GAME PROGRAM, INFORMATION PROCESSING DEVICE, INFORMATION PROCESSING METHOD, AND INFORMATION PROCESSING SYSTEM
By designing a game program that can obtain and combine user's multiple sleep information and gameplay information, the problem of difficult to reflect the biological information obtained by users in multiple terminal devices in the game in the prior art is solved, and the effect of continuously encouraging users to improve their sleep habits is achieved.
Patent Information
- Application Number
- JP2023095159
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-06-09
- Publication Date
- 2025-05-13
- Estimated Expiration
- 2041-12-20
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates to a game program, an information processing device, an information processing method, and an information processing system. [Background technology]
[0002] In recent years, activity measuring devices that measure human behavior and activity levels by using motion detection sensors that detect body movements, etc., have become widespread. Activity measuring devices enhance the health awareness of users by presenting the amount of activity, etc., to users, and it is desirable for users to use them continuously. Patent Document 1 discloses a game system that encourages users to improve their sleep habits. Patent Document 2 discloses a technology that motivates users to continuously measure health-related information and check analysis results. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2021-48911 A [Patent Document 2] JP 2020-72800 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, while the inventions described in Patent Documents 1 and 2 reflect parameters based on automatically acquired biometric information in the game, when a user acquires biometric information using multiple terminals, they are unable to reflect the biometric information acquired from the multiple terminals in the game.
[0005] Therefore, the present disclosure has been made to solve the above problem, and its purpose is to provide a technology that encourages users to work toward good sleeping habits. [Means for solving the problem]
[0006] A game program to be executed by a computer having a processor and a memory unit and capable of acquiring a user's sleeping state as sleep information, the game program causing the processor to execute the following steps: a sleep acquisition step of acquiring multiple instances of sleep information of the user; a play acquisition step of acquiring play information of the user in a game; an association step of associating the multiple instances of sleep information acquired in the sleep acquisition step with the play information acquired in the play acquisition step; and a determination step of determining multiple play results based on combinations of the play information and the multiple instances of sleep information associated in the association step. Effect of the Invention
[0007] According to the present disclosure, one or more pieces of sleep information measured by a measurement device can be reflected in a game, and a user who uses the measurement device can be continuously encouraged to make efforts toward good sleeping habits. [Brief description of the drawings]
[0008] [Figure 1] 1 is a diagram showing an overall configuration of an information processing system 1. FIG. [Diagram 2] FIG. 2 is a block diagram showing the functional configuration of the server 10. [Diagram 3] 2 is a block diagram showing the functional configuration of a user terminal 20. FIG. [Figure 4] FIG. 2 is a block diagram showing the functional configuration of a measurement terminal 40. [Diagram 5] FIG. 13 is a diagram showing the data structure of a user table 1012. [Figure 6] FIG. 13 is a diagram showing the data structure of a deck table 1013. [Figure 7] 10 is a diagram showing the data structure of a character master 1014. FIG. [Figure 8] FIG. 13 is a diagram showing the data structure of item master 1015. [Figure 9]FIG. 13 is a diagram showing the data structure of a material master 1016. [Figure 10] FIG. 13 is a diagram showing the data structure of a privilege master 1017. [Figure 11] FIG. 4 is a diagram showing the data structure of a sleep table 4013. [Figure 12] 13 is a flowchart showing an operation of a benefit providing process. [Figure 13] 13 is a flowchart showing the operation of a sleep synchronization process. [Figure 14] 13 is a screen example showing the operation of a bonus providing process. [Figure 15] 13 is an example of a screen presenting a play result in the first presentation format of the sleep synchronization process. [Figure 16] 13 is an example of a screen presenting a play result in the second presentation format of the sleep synchronization process. [Figure 17] FIG. 2 is a block diagram showing the basic hardware configuration of a computer 90. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, an embodiment of the present disclosure will be described with reference to the drawings. In all the drawings explaining the embodiment, the same reference numerals are given to common components, and repeated explanations are omitted. Note that the following embodiment does not unduly limit the contents of the present disclosure described in the claims. In addition, not all of the components shown in the embodiment are essential components of the present disclosure. In addition, each figure is a schematic diagram and is not necessarily illustrated strictly.
[0010] <Outline of Information Processing System 1> 1 is a diagram showing the overall configuration of an information processing system 1. The information processing system 1 in the present disclosure is an information processing system that provides a game service that progresses based on a game operation by a user when awake (e.g., during the day) and information on the user's sleep state when asleep (e.g., at night). The information processing system 1 is an information processing system for maintaining a user's motivation to maintain good sleeping habits while enjoying a game service. In this disclosure, a training game will be described as an example of a game service provided by the information processing system 1. Note that the present disclosure can be applied to any game service, such as a shooting game, an action game, a role-playing game, an adventure game, a racing game, a puzzle game, a simulation game, or a table game.
[0011] <Basic configuration of information processing system 1> An information processing system 1 in the present disclosure is shown in Fig. 1. The information processing system 1 is configured to include a server 10, multiple user terminals 20A, 20B, 20C, and multiple measurement terminals 40A, 40B, 40C, which are connected via a network N. Fig. 2 is a block diagram showing the functional configuration of the server 10. Fig. 3 is a block diagram showing the functional configuration of the user terminal 20. Fig. 4 is a block diagram showing the functional configuration of the measurement terminal 40. The measurement terminal 40 may be configured to be connectable to the user terminal 20 and to be connected to the network N via the user terminal 20.
[0012] The server 10 is an information processing device that receives information about a user's game operations during the day and the user's sleep state at night, and provides a service of granting benefits to the user or an in-game character owned by the user.
[0013] The user terminal 20 is an information processing device operated by a user who uses a service. The user terminal 20 may be, for example, a mobile terminal such as a smartphone or a tablet, a stationary PC (Personal Computer), or a laptop PC. It may also be a wearable terminal such as an HMD (Head Mount Display) or a wristwatch-type terminal.
[0014] The measurement terminal 40 is an information processing device for measuring information on the nighttime sleep state of a user who uses the service. The measurement terminal 40 is preferably a dedicated terminal mainly for measuring the nighttime sleep state of a user, but may be, for example, a mobile terminal such as a smartphone or tablet, a stationary PC (Personal Computer), or a laptop PC. It may also be a wearable terminal such as an HMD (Head Mount Display) or a wristwatch-type terminal. The measurement terminal 40 may be provided in a device installed in the user's daily sleeping environment, such as a pillow, a bed, a futon, or an alarm clock. The user terminal 20 may function as the measurement terminal 40 by running a specific application program 2012. The user terminal 20 and the measurement terminal 40 may be the same terminal. The measurement terminal 40 may be the sleep sensor 208 of the user terminal 20. For example, the user terminal 20 may function as the measurement terminal 40 by running another application program installed in the user terminal 20. The measurement terminal 40 is configured to be able to communicate with the user terminal 20 via wireless communication such as Bluetooth (registered trademark) or WiFi (registered trademark), and may be configured to be able to communicate with the server 10 via the user terminal 20.
[0015] Each information processing device is composed of a computer equipped with a calculation device and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For each of the server 10, the user terminal 20, and the measurement terminal 40, the description overlapping with the basic hardware configuration and basic functional configuration of the computer described later will be omitted.
[0016] The configuration and operation of each device will be described below.
[0017] <Functional configuration of Server 10> 2 shows a functional configuration realized by the hardware configuration of the server 10. The server 10 includes a storage unit 101 and a control unit 104.
[0018] <Configuration of the storage unit of the server 10> The memory unit 101 of the server 10 includes a user table 1012 , a deck table 1013 , a character master 1014 , an item master 1015 , a material master 1016 , and a bonus master 1017 . Fig. 5 is a diagram showing the data structure of a user table 1012. Fig. 6 is a diagram showing the data structure of a deck table 1013. Fig. 7 is a diagram showing the data structure of a character master 1014. Fig. 8 is a diagram showing the data structure of an item master 1015. Fig. 9 is a diagram showing the data structure of a material master 1016. Fig. 10 is a diagram showing the data structure of a privilege master 1017.
[0019] User table 1012 is a table that stores and manages information about member users (hereinafter, users) who use the service. When a user registers to use the service, the user's information is stored in a new record in user table 1012. This allows the user to use the service according to the present disclosure. The user table 1012 is a table having a user ID as a primary key, and columns of a user name, play information, sleep information, reference sleep pattern, sleep score, selected deck ID, owned item ID, owned material ID, and user points.
[0020] The user ID is an item for storing user identification information for identifying a user. The user identification information is an item for which a unique value is set for each user.
[0021] The user name is an item for storing the name of the user.
[0022] The play information is an item that stores information (play information) related to the user's game play. The play information stores the content of the game play (points and parameter values acquired through past game play) and the date and time of the game play in association with each other as history information of the user's past game play. In other words, the play information stores multiple game play contents for each game played by the user. The play information may include any information related to the user's game play, such as the operation of in-game characters owned by the user, specific operations performed on in-game characters or the granting of in-game items, the completion of in-game events such as quests, and the defeat of enemy characters.
[0023] The sleep information is an item for storing information related to the user's sleep. The sleep information may include information on a sleep pattern indicating the user's bedtime and wake-up time. The bedtime indicates the time when the user falls asleep, and may be, for example, the time when the user goes to bed, or the time when the user's consciousness shifts from an awake state to a sleep state. The wake-up time indicates the time when the user wakes up, and may be, for example, the time when the user gets up from the bed, or the time when the user's consciousness shifts from a sleep state to an awake state. In this embodiment, a pair of a bedtime and a wake-up time from falling asleep to waking up is called a sleep pattern. The sleep information may include information about the quality of the user's sleep. The information about the quality of sleep is the time of each sleep stage in a sleep cycle and the ratio of each sleep stage to the sleep time. For example, the information about the quality of sleep is the time and ratio of each sleep stage in a sleep cycle, which are "awake", "light sleep", "deep sleep", and "REM sleep". The sleep information may include a history of sleep patterns for one or more days in a given period such as a day, a week, a month, etc. It may also include a history of all sleep patterns from when the user started using the service to the present.
