Game program, method, and information processing device

JP7645408B2Active Publication Date: 2025-03-13THE POKEMON CO
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Patent Information

Application Number
JP2024016780
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-02-07
Publication Date
2025-03-13
Estimated Expiration
2039-05-27

AI Technical Summary

Benefits of technology

【0012】 本開示によれば、ユーザが行った睡眠が所定の条件を満たす場合に、ゲームプレイにおける報酬がユーザにとって有利になるため、ユーザが適切に睡眠を取るよう促しつつ、ユーザのゲームプレイの興趣性もより一層高めることができる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system which encourages users to have proper sleep habits.SOLUTION: A game program provided herein makes a processor execute: a first step (S505) for receiving input manipulation for gameplay from a user to proceed with a game; a second step (S507) for granting a reward to the user when a given condition is met during the gameplay; and a third step (S507, S601, S653) for acquiring information on sleep taken by the user. In the second step, a reward granted to the user becomes more advantageous to the user when the sleep taken by the user satisfies a first condition than when it does not.SELECTED DRAWING: Figure 7
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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] Technologies to help users fall asleep have also been developed. For example, Japanese Patent Application Laid-Open Publication No. 2017-045475 (Patent Document 1) describes a technique that, when a user falls asleep listening to music, provides a ranking of the time it takes for the user to fall asleep based on the music that was provided when the user fell asleep, in order to help the user recognize what music helped the user fall asleep and what music helps the user fall asleep. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2017-045475 A Summary of the Invention [Problem to be solved by the invention]

[0006] However, sleep patterns may vary greatly depending on the user's lifestyle. For example, users have different ways of spending their leisure time. On the other hand, it is assumed that the priority of the work tasks that users perform every day also differs from time to time.

[0007] Therefore, even if a reminder for sleeping is set, a situation may occur where a user prioritizes enjoying leisure time and prioritizes playing games over sleep. Therefore, even if a user sets a time to sleep using a reminder or the like, the user may not take action to sleep regularly based on that alone.

[0008] Therefore, an object of the present disclosure is to provide a game system that encourages users to improve their sleeping 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 accepting an input operation for game play from a user to progress the game, a second step of giving a reward to the user when a clearing condition is satisfied in game play, and a third step of acquiring information about the sleep performed by the user, and in the second step, when the sleep performed by the user satisfies the first condition, the reward given to the user is more favorable to the user than when the sleep does not satisfy the first condition.

[0010] According to one embodiment, there is provided a method to be executed by a computer including a processor and a memory, the method including a first step in which the processor receives an input operation for game play from a user to progress the game, a second step in which a reward is given to the user when a clearing condition is satisfied in game play, and a third step in which information regarding sleep performed by the user is acquired, and in the second step, when the sleep performed by the user satisfies the first condition, the reward given to the user is more favorable to the user than when the sleep does not satisfy the first condition.

[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 accepting an input operation for game play from a user to progress the game, a second step of giving a reward to the user when a clearing condition is satisfied in game play, and a third step of acquiring information about the sleep performed by the user, and in the second step, when the sleep performed by the user satisfies the first condition, the reward given to the user is more favorable to the user than when the sleep does not satisfy the first condition. Effect of the Invention

[0012] According to the present disclosure, when the sleep performed by the user satisfies certain conditions, rewards in game play will be advantageous to the user, thereby encouraging the user to get adequate sleep while also further increasing the user's interest in game play. [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. 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. 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.

[0016] 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) or a laptop PC. As shown as the terminal device 10B in FIG. 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.

[0017] 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.

[0018] 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.

[0019] As shown in the figure, the terminal device 10 is connected to a 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 use one terminal device 10 to play a game.

