Game device and program

JP7633349B2Active Publication Date: 2025-02-19BANDAI CO LTD
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Patent Information

Application Number
JP2023182033
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-10-23
Publication Date
2025-02-19
Estimated Expiration
2040-12-02

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、着用者の運動意欲を惹起させつつ、興趣性の高い電子ゲームを提供することが可能となる。

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide an electronic game with high taste, while inspiring motivation of a wearer for exercise.SOLUTION: A game apparatus includes first acquisition means for acquiring information of an active state of a wearer, update means for updating parameters relating to a character being trained, the update means updating a first parameter on the basis of the information of the active state acquired by the first acquisition means and updating a second parameter on the basis of the information of the active state and type information relating to the character being trained, display control means causing display means to display the character being trained in a display mode according to the first parameter and the second parameter updated by the update means, accumulation means accumulating evolution scores relating to evolution of the character being trained on the basis of the first parameter and the second parameter updated by the update means, and determination means for determining a character which is an evolution destination of the character being trained on the basis of the evolution scores accumulated by the accumulation means.SELECTED DRAWING: Figure 12
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Description

[Technical field]

[0001] The present invention relates to a game device and a program, and more particularly to an electronic game having a character development function according to the activity state of a wearer. [Background technology]

[0002] There is a system that acquires data such as performance data on sports played by a user, changes the appearance (state) of a character (avatar) assigned to the user according to the acquired performance data, and presents the appearance (state) of the character (avatar) via a social networking service or the like (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2013-046811 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the method described in Patent Document 1, because the user's physical activity is linked to the character's appearance, the conditions for giving the character a desired appearance are limited, making the method less interesting.

[0005] An object of the present invention is to provide a game device and a program that provide a highly entertaining electronic game while motivating the wearer to exercise. [Means for solving the problem]

[0006] The game device of the present invention is a game device that provides game play related to the development of a character that evolves through a plurality of evolutionary stages, and each character that can be developed on the game device is assigned type information that can uniquely identify the type and evolutionary state of the character. The game device is equipped with a first acquisition means for acquiring information on the activity state of a wearer, an update means for updating parameters related to the character being developed, the update means updating the first parameters based on the activity state information acquired by the first acquisition means and updating the second parameters based on the activity state information and the type information related to the character being developed, a display control means for displaying the character being developed on a display means in a display mode corresponding to the first parameters and second parameters updated by the update means, an accumulation means for accumulating an evolution score related to the evolution of the character being developed based on the first parameters and second parameters updated by the update means, and a determination means for determining a character to which the character being developed will evolve based on the evolution score accumulated by the accumulation means. The game device of the present invention is a game device that provides game play related to the development of a character that grows while changing its appearance, and is equipped with a display means that displays the contents of the game play, a first acquisition means that acquires information on the wearer's activity state, an update means that updates parameters related to the character being developed, a storage means that accumulates growth parameters of the character being developed based on the parameters related to the character being developed updated by the update means, and a determination means that determines a character with a different appearance that will grow from the character being developed based on the growth parameters accumulated by the storage means, wherein the parameters related to the character being developed include a first parameter that is updated based on the activity state information and a second parameter that is updated based on the first parameter, and the display means changes and displays the appearance of the character being developed in accordance with the second parameter. The game device of the present invention is a game device that provides game play related to the development of a character that grows while changing its appearance, and is equipped with a display means for displaying the contents of the game play, a first acquisition means for acquiring information on the activity state of the wearer, an update means for updating parameters related to the character being developed, a storage means for accumulating growth parameters of the character being developed based on the parameters related to the character being developed updated by the update means, and a determination means for determining a character with a different appearance that will grow from the character being developed based on the growth parameters accumulated by the storage means, wherein the parameters related to the character being developed include a first parameter that is updated based on the activity state information and a second parameter that is updated based on the first parameter, and the display means changes and displays the appearance of the character being developed in accordance with the second parameter, and the determination means determines the character with a different appearance on the condition that a predetermined time has passed since the character being developed last grew, and the determination means stops measuring the passage of the predetermined time when the character being developed is in a predetermined state or when the game device is in a power outage state. Effect of the Invention

[0007] According to the present invention, it is possible to provide a highly entertaining electronic game that stimulates the wearer's motivation to exercise. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating a configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 1 is a block diagram showing a functional configuration of a game device 100 according to an embodiment of the present invention. [Diagram 3] FIG. 1 is a block diagram illustrating a functional configuration of a smartphone 200 according to an embodiment of the present invention. [Figure 4] FIG. 1 is a block diagram illustrating a functional configuration of a server 300 according to an embodiment of the present invention. [Diagram 5] FIG. 13 is a diagram illustrating a screen of a training game displayed on the game device 100 according to an embodiment of the present invention; [Figure 6] FIG. 13 is a diagram for explaining a display status of a character being trained in the training game according to the embodiment of the present invention; [Figure 7] FIG. 1 is a diagram for explaining the evolution conditions of a character in a training game according to an embodiment of the present invention; [Figure 8] FIG. 13 is a diagram for explaining an evolution flow displayed on the smartphone 200 according to an embodiment of the present invention; [Figure 9] FIG. 11 is another diagram for explaining an evolution flow displayed on the smartphone 200 according to an embodiment of the present invention. [Figure 10] FIG. 13 is a diagram illustrating detailed information of a character displayed on the smartphone 200 according to an embodiment of the present invention. [Figure 11] FIG. 13 is a diagram illustrating an example of a screen displaying a list of egg types displayed on the smartphone 200 according to the embodiment of the present invention. [Figure 12] 1 is a flowchart illustrating a state control process executed by the game device 100 according to an embodiment of the present invention. [Figure 13] 1 is a flowchart illustrating a display process executed by the smartphone 200 according to an embodiment of the present invention. [Figure 14]FIG. 1 is a diagram illustrating an example of the data structure of various information used in a game system according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] [Embodiment] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the invention according to the claims, and not all combinations of features described in the embodiments are essential to the invention. Two or more features among the multiple features described in the embodiments may be arbitrarily combined. In addition, the same reference numbers are used for the same or similar configurations, and duplicated descriptions are omitted.

[0010] In the embodiment described below, an example of application of the present invention to a game system including a game device capable of providing a game play related to raising a character that evolves through multiple evolutionary stages as an example of a game device, and a smartphone capable of operating in cooperation with the game device as an example of an information communication terminal will be described. However, the present invention can be applied to any system including any device capable of providing a game play related to raising a character that evolves through multiple evolutionary stages, and any other device capable of displaying information based on information acquired from the device.

[0011] In this specification, the state in which the wearer of the game device is "active" is not limited to the state in which the wearer is performing a predetermined physical movement, but also includes, for example, a state in which a predetermined change occurs in the sympathetic nervous system. In addition, the "wearer" is described as a user who is wearing the game device 100, but does not exclude a user who is temporarily not wearing the device. In addition, since wearing the game device 100 is not essential to use the game system, in the following description of the embodiment, the "wearer" will be referred to as a "user" who uses the game system as necessary.