[0024] The reference sleep pattern is an item that stores a predetermined sleep pattern based on a reference bedtime and wake-up time. Since sleep patterns vary from person to person, a reference sleep pattern may be automatically set for each user based on the user's sleep history stored in the sleep information, according to the user's physical constitution. The reference sleep pattern does not have to be one fixed sleep pattern, and multiple reference sleep patterns may be stored for each day of the week, month, season, etc. Additionally, multiple reference sleep patterns may be stored according to weekdays, holidays, public holidays, etc. The reference sleep pattern may be set by the user inputting a bedtime and a wake-up time through dialogue with a specific in-game character. For example, the reference sleep pattern may be set by having the user input the bedtime and the wake-up time in a format that makes a promise to a specific in-game character. This makes it possible to naturally motivate the user to develop good sleeping habits, even if the user is a child.
[0025] The sleep score is an item that stores an evaluation value regarding the user's sleep.
[0026] The selected deck ID is an item in which the deck ID in the deck table 1013 of the character currently selected by the user is stored. In progressing the game, the user can operate the character in the deck table 1013 associated with the selected character ID and apply items to it. Note that in cases where the user is limited to owning only one character, the selected deck ID may be omitted.
[0027] The owned item ID is an item in which the item ID of one or more in-game items currently owned by the user is stored.
[0028] The owned material ID is an item in which the material ID of one or more in-game materials currently owned by the user is stored.
[0029] The user points are an item in which the value of item points that a user can obtain when applying an in-game item is stored.
[0030] Deck table 1013 is a table for storing in-game characters owned by the user. The user can operate the in-game characters owned by the user, perform predetermined operations or apply in-game items to the in-game characters, and progress through the game. A group of in-game characters owned by a user is called a deck in card games and a party in RPGs (role-playing games). A user can acquire an in-game character by completing an in-game event such as a quest, or by satisfying a predetermined condition as the game progresses, such as defeating an enemy character. Also, a user may possess a predetermined in-game character at the start of the game. The acquired in-game character is stored in deck table 1013 with the user's user ID and the character's character ID linked to each other, thereby expressing that the user owns the character within the game. Deck table 1013 is a table having a deck ID as a primary key and columns for user ID, character ID, name, performance value, and character points.
[0031] The deck ID is an item for storing deck identification information for identifying characters owned by the user. The deck identification information is an item for which a unique value is set for each character owned by the user.
[0032] The user ID is an item that stores the user identification information of the user who owns the deck.
[0033] The character ID is an item that stores character identification information of an in-game character owned by a user who is registered in the deck.
[0034] The name is an item for storing the name of an in-game character owned by the user who is registered in the deck. The user can freely set a name for the in-game character that he or she owns.
[0035] The performance value is an item for storing the performance parameters of the in-game character owned by the user. The performance parameters of the in-game character include parameters such as status, vitality value, maximum vitality value, attack power, defense power, agility, character attributes, and decoration.
[0036] The status is an item that stores performance parameters related to the activity status of the in-game character. When the in-game character's vitality value is 0 or less, information is stored that indicates that the in-game character cannot act, such as fainting or death.
[0037] The stamina value is an item that stores the performance parameters related to the stamina of the in-game character. When the in-game character receives damage, the stamina value decreases according to the type of damage. In addition, when an in-game item is applied to the in-game character, or an in-game event such as lodging or resting occurs, the stamina value increases (recovers) according to the item and the event content.
[0038] The maximum vitality value is an item for storing the upper limit of a performance parameter related to the vitality of an in-game character. The vitality value of an in-game character can be recovered up to the maximum vitality value.
[0039] The attack power is an item for storing a performance parameter related to the attack power of an in-game character. It is a parameter for calculating the damage that an in-game character will inflict when attacking an opponent's in-game character. The greater the attack power, the greater the damage that can be inflicted.
[0040] The defensive power is an item that stores a performance parameter related to the defensive power of an in-game character. It is a parameter for calculating the damage that an in-game character will receive when attacked by an opponent's game character. The higher the defensive power, the less damage can be received.
[0041] Agility is an item that stores a performance parameter related to the agility of an in-game character. It is a parameter for calculating the attack order when an in-game character attacks an opponent's in-game character or is attacked. The greater the agility of an in-game character compared to the opponent's in-game character, the higher the probability of the character being first in the attack order. It may also be a parameter for calculating the probability of avoiding an attack (not receiving damage) when attacked by an opponent. The greater the speed of the in-game character of the opponent, the higher the probability of avoiding an attack from the opponent.
[0042] The character attribute is an item for storing performance parameters related to the in-game attributes of the in-game characters. The in-game attributes are information that specifies the compatibility of in-game characters in attack or defense during the progress of the game, and the compatibility of the in-game characters with the in-game environment, and the combination of compatibility can be used to give or take advantage of the progress of the game, thereby increasing the interest of the game.
[0043] Decoration is an item for storing the type of decoration related to the in-game decoration of the in-game character. The in-game decoration is information that specifies the decoration of the in-game character when the user visually recognizes the in-game character, such as the clothes (shirt, pants, skirt, etc.) worn by the in-game character, the equipment (weapons such as swords and spears, armor, helmets, accessories such as rings, etc.), and other shapes, postures, sizes, etc. Typically, multiple decorations are prepared in advance for each in-game character, and decoration code values corresponding to each decoration are stored. When a user uses a game service in which an in-game character appears, a decorative image and a decorative object corresponding to the code value are selectively applied to the in-game character, and the user can further enjoy the game service with the in-game character decorated with the decorative image and decorative object.
[0044] Character points are parameters that are added when certain in-game conditions are met (for example, when an in-game character owned by a user has an in-game item applied to it, as described below), depending on the application point value of the applied in-game item.
[0045] The character master 1014 is a table that stores and manages information about characters within the game. The character master 1014 is a table having the character ID as a primary key, and columns of the character ID, character name, initial performance value, evolvable character ID, and evolution condition.
[0046] The character ID is an item for storing character identification information for identifying a character. The character identification information is an item for which a unique value is set for each character.
[0047] The character name is an item that stores the name of the character (type name, race name, and in RPG games, occupation name, job name, etc.).
[0048] The initial performance value is an item for storing an initial value of the performance value of an in-game character. When a user applies an in-game character, the performance value of the in-game character is set based on the initial performance value.
[0049] The evolvable character ID is an item in which the ID of a specific character called an "evolvable character" is stored. When a user has an evolvable character, and the evolving conditions described below are met, the user can evolve the evolvable character by performing a specific operation (in RPG games, this is also called changing jobs, changing jobs, changing classes, etc.). Specifically, the user selects an evolvable character stored in his / her own deck table 1013 by performing a predetermined operation. When the evolution conditions are met, and the user performs an operation to cause evolution, the character ID in deck table 1013 for the selected evolvable character is overwritten with the evolved character ID (the character ID linked to the evolvable character ID). At that time, the performance value and experience value of the character may also be changed according to the performance value and experience value of the character before and after evolution. In addition, the corresponding display information or decoration of the character may be changed so that the appearance of the character changes before and after evolution.
[0050] The evolution conditions are items that store the conditions necessary to evolve an evolvable character. Specifically, the level, performance value, experience value, etc. of the evolvable character must meet certain conditions. The user must possess certain items. In addition, the user must achieve certain in-game events such as certain quests. Any other conditions, such as defeating a certain enemy character, playing time, etc., can be set as evolution conditions.
[0051] The item master 1015 is a table that stores and manages information about in-game items. A user can acquire in-game items by completing in-game events such as quests, or by fulfilling certain conditions as the game progresses, such as defeating enemy characters. In addition, a user may possess a certain in-game item at the start of the game, which is a condition for starting the game. The acquired in-game item is represented as being owned by the user within the game by, for example, linking the user's user ID with the item ID of the in-game item and storing it in a user table. The item master 1015 is a table having an item ID as a primary key and columns of item name, application point, item point, and recipe.
[0052] The item ID is an item that stores item identification information for identifying an in-game item. The item identification information is an item in which a unique value is set for each in-game item.
[0053] The item name is an item that stores the name of an in-game item (type, species, etc.).
[0054] The application points are items that store parameters that are the basis for calculation when an in-game item is used (for example, when an in-game item is applied to an in-game character). Specifically, when a user applies an in-game item to an in-game character, a process is performed in which the application points corresponding to the in-game item are added to the character point value of the in-game character. Depending on the combination of the in-game item and the in-game character, when a user applies an in-game item to an in-game character, a process may be performed in which only the item points corresponding to the in-game item are subtracted from the character point value of the user.
[0055] The item points are items that store parameters that are the basis for calculation when an in-game item is applied to an in-game character and the item points are added to the user's user points. Specifically, when a user applies an in-game item to an in-game character, a process is performed in which the item points corresponding to the in-game item are added to the user's user point value. Depending on the combination of the in-game item and the in-game character, when a user applies an in-game item to an in-game character, a process may be performed in which only the item points corresponding to the in-game item are subtracted from the user's user point value.
[0056] A recipe is an item that stores the conditions for creating an in-game item from sub-items called "materials." A user can create and own a new in-game item by combining multiple materials that the user owns.
[0057] The material master 1016 is a table that stores and manages information about in-game materials. A user can acquire in-game materials by completing in-game events such as quests, or by progressing through the game by defeating enemy characters, etc. Also, a user may possess predetermined in-game materials at the start of the game. The acquired in-game material is stored in a user table in association with the user's user ID and the material ID of the in-game material, thereby representing that the user owns the in-game material within the game. The material master 1016 is a table having a material ID as a primary key and columns of material name, rarity, and attribute value.
[0058] The material ID is an item for storing material identification information for identifying an in-game material. The material identification information is an item for which a unique value is set for each in-game material.