[0020] As shown in the figure, the terminal device 10 is connected to the sleep measuring device 11B by wire or wirelessly. The sleep measuring device 11B is a device for acquiring information on the sleep of the user of the terminal device 10. The sleep measuring device 11B is, for example, a wearable device attached to the user's body, and includes a motion sensor such as a gyro sensor. The sleep measuring device 11B may also be a device placed on a mattress on which the user is sleeping. The terminal device 10 and the sleep measuring device 11B may also be the same device. This makes it possible to detect the body movement of the user while sleeping using a gyro sensor or the like. By accumulating the sensing results sensed by various sensors while the user is sleeping, it is possible to determine whether the user is sleeping, in a light sleep state, in a deep sleep state, in REM sleep, in non-REM sleep, or the like. In this way, the quality of the user's sleep can be evaluated by determining the waveforms of REM sleep and non-REM sleep, or the like. For example, a cycle of REM sleep and non-REM sleep for 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. Furthermore, the terminal device 10 detects that the user has gone to bed (for example, lying down on the bed) and fallen asleep after going to bed, based on the output of the sleep measuring device 11B and the motion sensor of the terminal device 10. This allows the terminal device 10 to determine whether the user has performed an input operation on the terminal device 10 or whether the user has 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 be determined whether the user who is about to go to sleep has operated the terminal device 10 before going to sleep.

[0021] 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.

[0022] In addition, the server 20 collects information about the sleep of each user sensed by the sleep measuring device 11B, and accumulates the information in a database. For example, the terminal device 10 acquires the sensing result of the sleep measuring device 11B and transmits it to the server 20.

[0023] 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.

[0024] 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.

[0025] 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.

[0026] 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.

[0027] 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-range wireless communication without the server 20. For example, two terminal devices 10 may be used to play against each other through local communication without the Internet.

[0028] <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.

[0029] 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.

[0030] The antenna 112 radiates a signal generated by the terminal device 10 as a radio wave. The antenna 112 also receives a radio wave from space and provides the received signal to the second radio communication unit 122.

[0031] 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.

[0032] 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.

[0033] 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.

[0034] 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.

[0035] 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.

[0036] 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.

[0037] The motion sensor 170 includes an acceleration sensor, an angular velocity sensor, etc., and detects the movement of the terminal device 10. For example, by placing the terminal device 10 on a mattress 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, etc. 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.

[0038] 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.

[0039] The sleep information 182 is information about the user's sleep state measured by the sleep measuring device 11B. The terminal device 10 communicates with the sleep measuring device 11B via short-range wireless communication such as Bluetooth (registered trademark) or Wi-Fi, and receives the sensing result of the sleep measuring device 11B.

[0040] 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.

[0041] 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.

[0042] 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.

[0043] 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.

[0044] (i) Decrease in stamina value accompanying game play of a quest: For example, when the user selects a quest to play 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 data processing unit 193 accepts the user's designation of the game unit to be the target of game play. When the user's current 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 stamina value. In addition, when the consumption amount set for the game unit to be the target of game play by the user is greater than the user's current stamina value (i.e., when the quest cannot be started due to insufficient stamina value), a screen or the like is displayed that prompts the user to consume an item or the like that can recover stamina value.

[0045] (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.

[0046] (iii) Purchase Processing: The data processing unit 193 accepts a purchase processing from the user. For example, the data processing unit 193 grants paid virtual currency to the user by accepting the purchase processing. The purchase processing 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 grant a privilege to the user on an ongoing basis (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 or obtaining a game object by lottery.

[0047] 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.

[0048] <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.

[0049] The communication unit 201 performs processing for the server 20 to communicate with external devices.

[0050] 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, and the like.

[0051] 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.

[0052] 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. 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.

[0053] The control unit 203 exerts functions shown as various modules by the processor of the server 20 performing processes according to the programs.

[0054] 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.

[0055] 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.

[0056] 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.

[0057] 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.

[0058] 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).

[0059] <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.

[0060] 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.

[0061] 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.

[0062] 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).

[0063] 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."

[0064] 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.

[0065] 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.

[0066] (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.

[0067] 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 the user is awake at the time when the user wakes up, so "the user wakes up" includes "the user wakes up". Similarly, "the user falls asleep" includes "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.

[0068] (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.

[0069] (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.

[0070] (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).

[0071] 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.

