Game program, method, and information processing device
The game system addresses fluctuating user lifestyles by integrating sleep monitoring and in-game rewards to promote regular sleep habits, enhancing engagement and excitement through adaptive gameplay mechanics.
Patent Information
- Application Number
- JP2023128443
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-07
- Publication Date
- 2025-02-03
- Estimated Expiration
- 2039-09-20
AI Technical Summary
Existing game systems struggle to maintain user engagement and promote regular sleep habits when users' lifestyles fluctuate, leading to psychological burdens and reduced excitement in gameplay due to inconsistent sleep patterns.
A game system that adjusts gameplay based on user sleep data, setting specific time zones, monitoring sleep stages, and rewarding appropriate sleep habits through in-game mechanics, including sleep measurement devices and a server that manages user information and sleep performance data to control gameplay dynamics.
Enhances user engagement by promoting regular sleep habits while maintaining gameplay excitement, providing rewards and adjustments based on sleep quality and consistency, thus improving overall gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates to a game program, a method, and an information processing device. [Background technology]
[0002] There are known techniques for measuring sleep. For example, by having a user wear a wristwatch-type device, the device can determine whether the user is in light sleep, deep sleep, or REM sleep based on the output of a motion sensor mounted on the device. This makes it possible to record changes in each sleep stage over time.
[0003] These sleep tracking devices also allow users to set reminders to notify them when it's time to go to bed, based on research that suggests consistent bedtime and wake-up times can improve the quality of sleep.
[0004] Data measured while the user is sleeping is also reflected in the game program. Japanese Patent Application Laid-Open No. 2012-81063 (Patent Document 1) describes that the quality of a player's sleep is reflected in the game based on pulse wave information during sleep. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2012-81063 A Summary of the Invention [Problem to be solved by the invention]
[0006] However, even if a user tries to form regular sleep habits, the user's lifestyle may change from day to day. For example, the time period during which the user can sleep may change depending on the work the user has and the amount of leisure time the user enjoys.
[0007] When a game is provided according to a user's sleep state, the user will play the game continuously every day. Therefore, if the user's lifestyle changes, it may be difficult for the user to continue to maintain regular sleep habits, which may be a psychological burden. As a result, the interest of the game according to the sleep state may not be fully realized.
[0008] Therefore, there is a need for a technology that can further improve the interest of a game according to a user's sleep state even if the user's lifestyle changes. Therefore, an object of the present disclosure is to provide a game system that encourages a user to improve his or her sleep habits. [Means for solving the problem]
[0009] According to one embodiment, a game program to be executed by a computer including a processor and a memory is provided. The game program causes the processor to execute a first step of receiving a designation of a first time period from a user, a second step of setting a second time period that is related to the designated first time period and does not match the first time period, a third step of acquiring first information on sleep performed by the user, and a fourth step of performing game control based on the first information, and in the fourth step, based on the first information, the game control is performed according to whether the user sleeps in the second time period, regardless of whether the user's sleep performance matches the first time period.
[0010] According to one embodiment, a method is provided that is executed by a computer including a processor and a memory, in which the processor reads and executes a game program stored in the memory to execute a first step of receiving, from a user, a designation of a first time slot during which the user will sleep, a second step of setting a second time slot related to the designated first time slot and not matching the first time slot, a third step of acquiring first information related to the sleep performed by the user, and a fourth step of controlling the game based on the first information, and in the fourth step, based on the first information, the game is controlled according to whether the user sleeps in the second time slot, regardless of whether the user's sleep performance matches the first time slot.
[0011] According to one embodiment, an information processing device including a control unit and a storage unit is provided. The control unit operates based on a game program stored in the storage unit to execute a first step of receiving a designation of a first time period as a target time period for sleeping from a user, a second step of setting a second time period related to the designated first time period and not matching the first time period, a third step of acquiring first information related to the sleep performed by the user, and a fourth step of controlling the game based on the first information, and in the fourth step, based on the first information, the game control is performed according to whether the user sleeps in the second time period, regardless of whether the user's sleep performance matches the first time period. Effect of the Invention
[0012] According to the present disclosure, it is possible to encourage a user to improve their sleep habits in accordance with their lifestyle, while further increasing the interest of a game that corresponds to a user's sleep state. [Brief description of the drawings]
[0013] [Figure 1] FIG. 1 is a diagram showing the overall configuration of a game system 1. [Diagram 2]1 is a block diagram of a terminal device 10 constituting a game system 1 according to a first embodiment. [Diagram 3] FIG. 2 is a diagram showing the functional configuration of a server 20. [Figure 4] 2 is a diagram showing the data structures of a user information database 281, a friend list 282, and sleep record information 283 stored in the server 20. FIG. [Diagram 5] This is a flowchart showing a process in which a user specifies a game unit, consumes an amount of stamina set for that game unit from a current value, and plays a game, and the reward when the game unit is cleared is determined according to the user's sleeping record. [Figure 6] 13 is a flowchart showing a process of recovering a user's stamina value when the user is sleeping. [Figure 7] 13 is a flowchart showing a process in which the terminal device 10 progresses the user's game play based on information related to the user's sleep. [Figure 8] 13 is a flowchart showing a process of giving each user an advantage in the game progress and granting each user a reward by having multiple users achieve a sleep goal. [Figure 9] FIG. 2 is a diagram showing an example of a screen of the terminal device 10. [Figure 10] 13 is a flowchart showing a process of giving a reward in a game to a user because the user did not operate the terminal device 10 before falling asleep. [Figure 11] 11 is a flowchart showing a process in which the terminal device 10 notifies the user of information related to sleep at an appropriate timing. [Figure 12] FIG. 11 is a diagram showing an example of a screen of a terminal device 10 in the second embodiment. [Figure 13] 13 is a flowchart showing a process of using information related to a user's sleep for ranking. [Figure 14] 13 is a flowchart showing a process of giving a reward to a user for sleeping at a specific location such as an accommodation facility. [Figure 15]FIG. 2 is a block diagram showing the configuration of a sleep measuring device 11B and the like. [Figure 16] 13 is a diagram showing a data structure of sleep measuring device settings 284 stored in the server 20. FIG. [Figure 17] 13 is a flowchart showing a process in which the terminal device 10 acquires sensing results from one or more sleep measuring devices (sleep measuring device 11B, etc.) and accumulates them in the server 20 as a log. [Figure 18] 13 is a flowchart showing a process of notifying the user of the terminal device 10 when an application that uses the user's sleep information starts a service. [Figure 19] FIG. 2 is a diagram showing an example of a screen of the terminal device 10. [Figure 20] 13 shows an example of a screen at a stage where a user determines which sleep measuring device to use in a game when the user uses multiple sleep measuring devices to measure sleep information. [Figure 21] FIG. 23 is a diagram showing a data structure of sleep record information 6283 in the sixth embodiment. [Figure 22] 13 is a flowchart showing a process of controlling a game depending on whether or not a user is sleeping during a core time. [Diagram 23] FIG. 23 is a diagram showing an example of a screen of a terminal device 10 in the sixth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0014] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed description thereof will not be repeated.
[0015] <First embodiment> <1 Overall game system configuration> FIG. 1 is a diagram showing the overall configuration of a game system 1. As shown in FIG.
[0016] 1, the game system 1 includes a plurality of terminal devices (terminal device 10A and terminal device 10B are shown in FIG. 1. Hereinafter, they may be collectively referred to as "terminal device 10") and a server 20. The terminal devices 10 and the server 20 are connected for communication via a network 80.
[0017] The terminal device 10 is a device operated by each user. The terminal device 10 is realized by a mobile terminal such as a smartphone or tablet compatible with a mobile communication system. In addition, the terminal device 10 may be, for example, a stationary PC (Personal Computer), a laptop PC, or a game console. The terminal device 10 may also function as a head-mounted display, for example, a transparent, non-transparent, or see-through head-mounted display. For example, the terminal device 10 may function as a mobile terminal when not functioning as a head-mounted display, and may function as a head-mounted display by being attached to a goggle-type device. In this case, the terminal device 10 can switch between a mode in which it functions as a mobile terminal and a mode in which it functions as a head-mounted display. In the mode in which it functions as a head-mounted display, the terminal device 10 detects the movement of the user's head by a motion sensor built into the terminal device 10, and updates the display image on the display in conjunction with the movement of the user's head.
[0018] 1, the terminal device 10 includes a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, a storage unit 16, and a processor 19. The server 20 includes a communication IF 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29.
[0019] The terminal device 10 is communicatively connected to the server 20 via a network 80. The terminal device 10 is connected to the network 80 by communicating with communication devices such as a wireless base station 81 conforming to communication standards such as 5G and LTE (Long Term Evolution) and a wireless LAN router 82 conforming to wireless LAN (Local Area Network) standards such as IEEE (Institute of Electrical and Electronics Engineers) 802.11.
[0020] The communication IF 12 is an interface for inputting and outputting signals so that the terminal device 10 can communicate with an external device. The input device 13 is an input device (e.g., a touch panel, a touch pad, a pointing device such as a mouse, a keyboard, etc.) for receiving an input operation from a user. The output device 14 is an output device (a display, a speaker, etc.) for presenting information to a user. The memory 15 is for temporarily storing programs and data processed by the programs, etc., and is a volatile memory such as a DRAM (Dynamic Random Access Memory). The storage unit 16 is a storage device for saving data, and is, for example, a flash memory or a HDD (Hard Disc Drive). The processor 19 is hardware for executing an instruction set described in a program, and is composed of an arithmetic unit, a register, a peripheral circuit, etc.
[0021] As shown in the figure, the terminal device 10 is connected to the game controller 11A by wire or wirelessly. A user can play a game by operating the game controller 11A. The terminal device 10 may be capable of communicating with a plurality of game controllers 11A. For example, a plurality of users can play a game using one terminal device 10. The game controller 11 may have a structure that is detachable from the terminal device 10. The game controller 11 may be one device that can be held by both hands of the user, or may be composed of two devices that are held by both hands of the user. For example, the game controller 11 may have a gyro sensor or an infrared sensor, and may detect the movement of the user's body (for example, the movement of the hands) when the user holds the game controller 11.
[0022] As shown in the figure, the terminal device 10 is connected to one or more sleep measuring devices by wire or wirelessly. The sleep measuring devices 11B and 11C are devices for acquiring information on the sleep of the user of the terminal device 10. FIG. 1 shows two sleep measuring devices, the sleep measuring device 11B and the sleep measuring device 11C. Hereinafter, the sleep measuring devices may be collectively referred to as "sleep measuring device 11B, etc." The sleep measuring devices 11B and 11C are wearable devices that are attached to the user's body, such as a wristwatch, a ring type, or an eye mask type, and include a motion sensor such as a gyro sensor. The sleep measuring devices 11B and 11C may be devices that are placed on a mattress or a pillow on which the user sleeps. The terminal device 10 and the sleep measuring device 11B or the sleep measuring device 11C may be the same device. That is, the terminal device 10 may also function as a sleep measuring device.
[0023] In addition, a user may use two or more sleep measuring devices at the same time. For example, a user may wear two wristwatch-type sleep measuring devices, or a user may wear a wristwatch-type sleep measuring device and use a smartphone as a sleep measuring device. This allows the user's body movements during sleep to be detected by a gyro sensor or the like. By accumulating sensing results (sensing data 182B) sensed by various sensors while the user is sleeping, it is possible to determine whether the user is asleep, in a light sleep state, in a deep sleep state, in REM sleep, or in non-REM sleep. In this way, the quality of the user's sleep can be evaluated by determining the waveforms of REM sleep and non-REM sleep. For example, the cycle of REM sleep and non-REM sleep in a good quality sleep is set in advance, and the quality of the user's sleep can be evaluated by comparing the waveforms of REM sleep and non-REM sleep during the user's sleep.
[0024] Furthermore, the terminal device 10 detects that the user has gone to bed (for example, lying down on the bed) and has fallen asleep after going to bed, based on the output of a motion sensor such as the sleep measuring device 11B. Furthermore, the terminal device 10 can determine whether the user has performed an input operation on the terminal device 10 or viewed information displayed on the display 132 of the terminal device 10 after going to bed and before falling asleep. In other words, it can determine whether a user who is about to go to sleep has operated the terminal device 10 before going to sleep.
[0025] Further, sleep measuring devices that are expected to be used in advance in the game system 1 are managed in a so-called whitelist format. When data is detected to be received from a sleep measuring device 11B that is not managed by the game system 1, the server 20 may not receive sleep information from the sleep measuring device 11B that the server 20 cannot identify, or may execute subsequent processing using parameters for the unidentifiable sleep measuring device 11B.
[0026] In addition, the difference in the type of sleep measurement device does not necessarily have to be a difference in the device. That is, even if the sleep measurement device has the same device configuration, the game system 1 may manage it as a different sleep measurement device depending on the type of software or application used before transmitting the sleep information to the server 20. For example, even if the sleep information is detected using the same sleep measurement device 11B, it can be managed as a different "sleep measurement device ID" when a sleep measurement application A is used to process the sleep information and when a sleep measurement application B different from the sleep measurement application A is used to process the sleep information. In this way, by managing the different "sleep measurement device IDs" according to the combination of the device type as the device configuration and the application used, more flexible generation of sleep information is possible, and as a result, the interest of the game according to the sleep state can be fully demonstrated.
[0027] The server 20 manages information about each user. The server 20 manages, as user information, game characters, game items, and virtual currency owned by each user (including those given to the user free of charge and those given to the user for a fee), the current and maximum values (upper limit values) of parameters (also called "stamina values") of the amount of action consumed by each user to play a game unit (also called a quest), information about other users registered as friends by each user, and the like.
[0028] In addition, the server 20 collects the sensing results obtained by the sleep measuring device 11B and the sleep information of each user generated from the sensing results, and stores them in a database. For example, the terminal device 10 obtains the sensing results of the sleep measuring device 11B and transmits them to the server 20.
[0029] The server 20 performs processes for encouraging interaction between users, specifically, matching of users to support multiplay in which multiple users play a game together, etc. The server 20 also performs transmission and reception of messages between users.
[0030] The server 20 manages the current and maximum stamina values of each user, and restores the current value to the maximum value over time. For example, the server 20 increases the current stamina value at predetermined intervals, such as every three minutes. The server 20 sets a timer for a predetermined time in response to a decrease in the stamina value from the maximum value, such as when a user starts playing a game on a game-by-game basis. When the timer detects that the predetermined time has elapsed, the server 20 increases the stamina value by a predetermined amount. If the upper limit of the stamina value has not been reached as a result of the recovery of the stamina value, the server 20 sets the timer again.
[0031] In addition, the amount of action power parameters consumed in game play for each game unit may be the same for each game unit (the amount of stamina consumed is fixed), or the amount of action power parameters consumed during game play may be set for each game unit.
[0032] The communication IF 22 is an interface for inputting and outputting signals so that the server 20 can communicate with an external device. The input / output IF 23 functions as an interface with an input device for receiving input operations from a user and an output device for presenting information to a user. The memory 25 is for temporarily storing programs and data processed by the programs, etc., and is a volatile memory such as a DRAM (Dynamic Random Access Memory). The storage 26 is a storage device for saving data, such as a flash memory or a HDD (Hard Disc Drive). The processor 29 is hardware for executing an instruction set described in a program, and is composed of an arithmetic unit, a register, a peripheral circuit, etc.
[0033] In the illustrated example, the terminal devices 10 communicate with each other via the server 20, but the multiple terminal devices 10 may communicate with each other directly by short-distance wireless communication without the server 20. For example, two terminal devices 10 may be used to play against each other by local communication without the Internet. In addition, in this embodiment, each device (terminal device, server, sleep measurement device, etc.) can be understood as an information processing device. That is, a collection of each device can be understood as one "information processing device", and the game system 1 may be formed as a collection of multiple devices. The method of allocating multiple functions required to realize the game system 1 according to this embodiment to one or multiple hardware devices can be appropriately determined in consideration of the processing capacity of each hardware device and / or the specifications required for the game system 1.
[0034] For example, a game system may be configured with a terminal device and a sleep measuring device without using a server. Also, the sleep measuring device may communicate with a terminal device, and the terminal device may communicate with a server, so that each device performs its own processing to configure a game system. Also, a game system may be configured with a sleep measuring device, not a terminal device or a server. Also, a game system may be configured by the sleep measuring device communicating with a server.
[0035] <1.1 Configuration of the terminal device 10> FIG. 2 is a block diagram of the terminal device 10 constituting the game system 1 of the first embodiment. As shown in FIG. 2, the terminal device 10 includes a plurality of antennas (antenna 111, antenna 112), wireless communication units (first wireless communication unit 121, second wireless communication unit 122) corresponding to the respective antennas, an operation reception unit 130 (including a touch-sensitive device 131 and a display 132), a sound processing unit 140, a microphone 141, a speaker 142, a position information sensor 150, a camera 160, a motion sensor 170, a storage unit 180, and a control unit 190. The terminal device 10 also has functions and configurations (for example, a battery for holding power, a power supply circuit for controlling the supply of power from the battery to each circuit, etc.) that are not particularly shown in FIG. 2. As shown in FIG. 2, each block included in the terminal device 10 is electrically connected by a bus or the like.
[0036] The antenna 111 emits a signal generated by the terminal device 10 as a radio wave. The antenna 111 also receives a radio wave from space and provides the received signal to the first wireless communication unit 121.
[0037] The antenna 112 radiates a signal generated by the terminal device 10 as a radio wave. The antenna 112 also receives the radio wave from space and provides the received signal to the second radio communication unit 122.
[0038] The first wireless communication unit 121 performs modulation and demodulation processing for transmitting and receiving signals via the antenna 111 so that the terminal device 10 can communicate with other wireless devices. The second wireless communication unit 122 performs modulation and demodulation processing for transmitting and receiving signals via the antenna 112 so that the terminal device 10 can communicate with other wireless devices. The first wireless communication unit 121 and the second wireless communication unit 122 are communication modules including a tuner, a Received Signal Strength Indicator (RSSI) calculation circuit, a Cyclic Redundancy Check (CRC) calculation circuit, a high-frequency circuit, and the like. The first wireless communication unit 121 and the second wireless communication unit 122 perform modulation and demodulation and frequency conversion of wireless signals transmitted and received by the terminal device 10, and provide the received signals to the control unit 190.
[0039] The operation reception unit 130 has a mechanism for receiving an input operation by a user. Specifically, the operation reception unit 130 is configured as a touch screen, and includes a touch-sensitive device 131 and a display 132. The touch-sensitive device 131 receives an input operation by a user of the terminal device 10. The touch-sensitive device 131 detects a touch position of the user on the touch panel, for example, by using a capacitive touch panel. The touch-sensitive device 131 outputs a signal indicating the touch position of the user detected by the touch panel to the control unit 190 as an input operation.