[0059] The material name is an item that stores the name of the in-game material (type, race, etc.).
[0060] The rarity field stores the rarity of the in-game material. For example, rarity values such as super rare, rare, and common are stored according to the difficulty of obtaining the material.
[0061] The attribute value is an item that stores the attribute value of an in-game material. The attribute value is an item that is used as a condition for generating a predetermined in-game item in the recipe item of the item master.
[0062] The privilege master 1017 is a table for storing privileges to be given to users. The privilege master 1017 is a table having columns for privilege content and privilege conditions.
[0063] The privilege content is an item that stores the content of the privilege to be given to the user. The contents of the benefit given to the user may include the contents of the benefit given to the user. For example, the contents of the benefit may include the user acquiring a new in-game character. The contents of the benefit may include giving the user an in-game item or in-game material. The contents of the benefit may include generating an in-game item from a predetermined in-game material owned by the user. The content of the benefit given to the user may include the content of the benefit given to the character owned by the user. For example, the content of the benefit may include strengthening or weakening the performance value of the in-game character owned by the user. The content of the benefit may also include changing the decoration of the in-game character owned by the user. The contents of the benefit given to the user may include evolving an in-game character (a predetermined evolvable character) owned by the user.
[0064] The reward condition is an item for storing the condition for granting a reward to a user. In the present disclosure, the reward condition is stored as a range of the total score. In other words, depending on the value of the total score, it is determined whether or not the reward condition is met, and if so, the reward content linked to the reward condition is granted to the user. For example, if the total score is between 11 and 100 points, reward A will be awarded, and if the total score is between 101 and 200 points, reward B will be awarded. The reward conditions do not have to be mutually exclusive for each reward content, and may be multiple overlapping conditions. In other words, multiple reward conditions may be satisfied for one total score. In this case, multiple reward contents according to multiple reward conditions may be granted to the user according to the value of one total score. Furthermore, by setting a priority order for the privilege contents, only one privilege content having a high priority order among one or more privileges may be given to the user.
[0065] <Configuration of the control unit of the server 10> The control unit 104 of the server 10 includes a user registration control unit 1041, an item generation unit 1042, a benefit granting unit 1043, a sleep information storage unit 1044, a sleep score calculation unit 1045, a total score calculation unit 1046, and a synchronization unit 1048. The control unit 104 executes an application program 1011 stored in the storage unit 101 to realize each functional unit. Fig. 12 is a flowchart showing the operation of the bonus granting process. Fig. 13 is a flowchart showing the operation of the sleep synchronization process. Fig. 14 is an example screen showing the operation of the bonus granting process. Fig. 15 is an example screen showing a presentation of a play result in a first presentation format in the sleep synchronization process. Fig. 16 is an example screen showing a play result in a second presentation format in the sleep synchronization process.
[0066] The user registration control unit 1041 performs processing to store, in the user table 1012, information on users who wish to use the service according to the present disclosure. User name information to be stored in user table 1012 is generated when a user opens a web page operated by a service provider from any information processing terminal, enters the user name in a specific input form, and transmits the information to server 10. User registration control unit 1041 of server 10 stores the received user name in a new record in user table 1012, completing user registration. This allows the user stored in user table 1012 to use the service. Before the user registration control unit 1041 registers user information in the user table 1012, the service provider may carry out a predetermined examination to restrict whether or not the user is permitted to use the service. The user ID may be any character string or number that can identify the user, and may be any character string or number desired by the user, or may be automatically set by the user registration control unit 1041 of the server 10.
[0067] The item generation unit 1042 executes an item generation process, the details of which will be described later. The reward giving unit 1043 executes a reward giving process, the details of which will be described later. The sleep information storage unit 1044 executes a sleep information storage process, the details of which will be described later. The sleep score calculation unit 1045 executes a sleep score calculation process, which will be described in detail later. The total score calculation unit 1046 executes a total score calculation process, the details of which will be described later. The synchronization unit 1048 executes a sleep synchronization process, the details of which will be described later.
[0068] <Functional Configuration of User Terminal 20> 3 shows a functional configuration realized by the hardware configuration of the user terminal 20. The user terminal 20 includes a storage unit 201, a control unit 204, a touch panel 206, a touch-sensitive device 2061, a display 2062, a microphone 2081, a speaker 2082, a position information sensor 2083, a camera 2084, a motion sensor 2085, and a sleep sensor 2086.
[0069] The sleep sensor 2086 is a device that detects various states of the user terminal 20. The sleep sensor 2086 may include, for example, an attitude sensor (acceleration sensor or gyro sensor) that detects the attitude or tilt of the terminal itself, a gaze sensor that detects the direction of the user's gaze, a light sensor that detects the brightness of the surroundings, and an infrared sensor that detects the user's movement. The sleep sensor 2086 may also be a microphone that collects sounds around the user terminal 20, a humidity sensor that detects the humidity around the user terminal 20, a geomagnetic sensor that detects a magnetic field at the location of the user terminal 20, or the like.
[0070] The sleep sensor 2086 may also detect various information using the above-mentioned sensor function. For example, the sleep sensor 2086 may detect the number of steps of the user who owns the user terminal 20 using the function of an acceleration sensor. The sleep sensor 2086 may also detect operation information indicating whether the user terminal 20 is operating or stationary at regular intervals or at each timing when the user terminal 20 operates using the function of an acceleration sensor. The sleep sensor 2086 can transmit the sensing data detected as described above to the control unit 204.
[0071] The sleep sensor 2086 may be an information processing terminal (so-called wearable terminal) that is provided separately from the user terminal 20 and communicably connected to the user terminal 20, such as a wristwatch-type or ring-type terminal, and can be worn by the user. In this case, the sleep sensor 2086 can detect the user's biological information and transmit it to the user terminal 20. For example, the sleep sensor 2086 can determine the user's heart rate by photoelectric volume pulse wave recording or the like, and transmit it to the control unit 204 as sensing data. Note that the sensing data detected by the sleep sensor 2086 is not limited to these, and biological information related to the user's sleep, such as brain waves, breathing, pulse, and body movement, may also be detected.
[0072] <Configuration of the Storage Unit of the User Terminal 20> The storage unit 201 of the user terminal 20 stores a user ID 2011 for identifying a user who uses the user terminal 20, and an application program 2012. The user ID is the user's account ID. The user transmits the user ID 2011 from the user terminal 20 to the server 10. The server 10 identifies the user based on the user ID 2011 and provides the user with the service according to the present disclosure. The user ID includes information such as a session ID temporarily assigned by the server 10 to identify the user who is using the user terminal 20. The application program 2012 may be prestored in the storage unit 201, or may be downloaded from a web server operated by a service provider via a communication IF. The application program 2012 includes an interpreter-type programming language executed on a web browser application stored in the user terminal 20.
[0073] <Configuration of the control unit of the user terminal 20> The control unit 204 of the user terminal 20 includes an input control unit 2041 and an output control unit 2042. The control unit 204 executes an application program 2012 stored in the storage unit 201, whereby the functional units of the input control unit 2041 and the output control unit 2042 are realized. The input control unit 2041 of the user terminal 20 executes various processes by acquiring information output from input devices such as the operation contents of the touch sensitive device 2061 of the touch panel 206 by the user, voice input to the microphone 2081, and the position information sensor 2083, the camera 2084, the motion sensor 2085, and the sleep sensor 2086. The input control unit 2041 of the user terminal 20 executes a process of transmitting the information acquired from the input devices to the server 10 together with the user ID 2011. An output control unit 2042 of the user terminal 20 receives information from the server 10 and operations performed by the user on the input device, and executes control processing for the display content of the display 2062 and the audio output content of the speaker 2082 .
[0074] <Functional configuration of the measurement terminal 40> 4 shows a functional configuration realized by the hardware configuration of the measurement terminal 40. The measurement terminal 40 includes a storage unit 401, a control unit 404, and a sleep sensor 4086. The sleep sensor 4086 is the same sensor as the sleep sensor 2086 included in the user terminal 20, and therefore a description thereof will be omitted.
[0075] <Configuration of the storage unit of the measurement terminal 40> The storage unit 401 of the measurement terminal 40 stores a user ID 4011 for identifying a user who uses the measurement terminal 40 , an application program 4012 , and a sleep table 4013 . FIG. 11 is a diagram showing the data structure of the sleep table 4013.
[0076] The user ID is the user's account ID. The user transmits the user ID 4011 from the measurement terminal 40 to the server 10. The server 10 identifies the user based on the user ID 4011 and provides the user with the service according to the present disclosure. The user ID includes information such as a session ID temporarily assigned by the server 10 to identify the user using the measurement terminal 40. The user ID 4011 stored in the measurement terminal 40 does not need to be the same as the user ID 2011 stored in the user terminal 20, and it is sufficient if the information processing device is identified as being of the same user by being associated with the user ID 2011 using a table (not shown) or the like. The user ID 4011 is not essential, and may be associated with a specific user during sleep synchronization processing, which will be described later. The application program 4012 may be prestored in the storage unit 401, or may be downloaded from a web server operated by a service provider via a communication IF. The application program 4012 includes an interpreter-type programming language executed on a web browser application stored in the measurement terminal 40.
[0077] The sleep table 4013 is a table that stores and manages information related to the user's sleep measured by the sleep sensor 4086 of the measurement terminal 40. The sleep table 4013 is a table having a sleep ID as a primary key and columns of sleep measurement information and synchronization flag.
[0078] The sleep ID is sleep identification information for identifying sleep information. The sleep identification information is an item in which a unique value is set for each sleep. The sleep measurement information is an item that stores information about the user's sleep for each sleep. That is, for each sleep, the information about the sleep is stored in the sleep measurement information item by one record. One sleep is information about one sleep from bedtime to wake-up time. The sleep measurement information may include information equivalent to the sleep information in the user table 1012. Specifically, the sleep measurement information may include information on a sleep pattern indicating the user's bedtime and wake-up time. The sleep measurement information may include information on the quality of the user's sleep. The sleep measurement information may include information on the day the sleep information was measured. Specifically, the sleep measurement information may include information on the execution date and time (e.g., start date and time) of the sleep measurement process. The synchronization flag is an item for storing whether or not the sleep measurement information has been synchronized. In a record in which the sleep measurement information has not been synchronized, an empty value, a null value, or other information indicating that the sleep measurement information has not been synchronized is stored. In a record in which the sleep measurement information has been synchronized, information indicating that the sleep measurement information has been acquired or synchronized is stored.
