Field 3 is an item that stores the number of draws in the third field, which is a setting when performing the lottery.
[0112] Figure 9 shows an example of the data structure of master table 2023. Master table 2023 shown in Figure 9 is a table having columns such as management ID, name, object ID, form, attributes, frequency, unlock, and required parameters. Master table 2023 may also have a column that stores the sleep type, which defines the sleep type of an object. When the user's sleep type is determined, the object corresponding to the user's sleep type may be more likely to be selected. Master table 2023 may also have a column that stores fields associated with an object. When a certain field is set, the object associated with that field may be more likely to be selected.
[0113] The Management ID is an item that stores an identifier to uniquely identify the object to be included in the lottery. Even the same object may be included individually depending on its form. The Form is an item that stores the display form of the object. The Frequency is an item that stores parameters related to the probability of an object being selected. The Unlock is an item that stores parameters related to whether or not an object is included in the lottery. The "Unlock" item stores the parameters for an object related to the column to be included in the lottery, that is, the parameters for being unlocked. The parameters stored in the "Unlock" item are, for example, ranks determined based on the cumulative value of the lottery base parameters. When the rank stored in the "Unlock" item is reached, the object related to the corresponding column will be selected as an object to be included in the lottery. As a predetermined number of days pass, the lottery base parameters calculated daily accumulate, increasing the cumulative value. As the cumulative value increases, the number of objects that are unlocked increases, and the lottery is conducted from a variety of objects and their display forms.
[0114] Figure 10 shows an example of the data structure of the Period Event Table 2024. The Period Event Table 2024 shown in Figure 10 is a table that uses the Period Event ID as the key and has columns such as Name, Period, First Parameter, Second Parameter, Benefit, and Occurrence Rate.
[0115] The Period Event ID is an item that stores an identifier to uniquely identify a period event. Even for the same period event, different IDs may be assigned if the resulting effects differ. The Name is an item that stores the name of the period event.
[0116] The "Period" field stores the duration of the period event. The "Period" field may contain multiple consecutive periods or a single date. The "First Effect" field stores the effects that occur as a result of the period event. The "First Effect" field stores, for example, the effects applied to the user's lottery base parameters. In this embodiment, the "First Effect" field represents a formula for calculating the value added to the user's lottery base parameters, and during the period, the value calculated by the formula described in the "First Effect" field is added to the lottery base parameters. The "Second Parameter" field stores other effects that occur as a result of the period event. The "Second Effect" field stores, for example, other effects applied to the user's lottery base parameters. In this embodiment, the "Second Effect" field represents a formula for calculating the value added to the user's lottery base parameters starting from day X of the period event, and during the period, the value calculated by the formula described in the "Second Effect" field is added to the lottery base parameters. For example, from day X of a limited-time event, the second effect is applied, and the coefficient used to calculate values based on other players' base parameters for lottery becomes larger.
[0117] The "Benefits" field stores the benefits granted to users during a period-based event. For example, the "Benefits" field stores the details of the benefit and a corresponding numerical value. This numerical value might correspond to the cumulative value of a base lottery parameter calculated based on the amount of sleep taken during the event period. The "Target Objects" field stores other effects resulting from the period-based event. For example, the "Target Objects" field stores objects whose appearance rate increases and the parameters related to their appearance. Additionally, the "Target Objects" field may include special objects that are only selected as targets during the period-based event.
[0118] The 2024 event schedule table may store information about currently running events, past events, and future events.
[0119] <3 operations> The operation of the terminal device 10 and the server 20 according to this embodiment will be described.
[0120] (Actions taken before going to sleep) Figure 11 is a flowchart showing an example of the operation of the terminal device 10 when the user goes to sleep.
[0121] First, when going to sleep, the user operates the terminal device 10 to play a game that uses sleep information and runs the program related to the game. The user operates the terminal device 10 to display a button on the display 141 that notifies the user that it is time to sleep.
[0122] In step S11, the terminal device 10 receives an instruction from the user to go to sleep. Specifically, when going to sleep, the user presses a button displayed on the display 141. The operation reception unit 191 receives the user's button press as an instruction to go to sleep.
[0123] In step S12, the terminal device 10 determines whether the bedtime for that day is part of a period event. Specifically, the game processing unit 195 refers to the date on which the period event is held and determines whether the bedtime for that day is part of a period event. If the bedtime for that day is part of a period event, the game processing unit 195 proceeds to step S13. If the bedtime for that day is not part of a period event, the game processing unit 195 proceeds to step S14.
[0124] In step S13, the terminal device 10 informs the user that the sleep to be started is sleep within a period event. Specifically, the presentation control unit 194 refers to the date of this day and obtains information about the period event corresponding to the date from the server 20. The presentation control unit 194 displays the obtained information on the display 141. This can also be rephrased as the server 20 informing the user that the sleep to be started is sleep within a period event.
