Game program and game device

The game program addresses the challenge of adapting game content to individual sleep patterns by using a sleep information acquisition unit and an ability changer to adjust character abilities, resulting in improved gaming experiences that align with users' daily rhythms.

JP7648918B2Active Publication Date: 2025-03-19CAPCOM CO LTD
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Patent Information

Application Number
JP2022197824
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-12-12
Publication Date
2025-03-19
Estimated Expiration
2041-08-05

AI Technical Summary

Technical Problem

Existing game programs linked to sleep information do not adequately adapt game content to the daily rhythms and gameplay situations of various users, leading to suboptimal gaming experiences.

Method used

A game program that includes a sleep information acquisition unit, a pattern determining unit, a game progression unit, and an ability changer, which adjusts character abilities based on the user's sleep pattern, allowing for tailored gameplay experiences.

Benefits of technology

The solution enables game programs to match daily rhythms and gameplay situations of various users, providing enhanced gaming experiences by optimizing character abilities according to individual sleep patterns.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game program and a game device capable of providing game content that suits the lifestyle rhythm or game play situation of various users. [Solution] The computer functions as a sleep information acquisition means, a pattern determination means for determining which of a plurality of predetermined sleep patterns a user's sleep pattern corresponds to based on the user's sleep information, a game progression means, and an ability change means. The plurality of sleep patterns include a first sleep pattern and a second sleep pattern different from the first sleep pattern, the plurality of characters include a first character and a second character different from the first character, and the ability change means improves the ability of the first character if the user's sleep pattern is determined to be the first sleep pattern, and improves the ability of the second character if the user's sleep pattern is determined to be the second sleep pattern.
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Description

[Technical field]

[0001] The present invention relates to a game program and a game device. [Background technology]

[0002] It is now possible to measure a user's bedtime, wake-up time, sleep duration, etc., using a wearable tool or an application installed on a smartphone. In response to this, games linked with a user's sleep information, such as those shown in Patent Document 1 below, have been developed.

[0003] The configuration of Patent Document 1 generates a positive event that gives the user an advantage in the training game when the user's sleep pattern meets the reference sleep pattern, and generates a negative event that puts the user at a disadvantage in the training game when the user's sleep pattern does not meet the reference sleep pattern. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2020-44222 A Summary of the Invention [Problem to be solved by the invention]

[0005] In this way, Patent Document 1 claims that by having the user sleep in a way that satisfies the standard sleep pattern, the user can live a regular life through the game. However, in a game program linked with sleep information, there is room for improvement in terms of making the game content responsive to the life rhythm or game play situation of various users.

[0006] Therefore, an object of the present invention is to provide a game program and a game device that can provide game content that suits the lifestyle rhythm or game play situation of various users. [Means for solving the problem]

[0007] A game program according to one embodiment of the present invention causes a computer to function as: sleep information acquisition means for acquiring sleep information including a user's bedtime and wake-up time; pattern determination means for determining which of a plurality of predetermined sleep patterns the user's sleep pattern corresponds to based on the user's sleep information; game progression means for progressing a predetermined game using at least one of a plurality of characters as a player character; and ability change means for changing abilities of at least one of the plurality of characters in accordance with the user's sleep pattern, wherein the plurality of sleep patterns include a first sleep pattern and a second sleep pattern different from the first sleep pattern, and the plurality of characters include a first character and a second character different from the first character, and the ability change means improves the abilities of the first character when the user's sleep pattern is determined to be the first sleep pattern, and improves the abilities of the second character when the user's sleep pattern is determined to be the second sleep pattern.

[0008] The first sleep pattern may be a morning-type sleep pattern in which the bedtime occurs earlier than a reference time, and the second sleep pattern may be a night-type sleep pattern in which the bedtime occurs later than a reference time.

[0009] The first character may be a character whose predetermined first ability is higher during the daytime in-game time than at night, and the second character may be a character whose predetermined second ability is higher during the nighttime in-game time than at daytime.

[0010] The computer may function as ability-changed character display means for displaying, on a display unit of the computer, a character whose abilities are changed depending on the determined sleeping pattern of the user.

[0011] The computer may function as a communication means for transmitting information on the determined sleep pattern of the user to a server via a communication network, and as a game content change means for changing the game content of the user in accordance with the sleep patterns of multiple users belonging to an in-game group to which the user belongs.

[0012] The computer may function as a communication means for transmitting information on the determined sleep pattern of the user to a server via a communication network, a user information acquisition means for acquiring information on other users who have the same sleep pattern as the user from the server, and a user information display means for displaying the acquired information of the other users on a display unit of the computer.

[0013] The computer may function as a parameter management means for managing game parameters assigned to the user and necessary to start or continue the game, and as a sleep determination means for determining whether the user is asleep or not based on the sleep information of the user, and the parameter management means may be capable of restoring the value of the game parameter possessed by the user to an upper limit value over time, and, if the user is asleep, may be capable of restoring the value of the game parameter to above the upper limit value over time.

[0014] A game device according to another aspect of the present invention includes a program storage unit that stores the above-mentioned game program, and a computer that executes the program stored in the program storage unit. Effect of the Invention

[0015] According to the present invention, it is possible to provide a game program and a game device that can provide game content that suits the life rhythm or game play situation of various users. [Brief description of the drawings]

[0016] [Figure 1]FIG. 1 is a block diagram showing the hardware configuration of a game system to which a game program according to an embodiment of the present invention is applied. [Diagram 2] FIG. 2 is a block diagram showing the functional configuration of the game system according to the present embodiment. [Diagram 3] FIG. 3 is an image diagram showing an example of sleep pattern determination in this embodiment. [Figure 4] FIG. 4 is a diagram illustrating an example of the correspondence between the user's sleep pattern and the change in ability of an ability-changed character in this embodiment. [Diagram 5] FIG. 5 is a diagram illustrating a sleep pattern display screen according to the present embodiment. [Figure 6] FIG. 6 is a diagram showing a quest selection screen in this embodiment. [Figure 7] FIG. 7 is a diagram showing a state in which the stamina value has exceeded the upper limit and has been recovered on the quest selection screen shown in FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0017] [Embodiment] Hereinafter, a game program and a game system according to an embodiment of the present invention will be described with reference to the drawings.

[0018] [Hardware configuration] 1 is a block diagram showing the hardware configuration of a game system to which a game program according to an embodiment of the present invention is applied. The game system 1 is configured such that a game device 2, which is configured as a computer device, and a server 3 are communicably connected to each other via a communication network NW such as the Internet or a LAN (Local Area Network). Of these, the game device 2 has a CPU (Central Processing Unit) that controls its operation. The computer includes a processor such as CPU 10, to which an operation input unit 12, a storage device 14, a ROM (Read Only Memory) 15, and a RAM (Random Access Memory) 16 are connected via a bus 11.

[0019] The game device 2 is configured so that a user holds a movable housing provided with a monitor 19 serving as a display unit. The movable housing is provided with an operation input unit 12. In this embodiment, each component of the game device 2 is housed within the movable housing. The game device 2 is configured, for example, by a portable information terminal such as a smartphone or a tablet PC.

[0020] The ROM 15 is a semiconductor memory such as a mask ROM or a PROM, and stores a boot program for booting the game device 2. The RAM 16 is composed of a DRAM or an SRAM, and reads and temporarily stores a game program 30a to be executed by the CPU 10, game data 30b required for the execution of the game program 30a, etc., according to the game play situation.

