Game program, information processing device, information processing system, and information processing method
By obtaining and processing user's sleep information in the game program, calculating sleep scores and game growth index, the problem of sleep state rewards in the prior art is solved, and the effect of improving user motivation to continue the game is achieved.
Patent Information
- Application Number
- JP2023116395
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-18
- Publication Date
- 2025-05-14
- Estimated Expiration
- 2042-08-18
AI Technical Summary
In the prior art, the game reward mechanism based on the user's sleep state has the problem that the reward is not attractive, resulting in the user lacking the motivation to continue the game.
By introducing a sleep information acquisition and processing mechanism in the game program, the user's sleep score and game growth index are calculated, the reward parameters are repeatedly calculated based on these parameters, and the user's reward is awarded based on the calculation results.
Increases the attractiveness of sleep-based game rewards and enhances users' motivation to continue playing.
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 system, and an information processing method. [Background technology]
[0002] 2. Description of the Related Art There is known a technique for measuring a person's behavior and amount of activity by using a motion detection sensor or the like that detects body movements, and utilizing the measured amount of activity in a game service or the like. Patent Document 1 discloses a technique for motivating a user to continuously measure and / or check analysis results of health-related information. Patent Document 2 discloses a technique for more effectively encouraging a user to change their behavior to improve their health condition. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Re-tabled publication 2016 / 021236 [Patent Document 2] Re-tabled publication 2018 / 163558 Summary of the Invention [Problem to be solved by the invention]
[0004] There is an issue in that the rewards granted based on the user's sleep state are not very interesting, and the motivation for the user to continue playing the game is insufficient. Therefore, the present disclosure has been made to solve the above problem, and its purpose is to provide a technique that motivates users to continue playing a game. [Means for solving the problem]
[0005] A game program having a processor and a memory unit for causing a computer to execute a game, wherein the processor executes the following steps: an acquisition step of acquiring sleep information relating to a user's sleeping state; a calculation step of repeatedly calculating parameters based on the sleep information and a first indicator relating to the user's degree of growth in the game, in response to the acquisition step acquiring the user's sleep information during a first period including multiple sleeps by the user; and an awarding step of awarding a reward to the user based on the parameters, in response to the calculation step calculating the parameters. Effect of the Invention
[0006] According to the present disclosure, by increasing the interest of the rewards granted based on the user's sleep state, it is possible to motivate the user to continue playing the game. [Brief description of the drawings]
[0007] [Figure 1] FIG. 2 is a block diagram showing the functional configuration of the system 1. [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. 13 is a diagram showing the data structure of a user table 1012. [Diagram 5] 10 is a diagram showing the data structure of a medium master 1013. FIG. [Figure 6] 13 is a diagram showing the data structure of a privilege master 1014. FIG. [Figure 7] 13 is a flowchart showing an operation of a benefit providing process. [Figure 8] FIG. 2 is a block diagram showing the basic hardware configuration of a computer 90. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] 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.
[0009] <System 1 Configuration> The system 1 in the present disclosure is an information processing system that provides a game service that progresses based on information about a user's nighttime sleep state. The present disclosure is applicable 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, a table game, or a training game. The system 1 includes an information processing device, a server 10, and a user terminal 20, which are connected via a network N. FIG. 1 is a block diagram showing the functional configuration of the system 1. FIG. 2 is a block diagram showing the functional configuration of the server 10. As shown in FIG. FIG. 3 is a block diagram showing the functional configuration of the user terminal 20. As shown in FIG.
[0010] Each information processing device is configured by 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 the server 10 and the user terminal 20, descriptions that overlap with the basic hardware configuration and basic functional configuration of the computer described later will be omitted. In this embodiment, each device (server 10, user terminal 20, etc.) constituting system 1 may be understood as an information processing device. Also, a collection of devices may be understood as one "information processing device." System 1 may be formed as a collection of multiple devices. The method of allocating multiple functions required to realize system 1 according to this embodiment to one or multiple pieces of hardware may be appropriately determined in consideration of the processing capacity of each piece of hardware and / or the specifications required for system 1, etc.
[0011] <Server 10 Configuration> The server 10 is an information processing device that provides a game service that progresses based on information about the user's nighttime sleeping state. The server 10 includes a storage unit 101 and a control unit 104 .
[0012] <Configuration of the storage unit 101 of the server 10> The storage unit 101 of the server 10 includes an application program 1011 , a user table 1012 , a medium master 1013 , and a bonus master 1014 .
[0013] 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 ID, a user name, a first index, sleep information, a reference sleep pattern, a sleep score, a total score, medium data, a first slot, and a second slot. FIG. 4 is a diagram showing the data structure of the user table 1012. As shown in FIG.
[0014] 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. The user name is an item for storing the name of the user. The user name may be set to any character string such as a nickname instead of a name. The first index is an item that stores information about the user's rank. The user's rank includes a level, experience points, etc., and grows according to the user's progress in the game. For example, the user's rank grows according to the acquisition of experience point parameters that are acquired when a predetermined condition in the game is satisfied (for example, measuring sleep information, a certain amount of in-game time has passed, acquiring a predetermined game item, etc.), so the user's rank increases as the user continues to play the game. In addition, in a game service that progresses based on information on the sleep state in the present disclosure, the first index may be a parameter that grows in response to the acquisition of experience value parameters that are obtained according to the type of in-game character the user acquires or encounters when waking up. For example, even among in-game characters of the same type, a configuration may be adopted in which a higher experience value parameter can be acquired in response to acquiring or encountering an individual with a higher rarity. 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 system 1 detects that the user has entered bed, or the time when the system 1 detects that the user's consciousness has shifted 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 system 1 detects that the user has woken up from bed, or the time when the system 1 detects that the user has shifted from a sleep state to an awake state. In this embodiment, a pair of the bedtime and 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. 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 sleep score is an item that stores an evaluation value regarding the user's sleep. The overall score is an item that stores a value (parameter) calculated based on the sleep score and the first index. The overall score is calculated, for example, by multiplying the sleep score of the day by the first index of the previous day. The overall score may be calculated based on statistics (average, median, mode, maximum, minimum, etc.) of the sleep scores for multiple days and statistics of the first index for multiple days. The overall score may be calculated based on the sleep score, the first index, and the number or amount of game media acquired in a game played outside of sleeping hours. The overall score is a parameter calculated by, for example, the product of the sleep score of the current day, the first index of the previous day, and the number or amount of game media associated with the second slot. The number or amount of game media associated with the second slot corresponds to, for example, the number or amount of game media acquired in a game played outside of sleeping hours. The overall score may be calculated based on statistics of the sleep score for multiple days, statistics of the first index for multiple days, and statistics of the number or amount of game media associated with the second slot for multiple days. The medium data is an item for storing information about game media owned by the user. Specifically, the medium data stores the medium IDs of the game media owned by the user, the number of game media owned for each medium ID, and the amount of game media owned.