[0012] Game System Configuration 1 is a diagram illustrating the configuration of a game system according to the present embodiment. As shown in the figure, the game system according to the present embodiment includes a game device 100 equipped with various sensors capable of detecting and measuring the activity state of a wearer while the game device 100 is worn, a smartphone 200 configured to be capable of communicating with the game device 100, and a server 300 configured to be capable of communicating with the smartphone 200.

[0013] The game device 100 is configured, for example, in the form of a bracelet that can be worn on the wrist of a wearer, and can measure various items related to the wearer's activity state when worn. In this embodiment, the game device 100 is described as being worn on the wrist so that the wearer can easily check the display contents of a display unit 110 (described later) provided in the game device 100, but the present invention is not limited to this. The game device 100 may be worn on any part of the wearer's body, such as a finger, upper arm, waist, or leg.

[0014] The game device 100 is configured to be able to execute an electronic game (a breeding game) relating to character breeding, and while it is running, controls the progress of the breeding game according to the measurement results of the activity state. In the breeding game executed here, the user can breed one character at a time, and breeding expression is realized by configuring the character and its appearance to evolve through multiple evolution stages. In addition, the breeding game is configured to be able to be restarted on the condition that a predetermined condition is satisfied, and the user can repeatedly breed characters that follow various evolutionary processes.

[0015] In order to ensure fairness among users, the types of characters that can evolve are predefined for the character development representation. As will be described in detail later, characters that can evolve by deriving from at least one initial character (or an egg from which the initial character is born) are predefined for each evolution stage, and branching is defined so that characters can evolve into multiple types at least in some evolution stages, thereby improving the variety and interest of the development game. In the following description, a group of characters that can evolve by deriving from the at least one initial character is referred to as a group of characters belonging to (one) egg type.

[0016] The smartphone 200 is a general-purpose information and communication terminal such as a mobile phone, a smartphone, etc. The smartphone 200 is capable of providing various displays and GUIs related to the use of the game system by executing a program of a dedicated application related to the use of the game system.

[0017] The game device 100 and the smartphone 200 are configured to be connectable by, for example, short-range wireless communication, and a communication connection is established in response to an operation input related to starting communication in the training game and the dedicated application. When the game device 100 and the smartphone 200 are in a communication-connected state, information indicating the progress of the training game being executed on the game device 100 is transferred to the smartphone 200, and settings made through the dedicated application and update information acquired are transferred to the game device 100.

[0018] In addition, in the description of the present embodiment, the server 300 is provided as a component device for providing services related to the game system, but the server 300 is not a required component for carrying out the present invention. In the present embodiment, a communication connection is established between the smartphone 200 and the server 300 via the network 400.

[0019] <Configuration of the Game Device> Here, the functional configuration of the game device 100 according to the game system of this embodiment will be described with reference to the block diagram of FIG.

[0020] The control unit 101 is, for example, a microcomputer, and controls the operation of each block of the game device 100. Specifically, the control unit 101 reads out an operation program for each block recorded on the recording medium 102, expands it into the memory 103, and executes it to control the operation of each block.

[0021] The recording medium 102 is a recording device capable of permanently retaining data, such as a non-volatile memory. The recording medium 102 records parameters required for the operation of each block, information indicating the progress of the training game (training information), and the like, in addition to the operation programs of each block possessed by the game device 100. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 is used not only as an area for expanding the operation programs of each block, but also as a storage area for temporarily storing data output in the operation of each block.

[0022] The detection unit 104 detects various information indicating the wearer's activity state and outputs the detection results. In this embodiment, the detection unit 104 is equipped with an acceleration sensor and a heart rate sensor, which respectively detect the movement occurring in the game device 100 and the wearer's heart rate. Although a detailed description of the acceleration sensor and the heart rate sensor will be omitted, the detection results output by the detection unit 104 are performed at predetermined time intervals and include information on the number of steps and heart rate detected after the most recent output.

[0023] The acquisition unit 105 acquires various information related to the raising game from a memory card (not shown) attached to the game device 100. The game device 100 of this embodiment is configured to be able to execute a raising game related to a group of characters belonging to at least one type of egg (initial egg type) in a factory default state, but by acquiring information from a memory card (egg type card) that enables the acquisition unit 105 to raise other egg types at a specific timing, it becomes possible to execute a raising game related to a group of characters belonging to a new egg type (other than the initial egg type). In addition, although details will be described later, the game device 100 of this embodiment is configured to be able to use a memory card (battle card) for a battle game as one method of realizing a battle game using characters being raised. When information related to any character is stored in the game device 100 that performed the information acquisition, the acquisition unit 105 acquires information on the battle card, and the battle game is executed in the game device 100 that performed the information acquisition, and information on the battle result is stored. Then, when the battle card is again attached to the game device 100 in which the information related to the character is stored, the acquisition unit 105 acquires information on the battle result.

[0024] The display control unit 106 is responsible for controlling the display of information in the game device 100. The display control unit 106 uses display information recorded in the recording medium 102 for the character being developed to configure various screens related to the development game to be displayed on the display unit 110, which may be, for example, an LCD.

[0025] The operation input unit 107 is a user interface such as a physical operation member (button) that the game device 100 has. When the operation input unit 107 detects that an operation input has been made to the operation member, it outputs a control signal corresponding to the operation input to the control unit 101.

[0026] The communication unit 108 is a communication interface with the smartphone 200 of the game device 100. The communication unit 108 is not in a state of constant communication connection, but is configured to transition to a state in which communication connection is possible in response to an operation input for selecting an item related to starting communication from a menu of the training game or the like as described above. The communication unit 108 also serves as a communication interface for short-distance wireless communication with a predetermined device. With regard to short-distance wireless communication, a communication connection is established in response to detection of proximity to the predetermined device, and is disconnected after necessary information is acquired.

[0027] <Smartphone configuration> Next, the functional configuration of the smartphone 200 according to the game system of this embodiment will be described with reference to the block diagram of Fig. 3. Various functional configurations of the smartphone 200 described below include those related to the unique configuration of the smartphone 200 and those realized by executing a dedicated application. In the following description, configurations that realize the same functions as the game device 100 are indicated with the prefix "terminal" for clear distinction.

[0028] The terminal control unit 201 is, for example, a CPU, and controls the operation of each block of the smartphone 200. Specifically, the terminal control unit 201 reads out, for example, an operation program for each block recorded in the terminal recording medium 202 and a presentation application program including a function for displaying measurement results, and loads and executes the program in the terminal memory 203 to control the operation of each block.