[0125] Figure 12 is a schematic diagram showing an example of the display on the display 141 of the terminal device 10. In the example shown in Figure 12, the display control unit 194 causes the display 1411 to display area 1411. Area 1411 is an area for displaying information about ongoing period events. For example, the display control unit 194 displays the name of the ongoing period event in area 1411. In the example in Figure 12, "Let's Sleep Together Week" is displayed as the name of the period event. The display control unit 194 may also display the effects that occur during the period event in area 1411. In the example in Figure 12, "Everyone's sleep power will be added to your sleep power!" is displayed as an effect that occurs during the period event. In other words, it is shown that a value based on the lottery base parameters of other players will be added to the user's lottery base parameters. Also, in the example in Figure 12, "There will be a wonderful present depending on the sleep power accumulated during the period!" is displayed as an effect that occurs during the period event. In other words, it is indicated that the reward is awarded based on the sum of the user's lottery base parameters and the values based on the lottery base parameters of other players. The display control unit 194 may also display that if the user does not get enough sleep, the values based on the lottery base parameters of other players will not be added together.
[0126] The date change during a limited-time event is not limited to midnight. For example, the in-game date may change at 4 AM. The rewards obtained from sleep vary depending on whether or not a limited-time event is ongoing. Furthermore, even within a limited-time event, the rewards obtained vary depending on the day of the event. Therefore, by making users aware whether their current sleep falls under the category of sleep within a limited-time event or sleep on a specific day within the event, it is possible to influence their motivation to sleep. In other words, it is possible to create a motivation for users to get enough sleep because a limited-time event is ongoing.
[0127] The display control unit 194 displays, for example, a button 14111 in area 1411 to indicate that the displayed content has been confirmed. When the user confirms the information displayed in area 1411, they press the button 14111. When the button 14111 is pressed, the game processing unit 195 proceeds to step S14.
[0128] In step S14, the terminal device 10 notifies the server 20 that the user has started sleeping. Specifically, the transmitting / receiving unit 192 sends to the server 20 the fact that the user has started sleeping and the time the user started sleeping.
[0129] Furthermore, if the start of sleep is transmitted to the server 20 without the terminal device 10 being operated, for example, if the start of sleep is transmitted to the server 20 by pressing a button on the sleep measurement device 11, the presentation control unit 194 may present information regarding the period event to the user through the speaker of the sleep measurement device 11 or the speaker 172 of the terminal device 10.
[0130] Furthermore, the display control unit 194 may display on the display 141 that the relevant day is a period event when a game using sleep information is launched.
[0131] (Actions upon waking up) Figure 13 is a flowchart illustrating an example of the operation of the terminal device 10 when the user wakes up. The user generally sleeps every day. Therefore, the terminal device 10 and server 20 repeatedly perform actions based on sleep information each time the user sleeps. Note that the actions of the terminal device 10 and server 20 based on sleep information may be performed multiple times a day. For example, the terminal device 10 and server 20 may also perform actions for sleep such as sleeping in again or taking a nap.
[0132] In step S21, the terminal device 10 detects that the user has woken up. Specifically, for example, the control unit 190 receives operation input from the user to the terminal device 10 via the operation reception unit 191. For example, the operation input is an operation to confirm sleep information. An operation to confirm sleep information includes, for example, an operation to declare that the user has woken up, such as pressing a button that indicates that the user has woken up. An operation to confirm sleep information also includes, for example, an operation to stop the alarm that is sounded at the scheduled wake-up time.
[0133] In step S22, the terminal device 10 acquires sleep information. Specifically, for example, when the control unit 190 detects that the user has woken up using the game processing unit 195, it terminates the measurement of the user's sleep information. The management unit 193 aggregates the sleep information. The management unit 193 stores the aggregated sleep information in the user information 181.
[0134] In step S23, the terminal device 10 receives an instruction from the user to check the event details. Note that a setting may be configured beforehand to check whether or not to check the event details. The game processing unit 195 decides whether or not to check the event details according to the configured setting.
[0135] In step S24, the terminal device 10 accesses the server 20. Specifically, for example, if it receives an instruction to check the contents of an event, the control unit 190 transmits the sleep information stored in the user information 181 to the server 20 via the transmitting / receiving unit 192. The transmitting / receiving unit 192 also transmits a request to the server 20 to check the contents of an event.
[0136] (Action taken when an event occurs) Figure 14 is a diagram illustrating an example of the operation of the terminal device 10 and the server 20 when an event occurs.
[0137] First, the server 20 receives sleep information and a request to confirm the content of the event from the terminal device 10.
[0138] In step S31, the server 20 generates an event. As part of the event, the server 20 evaluates the user's sleep. Specifically, for example, the control unit 203 calculates the base lottery parameters based on the user's sleep information and information about the training items acquired through game elements during the day, using the game progress module 2034. The game progress module 2034 refers to the period event table 2024 to determine whether the day corresponds to a period event, and if it does, reads the value of the item "First Effect" for the relevant period event. The game progress module 2034 then adds the value based on the other players' base lottery parameters to the player's own base lottery parameters, for example, based on the First Effect. The presentation module 2035 then presents the user with the evaluation results of their sleep. The transmission control module 2032 then transmits information to the terminal device 10 to display the user's sleep evaluation results, for example.