[0021] Furthermore, a graphics processing unit 17 , an audio synthesis unit 20 , and a network interface 25 are connected to the CPU 10 via the bus 11 .

[0022] Of these, the graphics processing unit 17 renders game images including the virtual game space and each character, etc., in accordance with instructions from the CPU 10. A monitor 19 built into the game device 2 is also connected to the graphics processing unit 17 via a video conversion unit 18, and the game images rendered by the graphics processing unit 17 are converted into a video format by the video conversion unit 18 and are displayed on the monitor 19.

[0023] The audio synthesis unit 20 reproduces and synthesizes digital game sounds in accordance with instructions from the CPU 10. In addition, an external speaker 22 is connected to the audio synthesis unit 20 via an audio conversion unit 21. Therefore, the game sounds reproduced and synthesized by the audio synthesis unit 20 are decoded into analog format by the audio conversion unit 21 and output from the speaker 22 to the outside.

[0024] The operation input unit 12 is configured with a touch panel provided on the monitor 19, and when the user touches an operation button or the like displayed on the monitor 19, a corresponding operation input is performed.

[0025] Furthermore, the game device 2 includes a user state detector 70 that detects the state of the user. The user state detector 70 includes, for example, a posture sensor that detects the posture or posture change amount of the movable housing. The user state detector 70 detects the movement of the user directly or indirectly by detecting the posture or posture change amount of the movable housing. The posture sensor includes, for example, a gyro sensor, an acceleration sensor, etc.

[0026] For example, when the user sleeps on the bedding, such as a pillow or a bed, with the mobile housing provided with the user state detector 70 placed on the bedding, the user's movements such as turning over in sleep are detected through the bedding. The vibrations are transmitted to the movable housing. The user state detector 70 detects the user's movements before, during, and after sleep by detecting the vibrations of the bedding. Sleep-related data, such as data indicating the user's movements detected by the user state detector 70, is stored in the storage device 14.

[0027] On the other hand, the server 3 comprises a processor such as a high-performance CPU 40 that controls the operation of the server 3 . A storage device 42 , a ROM 43 , a RAM 44 and a network interface 45 are connected to the CPU 40 via a high-speed bus 41 .

[0028] The ROM 43 of the server 3 is a semiconductor memory such as a mask ROM or a PROM, and stores basic programs for implementing basic operations of the server 3, such as a program for controlling communications between the server 3 and other game devices 2.

[0029] The RAM 44 is composed of a DRAM or an SRAM, and temporarily stores the programs to be executed by the CPU 40 and data required for the execution of the programs, which are read from the storage device 42, etc.

[0030] In this embodiment, the game system 1 progresses a game (app) installed on the game device 2 as a so-called native app, and operates in a manner that the server 3 (on the web) manages data such as stamina values, which will be described later, as well as virtual currency, owned characters, and the execution of character award lotteries (gacha).

[0031] The storage device 42 of the server 3 is a large-capacity storage medium built into the server 3. The server 3 stores a game program 42a and game data 42b in the storage device 42. The CPU 40 manages save data 42c of each game device 2 (account). The server 3 and the game devices 2 communicate with each other via a communication network NW.

[0032] In order to execute (play) a predetermined game based on a user's operation, the game device 2 receives (downloads and installs) a game program 42a and game data 42b stored in a storage device 42 of the server 3 via the game device 2. Furthermore, the game device 2 receives (downloads and installs) an update game program and game data from the server 3.

[0033] The game device 2 progresses the game on the basis of the installed game program and game data, and outputs game effects (game images, sounds) accompanying the game progress to a monitor 19, a speaker 22, etc., which will be described later.

[0034] Each game device 2 and each user is assigned different account information (unique identification information), and an ID (identification code) is assigned to each piece of account information.

[0035] The server 3 manages the account information of each user, receives data relating to the game progress status of each account from the game device 2, and stores the data in the storage device .

[0036] For example, when a user performs an operation to start a game, each game device 2 communicates with the server 3 via the communication network NW, and account information is transmitted from this game device 2. The server 3 performs a predetermined authentication based on the transmitted account information, and transmits data required for game progress (data related to the game progress status) to the game device 2.

[0037] The game device 2 receives data on the game progress of the account and the like, and progresses the game on the game device 2. In addition, the game device 2 receives data on the game progress of the account not only at the start of the game but also at the end of the game. At a predetermined timing in the game progress (when data is updated, such as when an item is consumed or a game task is completed), data on the game progress status is transmitted to the server 3. In this manner, in the game system according to the present embodiment, the server 3 and the game device 2 communicate with each other at a predetermined timing, and the server 3 and the game device 2 are synchronized to progress the game.

[0038] In the game described in this embodiment, a user selects at least one character from among a plurality of characters as a player character and controls the player character to fight against enemy characters in a virtual space. This game is a multi-play game in which a plurality of computers (a plurality of game devices 2) operated by a plurality of users are synchronized via a communication network NW, and the plurality of users form a party and cooperate to progress in the game on a common game stage.

[0039] [Functional configuration of the game device] FIG. 2 is a block diagram showing the functional configuration of the game system in this embodiment. The game device 2 constituting the game system 1 operates as a computer equipped with a control unit 5a including a CPU 10, a storage device 14, a ROM 15, a RAM 16, a graphic processing unit 17, an audio synthesis unit 20, etc. The server 3 operates as a computer equipped with a control unit 5b including a CPU 40, a storage device 42, a ROM 43, a RAM 44, etc. As shown in FIG. 2, the control unit 5 of the game system 1 constituted by the control unit 5a of the game device 2 and the control unit 5b of the server 3 working together executes the game programs 30a, 42a, and exerts functions such as a sleep information acquisition means 51, a pattern determination means 52, a game progress means 53, a capability change means 54, a capability change character display means 55, a communication means 56, a game content change means 57, a user information acquisition means 58, a user information display means 59, a parameter management means 60, and a sleep determination means 61 under the control of each processor.

[0040] Among these, the sleep determination means 61 determines whether the user is asleep based on the sleep-related data of the user detected by the user state detector 70, and generates sleep information including the user's bedtime and wake-up time. The sleep information acquisition means 51 acquires the generated sleep information. The pattern determination means 52 determines which of a plurality of predetermined sleep patterns the user's sleep pattern corresponds to based on the user's sleep information.

[0041] The game progression means 53 progresses a predetermined game using at least one of the multiple characters as a player character. For example, the game progression means 53 generates a character selected by a user as a player character in a virtual space, and causes the player character to act in the virtual space based on an operation input by the user, thereby progressing the game. At this time, the game progression means 53 generates a two-dimensional or three-dimensional virtual space (game space) in which the player character operated by the user acts. For example, the game progression means 53 reads data such as objects and textures included in the game data 30b, 42b in accordance with the movement of the player character, and generates a two-dimensional or three-dimensional virtual game space.

[0042] Furthermore, the game progression means 53 also generates each object that operates in the virtual space. Moreover, the game progression means 53 positions a virtual camera based on the position of the player character. A two-dimensional image captured by the virtual camera positioned in the virtual space is displayed on the monitor 19 as a game progress image. The game progression means 53 controls the operation of the player character and the virtual camera in response to an operation input by a user to the operation input unit 12 or the progress of the game, thereby progressing through game tasks (such as events described below) during the game. Furthermore, the game progression means 53 controls the operation of non-player characters such as characters acting in the virtual space.