[0015] The game content includes any parameter in the game, such as points, score, etc. The game contents include information about in-game resources that can be used in the game. For example, the user can use the in-game resources for the following purposes: Exchange for in-game objects (e.g. in-game characters, in-game items, etc.) Participate in a draw to obtain in-game objects -Adding points to specific in-game elements Examples of in-game items include the following: Note that there are in-game items that are consumed and lost when used, and there are also in-game items that are not consumed and lost even when used. -Weapons, armor, accessories, etc. - Anything that increases or decreases the performance value of a specific target (e.g., an in-game character) - Anything that changes the game progress to your advantage or disadvantage It is not necessary that there is only one type of game media, and multiple types of game media may be defined. In this case, each type of game media may have a different role. Also, each type of game media may have different exchangeable in-game objects. A user may consume one in-game resource to obtain another in-game resource.
[0016] The first slot is an item for storing game media supplied to a user as the game progresses. Specifically, the first slot stores a media ID of the game media associated with the user, and a predetermined parameter related to the number or amount of game media for each media ID. When the game media is supplied to the user, information on the acquired game media is stored in the first slot. In the present disclosure, the game media supplied to a user as the game progresses is stored in the first slot, not in a media data item. A reference value (maximum value) of a predetermined parameter related to the number or amount of game media associated with the first slot is set.
[0017] The first slot may be provided for each in-game object, such as an in-game character, associated with a user. For example, one or more types of game media may be stored in each of the first slots provided for one or more in-game characters associated with a user. In other words, a storage area for multiple first slots may be provided for each user.
[0018] The second slot is an item for storing parameters such as game media related to the game progress. Specifically, the second slot stores the media IDs of the game media related to the game progress, and the number or amount of game media for each media ID. The second slot may store, for example, parameters calculated based on the number or amount of game media. Note that the second slot may store parameters calculated based on the number or amount of game media. When a predetermined condition is satisfied, information on the game media is stored in the second slot. The predetermined condition is, for example, the following. - The user instructs the transfer of the associated game content from the first slot to the second slot. - The supply of game content to the first slot exceeds the threshold. - The first slot is supplied with a game content equal to or greater than the standard value. The number or amount of game content in the first slot has reached a certain threshold. The number or amount of game content in the first slot is compared with a predetermined parameter based on a reference value to satisfy a predetermined condition. - The game content may be associated with the second slot at the user's command. In the present disclosure, game media related to game progression is stored in the second slot rather than as an item of media data. The second slot may be provided for each in-game object such as an in-game character. For example, one or more types of game media may be stored in the second slot provided for a specific in-game character. In addition, when a game medium is associated with a second slot, a predetermined parameter may be calculated based on the number or amount of game media to be associated, and the predetermined parameter may be associated with the second slot.
[0019] The medium master 1013 is a table for storing and managing information relating to game media (game medium information). The medium master 1013 is a table having columns of medium ID, medium type, and medium name, with the medium ID as a primary key. FIG. 5 is a diagram showing the data structure of the medium master 1013. As shown in FIG.
[0020] The medium ID is an item for storing medium identification information for identifying a game medium. The medium identification information is an item for storing a unique value for each game medium for which a medium name is set. The medium type is an item for storing the type of game medium identified by the medium identification information. Specifically, the medium type stores a character string for identifying the type of game medium, such as an in-game resource. The medium name is an item that stores the name of the game medium. Any character string can be set as the medium name. When the medium type is an in-game resource, the medium name stores the name of the in-game resource. The game medium may include an in-game character and an in-game item as an in-game object. In this case, for example, the medium type is an in-game character, and the medium name is the name of the in-game character. Also, the medium type is an in-game item, and the medium name is the name of the in-game item.
[0021] The privilege master 1014 is a table for storing information (privilege information) regarding privileges to be granted to users. The privilege master 1014 is a table having columns for privilege content and privilege conditions. FIG. 6 is a diagram showing the data structure of the privilege master 1014. As shown in FIG.
[0022] The privilege content is an item that stores the content of the privilege to be given to the user. The benefits include, for example: - Granting game content to users - Generating new game content from a given game content associated with a user - Granting beneficial effects to in-game characters associated with the user - Granting advantageous effects to in-game items associated with the user Granting an advantageous effect to an in-game character includes, for example, strengthening the performance value of the in-game character and evolving the in-game character. Giving an advantageous effect to an in-game item includes, for example, enhancing the performance value of the in-game item and evolving the in-game item. 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 need to be exclusive conditions 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. In addition, by setting priorities for the reward contents, only one or multiple high-priority reward contents may be granted to the user.
[0023] <Configuration of the control unit 104 of the server 10> The control unit 104 of the server 10 includes a user registration control unit 1041, a privilege granting unit 1044, a sleep information storage unit 1045, a sleep score calculation unit 1046, and a total score calculation unit 1047. The control unit 104 executes an application program 1011 stored in the storage unit 101 to realize each functional unit.
[0024] 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. The information stored in the user table 1012 is generated when a user opens a web page operated by a service provider from any information processing terminal, enters information into a specific input form, and transmits the information to the server 10. The user registration control unit 1041 stores the received information in a new record in the user table 1012, completing the user registration. This allows the user stored in the 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, any character string or number desired by the user, or an arbitrary character string or number may be automatically set by the user registration control unit 1041.
[0025] The reward giving unit 1044 executes a reward giving process, the details of which will be described later.
