Information processing program, information processing device, and information processing method

The information processing system enhances user motivation by arranging objects in a virtual space and providing personalized interactions with NPCs, addressing the lack of engagement in existing systems.

JP7649267B2Active Publication Date: 2025-03-19NINTENDO CO LTD
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Patent Information

Application Number
JP2022009916
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-01-26
Publication Date
2025-03-19
Estimated Expiration
2042-01-26

AI Technical Summary

Technical Problem

Existing information processing systems, such as pocket money book management sites, lack motivation to promote user engagement and application usage.

Method used

An information processing program and device that arranges objects in a virtual space based on user input, incorporating message output mechanisms to provide tailored messages and interactions with non-player characters (NPCs), enhancing user motivation through engagement and interaction.

Benefits of technology

The system effectively motivates users to engage with the application by providing personalized interactions and a sense of affinity, thereby increasing application usage and user motivation.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To motivate to promote the use of an application.SOLUTION: A game apparatus (16), which functions as an information processing apparatus, includes a CPU (20), and the CPU executes the processing of a virtual game. If a diary function is performed during a play of a main game, a diary screen 200 is displayed. When a guidance condition is satisfied, a non player character (NPC) 104 displayed on the diary screen emits a guidance comment. Responding to this, a player sticks a sticker. The NPC also emits a reaction comment in response to the pasted sticker. That is, the player performs an exchange with the NPC according to the guidance of the NPC.SELECTED DRAWING: Figure 7
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Description

[Technical field]

[0001] The present invention relates to an information processing program, an information processing device, and an information processing method, and more particularly to an information processing program, an information processing device, and an information processing method for arranging placement objects in a virtual space in accordance with a user's operation, for example. [Background technology]

[0002] An example of this type of information processing device is disclosed in Patent Document 1. Patent Document 1 discloses an allowance book management site that records the amount of money received and spent by answering questions from a character. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2002-117220 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in Patent Document 1, income and expenditure are simply recorded by answering questions, and there is room for improvement in terms of motivating the use of applications such as a pocket money notebook.

[0005] Therefore, a primary object of the present invention is to provide a novel information processing program, an information processing device, and an information processing method.

[0006] Another object of the present invention is to provide an information processing program, an information processing device, and an information processing method that can provide an incentive to promote the use of an application. [Means for solving the problem]

[0007] A first invention is an information processing program executed on a computer of an information processing device, which causes the computer to function as an object arrangement means for associating and arranging display objects in a virtual area corresponding to a predetermined unit period based on arrangement input by a user, a message output means for outputting a first message to the user, and a first judgment means for, when arrangement input is made, judging whether the arrangement input is made in response to the first message or without responding to the first message based on whether the first message is output and the user's operation input from when the first message is output to when the arrangement input is made, and the message output means outputs a second message to the user when it is judged that the arrangement input by the user was made without responding to the first message, and when it is judged that the arrangement input is made in response to the first message, outputs a third message to the user from other message candidates at least partially different from the second message candidates.

[0008] According to the first aspect of the present invention, it is possible to provide motivation to promote utilization.

[0009] A second invention is according to the first invention, and causes the computer to further function as a button display means for displaying a first button for receiving an operational input for responding to the first message.

[0010] According to the second invention, it is possible to show the user a method for responding to the first message in an easily understandable manner.

[0011] A third invention is according to the first or second invention, and causes a computer to function as time information acquiring means for acquiring current time information, and the first message output by the message output means varies depending on the current time information.

[0012] According to the third invention, it is possible to output a first message appropriate to the situation.

[0013] A fourth invention is according to the third invention, and causes a computer to function as a second determination means for determining whether or not the current time information satisfies a time condition associated with a user, and the first message output by the message output means differs depending on the current time information when it is determined that the current time information satisfies the time condition associated with the user.

[0014] According to the fourth invention, the first message that satisfies the time condition associated with the user is output, so that the user can feel a sense of closeness to the message.

[0015] A fifth invention is according to any one of the first to fourth inventions, and the display objects are of a plurality of types, and the object arranging means arranges the display objects selected by a user in the virtual area.

[0016] According to the fifth aspect of the invention, a variety of display objects can be enjoyed.

[0017] A sixth invention is dependent on any one of the first to fifth inventions, and further causes the computer to function as non-player character control means for displaying a non-player character when at least one of the first message, the second message, and the third message is output.

[0018] According to the sixth aspect of the present invention, the user's familiarity with the non-player characters can be enhanced, thereby further increasing the motivation to promote use.

[0019] A seventh invention is according to the sixth invention, and the non-player character control means causes the non-player character to temporarily face the direction in which the display object is arranged, when the display object is arranged based on an arrangement input by a user.

[0020] In the seventh invention, as in the sixth invention, the motivation to promote use can be further strengthened.

[0021] An eighth invention is according to the sixth or seventh invention, and the non-player character control means selects and displays at least one type of non-player character from a non-player character group constituted by a plurality of types of non-player characters.

[0022] According to the eighth aspect of the invention, it is possible to come into contact with various non-player characters.

[0023] A ninth invention is according to the eighth invention, and the non-player character control means switches and displays the non-player characters at predetermined intervals.

[0024] According to the ninth aspect of the present invention, the user can interact with various non-player characters without performing an operation to change the NPC.

[0025] A tenth invention is according to the eighth invention, and the non-player character control means selects and displays a non-player character designated in advance by a user.

[0026] According to the tenth aspect, the user can interact only with the non-player characters that he or she likes.

[0027] An eleventh invention is according to the fifth invention, and the object arrangement means manages the number of times each of the plurality of types of display objects can be used, and decreases the number of times each of the plurality of types of display objects can be used each time each of the plurality of types of display objects is arranged based on an arrangement input by the user.

[0028] According to the eleventh aspect, compared with the case where the same display object can be arranged multiple times, it is possible for the user to use various types of display objects.

[0029] A twelfth invention is according to the eleventh invention, wherein, when a user satisfies an acquisition condition, the object arranging means increases the number of times that the display object related to the acquisition condition can be used.

[0030] According to the twelfth aspect, it is possible to allow the user to obtain a variety of display objects.

[0031] A thirteenth invention is according to the eleventh or twelfth invention, and the object arranging means deletes a display object arranged based on the arrangement input based on a deletion input from the user, and increases the number of times the display object can be used based on the deletion of the display object.

[0032] According to the thirteenth aspect, a display object that has been erroneously used can be reused.

[0033] The fourteenth invention is 3rd or 4th The issue Clearly The message output means is dependent on the display object and outputs the changed second message when the virtual area in which the display object is arranged is in the future than the virtual area to which the current time information corresponds.

[0034] According to the fourteenth aspect of the present invention, it is possible to prevent unnatural effects.

[0035] A fifteenth invention is according to the second invention, and further causes the computer to function as a first decision means for deciding whether or not to output a first message to a user based on a predetermined first probability.

[0036] According to the fifteenth aspect of the present invention, the first message is not output every time, so that the player can enjoy wondering whether the first message will be output or not.

[0037] A sixteenth invention is according to the fifteenth invention, and when it is determined not to output the first message, the message output means outputs a comment message according to a predetermined second probability, and the button display means does not display a button for receiving an operational input for responding to the comment message.

[0038] According to the sixteenth aspect of the present invention, even if no guidance occurs, the user can have a sense of closeness to the non-player characters.

[0039] The seventeenth invention is 3, 4 and The 14th bullet Ming and causing the computer to further function as a second decision means for deciding whether to display a first message based on a predetermined third probability when only one display object can be placed in the virtual area corresponding to the current time information, and the message output means displays the first message when two or more display objects can be placed in the virtual area corresponding to the current time information, and does not display the first message when it is decided not to display the first message or when no display object can be placed.

[0040] According to the seventeenth aspect, the display of the first message can be flexibly controlled in accordance with the number of display objects that can be arranged.

[0041] An eighteenth invention is according to the first to seventeenth inventions, and the object arranging means arranges a display object at a display object arrangement candidate position designated in advance within the virtual area, based on an arrangement input by a user.

[0042] According to the eighteenth aspect, the display objects can be arranged more neatly than when the user arranges the display objects freely.

[0043] A nineteenth invention is according to the eighteenth invention, and causes the computer to further function as a guide display means for displaying a guide indicating a candidate position for arranging a display object.

[0044] According to the nineteenth aspect, the location where the display object is to be placed can be shown in an easily understandable manner.

[0045] A twentieth invention is dependent on any one of the first to nineteenth inventions, and the virtual area is provided within a game application, and the computer is further made to function as a schedule display means for displaying, in the virtual area, a schedule of in-game events of the game application.

[0046] According to the twentieth aspect of the present invention, the schedule of in-game events can be shown to the user in an easily understandable manner, and the user can also look back on in-game events that have taken place in the past.

[0047] A 21st invention is dependent on any of the 1st to 20th inventions, and further causes the computer to function as a log display means for displaying a log based on at least one of the first message, the second message, and the third message when a user performs a log confirmation input on a display object arranged in a virtual area.

[0048] According to the twenty-first invention, it is possible to look back on past interactions.

[0049] A 22nd invention is according to the second invention, and the button display means displays, inside or near a first button that accepts an operational input for responding to the first message, at least one display object associated with the user, and at least one display object that is associated with the user when a predetermined acquisition condition is satisfied.

[0050] According to the 22nd invention, at least one of the available display objects and the obtainable display objects can be shown to the user.

[0051] The 23rd invention is 5th, 11th, 12th and 13th The issue Ming The message output means outputs a fourth message to the user, based on the determination that the configuration input by the user has been made in response to the first message.

[0052] According to the 23rd invention, it is possible to increase interaction and create a stronger feeling of familiarity.

[0053] A 24th invention is according to the 23rd invention, wherein the first determination means, when a user makes a placement input, determines whether the placement input has been made in response to the fourth message or without responding to the fourth message, based on whether the fourth message has been output or not and the user's operation input from when the fourth message was output until when the placement input was made; and the message output means, when it is determined that the placement input has been made without responding to the fourth message, outputs a fifth message to the user, and when it is determined that the placement input has been made in response to the fourth message, outputs a sixth message to the user from among other message candidates at least partially different from the message candidates that are candidates for the fifth message.

[0054] According to the twenty-fourth invention, similarly to the twenty-third invention, it is possible to create a stronger sense of familiarity.

[0055] A 25th invention is dependent on the 23rd invention, and each of the plurality of types of display objects is associated with at least one attribute, and the message output means further displays a second button for receiving an operational input for responding to the fourth message, and when displaying at least one of the display object associated with the user and the display object associated with the user when a predetermined acquisition condition is satisfied inside or near the second button, displays a display object associated with the same attribute as the display object used in the response to the first message.

[0056] According to the twenty-fifth aspect, it is possible to prevent unnatural effects.

[0057] A twenty-sixth invention is according to any one of the first to twenty-fifth inventions, and the display object includes an object reflecting a current appearance of the player character object.

[0058] According to the twenty-sixth aspect, the clothing of the player character object can be left as a record.

[0059] A 27th invention is an information processing device comprising: object arrangement means for associating and arranging a display object in a virtual area corresponding to a predetermined unit period based on arrangement input by a user; message output means for outputting a first message to the user; and judgment means for, when arrangement input is made, judging whether the arrangement input is made in response to the first message or without responding to the first message based on whether the first message is output and the user's operation input from when the first message is output to when the arrangement input is made, wherein the message output means outputs a second message to the user when it is judged that the arrangement input by the user was made without responding to the first message, and outputs a third message to the user from other message candidates at least partially different from the second message candidates when it is judged that the arrangement input is made in response to the first message.

[0060] A 28th invention is an information processing method of an information processing device, comprising: (a) a step of associating and arranging a display object in a virtual area corresponding to a predetermined unit period based on an arrangement input by a user; (b) a step of outputting a first message to the user; and (c) a step of determining, when an arrangement input is made, whether the arrangement input is made in response to the first message or without responding to the first message, based on whether the first message is output or not and the user's operation input from when the first message is output to when the arrangement input is made, wherein the step (b) outputs a second message to the user when it is determined that the arrangement input by the user was made without responding to the first message, and outputs a third message to the user from among other message candidates at least partially different from the second message candidates when it is determined that the arrangement input is made in response to the first message.

[0061] In the twenty-seventh and twenty-eighth aspects of the invention, as in the first aspect of the invention, it is possible to provide motivation to promote the use of the application. Effect of the Invention

[0062] According to the present invention, it is possible to provide a motivation for promoting the use of an application.

[0063] The above objects, other objects, features and advantages of the present invention will become more apparent from the following detailed description of the embodiments with reference to the drawings. [Brief description of the drawings]

[0064] [Figure 1] FIG. 1 illustrates a non-limiting example of an information processing system. [Diagram 2] FIG. 2 is a block diagram showing a non-limiting example of the electrical configuration of the game device shown in FIG. [Diagram 3]FIG. 3 is a diagram showing a non-limiting example of a game screen displayed on the display device shown in FIG. [Figure 4] FIG. 4 is a diagram showing a first non-limiting example of a diary screen displayed on the display device shown in FIG. [Diagram 5] FIG. 5 is a diagram for explaining a non-limiting example of the display area of ​​the diary screen in this embodiment. [Figure 6] FIG. 6 is a diagram for explaining a non-limiting example of a one-day area of ​​the sticker display area shown in FIG. [Figure 7] FIG. 7 is a diagram showing a second non-limiting example of the diary screen displayed on the display device shown in FIG. [Figure 8] FIG. 8 is a diagram showing a non-limiting example of the guiding comment table of this embodiment. [Figure 9] FIG. 9 is a diagram showing a third non-limiting example of the diary screen displayed on the display device shown in FIG. [Figure 10] FIG. 10 is a diagram showing a fourth non-limiting example of the diary screen displayed on the display device shown in FIG. [Figure 11] FIG. 11 is a diagram showing a fifth non-limiting example of the diary screen displayed on the display device shown in FIG. [Figure 12] FIG. 12 is a diagram showing a sixth non-limiting example of the diary screen displayed on the display device shown in FIG. [Figure 13] FIG. 13 is a non-limiting example of a reaction comment table of this embodiment. [Figure 14] FIG. 14 is a diagram showing a seventh non-limiting example of a diary screen displayed on the display device shown in FIG. 2. [Figure 15] FIG. 15 is a diagram showing an eighth non-limiting example of a diary screen displayed on the display device shown in FIG. 2. [Figure 16] FIG. 16 is a diagram showing a ninth non-limiting example of a diary screen displayed on the display device shown in FIG. 2. [Figure 17] FIG. 17 is a diagram showing a non-limiting example of a one-word comment table according to this embodiment. [Figure 18] FIG. 18 is a diagram showing a non-limiting example of a history screen displayed on the display device shown in FIG. [Figure 19] FIG. 19 is a diagram showing a non-limiting tenth example of a diary screen displayed on the display device shown in FIG. 2. [Figure 20] FIG. 20 is a diagram showing an eleventh non-limiting example of a diary screen displayed on the display device shown in FIG. 2. [Figure 21] FIG. 21(A) is a diagram showing a non-limiting example of a change in size of a step count sticker, and FIG. 21(B) is a diagram showing a non-limiting example of a change in color of a step count sticker. [Figure 22] FIG. 22 is a diagram showing a non-limiting twelfth example of a diary screen displayed on the display device shown in FIG. 2. [Figure 23] FIG. 23 is a non-limiting example of a memory map of the RAM shown in FIG. [Figure 24] FIG. 24 is a diagram showing a non-limiting example of the contents of the data storage area of ​​the RAM shown in FIG. [Diagram 25] FIG. 25 is a diagram showing a non-limiting example of the contents of the NPC data shown in FIG. [Figure 26] FIG. 26 is a flowchart showing a first part of a non-limiting example of the overall game processing of the CPU built into the game device shown in FIG. [Figure 27] FIG. 27 is a flowchart showing a second part of the overall game processing by the CPU built into the game device shown in FIG. 2, and follows FIG. [Figure 28] FIG. 28 is a flowchart showing a third part of the overall game processing by the CPU built into the game device shown in FIG. 2, and follows FIG. [Figure 29] FIG. 29 is a flowchart showing a fourth part of the overall game processing by the CPU built into the game device shown in FIG. 2, and follows FIG. [Diagram 30] FIG. 30 is a flowchart showing a sixth part of the overall game processing by the CPU built into the game device shown in FIG. 2, and follows FIG. [Diagram 31]FIG. 31 is a flow chart showing a seventh part of the overall game processing of the CPU built into the game device shown in FIG. 2, which follows FIG. [Diagram 32] FIG. 32 is a flowchart showing an eighth part of the overall game processing of the CPU built into the game device shown in FIG. 2, and follows FIG. [Diagram 33] FIG. 33 is a flowchart showing a ninth part of the overall game processing of the CPU built in the game device shown in FIG. 2, and follows FIG. [Diagram 34] FIG. 34 is a flowchart showing a tenth part of the overall game processing of the CPU built in the game device shown in FIG. 2, and follows FIG. 33. [Diagram 35] FIG. 35 is a flow chart showing an eleventh part of the overall game processing by the CPU built in the game device shown in FIG. 2, and following each of FIGS. 29, 31 and 33. [Diagram 36] FIG. 36 is a flow chart showing a twelfth part of the overall game processing of the CPU built into the game device shown in FIG. 2, which follows each of FIGS. 27 to 35. [Figure 37] FIG. 37 is a flowchart showing a thirteenth part of the overall game processing of the CPU built in the game device shown in FIG. 2, and follows FIG. [Figure 38] FIG. 38 is a flowchart showing a fourteenth part of the overall game processing of the CPU built into the game device shown in FIG. 2, and follows FIG. 37. [Figure 39] FIG. 39 is a flowchart showing a fifteenth part of the overall game processing by the CPU built in the game device shown in FIG. 2, and follows FIG. [Diagram 40] FIG. 40 is a flowchart showing a sixteenth part of the overall game processing of the CPU built into the game device shown in FIG. 2, and follows FIG. [Diagram 41] FIG. 39 is a flowchart showing a seventeenth part of the overall game processing of the CPU built in the game device shown in FIG. 2, and follows FIG. [Diagram 42]FIG. 42 is a flowchart showing a non-limiting example of the guiding comment selection process of the CPU built in the game device shown in FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0065] Referring to FIG. 1, a non-limiting example information processing system 10 includes a server 12 that is communicatively connected to a game device 16 via a network 14 such as the Internet.