[0139] In step S32, the terminal device 10 displays the sleep evaluation results. Specifically, for example, the display control unit 194 first displays the calculated lottery base parameters on the display 141, and then displays the value obtained by multiplying the effect of the period event on the display 141.
[0140] In step S33, the server 20, as part of the event, selects an object based on the sleep information. The presentation module 2035, for example, presents the result of the selection to the user. The transmission control module 2032, for example, transmits information to the terminal device 10 for displaying the result of the selection.
[0141] In step S34, the terminal device 10 displays the lottery result.
[0142] In step S35, the server 20 provides the user with an opportunity to interact with one of the objects determined by lottery, as part of an event. Specifically, for example, the game progression module 2034 provides an opportunity to improve the first relationship by granting an item to one of the objects determined by lottery. The presentation module 2035 presents the user with an opportunity to interact with an object. The transmission control module 2032 transmits information to the terminal device 10 to display an opportunity to interact with an object.
[0143] In step S36, the terminal device 10 displays an opportunity for interference with the object.
[0144] The user selects a desired object from a group of objects determined, for example, by lottery. The display control unit 194 displays a screen on the display 141 showing how to assign items to the selected object. The user assigns multiple items to the selected object. The transmitting / receiving unit 192 transmits the results of the interference with the object to the server 20.
[0145] In step S37, the server 20 updates the user information table 2021. Specifically, the control unit 203 updates the "Related Objects" item in the user information table 2021 based on the interference results received from the terminal device 10 by the management module 2033.
[0146] (Lottery based on sleep data) Figure 15 is a flowchart illustrating an example of the operation of server 20 when conducting a lottery based on sleep information. In this explanation, for the sake of clarity, we will describe the case where the lottery target is an object. In other words, we will describe the case where the display form of the object is not included in the lottery target.
[0147] In step S41, the server 20 determines the number of draws. Specifically, for example, the control unit 203 of the server 20 uses the game progress module 2034 to compare the draw base parameter, which has been affected by the period event, with the currently set field in the setting table 2022. The game progress module 2034 determines the number of draws to be determined from the draw base parameter and the currently set field. More specifically, for example, if the draw base parameter is "4000" and the set field is "Field 1", the game progress module 2034 refers to the setting table 2022 and determines the number of draws to be "3".
[0148] In step S42, the server 20 determines the group of objects to be drawn. Specifically, for example, the game progress module 2034 adds the newly calculated basic drawing parameters to the cumulative value calculated at the time of waking up to calculate the cumulative value of the basic drawing parameters. Based on the cumulative value, the game progress module 2034 determines the rank of the cumulative value. For example, the game progress module 2034 has several thresholds set in advance, and determines the rank by comparing the cumulative value with the thresholds.
[0149] Game progression module 2034 extracts objects unlocked at or below the determined rank from master table 2023 and makes them the objects to be drawn. In other words, if the rank is 2, the objects to be drawn will be those with "1" stored in the "Unlock" field and those with "2" stored in the field. At this time, game progression module 2034 may also extract special objects from a limited-time event to form an object group. Extracting special objects means, for example, selecting special objects from master table 2023 as objects to be drawn so that objects that only appear during a limited-time event are selected. In other words, outside of a limited-time event, these special objects will not be extracted from master table 2023 as objects to be drawn.
[0150] In step S43, the server 20 determines whether the draw is the last draw. If it is not the last draw (No in step S43), the game progress module 2034 moves the process to step S44. If it is the last draw (Yes in step S43), the game progress module 2034 moves the process to step S45.
[0151] In step S44, the server 20 performs a normal draw (first draw). Specifically, for example, the game progression module 2034 draws objects from the determined group of objects, starting with those whose required parameters do not exceed the remaining values of the draw base parameters. The probability of each object being drawn is calculated, for example, by using the sum of the "frequency" values of the objects included in the group of objects as the denominator and the "frequency" value of each object as the numerator.
[0152] The game progression module 2034 may weight parameters related to the probability of selecting a specific object when certain requirements are met, such as during a predetermined event period. For example, the game progression module 2034 may weight the "frequency" value of the corresponding object to improve the probability of winning that object.
[0153] The game progression module 2034, if there are no objects with the required parameters that fit within the remaining values of the base parameters for selection, will perform an object selection starting with the object with the minimum required parameters.
[0154] Game progression module 2034 subtracts the required parameters of the object selected by lottery from the remaining values of the base parameters for lottery.
[0155] In step S45, the server 20 conducts a special lottery (second lottery) with a higher expected value than the normal lottery. Specifically, for example, the game progression module 2034 conducts an object lottery from the determined group of objects, starting with objects whose required parameters do not exceed the remaining values of the lottery base parameters, and whose required parameters exceed the predetermined lower limit. This can be rephrased as, for example, the game progression module 2034 conducting an object lottery from the determined group of objects, starting with the object with the highest required parameters relative to the remaining values of the lottery base parameters.