[0029] The terminal recording medium 202 is a recording device capable of permanently retaining data, such as a non-volatile memory or HDD. The terminal recording medium 202 records operation programs of each block of the smartphone 200 and programs related to dedicated applications, as well as parameters and display information required for the operation of each block. The terminal memory 203 is a storage device used for temporary data storage, such as a volatile memory. The terminal memory 203 is used not only as an area for developing operation programs of each block, but also as a storage area for temporarily storing data output in the operation of each block.

[0030] The egg type DB 204 is a database that manages information (egg type information) on egg types that can be raised in the raising game according to the game system of this embodiment. The egg type information may be configured, for example, as shown in FIG. 14(a), to include character information 1402 indicating a group of characters belonging to the egg type in association with an egg type ID 1401 that uniquely identifies the egg type, and evolution condition information 1403 indicating evolution conditions at each evolution stage of character raising related to the egg type. Here, the character information 1402 may be configured, for each character belonging to the egg type, to include, for example, an evolution stage ID 1412 that specifies the evolution stage of the character in the egg type in association with a character ID 1411 that uniquely identifies the character, and detailed information 1413 indicating various information related to the character, as shown in FIG. 14(b). The detailed information 1413 relating to each character may include the name 1421 of the character, display information 1422 used to display the character on the smartphone 200, acquisition information 1423 indicating the conditions (egg card to be acquired) for unlocking the development of the character on the game device 100, a game profile 1424 defined for the character, skill information 1425 indicating the special skills that can be activated in a battle game described below, and nature information 1426 describing the method of updating the character's condition in the development game. The evolution condition information 1403 relating to the egg species may include, for each character belonging to the egg species, an evolution destination character ID 1431 that identifies each of the characters that can evolve from the character at the next evolution stage, a required evolution score 1432 that indicates the threshold of the evolution score required to evolve into those characters, a required battle record 1433 that indicates the required battle game record (e.g., win rate), and a required mission achievement number 1434 that indicates the required number of missions to be achieved. The condition, evolution score, details of the battle game, and mission contents shown here will be described in detail later.

[0031] The terminal display control unit 205 is responsible for displaying information on the smartphone 200. The terminal display control unit 205 includes a drawing device such as a drawing chip, and performs a predetermined drawing process when generating a screen to be displayed on the terminal display unit 210, which may be an LCD or the like. In the smartphone 200 of this embodiment, by executing a dedicated application, various elements that enhance the enjoyment and experience of the training game being played on the game device 100 can be provided to the user via information display.

[0032] The terminal operation input unit 206 is a user interface of the smartphone 200, such as an operation member or various sensors. When the terminal operation input unit 206 detects that an operation input has been made to an operation member or various sensors, it outputs a control signal corresponding to the operation input to the terminal control unit 201. In this embodiment, the terminal operation input unit 206 includes, in addition to a physical operation member, a touch input detection sensor that detects, for example, a touch input made on the screen of the terminal display unit 210.

[0033] The terminal communication unit 207 is a communication interface with an external device that the smartphone 200 has. In this embodiment, the terminal communication unit 207 performs short-distance wireless communication with the game device 100 and can receive training information related to a training game played on the game device 100. The terminal communication unit 207 is also configured to be connected to the server 300 via the network 400 and to be able to transmit and receive information.

[0034] Server Configuration Next, the functional configuration of the server 300 according to the game system of this embodiment will be described with reference to the block diagram of Fig. 4. In the description of the functional configuration of the server 300, the configuration that realizes the same functions as those of the game device 100 and the smartphone 200 will be indicated with the prefix "server" in order to clearly distinguish them from these configurations.

[0035] The server control unit 301 is, for example, a CPU, and controls the operation of each block of the server 300. Specifically, the server control unit 301 reads out an operation program for each block recorded in, for example, a server recording medium 302, and loads and executes the program in the server memory 303 to control the operation of each block.

[0036] The server recording medium 302 is a recording device capable of permanently retaining data, such as a non-volatile memory or a HDD. The server recording medium 302 stores information such as parameters required for the operation of each block in addition to the operation programs of each block of the server 300. The server memory 303 is a storage device used for temporary data storage, such as a volatile memory. The server memory 303 is used not only as an area for loading the operation programs of each block, but also as a storage area for temporarily storing data output in the operation of each block.

[0037] The user DB 304 is a database that manages various information (user information) for each user who uses the game system. The user information managed for one user may be configured to include, for example, as shown in Fig. 14(d), a used character ID 1442 that identifies a character being developed or a character used in a battle game in the game device 100 used by the user, associated with a user ID 1441 that uniquely identifies the user, and battle record information 1443 for a battle game played via a network 400 described later.

[0038] The server egg type DB 305 is a database that manages egg type information to be referred to in the processing of the competitive game and the counting processing performed in the server 300. In this embodiment, in order to facilitate understanding of the invention, the egg type information will be described as having the same configuration as that managed in the egg type DB 204.

[0039] The execution unit 306 executes a battle game in which a character related to each user is pitted against another character, which is realized via the network 400. The battle game realized via the network 400 includes a so-called raid battle in which a plurality of users each participate with their characters against a common enemy, and a VS battle in which users pit their characters against each other.

[0040] The tallying unit 307 tallies the number of points added based on the results of the battle game executed by the execution unit 306, and constructs a user ranking based on the total number of points. The user ranking is configured for each raid battle and VS battle, and is provided in a timely manner so that it can be viewed on each smartphone 200. The user ranking may be configured to include, for example, the user name, the number of points, and information on the character used for the user in each rank.

[0041] The server communication unit 308 is a communication interface that the server 300 has for communicating with other devices. The server communication unit 308 connects to each smartphone 200 via the network 400 using a predetermined communication method, whether wired or wireless, and transmits and receives data.

[0042] Character Development Next, an overview will be given of the character training elements realized by the training game executed on the game device 100 of the game system of this embodiment.

[0043] During the execution of the training game, as shown in Fig. 5, basically, one character to be trained (character being trained) is displayed on the display unit 110, and the wearer of the game device 100 can grasp the state of the character. The character displayed on the display unit 110 changes to a character with a different appearance as the training game progresses and the character grows.

[0044] In the game device 100, for example, the development information as shown in Fig. 14(e) is configured to manage the progress of the development game. As shown in the figure, the development information may be associated with a character ID 1451 that uniquely identifies a character being developed, and may include evolution history information 1452 indicating each character of the evolution stage that has passed through until the character being developed in the currently executed development game, game result information 1453 indicating the game results (number of games, wins and losses) of a battle game in which the character being developed participated, activity amount information 1454 indicating the activity amount of the character being developed, condition information 1455 indicating the condition of the character being developed, display status 1456 indicating the appearance of the character being developed, evolution score 1457 referenced to determine the evolution destination of the next evolution stage, set mission information 1458 indicating the mission currently set for the character being developed, and accomplished mission information 1459 indicating the mission accomplished by the character being developed.