[0066] The server 12 is a general-purpose server and includes circuit components such as a CPU, memory (HDD, ROM, RAM, etc.), a communication module, etc. The server 12 stores (manages) in an internal memory or an externally connected database, game data (player data 504c shown in FIG. 24) of a virtual game played on the game device 16 of this embodiment in association with information on the game device 16 (or the user or player).

[0067] The game device 16 is an example of an information processing device, and is not only a dedicated game machine but also various electronic devices equipped with a game function. In this embodiment, the electronic device is a portable device, such as a smartphone, a mobile phone (or a feature phone), a tablet PC, or a notebook PC.

[0068] Fig. 2 is a block diagram showing a non-limiting example of the electrical configuration of the game device 16 shown in Fig. 1. As shown in Fig. 2, the game device 16 includes a CPU 20, to which are connected a RAM 22, a flash memory 24, a first communication module 26, a second communication module 28, an input device 30, a display control circuit 32, a D / A converter 34, an RTC 36, and an acceleration sensor 38. In addition, a display device 40 is connected to the display control circuit 32, and a speaker 42 is connected to the D / A converter 34.

[0069] The CPU 20 is responsible for the overall control of the game device 16. The RAM 22 is a volatile storage medium, and is used as a work memory or buffer memory for the CPU 20. The flash memory 24 is a non-volatile storage medium, and is used to store various application programs, including game applications, and to store or save various data.

[0070] However, the various applications include, in addition to game applications, health management applications, document creation applications, email applications, drawing applications, writing practice applications, language training applications, learning applications, and the like.

[0071] The first communication module 26 has a function of connecting to a wireless LAN, for example, by a method conforming to the IEEE802.11.b / g standard. Therefore, for example, the CPU 20 uses the first communication module 26 to transmit and receive data to and from other devices via an access point and the Internet (network). In this embodiment, the other devices refer to the server 12 and / or other game devices, etc. The same applies below. However, the first communication module 26 can also be used to directly transmit and receive data to and from other devices.

[0072] The second communication module 28 has a function of performing short-distance wireless communication. Specifically, the second communication module 28 has a function of transmitting and receiving infrared signals with other devices (here, other game devices, etc.) by a predetermined communication method (for example, infrared method), and a function of performing wireless communication with the same type of game device according to a predetermined communication protocol (for example, multilink protocol). Therefore, for example, the CPU 20 can also directly transmit and receive data with the same type of other game device using the second communication module 28. However, instead of the infrared short-distance wireless communication, short-distance wireless communication according to another wireless communication standard such as Bluetooth (registered trademark) may be performed.

[0073] The input device 30 is, for example, various push buttons or switches provided on the game device 16, and is used by a user or player (hereinafter simply referred to as "player") for various operations such as menu selection and game operation. However, as the input device 30, input means such as a pointing device such as a touch panel, a microphone, and a camera may be provided instead of or in addition to the push buttons or switches. The touch panel may also be incorporated into the display device 40 described below. In this case, the display device 40 is a touch panel integrated display device.

[0074] The display control circuit 32 includes a GPU, a VRAM, etc., and under the direction of the CPU 20, the GPU generates image data in the VRAM for displaying various screens on the display device 40 using image generation data 504b (see Figure 24) stored in the RAM 22, and outputs the generated image data to the display device 40.

[0075] The D / A converter 34 converts the audio data provided by the CPU 20 into analog game audio, and outputs it to the speaker 42. However, game audio refers to sounds necessary for the game, such as the voices of game characters or objects, sound effects, and music (BGM).

[0076] The RTC 36 is a clock circuit that counts time information, that is, the date and time (that is, hours, minutes, and seconds). The CPU 20 obtains the time information from the RTC 36 as necessary.

[0077] The acceleration sensor 38 detects the magnitude of acceleration along three predetermined axial directions set in the game device 16. As an example, the three predetermined axial directions are the vertical and horizontal directions of the display surface of a display device 40 provided in the game device 16, and a direction perpendicular to the display surface of the display device 40. The detection result of the acceleration sensor 38 is output to the CPU 20. The CPU 20 can calculate information related to the movement and / or attitude of the game device 16 based on the detection result of the acceleration sensor 38.

[0078] 1 is merely an example, and the electrical configuration of the game device 16 is not limited thereto. For example, the second communication module 28 may be omitted. Furthermore, the game device 16 may have a GPS function.

[0079] Fig. 3 is a diagram showing a non-limiting example of a game screen 100 displayed on the display device 40 when an application for a virtual game played on the game device 16 shown in Fig. 1 is executed. As shown in Fig. 3, the game screen 100 includes a player character (hereinafter referred to as "PC") 102 and a non-player character (hereinafter referred to as "NPC") 104, and further includes a plurality of background objects 106.

[0080] The PC 102 is an object or character whose action is controlled by the player. In this embodiment, the PC 102 is a character that imitates a human. The actions of the PC 102 include moving, acquiring an item, handing an item to the NPC 104, and talking with the NPC 104 in a certain virtual place, i.e., in a virtual space. However, in this embodiment, moving means walking, running, sliding, climbing, descending, riding, getting off, or jumping. Also, in this embodiment, items mean not only tools used by the PC 102 or the NPC (e.g., 104), but also various display objects used or possessed by the PC 102 or the NPC (e.g., 104), such as vegetables, flowers, nuts (or fruits), flower and vegetable seeds, insects, fish, shells, treasures, stickers, things worn by the PC 102 (e.g., clothes, shoes, hats, and accessories), and money.

[0081] Each of the multiple NPCs including NPC 104 is an object or character whose action is controlled by a computer (CPU 20 in FIG. 2) rather than by a player. In this embodiment, the NPC is a human-like character, similar to PC 102. The actions of the NPC include moving and obtaining items.

[0082] The background object 106 is a terrain object placed in the virtual space. In this embodiment, the terrain means the ground (including roads, flower fields, farmland, etc.), slopes, floors, trees, grass, flowers, buildings, stairs, caves, cliffs, walls (steps), etc.

[0083] The game device 16 also functions as an image processing device, and generates and outputs (displays) image data corresponding to various screens such as the game screen 100. In brief, the GPU built into the display control circuit 32 models various objects or characters in a three-dimensional virtual space under the instruction of the CPU 20. That is, various objects or characters are created or arranged in the virtual space, and a certain scene or situation (scene) is generated. An image of this scene taken by a virtual camera (seen from a viewpoint) is displayed on the display device 40. To explain the specific image processing, first, a certain scene is generated in a three-dimensional (or world coordinate system) virtual space, and the scene generated in the virtual space is converted into a coordinate system captured by the virtual camera (i.e., camera coordinate system). For example, the image seen from the viewpoint is perspectively projected onto a virtual screen. Next, clipping and hidden surface removal processing are performed. Next, shading is performed to express the brightness (shadow) of the object surface. Furthermore, shadowing (i.e., shadow casting) is performed to express the shadow caused by the object. Then, texture mapping is performed. In this manner, a two-dimensional image of a certain scene generated in a three-dimensional virtual space is generated (rendered), and two-dimensional image data corresponding to the generated two-dimensional image is output to the display device 40. In this embodiment, various screens are displayed on the display device 40, so that a three-dimensional image seen from a viewpoint in the virtual space is converted into a two-dimensional image, but as will be described later, to distinguish this from the case where a two-dimensional game image is generated (or rendered) in a virtual space, an image in which an object or character appears three-dimensional, such as the game screen 100, will be referred to as a "three-dimensional game image."

[0084] In generating a three-dimensional image, instead of applying shadowing, a shadow texture having a simple shape (for example, a circle, an ellipse, a triangle, or a rectangle) may be pasted.

[0085] In the virtual game of this embodiment, a plurality of locations (virtual spaces) are provided, and the player operates the PC 102 in each location to acquire an item. The PC 102 acquires (i.e., purchases) an object to be worn by the PC 102, an ornament, or furniture, etc., by using the acquired item. The PC 102 also creates the ornament or furniture by using the acquired item. However, the ornament or furniture may be created by an NPC requested by the PC 102. The PC 102 wears or changes the acquired clothing, etc., according to the player's operation. The PC 102 also places the ornament or furniture that has been created or purchased in the residence of the PC 102, etc., according to the player's operation. Also, in each location, the player operates the PC 102 to talk to the NPC that the player encounters, or solve the task given by the NPC, thereby increasing the intimacy with the NPC. The intimacy is set to a value of 0 or more for each NPC. If PC 102 has never encountered an NPC (i.e., has never met the NPC), the intimacy level with that NPC is 0, and if PC 102 meets the NPC once and talks with it or solves a task given by the NPC, the intimacy level with that NPC increases to 1. After that, if PC 102 solves the number of tasks given by the NPC set for each intimacy level, the intimacy level with that NPC increases by one level.

[0086] Here, the task given by the NPC is, in other words, a request to the PC 102, such as a request to the PC 102 to hand over an item that the NPC wants, or a request for the PC 102 to answer a question asked by the NPC.

[0087] However, the items that NPCs want can be obtained at each location in the virtual space (or the virtual space of each location), and include, for example, vegetables, flowers, nuts (or fruits), insects, fish, shells, treasure, etc. However, the items that NPCs want do not have to be limited to these.

[0088] In addition, the player can answer questions from NPCs by selecting from options prepared in advance, for example, selecting a hairstyle or clothing that suits the NPC from options, or selecting an answer to a problem the NPC is worried about from options. In addition, the NPC may ask the player questions about his favorite food or hobbies.

[0089] This kind of virtual game is called the "main game" to distinguish it from the virtual diary described below. Also, the control process for the main game is called the "game control process for the main game."

[0090] Fig. 4 is a diagram showing a non-limiting example of the diary screen 200. When the button 110 is operated on the game screen 100 shown in Fig. 3, a diary function is executed, and instead of the game screen 100, a diary screen 200 for a virtual diary is displayed on the display device 40.

[0091] As shown in Fig. 5, the diary screen 200 includes display areas 202, 204, 206, and 208, and a single virtual area or multiple virtual areas corresponding to the display areas 202, 204, 206, and 208 are provided in the virtual space. In Fig. 5, in order to easily show each of the display areas 202-208, diagonal lines of different directions or horizontal stripes are added, but in the actual diary screen 200, diagonal lines and horizontal stripes are not added.

[0092] As can be seen by referring to FIG. 4 and FIG. 5, the display area 202 is an area that displays the year and the month. In the example shown in FIG. 4, April 2021 is displayed. The display area 204 is an area that displays the date and the day of the week. The display area 206 is an area that displays information about events in the main game. The display area 208 is an area that displays or places stickers.

[0093] In this embodiment, a sticker is attached as an example of a display object in the display area 208, but instead of a sticker, a stamp may be applied or text may be entered. In this case, the stamp or text is placed in a virtual area corresponding to the display area 208.

[0094] The display areas 204, 206, and 208 are divided by day. In the embodiment, the display areas 204, 206, and 208 each display an area corresponding to seven days. In the display area 204, the days and days of the week are displayed in each area such that the area for today is the third area from the bottom. However, when the player performs a scroll operation, the diary screen 200 is scrolled. Therefore, the page (or the display position) of the diary screen 200 is moved to an earlier date or a later date.

[0095] Furthermore, in the display area 204, the area relating to today is given a different color from the other areas. However, this is only one example, and the area relating to today may be made visible by other methods. The color and / or thickness of the characters for today's date and day of the week may be different from those for other dates and days of the week. Furthermore, an image serving as a marker may be displayed in the area for today's date and day of the week.

[0096] In this embodiment, the display areas 204-208 are shown with frame lines to clearly show that they are divided by day, but as long as it is clear that they are divided by day, it is not necessary to divide all of the display areas 204-208 with frame lines. As an example, in the display area 204, only the lines dividing the areas by day may be displayed.

[0097] Also, in this embodiment, each of the display areas 204-208 is divided into daily units, but may be divided into hourly, weekly or monthly units.

[0098] In the display area 206, an image (hereinafter referred to as "event image") 230 for displaying information about an event in the main game, that is, the content and period (or schedule) of the event is displayed. The event image 230 includes a first image 230a displaying the content of the event in the main game and a second image 230b displaying the period during which the event is held in the main game. The first image 230a is a circular image, and a character string indicating the content of the event is displayed inside the circle. The second image 230b is a strip-shaped image, and has a length according to the period during which the event is held, and is given a different color or pattern for each event. However, if the schedule of the event in the main game is only one day, the second image 230b is not displayed.

[0099] It displays information about events within the main game, allowing players to easily see upcoming events, check current and future events, and also allows players to look back on past events.

[0100] In this embodiment, information about the event is displayed, but the sale dates of items that can be used in the main game may also be displayed.

[0101] Display area 208 displays images of stickers that the player has acquired by being distributed from server 12, receiving from an NPC in the main game, or purchasing from a virtual shop. In the example shown in Fig. 4, an image of a normal sticker (hereinafter simply referred to as a "normal sticker") 240 and an image of a sticker indicating the number of steps (hereinafter simply referred to as a "step sticker") 242 are displayed.

[0102] The normal stickers 240 are images expressing moods (in this embodiment, positive, negative, and normal), work, refreshment, meals, and outings. For example, the normal stickers 240 are images expressing smiling faces, crying faces, angry faces, depressed faces, expressionless faces, tableware, food, computers, office buildings, hot spring marks, hotels, cars, trains, airplanes, and the like.

[0103] The step count sticker 242 is an image including a display frame that displays the number of steps together with an image that represents the number of steps (in this embodiment, a footprint graphic). Although omitted in FIG. 4, in addition to the normal sticker 240 and the step count sticker 242, there are also decorative stickers (hereinafter, "decorative stickers") 244, special stickers, and stickers in the shape of the PC 102.

[0104] The decorative sticker 244 is a sticker used to decorate the diary. For example, the decorative sticker is an image of a star, a heart, a diamond, a shooting star, or the like.

[0105] The special stickers are images that represent the player's birthdays and anniversaries. The sticker of PC102's image is an image that shows PC102's appearance in the main game, and reflects PC102's outfit at the time the sticker was created. Although a detailed explanation is omitted, by attaching a sticker of PC102's image, a record of PC102's outfit can be kept.

[0106] As various kinds of stickers are provided in this way, the player can enjoy a variety of display objects by viewing the diary screen 200 and attaching stickers to the diary screen 200. However, as will be described later, the step count stickers 242 are attached automatically. Hereinafter, in this specification, when there is no need to distinguish between the normal stickers 240, the decorative stickers 244, the special stickers, and the stickers in the shape of the PC 102, they will simply be referred to as "stickers."

[0107] As shown in FIG. 6, each of the areas obtained by dividing the display area 208 into days is provided with two sticker frames (hereinafter, for convenience of explanation, referred to as "guidance sticker frames") 1020, 1022 for sticking stickers according to the guidance of an NPC or for the player to stick stickers freely. The operation of sticking stickers corresponds to the operation or input (corresponding to "placement input") for displaying or arranging stickers. Each of the areas obtained by dividing the display area 208 into days is provided with a sticker frame (hereinafter, referred to as "decorative sticker frame") 1024 for the player to stick decorative stickers 244. Furthermore, each of the areas obtained by dividing the display area 208 into days is provided with a sticker frame (hereinafter, referred to as "step number sticker frame") 1026 for automatically sticking step number stickers 242.

[0108] However, the decorative sticker 244 can be attached to the guide sticker frame 1020, 1022, and the normal sticker 240 can be attached to the decorative sticker frame 1024. Furthermore, the player freely attaches a sticker means attaching a sticker without following the guidance of an NPC, and attaching a sticker without guidance from an NPC. Furthermore, the step count sticker 242 may also be attached by the player.

