Game program, method, and information processing apparatus

The game system addresses the challenge of promoting regular sleep habits by integrating sleep tracking with game rewards, enhancing user engagement and sleep quality through a structured reward system.

JP7683141B1Active Publication Date: 2025-05-26THE POKEMON CO
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Patent Information

Application Number
JP2025032926
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-03-03
Publication Date
2025-05-26
Estimated Expiration
2039-05-27

AI Technical Summary

Technical Problem

Existing technologies fail to effectively encourage users to develop regular sleep habits, as users often prioritize leisure and gaming activities over sleep, despite set reminders.

Method used

A game system that integrates sleep tracking with game mechanics, where users receive rewards for achieving sleep goals, with the reward structure becoming more advantageous as sleep quality improves.

Benefits of technology

The system promotes regular sleep habits by linking sleep quality to game rewards, enhancing user engagement and interest in gameplay while encouraging appropriate sleep habits.

✦ Generated by Eureka AI based on patent content.

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Abstract

Provided is a game system that encourages a user to improve their sleep habits. 【Solution means】The game program causes the processor to execute a first step (S505) of receiving an input operation for game play from the user and advancing the game, a second step (S507) of awarding a reward to the user when a predetermined condition is satisfied during game play, and a third step (S507, S601, S653) of acquiring information regarding the sleep of the user. In the second step, when the sleep of the user satisfies a first condition, the reward given to the user is made more advantageous to the user than when the sleep does not satisfy the first condition.
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Description

Technical Field

[0001] The present disclosure relates to a game program, a method, and an information processing apparatus.

Background Art

[0002] Techniques for measuring sleep are known. For example, by having a user wear a wristwatch-type device, depending on the output result of a motion sensor mounted on the device, it is possible to determine whether the user is in light sleep, deep sleep, or REM sleep. Thereby, the time change of each sleep stage can be recorded.

[0003] In such a device for measuring sleep, it is also possible to set a reminder for notifying the user that bedtime is approaching. This is based on research results indicating that the quality of sleep improves by keeping the bedtime and wake-up time constant.

[0004] Techniques for assisting a user to fall asleep have also been developed. For example, in Japanese Patent Application Laid-Open No. 2017-045475 (Patent Document 1), when a user falls asleep while listening to music, in order to recognize what music the user fell asleep to and what music is easy to fall asleep to, based on the music provided when the user transitions to sleep, it is described that the falling asleep time until the user transitions to sleep is provided in a ranking format.

Prior Art Documents

Patent Documents

[0005]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0006] However, sleep tendencies can vary greatly depending on a user's lifestyle. For example, there are various ways for users to spend their leisure time. On the other hand, it is assumed that the priorities of the work tasks that users perform daily also differ each time.

[0007] Therefore, even if a reminder for sleep is set, situations may occur where enjoying leisure is prioritized, and activities such as game play are prioritized over sleep. Thus, even if the user has set the time to sleep using a reminder or the like, the user may not necessarily act to get regular sleep just by that fact alone.

[0008] Therefore, an object of the present disclosure is to provide a game system that encourages a user to appropriately develop sleep habits.

Means for Solving the Problem

[0009] According to one embodiment, there is provided a game program for causing a computer including a processor and a memory to execute. The game program causes the processor to execute a first step of receiving an input operation for game play from a user and advancing the game, a second step of awarding a reward to the user when a clear condition is satisfied in the game play, and a third step of acquiring information regarding sleep performed by the user. In the second step, when the sleep performed by the user satisfies a first condition, the reward given to the user is made more advantageous to the user than when the sleep does not satisfy the first condition.

[0010] According to one embodiment, a method for causing a computer including a processor and a memory to execute is provided. The method includes a first step in which the processor receives an input operation for game play from a user and advances the game, a second step in which, when a clear condition is satisfied in the game play, a reward is given to the user, and a third step in which information regarding the sleep performed by the user is acquired. In the second step, when the sleep performed by the user satisfies a first condition, the reward given to the user is made more advantageous to the user than when the sleep does not satisfy the first condition.

[0011] According to one embodiment, an information processing apparatus including a control unit and a storage unit is provided. By operating based on a game program stored in the storage unit, the control unit performs a first step of receiving an input operation for game play from a user and advancing the game, a second step of giving a reward to the user when a clear condition is satisfied in the game play, and a third step of acquiring information regarding the sleep performed by the user. In the second step, when the sleep performed by the user satisfies a first condition, the reward given to the user is made more advantageous to the user than when the sleep does not satisfy the first condition.