[0156] The game progression module 2034 may weight parameters related to the probability of selecting a specific object when certain requirements are met, such as during a predetermined event period. For example, the game progression module 2034 may weight the "frequency" value of the corresponding object to improve the probability of winning that object.
[0157] The game progression module 2034, if there are no objects with the required parameters that fit within the remaining values of the base parameters for selection, will perform an object selection starting with the object with the minimum required parameters.
[0158] Game progression module 2034 subtracts the required parameters of the object selected by lottery from the remaining values of the base parameters for lottery.
[0159] In step S46, the server 20 determines whether or not it has performed the determined number of draws. Specifically, for example, if the game progress module 2034 has determined that it will perform 3 draws, it determines whether or not it has performed 3 draws. If it has performed the determined number of draws, the game progress module 2034 moves the process to step S47. If it has not yet performed the determined number of draws, the game progress module 2034 moves the process to step S43 and repeats the process from steps S43 to S45.
[0160] In step S47, the server 20 determines whether the lottery result satisfies predetermined requirements. Specifically, for example, the game progress module 2034 determines whether the number of times the same object has been selected satisfies predetermined requirements. For example, the game progress module 2034 determines whether four objects are identical (have the same object ID) when the number of lottery draws is four. Also, for example, the game progress module 2034 determines whether four objects are identical when the number of lottery draws is six. Also, for example, the game progress module 2034 determines whether four objects are identical when the number of lottery draws is eight.
[0161] If the lottery result meets the predetermined requirements (Yes in step S47), the game progress module 2034 moves the process to step S48. If the lottery result does not meet the predetermined requirements (No in step S47), the game progress module 2034 moves the process to step S49.
[0162] In step S48, the server 20 discards the lottery results. Specifically, for example, the game progression module 2034 discards all objects selected in the lottery for the number of draws, and then proceeds to step S43.
[0163] In step S49, the server 20 determines whether there is an additional draw. Specifically, for example, the game progress module 2034 determines whether it has met the predetermined requirements for an additional draw. If it has, the game progress module 2034 moves the process to step S410. If it has not, the game progress module 2034 terminates the process.
[0164] In step S410, the server 20 performs an additional lottery. Specifically, for example, the game progression module 2034 selects a pre-configured object. The game progression module 2034 may select an object from the determined object group, or it may select an object from a group other than the determined object group. The game progression module 2034 may also select an object configured in a time-limited event. If the display mode of an object is included in the lottery, the game progression module 2034 may perform a lottery for the display mode of the object, or it may select a pre-configured display mode. The pre-configured display mode is, for example, the display mode with the lowest required parameters. The game progression module 2034 does not subtract the required parameters of the selected object and the object's display mode from the lottery base parameters.
[0165] Note that the lottery process performed by server 20 is not limited to the steps shown in Figure 12. For example, the example shown in Figure 12 describes a case where a special lottery is conducted in the final lottery, but the special lottery may be conducted in any lottery.
[0166] Furthermore, the processing in steps S49 and S410 is not limited to after step S47. The game progression module 2034 may perform these processes at any timing as shown in Figure 12.
[0167] (Calculation of basic parameters for lottery during period-based events) Figure 16 is a flowchart showing an example of the operation of server 20 when calculating the basic parameters for the lottery during a period event.
[0168] In step S51, the server 20 retrieves the sleep information of its own user (hereinafter referred to as the first player) that was stored during the event period and calculates a sleep evaluation value for the first player. Specifically, for example, the game progress module 2034 refers to the user information table 2021 and retrieves the sleep information of the first player from the previous night. The game progress module 2034 calculates the base parameters for the draw based on the retrieved sleep information of the first player and the information on the training items acquired in the daytime game elements. Note that sleep is not limited to nighttime; sleep taken at times other than night (for example, during the day) may also be included as long as it falls within the time period to be measured.
[0169] In step S52, the server 20 calculates values based on the lottery base parameters of multiple players other than the first player (hereinafter referred to as second players) that were stored during the period event. Specifically, for example, the game progress module 2034 refers to the user information table 2021 and reads the lottery base parameters of the second players that were calculated the night before last. Note that sleep is not limited to nighttime; sleep taken at times other than night (e.g., during the day) may also be included as long as it falls within the time period being measured.
[0170] Specifically, the game progression module 2034 reads, for example, the base lottery parameters of the second player that were calculated from 4:00 AM the previous day to 3:59 AM the current day. The game progression module 2034 calculates the average value of the multiple lottery base parameters that it has read. The game progression module 2034 multiplies the calculated average value by a predetermined coefficient. The coefficient multiplied by the average value may take different values depending on the number of days in the event period. For example, the coefficient multiplied by the average value may become larger as the event period progresses.