[0079] <Configuration of the control unit of the measuring terminal 40> The control unit 404 of the measurement terminal 40 includes an input control unit 4041 and a sleep measurement unit 4042. The control unit 404 executes an application program 4012 stored in the storage unit 401, whereby the functional units of the input control unit 4041 and the sleep measurement unit 4042 are realized. The input control unit 4041 of the measurement terminal 40 acquires information output from an input device such as the sleep sensor 4086 and executes various processes. The input control unit 4041 of the measurement terminal 40 executes a process of transmitting the information acquired from the input device together with the user ID 4011 to the server 10.
[0080] The sleep measurement unit 4042 executes a sleep measurement process, the details of which will be described later.
[0081] <Operation of Information Processing System 1> Hereinafter, each process of the information processing system 1 will be described with reference to FIGS. First, the control unit 104 of the server 10 receives a request including a user ID from the user terminal 20, and starts providing various services. In this disclosure, we will explain an example of a game service in which the in-game items are cooked dishes (hereinafter, dishes) and the in-game materials are ingredients, seasonings, etc.
[0082] <Item creation process> The item generation process is a process for generating an in-game item from in-game materials.
[0083] <Overview of item generation process> The item generation process is a series of processes in which the user acquires a new in-game item by consuming in-game materials owned by the user.
[0084] <Details of item generation process> The user operates the touch panel 206 of his / her user terminal 20 to transmit to the server 10 a request for his / her user ID 2011 and a query for in-game items that can be generated. When the item generating unit 1042 of the server 10 receives a request from the user terminal 20, the item generating unit 1042 searches the user table 1012 using the received user ID as a search key, and acquires the user's possessed material ID. The item generating unit 1042 of the server 10 searches the material master 1016 using the possessed material ID as a search key, and acquires the rarity, attribute value, and the like of the material possessed by the user. The item generating unit 1042 of the server 10 refers to the recipe item of the item master 1015 from information based on the in-game material possessed by the user, searches for an item ID of an in-game item that the user can generate, and acquires the item ID. For example, when the user possesses the in-game material (type and number of material) stored in the recipe item of the item master 1015, the item generating unit 1042 of the server 10 determines that the in-game item is a generable in-game item. Note that the recipe may define the generation condition of the in-game item based on the attribute value, rarity, and other conditions of the in-game material. This allows the item generation unit 1042 of the server 10 to obtain the item ID of a dish that can be cooked from ingredients owned by the user.
[0085] The item generation unit 1042 of the server 10 transmits the item ID of the in-game item that the user can generate to the user terminal 20. The user terminal 20 outputs and displays the in-game item that the user can generate on the display 2062 of the user terminal 20 based on the item ID received from the server 10. This allows the user to see a list of dishes that can be cooked.
[0086] The user operates the touch panel 206 of the user terminal 20 to select an in-game item to be generated from the in-game items displayed on the display 2062. When the in-game item is selected by the user, the control unit 204 of the user terminal 20 transmits the item ID of the selected in-game item to the server 10. This allows the user to select the dish they wish to cook.
[0087] The item generation unit 1042 of the server 10 searches the item master 1015 based on the received item ID and acquires recipe information. The item generation unit 1042 of the server 10 deletes the in-game materials required to generate the in-game item from the possessed material ID of the record related to the user in the user table 1012 based on the generation conditions defined in the recipe information. In other words, the user consumes the in-game materials possessed by the user when generating the in-game item. Note that the contents of the process when generating the in-game item are not limited to the consumption of in-game materials, and any process may be performed according to the generation conditions. Next, the item generation unit 1042 of the server 10 adds the received item ID to the owned item ID column of the record related to the user in the user table 1012. That is, the user acquires the selected in-game item. This allows the user to consume in-game materials such as ingredients and seasonings to acquire new dishes.
[0088] Alternatively, when the user acquires in-game materials without selecting a generatable in-game item, an in-game item that satisfies the generation conditions may be automatically generated and acquired by the user. If there are multiple generatable in-game items, a predetermined in-game item may be generated randomly or according to a predetermined probability and acquired by the user. This allows the user to acquire a new in-game item without the complicated operation of selecting a generatable in-game item, thereby making it possible to enjoy the game service even more. In this case, when a user operates the game and acquires ingredients and seasonings, the user can automatically acquire a dish that can be cooked using those ingredients and seasonings.
[0089] <Benefit Granting Process> The reward granting process is a process of granting a reward to a user by accepting information on the user's game operations when awake (e.g., during the day) and the user's sleep state when asleep (e.g., at night). The user can acquire a reward through the reward granting process. The reward granted to the user includes rewards for an in-game character owned by the user, rewards granted to an in-game team or in-game group to which the user belongs, and any reward for an in-game object, in-game entity, etc. associated with the user. The details of the bonus granting process will be described below with reference to the flowchart of FIG. 12 and the example display screen of FIG.
[0090] <Outline of reward allocation process> The reward granting process is a process of granting a reward (bonus) to the user according to the item and sleep score applied to the character. Specifically, the system calculates a total score based on the character points calculated based on the items applied to the character and the sleep score. A bonus according to the total score is determined and given to the user. This allows the user to obtain the bonus.
[0091] <Details of the reward allocation process> The details of the reward granting process will be described below.
[0092] In step S101, the user performs an operation to use an item during a daytime period other than the bedtime. Specifically, the user performs an operation to apply the item to the character currently selected by the user. The user can repeatedly perform the operation to use the item. Note that the server 10 and the user terminal 20 may restrict operations so as not to accept operations from the user during the bedtime period even if the user is awake. This can motivate the user to develop better quality sleep habits. The user operates the touch panel 206 of his / her user terminal 20 to transmit to the server 10 a request to inquire about his / her user ID 2011 and in-game items he / she owns.
[0093] When the benefit providing unit 1043 of the server 10 receives a request from the user terminal 20, it searches the user table 1012 using the received user ID as a search key, obtains the user's owned item ID, and transmits it to the user terminal 20. Based on the item ID received from the server 10, the user terminal 20 outputs and displays on the display 2062 of the user terminal 20 the in-game items that the user can apply. This allows the user to see a list of applicable dishes, and to confirm what dishes can be applied to the character.
[0094] The user operates the touch panel 206 of the user terminal 20 to select an in-game item to be applied from the in-game items displayed on the display 2062, and instructs the use of the in-game item. When the in-game item is selected by the user, the control unit 204 of the user terminal 20 transmits the item ID of the selected in-game item to the server 10. This allows the user to select the dish to which they wish to apply the setting.
[0095] The bonus giving unit 1043 of the server 10 searches the item master 1015 based on the received item ID, and obtains the applied points and item points. The bonus granting unit 1043 of the server 10 adds the application points to the character points of the character selected by the user. Specifically, the bonus granting unit 1043 of the server 10 queries the deck table 1013 based on the deck ID stored in the selected deck ID of the record related to the user in the user table 1012, and identifies the record of the character selected by the user. Then, the bonus granting unit 1043 adds the acquired application point value to the character points stored in the record related to the character. This generates parameters related to the application points of the character owned by the user. In other words, parameters related to the user are generated. The bonus providing unit 1043 of the server 10 may change the decoration of the character according to the character points. For example, the image of the character displayed on the display 2062 of the user terminal 20 may be displayed larger according to an increase in the character points. This allows the user to be provided with an effect in which the character becomes larger by applying cooking to the character. The user can enjoy the game service even more. The bonus granting unit 1043 of the server 10 adds the acquired item points to the user points of the user. Specifically, the bonus granting unit 1043 of the server 10 adds the value of the acquired item points to the user points stored in the record related to the user in the user table 1012.
[0096] <Sleep information storage processing> In step S102, the sleep information storage unit 1044 of the server 10 executes a sleep information storage process for storing sleep information of the user who is asleep.
[0097] The user terminal 20 may receive an input operation from the user indicating that the user is going to bed, and use this as a trigger to start the sleep information storage process. The input operation indicating that the user is going to bed may be, for example, an operation to interrupt the game or an operation to put the character to sleep (stroking the character via the touch panel 206, turning off the light used by the character, etc.). The user terminal 20 constantly performs sensing using the sleep sensor 2086, and can detect the user's going to bed from sensing data (for example, the movement of the terminal, the surrounding brightness and sound, etc.). When the reference bedtime described later approaches, the character may look sleepy or the game world may become night, encouraging the user to go to bed.
[0098] The control unit 204 of the user terminal 20 instructs the sleep sensor 2086 to perform sensing. Specifically, the sleep sensor 2086 senses the movement of the user terminal 20 and biological information such as the user's heart rate. The control unit 204 of the user terminal 20 acquires sensing data from the sleep sensor 2086.
[0099] The control unit 204 of the user terminal 20 transmits the sensing data sent from the sleep sensor 2086 to the server 10. The sleep information storage unit 1044 of the server 10 stores a sleep pattern indicating the bedtime and wake-up time in the sleep information column of the record of the user in the user table 1012 based on the sensing data.
[0100] The sleep information may include information on the quality of the user's sleep. In this case, the user terminal 20 calculates the information on the quality of the user's sleep from the user's biological information detected by the sleep sensor 2086. The information on the user's sleep may be calculated by employing a known function for analyzing sleep of an existing multifunctional device functioning as the user terminal 20. The sleep information storage unit 1044 of the server 10 stores information on the quality of sleep in the sleep information column of the record of the user in the user table 1012.