[0109] Although omitted in the diary screen 200 of FIG. 4 and the like, the induction sticker frames 1020, 1022, the decorative sticker frame 1024, and the step number sticker frame 1026 are displayed as light gray dotted circle. In other words, the place where the sticker can be attached is clearly shown. As shown in FIG. 6, the induction sticker frame 1020 and the induction sticker frame 1022 are displayed side by side with the same size, and the decorative sticker frame 1024 is displayed below them. In this embodiment, the size of the decorative sticker frame 1024 is smaller than the induction sticker frames 1020 and 1022. In addition, the step number sticker frame 1026 is displayed to the right of the induction sticker frames 1022, 1024, and the decorative sticker frame 1024. The size of the step number sticker frame 1026 is smaller than the induction sticker frames 1020 and 1022, and larger than the decorative sticker frame 1024. This is just one example, and the induction seal frames 1020, 1022, the decorative seal frame 1024, and the step number seal frame 1026 may be the same size, or may be different shapes. The induction seal frames 1020, 1022, the decorative seal frame 1024, and the step number seal frame 1026 determine the positions for attaching the seals in advance. Therefore, the seals can be attached in an aligned manner. However, the seals may be attached by protruding or shifting from the induction seal frames 1020, 1022, and the decorative seal frame 1024.

[0110] Furthermore, the diary screen 200 is provided with buttons 210, 212, 214, 216, 218, 220, and 222. Buttons 210 and 212 are located at the top right of the diary screen 200, button 214 is located at the bottom left of the diary screen 200, and button 216 is located at the bottom right of the diary screen 200. Furthermore, button 220 is located at the top left of the diary screen 200, and button 222 is located to the right of button 220, with the year and month strings in between.

[0111] Furthermore, an NPC (NPC 104 in FIG. 4) is displayed to the right of button 214. An NPC is an NPC that appears in the main game, and is selected randomly each time the diary function is executed, or every predetermined period (for example, one day). Therefore, even if the player does not perform an operation to change the NPC, by executing the diary function, the player can come into contact with and interact with various NPCs. However, if the player has set a favorite NPC, the favorite NPC is displayed on diary screen 200 every time. In other words, the player can come into contact with and interact with only the NPCs that he or she likes.

[0112] In the diary screen 200, the NPC reacts when a sticker is affixed. When the NPC is tapped, if the guiding conditions (for convenience of explanation, referred to as "tapping guidance conditions") are met, the NPC is induced to affix a sticker. In this embodiment, the NPC issues a comment (hereinafter, "guiding comment") to induce the NPC to affix a sticker. When the tapping guidance conditions are not met, the NPC performs one action. In this embodiment, one action means performing a predetermined action for a certain period of time (e.g., 2-3 seconds) or once. The predetermined action is, for example, smiling, winking, clapping, dancing, jumping, etc.

[0113] Button 210 is a button for executing a process for purchasing stickers in a virtual shop (hereinafter referred to as "shop process"). When the shop process is executed, a shop screen (not shown) is displayed in front of diary screen 200, and stickers displayed on the shop screen can be purchased. When the player purchases stickers, the purchased stickers are added to the stickers possessed by PC 102 in the number of stickers purchased. However, the player does not have to purchase stickers. When the outside of the shop screen is tapped, the shop process is ended and the shop screen is hidden.

[0114] The button 212 is a button for executing a process for viewing (or referring to) stickers possessed by the PC 102 (hereinafter, referred to as "possessed sticker viewing process"). When the button 212 is tapped, a possessed sticker screen 300 (see FIG. 9) is displayed on the front of the diary screen 200, and stickers possessed by the player or the PC 102 can be viewed. Also, as described later, when a sticker purchase is instructed on the possessed sticker screen 300, a sticker purchase process is executed. When the sticker purchase process is executed, a confirmation screen (not shown) for sticker purchase is displayed on the front of the diary screen 200, and when the player confirms it, the sticker purchase process is terminated. However, there are also cases where the sticker purchase is canceled and the sticker purchase process is terminated. When the sticker purchase process is terminated, the display returns to the possessed sticker screen 300. In other words, when the confirmation screen is hidden, the possessed sticker screen 300 is displayed on the front of the diary screen 200. When the outside of the possessed sticker screen 300 is tapped, the possessed sticker viewing process is terminated and the possessed sticker screen 300 is hidden.

[0115] The button 214 is a button for terminating the diary function and returning to the main game. When the button 214 is tapped, the diary screen 200 is hidden and the game screen 100 for the main game is displayed on the display device 40.

[0116] Button 216 is a button for moving diary screen 200 to today's position. That is, the page of diary screen 200 is moved so that today's date becomes the third area from the bottom among the areas divided by days in display areas 204-208.

[0117] Button 218 is a button for checking details and progress of a seasonal event currently taking place in the main game. For example, a seasonal event is an event in which a reward is given when a player acquires a plurality of predetermined items in the main game. Therefore, when button 218 is turned on, the type and / or number of predetermined items to be acquired, the type and / or number of predetermined items already acquired, and the reward to be given can be checked. When the player performs an operation to finish checking the details and progress of the seasonal event, the screen returns to the diary screen 200.

[0118] Button 220 is a button for moving to the previous month, and button 222 is a button for moving to the next month. As an example, it moves to the 1st of the previous or next month (here, the first day). However, the 1st of the previous or next month is displayed in the topmost area when display areas 204-208 are divided by day.

[0119] Furthermore, when a user touches a position on the diary screen 200 where stickers and buttons are not displayed, and then slides or flicks vertically, i.e., upward or downward on the display surface of the display device 40, in other words, when performing a scroll operation, the diary screen 200 is scrolled as described above.

[0120] In this embodiment, when button 110 is tapped on game screen 100, the diary function is executed, and diary screen 200 is displayed, an NPC guides the player to affix a sticker if the guidance conditions (for convenience of explanation, referred to as "start guidance conditions") are met.

[0121] The condition for guidance at the start is, for example, that no stickers are attached to either the guidance sticker frames 1020 and 1022. In this case, guidance is always determined. That is, it is determined with a 100% probability (corresponding to a predetermined first probability). Also, when a sticker is attached to either one of the guidance sticker frames 1020 and 1022, guidance is determined by lottery with a probability (corresponding to a predetermined third probability). When guidance is determined or drawn, a display frame 250 in which a guidance comment drawn by lottery is written is displayed on the diary screen 200. Guidance by an NPC does not necessarily occur every time, so there is fun in wondering whether guidance will occur or not.

[0122] However, if stickers are attached to both induction sticker frames 1020 and 1022, the NPC performs one action without guiding, and issues a comment (hereinafter referred to as a "shorthand comment") based on a probability (corresponding to a predetermined second probability) that is selected by lottery. The short comment (corresponding to a comment message) is simply a conversation with the player. Also, since the short comment is not a comment made in response to an attached sticker, no attributes, described below, are set. However, the NPC may be configured to always issue a short comment.

[0123] In addition, when the player places a sticker in response to the guidance of the NPC, if the conditions for continuous guidance are met, continuous guidance occurs by lottery at random. In other words, continuous guidance is performed by lottery. Continuous guidance will be explained later.

[0124] If the player does not respond to the NPC's prompting, the prompting comment that was once drawn is retained while the game is running. However, when a specific time (for example, 5:00 a.m.) is reached or when the game ends, the retained prompting comment is erased, and the next time the diary function is executed, a re-draw is made based on probability as to whether or not to give a prompt. If a re-draw is made to give a prompt, a prompting comment is drawn based on probability. Hereinafter, the specific time will be referred to as the "re-draw time."

[0125] Also, as described above, when an NPC is tapped, if the condition for guidance at the time of tapping is met, guidance to attach a sticker occurs. The condition for guidance at the time of tapping is that one or more of the guidance sticker frames 1020 and 1022 are open.

[0126] If the conditions for guidance at the time of tapping are not met, guidance is not performed and the NPC executes one action. If the conditions for guidance at the time of tapping are met, it is decided (i.e., confirmed) that guidance will be performed, and it is determined whether a guidance comment is held. If a guidance comment is held, it is further determined whether the current time straddles the re-draw time.

[0127] When the guidance comment is held and the current time does not cross the re-draw time, the held guidance comment is displayed again on the diary screen 200. However, when the guidance comment is not held or the re-draw time has passed, the guidance comment is drawn again at a certain probability, and the re-drawn guidance comment is displayed on the diary screen 200.

[0128] When there is guidance from the NPC, the player can attach a sticker according to the guidance from the NPC, or can attach a sticker without following the guidance from the NPC (i.e., ignoring the guidance). Also, when there is no guidance from the NPC, the player can attach a sticker freely.

[0129] Furthermore, when there is guidance from an NPC, the act of the player attaching a sticker is an act in response to the guidance of the NPC. In other words, an exchange takes place between the player and the NPC. In this example, as described later, the guidance from the NPC is to issue a comment (hereinafter, referred to as a "guiding comment") to guide the player to attach the sticker. Furthermore, a sticker is an image that expresses mood, behavior, etc., and when a sticker is attached in response to a guiding comment, a dialogue may be established depending on the guiding comment and the mood or behavior expressed by the image of the sticker.

[0130] In this embodiment, if there is guidance from an NPC, a sticker is affixed in response to this guidance from the NPC, and a dialogue is established through this exchange, the act of the player affixing the sticker is deemed to have been performed in response to the player's guidance from the NPC.

[0131] On the other hand, if there is guidance from an NPC, and a sticker is attached in response to this guidance from the NPC, but a dialogue is not established as a result of that exchange, then the player's act of attaching the sticker is not performed in response to the player's response to the guidance from the NPC. Also, if there is guidance from an NPC, but the sticker is attached without responding to this guidance from the NPC, then the player's act of attaching the sticker is not performed in response to the player's response to the guidance from the NPC. If there is no guidance from an NPC, then the player's act of attaching the sticker is naturally not performed in response to the player's response to the guidance from the NPC.

[0132] Each of Fig. 7, Fig. 9 to Fig. 12, and Fig. 14 to Fig. 16 is a diagram showing other non-limiting examples of the diary screen 200. Fig. 8 is a diagram showing a non-limiting example of a guidance comment table. Fig. 13 is a diagram showing a non-limiting example of a reaction table. Using Figs. 7 to 16, a specific description will be given of the transition of the diary screen 200 and the interaction between the player and the NPC when the button 110 provided on the game screen 100 is tapped, a diary function is executed or started, guidance is generated, and the player affixes a sticker in response to this.

[0133] As described above, guidance is occurring on the diary screen 200 shown in FIG. 7. That is, the NPC 104 is guiding the player to attach a sticker. Specifically, a display frame 250 is displayed in which a guidance comment (corresponding to a first message) issued by the NPC 104 is described. The display frame 250 includes a display frame 250a in which the name of the NPC 104, i.e., the NPC name, is described, and the display frame 250a is disposed in the upper left portion of the display frame 250. Furthermore, a button 252 for attaching a sticker in response to the guidance is displayed below the display frame 250. Also, stickers possessed by the player or the PC 102 or stickers that can be purchased at a virtual shop are displayed at both ends of the button 252.

[0134] In this embodiment, the button 252 is provided below the display frame 250, that is, adjacent to or near the display frame 250, but it may be provided inside the display frame 250.

[0135] An attribute is assigned to each of the guidance comment and the sticker, and each of the stickers displayed at both ends of the button 252 is basically a sticker with the same attribute as the guidance comment's attribute among the stickers possessed by the player or PC 102. This is to prevent unnatural effects. In this embodiment, the attributes are mood (positive), mood (negative), mood (normal), work, refreshment, meal, going out, birthday, anniversary, decoration, coordination, and no attribute. Each sticker is assigned one or more attributes.

[0136] In this embodiment, when the attribute of the guidance comment and the attribute of the sticker are the same, a dialogue is established. In other words, the attribute of the guidance comment is set according to the attribute of the sticker so that a dialogue can be established. This also applies to reaction comments, which will be described later.

[0137] 7, the guiding comment is "What was the weather like today?", and the attribute of mood is assigned to this guiding comment. Therefore, two normal stickers 240, which are assigned one of the attributes of mood (positive), mood (negative), and mood (normal) among the stickers possessed by the player or PC 102, are displayed at both ends of the button 252.

[0138] However, if the player or PC 102 does not possess a sticker with the same attribute as the guidance comment, stickers of other attributes possessed by the player or PC 102 are displayed at the end of the button 252. Also, if the player or PC 102 possesses less than two stickers, stickers that can be purchased at a virtual shop are displayed at the end of the button 252. As an example, today's stickers are displayed. In this embodiment, today's stickers refer to stickers that are being sold today. In other words, stickers that can be acquired by purchasing them at a virtual shop and satisfying a predetermined acquisition condition are displayed.

[0139] It should be noted that if the user does not have any stickers and is unable to purchase any stickers in the virtual shop, no stickers will be displayed at the end of button 252.

[0140] In this embodiment, multiple guidance comments are prepared in advance and are classified into four types: normal guidance comment, continuous guidance guidance comment, birthday guidance comment, and step number guidance comment. In addition, multiple guidance comments are prepared for each type. As an example, as shown in FIG. 8, a guidance comment table is prepared, and when guidance occurs, one guidance comment is selected from the guidance comment table. In this embodiment, the same probability is assigned to multiple guidance comments to be selected, and one guidance comment is selected by lottery with probability. That is, one guidance comment is selected from multiple candidates. However, each guidance comment has a condition for selection, and if the condition for selection is not satisfied, it is excluded from the selection target. That is, an inappropriate guidance comment is excluded from the selection target. Therefore, appropriate guidance according to the situation is performed. For example, it is appropriate to issue a guidance comment including "good morning" in the morning, but it is not appropriate to issue a guidance comment including "good morning" in the evening.

[0141] For normal guiding comments, the selection conditions of "morning", "afternoon", "evening", "night", "day of the week (Friday in FIG. 8)", and "anytime" are described.

[0142] A guidance comment whose selection condition is "morning" becomes a selection target when the current time is between 6:00 and 9:00. A guidance comment whose selection condition is "afternoon" becomes a selection target when the current time is between 11:00 and 13:00. A guidance comment whose selection condition is "evening" becomes a selection target when the current time is between 15:00 and 18:00. A guidance comment whose selection condition is "night" becomes a selection target when the current time is between 18:00 and 24:00. A guidance comment whose selection condition is "day of the week (Friday in FIG. 8)" becomes a selection target when the current day is the corresponding day of the week, i.e., Friday. Although not shown in the figure, guidance comments for other days of the week can also be provided, and guidance comments for other days of the week become a selection target when the current day is the corresponding other day of the week.

[0143] A guiding comment whose selection condition is "anytime" is a selection target regardless of the selection conditions of normal guiding comments, that is, "morning", "afternoon", "evening", "night" and "day of the week".

[0144] In the guidance comment table, as a normal guidance comment, when the selection condition is "morning", "Good morning, [player name]. Did you sleep well?" is written. Here, [player name] is the name of the player set by the player. The same applies hereinafter in this specification.

[0145] In addition, in the guidance comment table, when the selection condition is "night", the comment content is "Good evening. Another day is coming to an end. How was your day?", etc. is recorded. When the selection condition is "Friday", the comment content is "It's Friday. How was your week?", etc. is recorded. When the selection condition is "anytime", the comment content is "Hello! [Player name], how are you? Please stick on the comment and tell me how you're feeling right now.", etc. is recorded.

[0146] In addition, in the guidance comment table, the following conditions for selection targets are written for guidance comments of continuous guidance: after mood (positive), after mood (negative), after mood (normal), after work, after refreshment, after meal, after going out, after birthday, after anniversary, after decoration, after coordination, and after no attribute. However, in Fig. 8, after mood (positive), after mood (negative), and after going out are shown, and other conditions for selection targets are omitted.

[0147] In other words, unlike normal guidance comments, guidance comments for continuous guidance do not include the selection conditions of "morning," "afternoon," "evening," "night," and "day of the week." In other words, the guidance comment candidates do not change depending on the time and day of the week.

[0148] Furthermore, successive guidance will be explained later, but in this embodiment, successive guidance means that the NPC guides the player to affix a sticker (i.e., the first guidance), and when the player affixes a sticker in response, the NPC further guides the player to affix a sticker (i.e., the second guidance).

[0149] A guiding comment whose selection condition is "after mood (positive)" becomes a selection target when a sticker with the attribute of mood (positive) is affixed in response to the first guidance. A guiding comment whose selection condition is "after mood (negative)" becomes a selection target when a sticker with the attribute of mood (negative) is affixed in response to the first guidance. A guiding comment whose selection condition is "after mood (neutral)" becomes a selection target when a sticker with the attribute of mood (neutral) is affixed in response to the first guidance.

[0150] In addition, a guidance comment whose selection target condition is "after work" becomes a selection target when a sticker with a work attribute is affixed in response to the first prompt. A guidance comment whose selection target condition is "after refreshing" becomes a selection target when a sticker with a refreshing attribute is affixed in response to the first prompt. A guidance comment whose selection target condition is "after a meal" becomes a selection target when a sticker with a meal attribute is affixed in response to the first prompt.

[0151] Furthermore, a guidance comment whose selection condition is "after going out" becomes a selection target when a sticker with an attribute of going out is attached in response to the first guidance. A guidance comment whose selection condition is "after a birthday" becomes a selection target when a sticker with an attribute of a birthday is attached in response to the first guidance. A guidance comment whose selection condition is "after an anniversary" becomes a selection target when a sticker with an attribute of an anniversary is attached in response to the first guidance.