Effect of the Invention

[0012] According to the present disclosure, when the sleep performed by the user satisfies a predetermined condition, the reward in the game play becomes advantageous to the user. Therefore, while prompting the user to take appropriate sleep, the interest of the user's game play can be further enhanced.

Brief Description of the Drawings

[0013]

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Embodiments for Carrying Out the Invention

[0014] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In the following description, the same parts are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed descriptions thereof will not be repeated.

[0015] <First Embodiment> <1 Configuration Diagram of the Entire Game System> FIG. 1 is a diagram showing the overall configuration of the game system 1. As shown in FIG. 1, the game system 1 includes a plurality of terminal devices (terminal device 10A and terminal device 10B are shown in FIG. 1. Hereinafter, they may be collectively referred to as "terminal device 10") and a server 20. The terminal device 10 and the server 20 are communicatively connected via a network 80.

[0016] The terminal device 10 is a device operated by each user. The terminal device 10 is realized by a mobile terminal such as a smartphone or a tablet corresponding to a mobile communication system. In addition, the terminal device 10 may be, for example, a stationary PC (Personal Computer) or a laptop PC. As shown as terminal device 10B in FIG. 1, the terminal device 10 includes a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, a storage unit 16, and a processor 19. The server 20 includes a communication IF 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29.

[0017] The terminal device 10 is communicatively connected to the server 20 via the network 80. The terminal device 10 is connected to the network 80 by communicating with communication devices such as a radio base station 81 corresponding to a communication standard such as 5G or LTE (Long Term Evolution) and a wireless LAN router 82 corresponding to a wireless LAN (Local Area Network) standard such as IEEE (Institute of Electrical and Electronics Engineers) 802.11.

[0018] The communication IF 12 is an interface for inputting and outputting signals so that the terminal device 10 can communicate with an external device. The input device 13 is an input device (for example, a pointing device such as a touch panel, a touch pad, a mouse, etc., a keyboard, etc.) for receiving an input operation from the user. The output device 14 is an output device (a display, a speaker, etc.) for presenting information to the user. The memory 15 is for temporarily storing programs and data processed by the programs and the like, and is, for example, a volatile memory such as a DRAM (Dynamic Random Access Memory). The storage unit 16 is a storage device for storing data, and is, for example, a flash memory or an HDD (Hard Disc Drive). The processor 19 is hardware for executing an instruction set described in a program, and is composed of an arithmetic unit, registers, peripheral circuits, and the like.

[0019] As shown in the figure, the terminal device 10 is connected to the game controller 11A by wire or wirelessly. The user can operate the game controller 11A to play a game. The terminal device 10 may be able to communicate with a plurality of game controllers 11A. For example, a plurality of users can play a game using one terminal device 10.

[0020] Also, as shown in the figure, the terminal device 10 is connected to the sleep measurement device 11B by wire or wirelessly. The sleep measurement device 11B is a device for acquiring information regarding the sleep of the user of the terminal device 10. The sleep measurement device 11B is, for example, a wearable device worn on the user's body and includes a motion sensor such as a gyro sensor. Also, the sleep measurement device 11B may be a device placed on a mattress or the like on which the user is sleeping. Also, the terminal device 10 and the sleep measurement device 11B may be the same device. Thereby, the movement of the user's body during sleep can be detected by a gyro sensor or the like. By accumulating the sensing results sensed by various sensors while the user is sleeping, it is possible to determine whether the user is sleeping, in a light sleep state, in a deep sleep state, in REM sleep, in non-REM sleep, or the like. By discriminating the waveforms of REM sleep and non-REM sleep in this way, the quality of the user's sleep can be evaluated. For example, the cycles of REM sleep and non-REM sleep in the case of good-quality sleep are preset, and the quality of the user's sleep can be evaluated by comparing with the waveforms of REM sleep and non-REM sleep during the user's sleep. Also, the terminal device 10 detects that the user has gone to bed (for example, has lain down on the bed) and has fallen asleep after going to bed, based on the output of the sleep measurement device 11B, the motion sensor of the terminal device 10, and the like. Thereby, the terminal device 10 can determine whether the user has performed an input operation on the terminal device 10 or has browsed the information displayed on the display 132 of the terminal device 10 during the period from when the user has gone to bed until falling asleep. That is, it is possible to determine whether a user who is about to go to bed has operated the terminal device 10 before going to bed.