[0043] The ability changing means 54 changes the ability of at least one of the characters in accordance with the user's sleep pattern. The ability-changed character display means 55 displays on the monitor 19 the character whose ability is to be changed.

[0044] The communication means 56 transmits information on the user's sleep pattern to the server 3 via the communication network NW. The game content change means 57 changes the user's game content according to the sleep patterns of multiple users who belong to the in-game group to which the user belongs. The user information acquisition means 58 acquires information on other users who have the same sleep pattern as the user's from the server 3. The user information display means 59 displays the acquired information on other users on the monitor 19. The parameter management means 60 manages game parameters that are given to the user and are necessary to start or continue the game. Hereinafter, the game parameters are referred to as stamina values.

[0045] [Sleep pattern determination process] The sleep pattern determination process in this embodiment will be described below. The sleep determination means 61 estimates the user's bedtime and wake-up time based on the user's sleep-related data for one day. A predetermined algorithm is used to estimate the bedtime and wake-up time. That is, the sleep determination means 61 estimates the bedtime and wake-up time by applying the user's sleep-related data to the predetermined algorithm, and generates sleep information including these time information. The sleep determination means 61 generates the sleep information for each day. The sleep information for each day including the estimated bedtime and wake-up time is stored in the storage device 14 as sleep history information.

[0046] The sleep information acquisition means 51 acquires the generated sleep information. If past sleep information (i.e., sleep history information) exists, the sleep history information for a predetermined number of days is read and acquired from the storage device 14. The pattern determination means 52 determines which of a plurality of predetermined sleep patterns the user's sleep pattern corresponds to based on the acquired sleep information of the user.

[0047] 3 is an image diagram showing an example of sleep pattern determination in this embodiment. The pattern determination means 52 calculates the overlapping time between the user's sleeping period (for example, from 10 pm to 6 am the next day) obtained from the sleep information and a predetermined first reference period B1, and determines whether the overlapping time is a predetermined time or more. If the overlapping time with the first reference period B1 is equal to or longer than the reference time, the pattern determination means 52 determines that the user's sleep pattern corresponds to the first sleep pattern P1 corresponding to the first reference period B1.

[0048] If the overlapping time with the first reference period B1 is less than the predetermined time, the pattern determination means 52 calculates the overlapping time between the user's sleeping period and the predetermined second reference period B2 and determines whether the overlapping time is equal to or longer than the predetermined time. If the overlapping time with the second reference period B2 is equal to or longer than the predetermined time, the pattern determination means 52 determines that the user's sleep pattern corresponds to the second sleep pattern P2 corresponding to the second reference period B2.

[0049] If the overlapping time with the second reference period B2 is also less than the predetermined time, the pattern determination means 52 determines that the user's sleep pattern corresponds to a third sleep pattern P3, which is neither the first sleep pattern nor the second sleep pattern.

[0050] When sleep history information for a predetermined number of days exists, the pattern determination means 52 determines which sleep pattern each piece of sleep history information for the predetermined number of days (for each day) corresponds to. Then, when the number of days with the same determination result among the determination results for the predetermined number of days is equal to or exceeds a reference number of days, the pattern determination means 52 determines that the user's sleep pattern corresponds to the sleep pattern with the same determination result.

[0051] For example, in the example of Fig. 3, the predetermined number of days is 5 days, and the reference number of days is 3 days. The first reference period B1 is between 0:00 and 6:00, and the second reference period B2 is between 3:00 and 9:00. The reference time, which is the criterion for determining overlapping times, is 5 hours. Fig. 3 shows the sleep periods of five consecutive days for each of users U1, U2, and U3. The sleep periods are represented by solid lines.

[0052] In this case, the pattern determination means 52 determines that the user falls into the first sleep pattern P1 if the user sleeps for five hours or more between midnight and 6 a.m. on three or more consecutive days. User U1 often goes to bed around midnight and wakes up around 6 a.m. the next day, so the sleep pattern of user U1 is determined to fall into the first sleep pattern P1. The first sleep pattern P1 is a morning-type sleep pattern in which the bedtime is earlier than the reference time.

[0053] Furthermore, the pattern determination means 52 determines that the user falls into the second sleep pattern P2 if the user is asleep for at least five hours between 3:00 and 9:00 on at least three days out of five consecutive days. User U2 often goes to bed around 2:00 and wakes up around 9:00, so the sleep pattern of user U2 is determined to fall into the second sleep pattern P2. The second sleep pattern P2 is a nocturnal sleep pattern in which the bedtime is later than the reference time.

[0054] The reference time is set, for example, to a time between the start time (0:00) of the first reference period B1 and the start time (3:00) of the second reference period B2. For example, the reference time is set to 1:30.

[0055] Furthermore, the pattern determination means 52 determines that the user U3 falls into the third sleep pattern P3 if the user U3 does not fall into either the first sleep pattern P1 or the second sleep pattern P2. The user U3's bedtime and wake-up time change from day to day due to working a 24-hour shift job, etc. For this reason, the sleep pattern of the user U3 is determined to fall into the third sleep pattern P3. The third sleep pattern P3 is an irregular sleep pattern in which the sleep period is not stable from day to day.

[0056] The pattern determination means 52 stores the determined sleeping pattern of the user in the storage device 14. In addition, the communication means 56 transmits the determined sleeping pattern of the user to the server 3. The server 3 stores the information of the user's sleeping pattern in the storage device 42 in association with the user's account.

[0057] [Ability change process] The ability changing process in this embodiment will be described below. The ability changing means 54 changes the ability of a predetermined character according to the user's sleep pattern. As described above, in this game, the user selects at least one character from among a plurality of characters as a player character, and the game is executed using the selected player character. For example, the plurality of characters may include characters that are available (selectable) in advance, characters that become available depending on the game play situation, characters that become available by a predetermined lottery process such as so-called gacha, and the like. For example, characters that become available depending on the game play situation may include characters acquired by playing the game in a virtual game space, characters that become available by satisfying a predetermined unlock condition in the game, such as when a predetermined value or more of experience points are accumulated, when a predetermined event is cleared, and the like.

[0058] FIG. 4 is a diagram illustrating the correspondence between the user's sleep pattern and the ability change content of the ability change character in this embodiment. In the example of FIG. Characters whose powers can be changed include a first character C1 and a second character C2.

[0059] In this game, day and night are switched depending on the in-game time passing in the virtual game space in which the player character is placed. The in-game time is linked to real time, for example. The multiple characters may include characters whose predetermined first ability is higher during the day than at night (characters active during the day), characters whose predetermined second ability is higher at night than during the day (characters active at night), and characters whose abilities do not change between day and night (characters whose abilities do not change). In this game, if the in-game time is day and the selected player character is a character active during the day, the game can be played with an advantage. On the other hand, if the in-game time is night and the selected player character is a character active at night, the game can be played with an advantage.

[0060] The first character C1 is a daytime active character whose predetermined first ability is higher during the daytime in the game than at night. For example, the normal parameters set in the game, such as stamina, attack power, defense power, and agility, of the first character C1 are increased by a predetermined percentage during the daytime in the game than at night. Furthermore, the first character C1 is a character modeled after a morning glory, and has a special recovery ability through photosynthesis as a special ability that can be used during the day.