[0072] 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. 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.

[0073] 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.

[0074] Each record of the sleep performance information 283 includes an item "user identification information", an item "date and time", an item "sleep goal", an item "sleep performance", an item "sleep evaluation parameters", and the like. 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 performed sensing as a result of the user sleeping. 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, which is recorded by the user sleeping and sensing performed by the sleep measuring device 11B. The sleep performance value includes, for example, the time when the user went to bed and the time when the user woke up.

[0075] 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 result of the sleep measuring device 11B, 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 result of the sleep measuring device 11B, or may be determined as the timing when an operation indicating that the user woke up is received from the user.

[0076] 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.

[0077] 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.

[0078] 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.

[0079] 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).

[0080] <3 operations> The game processing by the terminal device 10 will be described below.

[0081] <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 a current value of stamina, and the reward upon completion of the game unit is determined according to the user's sleeping record.

[0082] 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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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.

[0087] 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.

[0088] In step S555, the server 20 updates the user information DB 281 based on the update results of the various parameters of the user.

[0089] 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.

[0090] <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.

[0091] 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.

[0092] 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.

[0093] 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.

[0094] In step S655, the server 20 generates an evaluation parameter that evaluates the user's sleep performance.

[0095] 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.

[0096] In step S603, the terminal device 10 receives, from the server 20, evaluation parameters that evaluate the sleep performance.

[0097] In step S605, the terminal device 10 controls the user's progress in the game based on the evaluation parameters.

[0098] 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.

[0099] <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.

[0100] 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.

[0101] In step S703, when the terminal apparatus 10 detects that the user has fallen asleep (or gone to bed) based on the sensing result of the sleep measuring device 11B, it transmits information about the user's sleep to the server 20.

[0102] 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.

[0103] 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.

[0104] 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.

[0105] In step S705, the terminal device 10 adjusts the progress of the game based on the user's sleep performance.

[0106] 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.

[0107] <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.

[0108] 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.

[0109] 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.

[0110] 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.

[0111] 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.

[0112] 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.

[0113] 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.

[0114] 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.

[0115] 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.

[0116] 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. 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 frequently used player characters, items that can be used to advance to higher classes, 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.

[0117] 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.

[0118] <4 Screen example> FIG. 9 is a diagram showing an example of a screen of the terminal device 10. As shown in FIG.

[0119] 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.

[0120] 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.

[0121] 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.

[0122] Evaluation parameters 132B is an area that displays evaluation parameters that evaluate the user's sleep performance.

[0123] 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.

[0124] 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.

[0125] 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.

[0126] Also, the evaluation parameters may not be good and the user may be in poor physical condition. 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.

[0127] 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 evaluation parameter value 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 evaluation parameter value, and may receive a designation of the game program to be executed from the user.

[0128] 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. This encourages the user to get enough sleep each day to achieve their sleep goal.

[0129] 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.

[0130] As shown in the screen example (C), the terminal device 10 displays the sleeping schedule information 132H and the friend's sleeping schedule 132J in the notification display section 132G. The terminal device 10 displays a notification button 132K.

[0131] 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.

[0132] 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.

[0133] 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.

[0134] 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.

[0135] The terminal device 10 displays a notification display section 132P, a message 132Q, a receiving operation acceptance section 132R, and the like.

[0136] 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.

[0137] 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.

[0138] 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.

[0139] <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.

[0140] 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.

[0141] <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.

[0142] (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.

[0143] (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.

[0144] <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.

[0145] (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.

[0146] Therefore, there is a need for a technique for preventing a user from operating the terminal device 10 before falling asleep.

[0147] 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.

[0148] (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.

[0149] Therefore, in the second embodiment, a technique for notifying the user to sleep at an appropriate time will be described.

[0150] (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.

[0151] 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.

[0152] 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.

[0153] In step S1001, the terminal device 10 detects that the user is ready to sleep (for example, that the user has gone to bed, such as lying down in bed), based on the sleep measurement device 11B, the output of the motion sensor of the terminal device 10, etc.

[0154] 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.