[0040] Display 132 displays data such as images, videos, and text under the control of control unit 190. Display 132 is realized by, for example, an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display.
[0041] The audio processing unit 140 modulates and demodulates an audio signal. The audio processing unit 140 modulates a signal provided from the microphone 141 and provides the modulated signal to the control unit 190. The audio processing unit 140 also provides the audio signal to the speaker 142. The audio processing unit 140 is realized by, for example, a processor for audio processing. The microphone 141 accepts audio input and provides an audio signal corresponding to the audio input to the audio processing unit 140. The speaker 142 converts the audio signal provided from the audio processing unit 140 into audio and outputs the audio to the outside of the terminal device 10.
[0042] The position information sensor 150 is a sensor that detects the position of the terminal device 10, and is, for example, a GPS (Global Positioning System) module. The 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 equipped with the GPS module is detected based on the received signals. For example, in the game system 1, if the positions of users who are registered as friends can be referenced, the terminal device 10 can display a list of friends who are near the user on the display 132.
[0043] The camera 160 is a device that receives light with a light receiving element and outputs the received light as a captured image. The camera 160 is, for example, a depth camera that can detect the distance from the camera 160 to a subject being photographed.
[0044] The motion sensor 170 includes an acceleration sensor, an angular velocity sensor, etc., and detects the movement of the terminal device 10 and outputs the sensing result. For example, by placing the terminal device 10 on a mattress of a bed on which the user sleeps, if the sleeping user moves on the mattress, the movement can be detected. By using the sensing result, it can be determined whether the user is asleep or awake, and whether the sleeping user is in light sleep, deep sleep, REM sleep, non-REM sleep, etc.
[0045] Storage unit 180 is configured with, for example, a flash memory, and stores data and programs used by terminal device 10. In one aspect, storage unit 180 stores user information 181 and sleep information 182.
[0046] The user information 181 is information about a user in a game based on a game program. The user information includes information for identifying the user, the user's name, the user's level in a game based on a game program, the current and maximum stamina values (upper limit), game objects (including game characters and game items) owned by the user, the amount of virtual currency owned by the user, identification information of other users who are registered as friends of the user, the user's attribute settings, and game progress restrictions imposed according to the user's sleep state.
[0047] The sleep information 182 is information on the user's sleep state measured by the sleep measuring device 11B, etc. The terminal device 10 communicates with the sleep measuring device 11B, etc. by short-range wireless communication such as Bluetooth (registered trademark) or Wi-Fi, and receives the sensing results of the sleep measuring device 11B, etc. Note that the sleep measuring device 11B, etc. may be compatible with a communication standard of a mobile communication system such as 5G, and transmit the sensing results to the server 20 without using short-range wireless communication. The terminal device 10 may receive the sensing results of the sleep measuring device 11B, etc. from the server 20 that has received the sensing results from the sleep measuring device 11B, etc., and generate and store the sleep information 182 using the received sensing results.
[0048] The control unit 190 reads a program stored in the storage unit 180 and executes instructions included in the program to control the operation of the terminal device 10. The control unit 190 is, for example, an application processor. The control unit 190 operates according to the program to fulfill the functions of an input operation reception unit 191, a transmission / reception unit 192, a data processing unit 193, and a notification control unit 194.
[0049] The input operation reception unit 191 performs a process of receiving a user's input operation on an input device such as the touch-sensitive device 131. The input operation reception unit 191 determines the type of operation, such as whether the user's operation is a flick operation, a tap operation, or a drag (swipe) operation, based on information on the coordinates where the user touches the touch-sensitive device 131 with a finger or the like.
[0050] The transmission / reception unit 192 performs processing for the terminal device 10 to transmit and receive data to and from external devices such as the server 20, the game controller 11A, and the sleep measuring device 11B in accordance with a communication protocol.
[0051] The data processing unit 193 performs a process of performing calculations on the data that the terminal device 10 accepts as input in accordance with a program, and outputs the calculation results to a memory or the like.
[0052] (i) Decrease in stamina value accompanying game play of a quest: For example, when the user selects a quest and plays the game, the data processing unit 193 performs a series of processes such as subtracting stamina value. Specifically, a plurality of game units (quests) are displayed on the display 132, and the user is allowed to specify the game unit to be played. When the current value of the user's stamina value exceeds the consumption amount required for game play of the game unit, the data processing unit 193 starts game play of the game unit. When the user plays the game unit, the data processing unit 193 subtracts a predetermined consumption amount from the current value of the stamina value. In addition, when the consumption amount set for the game unit to be played by the user is greater than the current value of the user's stamina value (i.e., when the stamina value is insufficient and the quest cannot be started), a screen or the like is displayed that prompts the user to consume an item or the like that can restore the stamina value. Note that in a game based on a game program executed by the terminal device 10, the stamina value parameter may not be used, and the user may not consume stamina value when playing the game unit.
[0053] (ii) Recovery of stamina value over time: The data processing unit 193 performs a process of gradually recovering the current stamina value to the maximum stamina value over time.
[0054] (iii) Purchase Process: The data processing unit 193 accepts a purchase process from the user. For example, the data processing unit 193 grants paid virtual currency to the user by accepting the purchase process. The purchase process may also be capable of restoring the current value of the stamina value, may grant a specific game object (game character, game item, etc.) to the user, or may continuously grant a privilege to the user (such as allowing the user to receive a special login bonus). The paid virtual currency can be used for various purposes, such as restoring the current value of the stamina value, obtaining a game object by lottery, and acquiring a game item that can affect the sleep information 182 by using it.
[0055] The notification control unit 194 performs a process of presenting information to the user. The notification control unit 194 performs a process of displaying a display image on the display 132, a process of outputting sound to the speaker 142, a process of causing the camera 160 to generate vibrations, and the like.
[0056] <1.2 Functional configuration of server 20> 3 is a diagram showing a functional configuration of the server 20. As shown in FIG. 3, the server 20 fulfills the functions of a communication unit 201, a storage unit 202, and a control unit 203.
[0057] The communication unit 201 performs processing for the server 20 to communicate with external devices.
[0058] The storage unit 202 stores data and programs used by the server 20. The storage unit 202 stores a user information database 281, a friend list 282, sleep achievement information 283, sleep measuring device settings 284, and the like.
[0059] The user information database 281 is a database for holding information on each user in a game based on a game program, as will be described in detail later.
[0060] The friend list 282 is a database for storing information on users who are registered as friends by each user, as will be described in detail later.
[0061] The sleep record information 283 is information related to the sleep of each user. The server 20 accumulates the information related to the sleep of each user by receiving the information related to the sleep from the terminal device 10 of each user. Details will be described later.
[0062] The sleep measuring device setting 284 holds, for each of the multiple sleep measuring devices, information for identifying the sleep measuring device, sensing specifications of the sleep measuring device, effects to be exerted during game play according to the information for identifying the sleep measuring device, etc. Details will be described in another embodiment (embodiment 5).
[0063] The control unit 203 exerts functions shown as various modules by the processor of the server 20 performing processes according to the programs.
[0064] The operation details acquisition module 2041 acquires the user's operation details. For example, the operation details acquisition module 2041 acquires, as the user's operation details, which game unit the user has designated as the target of game play.
[0065] The reception control module 2042 controls the process in which the server 20 receives a signal from an external device in accordance with a communication protocol.
[0066] The transmission control module 2043 controls the process in which the server 20 transmits a signal to an external device in accordance with a communication protocol.
[0067] The matching module 2044 matches users who will play multiplayer games, etc. The matching module 2044 may match users with friends who are registered in a friend list, for example.
[0068] The game progress module 2045 determines whether the user has enough stamina value to play the game unit based on the user's operation to specify the game unit, and subtracts the consumption amount set for the game unit from the current stamina value to update the user information DB 281. The game progress module 2045 responds to the user's terminal device 10 with data required for game play for the game unit (such as voice data of the character, data of the map for moving the character, and data of the enemy character).
[0069] <2 Data Structure> FIG. 4 is a diagram showing the data structures of the user information database 281, the friend list 282, and the sleep record information 283 stored in the server 20. As shown in FIG.
[0070] As shown in FIG. 4, each record in the user information database 281 includes, for each piece of information identifying a user, an item "user identification information (user ID)", an item "user name", an item "user level", an item "current stamina value", an item "maximum stamina value", an item "owned game objects", an item "user attribute settings", an item "constraints based on sleep evaluation", etc.
[0071] Although not shown, the user information DB 281 includes information on the amount of paid virtual currency and free virtual currency held by each user. Free virtual currency indicates the amount of virtual currency that has been given to the user free of charge and that the user holds. For example, the terminal device 10 gives free virtual currency to the user through a login bonus, an event reward, etc. Paid virtual currency indicates the amount of virtual currency that has been given to the user for a fee and that the user holds. For example, the terminal device 10 gives paid virtual currency to the user by accepting a process to purchase paid virtual currency through a purchase process. The free virtual currency and the paid virtual currency may have the same name in the game (for example, written as "virtual currency (given free of charge)" or "virtual currency (given for a fee)"), or may have different names.
[0072] The item "user identification information (user ID)" is information for identifying each user. The item "user name" is the name set by the user. The item "user level" is a parameter that increases as the user repeatedly plays the game, separately from the level of the game character, etc. For example, as the user level increases, the value set in the item "maximum stamina value" increases. This makes it easier for the user to play game units that consume more stamina value as the user level increases. The item "Current Stamina Value" is the current value of the user's action power parameter (current stamina value). If the current stamina value is less than the consumption amount set for each game, the user cannot start game play for that game. The user can increase the current stamina value by consuming a game item that can restore stamina value, or by consuming paid or unpaid virtual currency. At this time, the current stamina value may be restored to a value exceeding the maximum value of the stamina value. The item "Maximum Stamina" is the maximum value of the user's action power parameter (maximum stamina value, upper limit). The current stamina value recovers to the maximum value over time. The item "owned game objects" is information on game characters, game items, etc. owned by the user. This item also includes information on the levels of each game character and game item. The item "user attribute setting" indicates attributes set for a user. Attributes may be set by user operation. For example, in a game, a group (also called a team, guild, etc.) to which multiple users belong can be set up. The server 20 assigns unique identification information (group ID) to the set up group, and accepts the setting of the group's name from the users who belong to the group. By participating in a group, a user can use various functions such as a function for sending and receiving messages with members of the group (group bulletin board, etc.), a function for playing multiplayer games with members of the group (battling, fighting together, etc. within the group), and a function for playing multiplayer games between groups (battling, fighting together, etc. between groups).
[0073] In addition, for example, when a user and another user have a family relationship, the user can designate the other user as a family member. For example, when user "C" designates user "D" as a family member, user "C" is also set as a family member for user "D."
[0074] Users can also set up groups as family groups, which can only have members join if approved by the user who created the group, or if the users are set as family members of the members in the group.
[0075] The item "constraints based on sleep evaluation" indicates the contents of various conditions and constraints that are set for each user's game play according to information related to the user's sleep.
[0076] (i) Adjusting game parameters during gameplay based on sleep performance As a condition set for gameplay, for example, game parameters are adjusted so that the more the user achieves the sleep goal set for the user, the more advantageous the progress of the game becomes for the user. Such game parameters are not limited to those simply given to the user as items or the like (for example, when the user achieves the sleep goal, in-game currency is given). These game parameters are, for example, parameters referenced by the game program while the user is playing the game, and may adjust the balance of the game. The parameters adjust the level of difficulty, such as the strength of enemy characters, the degree of assistance to the user, such as the ease of obtaining items, and the like.
[0077] Specifically, for example, the presentation in the game is changed according to the time when the user wakes up (the time when the user wakes up), the time when the user wakes up (the time when the user gets up from bed), the time when the user goes to bed (the time when the user goes to bed), the time when the user goes to bed (the time when the user falls asleep), the quality of the user's sleep, and the like. Note that, since the user is awake at the time when the user wakes up, "the user wakes up" may include "the user wakes up". Similarly, "the user falls asleep" may include "the user goes to bed". For example, when the user wakes up according to the target time for waking up, it is made easier to acquire items in the game. For example, when the user purchases an item during gameplay, the unit price of the item is reduced, and when the user sells an item during gameplay, there are more opportunities for the item to be purchased. Note that, regardless of the information on the time of the user's sleep (the time when the user wakes up, the time when the user goes to bed), a time period during which the gameplay is advantageous for the user may be set. For example, if a user wakes up at 7:00 a.m., which meets a predetermined scheduled wake-up time, the user may be given an advantage in game play during a time period other than the time the user woke up, such as between 10:00 a.m. and 12:00 a.m.
[0078] (ii) Adjusting a user's game playing opportunities according to sleep performance (A) Possibility of Game Play: As a constraint set on game play, for example, a user may be allowed to play a specific game unit (also called a "quest" or the like) as the user reaches a sleep goal set for the user. For example, for a game unit with a relatively large reward when cleared, a game unit with a high degree of difficulty, or a game unit provided as an event by a game operator for a certain period of time, the user may be allowed to play the game or the number of times the game can be played may be increased by the user reaching the sleep goal.
[0079] (a) Change in period during which game play is possible: The period during which a specific game unit can be played may be adjusted depending on whether or not the user has achieved a sleep goal set for the user. For example, the user can play a specific game unit regardless of whether or not the user has achieved a sleep goal, but if the user achieves a sleep goal, the period during which the user can play the specific game unit may be set to be longer, or the game may be played during a specific time period, such as a time period specified by the user.
[0080] (iii) Adjusting the user's operation opportunities and in-game actions according to the sleep record As a constraint for the user, an opportunity to perform a specific operation may be set for the user according to the user's sleep record. For example, the user may be allowed to perform an operation to receive a reward such as a gift item by achieving a sleep goal (a period during which the operation can be performed may be set).
[0081] In addition, as a restriction on the user, a specific action may be performed during the game depending on the user's sleep record. The specific action during the game is the transfer of an item, the acquisition of an item, a battle between the player character and another character, etc. For example, only when the user is sleeping, the user is permitted to transfer a specific item, etc. to another user, an NPC (non-player character), etc. Details will be described later.
[0082] Each record in friend list 282 includes an item "User 1", an item "User 2", an item "Friend registration date", an item "Whether sleep information is public", an item "Common attributes", an item "Common sleeping hours", etc.
[0083] The item "user 1" indicates one of the users who are registered as friends of each other. The item "user 2" indicates the other user among the users who are registered as friends of each other. The item "friend registration date" indicates the date and time when the users were registered as friends. The item "Whether to disclose sleep information" indicates whether or not information about sleep of each user is disclosed to users registered as friends. For example, there are settings such as "Private" which prohibits disclosure between users registered as friends, "Mutually Disclosed" which allows friends to disclose information to each other, and "Unilaterally Disclosed" which allows one user to disclose information to the other user. The item "Common Attributes" indicates attributes that are common to all users who are registered as friends. For example, users who are registered as friends may be "family members" or may belong to the same "group." The item "common sleeping time" indicates the time period during which each user who is registered as a friend sleeps together, that is, the time period during which each user is asleep.
[0084] As a method of friend registration, one user may apply for friend registration to another user, and if the other user approves, the user may be registered in the friend list. Also, one user may be able to add (follow) the other user to the list without the other user's approval. In this case, when both users follow each other, they are in a mutual follow state.
[0085] Each record of the sleep performance information 283 includes an item such as “user identification information”, an item “date and time”, an item “sleep goal”, an item “sleep performance”, an item “sleep evaluation parameters”, an item “sleep measurement device”, an item “measurement quality”, an item “sleep position”, etc.
[0086] The item "user identification information (user ID)" is information for identifying each user. The item "date and time" indicates the timing at which the sleep measuring device 11B etc. performed sensing while the user was asleep. The item "sleep goal" indicates a target value for the user to sleep. For example, the target value for sleep may include information on the time when the user goes to bed and the time when the user wakes up. The item "sleep performance" indicates the sleep performance value of each user that is recorded when the user sleeps and sensing is performed by the sleep measuring device 11B, etc. The sleep performance value includes, for example, the time when the user went to bed and the time when the user woke up.
[0087] The server 20 receives information on the sleep record from each user's terminal device 10 and updates the sleep record information 283. The time when the user went to bed may be determined based on the sensing results of the sleep measuring device 11B, etc., or may be determined as the timing when an operation to start going to bed is received from the user. The time when the user woke up may be determined based on the sensing results of the sleep measuring device 11B, etc., or may be determined as the timing when an operation indicating that the user woke up is received from the user.
[0088] The item "sleep evaluation parameter" is an evaluation parameter that evaluates the user's sleep performance. For example, the value of the evaluation parameter may be set to be good depending on whether the sleep time reaches a target time, whether the quality of sleep is good, etc. The evaluation parameter may be a visualization of the sleep debt, so to speak, depending on the user's sleep performance.
[0089] The server 20 receives information on the sleep performance from each user's terminal device 10 and calculates the evaluation parameters for each user. The server 20 provides the user with game play using the evaluation parameters. For example, if the evaluation parameters are not good (e.g., the user's sleep is not appropriate and the user is sleep deprived) to encourage the user to achieve the sleep goal set for the user, the server 20 or the terminal device 10 adjusts various parameters to reduce the efficiency of the user's game play and notifies the user to encourage him or her to sleep appropriately.
[0090] For example, if the user is not sleeping well, the terminal device 10 notifies the user, "Your body is tired, so go to bed," encouraging the user to go to bed. The terminal device 10 also changes the gameplay environment so that the efficiency of the user's gameplay decreases by lowering the ease of acquiring experience points, game items, and the like, even if the user plays the game. This makes it possible for the user to recognize that playing the game when he or she is tired will not allow the user to progress in the game efficiently, and encourages the user to sleep so that the user's sleep will be in a good state.
[0091] The evaluation parameter can also be said to represent the user's physical condition. The terminal device 10 or the server 20 can suggest to the user a game play that corresponds to the user's physical condition based on the evaluation parameter. For example, when a user has had a sufficient sleep, it is understood that the user's body being moderately tired is good for health. Therefore, in response to the user having had a sufficient sleep, the terminal device 10 or the server 20 can select a game that requires the user to move his / her body from among a plurality of game candidates, and can notify the user to encourage the user to play the game. For example, during game play of a certain game, by determining that the user's physical condition is good based on the user's sleep history, the terminal device 10 or the server 20 can suggest to the user that the user play another game (for example, a game in which the user can progress by walking). Also, by determining that the user's physical condition is not good based on the user's sleep history, the terminal device 10 or the server 20 can suggest to the user that the user play another game (for example, a game in which the user can progress without moving).