[0061] Furthermore, the second character C2 is a night-time active character whose predetermined second ability is higher during the night in the game time than during the day. For example, the second character C2's normal parameters are increased by a predetermined percentage during the night in the game time than during the day. Furthermore, the second character C2 is a character modeled after a firefly, and has a special attack ability that uses light emission as a special ability that can be used at night. In this way, the first ability and the second ability may include one or more abilities. Furthermore, the first ability and the second ability may include the same ability as each other.

[0062] The ability changing means 54 improves the ability of the first character C1 when it is determined that the user's sleep pattern is the first sleep pattern P1 indicating a morning type. Also, the ability changing means 54 improves the ability of the second character C2 when it is determined that the user's sleep pattern is the second sleep pattern P2 indicating a night type. Also, the ability changing means 54 improves the abilities of both the first character C1 and the second character C2 when it is determined that the user's sleep pattern is the third sleep pattern P3 indicating an irregular type. However, in the case of the third sleep pattern P3, the type of ability improved is different from that in the case of the first sleep pattern P1 or the second sleep pattern P2.

[0063] In the example of FIG. 4, the user U1 is determined to have a first sleep pattern P1 indicating a morning type, as shown in the example of FIG. 3. In the example of FIG. 4, when the user U1 uses the first character C1 as a player character, the special recovery ability of the first character C1 is enhanced. For example, when the first character C1 uses a special ability, the amount of physical strength recovery increases, or the recovery range becomes wider. The recovery range is a range that is set based on the position of the first character C1. When an ally character (a non-player character or a player character of another user in a multiplayer game) is located within the recovery range when the special ability is used, the physical strength of the ally character is recovered.

[0064] In addition, in the example of Fig. 4, the user U2 is determined to have a second sleeping pattern P2 indicating a night type, as shown in the example of Fig. 3. In the example of Fig. 4, when the user U2 uses the second character C2 as a player character, the special attack ability of the second character C2 is strengthened. For example, when the second character C2 uses a special ability, the attack power becomes higher or the attack range becomes wider.

[0065] Also, in the example of FIG. 4, the user U3 is determined to have a third sleep pattern P3 indicating an irregular type, as shown in the example of FIG. 3. In the example of FIG. 4, when the user U3 uses the first character C1 as a player character, one normal parameter of the first character C1 is strengthened. For example, the value of the defensive power parameter of the first character C1 increases. In the example of FIG. 4, when the user U3 uses the second character C2 as a player character, one normal parameter of the second character C2 is strengthened. For example, the value of the agility parameter of the second character C2 increases.

[0066] Furthermore, when the ability changing means 54 determines that the user's sleep pattern is the first sleep pattern P1 indicating a morning type, it reduces the ability of the second character C2. Also, when the ability changing means 54 determines that the user's sleep pattern is the second sleep pattern P2 indicating a night type, it reduces the ability of the first character C1. In the example of FIG. 4, when the user U2 uses the first character C1 as a player character, the special ability of the first character C1 is weakened. Also, in the example of FIG. 4, when the user U1 uses the second character C2 as a player character, the special ability of the second character C2 is weakened.

[0067] In this way, the abilities of the corresponding characters C1, C2 improve according to the user's sleeping pattern, so that the player can play the game more advantageously by using the characters C1, C2 with improved abilities as player characters. As a result, the user U1 who is determined to have the first sleeping pattern P1, which indicates morningness, tends to use the corresponding first character C1 more frequently, and the user U2 who is determined to have the second sleeping pattern P2, which indicates nightness, tends to use the corresponding second character C2 more frequently.

[0068] However, there is a possibility that the user does not have characters C1 and C2 that correspond to the user's sleep pattern (whose abilities are improved). Therefore, the ability-changed character display means 55 displays on the monitor 19 a character whose abilities are changed (improved or decreased) according to the determined user's sleep pattern.

[0069] 5 is a diagram illustrating a sleep pattern display screen in this embodiment. As shown in FIG. 5, the sleep pattern display screen G includes a judgment result display section G1 and a recommended character display section G2. The judgment result of the sleep pattern of a user (user U1 in FIG. 5) is displayed in the judgment result display section G1. The recommended character display section G2 displays a character whose ability is improved by the judged sleep pattern of the user as a recommended character.

[0070] For example, characters displayed in the recommended character display section G2 include owned characters, non-owned characters, and unusable characters. Owned characters are characters whose abilities are improved by the user's sleep patterns and that the user already owns and can use (C1 in the example of FIG. 5). Unowned characters are characters that the user does not own and therefore cannot use (C3 in the example of FIG. 5). Unowned characters can be used if they are acquired. Unusable characters are characters that the user does not own or cannot use because they do not meet certain conditions, such as the user's experience value level not reaching a standard value (C4 in the example of FIG. 5), regardless of whether the character is owned or not.

[0071] Characters that can be used in a certain event or characters that should be kept secret at the present time due to the game scenario may be displayed as a hidden expression such as "???" or as a teaser expression shown only in silhouette. Characters that are not owned and are displayed in the recommended character display area G2 may be available at a higher probability than when they are not displayed.

[0072] In this way, a character whose abilities improve depending on the user's sleep patterns is displayed. This can encourage the user to proactively acquire the displayed character.

[0073] [Game content change processing] In this game, users can create in-game groups, such as guilds, or join in-game groups created by other users. Multiple users belonging to one in-game group are preferentially matched in multiplayer games and can communicate with each other through chats, etc. Also, game events (such as guild battles) that only multiple users belonging to an in-game group can participate in may occur. By clearing such game events, users can obtain benefits that give them an advantage in the game, such as rare items and rare characters.

[0074] In this embodiment, the game content change means 57 changes the game content of the user in accordance with the sleep patterns of multiple users who belong to the in-game group to which the user belongs. For example, the game content includes a game event in which only the multiple users who belong to the in-game group can participate.

[0075] As described above, the storage device 42 of the server 3 stores information on the user's sleep pattern in association with the user's account. Information on the in-game group to which the user belongs is also associated with the user's account. The server 3 acquires information on the sleep patterns of a plurality of users belonging to the in-game group, and determines which of a plurality of predetermined attributes the in-game group belongs to. The plurality of attributes include, for example, a first attribute in which a predetermined number or a predetermined percentage of users who have a first sleep pattern P1 (morning type) among a plurality of users belonging to the in-game group, a second attribute in which a predetermined number or a predetermined percentage of users who have a second sleep pattern P2 (night type) among a plurality of users, and a third attribute in which a predetermined number or a predetermined percentage of users who have a third sleep pattern P3 (irregular type) among a plurality of users belonging to the in-game group.

[0076] The game content change means 57 changes the game content of the user according to the above-mentioned attributes of the in-game group to which the user belongs. For example, the server 3 sets a game event according to the attributes of the in-game group, and transmits information about the set game event to the game devices 2 of the users who belong to the in-game group.

[0077] For example, the in-game group of the first attribute is a group in which many users who belong to the in-game group have morning-type sleeping patterns. For such a group, for example, game events are set so that more events are held during the daytime in-game time, or game events that are advantageous to daytime active characters are set. Similarly, the in-game group of the second attribute is a group in which many users who belong to the in-game group have night-type sleeping patterns. For such a group, for example, game events are set so that more events are held during the nighttime in-game time, or game events that are advantageous to nighttime active characters are set.