[0155] In step S1005, after the user goes to bed, the terminal device 10 judges whether the user has fallen asleep based on the sleep measuring device 11B, the output of the motion sensor of the terminal device 10, and the like. 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 user operates the terminal device 10 before falling 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 that has 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 when the user falls asleep, and grants the user the game points that have changed over time until the user falls asleep. The condition for resetting the reward granted to the user may include the case where the user operates the terminal device 10 before the user falls asleep, as well as the case where the user operates other devices, not limited to the terminal device 10. For example, if the user does not operate the terminal device 10 after going to bed, but operates another device such as a wearable device, the reward granted to the user may be reset. In other words, the user may be able to earn the reward for the period until falling asleep by not operating any device other than the terminal device 10 after going to bed.

[0156] 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.

[0157] 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.

[0158] 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.

[0159] 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.

[0160] 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.

[0161] 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.

[0162] 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.

[0163] In step S1103, the terminal device 10 determines the timing of issuing a notification to prompt the user to sleep. Based on the planned bedtime designated by the user in step S1101, the terminal device 10 determines the time period for issuing the notification (timing for issuing the notification) so as to issue the notification a certain time before the planned bedtime. The terminal device 10 also determines the time period for issuing the notification based on the user's past sleep history so as to be accumulated in the sleep history information 283 of the server 20. For example, the period from the time the user went to bed on the previous day to the time the user woke up 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 the time period when the user was actually sleeping as the timing for not issuing the notification based on the user's past sleep history (i.e., the notification may be issued in a time period excluding the time period).

[0164] 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.

[0165] 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.

[0166] 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"). 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.

[0167] 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.

[0168] 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.

[0169] 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.

[0170] 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.

[0171] FIG. 12 is a diagram showing an example of a screen of the terminal device 10 in the second embodiment. 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.

[0172] 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.

[0173] 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.

[0174] 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).

[0175] 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.

[0176] 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 he or she is going out in order to achieve a sleep goal. The notification 132T5 also includes a content that prompts the user to obtain a reward for achieving a sleep goal and for not operating the terminal device 10 from when he or she goes to bed until when he or she falls asleep. As shown in the notification 132T5, the terminal device 10 includes information indicating the time when the user will start returning home in the content of the notification. The screen example (B) includes a current time and a wording (wording "soon") that suggests to the user the timing 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 recognize that he or she should start going home at the time shown as the current time.

[0177] 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.

[0178] 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.

[0179] 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.

[0180] 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.

[0181] <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.

[0182] (1) Provide technology that encourages users to develop regular sleep habits by matching their sleep data with ranking information.

[0183] (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.

[0184] (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.

[0185] (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.

[0186] (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.

[0187] (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.

[0188] 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.).

[0189] For example, the quality of sleep of the user may be evaluated to determine the game parameters of the user, and the game play may proceed according to the determined game parameters. It is assumed that the better the quality of sleep of the user, the better the physical condition of the user. Therefore, the better the quality of sleep of the user, the better the value of the game parameters in the game. This allows matching between users based on the game parameters (matching between users who have good quality sleep and good physical condition), and parameters such as the ability value of the game character may be adjusted based on the game parameters (for example, parameters that indicate the good condition of the game character, etc.). In addition, the difficulty of the game may be adjusted according to the value of the game parameters. For example, the better the quality of sleep of the user based on the game parameters, the higher the difficulty of the game play may be. In addition, users who have similar quality of sleep may be matched based on the game parameters. The game parameters may be, for example, the evaluation parameters (step S655, etc.) described in the first embodiment.

[0190] 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.

[0191] 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.

[0192] FIG. 13 is a flowchart showing a process for using information related to a user's sleep for ranking.

[0193] In step S1301, the terminal device 10 acquires information related to the user's sleep and transmits it to the server 20.

[0194] In step S1353, the server 20 receives information related to sleep from the user and updates the sleep record information 283 and the like.