[0045] For the breeding game being executed on the game device 100, egg type information that includes at least the character being raised in the character group is stored on the recording medium 102, and the character ID 1451 and the corresponding egg type information can be used to identify which of the character group belonging to which egg type the character being raised is, and what evolutionary stage the character is at.

[0046] In the training game, various states of the character being trained are updated and an evolution score is accumulated according to the activity state of the wearer wearing the game device 100 as the game progresses. Furthermore, depending on the amount of accumulated evolution score at the end of a measurement period for one evolution stage, the possibility of evolution and the evolution destination (character at the next evolution stage) are determined. Various parameters that are updated during the training game will be described below. In the training game of this embodiment, the following various parameters that are updated during the training game will be managed for a measurement period set for each growth stage, and will be reset once after the period ends, and will be updated again from the initial value for the next growth stage (or restarting the same growth stage).

[0047] <Activity amount> In game device 100 of the present embodiment, information on various activity amounts (activity amount information 1454) serving as a first parameter according to the present invention is updated based on the detection result output by detection section 104. That is, when a wearer performs an activity such as walking, running, or strength training while wearing game device 100, a fluctuation occurs in the output of the detection result, and activity amount information 1454 indicating the activity state of the wearer is updated based on the output.

[0048] As described above, the detection unit 104 of this embodiment is configured to be able to detect the number of steps and the heart rate, so that the amount of activity is managed for each of these two types. The amount of activity related to the number of steps is stored as the total number of steps (total number of steps) detected during a measurement period determined for the growth stage of the character being developed. On the other hand, the amount of activity related to the heart rate is stored as the detected value of the heart rate. In the game device 100 of this embodiment, the detection unit 104 outputs a detection result of "number of steps + 1" in response to detection of a movement equivalent to one step, so that the former amount of activity is not updated when the device is stationary. On the other hand, the detection unit 104 detects the heart rate at a predetermined time interval, such as five minutes, and outputs the "number of beats per minute" as a detection result, so that the latter amount of activity is updated at the same interval.

[0049] That is, in the training game of this embodiment, the wearer's activity state is reflected in the amount of activity of the character being trained, and the more active the wearer's activity state is, the greater the amount of activity of the character being trained will be. This allows the wearer to feel a sense of unity with the character being trained, and to develop an attachment to the character being trained, thereby increasing the wearer's interest in training and motivation to exercise.

[0050] <condition> In the game device 100 of this embodiment, in order to improve the interest of the training game, the character is provided with the concept of condition as a second parameter according to the present invention. Condition represents the character's mental state, and is managed, for example, in three stages: "good", "average", and "bad". The condition of the character being trained changes according to the wearer's activity state, and the conditions for this change are defined as the characteristics of each character in the characteristic information 1426.

[0051] The character's nature is classified into one of a plurality of types according to the type of exercise and the way of resting that the character prefers. For example, for a character with a stoic (self-control) nature, since the character prefers to do strenuous exercise that increases the heart rate and dislikes a state of not exercising for a long time, a condition update method is described in the nature information 1426 so that the character progresses to a good condition as the state of high activity continues, and progresses to a bad condition as the state of low activity continues. In contrast, for a character with a lazy (lazy) nature, since the character prefers to do strenuous exercise that increases the heart rate and dislikes a state of not exercising for a long time, a condition update method is described in the nature information 1426 so that the character progresses to a bad condition as the state of high activity continues, and progresses to a good condition as the state of low activity continues.

[0052] In this way, the parameters (condition information 1455) of the condition of the character being developed are updated not only based on the detection result of the wearer's activity state but also on the property information 1426 that is unique to the character. Therefore, it is possible to realize a highly interesting development game with a wide range of possibilities, such as a character that grows more appropriately by performing exercises that match the character's personality, rather than a monotonous development game in which the character grows only as much as the wearer is active. Note that in the description of this embodiment, two extreme examples of combinations of the character's property and the method of updating the condition are given, but it will be easily understood that the implementation of the present invention is not limited to this, and other types of combinations may be provided.

[0053] Display Status The appearance of the character being developed and displayed on the display unit 110 is controlled by the display status. A plurality of types of display status are provided for one character, and one of the types of display status is determined according to the activity amount information 1454 and condition information 1455 related to the character being developed described above, and the display status 1456 is updated.

[0054] The display status is determined so that the appearance basically reflects the wearer's activity state, in order to present a sense of unity by linking with the wearer. More specifically, the wearer's activity state is classified into six types, for example, "running", "training", "walking", "normal", "resting", and "not worn" as shown in FIG. 6(a) according to the activity amount related to the number of steps and the activity amount related to the heart rate of the character being developed, and the display status 1456 of the character being developed is updated so that the appearance reflects the activity state. Here, the "not worn" state in which neither the activity amount related to the number of steps nor the activity amount related to the heart rate is detected does not strictly correspond to the wearer's activity state, but in the following description, it is referred to as one aspect of the wearer's activity state in order to facilitate understanding of the invention.

[0055] As shown in FIG. 6(a), in the game device 100 of this embodiment, the wearer's activity state is classified into the above six types according to whether or not the wearer is moving (walking) and the degree of increase in the heart rate from the basal heart rate (comparison with two thresholds). In the example shown in the figure, for example, when the difference between the heart rate and the basal heart rate exceeds the higher threshold (heart rate "high"), the activity state is classified as either "running" or "training" depending on whether or not the wearer is moving. Here, the basal heart rate refers to the wearer's average heart rate measured at a predetermined timing when the wearer is in a normal state and not exercising. The activity state of "rest" is determined on the condition that the "normal" activity state has continued for a predetermined period of time or more.

[0056] Furthermore, in a "normal" activity state where the difference between the heart rate and the basal heart rate is below the lower threshold (a "low" heart rate state) and the wearer is not moving, it is presumed that the wearer is in a situation where he or she can calmly check the condition of the character being developed, so the display status is set to further reflect the condition information 1455, for example, as shown in Fig. 6(b). In other words, when the wearer's activity state is classified as "normal", the display status is determined to correspond to the condition of the character being developed ("good", "average", "poor")

[0057] By displaying the character being trained that reflects that condition, the wearer can check whether the exercise they performed was suitable for training the character, and can use the information as a reference for future exercise.