[0021] Server 20 manages the information of each user. As user information, Server 20 manages the game characters, game items, and the holdings of virtual currency (including those given to the user for free and those given to the user for a fee) of each user, the current value and the maximum value (upper limit value) of the parameter of the amount of action consumed by each user to play a game unit (also referred to as a quest), the information of other users registered as friends by each user, and the like.

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

[0023] As a process for promoting communication between users, specifically, in order to support multiplayer game play by a plurality of users, Server 20 performs user matching and the like. In addition, Server 20 performs transmission and reception of messages between users.

[0024] Server 20 manages the current value and the maximum value of the stamina value of each user, and as time passes, it restores the current value to the maximum value. For example, Server 20 increases the current value of the stamina value every predetermined time such as every three minutes. When the user starts a game play of a game unit and the stamina value is decreased from the maximum value of the stamina value, Server 20 sets a timer for a predetermined time. When it detects that the predetermined time has elapsed by the timer, it increases the stamina value by a predetermined amount. If the upper limit of the stamina value is not reached as a result of restoring the stamina value, Server 20 sets the timer again.

[0025] Note that in the case where the amount of the action power parameter consumed for game play of a game unit is the same for any game unit (the stamina consumption amount is fixed), it may be assumed that the amount of the action power parameter consumed during game play is set for each game unit.

[0026] The communication IF 22 is an interface for inputting and outputting signals for the server 20 to communicate with external devices. The input / output IF 23 functions as an interface for an input device that receives input operations from the user and an output device that presents information to the user. The memory 25 is for temporarily storing programs and data processed by programs and the like, and is a volatile memory such as a DRAM (Dynamic Random Access Memory). The storage 26 is a storage device for storing data, such as a flash memory or an HDD (Hard Disc Drive). The processor 29 is hardware for executing an instruction set described in a program and is composed of an arithmetic unit, registers, peripheral circuits, and the like.

[0027] In the illustrated example, the terminal devices 10 communicate with each other via the server 20. However, the plurality of terminal devices 10 may directly communicate with each other by short-range wireless communication without going through the server 20. For example, it may be assumed that two terminal devices 10 can be used for local communication such as a battle play without going through the Internet.

[0028] <1.1 Configuration of Terminal Device 10> FIG. 2 is a block diagram of the terminal device 10 that constitutes the game system 1 of Embodiment 1. As shown in FIG. 2, the terminal device 10 includes a plurality of antennas (antenna 111, antenna 112), wireless communication units corresponding to the respective antennas (first wireless communication unit 121, second wireless communication unit 122), an operation reception unit 130 (including a touch-sensitive device 131 and a display 132), an audio processing unit 140, a microphone 141, a speaker 142, a position information sensor 150, a camera 160, a motion sensor 170, a storage unit 180, and a control unit 190. The terminal device 10 also has functions and configurations not particularly shown in FIG. 2 (for example, a battery for holding power, a power supply circuit for controlling the supply of power from the battery to each circuit, etc.). As shown in FIG. 2, each block included in the terminal device 10 is electrically connected by a bus or the like.

[0029] Antenna 111 radiates the signal emitted by the terminal device 10 as radio waves. Also, antenna 111 receives radio waves from space and supplies the received signal to the first wireless communication unit 121.

[0030] Antenna 112 radiates the signal emitted by the terminal device 10 as radio waves. Also, antenna 112 receives radio waves from space and supplies the received signal to the second wireless communication unit 122.

[0031] The first wireless communication unit 121 performs modulation / demodulation processing and the like for transmitting and receiving signals via antenna 111 so that the terminal device 10 can communicate with other wireless devices. The second wireless communication unit 122 performs modulation / demodulation processing and the like for transmitting and receiving signals via antenna 112 so that the terminal device 10 can communicate with other wireless devices. The first wireless communication unit 121 and the second wireless communication unit 122 are communication modules including a tuner, an RSSI (Received Signal Strength Indicator) calculation circuit, a CRC (Cyclic Redundancy Check) calculation circuit, a high-frequency circuit, and the like. The first wireless communication unit 121 and the second wireless communication unit 122 perform modulation / demodulation and frequency conversion of the wireless signals transmitted and received by the terminal device 10, and supply the received signal to the control unit 190.