[0171] If the game progression module 2034 cannot obtain sleep information of an evaluable length in step S51, it does not execute step S52. The game progression module 2034 calculates the lottery base parameters, for example, if the sleep time is greater than or equal to a predetermined length. In other words, if the game progression module 2034 cannot calculate the lottery base parameters, it does not execute step S52. Not executing step S52 includes, for example, the game progression module 2034 not calculating values based on the lottery base parameters, not reading the lottery base parameters of the second player, and not executing any further processing even if the lottery base parameters are read.
[0172] Even if a sufficient amount of sleep time for evaluation is not obtained for the first player, the game progression module 2034 may calculate the second player's base lottery parameters or a value based on the second player's base lottery parameters. The presentation module 2035 may, for example, present the calculated second player's base lottery parameters or a value based on the second player's base lottery parameters to the first player as lost base lottery parameters that the first player would have been able to obtain if they had been sleeping. The presentation module 2035 may also, for example, present the second player's base lottery parameters or a value based on the second player's base lottery parameters to the first player as history during the event, associated with the corresponding date.
[0173] In step S53, the server 20 calculates the lottery base parameters that the first player will acquire for a given day in the period event, including an evaluation of the second player's sleep. Specifically, for example, the game progression module 2034 adds a value based on the second player's lottery base parameters to the first player's lottery base parameters. The parameter obtained by adding the value based on the second player's lottery base parameters to the first player's lottery base parameters serves the same role as the lottery base parameters, but in the following explanation, it will be referred to as the summation value for clarity. The presentation module 2035 presents the process of calculating the summation value to the first player's terminal device 10.
[0174] In step S54, server 20 accumulates the sum. Specifically, for example, if game progress module 2034 has sums calculated on different days during the event, it adds the newly calculated sum to the sums calculated on the other days. Game progress module 2034 accumulates the sum for a predetermined period included in the event. In other words, game progress module 2034 does not reset the accumulated sum for a predetermined period included in the event.
[0175] In step S55, the server 20 grants the first player a reward corresponding to the accumulated total value. Specifically, for example, the game progress module 2034 determines whether the accumulated total value has reached a numerical value corresponding to the reward content, which is stored in the period event table 2024. If the accumulated total value has reached a numerical value corresponding to the reward content, the game progress module 2034 grants the first player the corresponding reward. The presentation module 2035, for example, presents to the first player's terminal device 10 that a reward has been granted to the first player. The transmission control module 2032, for example, transmits information about the reward to the first player's communication terminal 10. The management unit 193, for example, stores the object granted as a reward in the "Holding Items" item of the user information 181.
[0176] Game progression module 2034 may unlock a predetermined object as a reward if that object is granted. In other words, for example, after a predetermined object is granted as a reward, that object may be made available for selection through a daily lottery.
[0177] Figure 17 is a schematic diagram showing an example of the display on the display 141 of the terminal device 10. In the example shown in Figure 17, the display control unit 194 causes area 1412 to be displayed on the display 141. Area 1412 is an area for displaying parameters and benefits acquired by the first player, as the user, based on sleep the previous day.
[0178] Icon 14121 represents the first player. The display control unit 194 displays the lottery base parameters calculated for the first player below icon 14121. In Figure 17, the lottery base parameters are displayed as "Your Sleepiness Power".
[0179] Icon 14122 represents multiple second players. The display control unit 194 displays a value calculated based on the lottery base parameters of the multiple second players below icon 14122. In Figure 17, the value calculated based on the lottery base parameters of the second players is displayed as "Everyone's Sleepiness Power". In Figure 17, "Everyone's Sleepiness Power" is, for example, the value obtained by multiplying the average value of the lottery base parameters of the second players by a coefficient of 1.5.
[0180] Text 14123 represents the sum of the values calculated based on the first player's base lottery parameters and the second player's base lottery parameters. In Figure 17, the sum is displayed as "Total Sleep Power".
[0181] Bar 14124 represents the progress towards receiving the next reward. The value at which the next reward is granted may be located at the right end of Bar 14124. Bar 14124 may also have memory between its left and right ends, with each memory corresponding to a value that grants a reward. Note that Bar 14124 does not necessarily have to be displayed in area 1412. The display control unit 194 may display Bar 14124 on a different screen than Text 14123. For example, the display control unit 194 may display Bar 14124 on the screen after Text 14123 has been confirmed by the first player.
[0182] Button 14125 indicates that the displayed content has been confirmed. The user presses button 14125 after confirming the information displayed in area 1412.
[0183] Figure 18 is a schematic diagram showing other display examples of the display 141 of the terminal device 10. In the example shown in Figure 18, the display control unit 194 causes the display 1411 to display area 1413. Area 1413 is an area for indicating that a value based on the lottery base parameters of other players that was supposed to be added has disappeared. For example, the display control unit 194 displays in area 1411 the value based on the lottery base parameters of other players that was supposed to be added but has disappeared. In the example in Figure 18, the value based on the lottery base parameters of other players that was supposed to be added but has disappeared is displayed as, "If you played last night, you could have received 600 sleep power points." The display control unit 194 may also display text encouraging the player to play in area 1411. In the example in Figure 18, the text encouraging the player to play is displayed as, "Play tonight and get everyone's sleep power!"