[0078] In this way, game events occur according to the sleep pattern tendencies of multiple users belonging to an in-game group. Therefore, by belonging to an in-game group containing many users with the same sleep pattern as the user, a game event occurs according to the user's sleep pattern, allowing the user to progress in the game with an advantage.

[0079] For this purpose, the user information acquisition means 58 acquires information on other users who have the same sleep pattern as the user from the server. The user information display means 59 displays the acquired information on the other users on the monitor 19. For example, when searching for an in-game group, Information on the sleep patterns of each of the multiple users belonging to the searched in-game group is displayed on the monitor 19. At this time, the attributes of the in-game group are also displayed on the monitor 19. This allows the user to check whether the sleep patterns of other users belonging to the in-game group are the same as the user's own sleep pattern. This makes it easier for the user to join an in-game group with attributes that correspond to the user's own sleep pattern.

[0080] [Stamina recovery process] In this embodiment, as described above, a stamina value is consumed when starting or continuing a game. In this embodiment, the game includes a plurality of quests (game tasks), and a predetermined stamina value is consumed when starting or continuing each quest.

[0081] Fig. 6 is a diagram showing a quest selection screen in this embodiment. In the example shown in Fig. 6, the quest selection screen H includes a quest display section H1 and a stamina display section H2. The quest display section H1 displays a virtual space F in which the player character PC is placed. The player character PC can move within the virtual space F based on a user's operation.

[0082] At least one quest marker M is placed in the virtual space F. By positioning the player character PC on the quest marker M, the quest corresponding to the quest marker M can be executed. In the example of FIG. 6, when the player character PC is located within a predetermined range based on the position of the quest marker M, the game progression means 53 reads out the content of the corresponding quest and displays it on the monitor 19. In the example of FIG. 6, a quest content display section H4 is displayed on the quest display section H1. In the quest content display section H4, for example, the name of the quest, the amount of stamina consumption, the purpose of the quest, the recommended level, the type of recommended character, etc., can be displayed as the content of the corresponding quest. The type of recommended character includes, for example, the daytime activity character and the nighttime activity character described above.

[0083] Furthermore, the quest content display section H4 includes a quest execution selection section. In the example of Fig. 6, by selecting "Yes", the execution start process of the quest is started, and by selecting "No", the quest content display section H4 is hidden and the quest is not executed.

[0084] In the process of starting execution of a quest, the parameter management means 60 reads out the user's stamina value (current value) stored in the storage device 42 of the server 3 and compares it with the stamina consumption amount that is preset when starting the quest. If the user's stamina value is equal to or greater than the stamina consumption amount, the quest can be started. At this time, the parameter management means 60 subtracts the stamina consumption amount from the user's stamina value and updates the value to the current stamina value. If the user's stamina value is less than the stamina consumption amount, the quest cannot be started. In this case, the monitor 19 displays a message that the quest cannot be started because the stamina value is insufficient.

[0085] The stamina display section H2 displays the user's stamina value. The user's stamina value is consumed by performing quests and is restored over time. For example, when a quest is not being performed, the parameter management means 60 restores the stamina value associated with the user by a predetermined amount per unit time (e.g., 1 every 10 minutes) over time. An upper limit is set for the stamina value, and the stamina value restored over time will not be restored (increased) beyond the upper limit. The stamina display section H2 also displays the upper limit for the stamina value.

[0086] The stamina display section H2 is provided with a virtual detail display button J1. When the user selects the detail display button J1, a stamina detail display section H3 accompanying the stamina display section H2 is displayed. The stamina detail display section H3 displays the time until the next recovery timing. The time required to recover to the upper limit (total recovery time) is also displayed (in the above example, a 10-minute countdown is displayed since the last recovery).

[0087] The stamina value can be increased by using in-game items, leveling up (removing restrictions), paying, etc. A virtual stamina recovery button J2 is provided in the stamina display section H2. The user can use an in-game item or pay, etc. by selecting and operating the stamina recovery button J2. The upper limit of the stamina value can be increased by using in-game items, leveling up the user rank or character rank (removing restrictions), paying, etc.

[0088] Furthermore, when the sleep determining means 61 determines that the user is asleep, the parameter managing means 60 enables the user's stamina value to be restored (increased) beyond the upper limit value over time.

[0089] FIG. 7 is a diagram showing a state in which the stamina value has exceeded the upper limit value and recovered on the quest selection screen shown in FIG. 6. FIG. 7 shows the quest selection screen when the user starts a game program after waking up. As described above, the parameter management means 60 recovers the stamina value associated with the user over time, up to the upper limit value, when a quest is not being executed. The sleep determination means 61 acquires sleep-related data regardless of whether the game app is running or not, and estimates the user's bedtime and wake-up time.

[0090] The parameter management means 60 allows the user's stamina value to exceed the upper limit after the estimated bedtime. The parameter management means 60 returns to the same recovery state as before the user went to bed after the estimated wakeup time. At this time, if the user's stamina value is greater than the upper limit at the time of the estimated wakeup time, the stamina value that exceeds the upper limit is held until it is consumed by performing a quest, but the stamina value does not increase any more. On the other hand, if the user's stamina value is less than the upper limit at the time of the estimated wakeup time, the parameter management means 60 recovers the stamina value over time, with the upper limit as a limit. Note that if the stamina value has already reached the upper limit before the bedtime, the stamina value does not increase any more even after the bedtime.

[0091] 7, when the user's stamina value exceeds the upper limit, the stamina value is highlighted in a highlighting manner H5 in the stamina display section H2. The highlighting manner H5 may include various display manners that differ from normal (when the stamina value is equal to or less than the upper limit), such as increasing the font size, changing the color, or making the font bold.

[0092] [Effects of the invention] In summary, one aspect of the present embodiment is a computer (control unit 5) including: sleep information acquisition means 51 for acquiring sleep information including a user's bedtime and wake-up time; pattern determination means 52 for determining which of a plurality of predetermined sleep patterns P1, P2 the user's sleep pattern corresponds to based on the user's sleep information; game progression means 53 for progressing a predetermined game using at least one of a plurality of characters C1, C2 as a player character PC; and game progress means 54 for progressing a predetermined game using at least one of the plurality of characters C1, C2 as a player character PC according to the user's sleep pattern. a plurality of sleep patterns P1, P2 including a first sleep pattern P1 and a second sleep pattern P2 different from the first sleep pattern P1, and a plurality of characters C1, C2 including a first character C1 and a second character C2 different from the first character C1, and the ability changing means 54 improves the ability of the first character C1 when the user's sleep pattern is determined to be the first sleep pattern P1, and improves the ability of the second character C2 when the user's sleep pattern is determined to be the second sleep pattern P2, It is.

[0093] According to the game program of the present embodiment, the user's sleep pattern is assigned to one of a plurality of sleep patterns, and the ability of the character corresponding to the assigned sleep pattern is improved. In this way, a character that can advance advantageously in the game is set for each of a plurality of users with different lifestyle patterns.