[0101] The sleep information storage unit 1044 of the server 10 may be configured to execute the sleep information storage process only once in a predetermined period. The control unit 204 of the user terminal 20 may be configured to transmit the sleep pattern to the server 10 only once in a predetermined period, and the sleep information storage unit 1044 of the server 10 may be configured to store, among a plurality of sleep patterns received from the user terminal 20, in the sleep information column of the record of the user in the user table 1012 only once in a predetermined period. For example, the sleep information storage unit 1044 of the server 10 may store only one sleep pattern out of multiple sleep patterns in which the bedtime was detected between 5:00 a.m. and 4:59 a.m. the following morning in the sleep information column of the record of the user in the user table 1012. Specifically, the sleep information storage unit 1044 of the server 10 stores a sleep pattern that is first detected after 5:00 a.m. in the sleep information column of the user's record in the user table 1012, but does not store any sleep patterns detected after that sleep up until 4:59 a.m. the following morning. For example, the sleep information storage unit 1044 of the server 10 may store only the sleep pattern with the longest sleep time among multiple sleep patterns in which the bedtime was detected between 5:00 a.m. and 4:59 a.m. the following morning in the sleep information column of the record of the user in the user table 1012. Alternatively, the sleep information storage unit 1044 of the server 10 may add up a plurality of sleep patterns for which bedtimes were detected between 5:00 a.m. and 4:59 a.m. the following morning, and store the sum of the plurality of sleep patterns in the sleep information column of the record of the user in the user table 1012. For example, the sleep information storage unit 1044 of the server 10 may add up the sleep times of a plurality of sleep patterns and store the sum in the sleep information column of the record of the user in the user table 1012. This makes it possible to limit the number of times that the sleep measurement information is stored in a given period to one. Specifically, it is possible to limit the number of times that the sleep measurement information can be stored in each user per day to one.
[0102] <Sleep score calculation process> In step S103, the sleep score calculation unit 1045 of the server 10 executes a sleep score calculation process to calculate a sleep score based on the sleep information on the morning of the day following the day the user applied the item. That is, the sleep score is calculated and determined based on the sleep information. The sleep score calculation process may be executed at any time, such as during the daytime other than the bedtime. The sleep score calculation process may be executed when the user operates the user terminal 20 to start or operate an application related to the game service according to the present disclosure. The sleep score calculation unit 1045 of the server 10 may execute the sleep score calculation process when detecting the wake-up time of the user.
[0103] The sleep score calculation unit 1045 of the server 10 determines whether or not the sleep pattern included in the sleep information stored in the user table 1012 satisfies the reference sleep pattern.
[0104] The sleep score calculation unit 1045 of the server 10 searches the user table 1012 using the user ID received from the user terminal 20 as a search key, and acquires the sleep information and the reference sleep pattern.
[0105] Hereinafter, the present disclosure will be described assuming that the standard bedtime is 9 p.m. and the standard wake-up time is 7 a.m. The reference sleep pattern is set based on a reference bedtime and a reference wake-up time (hereinafter, the reference bedtime and / or the reference wake-up time may be referred to as the reference time), and may have a range of time periods within a range in which the minimum sleep time is ensured. The range is set to 30 minutes before the reference time and 15 minutes after. The range of the reference time may be different before and after the reference time. For example, from the viewpoint of encouraging early sleep and early rise, the range of the time period before the reference time is set longer than that after the time period. In addition, the minimum sleep time may be changed according to the age of the user. For example, the user or the administrator of the game service can set it to 7 hours for adults and 10 hours for children.
[0106] When sleep pattern A has a bedtime included in the reference bedtime (time zone) and a wake-up time included in the reference wake-up time (time zone), the sleep score calculation unit 1045 of the server 10 determines that sleep pattern A satisfies the reference sleep pattern.
[0107] If sleep pattern B has a bedtime of 9 p.m., which satisfies the reference bedtime, but a wake-up time of 7:15 a.m. or later, which does not satisfy the reference wake-up time, the sleep score calculation unit 1045 of server 10 determines that sleep pattern B does not satisfy the reference sleep pattern.
[0108] If sleep pattern C has a wake-up time between 7:00 and 7:15, which satisfies the standard wake-up time, but a bedtime after 9:15 p.m., which does not satisfy the standard bedtime, the sleep score calculation unit 1045 of server 10 determines that sleep pattern C does not satisfy the standard sleep pattern.
[0109] In this manner, the sleep score calculation unit 1045 of the server 10 determines whether or not the sleep pattern satisfies the reference sleep pattern.
[0110] If the sleep score calculation unit 1045 of the server 10 determines that the reference sleep pattern is not satisfied, the sleep score calculation unit 1045 of the server 10 calculates the sleep score as 10 points.
[0111] If the sleep score calculation unit 1045 of the server 10 determines that the reference sleep pattern is satisfied, the sleep score calculation unit 1045 of the server 10 determines, based on the sleep information, whether the sleep pattern satisfies the reference sleep pattern for a predetermined period or more. If the sleep score calculation unit 1045 of the server 10 determines that the sleep pattern based on the sleep information does not satisfy the reference sleep pattern for a predetermined period or more, it calculates the sleep score as 40 points.
[0112] If the sleep score calculation unit 1045 of the server 10 determines that the sleep pattern based on the sleep information satisfies the reference sleep pattern for a predetermined period or more, the sleep score calculation unit 1045 calculates the sleep score as 70 points.
[0113] The sleep score calculation unit 1045 of the server 10 may determine that the reference sleep pattern is satisfied if the sleep time based on the sleep information is longer than a predetermined time. The sleep score calculation unit 1045 of the server 10 may add a larger point to the sleep score as the sleep time based on the sleep information is longer. Alternatively, the sleep score calculation unit 1045 of the server 10 may calculate the sleep score based on the sleep time based on the sleep information.
[0114] The sleep score calculation unit 1045 of the server 10 may determine that the reference sleep pattern is satisfied if the duration of deep sleep based on the sleep information is longer than a predetermined duration or if the number of deep sleep episodes is greater than a predetermined number. The sleep score calculation unit 1045 of the server 10 may add more points to the sleep score the longer the duration of deep sleep based on the sleep information or the greater the number of deep sleep episodes. Alternatively, the sleep score calculation unit 1045 of the server 10 may calculate the sleep score based on the duration of deep sleep and the number of deep sleep episodes based on the sleep information.
[0115] The sleep score calculation unit 1045 of the server 10 may add or subtract from the sleep score depending on the degree of deviation of the sleep pattern based on the sleep information from the reference sleep pattern. In other words, the closer the sleep pattern based on the sleep information is to the reference sleep pattern, the higher the sleep score may be calculated, and the more it deviates from the reference sleep pattern, the lower the sleep score may be calculated. This can motivate the user to develop good sleep habits based on regular sleep patterns.
[0116] The user or the administrator of the game service may be able to set any predetermined period of time. For example, the predetermined period may be three days or one week. The predetermined period may be set by the user through input through dialogue with a predetermined in-game character. For example, the predetermined period may be set by inputting in a form such as making a promise to a predetermined in-game character. This makes it possible to naturally motivate the user to have good sleeping habits, even if the user is a child.
[0117] Furthermore, when the sleep information includes information on the quality of sleep, the sleep score calculation unit 1045 of the server 10 may add or subtract from the sleep score based on an index indicating whether the sleep is good or not based on the sleep stage. The sleep score may be added or subtracted based on an arbitrary algorithm with respect to the weighting of each sleep stage.
[0118] The sleep score may be added or subtracted depending on the user's activity level, meals, location, humidity, operation time on the user terminal, operation time zone, etc. For example, if the location of a highly rated hotel (such as a five-star hotel) is detected as location information of the user terminal, it may be added to the sleep score as it indicates a good sleep. Also, for example, the sleep score may be reduced if the user operates the user terminal after the reference bedtime.
[0119] The sleep score calculation unit 1045 of the server 10 stores the calculated sleep score in the sleep score column of the record related to the user in the user table 1012.
[0120] <Total score calculation process> In step S104, the total score calculation unit 1046 of the server 10 calculates the total score based on the character points and the sleep score. The overall score is a value calculated based on the character points and the sleep scores. In other words, the overall score is a value calculated and determined based on the play information and the sleep information. The overall score is calculated, for example, by multiplying the sleep score of the day (sleep score upon waking up) and the character points of the previous day (character points upon going to bed). The overall score may be calculated based on statistics of the sleep scores for multiple days (average, median, mode, maximum, minimum, etc.) and statistics of the character points for multiple days.
[0121] The total score calculation unit 1046 of the server 10 searches the user table 1012 using the user ID received from the user terminal 20 as a search key, and acquires the character points and sleep scores. The total score calculation unit 1046 of the server 10 calculates the product of the acquired character points and sleep score to calculate the total score. The total score may be calculated based on any algorithm, such as the sum of the character points and sleep score. The total score calculation unit 1046 of the server 10 stores the calculated total score in the total score column of the record related to the user in the user table 1012.
[0122] The total score calculation unit 1046 of the server 10 may be configured to calculate the total score based on either the character points or the sleep score.
[0123] In step S105, the bonus awarding unit 1043 of the server 10 identifies the bonus to be awarded based on the total score. The bonus granting unit 1043 of the server 10 searches for bonus conditions in the bonus master 1017 based on the calculated total score and other factors. Specifically, it identifies a record of bonus conditions that satisfy the calculated total score and other factors. It then acquires the bonus details stored in the record. Note that the bonus conditions in the bonus master 1017 can be set to any conditions based on character points, sleep scores, and the like, rather than the total score. In the present disclosure, the privilege content is determined based on the overall score, but the privilege content may be determined from the character points and sleep score without calculating the overall score.