[0026] The sleep information storage unit 1045 executes a sleep information storage process, the details of which will be described later.
[0027] The sleep score calculation unit 1046 executes a sleep score calculation process, which will be described in detail later.
[0028] The total score calculation unit 1047 executes a total score calculation process, the details of which will be described later.
[0029] <Configuration of User Terminal 20> 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. The user terminal 20 includes a storage unit 201 , a control unit 204 , an input device 206 , and an output device 208 .
[0030] <Configuration of the storage unit 201 of the user terminal 20> The storage unit 201 of the user terminal 20 includes a user ID 2011 and an application program 2012 .
[0031] The user ID 2011 is an account ID of the user. 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 2011 includes information such as a session ID temporarily assigned by the server 10 when identifying the user who is using the user terminal 20.
[0032] The application program 2012 may be stored in advance in the storage unit 201, or may be configured to be downloaded from a web server operated by a service provider via a communication IF. The application programs 2012 include applications such as a web browser application. The application program 2012 includes an interpreted programming language such as JavaScript™ that runs on a web browser application stored on the user terminal 20 .
[0033] <Configuration of the control unit 204 of the user terminal 20> The control unit 204 of the user terminal 20 includes an input control unit 2041, an output control unit 2042, and a game control unit 2043. The control unit 204 executes an application program 2012 stored in the storage unit 201, thereby realizing each functional unit.
[0034] <Configuration of the input device 206 of the user terminal 20> The input device 206 of the user terminal 20 includes a camera 2061 , a microphone 2062 , a position information sensor 2063 , a motion sensor 2064 , a touch device 2065 , and a sleep sensor 2066 .
[0035] The sleep sensor 2066 is a device that detects various states of the user terminal 20. The sleep sensor 2066 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 2066 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. The sleep sensor 2066 may also detect various information using the above-mentioned sensor function. For example, the sleep sensor 2066 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 2066 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 2066 can transmit the sensing data detected as described above to the control unit 204. The sleep sensor 2066 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 2066 can detect the user's biological information and transmit it to the user terminal 20. For example, the sleep sensor 2066 can determine the user's heart rate by photoelectric volumetric 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 2066 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.
[0036] <Configuration of the output device 208 of the user terminal 20> The output device 208 of the user terminal 20 includes a display 2081 and a speaker 2082 .
[0037] <System 1 Operation> Each process of the system 1 will be described below. FIG. 7 is a flowchart showing the operation of the bonus giving process.
[0038] <Benefit Granting Process> The reward granting process is a process of granting a reward (bonus) to a user by accepting information on the user's game operation when awake (e.g., during the day), the game media owned by the user, 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 a reward for an in-game character owned by the user, a reward granted to an in-game team or in-game group to which the user belongs, and the like, and includes any reward for an in-game object, in-game entity, or the like associated with the user.
[0039] <Outline of reward allocation process> The bonus granting process is a series of processes that accept game operations from the user when the user is awake, such as during the day, measure sleep information related to the user's sleep state while the user is sleeping, calculate the user's sleep score based on the sleep information, calculate an overall score based on the sleep score, identify bonus content based on the overall score, and grant the identified bonus content to the user.
[0040] <Details of the reward allocation process> The bonus awarding process will be described in detail below.
[0041] In step S501, the user logs in to the game and performs game processing during a time period when the user is awake other than the sleeping time. For example, the user can operate the input device 206 of the user terminal 20 to operate an in-game character owned by the user and execute a game such as a mission or a quest.
[0042] <Sleep information storage processing> In step S502, the sleep information storage unit 1045 of the server 10 executes an acquisition step of acquiring sleep information related to the user's sleeping state.
[0043] 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 device 2065, turning off the light used by the character, etc.). The user terminal 20 also constantly performs sensing using the sleep sensor 2066, 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.
[0044] The control unit 204 of the user terminal 20 instructs the sleep sensor 2066 to perform sensing. Specifically, the sleep sensor 2066 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 2066.
[0045] The control unit 204 of the user terminal 20 transmits the sensing data sent from the sleep sensor 2066 to the server 10. The sleep information storage unit 1045 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.
[0046] 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 2066. 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 1045 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.
[0047] <Sleep score calculation process> In step S503, the sleep score calculation unit 1046 of the server 10 executes a sleep calculation step of calculating a sleep score, which is an index related to the user's sleep, based on the user's sleep information acquired in the acquisition step. The sleep score calculation process may be executed at any time period, such as a time period when the user is awake 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 1046 of the server 10 may execute the sleep score calculation process when detecting the wake-up time of the user.
[0048] The sleep score calculation unit 1046 of the server 10 calculates a sleep score based on the sleep time included in the sleep information stored in the user table 1012. For example, the sleep score may be calculated based on the sleep duration using a predetermined calculation formula.The sleep score may be calculated based on the sleep duration with reference to a table (not shown) in which the sleep duration is associated with the sleep score. In this case, if the sleep time is 3 hours or less and 10 hours or more, it may be calculated as 3 hours and 10 hours, respectively. In other words, if the sleep time is less than a predetermined value or more than a predetermined value, the sleep score may not change from the predetermined value. Also, if the sleep time is 3 hours or less and more than 10 hours, it may be excluded from the calculation of the sleep score. When multiple sleeps are included in a given period (e.g., one day, 24 hours), the sleep times or sleep scores of a given number of sleeps may be added together, but the sleep times or sleep scores after the given number of sleeps may not be evaluated. For example, the sleep times or sleep scores of up to two sleeps in one day may be added together, but the sleep times or sleep scores of the second and subsequent sleeps may not be added together.
[0049] The sleep score calculation unit 1046 of the server 10 determines whether the sleep pattern included in the sleep information of the user table 1012 satisfies the reference sleep pattern.
[0050] The sleep 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 sleep information and the reference sleep pattern.
[0051] 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.
[0052] 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 1046 of the server 10 determines that sleep pattern A satisfies the reference sleep pattern.
[0053] 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 1046 of the server 10 determines that sleep pattern B does not satisfy the reference sleep pattern.
[0054] 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 1046 of the server 10 determines that sleep pattern C does not satisfy the standard sleep pattern.