[0094] For example, the above-mentioned Patent Document 1 claims that if a user sleeps to meet a standard sleep pattern, he or she can lead a regular life through the game. However, some users are morning people, while others are night people. In addition, some users wake up at night and sleep during the day due to work or other reasons. In this way, the optimal sleep pattern varies from user to user, and Patent Document 1 cannot provide in-game benefits fairly to each of the users with various sleep patterns.

[0095] In contrast, according to the present embodiment, a character that can advantageously play the game is set for each of a plurality of sleep patterns, so that various users can be provided with game benefits according to the user's sleep pattern. Therefore, game content can be made according to the life rhythm or game play situation of various users. In addition, it is possible to provide a game feature of finding a character that matches the user's sleep pattern, or to provide an interest in repeating the game in order to obtain a character that matches the user's sleep pattern.

[0096] Furthermore, according to the above embodiment, sleeping patterns (morning type, night type, etc.) are matched to the characteristics of characters whose abilities can be improved (daytime active characters, nighttime active characters, etc.), making it easy to understand the correspondence between characters whose abilities can be improved and the user's sleeping patterns, and by looking at a character, the user can easily estimate whether or not the character will give the user an advantage in the game.

[0097] Another aspect of this embodiment is a game program that causes a computer (control unit 5) to function as sleep information acquisition means 51 that acquires sleep information including the user's bedtime and wake-up time, parameter management means 60 that manages game parameters assigned to the user and necessary to start or continue the game, and sleep determination means 61 that determines whether the user is asleep or not based on the user's sleep information, and the parameter management means 60 enables the value of a game parameter (stamina value) possessed by the user to be restored to an upper limit value over time, and when the user is asleep, enables the value of the game parameter to be restored beyond the upper limit value over time.

[0098] According to the above configuration, in addition to the manner in which the value of a game parameter possessed by the user and consumed to start or continue the game is restored to an upper limit value over time, when it is determined that the user is asleep, the value of the game parameter can be restored beyond the upper limit value.

[0099] Some game programs installed on smartphones and the like consume game parameters called stamina to start or continue a game. In general game programs, the value of such a game parameter recovers over time, but once it reaches a certain upper limit, it does not increase any more. Therefore, in order to play a game for as long as possible, a user needs to consume as much of the game parameter value as possible before going to bed, that is, to play the game as much as possible before going to bed. This may cause the user to go to bed later, shorten sleep time, or disrupt lifestyle patterns.

[0100] In contrast, according to the above embodiment, when the user is asleep, the value of the game parameter exceeds the upper limit and recovers (rises), so that even if a certain amount of the game parameter value has accumulated before going to bed, the available game play time per unit time (e.g., per day) is prevented from changing between playing the game before going to bed and not playing the game. This makes it possible to extend the available game play time while maintaining a regular lifestyle. As described above, game content can be created according to various users' life rhythms or game play situations.

[0101] [Other embodiments] Although the embodiment of the present invention has been described above, the present invention is not limited to the above embodiment, and various improvements, changes, and modifications are possible without departing from the spirit of the present invention.

[0102] For example, in the above embodiment, the user state detector 70 includes a posture sensor that detects the posture or posture change amount of the movable housing, but this is not limited to the above. For example, the user state detector 70 may include a microphone, an optical sensor, an infrared sensor, an activity meter, etc. in addition to or instead of the posture sensor. The user state detector 70 may be a wearable device such as a smart watch worn by the user. In this case, the user state detector 70 may be provided separately from the housing (movable housing, etc.) of the game device 2 main body, and data may be transmitted from the user state detector 70 to the game device 2 main body by wireless communication or wired communication.

[0103] In the above embodiment, the sleep-related data acquired by the user state detector 70 is stored in the storage device 14 of the game device 2. However, the sleep-related data may be transmitted to the server 3 and stored in the storage device 42 of the server 3. In this case, the functions of the sleep determination means 61 and the pattern determination means 52 may be performed by the server 3. That is, the generation of sleep information and the determination of the sleep pattern may be performed in the server 3. Furthermore, the process of determining whether or not the user is asleep may be executed by another program (application). In this case, the server 3 or the game device 2 may acquire sleep information obtained by another program, and the pattern determination means 52 may determine the user's sleep pattern based on the acquired information.

[0104] In the above embodiment, the sleep pattern determination process is performed by determining which sleep pattern each of the sleep history information for the predetermined number of days corresponds to (for each day), and the pattern determination means 52 determines that the user's sleep pattern corresponds to the sleep pattern that has the same determination result if the number of days with the same determination result is equal to or exceeds a reference number of days. Alternatively, the pattern determination means 52 may calculate the average bedtime and the average wake-up time from the sleep history information for the predetermined number of days, and determine which sleep pattern the user corresponds to based on the average values.

[0105] Furthermore, the sleep history information for a predetermined number of days used to determine the sleep pattern may be excluded in order, starting with the sleep information for the past days. For example, when performing a determination using seven days' worth of sleep history information, the sleep information for the current day may be added and the sleep information for the seven days prior may be excluded from the determination. Alternatively, the sleep history information used to determine the sleep pattern may be added sequentially. Furthermore, the pattern determination means 52 may determine the sleep pattern for each unit period. For example, the sleep pattern for the next week's game play may be determined from the average value of one week's worth of sleep history information. Alternatively, the sleep pattern for the current day's game play may be determined from the sleep information for the previous day.

[0106] The method of dividing the sleep patterns into a plurality of patterns is not limited to the above embodiment. For example, the sleep patterns may be divided into a plurality of patterns according to the average sleep time per day for a predetermined number of days. For example, the plurality of sleep patterns may include a first sleep pattern having an average sleep time of 8 hours or more, a second sleep pattern having an average sleep time of 5 hours or more and less than 8 hours, and a third sleep pattern having an average sleep time of less than 5 hours.

[0107] The game contents may be changed other than the change in the character's abilities according to the user's sleep pattern. For example, the probability of obtaining a predetermined object such as a character or an item may be increased according to the user's sleep pattern. For example, when the user's sleep pattern is a first sleep pattern P1 indicating a morning type, the probability of obtaining a daytime active character may be increased, and when the user's sleep pattern is a second sleep pattern P2 indicating a nighttime type, the probability of obtaining a nighttime active character may be increased. The probability of obtaining may be the probability of winning the character in a lottery such as a gacha, or in a game in which a character can be obtained by encountering a character in the virtual space F and making the character an ally, it may be the probability of encountering the character in the virtual space F.

[0108] The judgment of the user's sleep pattern may be applied to a more detailed sleep pattern according to information on the quality of sleep other than the time of going to bed, the time of waking up, and the duration of sleep. For example, the first sleep pattern P1, which indicates a morning type, may be judged based on the time of going to bed and the time of waking up, and then the user may be further divided into a plurality of sub-patterns (sub-patterns SP1, SP2, SP3, etc.) according to the judgment items. For example, a user who corresponds to sub-pattern SP1 may have the first character C1's attack power increased in addition to the recovery ability of the first character C1 corresponding to the first sleep pattern P1, a user who corresponds to sub-pattern SP2 may have the first character C1's defense power increased in addition to the recovery ability of the first character C1, and a user who corresponds to sub-pattern SP3 may have the first character C1's recovery ability increased in addition to the stamina value consumption reduced when using the first character C1.

[0109] Also, a notification (display, etc.) may be given to encourage the user to play another game according to the user's sleep pattern determined by the pattern determination means 52. The other game may be, for example, a game that utilizes the user's sleep pattern in the same way as the present game.