[0092] The item "sleep measuring device" indicates information that identifies the sleep measuring device used by the user to measure sleep. FIG. 4 shows an example in which the same user uses multiple sleep measuring devices to record information related to sleep. In the item "sleep measuring device", the information that identifies the sleep measuring device may be information that indicates the model of the sleep measuring device (information on the manufacturer or product), or may be information that uniquely identifies each of these sleep measuring devices (e.g., a MAC (Media Access Control) address, a unique code assigned by the manufacturer or distributor of the sleep measuring device, etc.).
[0093] The item "quality of measurement" indicates the quality of the sensing result measured by the sleep measuring device. Here, (1) the quality of the sensing result may indicate the accuracy of sensing of the sensor device mounted on the sleep measuring device. The sensing result may vary depending on the type of sensor device mounted on the sleep measuring device. In addition, even if different sleep measuring devices use the same sensor device, the accuracy of sensing may decrease due to a breakdown of the sensor device. In addition, (2) the quality of the output sensing result may decrease if the quality of the communication signal sent from the sleep measuring device deteriorates. In addition, the quality of the sensing result may indicate (3) whether or not the user's sleep state was measured well, apart from the sensing accuracy of the sensor device or the quality of the communication signal. For example, if the user's bed may vibrate due to factors other than the user, the user's sleep state may not be measured well and an error may be included. For example, if another user or a pet is present in the user's bed, the sensing result may vary due to factors other than the user. Furthermore, (4) the quality of the sensing result may represent the quality of an application used in the sleep measuring device to use the sensing result to calculate the sleep information 182. For example, even if the same sensing result is obtained, if the calculation algorithm for deriving the sleep information 182 is different, the sleep information 182, which is the calculation result, may vary.
[0094] The item "sleeping position" indicates the position where the user slept. For example, if the sleep measuring device 11B etc. has a position information sensor (GPS etc.), the position where the user slept can be obtained from the output result of the position information sensor. In addition, if the sleep measuring device 11B etc. communicates with the terminal device 10 by short-range wireless communication etc., the position where the user slept can be obtained from the output of the position information sensor 150 of the terminal device 10. In addition, the sleep measuring device 11B etc. or the terminal device 10 may specify the position of the sleep measuring device 11B etc. or the terminal device 10 by communicating with a wireless LAN access point or a wireless base station, and the specified position may be the position where the user slept.
[0095] <3 operations> The game processing by the terminal device 10 will be described below.
[0096] <3.1 Operation example 1> FIG. 5 is a flowchart showing a process in which a user specifies a game unit and plays a game by consuming an amount of stamina set for that game unit from the current stamina value, and the reward upon completion of the game unit is determined according to the user's sleeping record.
[0097] In step S501, the terminal device 10 displays quests that are units of play on the display 132, and accepts a quest selection from the user.
[0098] In step S503, the terminal device 10 determines whether the user's current stamina value exceeds the stamina consumption amount set for the quest specified by the user. If the user's current stamina value exceeds the stamina consumption amount for the quest, the terminal device 10 transmits a signal to the server 20 indicating that game play for the quest is to begin. The terminal device 10 subtracts the stamina consumption amount set for the quest from the user's current stamina value.
[0099] In step S553, the server 20 updates the user information DB 281 by subtracting the consumption amount from the user's stamina value based on the consumption amount set for the quest designated by the user.
[0100] In step S505, the terminal device 10 progresses the game play of the quest designated by the user in response to the user's input operation.
[0101] In step S507, the terminal device 10 determines whether or not the end condition of the quest is satisfied (for example, the game character operated by the user defeats the boss character set in the quest, the game character operated by the user becomes unable to fight, etc.), and updates various parameters when the quest is to be ended. For example, the terminal device 10 updates various parameters by increasing the experience value of the user, giving the user a drop item set in the quest, etc. Here, when the terminal device 10 determines that the end condition of the quest is satisfied, it determines whether or not the sleep performance satisfies a predetermined condition based on the user's sleep information in the sleep performance information 283. For example, when the actual sleep performance of the user reaches the sleep goal (goal of going to bed time, bedtime, awakening time, waking time, and sleep quality) set in advance by the user, the terminal device 10 determines that the sleep performance satisfies the condition. In other words, the terminal device 10 determines that the quality of the user's sleep is good.
[0102] If the condition is not satisfied, the terminal device 10 sets the content of the reward when the quest is cleared as the first reward. If the condition is satisfied, the terminal device 10 sets the content of the reward when the quest is cleared as the second reward that is more advantageous to the user than the first reward. For example, the second reward is more advantageous to the user than the first reward because it provides more experience points, more in-game currency, better or more game items, etc., when the quest is cleared.
[0103] In step S555, the server 20 updates the user information DB 281 based on the update results of the various parameters of the user.
[0104] As a result, users can receive rewards in the game by getting regular sleep, and are encouraged to have good sleeping habits. In addition, by clearing a quest after starting the game, rewards are given according to the amount of sleep, so users can get more enjoyment out of sleeping and then playing the game after waking up.
[0105] <3.2 Operation example 2> FIG. 6 is a flowchart showing a process for recovering the stamina value of a user when the user is sleeping.
[0106] In step S601, the terminal device 10 transmits information related to the user's sleep to the server 20. The terminal device 10 transmits to the server 20, as the information related to the user's sleep, information on the time when the user went to bed, the time when the user started to sleep, the time when the user woke up, the time when the user got up, and the quality of sleep.
[0107] In step S653, the server 20 refers to the user information DB 281 and determines that the user's current stamina value is not restored during the time when the user is not asleep (for example, the time from when the user wakes up to when the user goes to bed), but is restored as time passes while the user is asleep.
[0108] In step S653, the stamina value may be restored to a larger value over time while the user is asleep, while the current stamina value is restored over time even when the user is not asleep. For example, the amount of stamina value restored over time when the user is awake (not asleep) all day is set to an amount that allows a predetermined number of game units to be played. This allows the user to be encouraged to sleep while limiting the number of game units played per day.
[0109] In step S655, the server 20 generates an evaluation parameter that evaluates the user's sleep performance.
[0110] In step S657, the server 20 updates the sleep record information 283 based on the information on the user's sleep record received from the terminal device 10 and the evaluation parameters generated in step S655.
[0111] In step S603, the terminal device 10 receives, from the server 20, evaluation parameters that evaluate the sleep performance.
[0112] In step S605, the terminal device 10 controls the user's progress in the game based on the evaluation parameters.
[0113] As described above, in a game where stamina is consumed in playing a game unit, the user can recover the current stamina value by sleeping. This makes it possible to encourage the user to get an appropriate sleep while realizing the entertainment value of playing the game.
[0114] <3.3 Operation example 3> FIG. 7 is a flowchart showing a process in which the terminal device 10 progresses the user's game play based on information related to the user's sleep.
[0115] In step S701, the terminal device 10 sets an action (e.g., transferring an item, fighting with other characters, etc.) that the user will cause the player character (PC) operated by the user to perform while sleeping, in response to a user operation or in response to a predetermined rule regardless of the user operation.
[0116] In step S703, when the terminal device 10 detects that the user has fallen asleep (or gone to bed) based on the sensing results of the sleep measuring device 11B and the like, it transmits information about the user's sleep to the server 20.
[0117] In step S753, the server 20 receives information related to the user's sleep from the terminal device 10. The terminal device 10 permits the user's player character to perform the action set in step S701 during the time period when the user is sleeping. The server 20 accepts actions of characters of other users and non-player characters (NPCs) against the user's player character. For example, when the user's player character sells items, etc., the NPCs etc. perform a process of purchasing the items, etc. during the time period when the user is sleeping. Thus, the user can progress in the game by sleeping appropriately.
[0118] In step S755, the server 20 sets a period during which a specific operation can be accepted from the user and a period during which the user can participate in a specific event based on the user's sleep history (time to bed, time to sleep, time to wake up, time to get up, quality of sleep). The server 20 performs processing such as setting a period during which the user can perform an operation to receive a reward by sleeping appropriately, setting a period during which the user can participate in an event, and lengthening these periods.
[0119] In step S757, the server 20 adjusts the time at which a specific event occurs, specific game parameters, etc., when the user plays the game based on the user's sleep record. For example, when the user wakes up at a specific time (for example, when the user aims to wake up at 7 a.m. and actually wakes up at 7 a.m.), the server 20 performs processing such as making events more likely to occur and performing in-game effects at specific times so that the game progress is advantageous to the user.
[0120] In step S705, the terminal device 10 adjusts the progress of the game based on the user's sleep performance.
[0121] As described above, if the user sleeps appropriately, it becomes possible to progress in gameplay, it becomes advantageous in gameplay, and it becomes easier for the user to execute specific operations in gameplay. Therefore, it is possible to encourage the user to sleep appropriately while also further increasing the interest of gameplay.
[0122] <3.4 Operation example 4> Fig. 8 is a flowchart showing a process of making each user's game progress advantageous by achieving a sleep goal by multiple users, giving each user a reward, etc. In the example of Fig. 8, a first user operates a terminal device 10A, and a second user operates a terminal device 10B. The first user and the second user have common attributes, and specifically, are friend users registered as family members.
[0123] In step S801A, the terminal device 10A notifies the first user of information on the sleep schedule (scheduled bedtime, scheduled wake-up time) of a second user who has attributes in common with the first user. The terminal device 10A notifies the first user that a reward that can be used in game play will be granted if the first user sleeps during a target sleep time period set for the second user.
[0124] In step S811B, the terminal device 10B notifies the second user of information on a sleep schedule of a first user who has a common attribute with the second user. The terminal device 10B notifies the second user that a reward that can be used in game play will be provided if the second user sleeps during a target sleep time period set for the first user.
[0125] In step S803A, when the terminal device 10A detects that the first user is sleeping, the terminal device 10A transmits information related to the first user's sleep to the server 20.
[0126] In step S813B, when the terminal device 10B detects that the second user is sleeping, the terminal device 10B transmits information related to the second user's sleep to the server 20.
[0127] In step S853, the server 20 receives information related to the sleep of the first user and the second user from the terminal device 10A and the terminal device 10B, respectively, and updates the sleep record information 283.
[0128] In step S855, the server 20 refers to the sleep records of the first user and the second user, determines rewards to be given to the first user and the second user according to the relevance of the sleep time between the first user and the second user (specifically, the first user and the second user sleep in the same time period), and notifies the terminal device 10A and the terminal device 10B of the determined reward. In addition, as the relevance of the sleep time between the first user and the second user, the reward to be given to each user may be determined when the sleep time period between the first user and the second user overlaps for a predetermined time or more. Furthermore, the reward may be given to each user when both the first user and the second user are sleeping during the overlapping time period. In addition, the reward may be given to each user when the sleep time period between the first user and the second user does not overlap. The user to whom the reward is given may be either the first user or the second user. For example, a reward may be given to one of the first and second users who has had a more appropriate sleep.
[0129] In step S805A, the terminal device 10A notifies the first user of the reward that has been granted in response to the first user sleeping in the same time period as the second user.
[0130] In step S815B, the terminal device 10B notifies the second user of the reward that has been granted in response to the second user sleeping in the same time period as the first user.
[0131] In the above process, the first user and the second user may both set a common sleep goal (bedtime, wake-up time), and each user may be given a reward when they achieve the sleep goal together. Also, the first user and the second user may be able to notify each other (or either the first user or the second user) of the sleep goal. For example, the first user may be able to transmit a message presenting a sleep goal, such as "Sleep from 10 p.m. to 7 a.m.," to the terminal device 10B operated by the second user by operating the terminal device 10A. Here, the sleep goal is set for the first user and the second user by the second user performing an operation to view the message, etc. Also, the terminal device 10B may be able to notify the terminal device 10A of the first user that the second user has viewed the message. This encourages the first user and the second user to sleep in order to achieve their sleep goal together.
[0132] In addition, the reward to be given to the user when the sleep goal is achieved may be set by another user. For example, the first user may set the reward to be given to the second user when the second user achieves the sleep goal. In this way, for example, when the first user is the parent of the second user, the parent (first user) presents a sleep goal to the child (second user), and the child (second user) sleeps according to the goal, and the child (second user) is given a reward. Here, when the first user sets the reward to be given when the second user achieves the sleep goal, the terminal device 10A may extract and display a recommendation of the reward to be presented by the first user to the second user based on the game play achievements of the second user. For example, a list of game objects related to frequently used player characters used by the second user in game play (e.g., equipment items for the frequently used player character, items that can be used to advance to a higher class, materials that can be evolved, etc.) may be presented to the first user as a recommendation for rewards to be set for the second user.
[0133] This encourages multiple users to work together to achieve their sleep goal, and further increases the interest of the game by offering rewards for multiple users sleeping together.
[0134] <4 Screen example> FIG. 9 is a diagram showing an example of a screen of the terminal device 10. As shown in FIG.
[0135] 9A is a diagram showing a situation in which the user's sleep performance is evaluated to generate evaluation parameters, and a game is played using the evaluation parameters, which corresponds to steps S657, S603, and S605 in FIG.
[0136] As shown in the example screen (A), the terminal device 10 displays on the display 132 a user level 132A, an evaluation parameter 132B, a game start button 132C, and a notification display section 132G.
[0137] The user level 132A indicates the level of the user playing the game as a player. When the user plays the game, the terminal device 10 gives experience points (player experience points) not to the game character but to the user himself / herself. When the user's level as a player increases, the terminal device 10 recovers stamina points and increases the maximum value of stamina points.
[0138] Evaluation parameters 132B is an area that displays evaluation parameters that evaluate the user's sleep performance.
[0139] The notification display unit 132G is an area that notifies the user of the content of controlling the game progress based on the evaluation parameter (which is a parameter that evaluates the user's sleep performance and therefore can also represent the user's good physical condition). In the screen example (A), the terminal device 10 displays a notification indicating that the user's physical condition is good according to the evaluation parameter (sleep parameter) (display of "You are in good physical condition" or the like). According to a good value of the evaluation parameter, the user can be provided with an experience as if the good physical condition of the user is reflected in the game play. Specifically, the terminal device 10 notifies the user in the notification display unit 132G that the user will have an advantage in the game progress, such as an increase in experience points acquired by the user in game play, and that the user will be less likely to receive damage when fighting an enemy character with the player character.
[0140] The game start button 132C is an area for the terminal device 10 to receive an operation from the user to start another game instead of the currently running game program.
[0141] For example, when the user's physical condition is good, the user's physical condition can be improved by encouraging the user to move his / her body. Therefore, in response to receiving a user's operation on the game start button 132C when the value of the evaluation parameter is good, the terminal device 10 may display a message encouraging the user to start another game program that encourages the user to move his / her body (for example, a game using map information in which the user can progress through the game by moving in the real world). In response to the user's start operation, the terminal device 10 starts the other game program.
[0142] Also, the evaluation parameters may not be good and the user may be in poor physical condition.
[0143] Screen example (B) shows a display example of a screen when the user's physical condition is not good. The terminal device 10 notifies the user in the notification display section 132G that the game progress will be disadvantageous to the user, such as that the experience points the user acquires in playing the game will be reduced, that the user will be more likely to receive damage when the player character fights an enemy character, etc. In addition, as shown in the notification display section 132G, the terminal device 10 may notify the user to play another game so as not to increase fatigue accumulated in the user's body.
[0144] As described above, an example of starting another game in response to a user's operation of the game start button 132C has been described. Here, the value of the evaluation parameter may be a parameter that the user can use in common for a plurality of game programs. The terminal device 10 may display a list of game programs in which the user can use the value of the evaluation parameter, and may receive a designation of the game program to be executed from the user.
[0145] Also, at least one of the terminal device 10 and the server 20 may accumulate and manage evaluation parameters generated by the user as he or she sleeps every day. The terminal device 10 and the server 20 may use the accumulated evaluation parameter values to provide the user with a plurality of games in which the evaluation parameters can be used. For example, a portal site or the like may issue a user ID, and the accumulated value of the evaluation parameters accumulated by the user may be managed in association with the user ID. The evaluation parameters may be used in various ways in each of the plurality of games. For example, a game item that can only be obtained by consuming the evaluation parameters may be provided. Also, for example, a specific game process may be performed using the evaluation parameters instead of virtual currency.
[0146] This encourages the user to get enough sleep each day to achieve their sleep goal.
[0147] The screen example (C) is a diagram showing a situation where a plurality of users are encouraged to achieve their sleep goals, and corresponds to each process in FIG.
[0148] As shown in the screen example (C), the terminal device 10 displays the sleeping schedule information 132H and the friend sleeping schedule 132J in the notification display section 132G. The terminal device 10 displays a notification button 132K.
[0149] The terminal device 10 displays a message in the notification display section 132G encouraging the user to go to bed at the same time as other users. At this time, information on the sleep schedule of the user of the terminal device 10 (scheduled bedtime and wake-up time) is displayed in the sleep schedule information 132H. Additionally, information on the sleep schedule of other users (family members in the example screen (C)) who have attributes in common with the user is displayed in the friend sleep schedule 132J.
[0150] The notification button 132K is an area for accepting an operation when the user starts to sleep. The user starts to sleep after performing an input operation on the notification button 132K. In order to prevent the user from operating the terminal device 10 even though the user is going to sleep, the terminal device 10 may not accept an input operation on the terminal device 10 until the time when the user plans to wake up, in response to the user's input operation on the notification button 132K.
[0151] In response to a user's input operation on the notification button 132K, the terminal device 10 notifies other users who have a common attribute with the user that the user is going to bed.
[0152] The screen example (D) shows a situation where the user sleeps according to the sleep goal, and the terminal device 10 causes the player character to perform a specific game action while the user is asleep, and displays the result of the game action after the user wakes up. This corresponds to each process in FIG. 7.
[0153] The terminal device 10 displays a notification display section 132P, a message 132Q, a receiving operation acceptance section 132R, and the like.
[0154] The notification display unit 132P displays whether the user has slept in accordance with the sleep goal. In the illustrated example, the terminal device 10 displays on the notification display unit 132P that the user was able to wake up at the scheduled wake-up time set as the sleep goal.
[0155] The message 132Q is an area that displays the content of the game action performed by the player character while the user was sleeping as a result of sleeping in accordance with the sleep goal. In the illustrated example, the terminal device 10 displays that the user caused the player character to perform a specific game action (e.g., selling an item) while sleeping, accepted the purchase of the item from another user (user "C"), and received the payment in the form of in-game currency.
[0156] The receiving operation receiving unit 132R is an area for receiving an operation for the user to receive the reward given to the user. When the user's sleep reaches a goal, the user may receive the reward through the receiving operation receiving unit 132R.
[0157] <Summary> As described above, according to the present embodiment, by a user getting an appropriate amount of sleep, the user's game progress can be advantageous. As a specific example of an advantageous aspect of the game progress, when a user plays a game upon waking up and meets a clearing condition for each game, the more appropriate the user's sleep, the more advantageous the reward for clearing the game.
[0158] This encourages the user to get adequate sleep, while at the same time providing the user with an incentive to play the game itself by awarding a reward upon completion of the game.