[0055] In this manner, the sleep score calculation unit 1046 of the server 10 determines whether or not the sleep pattern satisfies the reference sleep pattern.
[0056] If it is determined that the reference sleep pattern is not satisfied, the sleep score calculation unit 1046 of the server 10 calculates the sleep score as 10 points.
[0057] If it is determined that the reference sleep pattern is satisfied, the sleep score calculation unit 1046 of the server 10 determines, based on the sleep information, whether the sleep pattern satisfies the reference sleep pattern for a calculation period or more. If the sleep score calculation unit 1046 of the server 10 determines that the sleep pattern based on the sleep information does not satisfy the reference sleep pattern for the calculation period or longer, it calculates the sleep score as 40 points.
[0058] If the sleep score calculation unit 1046 of the server 10 determines that the sleep pattern based on the sleep information satisfies the reference sleep pattern for the calculation period or longer, the sleep score calculation unit 1046 calculates the sleep score as 70 points.
[0059] The sleep score calculation unit 1046 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 1046 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 1046 of the server 10 may calculate the sleep score based on the sleep time based on the sleep information.
[0060] The sleep score calculation unit 1046 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 1046 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 1046 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.
[0061] The sleep score calculation unit 1046 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.
[0062] The user or the administrator of the game service may be able to set any calculation period. For example, the calculation period may be an intensive period for establishing sleep habits, and may be three days or one week. The calculation period may be set by the user through dialogue with a predetermined in-game character. For example, the calculation period may be set by inputting the calculation period in a format that makes a promise to the predetermined in-game character. This makes it possible to naturally motivate the user to develop good sleeping habits, even if the user is a child.
[0063] Furthermore, when the sleep information includes information on the quality of sleep, the sleep score calculation unit 1046 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.
[0064] 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.
[0065] The sleep score calculation unit 1046 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.
[0066] <Total score calculation process> In step S504, the calculation step executes a step of calculating a parameter based on the sleep score calculated in the sleep calculation step and the first index. The calculation step executes a step of calculating the parameter as the sum or product of the sleep score and the first index. The overall score is a value calculated based on the first index and the sleep score. For example, the overall score is calculated by multiplying the sleep score of the day (sleep score upon waking up) by the first index of the previous day (first index upon going to bed). The overall score may also be calculated by multiplying the sleep score for that day (sleep score upon waking up) by the number or amount of game media associated with the second slot. Alternatively, it may be calculated as the product of the sleep score of the current day (sleep score upon waking up), the first indicator of the previous day (first indicator upon going to bed), and the number or amount of game media associated with the second slot. The overall score may be calculated based on statistical values of the sleep scores (average, median, mode, maximum, minimum, etc.) over multiple days and statistical values of the first index over multiple days. The total score calculation process may be executed every day, every arbitrary calculation period, or every sleep score calculation process. The total score calculation process does not necessarily have to be executed after the sleep score calculation process.
[0067] The total score calculation unit 1047 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 first index and the sleep score. The total score calculation unit 1047 of the server 10 calculates the product of the acquired first index and the sleep score to calculate the total score. The total score may be calculated based on any algorithm. For example, if the sleep score calculated in step S503 is 40 and the first index is 4, the total score is calculated as 160 points, which is the product of the sleep score and the first index. The total score calculation unit 1047 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.
[0068] The total score calculation unit 1047 of the server 10 may be configured to calculate the total score based on either the first index or the sleep score. For example, if the sleep score is calculated taking into account the first index, it is not necessary to take the first index into account when calculating the total score.
[0069] In step S504, the total score calculation unit 1047 of the server 10 executes a calculation step of repeatedly calculating a total score for a first calculation period including a plurality of sleeps of the user based on the sleep information and a first index related to the user's growth in the game, in response to the sleep information of the user being acquired in the acquisition step during the first calculation period. The first calculation period may be, for example, one week, or may be longer or shorter than one week. Specifically, the total score calculation unit 1047, for example, accumulates the total scores for multiple days included in the first calculation period to obtain the total score for the first calculation period. For example, the sleep scores for one week calculated by the sleep score calculation process are "10, 40, 40, 40, 40, 70, 10" and the first index for this period is "4, 4, 4, 4, 5, 5, 5". Note that the first index is incremented on the fifth day. The total score calculation unit 1047 calculates the total score for the first day in the first calculation period as 40 points. The total score calculation unit 1047 calculates the total score for the second day as "40+160=200 points". The total score calculation unit 1047 calculates the total score for the third day as "200+160=360 points". The overall score calculation unit 1047 calculates the overall score for the fourth day as "360+160=520 points." The overall score calculation unit 1047 calculates the overall score for the fifth day as "520+200=700 points." The overall score calculation unit 1047 calculates the overall score for the sixth day as "700+350=1050 points." The overall score calculation unit 1047 calculates the overall score for the seventh day as "1050+50=1100 points." The overall score calculation unit 1047 stores the calculated overall scores in the user table 1012. This allows the user's sleep state during the calculation period to be evaluated as a total score based on the accumulated value up to that day. That is, the user's sleep state during the calculation period can be evaluated based on a cumulative total score.
[0070] In step S504, the total score calculation unit 1047 subtracts the total score every time the calculation period elapses. For example, the total score calculation unit 1047 resets the total score every time the calculation period elapses. Specifically, the total score calculation unit 1047 resets the total score to 0 points when the first calculation period has elapsed. For example, assuming that the first calculation period is one week, the total score calculation unit 1047 resets the total score when one week has elapsed, and starts the total score from 0 points from the next week onwards. In the first calculation period, the first index started from "4", but in the second period, which is the week following the first calculation period, the first index starts from "5". As a result, even if the sleep score in the second period is the same as that in the first calculation period, a larger total score is calculated. As a result, the total score is repeatedly calculated. By periodically resetting the overall score, if the user continues playing the game, the overall score for a given period will gradually increase in proportion to the increase in the first index, which will motivate even users who have difficulty improving their sleep habits to increase their sleep score to continue playing the game.