[0124] In step S106, the benefit providing unit 1043 of the server 10 provides a benefit to the user or an in-game character owned by the user, based on the acquired benefit content. The reward granting unit 1043 of the server 10 grants a reward to the user based on the acquired reward content information. As an example of a reward, the user can acquire a new in-game character. FIG. 14 shows an example of a screen showing the operation of the reward granting process. The display 2062 of the user terminal 20 also displays an image of the acquired character, the total score value, and a text related to the "sleep type" indicating the sleep state of the user determined based on the sleep score or the total score. For the sleep type, a text such as "Type A", "Type B", or "Type C" that expresses the sleep state of the user is displayed. Note that the sleep information in the present disclosure includes the sleep score, the sleep type, and any sleep parameters determined based on the sleep state of the user. Specifically, the bonus granting unit 1043 of the server 10 updates the record of the user in the user table 1012 and the record of the character owned by the user in the deck table 1013 according to the acquired bonus content.
[0125] <Sleep measurement processing> The sleep measurement process is a process in which the measurement terminal 40 measures the sleep state of the user and stores the result in the storage unit 401 of the measurement terminal 40. When multiple measurement terminals 40A, 40B, and 40C exist, the sleep measurement process is executed in each of the multiple measurement terminals 40A, 40B, and 40C.
[0126] <Overview of sleep measurement process> The sleep measurement process is a series of processes for measuring the user's sleep state as sleep information and storing it in the sleep table 4013 of the measurement terminal 40.
[0127] <Sleep measurement process details> The measurement terminal 40 constantly performs sensing using the sleep sensor 4086, and detects that the user is asleep from sensing data (for example, the movement of the terminal, the surrounding brightness, sound, etc.). The sleep measurement process may be started automatically upon detecting that the measurement terminal 40 has been powered on by the user. The measuring terminal 40 may receive an input operation from the user indicating that the user is going to bed, and use this as a trigger to start the sleep measurement process. The input operation indicating that the user is going to bed may be received based on a switch or the like provided on the measuring terminal 40. The user terminal 20 may receive an input operation based on an operation to interrupt the game or an operation to put a character to sleep (stroking the character via the touch panel 206, turning off the light used by the character, etc.), and receive this input operation via the communication IF to trigger the start of the sleep measurement process in the measuring terminal 40.
[0128] The sleep measurement unit 4042 of the measuring terminal 40 instructs the sleep sensor 4086 to perform sensing. Specifically, the sleep sensor 4086 senses the movement of the measuring terminal 40 and biological information such as the user's heart rate. The sleep measurement unit 4042 of the measuring terminal 40 acquires sensing data from the sleep sensor 4086.
[0129] The sleep measurement unit 4042 of the measurement terminal 40 newly stores sleep information including a sleep pattern indicating bedtime and wake-up time in the sleep measurement information column of the record in the sleep table 4013 based on the sensing data acquired from the sleep sensor 4086.
[0130] The sleep information stored in the sleep measurement information may include information on the quality of the user's sleep. In this case, the measurement terminal 40 calculates information on the quality of the user's sleep from the biological information of the user detected by the sleep sensor 4086. The information on the user's sleep may be calculated by employing a known function of analyzing sleep of an existing multifunctional device functioning as the measurement terminal 40. The sleep measurement unit 4042 of the measurement terminal 40 stores the sleep information including information on the quality of sleep in the sleep measurement information column of the sleep table 4013.
[0131] The sleep information stored in the sleep measurement information may include information on the date and time when the sleep information was measured. Specifically, the sleep measurement information may include information on the execution date and time (for example, the start date and time) of the sleep measurement process.
[0132] The sleep measurement unit 4042 of the measurement terminal 40 may be configured to store the sleep information including the sensing data acquired from the sleep sensor 4086 in a column of sleep measurement information in the sleep table 4013.
[0133] The sleep measurement unit 4042 of the measurement terminal 40 regards the time from when the user goes to sleep to when he or she wakes up as one measurement period, and stores the sleep information measured for each measurement period in the sleep table 4013 as one record.
[0134] <Sleep synchronization processing> The sleep synchronization process is a process for synchronizing information about the user's sleep stored in the measurement terminal 40 with the user's sleep information stored in the server 10. Details of the sleep synchronization process will be described below with reference to the flowchart of FIG. 13 and example display screens of FIG. 15 and FIG. 16. The sleep synchronization process is a process for synchronizing information related to the user's sleep stored in the multiple measurement terminals 40 with the sleep information of the user stored in the server 10.
[0135] <Overview of sleep synchronization processing> The sleep synchronization process is a series of processes that acquire information about the user's sleep stored in the measurement terminal 40, acquire the user's play information stored in the server 10, associate the information about the user's sleep with the play information, determine a play result, and present the play result to the user.
[0136] <Sleep synchronization process details> In step S501, the synchronization unit 1048 of the server 10 starts the sleep synchronization process. The sleep synchronization process may be started when the server 10 and the measurement terminal 40 become capable of communicating with each other. The sleep synchronization process may be started when the measurement terminal 40 becomes able to communicate with the user terminal 20. The sleep synchronization process may be started when the touch panel 206 of the user terminal 20 connected to the measurement terminal 40 receives a predetermined operation from the user and the input operation is used as a trigger to start the process. For example, when the measurement terminal 40 is connected to the user terminal 20, the user may press a synchronization button displayed on the touch panel 206 of the user terminal 20 to start the sleep synchronization process.
[0137] In step S502, the synchronization unit 1048 of the server 10 acquires one or more pieces of sleep measurement information from the measurement terminal 40. The synchronization unit 1048 of the server 10 transmits a request for acquiring the sleep measurement information to the measurement terminal 40. Upon receiving the request, the control unit 404 of the measurement terminal 40 searches the sleep table 4013 for a record in which information indicating that synchronization has not been completed is stored in the synchronization flag, and acquires the sleep measurement information. The control unit 404 of the measurement terminal 40 transmits the acquired sleep measurement information to the server 10 as a response. The synchronization unit 1048 of the server 10 acquires the sleep measurement information from the measurement terminal 40.
[0138] The synchronization unit 1048 of the server 10 may search for the sleep information of the user stored in the user table 1012, and exclude, from the sleep measurement information acquired from the measurement terminal 40, sleep measurement information for a period already stored in the user table 1012. This is because it is considered to be sleep information acquired by the user terminal 20 or already measured by another measurement terminal 40 and subjected to sleep synchronization processing.
[0139] The synchronization unit 1048 of the server 10 may exclude sleep measurement information older than a predetermined number of times or a predetermined number of days from the sleep measurement information acquired from the measurement terminal 40. In other words, the synchronization unit 1048 of the server 10 may set an upper limit on the number of times or number of days of sleep measurement information acquired from the measurement terminal 40. For example, the synchronization unit 1048 of the server 10 may acquire sleep measurement information excluding information older than one week ago. An upper limit may be set for the number of times and the number of days for which the measurement terminal 40 can store the sleep measurement information. An upper limit may be set for the number of times and the number of days for which the control unit 404 of the measurement terminal 40 transmits the sleep measurement information as a response to the server 10. Specifically, sleep measurement information older than a predetermined number of days may not be transmitted to the server 10. This makes it possible to prompt the user to periodically synchronize the measurement terminal.
[0140] The upper limit of the number of times and the number of days may be changed according to the frequency with which the user uses the user terminal 20, the frequency with which the user plays the game, etc. The upper limit of the number of times and the number of days may be changed according to the user's play information, such as the progress of the game being played. In other words, the upper limit of the number of times and the number of days is determined according to the play information. When changing the upper limit values of the number of times and the number of days, a notification indicating that the upper limit values of the number of times and the number of days are changed may be executed on the display 2062 of the user terminal 20. This makes it possible to prompt the user to periodically synchronize the measurement terminal.
[0141] The control unit 404 of the measurement terminal 40 stores, for the sleep measurement information transmitted as a response to the server 10, information indicating that the sleep measurement information has been acquired in the synchronization flag field of the corresponding record in the sleep table 4013. In addition, after receiving information indicating that acquisition or synchronization of the sleep measurement information has been completed from the server 10, the control unit 404 of the measurement terminal 40 may store information indicating that the sleep measurement information has been acquired in the synchronization flag item.
[0142] In step S503, the synchronization unit 1048 of the server 10 searches the user table 1012 and acquires one or more pieces of play information of the user. In step S503, the synchronization unit 1048 of the server 10 may specify a range of play information to be acquired based on the period of the sleep information included in the sleep measurement information acquired in step S502. For example, among the acquired sleep information, the synchronization unit 1048 may acquire play information that is included in the period from the wake-up time or bedtime of the oldest sleep information to the wake-up time or bedtime of the newest sleep information. This can reduce the amount of information to be processed.
[0143] In step S504, the synchronization unit 1048 of the server 10 associates one or more pieces of sleep information acquired from the measurement terminal 40 in step S502 with one or more pieces of play information acquired in step S503 for each predetermined period. In this disclosure, for simplicity, the predetermined period will be described as one day, but the predetermined period can be any period selected, such as a predetermined time interval of 6 hours, 8 hours, etc., a predetermined number of days such as 2 days, 3 days, etc., one week, one month, etc. Specifically, the synchronization unit 1048 of the server 10 determines the sleep information for each day based on the measurement date information indicating the date on which the sleep information was measured from the sleep information acquired from the measurement terminal 40, and associates the sleep information with the history of play information in the play date information indicating the date on which the game was played for each day. In other words, the synchronization unit 1048 associates the sleep information including the sleep parameters with the play information including the game parameters based on the measurement date information and the play date information. The synchronization unit 1048 of the server 10 may associate the play information with the sleep information of the user that has already been stored in the user table 1012. In other words, the play information may also be associated with the sleep information that has already been measured by another terminal, such as the user terminal 20, and for which sleep synchronization processing has been performed.
[0144] When sleep information exists but play information does not exist for the day on which the sleep information exists (sleep information existence day), the synchronization unit 1048 of the server 10 may generate new play information and associate it with the sleep information. The synchronization unit 1048 of the server 10 may refer to play information for the day (previous period) before the sleep information existence day, generate the play information as play information for the sleep information existence day, and associate it with the sleep information.