[0159] <Modification> (1) In the explanation of FIG. 8 and the like, an example was described in which a first user and a second user present each other with a sleep goal, sleep together, and are given a reward when they achieve their sleep goal. In addition, the first user and the second user may sleep for different periods. A reward may be given to at least one of the first user and the second user when the second user plays a game during a period in which the first user is asleep. This can encourage the first user to sleep so as to reach the sleep goal, while also further increasing the interest of the second user in playing the game.
[0160] (2) In FIG. 4, FIG. 8, FIG. 9, etc., it has been described that various attributes such as groups are set for users. It has been described that an example of a group is "family." In addition, the reward given when a user achieves a sleep goal may be set according to the attributes of the user. For example, in FIG. 8, etc., the reward given when a plurality of users who are a family achieve a sleep goal may be different from the reward given when users who are not a family but are in a group such as a guild achieve a sleep goal.
[0161] (3) In the above embodiment, the terminal device 10 detects that the user has gone to bed and that the user has fallen asleep after going to bed. In this case, the terminal device 10 may give a reward to the user because the user has fallen asleep after going to bed without receiving an input operation on the terminal device 10. It is possible to support the user who is trying to sleep to achieve a sleep goal without operating the terminal device 10.
[0162] <Second embodiment> As described above, in the first embodiment, an example in which various rewards are given to a user in a game by the user achieving a sleep goal has been described. In the second embodiment, the following will be described.
[0163] (1) Technology for dealing with the user operating the terminal device 10 before falling asleep Even if the user goes to bed and tries to fall asleep, he or she may find it difficult to fall asleep because he or she is bored or is concerned about notifications on the terminal device 10 and ends up operating the terminal device 10. If the user sees the light emitted from the backlight of the display 132 of the terminal device 10, the user may be prevented from falling asleep and may not develop proper sleeping habits.
[0164] Therefore, there is a need for a technique for preventing a user from operating the terminal device 10 before falling asleep.
[0165] In the second embodiment, a technique will be described that urges the user not to operate the terminal device 10 from the time the user goes to bed (the time the user is lying in bed but not yet asleep) until the time the user falls asleep.
[0166] (2) Technology that notifies users at the appropriate time to get some sleep In the case of a technology that notifies a user of a predetermined planned sleep time by push notification or the like, if the push notification is sent during a time period when the user is sleeping, there is a risk that the user's sleep will be disturbed.
[0167] Therefore, in the second embodiment, a technique for notifying the user to sleep at an appropriate time will be described.
[0168] (3) Technology that encourages users to move around to get an appropriate amount of sleep based on their current location When the user is away from the place where he or she sleeps, such as when the user is out, it may be difficult for the user to fall asleep even when the scheduled bedtime arrives.
[0169] In the second embodiment, therefore, a technique for notifying a user while taking into consideration the user's current location in order to assist the user in sleeping will be described.
[0170] FIG. 10 is a flowchart showing a process of giving a reward in a game to a user because the user did not operate the terminal device 10 before falling asleep.
[0171] In step S1001, the terminal device 10 detects that the user is ready to sleep (for example, the user has gone to bed, such as lying down in bed), based on the output of a motion sensor of the terminal device 10, such as the sleep measurement device 11B.
[0172] In step S1003, in response to detecting that the user is preparing to sleep in step S1001, the terminal device 10 initializes the game points and starts a process of varying the game points over time. For example, the terminal device 10 adds a predetermined value to the game points every time a certain period of time passes.
[0173] In step S1005, after the user goes to bed, the terminal device 10 judges whether the user has fallen asleep based on the output of the motion sensor of the terminal device 10 such as the sleep measuring device 11B. When the terminal device 10 detects an input operation of the user to the terminal device 10 before the user falls asleep, the terminal device 10 initializes the above-mentioned game points. That is, when the terminal device 10 operates the terminal device 10 before the user falls asleep, the terminal device 10 discards the change in the game points due to the passage of time and resets the game points that are a reward for the user. When the terminal device 10 detects that the user has fallen asleep, the terminal device 10 gives the user a reward for not operating the terminal device 10 during the period from when the user gets ready to sleep until the user falls asleep. In addition, the terminal device 10 gives the user a reward that is more advantageous in game play for the user depending on the length of the period (i.e., the time elapsed from when the user tries to sleep until when the user actually falls asleep). Furthermore, the terminal device 10 suspends the process of varying the game points over time based on the timing at which the user falls asleep, and grants to the user the game points that have varied over time until the user falls asleep.
[0174] The condition for resetting the reward given to the user may include a case where the user operates the terminal device 10 before falling asleep, as well as a case where the user operates other devices, not limited to the terminal device 10. For example, the reward given to the user may be reset when the user does not operate the terminal device 10 after going to bed, but operates other devices such as a wearable device. In other words, the user may be able to earn a reward for the period until falling asleep by not operating any devices other than the terminal device 10 after going to bed.
[0175] As a result, even if the user has difficulty falling asleep after lying down in bed, the user can obtain a reward that can be used in the game by not operating the terminal device 10, and the longer the period during which the user has difficulty falling asleep, the more advantageous the reward content becomes. Therefore, even if the user takes a long time to fall asleep after getting into bed, the user is encouraged to concentrate on falling asleep without operating the terminal device 10.
[0176] In step S1007, the terminal device 10 transmits to the server 20 information on the timing at which the user was detected as getting ready to sleep, the timing at which the user fell asleep, the history of operations performed by the user on the terminal device 10 (including the history of operations performed on the terminal device 10 in the case where the user ended up operating the terminal device 10 in an attempt to fall asleep after going to bed), the contents of the reward acquired by the user, and the game points acquired by the user.
[0177] In step S1055, the server 20 receives information on various parameters of the user from the terminal device 10, and updates various data such as the user information database 281, the sleep record information 283, and the like.
[0178] As described above, (1) the technique for dealing with the case where the user operates the terminal device 10 before falling asleep has been described.
[0179] FIG. 11 is a flowchart showing a process in which the terminal device 10 notifies the user of information related to sleep at an appropriate timing.
[0180] In step S1101, the terminal device 10 sets the time when the user plans to go to bed (scheduled bedtime) through the user's operation. The terminal device 10 sets the place where the user will sleep through the user's operation or based on the user's current location history regardless of the user's operation. The terminal device 10 transmits information on the planned bedtime and the place where the user will sleep to the server 20.
[0181] In step S1155, the server 20 receives information on the user's planned bedtime and the place where the user will be sleeping from the terminal device 10, and stores this information by updating the user information database 281 or the like.
[0182] In step S1103, the terminal device 10 determines the timing of sending a notification to the user to encourage him / her to sleep. Based on the planned bedtime specified by the user in step S1101, the terminal device 10 determines the time period for sending the notification (the timing for sending the notification) so as to send the notification a certain time before the planned bedtime. In addition, the terminal device 10 determines the time period for sending the notification based on the user's past sleep record to be accumulated in the sleep record information 283 of the server 20.
[0183] For example, the time period from when the user went to bed to when the user woke up on the previous day is the time period when the user was going to sleep or when the user was actually sleeping. Therefore, the terminal device 10 may determine that the time period when the user was actually sleeping is the timing when the above notification is not to be made based on the user's past sleep history (i.e., the notification may be made during the time period excluding the above time period).
[0184] In step S1105, the terminal device 10 acquires information on the user's current location using the location information sensor 150 or the like. When location information is input for each schedule in the information on the user's schedule, the terminal device 10 may specify the user's current location at the time of the schedule based on the location information associated with the schedule.
[0185] The terminal device 10 identifies the travel time required to travel from the user's current location to the place where the user sleeps, based on the information on the user's current location and the information on the place where the user sleeps. For example, the terminal device 10 may identify the travel time required to travel from the user's current location to the place where the user sleeps, based on route information of public transportation, information on road congestion, etc.
[0186] The terminal device 10 determines the timing to notify the user based on the time required for travel so that the user can take action to sleep (such as going to bed) by the scheduled bedtime set by the user. The terminal device 10 determines the timing to notify the user by going back in time from the scheduled bedtime by the time required for travel and setting a certain margin. For example, if the scheduled bedtime is "23:00" and the required time for travel is "55 minutes," the terminal device 10 sets a margin of "35 minutes" and determines the timing to notify the user as "21:30." In addition, the terminal device 10 notifies the user of the time to start moving to a place where the user will sleep (such as a home) so that the user can achieve a sleep goal (so that the user can sleep at the scheduled bedtime) (for example, a notification such as "Leave your current location at 21:30 so that you can go to bed at the scheduled bedtime at 23:00").
[0187] The terminal device 10 may determine the above-mentioned margin based on the user's past sleep performance. For example, if the user fails to achieve the sleep goal despite having set the first time as the margin and determined the timing for notifying the user, the terminal device 10 may set the margin to a time longer than the first time.
[0188] In step S1107, the terminal device 10 determines whether the user is asleep at the timing of notifying the user that the user is going to bed, and if the user is asleep, does not notify the user so as not to disturb the user's sleep with the notification. Also, if the user is not asleep at the timing of notifying the user that the user is going to bed, the terminal device 10 notifies the user.
[0189] Furthermore, when the user's current location is different from the place where the user sleeps at the timing of notifying the user, the terminal device 10 notifies the user. In other words, since the user is not in the place where the user sleeps, the terminal device 10 notifies the user to encourage the user to go to sleep.
[0190] In addition, if the user is in a location other than where they sleep, regardless of the user's past sleep history, the user is not in a location where they sleep, so a notification encouraging the user to sleep may be sent at a specified time.
[0191] As described above, we have described (2) a technology that notifies the user to sleep at an appropriate time, and (3) a technology that encourages the user to move around so that they can sleep appropriately, based on information about the user's current location.
[0192] FIG. 12 is a diagram showing an example of a screen of the terminal device 10 in the second embodiment.
[0193] Screen example (A) shows a display example in a technology for dealing with (1) a user operating the terminal device 10 before falling asleep. As shown in screen example (A), the terminal device 10 displays a notification 132T1, a notification 132T2, and a button 132T3 on the display 132.
[0194] The notification 132T1 is an area where the terminal device 10 notifies the user that a reward of game points can be obtained by not operating the terminal device 10 from the time the user goes to bed until the user falls asleep. In the notification 132T1, the terminal device 10 displays the accumulated value of game points accumulated by the user acquiring game points over multiple days as "sleep concentration game points". The notification 132T1 displays the initial value of the game points, the fact that the game points increase with the passage of time until the user falls asleep, and that the game points are reset by the user operating the terminal device 10 until the user falls asleep. The game points may be used for various purposes in the game. For example, the game points may be used as virtual currency that can be used in the game, or may be exchanged for virtual currency.
[0195] The notification 132T2 displays that a reward that can be used in a game will be given to the user for not operating the terminal device 10 after going to bed until falling asleep.
[0196] The button 132T3 is a button for accepting an input operation of the user. The terminal device 10 may specify the timing when the user goes to bed or falls asleep by accepting the input operation on the button 132T3. In response to the input operation on the button 132T3, the terminal device 10 logs the user off from the game and disables (locks) operations on the terminal device 10. When the terminal device 10 disables operations on the terminal device 10 in this way, the terminal device 10 may determine the timing to release the disablement based on the user's sleep goal (such as a planned wake-up time).
[0197] Screen example (B) and screen example (C) show display examples of (2) a technology that notifies the user at an appropriate time to encourage them to get some sleep, and (3) a technology that encourages the user to move around appropriately to get some sleep based on information about the user's current location.
[0198] As shown in the screen example (B), the terminal device 10 displays the notification 132T5. The notification 132T5 includes a content that prompts the user to return home from wherever they are going out in order to achieve their sleep goal. The notification 132T5 also includes a content that prompts the user to receive a reward for achieving their sleep goal and for not operating the terminal device 10 from when they get into bed until they fall asleep. The terminal device 10 also includes information indicating the time when the user starts returning home in the content of the notification, as shown in the notification 132T5.
[0199] Screen example (B) includes the current time and a phrase (the phrase "soon") that suggests to the user when to start moving to a place to sleep, such as the text "It's about time to start going home..." This allows the user to know that he or she should start moving home at the time shown as the current time.
[0200] Screen example (C) shows a screen example in a state in which the user in screen example (B) has unlocked the terminal device 10. As shown in screen example (C), the terminal device 10 displays a goal 132T4, a notification 132T5, reward content 132T6, and reward content 132T7.
[0201] The goal 132T4 includes information on the user's current location, information on the time it will take for the user to travel to a place where the user will sleep, and information on the planned time of going to bed.
[0202] Reward content 132T6 notifies the user that if the user achieves a sleep goal, the user can receive a reward in the game. Specifically, the user is informed that the conditions for receiving the reward are that the user should go to bed and fall asleep by the scheduled bedtime. As shown in the figure, the contents of the reward are also presented to the user.
[0203] The reward content 132T7 notifies the user that a reward in the game will be given to the user if the user does not operate the terminal device 10 from when the user goes to bed until when the user falls asleep. As shown in the figure, the content of the reward is also presented to the user.
[0204] <Third embodiment> As described above, in the second embodiment, the technology for dealing with the user operating the terminal device 10 before falling asleep, and the technology for notifying the user to sleep at an appropriate timing, etc. are described. In the third embodiment, the following will be described.
[0205] (1) Provide technology that encourages users to develop regular sleep habits by matching their sleep data with ranking information.
[0206] (i) For example, a game mode is prepared in which users with appropriate sleeping habits can participate, but users with inappropriate sleeping habits cannot participate. Such a game mode is a multiplayer mode in which multiple users participate. For example, groups of users with appropriate sleeping habits may be matched together to play cooperative or competitive games.
[0207] (ii) It may be possible to encourage interaction between users who have appropriate sleeping habits, and between user groups who have inappropriate sleeping habits. For example, interactions may include sending and receiving messages, the possibility of multiplayer, participation in rankings, etc. In other words, it may be possible to provide a ranking battle between users who have appropriate sleeping habits, while also providing a ranking battle in which only users who have inappropriate sleeping habits, or multiple users regardless of sleeping habits, can participate.
[0208] (iii) Users may be divided into groups according to their sleeping hours, and interactions between users may be encouraged within each group. For example, users may be divided into groups into morning types and night types according to their sleeping hours, and morning type users may be able to send and receive messages, play multiplayer games, participate in rankings, and the like.
[0209] (iv) Users may be divided into groups according to the length of their sleep time. For example, a group may be provided to which only users who sleep for a certain amount of time or more are assigned, and users in the group may be able to play multiplayer games, rank in rankings, etc. As a result, when a user wants to interact with another user, if the users are assigned to different user groups, one of the users may need to change his or her sleep habits.
[0210] (2) We provide technology that encourages users to develop regular sleeping habits by using information about the user's sleep in games and making it a parameter that influences interactions between users.
[0211] For example, the game may be progressed so that the better the quality of the user's sleep, the more advantageous it is for the user. Examples of good quality of a user's sleep include a short time until falling asleep, a long sleep time, the time of going to bed, and the user's established sleeping habits (e.g., daily sleep performance is stable to a certain degree in terms of sleep time, sleep quality, etc.).
[0212] For example, the quality of a user's sleep may be evaluated to determine the user's game parameters, and the game play may proceed based on the determined game parameters. It is assumed that the better the quality of a user's sleep, the better the user's physical condition. Thus, the better the quality of a user's sleep, the better the value of the game parameters in the game. This makes it possible to match users based on the game parameters (matching users who have good quality sleep and are in good physical condition), adjust parameters such as the ability values of game characters based on the game parameters (for example, parameters that indicate the good condition of a game character, etc.), and so on.
[0213] Also, the difficulty of the game may be adjusted according to the value of the game parameter. For example, the better the quality of the user's sleep is based on the game parameter, the higher the difficulty of the game play may be. Also, based on the game parameter, users with similar quality of sleep may be matched with each other. The game parameter may be, for example, the evaluation parameter (step S655, etc.) described in the first embodiment.
[0214] With the above-mentioned configuration, the interest of the game is further increased if the user gets a proper sleep, so that the user can develop the habit of getting a proper sleep.
[0215] Also, for example, in a game program in which many users participate, the number of simultaneous connections may increase only during a specific time period (for example, the number of connected users may be extremely high only during late night hours). In this case, too, the time periods during which users participate may be dispersed by encouraging users to develop appropriate sleeping habits. Therefore, when a game operator prepares the resources (server costs, etc.) required for operating a game, the peak number of simultaneous users participating may be reduced, and operating costs may be reduced.
[0216] FIG. 13 is a flowchart showing a process for using information related to a user's sleep for ranking.
[0217] In step S1301, the terminal device 10 acquires information related to the user's sleep and transmits it to the server 20.
[0218] In step S1353, the server 20 receives information related to sleep from the user and updates the sleep record information 283 and the like.
[0219] In step S1355, the server 20 assigns each user to one of a plurality of groups based on the sleep performance of each user. The server 20 evaluates whether the quality of sleep of the user is equal to or higher than a certain level, and assigns the user whose quality of sleep is equal to or higher to a specific group.
[0220] For example, sleep quality being above a certain level may mean that the user is sleeping in accordance with the user's sleep goals (planned bedtime, planned wake-up time), that the user's sleep time is above a certain level, that the user falls asleep within a certain amount of time (i.e., falls asleep easily), etc.
[0221] The server 20 may also group users according to their sleeping hours. For example, users with a morning lifestyle may be grouped together, and users with a night lifestyle may be grouped together.
[0222] In step S1357, the server 20 tally up rankings for each group to which the user belongs. For example, during the event period, ranking points are given to the user according to the user's game play. For example, ranking points are given according to the number of times the user operates a game character to defeat an enemy character, the history of making the game character perform a specific action such as activating a skill, the length of time it took to clear the game, etc. The server 20 holds the results of tallying up the rankings for each group as a database in a storage or the like, and transmits them to the terminal device 10.
[0223] In step S1303, the terminal device 10 receives information about the ranking from the server 20. The terminal device 10 presents the user with the tally of the ranking of the group to which the user belongs, for example by displaying it on the display 132. This allows the user to acquire rewards (game items, etc.) that can be used in the game according to the ranking results (user's ranking). For example, when a user wants to acquire a reward that can only be acquired in a specific ranking, it may happen that the user cannot even participate in the ranking by simply playing the game for a long time. In such a case, the user is prompted to take action to improve his / her lifestyle or ensure a longer sleep time.
[0224] In step S1305, the terminal device 10 accepts from the user a game play based on a group assigned according to the user's sleep record. For example, the terminal device 10 provides the user with a multiplayer game such as a battle or a joint battle by matching the user with other users assigned to the same group.