[0152] Furthermore, a guidance comment whose selection condition is "after decoration" becomes a selection target when a sticker with a decoration attribute is attached in response to the first guidance. A guidance comment whose selection condition is "after coordination" becomes a selection target when a sticker with a coordination attribute is attached in response to the first guidance. A guidance comment whose selection condition is "after no attribute" becomes a selection target when a sticker with no attribute is attached in response to the first guidance.

[0153] In the guidance comment table, when the condition of the selection target is "after a positive mood", the comment contents are "What fun things did you have?" and "Did you go out?". In addition, in the guidance comment table, when the condition of the selection target is "after a negative mood", the comment contents are "Are you feeling nervous today?". In addition, when the condition of the selection target is "after a negative mood", the comment contents are "Did you go somewhere? Did you feel refreshed?".

[0154] Furthermore, in the guidance comment table, for the birthday guidance comment, "player's birthday" is listed as the selection condition, and for the step count guidance comment, "meeting the first step count condition" and "meeting the second step count condition" are listed as selection conditions.

[0155] A guidance comment whose selection condition is "player's birthday" will be selected if today is the player's birthday. A guidance comment whose selection condition is "meet the first condition for number of steps" will be selected if the number of steps today is the highest in the most recent five days and is more than twice as high as the second highest. A guidance comment whose selection condition is "meet the second condition for number of steps" will be selected if the number of steps today is the highest in the most recent five days and is more than 1.5 times but less than 2 times as high as the second highest.

[0156] However, this is just one example, and the first step count condition can be met if the number of steps on that day exceeds a predetermined first threshold, and the second step count condition can be met if the number of steps on that day exceeds a predetermined second threshold that is higher than the first threshold.

[0157] In the guidance comment table, when the selection condition is "player's birthday", the comment content is "Happy birthday, [player name]. How are you feeling?", etc. In addition, in the guidance comment table, when the selection condition is "meeting the first step count condition", the comment content is "You walked a lot today. Did you go out?", etc.

[0158] In the guidance comment table of FIG. 8, some guidance comments are omitted, but two or more guidance comments are written for each condition of the selection target.

[0159] Further, the comment contents of the guiding comments may include the same ones even if the conditions for the selection target are different.

[0160] In this embodiment, the guidance comment is selected from the guidance comment table, and the birthday guidance comment and the step number guidance comment are selected preferentially over the normal guidance comment. Therefore, when the birthday guidance comment or the step number guidance comment does not satisfy the selection condition, the normal guidance comment is selected. By issuing the birthday guidance comment or the step number guidance comment, the player can feel a sense of closeness to the NPC, and can motivate the player to use the diary function.

[0161] However, if you check the history of today's conversations (described later) and the NPC has already given you a birthday prompt, the birthday prompt will not be selected even if the conditions for selection are met. The same goes for the step prompt.

[0162] In this embodiment, if today's date is a special day such as the player's birthday, the NPC issues a birthday guidance comment, but the special day may be a day a predetermined number of days have passed since the player started playing the virtual game of this embodiment (for example, the same day one year later). In other words, if a time condition related to the player is satisfied, the NPC issues a guidance comment according to the time condition.

[0163] Returning to FIG. 7, when the button 252 is tapped on the diary screen 200, that is, when pasting a sticker in response to a guidance comment is selected, as shown in FIG. 9, the possession sticker screen 300 is displayed in front of the diary screen 200. Also, the guidance sticker frame 1020 is displayed in an emphasized manner. As an example, the gray dotted line indicating the left guidance sticker frame 1020 is turned black and made thicker. That is, a frame (here, the guidance sticker frame 1020) that functions as a guide indicating a candidate position for placing a display object is displayed. The same applies when the guidance sticker frame 1022 on the right side is displayed in an emphasized manner in the case of continuous guidance described later.

[0164] Furthermore, when the possession sticker screen 300 is displayed, the reply button, i.e., the button 252, and the stickers displayed on both ends of it are hidden. However, the guidance comment, i.e., the display frame 250, remains displayed.

[0165] Seven types of normal stickers 240 and one type of decorative sticker 244 are displayed on the owned sticker screen 300 shown in Fig. 9. The number of stickers owned is displayed below each sticker. In other words, the number of times a sticker can be used is limited, and is decreased each time it is used and increased each time it is acquired. The number of stickers owned, i.e., the number of times it can be used, is managed for each sticker.

[0166] In addition, a button 310 is displayed in the lower right corner of the owned sticker screen 300. The button 310 has the same function as the button 210, and is a button for purchasing stickers. Today's stickers are displayed in the upper right corner of the button 310. When the button 310 is tapped, the above-mentioned sticker purchase process is executed.

[0167] If the player has many types of stickers, the player can scroll through the owned sticker screen 300 to view stickers displayed on other pages.

[0168] When a sticker is selected on the owned sticker screen 300, the selected sticker is displayed in the highlighted guidance sticker frame 1020. That is, the selected sticker is placed in the display area 208. When a sticker is selected, the guidance comment, that is, the display frame 250 and the owned sticker screen 300 are hidden. At this time, the number of stickers owned of the selected sticker is subtracted by 1. However, a sticker with a number of stickers of 0 cannot be selected. That is, the number of stickers owned is managed, and the use of stickers is limited. Therefore, compared to the case where the same sticker can be used multiple times, the player can use various types of stickers. However, when the player acquires a sticker, the number of acquired stickers owned is increased by the number of stickers acquired.

[0169] Also, when an area other than the possessed sticker screen 300 is tapped without selecting a sticker, i.e., without attaching a sticker, the guidance comment, i.e., the display frame 250 and the possessed sticker screen 300 are hidden. In this case, the guidance is treated as being ignored. Therefore, the diary screen 200 as shown in FIG. 4 is displayed on the display device 40. At this time, the guidance comment written in the display frame 250 is retained. The player can ignore the guidance by the NPC and perform other operations on the diary screen 200. Other operations refer to operations other than the operation of attaching a sticker in response to guidance.

[0170] FIG. 10 shows the diary screen 200 in a state where a sticker selected on the owned sticker screen 300 shown in FIG. 9 is displayed. That is, in FIG. 9, a normal sticker 240 is displayed in the area of ​​the display area 208 corresponding to Wednesday, April 21, and the NPC performs the action required for pasting a sticker. In the action required for pasting a sticker, the NPC turns away so as to look at the pasted sticker, and then turns forward. However, the NPC may also perform one action when turning away. In this way, the NPC is made to perform the action required for pasting a sticker, which further strengthens the motivation for promoting use of the diary function.

[0171] 11, the attached normal sticker 240 is enlarged and displayed as if it is rotating and swinging left and right (hereinafter, simply referred to as "swinging display"), and then is displayed stationary at the original size. The attribute of the attached normal sticker 240 here is mood (positive).

[0172] Then, as shown in FIG. 12, when the player places the normal sticker 240 in response to the guidance, a display frame 250 is displayed with an NPC's reaction comment written thereon in accordance with the normal sticker 240 that has been placed. The NPC's reaction comment is also assigned an attribute, and a reaction comment having the same attribute as the sticker placed by the player is selected. In the example shown in FIG. 12, a display frame 250 is displayed with a reaction comment "Looks like you had a fun day!" Also, a reaction sticker (a smiling normal sticker 240 in FIG. 12) is displayed in the lower right corner of the display frame 250. However, the reaction sticker is predetermined in accordance with the NPC's reaction comment. The same applies to the cases below where a reaction comment is displayed.

[0173] In this embodiment, a plurality of reaction comments of the NPC are prepared in advance, and are classified into three types: a normal reaction comment, a future reaction comment, and a special reaction comment. However, the future reaction comment is a reaction comment that is displayed when a sticker is attached to the display area 208 corresponding to a date after tomorrow. Also, a special reaction means a reaction that is performed when a player attaches a sticker with contents that respond to the guidance or continuous guidance of the NPC. A special reaction comment may be displayed when a player attaches a sticker with contents that respond to the guidance or continuous guidance of the NPC, but it is not necessarily displayed.

[0174] However, the special reaction comment can be made to be displayed whenever the player attaches a sticker with contents that respond to the guidance or continuous guidance of the NPC.

[0175] In addition, normal reaction comments are comments other than future reaction comments and dedicated reaction comments.

[0176] In addition, multiple reaction comments are prepared for each type. As an example, as shown in Fig. 13, a comment table (called a "reaction table") for the NPC's reaction when attaching a sticker is prepared, and when a reaction occurs, a comment for the NPC's reaction is selected from the reaction table.

[0177] In the reaction table shown in FIG. 13, the contents of the normal reaction comment are "Please put another sticker on it and let me know," "It looks like you had a fun day!", "You're in a good mood!", "I guess something annoying happened," "Did something bad happen?", and "Shopping is fun!". The contents of the future reaction comment are "I'm looking forward to it," "I wonder if something good will happen," "Is something bad happening?", "I feel depressed," and "Are you going out?". The contents of the special reaction comment are "Something good happened. I'm jealous," "Something to look forward to. I'm excited," "Something doesn't go well. You're trying your best," "I guess you had a good time. I'm happy too," and "Thanks for letting me know, [player name]."

[0178] In this embodiment, when the player pastes a sticker with contents that respond to the guiding comment of the NPC, one reaction comment (corresponding to the third message) is selected from the normal reaction comments and the dedicated reaction comments in the reaction table. However, one reaction comment may be selected from the dedicated reaction comments. When selecting a reaction comment, the same probability is set for the multiple reaction comments to be selected, and one reaction comment is drawn by lottery at a certain probability. The same applies below to the case where one reaction comment is selected. However, the probability of drawing a dedicated reaction comment may be higher than the probability of selecting a normal reaction comment. Also, a sticker with contents that respond to the guiding comment of the NPC means a sticker having the same attribute as the attribute assigned to the guiding comment. Also, as described above, a reaction comment having the same attribute as the sticker pasted by the player is the selection target.

[0179] Also, if the player places a sticker without guidance from the NPC, or if the player places a sticker ignoring the NPC's guidance comment, a reaction comment of 1 (corresponding to the second message) is selected from the normal reaction comments in the reaction table. However, if the date on which the sticker is placed is the next day or later, a reaction comment of 1 (corresponding to the second message) is selected from the future reaction comments in the reaction table. For example, if a normal smiling sticker 240 is placed on tomorrow's date, it would be unnatural to make a reaction comment such as "It looks like it was a fun day."

[0180] However, the case where there is no guidance from the NPC means the case where the NPC has not issued a guidance comment, and when the diary function is executed, the diary screen 200 as shown in FIG.

[0181] In addition, a case where a sticker is attached despite ignoring the NPC's guiding comment means a case where a sticker with content that does not respond to the NPC's guiding comment is attached after button 252 is tapped, or a sticker is attached to guiding sticker frame 1020, 1022 or decorative sticker frame 1024 without button 252 being tapped, that is, regardless of the NPC's guiding comment.

[0182] In this way, when a sticker with content that does not respond to an NPC's guiding comment is attached, one reaction comment is selected from among multiple reaction comment candidates that are at least partially different from when a sticker with content that responds to an NPC's guiding comment is attached.

[0183] FIG. 14 shows the diary screen 200 shown in FIG. 8 in which the player is prompted to attach a sticker, and in response to the prompting, the player attaches a normal sticker 240 having a mood (negative) attribute.

[0184] A reaction comment with the same attribute as the normal sticker 240 attached by the player is selected, and in the example shown in Fig. 14, a display frame 250 is displayed in which the reaction comment "Did it rain?" is written. Also, in the lower right corner of the display frame 250, a normal sticker 240 that has been determined in advance in accordance with this reaction comment is displayed.

[0185] Note that the screens showing the progress of the process, such as highlighting the guide sticker frame 1020, selecting the sticker to be pasted, the NPC 104 looking back to see the sticker being pasted, and the pasted sticker being enlarged and displayed in a swinging motion, are omitted because they are the same as the diary screen 200 shown in Figures 10 to 12. This is also true when explaining the diary screen 200 shown in Figure 15.

[0186] FIG. 15 shows the diary screen 200 shown in FIG. 8 in which the player is prompted to affix a sticker, and in response to the prompting, the player affixes a normal sticker 240 having a shopping attribute.

[0187] A reaction comment with the same attribute as the normal sticker 240 attached by the player is selected, and in the example shown in Fig. 15, a display frame 250 is displayed in which the reaction comment "Shopping is fun!" is written. Also, in the lower right corner of the display frame 250, a normal sticker 240 that is predetermined according to this reaction comment is displayed.

[0188] Next, the continuous guidance will be described. As described above, when the player attaches a sticker with contents that respond to the guidance comment of the NPC in response to the first guidance, that is, when the conditions for continuous guidance are satisfied, whether or not the continuous guidance will occur is randomly selected.

[0189] In the above-mentioned example, when button 252 is tapped on diary screen 200 shown in FIG. 7 and a normal sticker 240 having a mood (positive) attribute is attached as shown in FIGS. 10-12, or a normal sticker 240 having a mood (negative) attribute is attached as shown in FIG. 14, that is, when a sticker with content that responds to the NPC's guiding comment is attached, the condition for continuous guidance is met.

[0190] On the other hand, when the button 252 is tapped on the diary screen 200 shown in Fig. 7 and a normal sticker 240 having a shopping attribute is attached as shown in Fig. 15, that is, when a sticker with content that does not respond to the guiding comment of the NPC is attached, the condition for continuous guidance is not satisfied. Also, when the button 252 is not tapped on the diary screen 200 shown in Fig. 7, that is, when a sticker is attached to the guiding sticker frame 1020, 1022 or the decorative sticker frame 1024 regardless of the guiding comment of the NPC, the condition for continuous guidance is not satisfied.

[0191] As described above, when the condition for continuous guidance is satisfied, whether or not continuous guidance is generated is randomly selected, and when continuous guidance is generated, a guidance comment is selected from the guidance comment table. However, among the normal guidance comments, one guidance comment that has the condition for selection as "continuous guidance" and has the same attribute as the attribute assigned to the sticker attached by the player in response to the first guidance comment is selected by lottery.

[0192] Fig. 16 is a diagram showing another non-limiting example of the diary screen 200. The diary screen 200 in Fig. 16 is displayed on the display device 40 when the diary screen 200 shown in Fig. 12 is displayed and generating continuous guidance is selected by lottery.

[0193] A guidance comment for successive guidance (corresponding to the fourth message) is selected so that the direction of the sticker attached in response to the first guidance and the reaction comment to the attached sticker are linked, that is, so that the interaction between the player and the NPC flows naturally. Therefore, in the guidance comment table, for guidance comments for successive guidance, the following conditions for selection are written for the guidance comments: after mood (positive), after mood (negative), after mood (normal), after work, after refreshing, after a meal, after going out, after a birthday, after an anniversary, after decoration, after coordination, and after no attribute.

[0194] As described above, in response to the first guidance, the player attaches a normal sticker 240 (for convenience of explanation, it may be referred to as the "first sticker") having an attribute of mood (positive), and a reaction comment having an attribute of mood (positive) is displayed in response to this. Therefore, guidance comments for successive guidance are randomly selected from guidance comments that have "mood (positive)" written after them as a selection condition. In the example shown in FIG. 16, a display frame 250 in which a guidance comment saying "What fun things have happened?" is written is displayed on the diary screen 200. That is, a second guidance occurs. In addition, a button 252 is displayed at the bottom of the display frame 250.

[0195] When the button 252 is tapped on the diary screen 200 shown in Fig. 16, i.e., on the diary screen 200 on which the guidance comment of the continuous guidance is displayed, the answer button, i.e., the button 252 and the stickers displayed on both ends of the button are hidden, and the possession sticker screen 300 is displayed in front of the diary screen 200, and at this time, the right guidance sticker frame 1022 is displayed in an emphasized manner, in the same manner as the first guidance, i.e., as shown in Fig. 9. Also, as in the first guidance, when a sticker is selected on the possession sticker screen 300 and the selected sticker (for convenience of explanation, it may be called "the second sticker") is pasted, as shown in each of Figs. 12 to 14, a reaction comment (for convenience of explanation, it may be called "the second reaction comment") having the same attribute as the attribute of the pasted sticker and a sticker corresponding to the second reaction comment are selected and displayed.

[0196] However, if the second sticker is placed in response to the second invitation from the NPC, the reaction comment with a reaction number 1 (corresponding to the sixth message) is selected from the normal reaction comments and the special reaction comments in the reaction table. Also, if the second sticker is placed without responding to the second invitation from the NPC, the reaction comment with a reaction number 1 (corresponding to the fifth message) is selected from the normal reaction comments or the future reaction comments in the reaction table.

[0197] As described above, when the button 110 is tapped on the game screen 100, the diary function is executed, and the diary screen 200 is displayed on the display device 40, if stickers are attached to both the induction sticker frames 1020 and 1022, the NPC will make a one-line comment by drawing a random selection. As an example, as shown in FIG. 17, a table of one-line comments made by the NPC (hereinafter, referred to as the "one-line comment table") is prepared in advance, and the one-line comment made by the NPC is drawn by drawing a random selection from a plurality of one-line comments listed in the one-line comment table. However, the probability is equal.