[0195] In step S1355, the server 20 assigns each user to one of a plurality of groups based on the sleep record of each user. The server 20 evaluates whether the quality of sleep of the user is at or above a certain level, and assigns the user whose quality of sleep is at or above a certain level to a specific group. For example, the quality of sleep being at or above a certain level may be determined as the user sleeping according to the user's sleep goal (scheduled bedtime, scheduled wake-up time), or may be determined as the user's sleeping time being at or above a certain level, or may be determined as the user falling asleep within a certain time (i.e., falling asleep easily), etc.

[0196] 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.

[0197] 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.

[0198] 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.

[0199] 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.

[0200] 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.

[0201] 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.

[0202] <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.

[0203] In the fourth embodiment, a technique for encouraging a user to sleep in a specific position will be described. 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. 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.

[0204] 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.

[0205] 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.

[0206] 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.

[0207] 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 on the user reserving accommodation, the accommodation date, and other information related to the accommodation reservation to the terminal device of the accommodation facility. The server 20 performs a process of settling the accommodation fee in response to the operation of the user of the terminal device 10 to make a reservation for accommodation. The server 20 stores information on the user's accommodation reservation as a database in the storage unit 202. Although not shown, the server 20 records information on the user's location at the timing when the user slept 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 on the user's sleep, including information on the location where the user slept, to the server 20.

[0208] It is assumed that the terminal device 10 subsequently detects that the user has gone to bed, fallen asleep, or the like.

[0209] 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.

[0210] 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.

[0211] 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.

[0212] 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.

[0213] 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. 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.

[0214] 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.

[0215] 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.

[0216] 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.

[0217] 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.

[0218] 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.

[0219] 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.

[0220] 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.

[0221] 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.

[0222] 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.

[0223] 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.

[0224] <Additional Notes> The matters described in the above embodiments will be supplemented below.

[0225] (Supplementary Note 1) A game program is provided to be executed by a computer (10, 20) including a processor (190, 29) and a memory (180, 25, 26). The game program causes the processor to execute a first step (S505) of accepting an input operation for game play from a user and progressing the game, a second step (S507) of granting a reward to the user when a predetermined condition is satisfied in game play, and a third step (S507, S601, S653) of acquiring information regarding sleep performed by the user, and in the second step, when the sleep performed by the user satisfies the first condition, the reward granted to the user is more favorable to the user than when the sleep does not satisfy the first condition.

[0226] (Appendix 2) The game program further causes the processor to execute a fourth step (281, S553, S555) of storing in memory the current value and the upper limit value of the user's action amount parameter, a fifth step (S503, S553) of starting game play when the current value is equal to or greater than a first amount required for game play and subtracting the first amount from the current value, and a sixth step (193, 2045) of restoring the current value to the upper limit value over time, wherein if the user is not asleep, the recovery of the current value over time is more disadvantageous to the user than if the user was asleep (S653), (Appendix 1).

[0227] (Supplementary Note 3) The game program according to (Supplementary Note 2), wherein in the sixth step, if the user is not asleep, the current value is not restored regardless of the passage of time (S653).

[0228] (Appendix 4) A game program as described in any one of (Appendix 1) to (Appendix 3), wherein in a first step, when the user is sleeping, a specific action in a game based on the game program is made executable during the period of sleep (S753, S705).

[0229] (Appendix 5) In a game based on the game program, a first period is defined during which a user can perform a specific operation, and the game program further executes a seventh step of adjusting the first period based on at least one of the user's sleep time and sleep quality (S755, S705), a game program described in any of (Appendix 1) to (Appendix 4).

[0230] (Appendix 6) The game program further executes an eighth step of adjusting at least one of parameters of a character other than the player character operated by the user and parameters set in the game space in which the player character is operated, based on at least one of the time the user went to bed, the time the user woke up, and the quality of sleep (S753, S705). A game program described in any of (Appendix 1) to (Appendix 5).

[0231] (Appendix 7) A game program described in any of (Appendix 1) to (Appendix 6), wherein the memory is configured to store information of multiple users, and the game program further executes a ninth step of granting a reward to the user based on a comparison result between the user's sleep tendencies and the sleep tendencies of other users who have a common attribute with the user (S855, S805A, S805B).