[0225] When the server 20 assigns the user of the terminal device 10 to a group whose sleep quality is equal to or higher than a certain level in step S1355, the terminal device 10 releases to the user a game mode that is provided only to users in that group.
[0226] The server 20 assigns users to groups in step S1355, and the group assignment may be performed daily or at regular intervals. For example, when the server 20 assigns users to groups based on information about their sleep every day, the user of the terminal device 10 may be able to earn a reward based on the ranking of the group assigned to him / her on the previous day.
[0227] <Fourth embodiment> As described above, in the third embodiment, the technology for encouraging users to have regular sleeping habits has been described. Specifically, as a technology for encouraging interaction between users by having proper sleeping habits, it has been described that users with proper sleeping habits can play multiplayer games such as battles and cooperation with each other, and that rankings of game events and the like are displayed among users with proper sleeping habits.
[0228] In the fourth embodiment, a technique for encouraging a user to sleep in a specific position will be described.
[0229] The specific location is, for example, a facility (accommodation facility) that provides lodging facilities to users, such as a hotel, inn, etc. The specific location may also be a facility, such as a relaxation salon, that provides treatment to the user's body and allows the user to rest.
[0230] Here, the terminal device 10 or the server 20 will be described as accepting registration of a location where the user usually sleeps, such as the user's home, from the user and storing the location in the user information database 281, etc. Hereinafter, a process of giving a privilege to the user by sleeping at a specific location other than the location registered by the user will be described.
[0231] This makes it possible to, for example, encourage the user not only to travel to a tourist spot and locate there, but also to stay overnight in that location.
[0232] 14 is a flowchart showing a process of giving a user a reward for sleeping at a specific location such as an accommodation facility. It is assumed that the user of the terminal device 10 has registered his / her home in advance.
[0233] In step S1401, the terminal device 10 accepts an operation to make a reservation for a stay at an accommodation facility from a user. The reservation for a stay at an accommodation facility includes the stay date, the number of guests, information identifying the accommodation facility, the course of food, the application of coupons, and other information related to the reservation for the stay. The terminal device 10 transmits information indicating the reservation details for the stay to the server 20 based on the operation details of the user.
[0234] In step S1451, the server 20 accepts a reservation for accommodation at an accommodation facility in response to an input operation of the user of the terminal device 10. The server 20 presents information related to the accommodation reservation, such as information on the user reserving the accommodation, the accommodation date, and other information to the terminal device of the accommodation facility. The server 20 performs a process of settling the accommodation fee in response to the accommodation reservation operation of the user of the terminal device 10. The server 20 stores information related to the user's accommodation reservation as a database in the memory unit 202.
[0235] Although not shown, the server 20 records information on the user's location at the timing when the user fell asleep in the sleep record information 283. For example, the terminal device 10 acquires the user's location at the timing when the user goes to bed, falls asleep, wakes up, etc., by the location information sensor 150. The terminal device 10 transmits information related to the user's sleep, including information on the location where the user fell asleep, to the server 20.
[0236] It is assumed that the terminal device 10 subsequently detects that the user has gone to bed, fallen asleep, or the like.
[0237] In step S1403, when the terminal device 10 detects that the user has started to sleep, such as when the user has gone to bed or fallen asleep, the terminal device 10 acquires information about the location where the user is sleeping based on the output of the position information sensor 150, etc.
[0238] In step S1405, the terminal device 10 transmits to the server 20 information related to the user's sleep timing and information on the sleeping position.
[0239] In step S1453, when the server 20 receives information on the user's sleep timing and the sleeping position information from the terminal device 10, the server 20 updates the sleep record information 283 and the like.
[0240] In step S1455, the server 20 determines whether the user slept at a specific location such as an accommodation facility during a specific time period (for example, a late night period such as from 11pm to 2am the following day) based on the sleep record information 283, etc. If the user slept at a specific location during a specific time period, the server 20 provides a bonus in the game.
[0241] Here, the specific location may be the location of a facility where the user has made a reservation for lodging, temporary use, or other stay. The specific location may also be the location of a facility included in a list held in advance by the server 20, regardless of whether the server 20 holds information indicating that the user has made a reservation. In addition, when a user makes a reservation to use an accommodation facility, etc., and then sleeps according to the reservation details of the accommodation facility, etc., the user may be given a more advantageous benefit than when the user sleeps without a reservation. For example, a benefit for using the accommodation facility, etc. may be given to the user by summarizing the reservation. This can encourage the user to make a reservation and then use the facility, etc.
[0242] In addition, the condition for granting a privilege to a user may include that the user sleeps at a plurality of specific locations. In this case, the order of the plurality of locations where the user sleeps, or the date on which the user sleeps, may be specified in the terminal device 10 or the server 20. For example, the user may sleep on a first date, and the user may sleep at another facility within a certain period from the first date (for example, the next day), so that the privilege may be granted to the user. In addition, the user may first sleep at an accommodation facility in a first region (for example, facility "A"), and then sleep at an accommodation facility in a second region (for example, facility "B"). This may encourage the user to stay consecutive nights in a certain region and to stay in a plurality of regions. In addition, the user may be encouraged to stay at various locations in a certain order.
[0243] The specific time period is not limited to late night hours and may be other time periods. For example, a privilege may be granted to a user when the user sleeps in a hotel, relaxation salon, or the like during a time period when the user is not staying overnight, such as from 1 pm to 3 pm. Furthermore, as a condition for granting a privilege, the specific time period may be freely set and changed by the operator of the accommodation facility or the system administrator via the operator's terminal or the administrator's terminal.
[0244] Furthermore, granting a privilege to a user may mean granting the user an effect that makes the user's game progress more advantageous, such as an advantageous login bonus, an increase in a predetermined parameter of the user, etc. Granting a privilege to a user may mean granting the user a predetermined game item (free virtual currency, an item for obtaining a game object by lottery, a material item, etc.) as a reward.
[0245] In addition, when the server 20 grants a privilege to a user, the server 20 may evaluate the quality of the user's sleep based on information about the user's sleep, and change the content of the privilege according to the quality of the user's sleep. For example, if the quality of the user's sleep is at or above a certain level (for example, the time it takes the user to fall asleep is within a certain period of time, the user can be determined to be deep asleep based on the time of REM sleep and non-REM sleep, the user goes to bed at a certain time period, etc.), the server 20 may grant the user a more advantageous privilege than if the quality of the sleep is below a certain level. Also, if the quality of the sleep is below a certain level, the server 20 may not grant the user a privilege. This can encourage the user to get enough sleep at a lodging facility, etc.
[0246] In step S1457, the server 20 determines an evaluation value for evaluating the accommodations etc. where the user slept, based on the quality of the user's sleep. The server 20 records the information on the accommodations etc. and the evaluation value of the accommodations etc. in association with the user's information in the storage unit 202. As a result, an evaluation value is accumulated for each of a plurality of facilities, based on the quality of sleep when the user slept at the facility.
[0247] In step S1459, the server 20 extracts information about facilities that are recommended for use by the user of the terminal device 10 to sleep by staying overnight, etc., based on the evaluation values of the accommodation facilities, etc. The server 20 transmits the extracted information about the facilities to the terminal device 10.
[0248] For example, since evaluation values based on the quality of sleep of a plurality of users are accumulated for each facility in step S1457, facilities with evaluation values of a certain level or higher may be presented to the user. Furthermore, facilities with high evaluation values of users registered as friends in the friend list 282 as users related to the user of the terminal device 10 may be presented as recommendations to the user of the terminal device 10. Furthermore, facilities with high evaluation values of other users who have sleep records similar to or higher than a certain level to the sleep records (sleep record information 283) of the user of the terminal device 10 as users related to the user of the terminal device 10 may be presented as recommendations to the user of the terminal device 10.
[0249] In step S1409, the terminal device 10 presents to the user, via the display 132 or the like, information on the facilities presented as recommendations by the server 20. The terminal device 10 presents to the user the contents of benefits that will be given to the user by using these recommended facilities for accommodation or the like. The terminal device 10 may display, together with the contents of these benefits, a user interface (operation buttons, etc.) for receiving input operations for the user to make a reservation for use of the facilities, on the display 132. This allows the user to start operations for making a reservation for the facility while checking the contents of the benefits.
[0250] In addition, when the user's game progress reaches a specific state, the terminal device 10 may present the user with potential facilities that the user may use, and may also present the user with a fact that a bonus will be given if the user sleeps at the facility during a specific time period.
[0251] Here, the game progress status being in a specific status may be, for example, a situation in which the user is not likely to meet the clearing conditions for a predetermined game unit (quest) and the user is given a special benefit to advance the game. For example, when the level of a boss character is high relative to the strength of the user's operating character and the possibility of failing to defeat the boss character is above a certain level, or when the overall strength (level, ability value) of the operating character is lower than the value recommended for the game unit, it is determined that the user is not likely to meet the clearing conditions for the predetermined game unit. In this case, the content of the special benefit may be that a game item that strengthens the user's operating character is given, that an effect that gives an advantage in the game progress is obtained (for example, that an effect of increasing the parameters of the user's operating character during the game unit is obtained), or the like.
[0252] As described above, the fourth embodiment has been described. According to the above configuration, a privilege in the game is given to a user when the user sleeps in an accommodation facility or the like, so that the user can be encouraged to use the accommodation facility or the like. In addition, if a privilege is given to a user when the user reserves an accommodation facility or the like in advance, the cancellation rate of the accommodation facility or the like can be further reduced.
[0253] <Fifth embodiment> In the fifth embodiment, an example will be described in which an application program corresponds to a plurality of sleep measuring devices, and a predetermined effect is exhibited when the application program is executed according to information identifying the sleep identifying device. In the following example, an example will be described in which a game program performs game processing based on sensing data measured by each of the plurality of sleep measuring devices.
[0254] <Configuration> FIG. 15 is a block diagram showing the configuration of the sleep measuring device 11B and the like.
[0255] As shown in Fig. 15, the sleep measurement device 11B includes an antenna 112B, a wireless communication unit 122B corresponding to each antenna, an operation reception unit 131B, a display 132B, a voice processing unit 140B, a microphone 141B, a speaker 142B, a position information sensor 150B, a biological information sensor 160B, a motion sensor 170B, a storage unit 180B, and a control unit 190B. The sleep measurement device 11B also has functions and configurations (e.g., a battery for storing power, a power supply circuit for controlling the supply of power from the battery to each circuit, etc.) that are not particularly shown in Fig. 15. As shown in Fig. 15, each block included in the terminal device 10 is electrically connected by a bus or the like.
[0256] The antenna 112B radiates the signal generated by the sleep measuring device 11B as a radio wave, and also receives the radio wave from the space and provides the received signal to the wireless communication unit 122B.
[0257] The wireless communication unit 122B performs modulation / demodulation processing and the like for transmitting and receiving signals via the antenna 112B so that the sleep measuring device 11B can communicate with other wireless devices. The wireless communication unit 122B is a communication module including a tuner, an RSSI calculation circuit, a CRC calculation circuit, a high-frequency circuit, etc. The wireless communication unit 122B performs modulation / demodulation and frequency conversion of wireless signals transmitted and received by the sleep measuring device 11B, and provides the received signals to the control unit 190B.
[0258] The operation reception unit 131B has a mechanism for receiving an input operation from a user. Specifically, the operation reception unit 131B is an input device such as a physical button or a touch-sensitive device.
[0259] Display 132B displays data such as images, videos, and text under the control of control unit 190B. Display 132B is realized by, for example, an LCD display.
[0260] The audio processing unit 140B modulates and demodulates an audio signal. The audio processing unit 140B modulates a signal provided from the microphone 141B and provides the modulated signal to the control unit 190B. The audio processing unit 140B also provides the audio signal to the speaker 142B. The audio processing unit 140B is realized by, for example, a processor for audio processing. The microphone 141B accepts audio input and provides an audio signal corresponding to the audio input to the audio processing unit 140B. The speaker 142B converts the audio signal provided from the audio processing unit 140B into audio and outputs the audio to the outside of the terminal device 10.
[0261] The position information sensor 150B is a sensor that detects the position of the sleep measuring device 11B, and is, for example, a GPS module. If the sleep measuring device 11B is a device separate from a user terminal such as a smartphone, it is considered that the sleep measuring device 11B is not frequently moved from the user's home. Therefore, when the sleep measuring device 11B is initially set up, the user may be able to register in advance the location information where the user sleeps, such as the user's home.
[0262] The biological information sensor 160B is a sensor for measuring biological information (heart rate, body temperature, amount of sweat, etc.) of a user who uses the sleep measuring device 11B. For example, when the sleep measuring device 11B etc. are wearable devices, the biological information sensor 160B measures the biological information of the user by wearing the sleep measuring device 11B.
[0263] The motion sensor 170B includes an acceleration sensor, an angular velocity sensor, and the like, and detects the movement of the sleep measuring device 11B. For example, when the sleep measuring device 11B is a wearable device such as a wristwatch type, the user puts on the sleep measuring device 11B and goes to bed, so that the movement of the user while sleeping can be detected. In addition, by placing the sleep measuring device 11B on a mattress or the like of a bed on which the user sleeps, when the sleeping user moves on the mattress, the movement can be detected. This makes it possible to determine whether the sleeping user is in light sleep, deep sleep, REM sleep, or the like.
[0264] The storage unit 180B is configured with, for example, a flash memory, and stores data and programs used by the sleep measuring device 11B. In one aspect, the storage unit 180B stores sensing data 182B and device identification information 183B.
[0265] The sensing data 182B is data obtained by the sleep measuring device 11B sensing using the motion sensor 170B, the biological information sensor 160B, and the like. The sensing data is not limited to these data, and may include data obtained from various sensors used to measure the user's sleep, such as an illuminance sensor, a sound sensor (microphone), and an ultrasonic sensor, if the sleep measuring device 11B has such sensors. In addition, various sensors such as the position information sensor 150B, the biological information sensor 160B, and the motion sensor 170B may be selectively used by the sleep measuring device 11B, and the like. In this case, the type of data obtained as the sensing data 182B from the sleep measuring device 11B, and the like changes depending on the type and measurement format of the sleep measuring device 11B, and the like. Therefore, depending on the type of the sleep measuring device 11B, and the like, that is, depending on the type and accuracy of the sensing data 182B obtained from the sleep measuring device 11B, the sleep information 182 may differ even when the sleep of the same user is measured at the same time.
[0266] The device identification information 183B is information for identifying the sleep measuring device 11B. As described above, the information for identifying the sleep measuring device 11B includes information on the business providing the sleep measuring device 11B, information for identifying the product of the sleep measuring device 11B (product name, product code, etc.), information for uniquely identifying the sleep measuring device 11B (an identification code uniquely assigned to each device by the business, or information used when communicating (MAC address, etc.), information on applications used from the sleep measuring device 11B until the sensing data or sleep information 182 is generated, etc.
[0267] The control unit 190B reads a program stored in the storage unit 180B and executes instructions included in the program to control the operation of the sleep measuring device 11B. The control unit 190B is, for example, a processor, a microcomputer, etc. The control unit 190B operates according to the program to fulfill the functions of an input operation receiving unit 191B, a transmitting / receiving unit 192B, a data processing unit 193B, and a notification control unit 194B.
[0268] The input operation reception unit 191B performs a process of receiving a user's input operation to an input device such as the operation reception unit 131B. For example, when the operation reception unit 131B is configured with a physical button, the input operation reception unit 191B detects the pressure applied by the user to the physical button and determines whether the physical button has been pressed, whether the physical button has been pressed hard, or the like.
[0269] The transmission / reception unit 192B performs processing for the sleep measuring device 11B to transmit and receive data to and from external devices such as the terminal device 10, the server 20, the game controller 11A, and the sleep measuring device 11C in accordance with a communication protocol.
[0270] The data processing unit 193B performs a process of performing calculations on the data received by the sleep measuring device 11B in accordance with a program and outputting the calculation results to a memory or the like.
[0271] The notification control unit 194B performs a process of presenting information to the user. The notification control unit 194B performs a process of displaying a display image on the display 132B, a process of outputting sound to the speaker 142B, a process of generating vibration, etc. When the sleep measuring device 11B and the terminal device 10 are communicating with each other, the notification control unit 194 notifies the user by displaying an image on the sleep measuring device 11B, outputting sound, vibrating, etc., in conjunction with the notification to the user by the terminal device 10.
[0272] <Data Structure> FIG. 16 is a diagram showing the data structure of the sleep measuring device setting 284 stored in the server 20. As shown in FIG.
[0273] As shown in FIG. 16, each record of the sleep measuring device settings 284 includes an item “sleep measuring device ID”, an item “device name”, an item “device provision period”, an item “sensing specifications”, an item “effect during game play”, etc.
[0274] The item "sleep measuring device ID" is information for identifying the sleep measuring device. The sleep measuring device is managed in a so-called whitelist format, and the item "effect during game play" described later is set according to the device that can be recognized on the server side. When the server 20 detects an unidentifiable sleep measuring device 11B, the server 20 may not receive the sleep information 182 from the unidentifiable sleep measuring device 11B, or may use data for the unidentifiable sleep measuring device 11B to perform subsequent processing. The "sleep measuring device ID" does not necessarily need to identify the device, and includes the type of software or application used in the sleep measuring device 11B. For example, even when the same sleep measuring device 11B is used, different "sleep measuring device IDs" may be used for the case where a sleep measuring application A is used and the case where a sleep measuring application B different from the sleep measuring application A is used. The item "device name" indicates the name of the sleep measuring device. The item "Device provision period" indicates the period during which the sleep measuring device is provided by the business operator. The period includes information on the timing when the sleep measuring device was released, when the sale of the sleep measuring device ended, and when support by the business operator for the sleep measuring device ended. This allows the terminal device 10 etc. to determine whether the sleep measuring device is unreleased or on sale. The item "Sensing specifications" indicates the specifications of various sensor devices for the sleep measuring device to sense the user's sleep. The specifications of the sensor device include information such as what can be measured by the sensor device (as shown in the figure, measurement targets include sleep quality, sleep time, biological information, etc.) and sensing accuracy. As shown in FIG. 16, the objects that each sleep measuring device can sense may differ. For example, a certain sleep measuring device may be able to measure sleep time but may not be able to measure sleep quality. The item "Effects during game play" indicates the content of the effects (parameters, calculation formulas, etc. for generating the corresponding game effects) that are set for the user in a game based on the game program when the user uses the sleep measuring device indicated in the item "Sleep measuring device ID".
[0275] The contents of the effect include those that affect game parameters. For example, the contents of the effect include (1) those that affect the ease with which a user can acquire a game object (game character, game item, etc.) that can be acquired by playing the game. For example, when a user is measuring his / her sleep using a specific sleep measuring device, the contents of the effect include setting the probability for the user to acquire a game object to a predetermined setting.