[0058] Evolution Score In the game device 100 of this embodiment, an evolution score is set as one criterion for determining the evolution destination of a character being developed. The evolution score is a parameter that is accumulated for each event that occurs to a character being developed during a measurement period related to one evolution stage. In the game device 100 of this embodiment, the accumulated amount of evolution score is derived for the following three types of events, and the evolution score 1457 is updated. Changes in the wearer's activity status - Results of competitive games -Continued unattached state

[0059] The amount of evolution score accumulated according to the change in the wearer's activity state is determined by correcting the primary scores derived for the amount of activity related to the number of steps and the amount of activity related to the heart rate according to the condition of the character being trained at the time of derivation. The accumulation of the evolution score related to the number of steps is performed every time the total number of steps exceeds a multiple of 50, for example, and a certain value is set as the primary score. On the other hand, the accumulation of the evolution score related to the heart rate is performed every time the heart rate is measured, and a value proportional to the difference between the heart rate and the basal heart rate (the increase in the heart rate from the basal heart rate) is derived as the primary score. The correction according to the condition may be a multiplication of a predetermined coefficient to the primary score, and the amount of evolution score accumulated is determined by multiplying the primary score by, for example, 2 for "good condition", 1 for "normal", and 0.5 for "bad condition".

[0060] That is, the amount of evolution score accumulated according to the change in the wearer's activity state increases as the wearer's activity state becomes more active (the accumulation frequency increases, or the accumulation amount increases). In addition, the amount of evolution score accumulated is controlled so that it differs according to the condition, even if the primary score is the same value.

[0061] Accumulation of evolution scores according to the results of the competitive game is performed at the time when the results of the competitive game are obtained, and the accumulated amount may be determined so that it is basically a positive value (added) if the competitive game is won, and a negative value (subtracted) if the competitive game is lost. Here, since an advantageous or disadvantageous relationship may arise between the player and the opponent's character due to differences in the evolution stage, the accumulated amount of evolution scores according to the results of the competitive game is changed according to the evolution stage of the character being developed and the evolution stage of the opponent's character.

[0062] Furthermore, the amount of evolution score accumulated in response to the duration of the unequipped state may basically be a negative value. In one aspect, this is to avoid the state in which character development is left unattended for a long time, and the evolution score is subtracted to encourage the user to play the game more actively. In another aspect, this is to maintain the user's enjoyable experience of displaying and unlocking characters in the evolution flow described below, and may be used as a relief measure to adjust an excessively accumulated evolution score to a value that satisfies the evolution conditions for a desired evolution destination.

[0063] In addition, since the measurement period is set to 1 hour to 48 hours, etc., it is possible that the user does not want to wear the device while bathing or sleeping. In addition, if the user is a school-age child, it is possible that the user will continue to be in a state where the device is not allowed to be worn all the time. In consideration of such a situation, since the subtraction of the evolution score according to the continuation of the non-wearing state may reduce the interest in the training game, the timer related to the measurement of the measurement period may be controlled to stop when the game device 100 is in a power-off state. In addition, even in a situation where the wearer is encouraged to exercise excessively continuously or a situation where an inconvenience occurs in the progress of the game, such as making an injured character exercise in a fighting game, etc., the character may be put into a dormant state and the timer related to the measurement of the measurement period may be forcibly stopped. In this case, information notifying the wearer of the situation may be presented via the display unit 110.

[0064] <Competitive games> As described above, in the game system of the present embodiment, each user can play a battle game in which a character being developed participates. The battle game may be performed in the game device 100 when, for example, close-proximity wireless communication is performed when the game device 100 approaches a specific device, when information is acquired from a battle card in which information on a character developed by another user is stored, when information on a character being developed is stored in a battle card and the battle card is inserted into another game device 100, or when information on a character being developed is transmitted to the server 300 via a dedicated application. In any battle game, information on the battle result is finally acquired in the game device 100, and the battle record information 1453 and the evolution score 1457 are updated.

[0065] In order to reduce the computational load on the game device 100, the fighting game may be a simple method in which, for example, for each character participating in the fighting game, vitality is determined based on the evolution score 1457, attacking power is determined based on the condition information 1455, and the probability of successful attack is determined based on the evolution stage and character type, and a lottery is repeated for a predetermined number of turns to see whether or not the attacks of both characters will be successful, and the character that ultimately eliminates the opponent's vitality is declared the winner.

[0066] In addition, when a competitive game is being played on another device, in order to avoid discrepancies between game devices 100 or with the tallying results on server 300, a notification may be sent that the training game will not progress until the competitive results are obtained, and control may be exercised to stop displaying the character being trained on display unit 110.

[0067] <mission> In order to facilitate the progression of the training game, the game device 100 of this embodiment is configured to allow the setting (reception) of missions that encourage the wearer to exercise voluntarily. A mission is a set of goals to be achieved for a specific exercise item, and an achievement reward (trophy) is given to the character being trained on the condition that the goal is achieved.

[0068] There may be various types of missions, such as daily missions that are updated daily and automatically accepted so that the game device 100 is continuously worn, hard missions that have an upper limit on the number of times they can be accepted per day, and special missions that are accepted at any time depending on the selection made in a dedicated application. The exercise items that are targets of the missions may include those whose achievement is judged based on the detection results of the detection unit 104, such as squats and abdominal muscles, in addition to those whose achievement is judged based on the activity amount information 1454, such as the total number of steps from the time the mission is accepted and the accumulated amount of evolution score. In addition, those related to the execution of a competitive game may be included.

[0069] Information on the missions that can be accepted and the method for determining whether or not they have been completed is stored in advance on the recording medium 102, and the relevant mission can be selected by changing the date, performing a selection operation, or obtaining information from the smartphone 200, and the necessary information can be expanded into the memory 103.

[0070] <evolution> In the training game of this embodiment, the character to be evolved is determined on the condition that the measurement period for the character being trained has elapsed. Information on characters that can evolve from the character being trained is set in the evolution condition information 1403 of the corresponding egg type, and one of these characters is determined as the character to be evolved. The evolution condition information 1403 defines the evolution condition set for each of the characters that can evolve. In this embodiment, the evolution condition may specify values ​​to be satisfied for at least one of the amount of evolution score accumulated during the measurement period, the win rate of the battle game, and the number of missions completed (number of trophies awarded), as shown in FIG. 7, for example.

[0071] When the measurement period has elapsed, the achieved evolution conditions are identified, and the character to evolve into is determined. At this time, if there are multiple achieved evolution conditions, the character to evolve into may be determined based on, for example, the most difficult evolution condition to achieve, or any one of the evolution conditions selected by lottery.

[0072] When the character to be evolved is determined, a notification that evolution to that character is possible is given in the game device 100. The notification includes a selection item for confirming the user's intention as to whether or not to evolve. In a state in which the notification is given, control is exercised so that measurement related to the measurement period is not performed for any character until the user performs an operation input in response to the notification.

[0073] Then, when the selection operation of the item to evolve into the character to be evolved is accepted, the evolution performance is displayed, and the evolution from the character being trained to the character to be evolved is performed. That is, after the evolution, the character to be evolved is set as a new character being trained, and measurement for a new measurement period is started. More specifically, for the training information related to the training game being executed, the character ID 1451 is changed, the evolution history information 1452 is updated (information of the character to be evolved is added), the battle record information 1453, the activity amount information 1454, the condition information 1455, the evolution score 1457, and the accomplished mission information 1459 are initialized, and the display status 1456 is changed based on the activity amount information 1454 and the condition information 1455 after initialization.