[0071] In step S505, the bonus awarding unit 1044 of the server 10 identifies the bonus content to be awarded based on the total score. The reward granting unit 1044 of the server 10 searches the reward conditions in the reward master 1017 based on the calculated total score. Specifically, a record of the reward conditions that satisfy the conditions such as the calculated total score is identified. Then, the reward contents stored in the record are acquired. Note that the reward conditions in the reward master 1017 can be set to any conditions based on the sleep score, etc., instead of the total score. In the present disclosure, the privilege content is specified based on the overall score, but the privilege content may be specified from the sleep score without calculating the overall score.
[0072] In step S506, the reward granting unit 1044 of the server 10 executes a granting step of granting a reward to the user based on the parameter calculated in the calculation step in response to the parameter calculated in the calculation step. The granting step may execute a step of granting an in-game object to the user as a reward. Specifically, the reward provision unit 1044 of the server 10 provides the user with a reward based on the acquired reward content information. As an example of a reward, the user can acquire game media such as a new in-game character, an in-game item, or in-game resources. For example, the display 2081 of the user terminal 20 displays an image of the acquired character, a total score value, a sleep score, or a text related to a "sleep type" indicating the user's sleep state determined based on the total score. For the sleep type, a text such as "Type A," "Type B," or "Type C" that expresses the user's sleep state is displayed. Specifically, the reward provision unit 1044 of the server 10 updates the record of the user in the user table 1012, particularly the game medium information stored in the medium data, according to the acquired reward content. Specifically, the acquired in-game character, in-game item, and in-game resource are added to the columns of the medium data.
[0073] In step S506, the granting step includes a step of granting to the user a first reward, a reward determined from a group of multiple types of rewards by lottery according to the magnitude of the parameter, and a step of granting a specific reward as a second reward without lottery when the magnitude of the parameter reaches a predetermined value. Specifically, the bonus granting unit 1044 of the server 10 may identify the bonus content to be granted by lottery based on the calculated total score. For example, the bonus granting unit 1044 of the server 10 searches for bonus conditions in the bonus master 1017 based on the calculated total score. Specifically, the bonus granting unit 1044 of the server 10 identifies a plurality of records with bonus conditions that satisfy conditions such as the calculated total score. The bonus granting unit 1044 of the server 10 identifies a predetermined bonus content from the identified plurality of records by lottery and grants it to the user. In addition, two types of bonus content are defined: a first bonus content (first reward) that is selected from multiple bonus content (group of bonus contents) by lottery based on the total score value and is granted to the user; and a second bonus content (second reward) that is selected without lottery based on the total score value and is granted to the user.
[0074] In addition, the group of rewards to be selected by lottery to determine the first reward may include a specific reward. Specifically, the group of rewards may include a second reward. In this way, the user can obtain a second reward that is equivalent to the first reward, which has a low probability of winning, by increasing the first index and achieving a higher overall score.
[0075] In step S506, the granting step includes a step of granting a first reward to the user when the parameter satisfies the first condition but does not satisfy the second condition, and a step of granting a second reward when the parameter satisfies the first condition and the second condition and the first reward has been granted to the user, and granting the first reward when the second reward has not been granted to the user. The first reward and the second reward are different rewards related to the same in-game character. The first reward and the second reward may be different rewards. In addition, the number of rewards is not limited to two, and there may be a third reward or more. The rewards given to the user may be rewards whose acquisition order is predetermined. For example, assume that the first reward is a reward in which character A is given when the user first achieves a total score of 500 points or more, and the second reward is a reward in which character B is given when the user first achieves a total score of 800 points or more. When neither the first reward nor the second reward has been given to the user, and the total score rises from less than 500 to 600 (i.e., when the total score exceeds 500 points for the first time), the bonus giving unit 1044 will give the first reward to the user since the condition of a total score of 500 points or more is satisfied. When neither the first reward nor the second reward has been given to the user, and the total score rises from less than 500 to 900 (i.e., when the total score exceeds 500 points and 800 points for the first time), the bonus giving unit 1044 will give the first reward to the user since the condition of a total score of 500 points or more is satisfied, and will give the second reward to the user since the condition of a total score of 800 points or more is satisfied. Next, when the user has been granted the first reward but not the second reward, and the total score rises from less than 500 points to 600 points (i.e., when the total score exceeds 500 points for the first time), the bonus granting unit 1044 satisfies the condition for a total score of 500 points or more, but does not grant the first reward to the user because the first reward has already been granted to the user. Next, when the user has been granted the first reward but not the second reward, and the total score rises from less than 800 points to 900 points (i.e., when the total score exceeds 800 points for the first time), the bonus granting unit 1044 grants the second reward to the user to satisfy the condition of a total score of 800 points or more. Next, in the case where a user has been granted the first reward and the second reward, when the total score rises from less than 800 points to 900 points (i.e., when the total score exceeds 800 points for the first time), the bonus granting unit 1044 satisfies the condition of a total score of 800 points or more, but does not grant the second reward to the user because the second reward has already been granted to the user. As a result, the user can receive the first reward and the second reward one by one in order. The user can receive rewards in stages as the first index grows. The user can be motivated to continue playing the game. In addition, in the early stages of starting the game, the first index is low. Therefore, since the amount of sleep time is limited, the value of the total score that can be reached cannot be high. However, by continuing to play the game, the first index becomes higher as the amount of sleep time accumulates. The user accumulates the total score in the first calculation period, and when the first calculation period ends, the total score becomes "0", and in the next second period, the total score is accumulated from "0". By repeating the predetermined period and continuously growing the first index, the user can aim for a high score for the total score even if there is no change in the sleep score. Although it is not possible to reach the initial stage when the game is started, it is possible to set a goal that is achievable if the user continues to play the game, so that it is possible to provide a motivation to continue playing the game.