[0276] In addition, for example, when the user is allowed to acquire game content (including game objects) probabilistically by detecting that the user has woken up using sleep information 182 or the like, the probability may be determined according to the sleep measuring device used to acquire the sleep information 182.
[0277] Such a change in probability may be made by changing a table that specifies the probability of acquiring game content. For example, a plurality of tables may be prepared in advance in the server 20 or the like, and information for identifying the sleep measuring device may be associated with each table. The probability may be changed by calculation using variables or the like.
[0278] This provides the user with an advantage that, when the user is using a specific sleep measuring device, the user can easily acquire a specific game object (such as a game character) while playing a game.
[0279] Other examples of the effect include (2) an effect that affects the game units that the user can play. For example, the user may use a specific game unit (quest, extra stage, etc.) or change the probability of using the specific game unit (quest, extra stage, etc.) by using a specific sleep measuring device. For example, when a quest to defeat a boss character is cleared, if another quest is probabilistically generated, the probability may be changed according to information that identifies the sleep measuring device.
[0280] In addition, the content of the effect may be (3) an effect that affects the game parameters granted to the user. For example, the game parameters granted to the user may be set according to the length of the user's sleep time in association with information identifying the sleep measuring device, and the game parameters granted to the user may be different for each sleep measuring device. As an example, when the length of the user's sleep time is divided into a plurality of sections (for example, (i) sleep time 5 hours or less, (ii) sleep time 5 hours to 7 hours, (iii) sleep time 7 hours or more, etc.) and game points or the like are granted to the user according to each section, the amount of game points granted to the user may be different for each section according to information identifying the sleep measuring device. Here, in order to provide a sleep measuring device suitable for a person who sleeps relatively long, the amount of game points granted may be larger as the sleep time is longer. In addition, in order to provide a sleep measuring device suitable for a person who sleeps relatively short, the amount of game points granted may be larger as the sleep time is shorter.
[0281] Also, for example, the bonus that the user can get by starting the game program may be affected. For example, if the user uses a specific sleep measuring device, the login bonus at the start of the game may be changed. Also, the login bonus may be given only if the user continues to use the specific sleep measuring device. In this case, by providing different login bonuses according to the number of types of devices, it is possible to motivate the user to continue using multiple devices.
[0282] Such an effect may be set for a user for a certain period of time. For example, the login bonus may be changed for a certain period or number of times after using a specific sleep measuring device.
[0283] When the user's sleep is measured by the sleep measuring device 11B, the effect set for the user in the game affects the login bonus as described above in the following cases: (i) the user logs into the game on the day after the sleep information 182 is measured by the sleep measuring device 11B, and (ii) the user measures the sleep information 182 but logs into the game on or after the following day. Note that (iii) there is also a case where the user logs into the game but does not measure the sleep information 182 by the sleep measuring device 11B within a predetermined number of days prior to logging in.
[0284] In the above case (iii), since the user logs in to the game but there is no sleep information 182 acquired by the sleep measuring device 11B, the user may only be given a login bonus for logging in. On the other hand, in the above cases (i) and (ii), in addition to the login bonus given by the user logging in to the game, the user may be given a special benefit because there is sleep information 182 acquired by the sleep measuring device 11B during a predetermined period prior to the timing of logging in.
[0285] <Operation> FIG. 17 is a flowchart showing a process in which the terminal device 10 acquires sensing results from one or more sleep measuring devices (such as the sleep measuring device 11B) and accumulates them in the server 20 as a log.
[0286] In step S1701, the terminal apparatus 10 acquires the sensing results (sensing data 182B) of each sleep measuring device in association with information (device identification information 183B, etc.) that identifies the sleep measuring device 11B, etc.
[0287] In step S1703, the terminal apparatus 10 stores the user's sleep information 182 based on the sensing results of the sleep measuring devices 11B and the like in association with information for identifying the sleep measuring devices 11B and the like, and transmits the same to the server 20.
[0288] In step S1751, the server 20 stores the sleep information 182 of each user of the terminal device 10 in association with information for identifying the sleep measuring device 11B, etc., in the sleep record information 283. The server 20 stores the sleep information 182 of each user as a log, regardless of whether an application (game program, etc.) that uses the user's sleep information 182 has been released or whether a service has been started.
[0289] 18 is a flowchart showing a process of notifying the user of the terminal device 10 when an application that uses the user's sleep information 182 starts a service. As an example of the application, a game program will be described.
[0290] In step S1851, the server 20 transmits information including a promotion regarding the release of a game program that utilizes the sleep information 182 to the terminal device 10. For example, the start of the release of the game program may be announced on an SNS or the like, and users may pre-register before the release. The server 20 transmits information including a promotion to users who have pre-registered in this way, for example.
[0291] In step S1801, even before the start of the service or use of a game program that uses the sleep information 182, the terminal device 10 accepts from the user an operation to start linking the sleep information 182 with the game program that uses the sleep information 182. That is, in this embodiment, an example will be described in which the user performs the operation to link the sleep information 182, thereby allowing the game program side (the service provider side based on the game program) to refer to the user's sleep information 182, but this is not limiting.
[0292] In step S1853, in response to the user's operation in step S1801, the server 20 performs settings for linking the user's sleep information 182 to the game program that utilizes the sleep information 182. This enables the game program to provide the user with game progress and the like that corresponds to the user's sleep information 182.
[0293] After that, in step S1803, the terminal device 10 stores the user's sleep information 182 in association with information for identifying the sleep measuring device 11B etc., and transmits the information to the server 20.
[0294] In step S1855, the server 20 sets a specific effect to be exerted in the execution of the user's game program based on the log of the sleep information 182 accumulated over one or more dates since before the start of the service of the game program.
[0295] In step S1805, the terminal device 10 provides the user with a tutorial function before or after the start of a service of a game program that uses the sleep information 182. The tutorial function has a function of evaluating the quality of sensing results of the sleep measuring devices 11B, etc., and notifying the user. The terminal device 10 acquires the quality of each measurement of the sleep measuring devices 11B, etc., by acquiring the sleep achievement information 283 held in the server 20, etc. The terminal device 10 determines a sleep measuring device to be presented to the user as a recommendation, and notifies the user of the determined sleep measuring device.
[0296] For example, when the quality of measurement by a sleep measuring device used by the user does not meet a certain level, the terminal device 10 recommends a sleep measuring device to the user. For example, the quality of the sleep measuring device may not meet a certain level if the user uses a sleep measuring device placed on a mattress or the like, and the sleep information 182 contains an error due to the movement of a living being such as a pet or another user other than the user. In this case, the terminal device 10 recommends to the user a wearable sleep measuring device that the user wears.
[0297] When the provision of the service based on the game program starts, the server 20 performs the process of step S1857.
[0298] In step S1857, after starting the service of the game program, the server 20 progresses the game based on the log of the sleep information 182. Depending on the information identifying the sleep measuring device that measured the user's sleep information 182, a specific effect is set in the execution of the game program of the user.
[0299] <Screen example> FIG. 19 is a diagram showing an example of a screen of the terminal device 10. As shown in FIG.
[0300] The screen example (A) in FIG. 19 shows a situation in which a game program is compatible with a plurality of sleep measuring devices and a tutorial function is provided to the user before the start of the game program service.
[0301] As shown in screen example (A), the terminal device 10 notifies the user in the notification section 132W1 that it will begin providing a game service using the user's sleep information 182 (i.e., screen example (A) is the stage before the game service starts), that there is a period during which the game program can be downloaded in advance before the game service starts, and that the user will be provided with a function to evaluate the sleep measuring device during that period as well.
[0302] The terminal device 10 displays information about the sleep measuring device used by the user in the notification unit 132W2. The user sets the sleep measuring device to be able to communicate with the terminal device 10. As shown in the notification unit 132W2, the user is notified of the following information about the sleep measuring device: (1) the product name of the sleep measuring device, (2) the provider, (3) the type of sleep measuring device (e.g., whether it is a wearable device or a mobile terminal), (4) the sensing accuracy of the sleep measuring device, and (5) the contents of the effect exerted in game play when the user uses the sleep measuring device and progresses the game based on the sensing result of the sleep measuring device. The terminal device 10 performs the notification shown in the notification unit 132W2 by referring to the sleep measuring device setting 284 of the server 20.
[0303] As indicated by the operation button 132W3, the terminal device 10 provides a tutorial function to the user even before the start of a game service, and accepts an operation from the user to start the tutorial function.
[0304] When the user performs an operation to start the tutorial function on the screen example (A) (when the terminal device 10 accepts an input operation on the operation button 132W3), the screen transitions to the screen example (B).
[0305] The screen example (B) shows a situation in which the terminal device 10 provides the user with a tutorial function before the start of a game service.
[0306] As shown in the screen example (B), the terminal device 10 notifies the user in the notification section 132W4 that the log of the sleep information 182 accumulated in the server 20 from before the start of the game service is available. This corresponds to step S1801 in FIG. 18.
[0307] As indicated by the notification section 132W5, the terminal device 10 notifies the user of information about the sleep measurement device in which the user has accumulated a log of sensing results.
[0308] As indicated by the operation button 132W6, the terminal device 10 accepts an input operation from the user for linking the log of the user's sleep information 182 with the game service. This allows the game service to provide the game service to the user by referring to the log of the user's sleep information 182.
[0309] The screen example (C) shows a situation in which the user evaluates the sleep measuring device that he or she is using, and if there are any recommendations for other sleep measuring devices, these are presented to the user, in the tutorial function. This corresponds to step S1805 in FIG. 18.
[0310] As shown in the notification unit 132W7, the terminal device 10 notifies the user that the sleep information 182 cannot be accurately acquired from the sensing result of the sleep measuring device already used by the user. In addition, the terminal device 10 notifies the user of information on the sleep measuring device determined as a target to be recommended to the user.
[0311] As shown in the notification unit 132W8, the terminal device 10 notifies the user of information on a sleep measuring device recommended to the user. The notification includes information such as the name, provider, type, and sensing accuracy of the recommended sleep measuring device, and an effect in the game that the user can obtain when the user progresses the game based on the sensing result of the sleep measuring device.
[0312] A screen example (D) shows an example of the screen of the terminal device 10 after the game service has started.
[0313] As indicated by the notification section 132W10, the terminal device 10 notifies the user of the result of the progress of the game based on the sensing result of the user's sleep measuring device 11B or the like.
[0314] As shown in the notification unit 132W11, the terminal device 10 notifies the user of information on the sleep measuring device 11B, etc., whose sensing results are used by the user in game play. The notification also notifies the user of effects that the user can receive as the game progresses.
[0315] As shown in the notification unit 132W13, the terminal device 10 notifies the user of promotion information of the sleep measuring device not only before the start of the game service but also after the start of the game service. The notification includes information for identifying the sleep measuring device and the contents of the effect to be exerted when playing the game using the sensing result of the sleep measuring device.
[0316] As described above, the user can set up the sleep measuring device while using the tutorial function, etc. Such settings can be made before the user starts playing a game using the sleep measuring device (for example, while the user is awake, such as during the daytime). This can prevent a situation in which the sleep measuring device is not suitable even though the user has gone to sleep and is trying to play a game. In addition, while the user is awake, the user can recognize what effect can be obtained from each sleep measuring device, which can make it easier for the user to determine, for example, which sleep measuring device to use.
[0317] <Modification> (1) Example of using some of the sensing results from multiple sleep measurement devices in an application:
[0318] Any of a plurality of sleep measuring devices used by a user may be available for use in the game service. A user may link an application with a plurality of sleep measuring devices, thereby allowing the user to obtain the above-mentioned effects obtained by each sleep measuring device in a redundant manner.
[0319] In addition, when the sensing results of a user's multiple sleep measuring devices are used in a game service, the server 20 may accept the sensing results from these multiple sleep measuring devices, and in the game service, the game may be progressed using some of these multiple sleep measuring devices, and a predetermined effect may be achieved based on information identifying the sleep measuring device.
[0320] This can encourage users to use multiple sleep measuring devices.
[0321] In addition, when the server 20 provides a game service, the game can be progressed using the sensing results of some of the sleep measuring devices with good sensing quality among the sensing results of these multiple sleep measuring devices, thereby providing users with the interest intended by the game provider.
[0322] In addition to the example in which the server 20 determines some of the sleep measuring devices to be used in the game service based on the sensing quality of multiple sleep measuring devices, the server 20 may determine the some of the sleep measuring devices based on the specifications (type, accuracy, etc.) of the sleep measuring devices.
[0323] In addition, when a user uses multiple sleep measuring devices, the measurement results of some of the sleep measuring devices may be used preferentially for game processing, etc., and the measurement results of the other sleep measuring devices may be used complementarily. The sleep measuring devices whose measurement results are used for game processing, etc. may be determined in advance by a user's designation, etc., or by a game program, etc. In addition, among the multiple sleep measuring devices, the sleep measuring devices may be determined based on the order in which the terminal device 10, etc. receives the measurement results. For example, when it is detected that a user has woken up based on the measurement results of multiple sleep measuring devices, the sleep measuring device that transmits the measurement results capable of detecting the user's wakeup to the terminal device 10, etc. earliest may be used in game processing, etc.
[0324] In addition, for example, when the terminal device 10 or the like detects that the quality of measurement of the part of the sleep measuring devices that are used preferentially deteriorates or that the battery has run out, the measurement results of the other sleep measuring devices may be used for game processing, etc.
[0325] (2) Example of sharing the sleep measurement device 11B etc. among multiple users: The sleep measuring device 11B etc. may be used by an unspecified number of users. For example, the sleep measuring device 11B etc. may be installed in an accommodation facility or the like, and a user who uses the accommodation facility may measure his / her sleep using the sleep measuring device 11B etc.
[0326] When the terminal device 10 or the server 20 progresses the game based on the sensing results of the sleep measuring device 11B or the like, or exerts a predetermined effect based on information identifying the sleep measuring device 11B or the like, the terminal device 10 or the server 20 may perform these game processes based on information of users who share the sleep measuring device 11B or the like. For example, the terminal device 10 or the server 20 may associate users who share the sleep measuring device 11B or the like with each other, and perform a predetermined game process by these associated users. As the predetermined game process, the terminal device 10 or the server 20 may perform game processes such as registering the associated users as friends, providing a game unit that can be played only by the associated users, and performing a multiplayer game between the associated users.
[0327] When the sleep measuring device 11B is shared by a plurality of users, the sensing results of the sleep measuring device 11B may be stored in association with information about the users in the sleep measuring device 11B.
[0328] For example, before the user uses the sleep measuring device 11B to sleep, the user may input information for identifying the user to the sleep measuring device 11B. The sleep measuring device 11B performs sensing in a state in which the user is identified or designated, and stores the sensing result and the information for identifying the user in association with each other.
[0329] Furthermore, the sleep measuring device 11B may identify which user the sensing result belongs to, depending on the user's sleep pattern.
[0330] By receiving the measurement result of the sleep measuring device 11B from the sleep measuring device 11B, the terminal device 10 stores the measurement result in association with information identifying the user who slept.
[0331] When the terminal device 10 uses the measurement results of the sleep measuring device 11B in game processing, the measurement results may be made unavailable to users other than the user using the sleep measuring device 11B in the game processing. For example, when multiple users, such as family members, live together and use the sleep measuring device 11B, the measurement results of a first user may be made unavailable to a second user different from the first user in the game processing. Also, when multiple users related to each other, such as family members, share the sleep measuring device 11B, the measurement results of a certain user's sleep measuring device 11B may be made unavailable to other users' game processing.
[0332] Regardless of whether the terminal device 10 executes a game program, when multiple users share the sleep measuring device 11B, the measurement results of the sleep measuring device 11B are accumulated in association with information identifying each user. The terminal device 10 may receive measurement results from the sleep measuring device 11B when different users have used the sleep measuring device 11B over multiple dates, for example by executing a game program. The terminal device 10 transmits the measurement results of the sleep measuring device 11B on each date in association with information about the user who slept to the server 20. The server 20 holds the sleep measurement results of each user in the sleep performance information 283 based on the information received from the terminal device 10.
[0333] According to such a configuration, when the sleep measuring device 11B is shared by multiple users, the sleep measurement results of each user are recorded by the sleep measuring device 11B, and some of the multiple users may not execute the game program on the terminal device 10. However, other users among the multiple users may execute the game program on the terminal device 10 and transmit the sleep measurement results of the multiple users to the server 20, so that the server 20 may perform game processing according to the sleep measurement results of the multiple users. That is, some users may acquire game parameters of a game based on a game program even though they do not execute the game program. For example, when the sleep measuring device 11B is lent and borrowed between family members, in a situation where the first user has not reflected the sleep information 182 of the previous day measured by the sleep measuring device 11B in the game processing, the second user obtains the sleep information 182 using the sleep measuring device 11B and executes the game program when waking up the next day, so that the sleep information 182 of the first user is transmitted to the server 20 and reflected in the game processing.
[0334] Here, the sleep measuring device 11B is not limited to a wearable device as described above. When the sleep measuring device 11B can measure the sleep situations of multiple users, the sleep measurement results of each user can be stored in the sleep measuring device 11B in association with information identifying each user. For example, a device with a photographing function (e.g., a mobile terminal such as a smartphone) can be installed on a bed, and the behavior of multiple users can be sensed by analyzing the sensing results (photographed images). In such a case, a user among the multiple users can transmit the sleep measurement results of the multiple users to the server 20, so that the sleep measurement results of the multiple users can be reflected in the game processing.
[0335] (3) An example of running an application by obtaining the same type of parameters from the information that can be obtained from each sleep measurement device:
[0336] As described in the above embodiment, each sleep measuring device may have different specifications. In addition, each sleep measuring device may have different items that can be measured and different measurement accuracies. A game program or the like may be compatible with a plurality of sleep measuring devices and may use the same type of parameters among the parameters acquired by the sleep measuring devices. For example, even if each sleep measuring device can measure various parameters, game processing may be performed based on information such as "sleep time" and "sleep quality" measured by the sleep measuring device as the same type of parameters.
[0337] Here, when a user uses multiple sleep measuring devices, the game program is executed using the same type of parameters acquired by each sleep measuring device, and the sleep information 182 measured by which the game processing is to be performed may be determined based on a predetermined rule (for example, by lottery processing) without user operation. For example, the terminal device 10 or the server 20 may perform the game processing based on the measurement result of any of the sleep measuring devices when the user wakes up, thereby giving the user a sense of surprise as the game progresses.
[0338] (4) Example of processing according to the combination of each sleep measurement device: As described in the above embodiments, various types of sleep measuring devices are provided, such as wearable devices and tablet-like devices. When a user uses multiple sleep measuring devices, the game program or the like may perform game processing according to the combination of the sleep measuring devices. For example, when a user uses a wristwatch-type sleep measuring device and a ring-type sleep measuring device in combination to measure sleep, processing such as granting game parameters to a game character or granting game items may be performed according to the combination. In order to determine the combination of devices, group information such as "wristwatch type" and "ring type" may be set in association with each device as device identification information, and special effects may be exhibited according to each combination in the case of combinations of the same group information or combinations of different group information. In addition, the device groups may be divided into groups according to whether the device is a wearable device worn by the user or a device used without being worn by the user.