[0198] In the one-line comment table shown in FIG. 17, the comment contents of the one-line comment are described in correspondence with the identification number. The identification number is information for identifying the comment contents. However, instead of the identification number, a character string of the alphabet or a symbol that cannot be read by humans may be used. The comment contents are described in the order shown by the identification numbers as follows: "Hello, [player name]!", "I love stickers.", "What good things will happen today?", "Have you checked your schedule?", "Let's make your diary cute by sticking lots of stickers.", "The stickers are peelable, so try sticking various things on.", "I feel like eating cake.", "If you stick your plans and memories on stickers, your diary will be fun.", etc.

[0199] Additionally, by tapping on a sticker, the player can view the history of interactions between the player and the NPC at the time the sticker was placed, and can also remove the sticker.

[0200] The interaction history is the history of interactions between the player and the NPC when the player affixes a sticker. When the NPC issues a guiding comment, the guiding comment, the sticker affixed in response to the guiding comment, and the reaction comment and reaction sticker to the affixed sticker are stored as history corresponding to the affixed sticker and the date on which the sticker was affixed. However, the history also includes information on the location where the sticker was affixed and the identification information of the NPC with which the interaction took place (such as the NPC's name).

[0201] Even when continuous guidance occurs, a history is stored for each sticker pasted by the player. That is, the first guidance comment, the first sticker pasted in response to the first guidance comment, and the first reaction comment and the first reaction sticker to the first sticker pasted are stored as history corresponding to the first sticker pasted and the date on which the first sticker was pasted. Also, the second guidance comment, the second sticker pasted in response to the second guidance comment, and the second reaction comment and the second reaction sticker to the second sticker pasted are stored as history corresponding to the second sticker pasted and the date on which the second sticker was pasted.

[0202] However, when continuous guidance occurs, one history may be stored for two stickers pasted by the player. In this case, the first guidance comment, the first sticker pasted in response to the first guidance comment, the first reaction comment and the first reaction sticker to the pasted first sticker, the second guidance comment, the second sticker pasted in response to the second guidance comment, and the second reaction comment and the second reaction sticker to the pasted second sticker are stored as history corresponding to the pasted first and second stickers and the date on which the two stickers were pasted.

[0203] In addition, if there is no guidance from an NPC or if the guidance from an NPC is ignored, the affixed sticker, as well as reaction comments and reaction stickers to the affixed sticker, are stored as history corresponding to the affixed sticker and the date the sticker was affixed.

[0204] Even if the diary function is terminated in the middle of an interaction, if the player has affixed a sticker, the interaction between the player and the NPC will be stored as history.

[0205] However, if the diary function is terminated during an exchange, the exchange between the player and the NPC can be erased without being stored as history. In this case, the stickers pasted by the player are peeled off and returned to the player's possession.

[0206] Fig. 18 is a diagram showing an example of a history screen 400. For example, when a normal sticker 240 attached to an area corresponding to April 17th in the display area 208 of the diary screen 200 shown in Fig. 16 is tapped, a history screen 400 as shown in Fig. 18 is displayed. As an example, the history screen 400 is displayed in front of the diary screen 200.

[0207] 18, the history screen 400 has a display frame 402 at the top, and below the display frame 402, an image 404 of an NPC's comment and stickers affixed by the player are displayed vertically in chronological order. The display frame 402 displays the date (including the Gregorian year) and day of the week on which the sticker tapped on the diary screen 200 was affixed. The image 404 of the NPC's comment also includes a display frame 404a that displays the face image of the NPC (here, NPC 104), and a display frame 404b that displays the content of the NPC's comment.

[0208] In the example shown in FIG. 18, "2021 / 4 / 17 Sat" is written in the display frame 402. In addition, the upper comment image 404 includes a face image of the NPC 104 who issued the guiding comment and the comment content of the guiding comment. The lower comment image 404 includes a face image of the NPC 104 who issued the reaction comment and the comment content of the reaction comment. A sticker (here, a normal sticker 240) attached by the player is displayed between the upper comment image 404 and the lower comment image 404.

[0209] Moreover, the history screen 400 is provided with a button 410. The button 410 is a button for peeling off a sticker that has been tapped on the diary screen 200. When a sticker is peeled off, the number of stickers in the owned stickers is incremented by one. In other words, the peeled off sticker is returned to the owned stickers. Therefore, a sticker that has been peeled off by mistake can be reused. However, when a sticker is peeled off, the history of the interaction corresponding to this sticker is erased.

[0210] As described above, when continuous guidance occurs, the history is stored for each of the first and second stickers pasted by the player, and the history screen 400 shown in Fig. 18 is displayed for each. Therefore, when the history screen 400 for the first sticker is displayed, the history for the second sticker cannot be viewed. Also, when the history screen 400 for the second sticker is displayed, the history for the first sticker cannot be viewed.

[0211] However, as described above, when the continuous guidance occurs, one history may be stored for two stickers pasted by the player. In this case, in the history screen 400 as shown in Fig. 18, below the lower comment image 404, a comment image 404 containing a guidance comment for the continuous guidance, a sticker pasted in response to the guidance comment for the continuous guidance, and a comment image 404 containing a comment of a reaction to the pasting of the sticker are displayed vertically.

[0212] Also, although not shown, when no NPC guidance is occurring, the comment image 404 at the top is not displayed on the history screen 400 as shown in FIG.

[0213] Moreover, when the button 410 is tapped, the sticker is peeled off, or an area other than the history screen 400 is tapped, the history screen 400 is hidden.

[0214] Next, the step count sticker 242 and the attachment of the step count sticker 242 will be described. In the game screen 100 shown in Fig. 3, the button 110 is operated to execute the diary function, and instead of the game screen 100, the diary screen 200 is displayed on the display device 40. At this time, when the conditions for attaching the step count sticker 242 (hereinafter simply referred to as "attachment conditions") are met, the step count sticker 242 is attached to the step count sticker frame 1026 corresponding to today or yesterday on the diary screen 200.

[0215] In this embodiment, the first attachment condition is that the number of steps is acquired in conjunction with a health management application program, and the second attachment condition is that there is space in the step count sticker frame 1026 for today's or yesterday's date for which at least one step has been acquired. In this embodiment, when the diary function is executed, the number of steps counted by the health management application program for yesterday and today, the cumulative number of steps for the current month up to yesterday, and the cumulative number of steps for the current month up to today are acquired. However, if the number of steps per day can be acquired, the cumulative number of steps for the current month can be found by adding the number of steps per day, so the cumulative number of steps for the current month does not need to be counted by the health management application program.

[0216] However, if game device 16 has a function for counting the number of steps (herein referred to as a "step counting function"), the number of steps counted by the step counting function may be acquired without linking with a health management application program. Also, the number of steps may be acquired from a pedometer capable of communicating with game device 16.

[0217] The second attachment condition is limited to today or yesterday in order to avoid automatically attaching a step count sticker 242 from two days ago or more. However, the second attachment condition may also be that there is space in the step count sticker frame 1026 from today or earlier, which allows one or more steps to be obtained.

[0218] Fig. 19 is a diagram showing another non-limiting example of the diary screen 200. In the example shown in Fig. 19, the diary screen 200 in a state in which the step count sticker 242 is attached to the step count sticker frame 1026 corresponding to today's date (i.e., April 21, 2021) is displayed on the display device 40. When the step count sticker 242 is attached, the attached step count sticker 242 is displayed in a swinging manner and then displayed stationary, as shown in Fig. 20.

[0219] In this embodiment, when step count sticker 242 is affixed, the number of steps on the day when step count sticker 242 is affixed and the cumulative number of steps for the month including the day when step count sticker 242 is affixed are obtained from a health management application program, and the number of steps on the day when step count sticker 242 is affixed is displayed in the display frame of step count sticker 242.

[0220] In this embodiment, by recording activities that are part of daily life habits, such as walking, the amount of activity can be recorded in the diary almost every day.

[0221] However, when the diary function is executed, if the step count sticker 242 is attached to today's step count sticker frame 1026, the number of steps for the day on which the step count sticker 242 is attached is obtained from the health management application program, and the updated number of steps is displayed (updated) in the display frame of the step count sticker 242. However, the number of steps displayed in the display frame of the step count sticker 242 does not have to be updated. This is because changing the number of steps, i.e., the number, written in the display frame of the step count sticker 242 once it has been attached may give the player a sense of discomfort.

[0222] Also, the size of the step count sticker 242 is determined by the number of steps on the day it is attached, and the color of the step count sticker 242 is determined by the cumulative number of steps in the month including the day it is attached. That is, the size of the step count sticker 242 is determined by the number of steps in one day, which is the first unit period, and the color of the step count sticker 242 is determined by the cumulative number of steps in one month, which is the second unit period including the first unit period. However, the number of steps in one day and the cumulative number of steps in one month are the number of steps and the cumulative number of steps counted up to the time the step count sticker 242 is attached. That is, if the day on which the step count sticker 242 is attached is today, the number of steps in one day means the number of steps counted from the date changing until the step count sticker 242 is attached. Also, the cumulative number of steps in one month is the cumulative number of steps from the first day of the month including the date on which the step count sticker 242 is attached (yesterday or today in this embodiment) to the day on which the step count sticker 242 is attached. In this way, since the start date of the second unit period is fixed, when looking at the diary screen 200, the user can easily tell which day of the second unit period it is, i.e., how much time has passed, by looking at the date on which the step count sticker 242 is affixed.

[0223] However, when the display regions 204-208 are divided into units of time shorter than days, the first unit period may also be set to an hourly unit.

[0224] Fig. 21(A) is a diagram showing an example of a change in size of the step count sticker 242. Fig. 21(B) is a diagram showing an example of a change in color of the step count sticker.

[0225] 21(A), the size of the step count sticker 242 is displayed in three sizes, and the size of the step count sticker 242 is set to small when the number of steps on the day is 1-999, the size of the step count sticker 242 is set to medium when the number of steps is 1000-9999, and the size of the step count sticker 242 is set to large when the number of steps is 10000 or more. In other words, one size candidate is determined from the three size candidates according to the number of steps for one day. This is one example, and the size of the step count sticker 242 may be set in four or more sizes.

[0226] However, even if the number of steps exceeds the threshold after the step count sticker 242 is attached, that is, even if the range of the number of steps changes, the size of the step count sticker 242 is not changed when the diary screen 200 is displayed. In other words, the size of the step count sticker 242 is determined by the number of steps detected by the time the step count sticker 242 is attached. This is because changing the size of the step count sticker 242 once attached may give the player a sense of incongruity. The same applies to the color of the step count sticker 242, which will be described later.

[0227] In other words, by maintaining the already displayed figure, the same figure can be seen whenever you check. Therefore, whenever you check, you can see the amount of activity (in this embodiment, the number of steps) at the time when the figure was first displayed.

[0228] Alternatively, after being affixed, when the number of steps exceeds a threshold, that is, when the range of the number of steps changes, the size of the step count sticker 242 may be changed according to the number of steps when the diary screen 200 is displayed.

[0229] As shown in FIG. 21B, the step count sticker 242 is displayed in five colors, and the colors are changed in order. In this embodiment, each time the cumulative number of steps in the current month exceeds 30,000 steps, the color is changed in the order of blue, yellow, green, red, and purple. In other words, one color candidate is determined from the five color candidates according to the cumulative number of steps for one month. However, this is only an example, and the color of the step count sticker 242 may be set to six or more colors. In this embodiment, the color of the image of both feet is given according to the cumulative number of steps, and is unrelated to the color given to the display frame displaying the number of steps. The color given to the display frame displaying the number of steps can also be changed in the same way. In addition, after the fifth purple, it returns to the first blue. In other words, the color is looped by returning to the first color after the last color. Therefore, the degree of the cumulative number of steps can be expressed without an upper limit using a limited expression method such as five colors. In addition, since the cumulative number of steps does not decrease, even if the color is looped, it is possible to understand that the cumulative number of steps for the month has changed since the previous day when the step count sticker 242 was affixed. Therefore, there is no problem such as confusion in knowing that the cumulative number of steps for the month has exceeded the threshold based on today's step count.

[0230] However, even if the cumulative number of steps for the month exceeds a threshold value after the step count sticker 242 is affixed, that is, even if the cumulative number of steps for the month exceeds n times 30,000 steps (n is an integer equal to or greater than 1), the color of the step count sticker 242 does not change when the diary screen 200 is displayed. In other words, the color of the step count sticker 242 is determined by the cumulative number of steps detected up until the time the step count sticker 242 is affixed.

[0231] Alternatively, after the step count sticker 242 is affixed, when the cumulative number of steps for that month exceeds a threshold value, that is, when the cumulative number of steps for that month exceeds n times 30,000 steps, the color of the step count sticker 242 may be changed to a color corresponding to the cumulative number of steps for that month when the diary screen 200 is displayed.

[0232] In Fig. 21(B), the image of the foot is colored in black, white, diagonal lines, horizontal stripes, and gray to express different colors. This is the same for the diary screen 200 shown in Figs. 19 and 20.

[0233] In addition, since the size of the step count sticker 242 described above is determined by the number of steps taken in one day, even if the number of steps exceeds a threshold value that is greater than 10,000 steps, the size does not change from large to small and the sticker does not loop. This is because it is not possible to know whether the number of steps taken on the day the step count sticker 242 was attached was large or small.

[0234] In this way, by attaching step count stickers 242 of different sizes and colors, the number of steps taken in one day and the cumulative number of steps taken in one month can be intuitively known. Also, as described above, the number of steps taken in one day is written in a display frame on step count sticker 242, so the number of steps can be accurately known numerically apart from the size of step count sticker 242, i.e., apart from the graphical features.

[0235] In this embodiment, the size of the image of the foot included in the step count sticker 242 is set according to the number of steps in one day, and the color of the image of the foot included in the step count sticker 242 is set according to the cumulative number of steps in one month, but this is just an example and should not be limited. The color of the image of the foot included in the step count sticker 242 may be set according to the number of steps in one day, and the size of the image of the foot included in the step count sticker 242 may be set according to the cumulative number of steps in one month. In addition, the number of steps in one day and the cumulative number of steps in one month are expressed using graphic features such as the color and size of the image of the foot included in the step count sticker 242 (hereinafter referred to as "graphic features"). However, patterns and / or shapes can be used as other graphic features. However, the graphic feature of the step count sticker 242 set according to the number of steps in one day (corresponding to the first graphic feature) is different from the graphic feature of the step count sticker 242 set according to the cumulative number of steps in one month (corresponding to the second graphic feature).

[0236] Also, the footprint graphic included in the step count sticker 242 is just an example, and other graphics, i.e., images of other shapes, may be used. For example, a graphic imitating a person wearing a hat and shoes and walking may be used. In such a case, the size of the hat may be set according to the number of steps in one day, and the color of the shoes may be set according to the cumulative number of steps in one month. However, the color of the hat may be set according to the number of steps in one day, and the size of the shoes may be set according to the cumulative number of steps in one month. Also, the graphic feature may be a pattern and / or a shape. In other words, one of the graphic features of the two graphics included in the step count sticker 242 may be set according to the number of steps in one day, and the other may be set according to the cumulative number of steps in one month.

[0237] Also, instead of the step count sticker 242, an image such as a bar graph may be displayed. FIG. 22 is a diagram showing another non-limiting example of the diary screen 200. In FIG. 22, instead of the step count sticker 242, a horizontally long bar-shaped (or band-shaped) image is displayed. Also, the number of steps for one day is displayed next to the bar-shaped image (on the right side in FIG. 22). However, the number of steps may be displayed above or below the bar-shaped image, or overlapped. The length of the bar-shaped image is set according to the number of steps for one day. That is, the size of the bar-shaped image is set according to the number of steps for one day. As an example, the length equivalent to the width of the display area 208 is set as the maximum length of the bar-shaped image, and the number of steps for the maximum length is set to 10,000 steps. Therefore, the length of the bar-shaped image according to the number of steps for one day is determined by multiplying the maximum length by the ratio of the number of steps for one day to 10,000 steps.

[0238] However, if the number of steps in a day exceeds 10,000, for example, another bar image for the number of steps exceeding 10,000 can be displayed side by side at the bottom. In other words, each time 10,000 steps are exceeded, a bar image can be added. Even in this case, the bar image is simply divided and displayed, and the size of the bar image is set according to the number of steps. When adding a bar image, the width of the bar image can be narrowed.

[0239] As with the step count sticker 242, the length of the bar-shaped image may be set in three stages, and the length may be displayed according to the number of steps taken in one day.

[0240] The color of the bar-shaped image is set in five stages, and the color is set according to the cumulative number of steps for one month. In this way, instead of the step count sticker 242, bar-shaped images of different lengths and colors can be attached, so that the number of steps for one day and the cumulative number of steps for one month can be intuitively known. However, the length of the bar-shaped image may be set in four or more stages. The above-mentioned content can be adopted for the modification of the image characteristics of the bar-shaped image.