[0074] In addition, when a selection operation of an item not to evolve to the evolutionary character is accepted, the process related to evolution is not performed, the character being trained continues to be the target of training, the measurement period is initialized, and the measurement of the measurement period related to the same evolution stage is started again. At this time, the training information is only initialized to the battle record information 1453, the activity amount information 1454, the condition information 1455, and the evolution score 1457, and the display status 1456 is changed based on the activity amount information 1454 and the condition information 1455 after initialization. By making it possible to select not to evolve in this way, it is possible to ensure a suitable game play for the user, for example, when the desired evolutionary destination is not obtained, or when a favorite character is not desired to be evolved, etc.

[0075] If none of the evolution conditions have been met after the measurement period has elapsed, a notification to that effect is given, and control is exercised so that remeasurement is similarly performed for the same evolution stage.

[0076] <<Special application>> Next, functions provided by a dedicated application executed on the smartphone 200 in the game system of this embodiment will be described. The dedicated application of this embodiment is configured to enable playing of a competitive game via the server 300, viewing of user rankings compiled in the server 300, procedures for accepting special missions, and viewing of evolution flows related to egg species that can be raised in the raising game.

[0077] <Viewing gameplay and user rankings for competitive games> As described above, in the game system of this embodiment, the user can play the game by having the character being trained participate in the competitive game executed on the server 300. The competitive game is provided on the condition that the user communicatively connects the game device 100 and the smartphone 200 used by the user and reflects training information related to the training game being executed in a dedicated application. The competitive game played via the dedicated application may be one in which the winner is determined by the same process as in the competitive game executed on the game device 100, or may provide a play experience different from that of the game device 100.

[0078] Furthermore, for the competitive games played on the server 300, a user ranking is created based on the results of the matches, and by acquiring the user ranking information, it is possible to view information on users in a predetermined ranking range in a dedicated application. The user ranking is configured to enable viewing of information on the characters used by at least the users who performed the operation input related to the selection during the competitive games.

[0079] <Special Mission Acceptance Procedure> The user can carry out an order procedure via a dedicated application for a special mission among the missions that can be set in the game device 100 of this embodiment. The order procedure includes presenting the missions that can be received and accepting the selection of the mission to be set on the dedicated application, and transmitting information on the selected mission from the smartphone 200 to the game device 100.

[0080] Viewing the evolution flow The breeding game executed in the game device 100 of this embodiment is configured to be able to present to the user the state of evolution of a breedable egg type into any character belonging to that egg type through evolutionary branching. In such a game, while it is possible to provide the user with the exciting experience of evolving into a character of an unknown type, there is a possibility that the user's interest in the breeding game will decrease without the user being able to grasp the existence of characters that can evolve. For this reason, the dedicated application of this embodiment is configured to be able to view an evolution flow that informs the user of the characters belonging to the egg type for the egg type for which the breeding game is possible on the game device 100.

[0081] The evolution flow related to the egg species is configured to at least identify the number of types of characters at each evolution stage, that is, the number of characters that can evolve at each evolution stage, for the characters belonging to the egg species, as shown in FIG. 8(a), for example. FIG. 8(a) illustrates an example of an evolution flow displayed in an initial state in which the breeding game for the characters of the egg species is not being executed in the game device 100 associated with a dedicated application, and all characters are shown as icons in an indistinguishable mode (represented by "?"), but the number of types of characters that can evolve is configured to be grasped by the number of icons arranged in each evolution stage. After the breeding game is started in the associated game device 100, the evolution flow is displayed with the characters that have been raised changed to a distinguishable mode as shown in FIG. 8(b), provided that the smartphone 200 and the game device 100 are connected to each other in communication and breeding information is acquired. Information on the characters that have been raised is included in the evolution history information 1452 of the acquired breeding information, and the display information of the evolution flow is updated based on the information, thereby controlling the display of the evolution flow.

[0082] As shown in FIG. 8(b), for characters being trained, the lines connecting the characters in the evolution flow are displayed in color so that the evolution stages through which the characters have progressed to reach the character can be identified. The training game according to this embodiment is a game in which training from an initial character is expected to be repeatedly performed, and it is considered that, particularly in a state in which the number of characters that have been changed to a form that can be identified in the evolution flow has increased, it may become difficult to distinguish the growth process leading up to the character being trained. For this reason, for example, when training information is acquired through a communication connection related to the display of the evolution flow, the evolution flow may be displayed with a performance that gradually identifies the evolution stages through which the characters have progressed to reach the character being trained in the currently running training game.

[0083] In addition, for characters displayed in an identifiable manner in the evolution flow, on the condition that a long press operation or the like is accepted on the display of the character, a display is made specifying a character of the next stage to which the character to be operated can evolve, as shown in Fig. 9(a), for example. In the example shown in the figure, when a long press operation on character 901 is accepted, a line connecting character 901 with characters 902 and 903, for which evolution conditions are specified, is displayed in color, indicating that the character can evolve. By configuring such a display to be made even if both of the characters of the next evolution stage are in an undeveloped state, as shown in Fig. 9(b), the user can be guided to repeated game play.

[0084] In addition, for a character displayed in an identifiable manner in the evolution flow, detailed information of the character is displayed on the condition that a selection operation for displaying the character is accepted. The detailed information is information defined in detailed information 1413 of the character's belonging character information, and may include items such as the character name 1001, character image 1002, profile 1003, usable skills 1004, character properties 1005, and available product information 1006 of the character, as shown in Fig. 10(a).

[0085] From the viewpoint of increasing the user's interest in the training game, the change to an identifiable aspect of the character in the evolution flow does not necessarily require that the character has been trained in the associated game device 100. For example, the change may be made on the condition that information on the characters used by other users has been obtained in the user ranking, or information on the character of an opponent in a battle game has been obtained. In other words, the change to an identifiable aspect of the character in the evolution flow may be made based on the acquisition of information identifying the character from an external device other than the game device, such as the server 300 or a device of a close-proximity wireless communication partner.

[0086] On the other hand, if the character is brought into the same state as when it has been brought up by viewing information on the character used by another user, fairness between users is not guaranteed. For this reason, the distinguishable state changed based on information acquired from an external device and the state changed based on the brought-up information acquired from the associated game device 100 are controlled to be different. The difference between the distinguishable state of the character may be expressed, for example, by displaying the former as a monochrome and unclear image, while the latter as a color and clear image. In addition, the display performed on the condition of inputting an operation for displaying the character displayed in the distinguishable state in the evolution flow may be a different state from the case based on the brought-up information, for example, a notice that the display of information specifying the character in the next stage is not available, and the display items of detailed information are only the character name 1001, the character image 1002, and the available product information 1006 (FIG. 10(b)). That is, the display change related to the character in the evolution flow is controlled to be different depending on whether the character has been brought up or not.