[0339] Here, when a user uses multiple sleep measuring devices, an example of processing according to the combination of the devices may be to accumulate the effects of the sleep measuring devices when there are in-game effects obtained by using each sleep measuring device, or to reflect some of the effects of the sleep measuring devices in the game play. For example, when there is a first in-game effect obtained by a first sleep measuring device and a second in-game effect obtained by a second sleep measuring device, both the first effect and the second effect may be reflected in the user's game play, or either the first effect or the second effect may be reflected. In addition, at least one of the first effect and the second effect may be changed to be advantageous to the user as a privilege for using multiple sleep measuring devices.
[0340] In addition, there may be an in-game effect given to a user by using multiple sleep measuring devices. For example, when a user obtains sleep information 182 using both a wearable sleep measuring device and a sleep measuring device that the user does not wear, a special benefit may be given to the user.
[0341] (5) Example of processing according to switching of sleep measurement devices used by a user: As described in the above embodiments, the game program or the like performs processing to exert a predetermined effect in accordance with information identifying the sleep measuring device.
[0342] Here, when a user changes the sleep measuring device used, a special benefit in a game program or the like may be given to the user for using the new sleep measuring device. Such a special benefit may be given to the user separately from the above-mentioned predetermined effect exerted according to the information identifying the sleep measuring device. Moreover, such a special benefit may be determined according to the information identifying the sleep measuring device. Moreover, such a special benefit may be provided a certain number of times or for a certain period of time after the user uses the sleep measuring device. In this way, for example, when a new sleep measuring device is provided, the user may be encouraged to use the sleep measuring device.
[0343] In addition, when the sleep measuring device is used by multiple users, the total amount of the above benefits may be determined regardless of the number of users using the sleep measuring device. For example, if the benefits are provided for a predetermined number of days, 10 days, and a predetermined amount of game items are granted each day, and user "A" and user "B" alternately use the sleep measuring device, user "A" is granted the benefits for 5 days, and user "B" is granted the benefits for 5 days. In other words, the total amount of benefits is 10 days' worth of game items, etc.
[0344] In addition, the total amount of the above-mentioned benefits that can be received may be determined for each user. For example, if the benefits are provided for a predetermined period of 10 days, each user may be granted the benefits for a maximum period of 10 days.
[0345] As described above, since the privilege is given to each user, it is possible to encourage a user to borrow a sleep measuring device from another user and try it out.
[0346] In addition, the sleep measuring device may not be used by multiple users. In other words, the sleep measuring device may not be lent or borrowed between users. For example, when the sleep measuring device is associated with information of a certain user, even if another user uses the sleep measuring device, the sleep information may not be acquired, the acquired sleep information 182 may not be reflected in the game, or the acquired sleep information 182 may not have an effect corresponding to the sleep measuring device in the game.
[0347] In the sleep performance information 283, the server 20 stores information for identifying a sleep measuring device and information on the timing at which the sleep information 182 was acquired by the sleep measuring device in association with the user information. When the terminal device 10 that executes the game program communicates with the sleep measuring device and receives the sleep information 182 at the terminal device 10, the sleep information 182 that is not associated with any user information may be used in the game play of the user that executes the game program. For example, when a first user and a second user use a sleep measuring device by lending and borrowing it, the sleep information 182 measured by the sleep measuring device at a certain timing may not be associated with any user. In this case, when one of the users executes the game program at the terminal device 10 and uses the sleep information 182 of the sleep measuring device, the sleep information 182 is stored in the server 20 and the terminal device 10 in association with the user information.
[0348] Here, the sleep measuring device may store the measured sleep information 182 in association with the user information. For example, the sleep measuring device may communicate with the terminal device 10 executing a game program, thereby storing the sleep information 182 in association with the user information in the game. That is, the sleep information 182 held in the sleep measuring device is held in association with the user information in the server 20, the terminal device 10, and the sleep measuring device by communicating with the terminal device 10.
[0349] The terminal device 10 may communicate with the sleep measuring device and perform a specific process when there is sleep information 182 that is not associated with any user information. For example, when the sleep information 182 measured by the sleep measuring device is not associated with any user, the terminal device 10 may receive a designation from the user of the terminal device 10 as to which user the sleep information 182 should be associated. In addition, when the sleep measuring device has sleep information 182 measured by another user, the terminal device 10 may perform a process such as sending a message to the other user or performing a multiplayer game in response to the presence of the other user's sleep information 182.
[0350] (6) Example of processing specific game content according to the results of sleep measurement using a sleep measurement device: As described above, it has been explained that a plurality of sleep measuring devices can be used, and an effect corresponding to information specifying the sleep measuring device is exerted in a game program or the like.
[0351] In addition, processing may be performed on the game content according to information that identifies the sleep measuring device. For example, when a specific game character is developed in a game program, the parameters of the game character are stored in the server 20, etc. In this case, an effect may be set in which the game character is given parameters that encourage development because the user has acquired the sleep information 182 using a specific sleep measuring device.
[0352] (7) Benefits for continued use of the same sleep measurement device When a user continues to use the same sleep measuring device, a special benefit may be given to the user accordingly. For example, when the number of days that the sleep information 182 is acquired by the same sleep measuring device reaches a predetermined period, a special benefit may be given to the user. For example, the terminal device 10 can determine whether the user continues to use the same sleep measuring device by referring to information unique to the sleep measuring device (such as the identification information of the sleep measuring device as shown in FIG. 4 and FIG. 16). This can encourage the user to use one sleep measuring device for a long time.
[0353] Furthermore, the terminal device 10 may refer to information on the manufacturer and seller of the sleep measuring device used by the user, and if the manufacturer and seller are the same, determine that the user continues to use the same sleep measuring device. In this way, even if the same manufacturer and seller sell new sleep measuring devices and the user purchases and uses a sleep measuring device provided by the same manufacturer and seller, the user can receive the above-mentioned "privilege for continuing to use the same sleep measuring device," which can stimulate demand for replacement with the latest device.
[0354] (8) Although the above description concerns a user using multiple sleep measuring devices, there are various ways in which such devices can be used. A wearable sleep measuring device and a stationary sleep measuring device may be used in combination. For example, a user may wear multiple wearable sleep measuring devices. A user may wear multiple sleep measuring devices on a specific part of the user's body (for example, a user may wear multiple wristwatch-type sleep measuring devices).
[0355] Also, different types of sleep information 182 may be acquired from multiple sleep measuring devices. For example, "sleep quality" may be measured by a first sleep measuring device, and "sleep time" may be measured by a second sleep measuring device. The terminal device 10 etc. may present to the user items that are desirable to be measured by each sleep measuring device. This allows, for example, a sleep measuring device suitable for measuring "sleep quality" to be set to measure the item.
[0356] The user may also specify which of the sleep measuring devices is to be used for measurement, and the specification may be accepted from the user before the user goes to sleep, or when the user wakes up, the specification of the sleep measuring device may be accepted from the user.
[0357] Although an example has been described in which a special benefit is given for a certain period of time when a user starts using a sleep measuring device, a special benefit may be given according to the number of times the sleep measuring device is used within a certain period of time. For example, a special benefit may be given to a user when the user uses the sleep measuring device a predetermined number of times within one month.
[0358] In the above embodiment, an example of recommending a sleep measuring device to a user has been described. When a user uses multiple sleep measuring devices, a sleep measuring device that provides a good sleep condition for the user, such as "sleep quality" and "sleep time," may be identified based on the measurement results of each sleep measuring device, and the user may be notified to use the sleep measuring device. In addition, the user may be notified that a special benefit will be given if the user uses a sleep measuring device that provides a good sleep condition.
[0359] On the other hand, depending on the type of sleep measuring device or the type of various sensors provided in the sleep measuring device, a discrepancy may occur between the actual user's sleeping time and the sleep information 182, which may cause a situation in which the sleep information 182 cannot be reflected correctly in the game. This may be due to a device failure or an individual difference between the sleep measuring device or various sensors, or due to compatibility between the application that processes the data obtained from the various sensors and the various sensors. In particular, when a certain sleep measuring device 11B is used, the administrator may be able to know that the sleep time output is always shorter than the actual user's sleeping time when using the sleep measuring device 11B on a trial basis. In such a case, when the sleep measuring device 11B is used, parameters may be adjusted so that the sleeping time is increased when the sensing result or the sleep information 182 obtained from the sensing result is used in the game. In this case, if the sleep measuring device 11B is output in a form that allows the user to recognize that the sleep time measured by the sleep measuring device 11B is different from the information on the sleep time used in the game, the user will recognize that the sleep time in the game is longer in appearance. In such a case, the user may be confused and think that the parameter adjustment is being performed as information on how to beat the game, so it is preferable not to notify the user of the parameter adjustment process.
[0360] Also, a sleep measuring device suitable for a user may be recommended based on information about the user's sleeping environment, such as information about the user's cohabitants (family members, etc.) and pets. Information about the user's sleeping environment may include, for example, the number of users in the environment in which the sleep measuring device is used, information identifying each user, the area in which the user sleeps (such as the size of the bed), the nature of the bed (such as the hardness of the mattress), and objects that may enter the area in which the user sleeps (such as pets). For example, a case may be assumed in which the user sleeps in the same bed as a cohabitant. When a user uses a sleep measuring device, it may be possible to determine whether the users live together based on the positions in which each user sleeps, etc.
[0361] Therefore, for example, the server 20 or the terminal device 10 may determine from which sleep measuring device to acquire the sleep information 182 or which sleep measuring device to prioritize the sleep information 182 based on information on the user's sleeping environment. For example, when it is determined that the user is sleeping in the same bed as a roommate, it may be determined to acquire the sleep information 182 from a wristwatch-type sleep measuring device even if the user is also using a sleep measuring device installed on the bed. In addition, when it is determined that the user is sleeping in the same bed as a roommate and the user is only using a sleep measuring device installed on the bed, the use of a wristwatch-type sleep measuring device may be recommended to the user, so that more accurate sleep information 182 can be measured.
[0362] In addition, even if multiple users are sleeping within a certain area, there may be cases where separate beds are lined up and each user is sleeping in their own bed. In such a case, it may be possible to recommend to the user that they use a sleep measuring device that is installed in the bed.
[0363] The above configuration will be described with reference to the drawings.
[0364] FIG. 20 shows an example of a screen at a stage where a sleep measuring device to be used in a game is determined when the user uses multiple sleep measuring devices to measure sleep information 182.
[0365] 20 illustrates a situation in which, before the user goes to bed, the user specifies a sleep measuring device to be used for measuring the sleep information 182. As illustrated in screen example (A), the terminal device 10 displays, on the display 132, a notification 132X1, a selection receiving section 132X2, and a sleep start receiving section 132X5.
[0366] The notification 132X1 is an area for notifying the user that the user is logged in to the game and that the user can specify a sleep measuring device to be used to measure the sleep information 182 before going to sleep.
[0367] The selection receiving unit 132X2 is an area that receives, from the user, the designation of a sleep measuring device to be used to measure the sleep information 182. As illustrated, the terminal device 10 receives the designation of one or more sleep measuring devices in the selection receiving unit 132X2. In the illustrated example, the user can use the first sleep measuring device 132X3 and the second sleep measuring device 132X4. The sleep measuring device designated by the user may be highlighted. In the illustrated example, the user designates both the first sleep measuring device 132X3 and the second sleep measuring device 132X4.
[0368] The sleep start receiving unit 132X5 is an area for receiving an operation from the user indicating that the user is going to sleep. When the terminal device 10 receives an input operation from the user to the sleep start receiving unit 132X5, the terminal device 10 may disable at least a part of the input operation of the user so that the user does not operate the terminal device 10 until the user goes to sleep and wakes up, so that the user can concentrate on sleeping. For example, the user's operation other than that for emergency contact may not be received.
[0369] Screen example (B) shows a situation where the user goes to bed and specifies which measurement result of a sleep measuring device is to be used in the game when the user has measured sleep information 182 using multiple sleep measuring devices. As shown in screen example (B), the terminal device 10 displays a notification 132X6, a measurement result specification section 132X7, and an operation acceptance section 132X10.
[0370] The notification 132X6 is an area for notifying the user that, when the sleep information 182 is measured by a plurality of sleep measuring devices, the user can specify the sleep information 182 to be used in the game.
[0371] The measurement result designation section 132X7 is an area for accepting a user's operation as to which measurement result of a sleep measuring device is to be used in the game when the user measures the sleep information 182 with multiple sleep measuring devices. In the illustrated example, as multiple sleep measuring devices, information of the first sleep measuring device 132X8, information of the second sleep measuring device 132X9, and quality information on whether the sensing results of these sleep measuring devices are good or not are displayed. In addition, the terminal device 10 also displays the effect exerted in the game when the measurement results of each sleep measuring device are used in the game in the measurement result designation acceptance section 132X7. In the illustrated example, the first sleep measuring device 132X8 is designated by the user and is highlighted.
[0372] The operation reception unit 132X10 is an area that receives an input operation for using the measurement result of the sleep measuring device selected by the user in the game. In response to the input operation to the operation reception unit 132X10, the terminal device 10 may store the sleep information 182 measured by the sleep measuring device in association with the user's information in the terminal device 10, the server 20, and the sleep measuring device.
[0373] As shown in screen example (B), when the user measures sleep information 182 using multiple sleep measuring devices, the user can specify which measurement result of the sleep information 182 is to be used in the game. Alternatively, the terminal device 10 may determine which measurement result of the sleep measuring device is to be used in the game, regardless of the user's specification.
[0374] The example screen (C) shows a situation where the measurement results of the sleep information 182 are accumulated over multiple dates, and the user specifies which sleep measuring device's measurement results are to be used in the game.
[0375] As shown in the screen example (C), the terminal device 10 displays on the display 132 a notification 132X11, a date designation section 132X12, and a recommendation presentation section 132X15.
[0376] The notification 132X1 is an area for notifying the user that, when measurement results of the sleep information 182 are accumulated over a plurality of dates, the sleep information 182 to be used in the game can be specified for each date.
[0377] The date designation section 132X12 is an area for accepting a date designation from a user. In the illustrated example, a first date 132X13 and a second date 132X14 are displayed. As shown in the first date 132X13, the terminal device 10 displays on the display 132 information on the date together with information on the sleep measuring device that the user has designated to use in the game on that date. In addition, as shown in the second date 132X14, when the user has not designated the measurement result of the sleep measuring device for the date, the terminal device 10 displays that the date is not designated. In the illustrated example, the user designates the second date 132X14, and the second date 132X14 is highlighted.
[0378] The recommendation presentation section 132X15 is an area that accepts an input operation for displaying to the user recommendations for sleep information 182 (sleep measuring devices) to be used in the game on each date.
[0379] The screen example (D) shows a situation where the sleep measuring device to be used in the game is specified from the user for a specific date. For example, in response to the second date 132X14 being specified in the screen example (C), the terminal device 10 displays the screen shown in the screen example (D).
[0380] As shown in the screen example (D), the terminal apparatus 10 displays on the display 132 a notification 132X11, a sleep measurement device designation section 132X16, and a recommendation presentation section 132X15.
[0381] The sleep measuring device designation unit 132X16 accepts designation of a sleep measuring device to be used in a game for a specific date from a user. In the screen example (D), the terminal device 10 displays the sleep information 182 of the first sleep measuring device 132X17 and the second sleep measuring device 132X18.
[0382] As described above, when a user uses multiple sleep measuring devices to measure sleep information 182 and the measurement results are recorded across multiple dates, the user can select which sleep measuring device's measurement results to apply for each sleep unit (day). The terminal device 10 or the server 20 stores which sleep measuring device's measurement results are associated with each date, and accepts the association of a sleep measuring device from a user for whom no sleep measuring device's measurement results are associated.
[0383] In addition, the privilege given to the user and the predetermined effect set for the user may be different between the case where the sleep information 182 of the user is measured using the terminal device 10 as a smartphone and the case where the sleep information 182 is measured using another sleep measuring device. For example, the privilege and the predetermined effect may be greater for the user by using a sleep measuring device other than a smartphone. In this way, the game using the sleep information 182 can be progressed by using the smartphone, while in the case where there is a sleep measuring device that is more suitable for the user to obtain the sleep information 182 than a smartphone, the user may be encouraged to use the sleep measuring device.
[0384] In addition, when a smartphone is suitable for acquiring the sleep information 182 (for example, when the smartphone can measure the user's breathing while sleeping using a microphone, when the accuracy of measuring the sleep information 182 using various sensors is relatively high, etc.), the user may be prompted to use the smartphone to measure the sleep information 182.
[0385] (9) The game program is a game in which a game object such as a game character is raised according to the user's sleeping state. Before the user goes to bed, the user may select a game object to be raised by the user. In addition, in a game based on the game program, a game object other than the one selected by the user to be raised appears according to the user's sleeping record (sleep time, etc.). In this case, when the user's sleeping record reaches a certain value, a notification may be given to the user to notify the user that another game object will appear. Such a notification may be given while the user is executing the game program, or may be given by lighting up the terminal device 10, outputting sound, sending a push notification, or the like when the user is not executing the game program.
[0386] In addition, when the user operates the terminal device 10 after going to bed, the development of the game object may be adversely affected (for example, the game parameters may be adjusted so that the development ends poorly). This may encourage the user to improve the quality of their sleep.
[0387] <Summary> According to the above embodiment, the application such as a game program performs processing on the premise that a plurality of sleep measuring devices can be used.
[0388] (1) This allows game program providers to encourage users to use a specific sleep measurement device. For example, they can encourage users to use a newly released sleep measurement device in order to improve the interest of a game.
[0389] (2) The environment suitable for sleeping varies from person to person. Depending on the user, even if a specific sleep measuring device is used, it may be difficult for the user to sleep. According to the above embodiment, it is possible to encourage the user to use a sleep measuring device suitable for the user's sleep. That is, by providing the user with different values depending on the sleep measuring device, even if the user is not familiar with or does not suit the usage mode of a certain sleep measuring device, it is possible to encourage the user to try another sleep measuring device. This makes it possible to prevent the user from quitting the game using the sleep information 182 and provide an environment that makes it easy to continue playing the game.
[0390] Sixth embodiment In the first embodiment, an example was described in which various rewards in a game are given to a user by the user achieving a sleep goal. In the sixth embodiment, a technology will be described in which a game progresses depending on whether the user is sleeping during at least one of a specific time period that is a part of a time period designated by the user as a sleep goal, a specific time period that is set in relation to a time period designated by the user as a sleep goal, and a specific time period for sleep recommended by a game program (hereinafter referred to as a "core time").