[0110] Furthermore, in the ability changing process, the abilities of the character that are changed by the ability changing means 54 are not limited to the above example. That is, the manner in which the abilities are improved may be any manner that allows the game to be played more advantageously when the same character is used. For example, the manner in which the abilities are improved may include increasing normal parameters, imparting special abilities, reducing stamina values ​​consumed at the start or continuation of a quest, and the like. Also, the ability to be improved may be one type or multiple types.

[0111] Furthermore, the aspect of improving abilities may include, in addition to or instead of the aspect of directly improving the abilities of a character or abilities associated with a character as described above, imparting an effect that makes it easier for the abilities of a character to be improved. For example, the aspect of improving abilities may include increasing the amount of experience points obtained when clearing a quest or defeating an enemy character, increasing the probability of acquiring rare skills in a game that has a skill lottery process, etc. Furthermore, the aspect of improving abilities may also include the ability to acquire items, for example, making it easier to acquire rare items, increasing the item drop rate, etc.

[0112] In the above embodiment, in the third sleep pattern P3 indicating an irregular type, the value of one normal parameter preset for each of the characters C1 and C2 is increased. However, the ability of a third character other than the first character C1 and the second character C2 may be improved. The target for improving the ability of the third character may be random. For example, the value of one normal parameter selected by lottery or the like from among a plurality of types of normal parameters may be increased. In addition, when the user's sleep pattern corresponds to the third sleep pattern P3, In this case, the abilities of the first character C1 and the second character C2 (or any of the multiple characters) may change randomly.

[0113] In the above embodiment, the ability of the second character C2 is decreased when the user's sleep pattern is the first sleep pattern P1, and the ability of the first character C1 is decreased when the user's sleep pattern is the second sleep pattern P2. However, the ability of the characters may not be decreased. Alternatively, the ability of one character may be decreased to relatively improve the ability of another character.

[0114] Furthermore, the ability changing means 54 may change the degree of ability improvement depending on the user's sleeping time. For example, the ability changing means 54 may increase the amount of increase in the ability value to be improved as the sleeping time is longer.

[0115] Also, the user's sleep pattern may be determined based on sleep history information for a predetermined number of days, and the ability of the corresponding character may be improved, while the game content may be changed according to the sleep information of the previous day. For example, if the sleep time of the previous day is shorter than a reference time, when a predetermined character (which may be a character whose ability is improved or may be all characters) is used as a player character PC, the predetermined ability may be reduced, the player character PC may become unsteady, or the failure probability of a predetermined action may be increased. Also, for example, if the sleep time of the previous day is outside an appropriate range, the probability of acquiring a predetermined character or a predetermined object such as a predetermined item may be reduced. Conversely, if the sleep time of the previous day is within an appropriate range, the amount of ability improvement of the character whose ability is improved may be increased, or the predetermined ability of the character whose ability is improved or other characters (all characters, etc.) may be improved separately.

[0116] In the above embodiment, the daytime active character has a plurality of normal parameters that are increased by a predetermined percentage during the day in the game time compared to nighttime, but the present invention is not limited to this. For example, some of the normal parameters of the daytime active character may be increased by a predetermined percentage during the day in the game time compared to nighttime. Also, at least one of the normal parameters of the daytime active character may be decreased by a predetermined percentage during nighttime compared to daytime. In addition to this, or instead of this, the amount of decrease in the stamina value of the daytime active character when performing a quest may be decreased by a predetermined amount during the day in the game time compared to nighttime. Alternatively, the daytime active character may be a character that can be active only during the day in the game time (i.e., can be used as a player character only during the daytime). The same applies to the nighttime active character.

[0117] In the above embodiment, the ability changing means 54 has been exemplified as an ability improvement mode in which the special abilities originally possessed by the first character C1 and the second character C2 are further strengthened, but the ability improvement mode may not only be a mode in which originally high abilities are further strengthened, but also an ability that is originally not high or is set low may be strengthened. For example, the ability improvement mode may include strengthening the stamina of a character with low stamina.

[0118] In addition, the characters whose abilities are improved may not be related to the day / night attribute. For example, when the user's sleep pattern is the first sleep pattern P1 indicating a morning type, the abilities of a character with a fire attribute or a light attribute may be improved, and when the user's sleep pattern is the second sleep pattern P2 indicating a night type, the abilities of a character with a water attribute or a dark attribute may be improved. In addition, when the user's sleep pattern is the first sleep pattern P1 indicating a morning type, the abilities of a night-active character may be improved, and when the user's sleep pattern is the second sleep pattern P2 indicating a night type, the abilities of a day-active character may be improved.

[0119] In addition, a sleep pattern that does not improve the ability of a character may be included. For example, if the sleeping time per day is less than the reference time, it is determined that the sleep pattern indicates lack of sleep. In this way, the abilities of none of the characters may be improved.

[0120] In addition, in the above embodiment, a game in which the in-game time is linked to real time is exemplified, but the above embodiment can also be applied to a game in which the in-game time is not linked to real time. For example, a game in which the in-game time is not linked to real time may include a game in which day and night switch in the game every unit time in real time (for example, one hour), a game in which day and night switch in the game when the player character acts for a predetermined number of turns, a game in which there is no distinction between day and night in the first place, etc.

[0121] In the above embodiment, a character whose ability is improved according to the determined sleep pattern of the user is displayed on monitor 19, but in addition to this, or instead of this, a character whose ability is decreased may be displayed on monitor 19. Furthermore, if a character owned by a user does not match the user's sleep pattern (if the user does not own a character whose ability is improved), a sleep pattern that improves the ability of the character owned by the user may be displayed on monitor 19.

[0122] In the above embodiment, the server 3 determines the attributes of the in-game group to which the user belongs (the sleep pattern tendencies of the multiple users who belong to the group) as the game content change process, but the user's game device 2 may obtain information on the sleep patterns of the multiple users who belong to the in-game group from the server 3, determine the attributes of the in-game group according to the obtained information, and change the game content played by the user based on the information. That is, the game content change means 57 may be configured as a functional block of the server 3 or may be configured as a functional block of the game device 2.

[0123] Furthermore, the game content changed in the game content change process may be a game in which users belonging to an in-game group participate (for example, a game called a guild battle, etc.), or may be another game (for example, a solo battle played by an individual user). If the solo battle played by an individual user is also changed according to the attributes of the in-game group to which the user belongs, more game events that do not match the user's own sleep pattern will occur. Therefore, when a user joins an in-game group, the user can be encouraged to join an in-game group that contains many other users who have the same sleep pattern as the user.

[0124] In the game content change process in the above embodiment, the case where the user belongs to an in-game group is exemplified, but the game content of the user may be changed according to the user's sleep pattern regardless of whether the user belongs to an in-game group. The game content (contents of game events, etc.) may be changed according to the sleep pattern tendencies of all users associated with the server 3. Furthermore, when there are multiple servers 3 for playing the same game, the game content will be different for each server 3. In this case, for example, the multiple servers 3 may include a morning type server with many users who have the first sleep pattern P1, and a night type server with many users who have the second sleep pattern P2. The morning type server is likely to generate game events advantageous to morning type users, and the night type server is likely to generate game events advantageous to night type users. The user may be able to select a server 3 according to his or her sleep pattern.