[0076] In step S506, the granting step includes a step of granting a first reward or a second reward to the user depending on the occurrence of an in-game event that occurs with a predetermined probability in the game, and a step of granting the second reward if the first reward has been granted to the user when the in-game event occurs, and granting the first reward if the second reward has not been granted to the user. For example, the user may obtain the bonus content stored in the bonus master when an in-game event occurs with a predetermined probability, regardless of the bonus condition. The in-game event occurs, for example, at the following times. ·When you wake up When you operate the game upon waking up When the benefits are specified - When the user is playing the game while awake For example, when an in-game event occurs, the bonus granting unit 1044 grants a reward to the user depending on the granting status of the first reward and the second reward. Specifically, when an in-game event occurs, the bonus granting unit 1044 determines whether the first reward and the second reward have been granted. If the first reward and the second reward have not been granted, the bonus granting unit 1044 grants the first reward to the user. If the first reward has been granted but the second reward has not been granted, the bonus granting unit 1044 grants the second reward to the user. If all rewards to be granted have been granted, the bonus granting unit 1044 may not cause an in-game event to occur. This allows the user to receive a reward based on an in-game event that occurs with a predetermined probability regardless of the size of the total score. Even if the predetermined probability is low and the in-game event occurs very rarely, the user can obtain the first reward and the second reward by achieving a larger total score by growing the first index. This allows the user to definitively obtain the first reward and the second reward by continuously playing the game. This makes it possible to create anticipation for the occurrence of an in-game event, making the sleep game more interesting and motivating users to continue playing the game. In addition, if it is an in-game event, there is a possibility that a user will obtain a reward even at an early stage of starting the game, and the existence of the user who has obtained the reward can be spread, for example, on SNS. If the existence of such users becomes widely known, it is expected that more users will want the game, and the number of users who play the game will increase.
[0077] <Regarding growth of the first indicator> The first index improves based on the user's play results. Basically, the first index is not reset. On the other hand, the control unit 104 of the server 10 may reset the first index for a period (first index reset period) longer than a predetermined period. For example, when the first period is one week, the control unit 104 may reset the first index for each season, such as three months, or for each year, as the first index reset period. In this case, the next season may start from "0" while the level of the previous season is stored as a record. The control unit 104 executes an increase step of increasing the first index for a period longer than the first period. Also, the first index may not be reset. Specifically, the control unit 104 of the server 10 increases the first index for a period longer than the calculation period of the total score in step S504. The control unit 104 resets the first index to "0" when a period longer than the calculation period has passed. For example, when the calculation period is one week, the control unit 104 of the server 10 increases the first index over one month or one year, and resets the first index when one month or one year has passed. Note that the first index may be reset based on the end of an event or season set in the game, not limited to a period.
[0078] The first index may be an index that grows not only according to the user's game progress, but also based on the sleep information acquired in the acquisition step. The first index may be an index that grows based on the sleep score calculated in the calculation step. The first index may be an index that grows based on the overall score calculated in the calculation step. Specifically, the control unit 104 of the server 10 increases the first index based on information related to the user's sleep, such as the sleep information stored in step S502, the sleep score calculated in step S503, and the overall score calculated in step S504. For example, the better the user's sleep state, the more the first index may grow. This can encourage the user to improve their sleep habits. The first index may also grow based on the user's game operations during the user's awake hours in step S501, etc.
[0079] <Modification> In the above embodiment, in step S503, the sleep calculation step may include a step of calculating a sleep score by accumulating the calculated values of the indexes related to the user's sleep calculated for each of a plurality of sleeps included in a first period set in advance. The first period may be, for example, one week, or may be longer or shorter than one week. Specifically, the sleep score for the first period is calculated by accumulating the sleep scores calculated for each of the sleeps on multiple days. For example, the first period may be one week, and the sleep score for the day may be calculated by accumulating the sleep scores calculated every day. For example, if the sleep scores for one week calculated by the sleep score calculation process described above are "10, 40, 40, 40, 40, 70, 10," the sleep scores for the first day are calculated as 10 points, the sleep score for the second day as 50 points, the sleep score for the third day as 90 points, the sleep score for the fourth day as 130 points, the sleep score for the fifth day as 170 points, the sleep score for the sixth day as 240 points, and the sleep score for the seventh day as 250 points, and stored. This allows the sleep state of the user during the calculation period to be evaluated using the cumulative sleep score up to that day as the sleep score. That is, the sleep state of the user during the calculation period can be evaluated using the cumulative sleep score.
[0080] In step S503, the sleep calculation step resets the sleep score every time the first period elapses. Specifically, the sleep score calculation unit 1046 of the server 10 resets the sleep score to 0 every time the first period elapses. For example, assuming that the first period is one week, the sleep score calculation unit 1046 resets the sleep score when one week elapses and starts the integrated value from the next week onwards from 0. In this way, by periodically resetting the sleep score, it is possible to evaluate the user's sleep state repeatedly and continuously within the calculation period using the sleep score.
[0081] In step S503, the sleep score calculation unit 1046 of the server 10 may execute a sleep calculation step of calculating a sleep score, which is an index related to the user's sleep, based on the user's sleep information and the first index acquired in the acquisition step. Specifically, the sleep score calculation unit 1046 of the server 10 calculates a new sleep score by multiplying or summing the sleep score calculated by the sleep score calculation process described above and the first index. For example, if the first index is 4 and the sleep score calculated from the sleep information and the reference sleep pattern is 40 points, the sleep score calculation unit 1046 calculates the sleep score as the product of 4 and 40, that is, 160 points. In addition, the sleep information, reference sleep pattern, and first index may be used as input data and the sleep score may be calculated as output data based on a rule-based model based on any algorithm, or other learning models or inference models such as machine learning, deep learning, and artificial intelligence models. This makes it possible to encourage the user to improve their sleep habits through repetition, while giving the user a sense of satisfaction with their progress in the game in accordance with the growth of the first index, thereby motivating the user to continue playing the game.