[0241] Furthermore, in this embodiment, the number of steps is acquired as an example of the amount of activity of the player, and a step number sticker 242 is attached, but instead of the number of steps in the player's walking, which is a part of the daily activity, stickers showing other amounts of activity such as walking distance, walking time, and calories burned through various activities in a day may be attached. In the health management application program, walking distance and walking time are also measured, and walking distance and walking time can also be acquired. Other amounts of activity include the number of push-ups or the number of squats.

[0242] Fig. 23 is an illustrative view showing a non-limiting example of a memory map 500 of the RAM 22 of the game device 16 shown in Fig. 2. As shown in Fig. 23, the RAM 22 includes a program storage area 502 and a data storage area 504. The program storage area 502 stores an information processing program such as an application program of the virtual game of this embodiment, and the information processing program includes a main processing program 502a, an image generating program 502b, an image display program 502c, a character control program 502d, a diary processing program 502e, a step count acquisition program 502f, a sticker object acquisition program 502g, an attachment condition determination program 502h, a guidance generation condition determination program 502i, a guidance comment selection program 502j, a reaction comment selection program 502k, a one-line comment selection program 502m, a sticker object arrangement program 502n, and a health management program 502p.

[0243] The main processing program 502a is a program for executing the processing of the main routine (overall game processing) of the game application of this embodiment. The image generation program 502b is a program for generating data (hereinafter referred to as "game image data") of a three-dimensional game image (such as the above screen 100) or a two-dimensional game image (such as the above screens 200, 300, 400) using the image generation data 504b and referring to the player data 504c as necessary. The image display program 502c is a program for outputting the game image data generated according to the image generation program 502b to the display device 40. Therefore, a three-dimensional game image or a two-dimensional game image corresponding to the game image data is displayed on the display device 40.

[0244] The character control program 502d is a program for controlling the operation of the PC 102 according to the operation of the player, and for controlling the operation of the NPC without following the operation of the player. The diary processing program 502e is a program for executing the process in the diary function. The step count acquisition program 502f is a program for acquiring the number of steps counted by the health management program 502p described later.

[0245] The sticker object acquisition program 502g is a program for acquiring stickers by being distributed from the server 12, receiving them from NPCs in the main game, or purchasing them in a virtual shop.

[0246] The affixing condition determination program 502h is a program for determining whether or not the conditions for affixing the step count sticker 242 are met. The guidance generation condition determination program 502i is a program for determining whether or not the conditions for generating guidance or continuous guidance by an NPC are met.

[0247] The guidance comment selection program 502j is a program for selecting a guidance comment issued by an NPC from a guidance comment table. The reaction comment selection program 502k is a program for selecting a reaction comment issued by an NPC from a reaction table. The one-word comment selection program 502m is a program for selecting a one-word comment issued by an NPC from a one-word comment table.

[0248] The sticker object placement program 502n is a program for placing stickers in an area provided in a virtual space in response to a pasting operation by a player or automatically. The health management program 502p is a program for health management provided as an application program for a smartphone, and is, for example, an application program such as Healthcare or Google Fit. The health management program 502p counts the number of steps based on the output of the acceleration sensor 38. However, the health management program 502p can also measure the time during which the number of steps is counted as a walking time, in addition to the number of steps. Furthermore, if the game device 16 is equipped with a GPS, the distance traveled by the game device 16 while the number of steps is being counted can be measured as a walking distance.

[0249] Although not shown in the figure, the program memory area 502 also stores other programs such as a communication program for communicating with the server 12 and other game devices, a program for saving (storing) player data 504c (game data) in the flash memory 24, a sound output program for generating and outputting sounds necessary for the game, a shop processing program, a program for viewing owned stickers, and a program for making items appear or be placed.

[0250] Fig. 24 is a diagram showing a non-limiting example of the specific contents of the data storage area 504 shown in Fig. 23. As shown in Fig. 24, an operation input data buffer 504a is provided in the data storage area 504. In addition, the data storage area 504 stores data such as image generation data 504b, player data 504c, event data 504d, guiding comment data 504e, table data 504f, and interaction data 504g.

[0251] The operation input data buffer 504a is an area for temporarily storing operation data from the input device 50. When the operation data is accepted by the CPU 20, it is stored in the operation input data buffer 504a in chronological order, and is erased after being used for processing by the CPU 20.

[0252] The image generation data 504b includes polygon data, texture data, and two-dimensional image data for generating game image data. However, the two-dimensional image data includes image data such as button images, sticker images, and text images used when generating the two-dimensional game image data.

[0253] The player data 504c is data (game data) about the player of the virtual game of this embodiment, and includes basic information data 510, PC data 512, possessed item data 514, NPC data 516, number of steps data 518, favorite NPC data 520, sticker data 522, and history data 524.

[0254] The basic information data 510 is data on the basic information of the player. The basic information of the player includes the player's name, birthday, sex, etc. The PC data 512 is data on the appearance, including the clothes, of the PC 102 used by the player, coordinate data on the current position of the PC 102 in the virtual space, and the level of the PC 102 (or the player) in the virtual game. The possessed item data 514 is data on the type and number of items, including stickers, possessed by the PC 102 (or the player).

[0255] NPC data 516 is data about NPCs that may issue challenges to PC 102, that is, NPCs that appear in a virtual space. As shown in Fig. 25, NPC data 516 includes data about each NPC (here, referred to as a first character, a second character, a third character, etc.). That is, NPC data 516 includes first character data 516a, second character data 516b, third character data 516c, etc.

[0256] The first character data 516a includes character name data 5002, current position data 5004, intimacy data 5006, and task data 5008. The character name data 5002 is data on the name of the NPC corresponding to the first character data 516a. The current position data 5004 is current position coordinate data in the virtual space of the NPC corresponding to the first character data 516a. However, if the NPC is not placed in the virtual space, the current position data 5004 is not stored, or data indicating that the NPC is not placed in the virtual space (for example, null data) is stored. The intimacy data 5006 is numerical data indicating the intimacy between the PC 102 and the NPC corresponding to the first character data 516a. The task data 5008 is data on identification information of a task solved by the PC 102 among tasks given to the PC 102 by the NPC corresponding to the first character data 516a, and identification information of a task currently assigned to the NPC corresponding to the first character data 516a. However, if the task is not currently assigned, no assignment identification information is included.

[0257] Although not shown in the drawings, the other second character data 516b, third character data 516c, . . . are similar to the first character data 516a.

[0258] Returning to FIG. 24, step count data 518 is data on the number of steps taken yesterday and today counted by health management program 502p, as well as the cumulative number of steps taken in the current month up to yesterday and the cumulative number of steps taken in the current month up to today, and is obtained when the diary function is executed.

[0259] Favorite NPC data 520 is data regarding identification information (such as the name of the NPC) of an NPC that the player has registered as a favorite NPC.

[0260] The sticker data 522 is data on the types and affixed positions of the normal sticker 240, step count sticker 242, decorative sticker 244, special sticker, and sticker of the PC 102 affixed to the display area 208 of the diary screen 200. However, for the step count sticker 242, data on the size, color, and number of steps of the step count sticker 242 is also included. The history data 524 is data on the interaction between the player and the NPC corresponding to the sticker affixed to the diary screen 200 and the date on which the sticker was affixed, and is stored in an identifiable manner for each sticker affixed to the diary screen 200.

[0261] Event data 504d is data regarding identification information of an event occurring within the main game, and is generated when the game application is started, according to the progress of the main game, or according to a notification from server 12.

[0262] The guiding comment data 504e is data on the retained guiding comment. The table data 504f is data on each of the guiding comment table, the reaction table, and the one-word comment table.

[0263] The interaction data 504g is data about interactions between the player and the NPC, and is data in which the guidance comments and reaction comments made by the NPC and stickers attached by the player are arranged in chronological order. However, there are cases where the guidance comments are not included.

[0264] Although not shown in the figure, the data storage area stores other data and is provided with flags and counters (timers) required for the overall game processing (information processing).

[0265] 26-37 are flow diagrams of the overall game processing by CPU 20 shown in Fig. 2. For example, this overall game processing is started in response to a player's instruction to execute a game application program, which is an example of information processing. Although not shown in the figures, a process for detecting an operation input by the player is executed in parallel with the overall game processing, and when an operation input by the player is detected, corresponding operation data is stored in data storage area 504. However, the operation data is erased after being used in the processing by CPU 20.

[0266] The overall game processing will be explained below, but duplicate explanations of the same processing will be omitted.

[0267] 26, when the CPU 20 starts the overall game processing, in step S1, it executes authentication processing with the server 12. Here, the CPU 20 uses the first communication module 26 to establish a communication connection with the server 12 via the network 14, and transmits information on the game device 16 or the player and player data 504c to the server 12.

[0268] When the server 12 receives the information of the game device 16 or the player and the player data 504c, it reads out the player data managed in correspondence with the information of the game device 16 or the player, and checks whether the received player data 504c matches the read player data.

[0269] If the received player data 504c matches the read player data, authentication is OK, a message to that effect is sent to the game device 16, and the game continues. On the other hand, if the received player data 504c does not match the read player data, there is a possibility that the player data 504c (game data) has been tampered with, so authentication is NG, and a message to that effect is sent to the game device 16. Although not shown in the figure, if authentication is NG, the entire game process is forcibly terminated.

[0270] In the next step S3, the latest data is acquired from the server 12. The latest data corresponds to data on new items and data on program modifications to the game program, etc. However, if there is no latest data, the game device 16 (or the CPU 20) does not acquire anything.

[0271] In the next step S5, a three-dimensional game image is generated. However, the game image is an image in which the PC 102, the NPC, and the background object 106 for the location where the PC 102 currently exists are three-dimensionally drawn in a three-dimensional virtual space. In the next step S7, the three-dimensional game image is displayed. Therefore, the game screen 100 as shown in FIG. 3 is displayed on the display device 40.

[0272] In the next step S9, it is determined whether or not a command to display the diary has been issued. The CPU 20 determines whether or not the button 110 on the game screen 100 shown in Fig. 3 has been tapped, based on the operation input data stored in the operation input data buffer 504a of the data storage area 504. The same applies to the subsequent cases in which it is determined whether or not various buttons and objects have been tapped.

[0273] If "YES" in step S9, that is, if there is an instruction to display the diary, the process proceeds to step S15 in Fig. 27. On the other hand, if "NO" in step S9, that is, if there is no instruction to display the diary, the process executes the game control process of the main game as described above in step S11, and proceeds to step S13. A detailed description of the game control process of the main game will be omitted.

[0274] In step S13, it is determined whether the game is over. Here, the CPU 20 determines whether the player has instructed to end the game. If "NO" in step S13, that is, if the game is not over, the process returns to step S5. On the other hand, if "YES" in step S13, that is, if the game is over, the entire game process is terminated.

[0275] In step S15 shown in Fig. 27, one NPC to be displayed on the diary screen 200 is selected from among a plurality of NPCs appearing in the main game. However, if the player has registered a favorite NPC, that NPC is selected. The favorite NPC can be known by referring to the favorite NPC data 520 included in the player data 504c.

[0276] In the next step S17, an image of the diary screen 200 is generated, and in step S19, the diary screen 200 is displayed on the display device 40. The diary screen 200 is displayed instead of the game screen 100. However, the diary screen 200 may be displayed in front of the game screen 100. When displaying the diary screen 200, the CPU 20 refers to the event data 504d and the sticker data 522, and places the event image 230 in a virtual area corresponding to the display area 206, and places one or more stickers that have been pasted in a virtual area corresponding to the display area 208. In addition, when displaying the diary screen 200, the CPU 20 acquires time information from the RTC 36, and determines the display position so that today's date is the third area from the bottom when the display areas 204-208 are divided by day.

[0277] Next, in step S21, it is determined whether the attachment conditions are met. Although not shown in the figure, during the period from when an instruction to display the diary is given until the processing of step S21 is executed, the number of steps counted by health management program 502p for yesterday and today, the cumulative number of steps for the current month up to yesterday, and the cumulative number of steps for the current month up to today are acquired.

[0278] If the answer is "YES" in step S21, that is, if the attachment condition is met, then in step S23, a step count sticker 242 is generated. Here, the CPU 20 generates a step count sticker 242 in which the step count is written in a display frame in a size according to the step count and in a color according to the cumulative step count for the current month. However, the CPU 20 generates yesterday's and / or today's step count stickers 242. The yesterday's step count sticker 242 is generated when the step count sticker 242 is not attached to yesterday's step count sticker frame 1026 and yesterday's step count meets the attachment condition. Similarly, the today's step count sticker 242 is generated when the step count sticker 242 is not attached to today's step count sticker frame 1026 and today's step count meets the attachment condition.

[0279] In the next step S25, the step count sticker 242 generated in step S23 is attached to the step count sticker frame 1026. However, yesterday's step count sticker 242 is attached to yesterday's step count sticker frame 1026, and today's step count sticker 242 is attached to today's step count sticker frame 1026. When the step count sticker 242 is attached, the type of step count sticker 242, the attachment position, size, color, and step count data are stored (or added) as attachment sticker data 522. Then, in step S27, the attached step count sticker 242 is displayed in a swinging manner, and the process proceeds to step S191 shown in FIG.

[0280] On the other hand, if the answer is "NO" in step S21, that is, if the pasting conditions are not met, it is determined in step S29 shown in Fig. 28 whether or not there is space in the induction sticker frame 1020 and / or 1022 for today. The CPU 20 refers to the pasting sticker data 522 included in the player data 504c to determine whether at least one of the induction sticker frame 1020 and the induction sticker frame 1022 is empty.

[0281] Although not shown, in the case of "NO" in step S21, if a step count sticker 242 is attached to today's step count sticker frame 1026, the CPU 20 updates the number of steps displayed in the display frame of this step count sticker 242. At this time, the CPU 20 also updates the step count data for the corresponding step count sticker 242 in the attached sticker data 522.

[0282] If "YES" in step S29, that is, if there is a vacancy in today's induction seal frame 1020 and / or induction seal frame 1022, in step S31, it is determined whether or not both of today's induction seal frames 1020 and 1022 are vacant.

[0283] If "YES" in step S31, that is, if both of today's induction seal frames 1020 and 1022 are empty, proceed to step S43 shown in Fig. 29. On the other hand, if "NO" in step S31, that is, if either of today's induction seal frames 1020 and 1022 is empty, proceed to step S131 shown in Fig. 33.

[0284] If the answer is "NO" in step S29, that is, if both of the induction sticker frames 1020 and 1022 for today are not empty, the NPC is made to perform one action in step S33, and a lottery is held in step S35 to see whether or not to make a comment. As described above, in this embodiment, the lottery is held with a 50% probability.

[0285] In the next step S37, it is determined whether or not a one-line comment has been selected by lottery. If "NO" in step S37, that is, if a one-line comment has not been selected by lottery, the process proceeds to step S191. On the other hand, if "YES" in step S37, that is, if a one-line comment has been selected by lottery, in step S39, one one-line comment is selected by lottery from the one-line comment table shown in Fig. 17. Then, in step S41, the selected one-line comment is displayed, and the process proceeds to step S191.

[0286] As described above, if both of the induction sticker frames 1020 and 1022 for today are empty, it is determined whether or not there is a retained induction comment in step S43 shown in Fig. 29. Here, the CPU 20 determines whether or not induction comment data 504e is stored in the data storage area 504.

[0287] If the answer is "NO" in step S43, that is, if there is no retained guidance comment, the process proceeds to step S49. On the other hand, if the answer is "YES" in step S43, that is, if there is a retained guidance comment, the process determines in step S45 whether the current time straddles the re-draw time. Here, the CPU 20 determines whether the re-draw time (5:00 a.m. in this embodiment) is between the time when the guidance comment was stored and the current time.

[0288] If the answer is "NO" in step S45, that is, if the current time does not cross the re-draw time, the retained guidance comment and the answer button are displayed in step S47. That is, as shown in FIG. 7, the display frame 250 and the button 252 are displayed on the diary screen 200. However, the name of the NPC is displayed in the display frame 250a provided in the upper left of the display frame 250, and the retained guidance comment is written in the display frame 250. Also, at both ends of the button 252, stickers possessed by the player among stickers having the same attribute as the guidance comment are displayed. However, if the player does not possess two or more stickers having the same attribute as the guidance comment, a sticker having another attribute possessed by the player is attached. Also, if the number of stickers possessed by the player is less than two, a sticker that can be purchased at a virtual shop (in this embodiment, a sticker for today) is attached.

[0289] As described above, if the player does not have any stickers, no stickers are displayed on either end of the button 252.

[0290] At this time, the prompting comment or its identification information is stored as the interaction data 504g. The same applies below to cases where the prompting comment and the reply button are displayed.

[0291] On the other hand, if step S45 is "YES", that is, if the current time straddles the re-draw time, then in step S49, a random drawing is performed to determine whether or not to guide. In the next step S51, it is determined whether or not to guide. If step S51 is "NO", that is, if guidance is not to be performed, the process proceeds to step S191. On the other hand, if step S51 is "YES", that is, if guidance is to be performed, then in step S53, a selection process for a guidance comment (see FIG. 42) described below is executed, and in step S55, the NPC is caused to perform one action, and in step S57, the guidance comment and a reply button are displayed.