[0391] Progressing the game in accordance with the user sleeping during the core time includes (i) making the game progress more advantageous for the user than when the user does not sleep during the core time. The terminal device 10 performs, for example, the following processing as game control: setting a predetermined parameter for a game character operated by the user or an NPC (non-player character) that is not the object of operation by the user, arranging game objects such as recovery items that affect the game progress in a game unit (quest) that is the object of the user's game play, and granting a game item as a reward when a predetermined condition such as game clear or login is satisfied. When the user sleeps during the core time, the terminal device 10 controls the setting of these parameters, the arrangement of game objects, the game items granted as rewards, and the like so that they are more advantageous than when the user does not sleep during the core time. The terminal device 10 may also grant a reward in the game to the user because the user sleeps during the core time.
[0392] (ii) In addition, the terminal device 10 performs control not to execute the function when the user is not sleeping during the core time, although the progress of the game is not necessarily advantageous to the user when the user is sleeping during the core time. For example, a special movement, a special sound, a special story, etc. may be released for a specific game character when the user is sleeping during the core time.
[0393] This allows a user to have a certain effect on game progress even if the user is unable to sleep according to a sleep goal set by the user by sleeping during the core time. In this way, while the user normally tries to improve his / her sleep habits in order to achieve the goal set by the user in advance, even if there are times when it is difficult to achieve the predetermined sleep goal due to sudden schedule changes, etc., if the user is able to sleep during the core time, the impact on the game will be small, and the user can be encouraged to continue the sleep habits.
[0394] The core time is at least one of a part of the sleep time period set by the user as a goal, and a sleep time period recommended by the game program. For example, the core time may be a predetermined time period calculated from a time later than the target bedtime set by the user, a predetermined time period calculated backwards from a time earlier than the target wake-up time, a predetermined percentage of the target sleep time period, or an appropriate time period based on health research. The core time may be a time period of at least a certain amount of time so that the user sleeps for at least a certain amount of time. In other words, the core time may have a minimum length of time.
[0395] In the sixth embodiment, as an example, a case will be described in which even if the user fails to achieve the sleep goal, various rewards in the game are given to the user if he or she sleeps during the core time.
[0396] This allows for fluctuations in sleep hours due to changes in the user's lifestyle, encouraging the user to sleep at least during core times while reducing the psychological burden of achieving a goal and further increasing the interest of the game.
[0397] <Configuration> The configuration of the game system according to the sixth embodiment is similar to that of the game system shown in FIGS. 1, 2 and 3, and therefore will not be described repeatedly.
[0398] <Data Structure> Fig. 21 is a diagram showing the data structure of the sleep record information 6283 stored by the server 20. The data structures of the user information database 281 and the friend list 282 are similar to the data structure shown in Fig. 4, and therefore will not be described repeatedly.
[0399] As shown in FIG. 21, the sleep record information 6283 further includes an item "core time" in addition to each item of the sleep record information 283 shown in FIG.
[0400] The item "core time" is at least one of the following: a specific time period that is part of the time period specified by the user as a sleep goal, a specific time period that is set in relation to the time period specified by the user as a sleep goal, and / or a specific time period for sleep recommended by the game program.
[0401] For example, if a user sets a goal of going to bed at 11pm and waking up at 6am, a part of that goal, from 1am to 5am, is set as a core time by the server 20. The server 20 gives the user various rewards in the game in return for sleeping during the core time.
[0402] The item "sleep evaluation parameter" is an evaluation parameter that evaluates the user's sleep performance based on the user's sleep performance and depending on whether the user sleeps during core time. For example, the value of the evaluation parameter may be set to be good depending on whether the user sleeps during core time or the quality of sleep is good. The evaluation parameter may be a visualization of the sleep debt, so to speak, depending on the user's sleep performance.
[0403] The server 20 receives information on the sleep performance from each user's terminal device 10 and calculates the evaluation parameter for each user. The server 20 provides the user with game play using the evaluation parameter. For example, if the evaluation parameter is not good (the user's sleep is not appropriate and the user is sleep deprived, etc.) to encourage the user to sleep during the core time, the server 20 or the terminal device 10 adjusts various parameters to reduce the efficiency of the user's game play and notifies the user to encourage him or her to sleep appropriately.
[0404] <Operation> FIG. 22 is a flowchart showing a process of controlling a game depending on whether or not the user is sleeping during the core time.
[0405] In step S2201, the terminal device 10 progresses the game play of the quest designated by the user in response to an input operation by the user.
[0406] In step S2203, the terminal device 10 accepts, from the user, a designation of a first time period during which the user aims to sleep. The first time period may be any time period designated by the user, or may be a time period equal to or longer than a predetermined time period. The terminal device 10 may perform the process of step S2203 at any timing, regardless of the user playing a quest, or may perform the process in conjunction with the user playing a quest. For example, the designation of the first time period may be accepted from the user by the process of step S2203 when the user clears a predetermined quest.
[0407] In step S2205, the terminal device 10 sets a second time slot as a core time for a part of the specified first time slot.
[0408] The second time slot (core time) may be a predetermined time slot starting from a time later than the target bedtime set by the user, or may be a predetermined time slot counted backwards from a time earlier than the target wake-up time, or may be a time slot that is a predetermined percentage of the target sleep time slot, or may be an appropriate time slot based on health research. Also, the second time slot may be a predetermined time slot that starts from a time later than the target bedtime set by the user and is set to a time later than the target wake-up time.
[0409] Preferably, the second time slot (core time) is a part of the first time slot and is a time slot equal to or longer than a predetermined time that is automatically set by the terminal device 10. In other words, the terminal device 10 may accept a designation of the first time slot from a user, while setting the second time slot (core time) based on the first time slot, regardless of an operation by the user to designate the second time slot.
[0410] Preferably, the second time period (core time) may be a portion of the first time period that is determined by user specification. In this case, the terminal device 10 may set restrictions on the start time and length of the second time period (core time). Note that the user's specification of the second time period includes not only the user's operation of specifying the start time or end time of the second time period, but also the user's specification of the proportion of the first time period that is to be the second time period.
[0411] In step S2207, the terminal device 10 transmits information related to the user's sleep to the server 20. The terminal device 10 transmits to the server 20, as the information related to the user's sleep, information on the time when the user went to bed, the time when the user started to sleep, the time when the user woke up, the time when the user got up, and the quality of sleep.
[0412] In step S2251, the server 20 receives information related to the user's sleep from the terminal device 10.
[0413] In step S2253, the server 20 generates and transmits to the user terminal a parameter evaluating the sleep history based on the information regarding the user's sleep and depending on whether the user is sleeping in the second time period (core time), regardless of whether the user's sleep history conforms to the first time period.
[0414] In step S2209, the terminal device 10 controls the progress of the game based on the parameter that evaluates the sleep performance.
[0415] Preferably, when a predetermined condition is satisfied during game play, a reward is given to the user. For example, if the user sleeps during the second time period (core time), a predetermined game item is given to the user, whereas if the user does not sleep during the second time period (core time), the game item is not given to the user.
[0416] In step S2255, the server 20 updates the user information database 281, the sleep achievement information 283, etc., based on the information on the user's sleep achievements received from the terminal device 10, the game progress information, and the evaluation parameters generated in step S2253.
[0417] As a result, even if the user is unable to achieve the preset sleep goal due to changes in lifestyle habits, various rewards are given to the user in the game if he or she sleeps during the core time. Therefore, the user is encouraged to sleep at least during the core time, while reducing the psychological burden of achieving the goal and further increasing the interest of the game.
[0418] <Screen example> FIG. 23 is a diagram showing an example screen of the terminal device 10, and shows a situation in which the user's sleep performance is evaluated depending on whether or not the user is sleeping during the core time, an evaluation parameter is generated, and a game is played using the evaluation parameter.
[0419] As shown in screen examples (A) and (B) of FIG. 23, the terminal device 10 displays on the display 132 a user level 132A1, an evaluation parameter 132B1, a time display section 132C1, a notification display section 132D1, and a sleep start button 132SL.
[0420] The user level 132A1 indicates the level of the user playing the game as a player. When the user plays the game, the terminal device 10 gives experience points (player experience points) not to the game character but to the user himself / herself. When the user's level as a player increases, the terminal device 10 recovers stamina points and increases the maximum value of stamina points.
[0421] The evaluation parameter 132B1 is an area that displays an evaluation parameter that evaluates the user's sleep performance based on information related to the user's sleep and depending on whether the user sleeps during the core time.
[0422] The time display section 132C1 is an area that displays information related to the user's sleep goal, core time period, and sleep performance.
[0423] The notification display section 132D1 is an area for notifying the user of an evaluation of the user's sleep performance and the details of controlling the game progress (such as the granting of rewards).
[0424] The sleep start button 132SL accepts an operation from the user instructing the user to start going to bed. For example, the user performs an input operation on the sleep start button 132SL before going to bed and then goes to bed. In response to the user's input operation on the sleep start button 132SL, the terminal device 10 assumes that the user is going to bed and restricts the user's input operation on the terminal device 10 for a certain period of time. For example, the terminal device 10 may be configured not to accept input operations for playing a game until a predetermined time, such as a time set as a target time for the user to wake up or a time when a core time has elapsed, regardless of the user's input operation on the terminal device 10.
[0425] Screen example (A) shows a display example of a screen when a user is sleeping during core time. The user is notified that a reward will be given because the user is sleeping during core time.
[0426] Screen example (B) shows an example of the screen display when the user does not sleep during the core time. The user is notified that a reward has not been given because the user did not sleep during the core time.
[0427] As described above, the terminal device 10 displays the sleep start button 132SL to accept an input operation when the user is about to go to bed. In the screen examples (A) and (B), when the user is about to go to bed, the time period of the core time is displayed on the time display unit 132C1. This makes it possible to encourage the user to go to bed by the core time.
[0428] <Modification> (1) In the explanation of Fig. 23(A), (B), etc., an example has been described in which the core time period is presented to the user to encourage the user to go to bed. In addition, the core time period may not be clearly indicated. Furthermore, a character suggesting that the core time is approaching may be presented to the user without clearly indicating the core time. For example, the terminal device 10 may cause a character suggesting that the core time is approaching to appear on the screen at the bedtime in the first time period specified by the user or at a certain time before the bedtime in the core time.
[0429] FIG. 23(C) is a diagram showing an example of a screen of the terminal device 10 according to the modified example, and is a diagram showing an example of a screen of the terminal device 10 before the user goes to bed. The terminal device 10 displays a user level 132A1, an evaluation parameter 132B1, a goal presentation section 132E1, and a core time suggestion section 132F1 on the display 132. The goal presentation section 132E1 is an area that displays a sleep goal set by the user and a current time. The core time suggestion section 132F1 is an area that presents a character that suggests that the core time is approaching to the user. The core time suggestion section 132F1 may display a message encouraging the user to sleep. For example, a message may be displayed that encourages a character to start sleeping before the core time begins (e.g., a message that only encourages sleeping, "It's about time you went to bed," a message that suggests that the user will be rewarded for sleeping, "You might get something if you go to bed now," a message that suggests that sleeping will have a specified effect on the game progress, "If you go to bed now, you might meet a new character," etc.).
[0430] This prevents the user from staying awake until the start time of the core time by not going to bed at the time set as the target, and encourages the user to go to bed by the core time. As a result, even if the user does not achieve the sleep goal set by the user, a predetermined effect on the progress of the game can be obtained by sleeping during the core time. Therefore, the user can be motivated not to give up on trying to form a sleeping habit because he or she is unable to achieve the sleep goal set by the user in advance, and can be encouraged to make the user's sleeping habit appropriate.
[0431] (2) In the explanation of Figures 23(A) and (B), an example was described in which the core time period was presented to the user and the user was encouraged to go to sleep. In addition, the core time period may not be presented to the user, and if the user does not sleep during the core time, the user may be presented with a result that makes the game progress less favorable than if the user sleeps during the core time.
[0432] Fig. 23(D) is a diagram showing an example of a screen of the terminal device 10 according to this modified example, and shows a situation in which the user's sleep performance is evaluated according to whether or not the user slept during the core time, an evaluation parameter is generated, and a game is played using the evaluation parameter. Unlike Figs. 23(A) and (B), the time presentation unit 132c does not display the time period of the core time. If the user h did not sleep during the core time, the notification display unit 132d notifies the user that the reward was not given because the bedtime was significantly later than planned.
[0433] This prevents the user from falling asleep as planned and waking up until the start of the core time, encouraging the user to maintain proper sleep habits.
[0434] (3) In step S2203, a designation of a first time slot for a user to sleep is accepted. In this example, an image showing time, for example, in the form of a clock or a bar, may be displayed on the display 132 of the terminal device 10, and the designation of the first time slot may be accepted from the user on the image.
[0435] Here, the terminal device 10 may set the core time period in advance and present it to the user, without the user having to perform an operation to specify the first time period.
[0436] Furthermore, the terminal device 10 may display the image in such a way that a certain period or more is secured for the core time even if the user tries to narrow the width of the first time slot in the image.
[0437] (4) In the examples described in each of the above embodiments, the core time has been described as being set based on the first time period (the time period during which the user aims to sleep) designated by the user. Alternatively, the terminal device 10 may reset the second time period that is the core time in accordance with the user's designation or independently of the user's instruction.
[0438] For example, the user's lifestyle may change daily depending on the work the user does daily, how the user enjoys his / her leisure time, etc. Therefore, for example, the server 20 may acquire information indicating the user's past lifestyle, such as information on the time periods during which the user works (times to arrive at and leave work, etc.) and information on reservations made by the user to spend his / her leisure time (reservation information for leisure facilities, etc.), and reset the future second time period (core time) to be set for the user.
[0439] (5) Server 20 may set one type of core time for a user and may not accept the setting of two or more types of core time. Note that the set core time may be changeable, and two or more types of core time may not be set at the same time.
[0440] (6) In the examples described in the above embodiments, even if the output results of the sleep measuring devices 11B and 11C in a time period other than the second time period set as the core time indicate that the user is asleep, the game may be controlled by determining that the user is not asleep in the time period other than the second time period. In other words, the terminal device 10 may not reflect the output results of the sleep measuring devices 11B and 11C outside the core time in the game control, and may control the game depending on whether or not the user is determined to be asleep in the core time.
[0441] <Additional Notes> The matters described in the above embodiments will be supplemented below.
[0442] (Supplementary Note 1) A game program to be executed by a computer (10, 20) having a processor (19, 29) and a memory (15, 25), the game program causing the processor to execute a first step (S2203) of receiving, from a user, a designation of a first time period during which the user is to sleep, a second step (S2205) of setting a second time period that does not coincide with the first time period in relation to the designated first time period, a third step (S2207, S2251) of acquiring first information regarding the sleep performed by the user, and a fourth step (S2209) of performing game control based on the first information, and in the fourth step (S2209), performing game control based on whether the user is sleeping in the second time period, regardless of whether the user's sleeping record matches the first time period, based on the first information.
[0443] (Supplementary Note 2) In the second step (S2205), the second time period is set regardless of the user's operation for specifying the second time period.
[0444] (Supplementary Note 3) The game program according to (Supplementary Note 1), wherein in a second step (S2205), the second time period is set for a portion of the first time period in response to a user's operation of specifying the second time period.
[0445] (Supplementary Note 4) A game program according to (Supplementary Note 2) or (Supplementary Note 3), wherein in the second step (S2205), the second time zone is reset in accordance with a user's specification or based on information about the user's lifestyle habits.
[0446] (Appendix 5) A game program described in any of (Appendix 1) to (Appendix 4), in which after the second step is executed and before the third step is executed, information indicating the second time period (132C1) or information suggesting the second time period to the user (132F1) is presented to the user.
[0447] (Appendix 6) A game program as described in (Appendix 5), wherein presenting the suggestive information (132F1) to the user includes displaying a character object on the screen and operating the character object to encourage the user to sleep during a second time period.
[0448] (Appendix 7) The game program described in (Appendix 5), further comprising causing the processor to execute a fifth step of accepting an input operation (132SL) instructing the user to start sleeping, and presenting information indicating or suggesting the second time zone to the user includes, in the fifth step, displaying on the display unit (132) a screen for accepting the input operation (132SL), and displaying information indicating or suggesting the second time zone (132C1) on the screen.
[0449] (Appendix 8) A game program described in any of (Appendix 1) to (Appendix 4), in which in any of the first to fourth steps, game control is performed without presenting the second time period or information suggesting the second time period to the user.
[0450] (Appendix 9) A game program as described in (Appendix 8), wherein in the fourth step, if the user's sleep history does not conform to the second time period, the user's progress in the game is made more disadvantageous than if the user's sleep history conforms to the second time period.
[0451] (Appendix 10) A game program described in any of (Appendix 1) to (Appendix 9), wherein in a fourth step, a reward is granted to the user when a predetermined condition is satisfied during game play, and when the user is sleeping during the second time period, the reward granted to the user is more favorable to the user than when the user is not sleeping during the second time period. [Explanation of symbols]
[0452] 10A, 10B terminal device, 11A game controller, 11B sleep measuring device, 12 communication IF, 13 input device, 14 output device, 15 memory, 16 storage unit, 19 processor, 20 server, 22 communication IF, 23 input / output IF, 25 memory, 26 storage, 29 processor, 80 network, 81 wireless base station, 82 wireless LAN base station, 130 operation reception unit (touch screen), 132 display, 181 user information, 182 sleep information, 281 user information database, 282 friend list, 283 sleep achievement information.
Claims
1. A game program for causing a computer having a processor and a memory to execute the game program, the game program causing the processor to: receiving a designation of a target first time from a user; obtaining first information regarding sleep performed by the user; performing game control based on the first information; Run the command, In the step of controlling the game, When the user's sleep performance achieves the goal based on the first information, a first reward in the game is granted; A game program that awards a second reward different from the first reward in the game when, based on the first information, the achievement is for a time period equal to or longer than a predetermined time period that is set in advance without any specification from the user.
2. 2. The game program according to claim 1, wherein the time range is a time range based on the first time or a time range based on health research.
3. The game program according to claim 1 or 2, further comprising a step of: presenting the time range to the user when the user goes to bed.
4. A game program as described in any one of claims 1 to 3, wherein in the step of controlling the game, if the user's sleep performance based on the first information does not achieve the goal and does not satisfy the time range, the game progress is put at a disadvantage.
5. A method implemented on a computer having a processor and a memory, the processor performing all of the steps performed in the invention according to claims 1 to 4.
6. 5. An information processing apparatus comprising a control unit and a storage unit, the control unit executing all steps executed in the inventions according to claims 1 to 4.
7. A system comprising means for executing all the steps performed in the invention according to claims 1 to 4.
Citation Information
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