[0082] In addition, the sleep score for a given period may be calculated by multiplying the sleep scores calculated for each of the sleep days. For example, assume that the sleep scores for the first and second weeks calculated by the sleep score calculation process described above are "10, 40, 40, 40, 40, 70, 10" (same sleep score), and the first index for the first week is 4 and the first index for the second week is 8. In other words, assume that the user's sleep state is the same in the first and second weeks. In this case, in the first week, the sleep score on the first day will be calculated as 40 points, the sleep score on the second day as 200 points, the sleep score on the third day as 360 points, the sleep score on the fourth day as 520 points, the sleep score on the fifth day as 680 points, the sleep score on the sixth day as 960 points, and the sleep score on the seventh day as 1000 points. In the second week, even though the user's sleep state is the same as in the first week, the sleep score on the first day is calculated as 80 points, the sleep score on the second day as 400 points, the sleep score on the third day as 720 points, the sleep score on the fourth day as 1040 points, the sleep score on the fifth day as 1360 points, the sleep score on the sixth day as 1920 points, and the sleep score on the seventh day as 2000 points. In other words, the user can obtain a higher sleep score in the second week, which gives the user a sense of satisfaction with the progress of the game. This allows the overall score (parameter) to be increased according to the growth of the first index in a sleep game that uses information on "sleep" that cannot be improved cumulatively. By giving the user a sense of satisfaction with the game progress, the interest of the sleep game can be further improved. The user can be motivated to continue playing the game. In addition, in the above-described embodiment, the case where a privilege is granted when the privilege conditions are satisfied has been described as an example. However, even if the privilege conditions are satisfied, the privilege may not necessarily be granted. For example, the privilege granting unit 1044 may increase the probability of granting a privilege when the privilege conditions are satisfied. Specifically, for example, the privilege granting unit 1044 may increase the probability of granting a privilege from X% to Y% (X < Y) when the sleep score or the total score reaches a predetermined value. That is, for example, when the total score is 20, the winning probability of the privilege granting unit 1044 is 0.1%, but after the total score reaches 1000, the winning probability may be 90% until the privilege is won. This makes it possible to motivate the user to continuously engage in the game. When a privilege is granted to a user, the winning probability of the privilege is set to 0%. This can prevent the same privilege from being repeatedly granted to the user. For example, it is possible to prevent the user from repeatedly winning the same privilege. <Basic Hardware Configuration of Computer> FIG. 8 is a block diagram showing the basic hardware configuration of a computer 90. The computer 90 includes at least a processor 901, a main memory 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.
[0083] The processor 901 is hardware for executing an instruction set described in a program. The processor 901 is composed of an arithmetic unit, registers, peripheral circuits, and the like.
[0084] The main memory device 902 is for temporarily storing a program and data processed by the program and the like. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).
[0085] 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.
[0086] 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, a 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 a network that is directly connected by a USB (Universal Serial Bus) cable or the like.
[0087] 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.
[0088] <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. 8) of a computer 90. The computer comprises at least the functional units of a control unit, a storage unit, and a communication unit.
[0089] 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.
[0090] 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.
[0091] 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.
[0092] 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.
[0093] 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.
[0094] 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.
[0095] <Additional Notes> The matters described in the above embodiments will be supplemented below.
[0096] (Appendix 1) A game program having a processor and a memory unit for causing a computer to execute a game, wherein the processor executes an acquisition step (S502) of acquiring sleep information relating to a user's sleeping state, a calculation step (S504) of repeatedly calculating parameters based on the sleep information and a first indicator relating to the user's degree of growth in the game, in response to the acquisition step acquiring the user's sleep information during a first period including multiple sleeps by the user, and an awarding step (S506) of awarding a reward to the user based on the parameter, in response to the calculation step calculating the parameter. This allows the parameter to be increased according to the growth of the first index in a sleep game that uses information on "sleep" that cannot be improved cumulatively. By giving the user a sense of satisfaction with the progress of the game, the interest of the sleep game can be further improved. The user can be motivated to continue playing the game.
[0097] (Appendix 2) The game program according to claim 1, wherein the processor executes an increasing step (S504) of increasing the first indicator for a period longer than the first period, and the calculating step (S503) resets the parameter each time the first period elapses. This allows the parameter to increase in accordance with the growth of the first index, thereby giving the user a sense of satisfaction with the progress of the game.
[0098] (Appendix 3) The game program described in Appendix 2, wherein the granting step (S506) includes a step of granting to the user a reward determined from a group of multiple types of rewards by lottery according to the magnitude of the parameter as a first reward, and a step of granting a specific reward as a second reward without lottery when the magnitude of the parameter reaches a predetermined value. As a result, even if the probability of winning the first reward in the lottery is low, the user can obtain the second reward by achieving a larger overall score by improving the first index. This can motivate the user to develop good sleeping habits and continue to play the game.
[0099] (Appendix 4) A game program as described in Appendix 3, wherein the group of multiple types of rewards subject to the lottery to determine the first reward includes a specific reward. As a result, even if the probability of winning the first reward by lottery is low, the user can obtain the second reward equivalent to the first reward by achieving a higher overall score by growing the first index. This can motivate the user to develop good sleeping habits and to continue playing the game.
[0100] (Appendix 5) The processor executes a sleep calculation step (S503) of calculating a sleep score, which is an index related to the user's sleep, based on the user's sleep information acquired in the acquisition step, and a calculation step (S504) of calculating parameters based on the sleep score calculated in the sleep calculation step and the first index. This makes it possible to encourage the user to improve their sleep habits through repetition, while giving the user a sense of satisfaction with their progress in the game in accordance with the growth of the first index, thereby motivating the user to continue playing the game.
[0101] (Appendix 6) The game program according to claim 5, wherein the calculation step (S504) is a step of calculating a parameter as a sum or product of the sleep score and the first index. This allows the user to feel a sense of satisfaction with the progress of the game by increasing the parameters in accordance with the growth of the first index.
[0102] (Appendix 7) The game program according to claim 6, wherein the calculation step (S504) is a step of calculating a parameter by integrating the sum or product of the sleep score and the first index calculated for each of the multiple sleeps included in the first period. This makes it possible to encourage the user to improve their sleep habits during the first period in order to improve the sleep score calculated based on the sleep state during the first period.
[0103] (Appendix 8) 8. The game program according to claim 7, wherein the calculation step (S503) resets the parameter every time the first period elapses. This makes it possible to encourage the user to repeatedly improve their sleep habits using the first period as a unit.
[0104] (Appendix 9) The game program according to claim 1, further comprising: a sleep calculation step (S503) of calculating a sleep score, which is an index relating to the user's sleep, based on the user's sleep information acquired in the acquisition step and the first index. This encourages repetitive improvements in sleep habits while providing a sense of satisfaction with game progression as the first indicator grows.