[0184] The display control unit 194, for example, displays a button 14131 in area 1413 to indicate that the displayed content has been confirmed. The user confirms the information displayed in area 1411 and then presses the button 14131.
[0185] <4 Summary> As described above, in the above embodiment, Server 20 acquires sleep information of the first player. Based on the acquired sleep information, Server 20 calculates a first evaluation value regarding the first player's sleep. Server 20 calculates a second evaluation value regarding the sleep of a group of players, including multiple second players other than the first player. Server 20 calculates parameters based on the first evaluation value and the values based on the second evaluation value. Server 20 accumulates the parameters each time they are calculated. Server 20 grants the first player a reward corresponding to the accumulated parameters. This makes it possible to provide a specification in which even a first player who has just started playing the game can easily obtain rewards due to the presence of second players.
[0186] Furthermore, in the above embodiment, the server 20 presents the first player with a process to calculate the sum of the first evaluation value and the value based on the second evaluation value. This makes it easier for the first player to recognize the benefits of the second player's presence and motivates them to play the game during the event period.
[0187] Furthermore, in the above embodiment, if the server 20 cannot calculate the first evaluation value, it does not calculate a value in the step of calculating a value based on the second evaluation value. If the server 20 cannot calculate the first evaluation value, it does not add the value based on the second evaluation value in the step of calculating the summation value, and informs the first player that the first player was unable to obtain a value based on the second evaluation value. As a result, the first player who does not play the game during the limited-time event will not receive the benefits of the second player's presence, and will be more likely to recognize the benefits they have lost, thus encouraging them to play the game during the limited-time event.
[0188] Furthermore, in the above embodiment, the server 20 performs the lottery based on the combined value. This makes it possible to perform the lottery based on a variety of numerical values.
[0189] Furthermore, in the above embodiment, in the step of calculating a value based on the second evaluation value, the server 20 calculates a value for the second player based on the second evaluation value calculated by a predetermined time. This clarifies the time at which the second evaluation value is used.
[0190] <5 Variations> In the above embodiment, the case in which an object is drawn based on a sum obtained by adding a value based on the draw base parameters of other players to the draw base parameters of the player. However, the game progression module 2034 may perform the object draw based on the player's draw base parameters. Specifically, for example, the game progression module 2034 draws an object based on the player's draw base parameters. The game progression module 2034 provides an opportunity to improve the first relationship (an opportunity to interfere with the object) by granting an item to one of the objects determined by the draw. After providing an opportunity to interfere with the object, the game progression module 2034 accumulates the value obtained by adding a value based on the draw base parameters of other players to the player's draw base parameters and gives a reward according to the accumulated value. In other words, the game progression module 2034 may perform steps S52 to S55 of the processing shown in Figure 16 after step S36 in Figure 14 and before step S37.
[0191] Furthermore, in the above embodiment, the case was described in which the second evaluation value represents the evaluation value of sleep for multiple second players other than the first player. However, the second evaluation value may also include the first player's lottery base parameters. In other words, the lottery base parameters of the player themselves may be used to calculate the value based on the lottery base parameters of other players. The second evaluation value can be expressed as the second evaluation value of sleep for a group of players, including multiple second players other than the first player. Specifically, for example, the game progression module 2034 reads the lottery base parameters of multiple players, including the player themselves (which can also be referred to as all players), and performs statistical processing on the read lottery base parameters. Statistical processing may include, for example, calculating the mean, calculating the median, and extracting representative values. Note that the processing is not limited to statistical processing; predetermined processing may also be performed.
[0192] Furthermore, in the above embodiment, the game progression module 2034 adds a value based on the second player's lottery base parameter to the first player's lottery base parameter. However, the reflection of other players' lottery base parameters on one's own player's lottery base parameter is not limited to the above. For example, the game progression module 2034 may calculate the parameters that form the basis for awarding benefits using a calculation method other than simple addition, based on the first player's lottery base parameter and the second player's lottery base parameter.
[0193] Furthermore, the above embodiment describes an example in which sleep information of users who slept during a period-based event is aggregated. Not all sleep information stored during a period-based event is aggregated. For example, users may be allowed to choose whether or not to participate in the period-based event. However, users who decline to participate in the period-based event will not be able to receive the effects that occur during the event. Alternatively, users may be allowed to participate in the period-based event but be excluded from the aggregation of their information. Since the sleep information of users who decline to participate or who choose to be excluded from the aggregation is not aggregated, the aggregated results in the report will not include sleep information for these users.
[0194] Furthermore, although the above embodiment described a case in which the game progression module 2034 conducts a lottery for objects and the display modes of objects, the lottery may only target one of them, with the other being determined incidentally. That is, the game progression module 2034 may, for example, conduct a lottery for objects and ensure that the display modes are selected starting with those of lower rarity. Also, the game progression module 2034 may, for example, conduct a lottery for the display modes of objects and ensure that the objects are selected according to predetermined rules.