[0087] In this embodiment, it is assumed that all characters are indistinguishable in the evolution flow in the initial state. However, the present invention is not limited to this. It is sufficient that at least a part of the character is in an unidentifiable state. In addition, the evolution flow may be configured to include a secret character that is not displayed as an icon in an unidentifiable state in the initial state. Even if the secret character is acquired as information on a character used by another user in the user ranking, the secret character may be controlled not to be displayed in the evolution flow under this condition, and may be controlled to be displayed only if the secret character is included in the training information received from the associated game device 100.

[0088] The evolution flow is provided for each character group belonging to the egg type, and may be configured to be viewable at any timing when no breeding information is obtained from the associated game device 100. For example, as a display before viewing the evolution flow, a screen displaying a list of a plurality of egg types as shown in FIG. 11 may be provided, and the evolution flow related to the egg type may be displayed on the condition that an operation to select one of the egg types is accepted on the screen. As shown in the figure, on the screen displaying the list of egg types, the egg type to which the character currently being raised on the associated game device 100 belongs, that is, the egg type to which the character related to the most recently obtained breeding information belongs, may be identified by being given an identifier 1101. In addition, in the example of the list display screen of FIG. 11, information 1102 on the change state of the characters included in the evolution flow of the egg type to an identifiable state (for example, the percentage of characters whose detailed information has become identifiable) is displayed for each egg type.

[0089] In addition, the egg types that can be raised in the raising game may be configured to be addable in response to receiving necessary information from an external device such as the server 300 or a device with which close-proximity wireless communication is connected, for example, when a new egg type card is sold or when downloadable content is purchased.

[0090] <<State Control Processing>> Hereinafter, the state control process executed to control the display state of a character being developed in the game device 100 of the game system of this embodiment will be described in detail with reference to the flowchart of Fig. 12. The process corresponding to this flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in, for example, the recording medium 102, and expanding and executing the program in the memory 103. Note that this state control process will be described as being started, for example, when the power of the game device 100 is turned on.

[0091] In S1201, the control unit 101 acquires information on the detection result of the detection unit 104 regarding the wearer's activity state.

[0092] In S1202, the control unit 101 updates the activity amount related to the character being developed based on the information of the detection result acquired in S1202. More specifically, the control unit 101 derives the activity amount related to the number of steps and the activity amount related to the heart rate based on the information of the detection result, and updates the activity amount information 1454 of the development information.

[0093] In S1203, the control unit 101 updates the condition of the character being raised based on the property information 1426 of the character being raised and the information of the detection result. More specifically, the control unit 101 refers to the property information 1426 of the egg breed information stored in the recording medium 102 to grasp the property of the character being raised, identifies the condition that is changing based on the detection result of the wearer's activity state, and updates the condition information 1455 of the raising information.

[0094] In S1204, the control unit 101 updates the display status of the character being developed based on the updated activity amount information 1454 and condition information 1455. More specifically, the control unit 101 classifies the activity state of the wearer according to the updated activity amount information 1454, and if the activity state is classified as other than "normal", updates the display status 1456 of the development information based on the classification. Furthermore, if the activity state of the wearer is classified as "normal", the control unit 101 updates the display status 1456 of the development information based on the updated condition information 1455.

[0095] In S1205, the control unit 101 performs processing related to accumulation of the evolution score of the character being raised, based on the updated activity amount information 1454 and condition information 1455. More specifically, the control unit 101 derives a primary score based on the updated activity amount information 1454, derives the accumulated amount of the evolution score by multiplying the primary score by a coefficient according to the updated condition information 1455, and updates the evolution score 1457 of the raising information (changing it to a value to which the accumulated amount has been added).

[0096] In S1206, the control unit 101 judges whether or not information on the results of a match game played for a character being trained has been acquired. If the control unit 101 judges that information on the results of a match has been acquired, the process proceeds to S1207, and if the control unit 101 judges that information on the results of a match has not been acquired, the process proceeds to S1208.

[0097] In S1207, the control unit 101 performs processing related to accumulation of the evolution score of the character being trained based on the information on the battle result. More specifically, the control unit 101 derives the accumulated amount of the evolution score based on the win / loss information included in the battle result information and the information on the evolution stage of the character being trained and the opponent character, and updates the evolution score 1457 of the training information. The control unit 101 also updates the battle record information 1453 of the training information based on the win / loss information of the battle result.

[0098] In S1208, the control unit 101 judges whether the achievement conditions of the mission being set have been met. The judgment in this step is made based on the mission information included in the set mission information 1458 and the corresponding information in the training information. If the control unit 101 judges that the achievement conditions of the mission being set have been met, it shifts the process to S1209, and if it judges that the achievement conditions have not been met, it shifts the process to S1210.

[0099] In S1209, the control unit 101 deletes information about the completed mission from the set mission information 1458, and adds to the completed mission information 1459 information about the completed mission and information about the award of the reward.

[0100] In S1210, the control unit 101 judges whether or not the measurement period related to the evolution stage of the character being raised has elapsed. If the control unit 101 judges that the measurement period has elapsed, the process proceeds to S1211, and if the control unit 101 judges that the measurement period has not elapsed, the process proceeds to S1215.

[0101] In S1211, the control unit 101 judges whether or not any of the evolution conditions for the characters that can evolve from the character being trained have been met, based on the battle record information 1453, the evolution score 1457, and the accomplished mission information 1459 of the training information. If the control unit 101 judges that any of the evolution conditions for the characters that can evolve have been met, it determines the character to evolve into and moves the process to S1212. If the control unit 101 judges that none of the evolution conditions have been met, it moves the process to S1214.

[0102] In S1212, the control unit 101 controls the display control unit 106 to display a notification as to whether or not to evolve on the display unit 110, and judges whether or not a selection operation to evolve has been performed in response to the notification. If a selection operation to evolve has been performed, the control unit 101 shifts the process to S1213, and if a selection operation to not evolve has been performed, the control unit 101 shifts the process to S1214.

[0103] In S1213, the control unit 101 causes the display control unit 106 to perform an evolution performance of the character being developed into an evolved character, updates the development information, and moves the process to S1215. The updates include changing the character ID 1451 to the character ID of the evolved character, adding the character ID of the evolved character to the evolution history information 1452, initializing the battle record information 1453, the activity amount information 1454, the condition information 1455, the evolution score 1457, and the accomplished mission information 1459, and changing the display status 1456 based on the activity amount information 1454 and the condition information 1455 after initialization. The control unit 101 also starts measurement for the measurement period for the evolution stage of the evolved character.