[0105] (Appendix 10) The game program according to claim 9, wherein the sleep calculation step (S503) is a step of calculating a sleep score by accumulating calculation values of indexes related to the user's sleep calculated for each of a plurality of sleeps included in the first period. This makes it possible to encourage the user to improve their sleep habits during the first period in order to improve the sleep score calculated based on the sleep state during the first period.
[0106] (Appendix 11) The game program according to claim 10, wherein the sleep calculation step (S503) resets the sleep score every time the first period elapses. This makes it possible to encourage the user to repeatedly improve their sleep habits using the first period as a unit.
[0107] (Appendix 12) The game program described in Appendix 1, wherein the granting step (S506) includes a step of granting a first reward to the user when the parameters satisfy a first condition but do not satisfy a second condition, and a step of granting a second reward when the parameters satisfy the first condition and the second condition and the first reward has been granted to the user, and granting the first reward when the second reward has not been granted to the user. As a result, even if the parameters satisfy the second condition, if the first reward is not granted, the user will receive only the first reward without receiving the second reward. This allows the user to receive the first reward and the second reward one by one in order. The user can receive the reward in stages as the first index grows. This can motivate the user to continue playing the game.
[0108] (Appendix 13) 13. The game program according to claim 12, wherein the granting step (S506) is a step of granting an in-game character to the user as a reward, and the first reward and the second reward are different rewards related to the same in-game character. This allows the user to receive rewards based on in-game events that occur with a certain probability regardless of the state of sleep. Even in this case, the user can receive rewards in stages according to the growth of the first index. By further increasing the interest of the sleep game, it is possible to motivate the user to continue playing the game.
[0109] (Appendix 14) The game program described in Appendix 12, wherein the granting step (S506) includes a step of granting a first reward or a second reward to the user depending on the occurrence of an in-game event that occurs with a predetermined probability in the game, and a step of granting the second reward when the in-game event occurs and the first reward has been granted to the user, and granting the first reward when the second reward has not been granted to the user. This can encourage users to improve their sleep habits.
[0110] (Appendix 15) 2. The game program according to claim 1, wherein the first index is an index that grows based on the sleep information acquired in the acquisition step. This can encourage users to improve their sleep habits.
[0111] (Appendix 16) 6. The game program according to claim 5, wherein the first index is an index that grows based on the sleep score calculated in the calculation step. This can encourage users to improve their sleep habits.
[0112] (Appendix 17) An information processing device comprising a processor and a memory unit, the processor executing a game program according to any one of appendices 1 to 15. This allows the parameter to be increased according to the growth of the first index in a sleep game that uses information on "sleep" that cannot be improved cumulatively. By giving the user a sense of satisfaction with the game progress, the interest of the sleep game can be further improved. The user can be motivated to continue playing the game.
[0113] (Appendix 18) An information processing system including an information processing device having a processor and a memory unit, wherein the processor executes a game program described in any one of Appendices 1 to 15. This allows the parameter to be increased according to the growth of the first index in a sleep game that uses information on "sleep" that cannot be improved cumulatively. By giving the user a sense of satisfaction with the game progress, the interest of the sleep game can be further improved. The user can be motivated to continue playing the game.
[0114] (Appendix 19) An information processing method executed by a computer having a processor and a memory unit, the information processing method causing the computer to execute a game program according to any one of appendices 1 to 15. This allows the parameter to be increased according to the growth of the first index in a sleep game that uses information on "sleep" that cannot be improved cumulatively. By giving the user a sense of satisfaction with the game progress, the interest of the sleep game can be further improved. The user can be motivated to continue playing the game. [Explanation of symbols]
[0115] 1 system, 10 server, 101 storage unit, 104 control unit, 106 input device, 108 output device, 20 user terminal, 201 storage unit, 204 control unit, 206 input device, 208 output device
Claims
1. A game program for causing a computer to execute a game, the game program comprising: a processor; and a storage unit, The processor, An acquisition step of acquiring sensing data including biological information of a user while sleeping; a calculation step of repeatedly calculating a parameter based on the sensing data and a value that varies with the passage of a period of time in which the user plays the game, in response to the acquisition step of the sensing data during a first period including a plurality of measurement timings of the user; a determination step of determining a game effect of the game based on the parameter calculated in the calculation step; A game program that runs.
2. The processor, an increasing step of increasing the value that varies with the passage of the period over a period longer than the first period; Run The calculation step resets the parameter every time the first period elapses. The game program according to claim 1.
3. The processor, a score calculation step of calculating a score based on the sensing data of the user acquired in the acquisition step; Run the command, The calculation step is a step of calculating the parameter based on the score calculated in the score calculation step and a value that varies with the passage of the period, The game program according to claim 1.
4. The calculation step is a step of calculating the parameter as a sum or product of the score and a value that varies depending on the passage of the period. The game program according to claim 3.
5. The calculation step is a step of calculating the parameter by integrating the sum or product of the score calculated for each of the plurality of sleep episodes included in the first period and a value that varies with the passage of the period. The game program according to claim 4.
6. The calculation step resets the parameter every time the first period elapses. The game program according to claim 5.
7. The processor, a score calculation step of calculating a score based on the sensing data of the user acquired in the acquisition step and a value that varies with the passage of the period; Run the command, The calculation step is a step of calculating the parameter based on the score calculated in the score calculation step and a value that varies with the passage of the period. The game program according to claim 1.
8. The score calculation step is a step of calculating the score by accumulating an estimated value calculated based on the sensing data for each of the plurality of sleeps included in the first period. The game program according to claim 7.
9. The score calculation step resets the score every time the first period elapses. The game program according to claim 8.
10. The value that varies with the passage of the period grows based on the sensing data acquired in the acquisition step. The game program according to claim 1.
11. The value that varies with the passage of the period grows based on the score calculated in the score calculation step. The game program according to claim 3.
12. An information processing device including a processor and a storage unit, The processor executes a game program according to any one of claims 1 to 11. Information processing device.
13. An information processing system including an information processing device having a processor and a storage unit, The processor executes a game program according to any one of claims 1 to 11. Information processing system.
14. An information processing method executed by a computer including a processor and a storage unit, A game program for causing the computer to execute a game program according to any one of claims 1 to 11. Information processing methods.
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