[0145] In step S505, the synchronization unit 1048 of the server 10 determines a play result based on a combination of the associated sleep information and play information for each day. In the present disclosure, a case where a bonus is awarded will be described as an example of a play result.
[0146] The sleep score calculation unit 1045 of the server 10 executes a sleep score calculation process based on the associated sleep information for each day to calculate a sleep score for each day. The sleep score calculation process is the same as the sleep score calculation process in step S103 in the privilege granting process. Specifically, the sleep score for each day is calculated based on information included in the sleep information for each day, such as the sleep time, sleep quality, and whether or not the sleep pattern satisfies a reference sleep pattern.
[0147] When performing the sleep score calculation process, the sleep score may be subtracted from a sleep score older than a predetermined number of days to reduce its impact on the play result. For example, a sleep score that is four days or older may be halved. Similarly, a sleep score newer than a predetermined number of days may be added to the sleep score to increase its impact on the play result. This can encourage the user to periodically perform the sleep synchronization process. If the sleep synchronization process has not been performed for a predetermined number of days, a notification may be displayed on the display 2062 of the user terminal 20 to indicate that the effect on the play result will be reduced. Specifically, a notification such as "Sleep scores will be halved for sleep information from four days or more ago. Is there any sleep information that has not been reflected?" may be displayed to the user.
[0148] The synchronization unit 1048 of the server 10 determines a play result based on a combination of the sleep score and the play information. In the present disclosure, a case where character points are used as an example of the play information will be described as an example.
[0149] The total score calculation unit 1046 of the server 10 executes a total score calculation process based on the sleep score and character points to calculate the total score. The total score calculation process is the same as the total score calculation process in step S104 in the bonus granting process. Specifically, the total score for each day is calculated based on the sleep score and character points for each day.
[0150] The reward giving unit 1043 of the server 10 specifies and determines the reward content to be given each day based on the total score for each day. The bonus granting unit 1043 of the server 10 searches for bonus conditions in the bonus master 1017 based on the calculated total score and the like. Specifically, it identifies a record of bonus conditions that satisfy the conditions such as the calculated total score. It then identifies and acquires the bonus contents stored in the record. Note that the bonus conditions in the bonus master 1017 can be set to any conditions based on character points, sleep score, etc., instead of the total score. In the present disclosure, the content of the benefit is determined based on the overall score, but the benefit may be determined based on the character points and sleep score without calculating the overall score.
[0151] The synchronization unit 1048 of the server 10 may exclude privilege contents that have already been granted to the user from among the specified privilege contents. Specifically, in the current sleep synchronization process, if privilege contents for the target day have already been granted by a sleep synchronization process with another measurement terminal 40 or a privilege granting process with the user terminal 20 before the sleep measurement information is acquired from the measurement terminal 40, it is preferable to exclude the privilege contents. In other words, the synchronization unit 1048 of the server 10 is configured to identify and determine only the bonus content that will be granted to the user for the first time based on the sleep measurement information acquired from the measurement terminal 40 in this sleep synchronization process, from among the identified bonus content.
[0152] The synchronization unit 1048 of the server 10 specifies the benefit to be given to the user for each day and determines it as a play result. The synchronization unit 1048 of the server 10 grants the determined benefit to the user. The benefit is given to the user in the same manner as in step S106 of the benefit granting process.
[0153] In step S506, the synchronization unit 1048 of the server 10 presents the determined play results for each day to the user. The synchronization unit 1048 of the server 10 transmits the determined play results to the user terminal 20. The display 2062 of the user terminal 20 displays the received play results, and presents the play results to the user. Note that the user terminal 20 may present the play results to the user by using light, sound, or the like.
[0154] The user terminal 20 presents the play results by selectively switching between different presentation formats depending on whether the received play results include play results for one day or play results for multiple days.
[0155] When the received play results include play results for one day, the user terminal 20 presents the play results in the first presentation format.
[0156] An example of a play result presentation screen according to the first presentation form is shown in Fig. 15. In the presentation screen, information on the play result including bonus content 701, sleep duration 702, bedtime and wake-up time 703, sleep score 704, sleep type 705, date 706, etc., which are information based on the play result determined by the sleep synchronization process, are presented to the user on the game screen 70 of the display 2062 of the user terminal 20. The user can check the date 706 of the sleep information synchronized by the sleep synchronization process and the play result including the bonus content 701 on the display 2062 of the user terminal 20.
[0157] When the received play results include play results for multiple days, the user terminal 20 presents the play results in the second presentation format.
[0158] An example of a play result presentation screen according to the second presentation form is shown in Fig. 15. In the presentation screen, information based on the play results determined in the sleep synchronization process is displayed in the form of a list 71 on the game screen 70 of the display 2062 of the user terminal 20. Each item in the list presents to the user information related to the play results for each day, including bonus content 711, sleep time 712, sleep score 714, date 716, etc., which are information based on the play results. Note that each item in the list may also include bedtime, wake-up time, sleep type, etc. The user can check the play results including the date 716 of the sleep information synchronized by the sleep synchronization process and the bonus content 711 on the display 2062 of the user terminal 20 in a list.
[0159] As a second presentation format, the user terminal 20 may present play results for multiple days in an order based on the sleep scores used in determining the play results. Specifically, the play results may be presented in order starting from the play results with the best sleep scores. As a second presentation format, the user terminal 20 may present play results for multiple days in an order based on a total score determined from the play information and the sleep information used in determining the play results. Specifically, the play results may be presented in order starting from the play results with the best total score. As a second presentation format, the user terminal 20 may present play results for multiple days in an order based on the dates of the corresponding predetermined period. Specifically, the play results may be presented in order starting from the most recent. As a second presentation format, the user terminal 20 may present play results for multiple days in order of best play results. As a second presentation format, the user terminal 20 may present the play results for multiple days in an order based on the rewards given to the user according to the play results. For example, the rewards may be presented in order of rarity. The rewards include character points. As a second presentation format, the user terminal 20 may present the play results for one or more days for which sleep information could not be obtained when determining the play results, among the play results for multiple days. This allows the user to check the play results for the day on which the play information was generated. As a second presentation format, the user terminal 20 may present, from among the play results for multiple days, the play results for one or more days during which the user's sleeping state was good, based on the sleep information used in determining the play results.
[0160] <Basic computer hardware configuration> 17 is a block diagram showing the basic hardware configuration of a computer 90. The computer 90 includes at least a processor 901, a main storage device 902, an auxiliary storage device 903, and a communication IF 991 (interface). These are electrically connected to each other by a communication bus 921.
[0161] The processor 901 is hardware for executing an instruction set described in a program, and is composed of an arithmetic unit, a register, a peripheral circuit, and the like.
[0162] The main memory device 902 is for temporarily storing programs, data to be processed by the programs, etc. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).
[0163] The auxiliary storage device 903 is a storage device for saving data and programs, such as a flash memory, a hard disk drive (HDD), a magneto-optical disk, a CD-ROM, a DVD-ROM, or a semiconductor memory.
[0164] The communication IF 991 is an interface for inputting and outputting signals for communicating with other computers via a network using a wired or wireless communication standard. The network is composed of the Internet, LAN, various mobile communication systems constructed by wireless base stations, etc. For example, the network includes 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), wireless networks that can connect to the Internet via a specified access point (e.g., Wi-Fi (registered trademark)), etc. In the case of wireless connection, communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc. In the case of wired connection, the network also includes those directly connected by a USB (Universal Serial Bus) cable, etc.
[0165] It should be noted that the computer 90 can be virtually realized by distributing all or part of each hardware configuration among multiple computers 90 and connecting them together via a network. In this way, the computer 90 is a concept that includes not only a computer 90 housed in a single housing or case, but also a virtualized computer system.
[0166] <Basic functional configuration of computer 90> A description will now be given of the functional configuration of a computer realized by the basic hardware configuration (FIG. 17) of a computer 90. The computer comprises at least the functional units of a control unit, a storage unit, and a communication unit.
[0167] The functional units of the computer 90 can also be realized by distributing all or part of the functional units among multiple computers 90 connected to each other via a network. The computer 90 is a concept that includes not only a single computer 90 but also a virtualized computer system.
[0168] The control unit is realized by the processor 901 reading out various programs stored in the auxiliary storage device 903, expanding the programs in the main storage device 902, and executing processes according to the programs. The control unit can realize functional units that perform various information processing depending on the type of program. In this way, the computer is realized as an information processing device that performs information processing.
[0169] The storage unit is realized by a main storage device 902 and an auxiliary storage device 903. The storage unit stores data, various programs, and various databases. Furthermore, the processor 901 can secure a storage area corresponding to the storage unit in the main storage device 902 or the auxiliary storage device 903 in accordance with a program. Furthermore, the control unit can cause the processor 901 to execute processes of adding, updating, and deleting data stored in the storage unit in accordance with the various programs.
[0170] The term database refers to a relational database, which is used to manage sets of data called masters and tables in a tabular format structurally defined by rows and columns, by associating them with each other. In a database, a table is called a table or master, a column in a table is called a column, and a row in a table is called a record. In a relational database, relationships between tables and masters can be set and associated. Usually, a column that serves as a primary key for uniquely identifying a record is set in each table and each master, but setting a primary key in a column is not essential. The control unit can cause the processor 901 to add, delete, or update records in a specific table or master stored in the storage unit according to various programs.
[0171] In addition, the database and master in this disclosure may include any data structure (such as a list, a dictionary, an associative array, or an object) in which information is structurally defined. The data structure also includes data that can be considered as a data structure by combining data with a function, class, method, or the like written in any programming language.
[0172] The communication unit is realized by the communication IF 991. The communication unit realizes a function of communicating with other computers 90 via a network. The communication unit can receive information transmitted from other computers 90 and input the information to the control unit. The control unit can cause the processor 901 to execute information processing on the received information in accordance with various programs. In addition, the communication unit can transmit information output from the control unit to other computers 90.