[0195] Furthermore, although the above embodiment described an example in which the server 20 provides a game using sleep information and conducts a lottery in that game, the game provided by the server 20 is not limited to one that uses sleep information. The game provided by the server 20 may, for example, be a game that uses user activity information. The game progression module 2034 calculates parameters to evaluate the user's activity based on the user's activity information. The game progression module 2034 may conduct the lottery shown in this embodiment based on these parameters. In this case, for example, a cold winter day when people are less inclined to exercise may be set as a period event.
[0196] Furthermore, the game progression module 2034 may perform the lottery shown in this embodiment in any lottery in which multiple lotteries are performed. For example, the lottery shown in this embodiment may be performed when multiple lottery opportunities are obtained using predetermined elements.
[0197] Furthermore, although the above embodiment described the terminal device 10 as a device implemented as a smartphone or the like, it is not limited to this example. The terminal device 10 may also be implemented by installing software on a home PC or the like, and it may be configured to accept input such as a mouse.
[0198] Furthermore, while the sharing of predetermined information via communication lines is mainly carried out via WANs such as the Internet, communication between information processing devices may be carried out only via short-range wireless communication such as Bluetooth® and infrared communication, without using a WAN.
[0199] Furthermore, while the above embodiment describes an example of how each function is provided by the terminal device 10 or the server 20, the embodiment is not limited to this configuration, and some or all of the functions may be provided by the terminal device 10, the server 20, or both the terminal device 10 and the server 20 in a configuration different from that of the above embodiment.
[0200] Furthermore, the present invention may be implemented as a program that causes an information processing device to execute the functions provided by the terminal device 10 or server 20 described above, or as a computer-readable non-temporary recording medium that stores the program.
[0201] <6. Basic Computer Hardware Configuration> Figure 19 is a block diagram showing the basic hardware configuration of computer 90. Computer 90 includes at least a processor 94, main memory 95, auxiliary storage 96, and a communication interface 99. These are electrically connected to each other by a bus.
[0202] The processor 94 is hardware used to execute the instruction set written in a program. The processor 94 consists of an arithmetic unit, registers, peripheral circuits, etc.
[0203] Main memory 95 is used to temporarily store programs and data processed by programs, etc. For example, it is a volatile memory such as DRAM (Dynamic Random Access Memory).
[0204] Auxiliary storage device 96 refers to a storage device for saving data and programs. Examples include flash memory, HDD (Hard Disc Drive), magneto-optical disk, CD-ROM, DVD-ROM, and semiconductor memory.
[0205] A communication IF99 is an interface for inputting and outputting signals for communication with other computers via a network using wired or wireless communication standards.
[0206] A network consists of various mobile communication systems built using the internet, LANs, wireless base stations, etc. For example, a network includes 3G, 4G, and 5G mobile communication systems, LTE (Long Term Evolution), and wireless networks that can connect to the internet via designated access points (e.g., Wi-Fi®). When connecting wirelessly, communication protocols include, for example, Z-Wave®, ZigBee®, and Bluetooth®. When connecting via a wired connection, the network also includes connections made directly via USB (Universal Serial Bus) cables, etc.
[0207] Furthermore, by distributing all or part of each hardware configuration across multiple computers 90 and connecting them to each other via a network, a computer 90 can be virtually realized. Thus, the concept of computer 90 includes not only a computer 90 housed in a single enclosure or case, but also a virtualized computer system.
[0208] <7 Basic Functional Configuration of Computer 90> The functional configuration of the computer realized by the basic hardware configuration of computer 90 shown in Figure 19 will be explained. The computer comprises at least one functional unit: a control unit, a memory unit, and a communication unit.
[0209] Furthermore, the functional units of computer 90 can also be realized by distributing all or part of each functional unit across multiple computers 90 interconnected via a network. The concept of computer 90 includes not only a single computer 90 but also a virtualized computer system.
[0210] The control unit is realized when the processor 94 reads various programs stored in the auxiliary storage device 96, loads them into the main memory device 95, and executes processing according to those programs. The control unit can realize various functional units that perform information processing depending on the type of program. In this way, the computer is realized as an information processing device that performs information processing.
[0211] The memory unit is implemented by a main memory 95 and an auxiliary memory 96. The memory unit stores data, various programs, and various databases. The processor 94 can also reserve memory areas corresponding to the memory unit in the main memory 95 or the auxiliary memory 96 according to the program. The control unit can also cause the processor 94 to perform operations such as adding, updating, and deleting data stored in the memory unit according to the various programs.
[0212] A database, specifically a relational database, is used to manage and link data sets called tables, which are structurally defined by rows and columns. In a database, tables are called tables, the columns of a table are called columns, and the rows of a table are called records. In a relational database, relationships can be established and linked between tables.