[0125] Also, in the above embodiment, when an in-game group is searched for, monitor 19 is displayed with information on the sleep patterns of each of a plurality of users belonging to the searched in-game group. In addition to or instead of this, user information display means 59 may display information on the sleep patterns of other users on the display screen when applying for or accepting an in-game friend request. For example, when an in-game friend request is made to a user, information on the sleep patterns of the applicant may be displayed as information on the applicant. Also, for example, when a user makes an in-game friend request to another user, the search for the other user to whom the request is made may be performed. Information on the sleep patterns of the other users may be displayed on the screen. By making users with the same sleep patterns friends in a game, the users can have an advantage in a game, for example, when playing a multiplayer game with the friends in the game.

[0126] In addition, in the stamina value recovery process, stamina value may be recovered depending on the content of the quest being performed.

[0127] In the above embodiment, stamina value is consumed at the start of a quest, but in addition to or instead of this, stamina may be consumed when the quest continues. Continuing a quest includes, for example, restarting a quest from the point of failure when the quest has failed midway, or extending time in a game with a time limit. Quests may include quests that consume stamina value and quests that do not consume stamina value. Stamina value may also be consumed when playing multiplayer games.

[0128] In addition, the amount of stamina value recovery per unit time during sleep may be different from the amount of stamina value recovery per unit time during times other than sleep. In other words, the amount of stamina value recovery per unit time during sleep may be greater or less than the amount of stamina value recovery per unit time during times other than sleep.

[0129] In addition, in the stamina value recovery process, an additional upper limit may be set when the stamina value exceeds the upper limit and recovers. That is, the stamina value may be recoverable up to a first upper limit during periods other than when sleeping, and may be recoverable up to a second upper limit, which is greater than the first upper limit, during when sleeping. The amount of stamina value recovery per unit time when the stamina value recovers beyond the upper limit may be different from the amount of stamina value recovery per unit time when the stamina value recovers below the upper limit. For example, the amount of stamina value recovery per unit time when the stamina value recovers beyond the upper limit may be less than the amount of stamina value recovery per unit time when the stamina value recovers below the upper limit.

[0130] In addition, in the stamina value recovery process, when the user wakes up or starts the game, if the stamina value has recovered beyond the upper limit, a notification to that effect may be given, such as by displaying the same on the monitor 19. For example, when the sleep determination means 61 determines that the user has woken up, the game device 2 may send a wake-up detection signal to the server 3, and a push notification may be delivered from the server 3 or another predetermined server to the user's game device 2.

[0131] Furthermore, in the stamina value recovery process of the above embodiment, the period during which the stamina value recovers and exceeds the upper limit is from when the user's sleep is detected to when the user wakes up (i.e., from bedtime to wakeup time), but instead, the stamina value may be able to recover and exceed the upper limit in the period from when the user's sleep is detected to when the user wakes up and until the first launch of the game after detecting the user's sleep and waking up (i.e., from bedtime to the next game launch time).

[0132] In addition, in the stamina value recovery process, if it is within a predetermined time from when the user wakes up or within a predetermined time from when the game is first started after the user wakes up is detected, the stamina value that has recovered beyond the upper limit value may be converted into a predetermined in-game item (such as a stamina recovery potion).

[0133] Furthermore, the game progression means 53, ability changing means 54, parameter management means 60, and sleep determination means 61 may be configured as functional blocks of the game device 2, or may be configured as functional blocks of the server 3.

[0134] Furthermore, in the above embodiment, an action game has been described as an example, but the games to which the above embodiment is applicable are not limited to action games, and the present invention is applicable to various games such as role-playing games, simulation games, puzzle games, racing games, etc.

[0135] In the above embodiment, the game device 2 has been described assuming a portable information terminal such as a smartphone or a tablet PC, or a portable dedicated game device, but the game device 2 is not limited to these, and the present invention can also be suitably applied to a computer device such as a stationary game device or a personal computer.

[0136] Furthermore, the game device 2 may be equipped with a disk drive, a memory card slot, or a HDD, etc. In a game device equipped with a disk drive, a disk-type storage medium such as a DVD-ROM may be loaded into the disk drive so that the game device 2 can acquire the game program and game data. In a game device equipped with a memory card slot, a card-type storage medium may be loaded so that save data can be stored in the card-type storage medium.

[0137] The effects of the present invention can be achieved even when these other embodiments are adopted. In addition, the above-described embodiment and other embodiments, and other embodiments can be combined with each other as appropriate. [Industrial Applicability]

[0138] The present invention is useful for providing a game program and a game device that can provide game content that suits the life rhythm or game play situation of various users. [Explanation of symbols]

[0139] 2. Gaming Devices 5. Control unit (computer) 51 Sleep information acquisition means 52 Pattern Judgment Method 53 Game Progression Method 54 Ability modification means 55 Ability change character display means 56 Means of communication 57 Means of changing game content 58 User information acquisition means 59 User information display means 60 Parameter Management Method 61 Sleep determination means

Claims

1. Computer, a pattern determination means for determining which of a plurality of predetermined sleep patterns the user's sleep pattern corresponds to based on the user's bedtime and wake-up time, and for determining which of a plurality of predetermined attributes the in-game group to which the user belongs is included based on information on the sleep patterns of a plurality of users belonging to the in-game group to which the user belongs; a game progression means for progressing a predetermined game based on the attributes; A game program that functions as a

2. The computer is caused to function as a game content changer that changes game content based on the attribute, The game includes a game event in which only the plurality of users can participate, or a game event in which users belonging to the in-game group participate, the game content change means changes the content of the game event based on the attribute. The game program according to claim 1 .

3. causing the computer to function as a game content changer that changes game content based on the attribute; the game includes a game event played individually by the user; the game content change means changes the content of the game event based on the attribute. The game program according to claim 1 .

4. The game content change means determines an in-game time at which the game event is held based on the attribute.

4. The game program according to claim 2 or 3.

5. The game content change means includes: determining a character whose abilities will be enhanced in response to said sleep pattern; changing the content of the game event based on the attribute so as to give an advantage to the character whose ability is increased in accordance with the sleep pattern corresponding to the attribute; 4. The game program according to claim 2 or 3.

6. causing the computer to output information on the sleep patterns of each of a plurality of users belonging to the in-game groups found when searching for the in-game groups; 6. The game program according to claim 1.

7. Having the computer output information about the sleep patterns of other users when requesting or accepting an in-game friend request, A game program according to any one of claims 1 to 6.

8. A computer comprising: A pattern determination means for determining which of a plurality of predetermined sleep patterns the user's sleep pattern corresponds to based on the user's bedtime and wake-up time; and functioning as a game progression means for progressing a predetermined game by associating a user with any one of a plurality of servers; the game progression means progresses a predetermined game based on information on sleep patterns of a plurality of users associated with each server; Game program.

9. A program storage unit that stores a game program according to any one of claims 1 to 8; A game device comprising: a computer that executes the program stored in the program storage unit.

10. A means for determining which of a plurality of predetermined sleep patterns a user's sleep pattern corresponds to based on the user's bedtime and wake-up time, and for determining which of a plurality of predetermined attributes the in-game group to which the user belongs is included based on information on the sleep patterns of a plurality of users belonging to the in-game group; and A means for progressing a predetermined game based on the attribute is provided. Game system.

Citation Information

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