[0173] <Additional Notes> The matters described in the above embodiments will be supplemented below.
[0174] (Appendix 1) A game program to be executed by a computer having a processor and a memory unit and capable of acquiring a user's sleeping state as sleep information, the game program causing the processor to execute the following steps: a sleep acquisition step (S502) of acquiring multiple instances of sleep information of the user; a play acquisition step (S503) of acquiring play information of the user in a game; an association step (S504) of associating the multiple instances of sleep information acquired in the sleep acquisition step with the play information acquired in the play acquisition step; and a determination step (S505) of determining multiple play results based on combinations of the play information and the multiple instances of sleep information associated in the association step. This allows multiple measured sleep data to be reflected in the game, encouraging users to continually work on improving their sleep habits.
[0175] (Appendix 2) The game program described in Appendix 1, wherein the sleep acquisition step is a step of acquiring sleep information for each of multiple pieces of sleep information, the sleep information including measurement date information indicating the date on which the sleep information was measured and sleep parameters determined based on the user's sleep state; the play acquisition step is a step of acquiring play information including play date information indicating the date on which the game was played and game parameters based on the results of the play; the association step is a step of associating the sleep parameters and game parameters based on the measurement date information acquired in the sleep acquisition step and the play date information acquired in the play acquisition step; and the determination step is a step of determining multiple play results based on the combinations of the sleep parameters and game parameters associated in the association step. This allows multiple measured sleep data to be reflected in the game, encouraging users to continually work on improving their sleep habits.
[0176] (Appendix 3) The game program according to claim 1 or 2, wherein the associating step includes a generating step of generating play information for a period in which there is no play information to associate with the play information, and a step of associating the generated play information with multiple pieces of sleep information acquired in the sleep acquisition step. This makes it possible to associate play information with sleep information even during a predetermined period in which no play information is available, thereby encouraging the user to play the game without stress.
[0177] (Appendix 4) 4. The game program according to claim 3, wherein the generating step is a step of generating play information based on play information of a period prior to the period in question. This makes it possible to associate play information with sleep information even during a predetermined period in which no play information is available, thereby encouraging the user to play the game without stress.
[0178] (Appendix 5) The game program according to any one of appendices 1 to 4, wherein the sleep acquisition step includes a step of acquiring the user's sleep information multiple times from a plurality of measurement terminals capable of measuring the user's sleep state as sleep information. This allows multiple sleep measurements taken by multiple measurement devices to be reflected in the game, and users who use multiple measurement devices can be continuously encouraged to work on improving their sleep habits.
[0179] (Appendix 6) A game program as described in any of Appendices 1 to 5, wherein the determination step includes a step of determining a first play result in a first period based on play information and sleep information in the first period, and a step of determining a second play result in a second period based on play information and sleep information in the second period, wherein the first period is a newer period than the second period, and the influence of the sleep information on the first play result is greater than the influence of the sleep information on the second play result. This allows newer sleep information to have a greater impact on play results, and encourages the user to periodically synchronize the measurement terminal.
[0180] (Appendix 7) The game program of any one of Appendices 1 to 6, which causes the processor to execute a notification step of notifying the user that the impact of sleep information on the play result will be reduced if the sleep acquisition step has not been executed for a predetermined period of time or more. This makes it possible to prompt the user to periodically synchronize the measurement terminal.
[0181] (Appendix 8) 8. The game program according to any one of appendices 1 to 7, wherein the sleep acquisition step is a step of acquiring sleep information of the user a predetermined number of times, and the predetermined number of times is a value determined according to the progress of the game. This can encourage users to play the game.
[0182] (Appendix 9) A game program described in any one of Appendices 1 to 8, wherein the game program causes the processor to execute a presentation step (S506) of presenting the play result determined in the determination step to the user, the presentation step being a step of selectively switching between a first presentation step of presenting one play result to the user in a first presentation form if the play result determined in the determination step is one play result, and a second presentation step of presenting multiple play results to the user in a second presentation form if the play result determined in the determination step is multiple play results. This allows the user to enjoy the presented content while continually encouraging them to work toward good sleep habits.
[0183] (Appendix 10) The game program according to Appendix 9, wherein the second presentation form in the second presentation step is at least one of a presentation form in which the multiple play results are presented in an order based on a sleep score determined by the sleep information used in determining the play result, a presentation form in which the multiple play results are presented in an order based on an overall score determined by the play information and sleep information used in determining the play result, a presentation form in which the multiple play results are presented in an order based on a date, a presentation form in which the multiple play results are presented in an order based on a reward given to the user based on the play result, a presentation form in which one or more play results out of the multiple play results are presented for which sleep information could not be obtained in determining the play result, and a presentation form in which one or more play results out of the multiple play results are presented for which the user's sleep state was good based on the sleep information used in determining the play result. This allows the user to enjoy the presented content while continually encouraging them to work toward good sleep habits.
[0184] (Appendix 11) 11. The game program according to any one of appendices 1 to 10, wherein the sleep acquisition step is a step of acquiring multiple pieces of sleep information from the measurement terminal. This allows one or more sleep measurements taken by the measurement device to be reflected in the game, and users who use the measurement device can be continuously encouraged to work on improving their sleep habits.
[0185] (Appendix 12) The game program described in Appendix 11, wherein the processor executes a step (S502) of associating and storing information indicating that the multiple pieces of sleep information in the measurement terminal have been acquired in accordance with the multiple pieces of sleep information acquired in the sleep acquisition step, the sleep acquisition step being a step of acquiring multiple pieces of sleep information from the measurement terminal that are not associated with information indicating that the information has been acquired. This allows sleep information excluding already acquired sleep information to be reflected in the game, and prevents already-reflected sleep information from being reflected in the game.
[0186] (Appendix 13) 11. The program according to any one of appendices 1 to 10, wherein the sleep acquisition step is a step of acquiring multiple pieces of sleep information from a program other than the game program. This allows multiple sleep information acquisitions made in other game programs to be reflected in the game, encouraging the user to continually work toward good sleep habits.
[0187] (Appendix 14) An information processing device including a processor and a storage unit, the information processing device causing the processor to execute a sleep acquisition step (S502) of acquiring sleep information of a user multiple times, a play acquisition step (S503) of acquiring play information of the user in a game, an association step (S504) of associating the sleep information of the multiple times acquired in the sleep acquisition step with the play information acquired in the play acquisition step, and a determination step (S505) of determining multiple play results based on a combination of the play information and the sleep information of the multiple times associated in the association step. This allows one or more measured sleep data sets to be reflected in the game, encouraging users to continually work towards good sleep habits.
[0188] (Appendix 15) An information processing method executed by a computer having a processor and a memory unit, the information processing method causing the processor to execute a sleep acquisition step (S502) of acquiring multiple instances of sleep information of a user, a play acquisition step (S503) of acquiring play information of the user in a game, an association step (S504) of associating the multiple instances of sleep information acquired in the sleep acquisition step with the play information acquired in the play acquisition step, and a determination step (S505) of determining multiple play results based on combinations of the play information and the multiple instances of sleep information associated in the association step. This allows one or more measured sleep data sets to be reflected in the game, encouraging users to continually work towards good sleep habits.
[0189] (Appendix 16) An information processing system including an information processing device having a processor and a memory unit, and a measurement terminal, which executes the following steps: a sleep acquisition step (S502) of acquiring multiple pieces of sleep information of a user from the measurement terminal; a play acquisition step (S503) of acquiring play information of the user in a game; an association step (S504) of associating the multiple pieces of sleep information acquired in the sleep acquisition step with the play information acquired in the play acquisition step; and a determination step (S505) of determining multiple play results based on combinations of the play information and the multiple pieces of sleep information associated in the association step. This allows one or more sleep measurements taken by the measurement device to be reflected in the game, and users who use the measurement device can be continuously encouraged to work on improving their sleep habits. [Explanation of symbols]
[0190] 1 Information processing system, 10 Server, 101 Memory unit, 103 Control unit, 20A, 20B, 20C User terminal, 201 Memory unit, 204 Control unit, 40A, 40B, 40C Measurement terminal, 401 Memory unit, 404 Control unit
Claims
1. A program for managing the progress of a game using sleep information, the program being executed by a computer having a processor and a storage unit, The program causes the processor to: acquiring, in response to a synchronization operation by a user, one piece of sleep information of the user measured by a measurement terminal before the synchronization operation, the sleep information including measurement date information indicating the date on which the sleep information was measured; acquiring play information of the user regarding the game in response to a synchronization operation of the user; a step of associating the play information with the one session of sleep information based on measurement date information of the one session of sleep information obtained; determining a play result of the game based on a combination of the associated play information and the one piece of sleep information; A program that executes the following.
2. In the step of acquiring sleep information, the sleep information is acquired including sleep parameters determined based on a sleep state of the user; In the step of acquiring play information, the play information is acquired, the play information including play date information indicating a date on which the game was played and a game parameter based on a result of the play; in the associating step, associating the sleep parameters with the game parameters based on the acquired measurement date information and the acquired play date information; In the determining step, a play result of the game is determined based on a combination of the associated sleep parameters and the game parameters. The program according to claim 1.
3. The program causes the processor to:
3. The program according to claim 1, further comprising a step of notifying the user that the influence of the sleep information on the play result will be reduced when the step of acquiring the sleep information has not been executed for a predetermined period of time or more.
4. 4. The program according to claim 1, wherein in the step of acquiring the sleep information, the program acquires the sleep information from another program.
5. A method executed by a computer for managing the progress of a game using sleep information, the method comprising a processor and a memory unit, the processor executing all of the steps executed in the invention according to any one of claims 1 to 4.
6. An information processing device for managing the progress of a game using sleep information, comprising a processor and a memory unit, wherein the processor executes all of the steps executed in the invention according to any one of claims 1 to 4.
7. A system comprising means for executing all the steps performed in any one of claims 1 to 4.
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