[0104] On the other hand, if evolution is not performed even though the measurement period has elapsed, the control unit 101 in S1214 causes the display control unit 106 to notify that evolution will not be performed and the training game will continue at the same growth stage, updates the training information, and moves the process to S1215. The update performed in this step may be the same as the update performed in S1213, except that no changes are made to the character ID 1451 and the evolution history information 1452. The control unit 101 also initializes the measurement related to the measurement period related to the evolution stage of the character being trained, and starts the measurement again.

[0105] In S1215, the display control unit 106, under the control of the control unit 101, performs processing to display the character being raised on the display unit 110 in a mode based on the updated display status 1456, and returns the processing to S1201.

[0106] In this way, the game device of this embodiment makes it possible to realize gameplay of a training game that enhances the variety and interest of training while stimulating the wearer's motivation to exercise.

[0107] Display Processing Next, a specific display process executed in the smartphone 200 of the game system of this embodiment to display an evolution flow in response to receiving training information from the associated game device 100 will be described with reference to the flowchart in Fig. 13. The process corresponding to the flowchart can be realized by the terminal control unit 201 reading out a program of a dedicated application stored in the terminal recording medium 202, for example, and expanding it in the terminal memory 203 for execution.

[0108] This display process will be described as being started, for example, when training information is received from the associated game device 100. Prior to the execution of this display process, information identifying characters that have already been trained based on training information already received (released character information) and information identifying characters that have not yet been trained, obtained by viewing user rankings or the like (limited release character information), are stored in the terminal recording medium 202. Regarding the evolution flow to be displayed, information on characters that were made identifiable when previously displayed (release status information) is managed in the terminal recording medium 202 in association with information on whether the character was made identifiable based on the released character information or the limited release character information.

[0109] In S1301, the terminal control unit 201 identifies the egg type information including the character being raised based on the received raising information. More specifically, the terminal control unit 201 identifies the egg type information including the same character ID as the character ID 1451 of the raising information in the belonging character information 1402.

[0110] In S1302, the terminal control unit 201 updates the released character information stored in the terminal recording medium 202 based on the evolution history information 1452 of the received training information. If information on a character included in the limited release character information is included in the evolution history information 1452, the terminal control unit 201 deletes information on that character from the limited release character information.

[0111] In S1303, the terminal display control unit 205, under the control of the terminal control unit 201, causes the terminal display unit 210 to display the evolution flow identified in S1301. At this time, the terminal display control unit 205 refers to the release status information to identify characters whose display mode will change when displaying the current evolution flow, and performs processing to change the display mode of the characters. Specifically, the terminal display control unit 205 maintains an indistinguishable display mode for characters that are not included in any of the release status information, released character information, and limited release character information. In addition, the terminal display control unit 205 performs processing to change the display mode from an indistinguishable display mode to an identifiable display mode for characters that are not included in the release status information but are included in the released character information or limited release character information. At this time, the characters included in the limited release character information are changed to a mode in which their appearance is displayed using a monochrome and unclear image, and the characters included in the released character information are changed to a mode in which their appearance is displayed using a color and clear image. In addition, for a character that is included in the release status information but is made identifiable based on the limited release character information, if the character is included in the released character information, the terminal display control unit 205 changes the manner in which the character's appearance is displayed to a manner using a color and clear image.

[0112] In S1304, under the control of the terminal control unit 201, the terminal display control unit 205 displays a presentation display which gradually identifies the character being developed and the evolutionary stages the character has gone through to reach the character being developed, superimposed on the evolution flow displayed in S1303.

[0113] In this way, the information communication terminal of this embodiment makes it possible to easily grasp the character to be trained.

[0114] [Other embodiments] The present invention is not limited to the above-described embodiment, and various modifications and alterations are possible within the scope of the gist of the invention without departing from the spirit and scope of the present invention. The game system according to the present invention can also be realized by a program that causes one or more computers to function as each device of the game system. The program can be provided / distributed by being recorded on a computer-readable recording medium or through an electric communication line. [Explanation of symbols]

[0115] 100: Game device, 101: Control unit, 102: Recording medium, 103: Memory, 104: Detection unit, 105: Acquisition unit, 106: Display control unit, 107: Operation input unit, 108: Communication unit, 110: Display unit, 200: Smartphone, 201: Terminal control unit, 202: Terminal recording medium, 203: Terminal memory, 204: Egg breed DB, 205: Terminal display control unit, 206: Terminal operation input unit, 207: Terminal communication unit, 210: Terminal display unit, 300: Server, 301: Server control unit, 302: Server recording medium, 303: Server memory, 304: User DB, 305: Server egg breed DB, 306: Execution unit, 307: Counting unit, 308: Server communication unit, 400: Network

Claims

1. A game device that provides a game play related to raising a character that grows while changing its appearance, A display means for displaying the content of the game play; A first acquisition means for acquiring information on an activity state of a wearer; An update means for updating parameters related to a character being developed; a storage means for storing growth parameters of the character being developed based on the parameters related to the character being developed updated by the update means; a determining means for determining a character having a different appearance to be grown from the character being developed based on the growth parameters stored by the storing means; Equipped with the parameters related to the character being developed include a first parameter that is updated based on the information on the active state, and a second parameter that is updated based on the first parameter; the display means changes and displays an appearance of the character being developed in accordance with the second parameter; The determining means determines the character having a different appearance on the condition that a predetermined time has elapsed since the previous growth of the character being developed, The determining means is a game device that stops measuring the passage of the predetermined time when the character being developed is in a predetermined state or when the game device is in a power outage state.

2. 2. The game device according to claim 1, wherein said display means further changes and displays an appearance of said character being developed in accordance with said first parameter.

3. The character being developed is assigned with characteristic information indicating the characteristics of the character, 3. The game device according to claim 1, wherein the update means changes a method of updating the second parameter depending on the property information related to the character being developed.

4. 4. The game device according to claim 3, wherein said update means updates said first parameter based on said activity state information, regardless of said property information related to said character being developed.

5. 5. The game device according to claim 1, wherein the accumulation means varies an accumulated amount of the growth parameter based on the first parameter having the same value according to the second parameter.

6. A second acquisition means for acquiring information on a match result related to a match game in which the character being trained has participated, The accumulation means further accumulates the growth parameters in accordance with the information on the battle result acquired by the second acquisition means.

6. A game device according to claim 1.

7. 7. The game device according to claim 6, wherein the determining means determines the character having the different appearance based on information on a result of the battle.

8. a selection means for selecting an achievement goal of an exercise item to be measured, the exercise item being performed by a wearer wearing the game device; 8. The game device according to claim 1, wherein the determining means determines the character having the different appearance based on the achievement of the goal selected by the selecting means.

9. The activity status information includes information on the wearer's heart rate and movement status, The first acquisition means includes a heart rate detection means and a movement detection means.

9. A game device according to any one of claims 1 to 8.

10. A program for causing a computer to function as each of the means of the game device according to any one of claims 1 to 9.

Citation Information

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