[0232] (Appendix 8) A game program as described in any of (Appendix 1) to (Appendix 6), wherein the memory is configured to store information of multiple users, and the game program further executes a tenth step of granting a reward to a user when the other users play a game while the user is asleep, based on information regarding the sleep of the other users who are registered as friends of the user.

[0233] (Appendix 9) The memory is configured to store user information, and the game program further executes an eleventh step (283, 132H, 132J) of setting sleep goals for the user and presenting the set sleep goals to the user in accordance with the user's attributes, the game program described in (Appendix 1).

[0234] (Appendix 10) The game program according to (Appendix 9), further comprising a 12th step of determining user attributes based on information about the user's previous sleep, and granting a reward according to the determined user attributes.

[0235] (Appendix 11) The game program further executes a thirteenth step of generating game parameters based on information regarding the user's sleep (283, S655), and in the first step, progresses game play based on the game parameters (S605), as described in (Appendix 1).

[0236] (Supplementary Note 12) The game program according to (Supplementary Note 11), wherein in the first step, the efficiency with which the user plays the game is varied in accordance with a game parameter based on sleep (S605).

[0237] (Appendix 13) In other games other than the game based on the game program, it is possible to play the game using game parameters generated based on information about sleep, and the efficiency that varies depending on the game parameters in the game and the other games is different in the game and the other games (132C), a game program described in (Appendix 12).

[0238] (Appendix 14) A game program as described in any of (Appendix 1) to (Appendix 13), further comprising: detecting that the user is preparing to sleep; and determining that no input operation has been performed on the computer after the user has detected the preparation until the user falls asleep. [Explanation of symbols]

[0239] 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: Grouping a plurality of users of the sleep game according to an instruction from the users of the sleep game; obtaining information regarding a sleep performed by the user; When information related to the sleep performed by the user satisfies a predetermined condition, a reward is given to the user in the sleep game. Run the command, A game program, comprising: a step of granting a reward, the reward being determined according to a group to which the user belongs.

2. 2. The game program according to claim 1, wherein in the step of granting the reward, the reward includes granting participation in a predetermined event.

3. The game program according to claim 1 or 2, further comprising a step of causing the processor to execute a step of notifying a second user belonging to the same group as the first user of sleep goal information set for the first user belonging to a specified group.

4. determining a time when a first user belonging to a predetermined group went to bed based on a sensing result of a sensor included in a device owned by the first user or based on a timing when an operation for starting to go to bed was received from the first user; 4. The game program according to claim 1, further comprising a step of notifying a second user who belongs to the same group as the first user of the time when the first user went to bed.

5. 5. The game program according to claim 1, wherein in the step of providing the reward, information regarding sleep of users belonging to the same group is referenced to determine the user to whom the reward is to be provided.

6. 1. A method implemented by a computer having a processor and a memory, the method comprising: Grouping a plurality of users of the sleep game according to an instruction from the users of the sleep game; obtaining information regarding a sleep performed by the user; When information related to the sleep performed by the user satisfies a predetermined condition, a reward is given to the user in the sleep game. Run A method according to claim 1, wherein in the step of granting a reward, the content of the reward is determined according to a group to which the user belongs.

7. An information processing device including a control unit and a storage unit, The control unit: Grouping a plurality of users of the sleep game according to an instruction from the users of the sleep game; obtaining information regarding a sleep performed by the user; When information related to the sleep performed by the user satisfies a predetermined condition, a reward is given to the user in the sleep game. Run An information processing device that, in the step of granting the reward, determines the content of the reward depending on a group to which the user belongs.

8. A means for dividing a plurality of users of the sleep game into groups based on an instruction from the users of the sleep game; A means for acquiring information regarding the user's sleep; a means for giving a reward to the user in the sleep game when information regarding the user's sleep satisfies a predetermined condition; Equipped with The reward granting means determines the content of the reward depending on the group to which the user belongs.

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