[0292] As described above, if both of the induction sticker frames 1020 and 1022 are empty today, in step S49, the induction is determined with a 100% probability. Therefore, in step S51, "YES" is determined. Therefore, steps S49 and S51 can be omitted.

[0293] Next, in step S59, the first flag is turned on. The first flag is a flag indicating that the first guidance has been performed if the diary function is executed on the game screen 100 and the diary screen 200 is opened and both of the guidance sticker frames 1020 and 1022 for today are empty.

[0294] In the next step S61, it is determined whether the answer button, i.e., button 252, has been tapped. If it is "NO" in step S61, that is, if the answer button has not been tapped, the process proceeds to step S179. On the other hand, if it is "YES" in step S61, that is, if the answer button has been tapped, the answer button, i.e., button 252 and the stickers on both ends are hidden in step S63, and the possession sticker screen 300 is displayed in front of the diary screen 200, and the process proceeds to step S65 shown in FIG.

[0295] 30, it is determined whether or not a sticker is selected on the owned sticker screen 300. If "YES" is determined in step S65, that is, if a sticker is selected on the owned sticker screen 300, the guidance comment, i.e., the display frame 250 and the owned sticker screen 300 are hidden in step S67, the selected sticker is attached to today's guidance sticker frame 1020 on the left in step S69, and the first flag is turned off in step S71.

[0296] However, when the CPU 20 affixes a sticker in step S69, it stores (or adds) data on the type of sticker affixed and the affixed position as affixed sticker data 522. Also, when the CPU 20 affixes a sticker in step S69, it stores (or adds) data on the affixed sticker or its identification information in chronological order of the exchange as exchange data 504g. These are the same as when a sticker is affixed.

[0297] In the next step S73, the affixed sticker is enlarged and displayed in a waving motion. In addition, in a step S75, the NPC is caused to execute the action taken when the sticker is affixed. In the next step S77, the number of affixed stickers held is decremented by one.

[0298] Next, in step S79, a reaction comment is selected. Here, the CPU 20 refers to a reaction table such as that shown in Fig. 13 and randomly selects one reaction comment from a plurality of reaction comments having the same attribute as the attached sticker.

[0299] Then, in step S81, the reaction comment selected in step S79 is displayed, and in step S82, the history is stored, and the process proceeds to step S87 shown in Fig. 31. In step S81, CPU 20 displays display frame 250 in which the reaction comment is described as shown in Figs. 12, 14, and 15, and attaches a sticker having the same attribute as the attribute set for the reaction comment to the lower right of display frame 250. Also, in step S81, the reaction comment or data of its identification information is stored (or added) as interaction data 504g. The same applies below to the case where a reaction comment is displayed.

[0300] Furthermore, in step S82, the CPU 20 adds information on the NPC with which the player interacted and data on the date to the interaction data 504g, and stores (or adds) the data as history data 524. The same applies to the case of storing history below.

[0301] If the result in step S65 is "NO," that is, if no sticker is selected, then in step S83, it is determined whether or not a tap has been made outside the owned sticker screen 300. If the result in step S83 is "NO," that is, if a tap has not been made outside the owned sticker screen 300, then the process returns to step S65.

[0302] If step S83 is "NO", the process returns to step S65, but as described above, when sticker purchase is instructed on the owned sticker screen 300, the sticker purchase process is executed, and when the sticker purchase process is completed, the process returns to the owned sticker screen 300. This is the same for the cases where step S127, which will be described later, is "NO", step S173 is "NO", step S213 is "NO", and step S283 is "NO".

[0303] On the other hand, if "YES" in step S83, that is, if the user taps outside the possession sticker screen 300, the guidance comment and possession sticker screen 300 are hidden in step S84, the guidance comment is held in step S85, the first flag is turned off in step S86, and the process proceeds to step S191. In step S85, the CPU 20 stores guidance comment data 504e for the guidance comment written in the display frame 250 in the data storage area 504. The same applies below to the case where the guidance comment is held.

[0304] As described above, when the history is stored in step S82 shown in Fig. 30, it is determined whether the condition for continuous guidance is met in step S87 shown in Fig. 31. If "NO" in step S87, that is, if the condition for continuous guidance is not met, the process proceeds to step S191. On the other hand, if "YES" in step S87, that is, if the condition for continuous guidance is met, in step S89, a lottery is performed by chance to determine whether or not continuous guidance will be performed.

[0305] Next, in step S91, it is determined whether or not the continuous guidance has been selected by lottery. If the result in step S91 is "NO", that is, if the continuous guidance has not been selected by lottery, the process proceeds to step S191. On the other hand, if the result in step S91 is "YES", that is, if the continuous guidance has been selected by lottery, in step S95, a guidance comment for the continuous guidance is selected. Here, the CPU 20 refers to the guidance comment table shown in FIG. 8 and randomly selects one guidance comment from a plurality of guidance comments that satisfy the conditions for the selection target of the continuous guidance guidance comment. However, depending on the attribute of the sticker attached in step S69 for the first guidance, any one of the conditions for the selection target for the guidance comment for the continuous guidance is satisfied.

[0306] In the next step S97, the NPC is made to execute one action, and in step S99, a guidance comment for continuous guidance and a reply button are displayed. Furthermore, in step S101, a second flag is turned on. The second flag is a flag indicating that continuous guidance is occurring.

[0307] Then, in step S103, it is determined whether the answer button has been tapped. If "NO" in step S103, the process proceeds to step S179. On the other hand, if "YES" in step S103, in step S105, the answer button is hidden and the possession sticker screen 300 is displayed in front of the diary screen 200, as shown in FIG.

[0308] 32, it is determined whether or not a sticker has been selected on the possession sticker screen 300. If "YES" is determined in step S107, the guidance comment for continuous guidance, i.e., the display frame 250 and the possession sticker screen 300 are hidden in step S109, the selected sticker is attached to today's guidance sticker frame 1022 on the right side in step S111, and the second flag is turned off in step S113.

[0309] In the next step S115, the affixed sticker is enlarged and displayed in a waving motion. In addition, in a step S117, the NPC is caused to execute the action taken when the sticker is affixed. In the next step S119, the number of affixed stickers held is decremented by one.

[0310] Subsequently, in step S121, a reaction comment is selected, in step S123, the reaction comment selected in step S121 is displayed, in step S125, the history is stored, and the process proceeds to step S191.

[0311] If the result of step S107 is "NO", then in step S127 it is determined whether or not a tap has been made outside the owned sticker screen 300. If the result of step S127 is "NO", then the process returns to step S107. On the other hand, if the result of step S127 is "YES", then in step S128 the guidance comment for the continuous guidance and the owned sticker screen 300 are hidden, in step S129 the guidance comment is held, and in step S130 the second flag is turned off, and the process proceeds to step S191.

[0312] As shown in Fig. 28, if one of the induction sticker frames 1020 and 1022 is empty, the result is "NO" in step S31, and it is determined whether or not there is a retained induction comment in step S131 shown in Fig. 33. If the result is "NO" in step S131, the process proceeds to step S137. On the other hand, if the result is "YES" in step S131, it is determined in step S133 whether or not the current time straddles the re-draw time.

[0313] If the answer is "NO" in step S133, the held guidance comment and the reply button are displayed on the diary screen 200 in step S135, and the process proceeds to step S147. On the other hand, if the answer is "YES" in step S133, a lottery is performed based on probability in step S137 to determine whether guidance will be performed. As described above, if either one of the guidance sticker frames 1020 and 1022 for today is empty, a lottery is performed in step S137 to determine whether guidance will be performed with a probability of 20%.

[0314] In the next step S139, it is determined whether or not to guide. If "NO" in step S139, the process proceeds to step S191. On the other hand, if "YES" in step S139, a selection process of a guidance comment, which will be described later, is executed in step S141, an NPC is caused to execute one action in step S143, and the guidance comment and a reply button are displayed on the diary screen 200 in step S145.

[0315] Next, in step S147, the third flag is turned on. The third flag is a flag indicating that guidance has been performed if the diary function is executed on the game screen 100 and the diary screen 200 is opened and either one of the guidance sticker frames 1020 and 1022 for today is empty.

[0316] In the next step S149, it is determined whether or not the answer button, that is, button 252, has been tapped. If "NO" in step S149, the process proceeds to step S179. On the other hand, if "YES" in step S149, the answer button is hidden and possession sticker screen 300 is displayed in front of diary screen 200 in step S151.

[0317] 34, in step S153, it is determined whether or not a sticker is selected on the possession sticker screen 300. If "YES" in step S153, in step S155, the guidance comment and possession sticker screen 300 are hidden, in step S157, the selected sticker is affixed to the empty one of today's guidance sticker frames 1020 and 1022, and in step S159, the third flag is turned off.

[0318] In the next step S161, the affixed sticker is enlarged and displayed in a waving motion. In addition, in a step S163, the NPC is caused to execute the action taken when the sticker is affixed. In the next step S165, the number of affixed stickers held is decremented by one.

[0319] Subsequently, in step S167, a comment for the reaction is selected, in step S169, the comment for the reaction selected in step S167 is displayed, in step S171, the history is stored, and the process proceeds to step S191.

[0320] If the result of step S153 is "NO", then in step S173 it is determined whether or not the user has tapped outside the owned sticker screen 300. If the result of step S173 is "NO", then the process returns to step S153. On the other hand, if the result of step S173 is "YES", then in step S175 the guidance comment and the owned sticker screen 300 are hidden, in step S176 the guidance comment is held, in step S177 the third flag is turned off, and the process proceeds to step S191.

[0321] As shown in FIG. 35, in step S179, it is determined whether or not the outside of the answer button on the diary screen 200 has been tapped. If the answer is "YES" in step S179, that is, if the outside of the answer button on the diary screen 200 has been tapped, in step S181, the guiding comment and the answer button, that is, the display frame 250, the button 252, and the stickers on both ends of the button 252 are hidden. Next, in step S183, the guiding comment is held, and in step S183, the first flag, the second flag, the third flag, or the fourth flag described later is turned off, and the process proceeds to step S191. However, in step S183, the CPU 20 turns off the flags that are on among the first flag, the second flag, the third flag, and the fourth flag.

[0322] Also, if "NO" in step S179, that is, if the tap has not been made outside the reply button on the diary screen 200, then in step S185 it is determined whether or not the first flag is on. If "YES" in step S185, that is, if the first flag is on, the process returns to step S61 shown in Fig. 29. On the other hand, if "NO" in step S185, that is, if the first flag is off, then in step S187 it is determined whether or not the second flag is on.

[0323] If "YES" in step S187, that is, if the second flag is on, the process returns to step S103 shown in Fig. 31. On the other hand, if "NO" in step S187, that is, if the second flag is off, in step S189, it is determined whether or not the third flag is on.

[0324] If "YES" in step S189, that is, if the third flag is on, the process returns to step S149 shown in Fig. 33. On the other hand, if "NO" in step S189, that is, if the third flag is off, the fourth flag is on, and the process returns to step S259 in Fig. 39.

[0325] It should be noted that when proceeding to step S179 in FIG. 35, any one of the first flag, second flag, third flag, and fourth flag is on and the answer button has not been tapped. If the result is "NO" in step S189, the results are also "NO" in steps S185 and S187, i.e., the first flag, second flag, and third flag are off, so the fourth flag is turned on.

[0326] 36, it is determined whether or not a sticker frame has been tapped. Here, the CPU 20 determines whether or not any of the induction sticker frames 1020, 1022 and the decorative sticker frame 1024 provided on the diary screen 200 has been tapped.

[0327] If "NO" in step S191, that is, if the sticker frame has not been tapped, the process proceeds to step S217 shown in FIG. 37. On the other hand, if "YES" in step S191, that is, if the sticker frame has been tapped, in step S193, as shown in FIG. 9, the possessed sticker screen 300 is displayed in front of the diary screen 200. However, since no guidance has been generated, the display frame 250 is not displayed. In the next step S195, it is determined whether or not a sticker has been selected on the possessed sticker screen 300. If "YES" in step S195, in step S197, the possessed sticker screen 300 is hidden, and in step S199, the selected sticker is pasted into the tapped sticker frame.

[0328] In the next step S201, the affixed sticker is enlarged and displayed in a waving motion. In addition, in step S203, the NPC is caused to execute an action when the sticker is affixed. In the next step S205, the number of affixed stickers possessed is decremented by one.

[0329] Subsequently, in step S207, a comment for the reaction is selected, in step S209, the comment for the reaction selected in step S207 is displayed, and in step S211, the history is stored, and the process returns to step S191.

[0330] If the result of step S195 is "NO", then in step S213 it is determined whether or not a tap has been made outside the owned sticker screen 300. If the result of step S213 is "NO", then the process returns to step S195. On the other hand, if the result of step S213 is "YES", then in step S215 the owned sticker screen 300 is hidden, and the process returns to step S191.

[0331] 37, it is determined whether the attached sticker has been tapped. If the answer is "YES" in step S217, that is, if the attached sticker has been tapped, then in step S219, history data 524 associated with the tapped sticker is referenced and history screen 400 for that sticker is displayed.

[0332] In the next step S221, it is determined whether the peel button, i.e., button 410, has been tapped. If "YES" in step S221, that is, if the peel button has been tapped, the history is deleted in step S223. That is, history data 524 corresponding to the displayed history screen 400 is deleted, and in step S225, the number of peeled stickers owned is incremented by 1, and the process returns to step S191.

[0333] On the other hand, if "NO" in step S221, that is, if the peel button has not been tapped, it is determined in step S227 whether or not a tap has been made outside the history screen 400. If "NO" in step S227, that is, if a tap has not been made outside the history screen 400, the process returns to step S221. On the other hand, if "YES" in step S227, that is, if a tap has been made outside the history screen 400, the history screen 400 is hidden in step S229, and the process returns to step S191.

[0334] 18, if a back (or close) button is provided on the history screen 400, it may be determined in step S227 whether or not the back button has been tapped, and if the back button has been tapped, the history screen 400 may be hidden in step S229. However, if a tap is made outside the history screen 400 or the back button is tapped, the history screen 400 may be hidden.

[0335] Also, if step S217 is "NO", that is, if the attached sticker has not been tapped, then in step S231 it is determined whether or not a scroll operation has been performed. If step S231 is "YES", that is, if a scroll operation has been performed, then in step S233 the diary screen 200 is scrolled according to the scroll operation, and the process returns to step S191. On the other hand, if step S231 is "NO", that is, if a scroll operation has not been performed, then in step S235 shown in FIG. 38 it is determined whether or not an NPC displayed on the diary screen 200 has been tapped.

[0336] If "NO" in step S235, that is, if an NPC displayed on the diary screen 200 has not been tapped, the process proceeds to step S291 shown in Fig. 41. On the other hand, if "YES" in step S235, that is, if an NPC displayed on the diary screen 200 has been tapped, it is determined in step S237 whether or not one or more of the induction sticker frames 1020 and 1022 for today are empty. In other words, it is determined whether or not the conditions for induction upon tapping are met.

[0337] If "NO" in step S237, that is, if today's induction sticker frames 1020 and 1022 are not empty, in step S239, the NPC is made to perform one action, and the process returns to step S191.

[0338] On the other hand, if the answer is "YES" in step S237, that is, if one or more of the induction sticker frames 1020 and 1022 for today are empty, it is determined in step S241 shown in Fig. 39 whether or not there is a retained induction comment. If the answer is "NO" in step S241, the process proceeds to step S247. On the other hand, if the answer is "YES" in step S241, it is determined in step S243 whether or not the current time straddles the re-draw time.

[0339] If "NO" in step S243, in step S245, the retained guidance comment and the reply button are displayed on the diary screen 200, and the process proceeds to step S257. On the other hand, if "YES" in step S243, in step S247, it is determined by lottery whether or not to perform guidance.

[0340] In the next step S249, it is determined whether or not to guide. If "NO" in step S249, the process returns to step S191. On the other hand, if "YES" in step S249, a selection process of a guidance comment, which will be described later, is executed in step S251, an NPC is caused to execute one action in step S253, and the guidance comment and a reply button are displayed on the diary screen 200 in step S255.

[0341] As described above, if one or more of the induction sticker frames 1020 and 1022 for today are empty, in step S247, induction is determined with a 100% probability. Therefore, in step S249, "YES" is determined. Therefore, steps S247 and S249 can be deleted.

[0342] Next, in step S257, a fourth flag is turned on. The fourth flag is a flag indicating that guidance has been performed when an NPC is tapped on the diary screen 200. In the next step S259, it is determined whether or not the answer button has been tapped. If "NO" in step S259, the process returns to step S179. On the other hand, if "YES" in step S259, in step S261, the answer button is hidden and the possession sticker screen 300 is displayed in front of the diary screen 200.

[0343] 40, in step S263, it is determined whether or not a sticker is selected on the possession sticker screen 300. If "YES" in step S263, in step S265, the guidance comment and possession sticker screen 300 are hidden, in step S267, the selected sticker is affixed to the empty one of today's guidance sticker frames 1020 and 1022, and in step S269, the fourth flag is turned off.

[0344] However, if both today's induction seal frames 1020 and 1022 are empty, the selected seal is affixed to today's induction seal frame 1020 (or 1022).