[0213] Typically, each table has a key column to uniquely identify records, but setting a key on a column is not mandatory. The control unit can instruct the processor 94 to add, delete, or update records in specific tables stored in the memory unit according to various programs.
[0214] The communication unit is implemented by the communication IF99. The communication unit provides the functionality to communicate with other computers 90 via the network. The communication unit can receive information transmitted from other computers 90 and input it to the control unit. The control unit can cause the processor 94 to perform information processing on the received information according to various programs. The communication unit can also transmit information output from the control unit to other computers 90.
[0215] While several embodiments of this disclosure have been described above, these embodiments can be implemented in a variety of other forms, and various omissions, substitutions, and modifications are permitted without departing from the spirit of the invention. These embodiments and their variations are included in the scope and spirit of the invention, as well as in the claims and their equivalents.
[0216] <Note> The details described in each of the above embodiments are noted below. (Note 1) A program for operating a computer comprising a processor and memory, wherein the program is configured to operate the processor, Steps include obtaining the sleep information of the first player, A step of calculating a first evaluation value regarding the sleep of the first player based on the acquired sleep information, A step of calculating a second evaluation value regarding sleep for a group of players including multiple second players other than the first player, A step of calculating a parameter based on the first evaluation value and the second evaluation value, Each time the aforementioned parameter is calculated, there is a step of accumulating the aforementioned parameter, The steps include: granting the first player a reward corresponding to the accumulated parameters; A program that executes the command. (Note 2) To the aforementioned processor A step of presenting the first player with a process for calculating parameters based on the first evaluation value and the second evaluation value. The program described in (Note 1) that executes the above. (Note 3) The program described in (Appendix 1) wherein, if the first evaluation value cannot be calculated, the second evaluation value is not calculated in the step of calculating the second evaluation value. (Note 4) If the first evaluation value cannot be calculated, in the step of calculating the parameters, the parameters are not calculated based on the second evaluation value. A step to inform the first player that the first player was unable to obtain the second evaluation value. The program described in (Appendix 1) causes the processor to execute the above. (Note 5) The aforementioned processor, Step of performing a lottery based on the aforementioned parameters. The program described in (Note 1) that executes the above. (Note 6) The program described in (Appendix 1) for the second player, which in the step of calculating the second evaluation value calculates the second evaluation value calculated by a predetermined time. (Note 7) A method to be performed on a computer comprising a processor and memory, wherein the processor performs all steps performed in any of the inventions described in (Appendix 1) to (Appendix 6). (Note 8) An information processing apparatus comprising a control unit and a storage unit, wherein the control unit performs all steps performed in any of the inventions described in (Appendix 1) to (Appendix 6). (Note 9) A system comprising means for performing all steps performed in any of the inventions described in (Appendix 1) to (Appendix 6). [Explanation of Symbols]
[0217] 1... System 10…Terminal device 12…Communication IF 120... Communications Department 13…Input device 131…Touch-sensitive devices 14…Output device 141…Display 15…Memory 150…Location information sensor 16…Storage 160... Camera 17…Sound Processing Unit 171... Mike 172...Speaker 180...Storage section 19… Processor 190... Control Unit 20... Server
Claims
1. A program for operating a computer comprising a processor and memory, wherein the program is configured to operate the processor, The first step is to obtain the sleep information of the first player, A step of calculating a first evaluation value regarding the sleep of the first player based on the acquired sleep information, A step of calculating a second evaluation value regarding sleep for a group of players including multiple second players other than the first player, A step of calculating a parameter based on the first evaluation value and the second evaluation value, Each time the aforementioned parameter is calculated, there is a step of accumulating the aforementioned parameter, The steps include: granting the first player a reward corresponding to the accumulated parameters; A program that executes the command.
2. To the aforementioned processor A step of presenting the first player with a process for calculating parameters based on the first evaluation value and the second evaluation value. The program according to claim 1, which causes to execute.
3. The program according to claim 1, wherein if the first evaluation value cannot be calculated, the second evaluation value is not calculated in the step of calculating the second evaluation value.
4. If the first evaluation value cannot be calculated, in the step of calculating the parameters, the parameters are not calculated based on the second evaluation value. Steps to inform the first player that the first player was unable to obtain the second evaluation value. The program according to claim 1, which causes the processor to execute the following.
5. The aforementioned processor, Step of performing a lottery based on the aforementioned parameters. The program according to claim 1, which causes to execute.
6. The program according to claim 1, wherein, in the step of calculating the second evaluation value, the program calculates the second evaluation value for the second player that has been calculated by a predetermined time.
7. A method to be performed on a computer comprising a processor and memory, wherein the processor performs all steps performed in any of the inventions according to claims 1 to 6.
8. An information processing apparatus comprising a control unit and a storage unit, wherein the control unit performs all steps performed in the invention according to any one of claims 1 to 6.
9. A system comprising means for performing all steps performed in the invention according to any one of claims 1 to 6.
Citation Information
Patent Citations
Information processing system, information processing device, information processing program, and information processing method
WO2016021235A1