[0345] In the next step S271, the affixed sticker is enlarged and displayed with a swaying motion. In addition, in a step S273, the NPC is caused to execute the action taken when the sticker is affixed. In the next step S275, the number of affixed stickers held is decremented by one.

[0346] Subsequently, in step S277, a comment for the reaction is selected, in step S279, the comment for the reaction selected in step S277 is displayed, in step S281, the history is stored, and the process proceeds to step S191.

[0347] If the result of step S263 is "NO", then in step S283 it is determined whether or not the user has tapped outside the owned sticker screen 300. If the result of step S283 is "NO", then the process returns to step S263. On the other hand, if the result of step S283 is "YES", then in step S285 the guidance comment and the owned sticker screen 300 are hidden, in step S287 the guidance comment is held, in step S289 the fourth flag is turned off, and the process proceeds to step S191.

[0348] Also, as described above, if the answer is "NO" in step S235 shown in FIG. 38, that is, if an NPC displayed on the diary screen 200 has not been tapped, then in step S291 shown in FIG. 41, it is determined whether or not the seasonal event button, i.e., button 218, has been tapped.

[0349] If "YES" in step S291, that is, if the seasonal event button has been tapped, a seasonal event confirmation process is executed in step S293, and the process returns to step S191. If "NO" in step S291, that is, if the seasonal event button has not been tapped, it is determined in step S295 whether the today button, that is, button 216, has been tapped.

[0350] If "YES" in step S295, that is, if the today button has been tapped, then in step S297, the display moves to today, and the process returns to step S191. That is, in step S297, the display positions are moved so that the display areas 204, 206, and 208 corresponding to today's date become the third areas from the bottom on the diary screen 200. On the other hand, if "NO" in step S295, that is, if the today button has not been tapped, then in step S299, it is determined whether the shop button, that is, button 210, has been tapped.

[0351] If the answer is "YES" in step S299, that is, if the shop button has been tapped, then in step S301, shop processing is executed, and the process returns to step S191. In the shop processing, a shop screen is displayed, and the player can purchase stickers. When the purchase of stickers is completed or stopped, the sticker processing ends. On the other hand, if the answer is "NO" in step S299, that is, if the shop button has not been tapped, then in step S303, it is determined whether the owned sticker button, that is, button 212, has been tapped.

[0352] If "YES" in step S303, that is, if the owned sticker button has been tapped, then in step S305, the owned sticker viewing process is executed, and the process returns to step S191. In the owned sticker viewing process, the owned sticker screen is displayed, and the player can see a list of stickers that he or she owns. If a sticker purchase process is performed from the owned sticker screen, the screen returns to the owned sticker screen after the sticker purchase process is completed. Then, if a tap is made outside the owned sticker screen, the owned sticker screen is closed, and the owned sticker viewing process is terminated.

[0353] If the answer is "NO" in step S303, that is, if the possession sticker button has not been tapped, then the close button, i.e., button 214, has been tapped, and in step S307, the diary screen 200 is made invisible, that is, the diary function is terminated, and the process returns to step S3 shown in FIG. 26.

[0354] Although not shown in the figure, as described above, when the close button is tapped during an interaction and the diary function is terminated, if the interaction data 504g includes information about the sticker attached by the player, this interaction data 504g is stored as history data 524.

[0355] However, as described above, when the close button is tapped during an interaction to end the diary function, regardless of whether interaction data 504g contains information about stickers attached by the player, interaction data 504g may be deleted without being stored as history data 524. In this case, the stickers indicated by the sticker information included in deleted interaction data 504g are peeled off and returned to the owned stickers.

[0356] Figure 42 is a flow chart showing a non-limiting example of the selection process of the guiding comment in step S53 shown in Figure 29, step S141 shown in Figure 33, and step S251 shown in Figure 39. As shown in Figure 42, when the CPU 20 starts the selection process of the guiding comment, it determines in step S401 whether or not today is the birthday of the player. Here, the CPU 20 determines whether or not the today's date acquired from the RTC 36 matches the birthday indicated by the basic information data 510 included in the player data 504c.

[0357] If "YES" in step S401, that is, if today is the player's birthday, in a step S403, with reference to the history data 524, it is determined whether or not there is a birthday guidance comment in today's history.

[0358] If "YES" in step S403, that is, if there is a birthday guidance comment in today's history, proceed to step S413. On the other hand, if "NO" in step S403, that is, if there is no birthday guidance comment in today's history, select a birthday guidance comment in step S405, end the guidance comment selection process, and return to the overall game process. In step S405, the CPU 20 randomly selects one guidance comment from a plurality of guidance comments whose selection condition is "player's birthday".

[0359] If the answer is "NO" in step S401, that is, if today is not the player's birthday, then in step S407, it is determined whether or not to make the guiding comment for the number of steps a selection target. Here, the CPU 20 determines whether or not the acquired number of steps satisfies the selection target condition for the number of steps described in the guiding comment table.

[0360] If "NO" in step S407, that is, if the step count guidance comment is not to be selected, proceed to step S413. On the other hand, if "YES" in step S407, that is, if the step count guidance comment is to be selected, it is determined in step S409 whether or not there is a step count guidance comment in today's history.

[0361] If "NO" in step S409, that is, if there is no step count guidance comment in today's history, in step S411, the CPU 20 selects a step count guidance comment and returns to the overall game processing. In step S411, the CPU 20 randomly selects one guidance comment from among multiple guidance comments whose selection target condition is "meeting the first step count condition" or "meeting the second step count condition".

[0362] On the other hand, if "YES" is determined in step S409, that is, if there is a guidance comment for the number of steps in today's history, the CPU 20 selects a normal guidance comment in step S413 and returns to the overall game processing. In step S413, the CPU 20 randomly selects one guidance comment from among a plurality of guidance comments that satisfy the selection condition.

[0363] As described above, the probability of selecting a guiding comment in steps S405, S411, and S413 is set equally for a plurality of guiding comments to be selected.

[0364] According to this embodiment, when the player attaches a sticker in response to a guiding comment issued by the NPC, the NPC issues a comment with a different reaction depending on the sticker attached, thereby providing motivation to promote usage.

[0365] Furthermore, according to this embodiment, even if the player places a sticker without responding to the prompting comment from the NPC, the NPC will make a comment with a different reaction depending on the sticker placed, thereby providing motivation to encourage use.

[0366] Furthermore, according to this embodiment, even if the NPC does not issue a guiding comment, when the player attaches a sticker, the NPC will issue a comment with a different reaction depending on the sticker attached, thereby motivating the player to use the product.

[0367] Furthermore, according to this embodiment, the step count stickers are displayed arranged by day, and the size and color of the step count stickers indicate the number of steps per day and the cumulative number of steps for the current month, thereby improving the visibility of the player's activity level, such as the number of steps.

[0368] In this embodiment, attributes are set for each of the sticker, the prompting comment, and the reaction comment, and when a sticker with the same attribute as the prompting comment is attached, it is determined that a response has been made to the prompting comment, and a reaction comment with the same attribute as the attribute of the attached sticker is selected, but this does not need to be limited to this.

[0369] In another example, one or more stickers indicating a response to a guidance comment may be assigned so that a dialogue between the player and the NPC can be established, and one or more reaction comments and one or more continuous guidance comments to be spoken for each sticker may be assigned. In this case, when a sticker is attached in response to a guidance comment, if the attached sticker is assigned to the guidance comment, it is determined that the player has responded to the guidance comment. Also, the reaction comment or continuous guidance comment assigned to the attached sticker is selected. In this case, it is not necessary to assign attributes to the sticker, guidance comment, and reaction comment.

[0370] In this embodiment, when a guiding comment by an NPC is displayed, a reply button is also displayed, and when the reply button is tapped and a sticker that establishes a dialogue with the guiding comment is attached, it is determined that the user has responded to the guidance of the NPC, but this is not necessarily limited to this. It may also be determined that the user has responded to the guidance of the NPC when the reply button is tapped and a sticker is attached.

[0371] In this embodiment, when a guidance comment by an NPC is displayed, a "Reply" button is displayed, but the "Reply" button does not have to be displayed. In such a case, if a sticker is attached before a predetermined time (e.g., 3 seconds) has elapsed since the guidance comment was displayed, it may be determined that the guidance of the NPC has been responded to. Also, if a sticker is attached before a predetermined time has elapsed since the guidance comment was displayed, and a dialogue is established between the guidance comment and the attached sticker, it may be determined that the guidance of the NPC has been responded to.

[0372] Furthermore, in this embodiment, the NPC issues a birthday guidance comment on the player's birthday, but on anniversaries other than the birthday, a guidance comment about anniversaries other than the birthday may be issued. For example, anniversaries other than the birthday include the day when the player became friends with another player in the main game and the day when the player started playing the virtual game of this embodiment.

[0373] Furthermore, in this embodiment, the NPC is always displayed on the diary screen, but it may be displayed only when the NPC issues a comment. Also, since the name of the NPC is written in the display frame that displays the comment issued by the NPC, and it is considered that the player can understand that the NPC is issuing a comment, the NPC itself does not need to be displayed on the diary screen.

[0374] In addition, in this embodiment, the continuous guidance occurs only once, but it may occur two or more times.

[0375] Furthermore, in this embodiment, when a step count sticker is attached, the guidance comment is not issued, but the guidance comment may be issued. In such a case, the process may proceed to step S29 shown in FIG. 28 after executing the process of step S27 shown in FIG. 27.

[0376] Furthermore, in this embodiment, the server manages information and player data of the game device or the player, and performs authentication processing at the start of the virtual game using this, but this is not limited to this. The server may receive operation data from the game device, execute a part or all of the overall game processing, and transmit the processing results to the game device. In such a case, the player data may not be stored in the game device, but may be downloaded from the server. Also, the server may be omitted, and the virtual game may be playable on the game device alone.

[0377] Furthermore, the game content, the configuration of the game device, and the specific numerical values ​​shown in this embodiment are merely examples and should not be considered limiting, but may be modified as appropriate depending on the actual product.

[0378] Furthermore, the order of the steps shown in the flow chart may be changed as appropriate, provided that the same effect (result) can be obtained. [Explanation of symbols]

[0379] 10. Gaming devices 20...CPU 22...RAM 24...Flash memory 26 ... First communication module 28 ... Second communication module 30... Input device 36 …RTC 38...Accelerometer 40...display device 42 ... Speaker

Claims

1. An information processing program executed in a computer of an information processing device, the computer comprising: an object arranging means for associating and arranging a display object in a virtual area corresponding to a predetermined unit period based on an arrangement input by a user; a message output means for outputting a first message to the user; and functioning as a first determination means for determining, when the placement input has been made, whether the placement input has been made in response to the first message or has been made without responding to the first message, based on whether the first message has been output and on an operation input by the user from when the first message has been output until when the placement input has been made; The message output means includes: outputting a second message to the user when it is determined that the configuration input by the user has been made without responding to the first message; An information processing program that, when it is determined that the placement input was made in response to the first message, outputs a third message to the user from among other message candidates that are at least partially different from the second message candidates.

2. The information processing program according to claim 1 , further causing the computer to function as a button display means for displaying a first button for receiving an operational input for responding to the first message.

3. causing the computer to function as a time information acquisition means for acquiring current time information; 3. The information processing program according to claim 1, wherein the first message output by said message output means varies depending on said current time information.

4. causing the computer to function as a second determination means for determining whether the current time information satisfies a time condition associated with the user; 4. The information processing program according to claim 3, wherein the first message output by the message output means varies depending on the current time information when it is determined that the current time information satisfies a time condition associated with the user.

5. the display object is of a plurality of types, 5. The information processing program according to claim 1, wherein the object arranging means arranges the display object selected by the user in the virtual area.

6. The information processing program according to any one of claims 1 to 5, further causing the computer to function as a non-player character control means for displaying a non-player character when at least one of the first message, the second message, and the third message is output.

7. 7. The information processing program according to claim 6, wherein the non-player character control means, when the display object is placed based on the placement input by the user, causes the non-player character to temporarily face the direction in which the display object is placed.

8. 8. The information processing program according to claim 6, wherein said non-player character control means selects and displays at least one type of non-player character from a non-player character group constituted by a plurality of types of non-player characters.

9. 9. The information processing program according to claim 8, wherein said non-player character control means switches and displays non-player characters at predetermined intervals.

10. 9. The information processing program according to claim 8, wherein said non-player character control means selects and displays a non-player character designated in advance by said user.

11. the object arrangement means manages the number of times each of the plurality of types of display objects can be used; 6. The information processing program according to claim 5, wherein the available number of times is decreased each time each of the plurality of types of display objects is arranged based on the arrangement input by the user.

12. 12. The information processing program according to claim 11, wherein the object arranging means increases the number of times that a display object related to an acquisition condition can be used when the user satisfies the acquisition condition.

13. the object arrangement means deletes the display object arranged based on the arrangement input based on a deletion input by the user; 13. The information processing program according to claim 11, further comprising:increasing the number of times that a display object can be used based on the deletion of the display object.

14. 5. An information processing program as claimed in claim 3 or 4, wherein the message output means outputs the modified second message when the virtual area in which the display object is placed is in the future than the virtual area to which the current time information corresponds.

15. The information processing program according to claim 2 , further causing the computer to function as a first decision means for deciding whether or not to output the first message to the user based on a predetermined first probability.

16. the message output means outputs a comment message according to a predetermined second probability when it is determined not to output the first message; 16. The information processing program according to claim 15, wherein the button display means does not display a button for receiving an operational input for responding to the comment message.

17. causing the computer to further function as a second determination means for determining whether or not to display the first message based on a predetermined third probability when only one of the display objects can be arranged in the virtual area corresponding to the current time information; An information processing program as described in any one of claims 3, 4 and 14, wherein the message output means displays the first message when two or more display objects can be placed in the virtual area corresponding to the current time information, and does not display the first message when it is decided not to display the first message or when no display object can be placed.

18. 18. The information processing program according to claim 1, wherein the object arranging means arranges the display object at a display object arrangement candidate position designated in advance within the virtual area based on the arrangement input by the user.

19. 20. The information processing program according to claim 18, further causing the computer to function as a guide display means for displaying a guide indicating the display object arrangement candidate position.

20. The virtual area is provided within a game application; 20. The information processing program according to claim 1, further causing the computer to function as a schedule display means for displaying a schedule of in-game events of the game application in the virtual area.

21. An information processing program as described in any one of claims 1 to 20, further causing the computer to function as a log display means for displaying a log based on at least one of the first message, the second message, and the third message when the user performs a log confirmation input on the display object placed in the virtual area.

22. 3. The information processing program according to claim 2, wherein the button display means displays, inside or near the first button that accepts operational input to respond to the first message, at least one of the display objects associated with the user and the display object associated with the user when a predetermined acquisition condition is satisfied.

23. 14. The information processing program according to claim 5, 11, 12, or 13, wherein the message output means outputs a fourth message to the user based on the determination that the placement input by the user was made in response to the first message.

24. the first determination means, when the user has performed the placement input, determines whether the placement input has been performed in response to the fourth message or has been performed without responding to the fourth message, based on whether the fourth message has been output or not and on an operation input by the user from when the fourth message has been output until when the placement input has been performed; The information processing program of claim 23, wherein the message output means outputs a fifth message to the user when it is determined that the placement input was made without responding to the fourth message, and outputs a sixth message to the user from among other message candidates at least partially different from the message candidates that are candidates for the fifth message when it is determined that the placement input was made in response to the fourth message.

25. Each of the plurality of types of display objects is associated with at least one attribute; The information processing program of claim 23, wherein the message output means further displays a second button for accepting operational input for responding to the fourth message, and when displaying at least one of the display object associated with the user and the display object associated with the user when a predetermined acquisition condition is satisfied inside or near the second button, displays the display object associated with the same attributes as the display object used in the response to the first message.

26. 26. The information processing program according to claim 1, wherein the display object includes an object reflecting a current appearance of a player character object.

27. an object arranging means for associating and arranging a display object in a virtual area corresponding to a predetermined unit period based on an arrangement input by a user; a message output means for outputting a first message to the user; and If the configuration input is provided, the configuration input is provided in response to the first message. a determination means for determining whether the first message was output or was performed without responding to the first message, based on whether the first message was output and an operation input by the user from when the first message was output until when the placement input was performed, The message output means includes: outputting a second message to the user when it is determined that the configuration input by the user has been made without responding to the first message; When it is determined that the placement input was made in response to the first message, an information processing device outputs a third message to the user from among other message candidates that are at least partially different from the second message candidates.

28. An information processing method of an information processing device, (a) arranging a display object in a virtual area corresponding to a predetermined unit period based on an arrangement input by a user; (b) outputting a first message to the user; and (c) when the placement input is performed, determining whether the placement input is performed in response to the first message or without responding to the first message based on whether the first message is output and an operation input by the user from when the first message is output until when the placement input is performed; The step (b) outputting a second message to the user when it is determined that the configuration input by the user has been made without responding to the first message; An information processing method, in which when it is determined that the placement input was made in response to the first message, a third message is output to the user from among other message candidates that are at least partially different from the second message candidates.

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