[0032] The operation reception unit 130 has a mechanism for receiving a user's input operation. Specifically, the operation reception unit 130 is configured as a touch screen and includes a touch-sensitive device 131 and a display 132. The touch-sensitive device 131 receives a user's input operation on the terminal device 10. The touch-sensitive device 131 detects the contact position of the user on the touch panel, for example, by using a capacitance-type touch panel. The touch-sensitive device 131 outputs a signal indicating the contact position of the user detected by the touch panel to the control unit 190 as an input operation.

[0033] The display 132 displays data such as images, videos, and texts according to the control of the control unit 190. The display 132 is realized by, for example, an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display.

[0034] The audio processing unit 140 performs modulation and demodulation of audio signals. The audio processing unit 140 modulates the signal given from the microphone 141 and gives the modulated signal to the control unit 190. Also, the audio processing unit 140 gives the audio signal to the speaker 142. The audio processing unit 140 is realized by, for example, a processor for audio processing. The microphone 141 receives an audio input and gives an audio signal corresponding to the audio input to the audio processing unit 140. The speaker 142 converts the audio signal given from the audio processing unit 140 into audio and outputs the audio to the outside of the terminal device 10.

[0035] The position information sensor 150 is a sensor that detects the position of the terminal device 10 and is, for example, a GPS (Global Positioning System) module. The GPS module is a receiving device used in a satellite positioning system. In the satellite positioning system, signals from at least three or four satellites are received, and based on the received signals, the current position of the terminal device 10 equipped with the GPS module is detected. For example, in the game system 1, when it is possible to refer to the positions of users who have registered friends, the terminal device 10 can display a list of friends near the user on the display 132.

[0036] The camera 160 is a device that receives light by a light receiving element and outputs it as a photographed image. The camera 160 is, for example, a depth camera that can detect the distance from the camera 160 to the object to be photographed.

[0037] The motion sensor 170 includes an acceleration sensor, an angular velocity sensor, etc., and detects the movement of the terminal device 10. For example, by placing the terminal device 10 on a mattress or the like of a bed where the user goes to sleep, when the user in bed is moving on the mattress during sleep, the movement can be detected. Thereby, it is possible to determine whether the user during sleep is in light sleep, deep sleep, REM sleep, or the like. The storage unit 180 is constituted by, for example, a flash memory or the like, and stores data and programs used by the terminal device 10. In a certain aspect, the storage unit 180 stores user information 181 and sleep information 182.

[0038] The user information 181 is information of the user in a game based on a game program. The user information includes information for identifying the user, the user's name, the user's level in a game based on a game program, the current value and maximum value (upper limit value) of the stamina value, game objects (including game characters and game items) possessed by the user, the amount of virtual currency possessed by the user, identification information of other users registered as friends with the user, settings of the user's attributes, game progress restrictions imposed according to the user's sleep state, etc.

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

[0040] The control unit 190 reads the program stored in the storage unit 180 and executes the instructions included in the program, thereby controlling the operation of the terminal device 10. The control unit 190 is, for example, an application processor. By operating according to the program, the control unit 190 functions as an input operation reception unit 191, a transmission / reception unit 192, a data processing unit 193, and a notification control unit 194.

[0041] The input operation reception unit 191 performs a process of receiving a user's input operation on an input device such as the touch-sensitive device 131. Based on the information of the coordinates where the user touches the touch-sensitive device 131 with a finger or the like, the input operation reception unit 191 determines the type of operation, such as whether the user's operation is a flick operation, a tap operation, a drag (swipe) operation, etc.

[0042] The transmission / reception unit 192 performs a process for the terminal device 10 to transmit and receive data according to a communication protocol with external devices such as the server 20, the game controller 11A, and the sleep measurement device 11B.

[0043] The data processing unit 193 performs a process of performing calculations on the data received by the terminal device 10 according to a program and outputting the calculation results to a memory or the like.

[0044] (i) Decrease in stamina value associated with quest gameplay: For example, when the user selects a quest and starts gameplay, the data processing unit 193 performs a series of processes such as subtracting the stamina value. Specifically, a plurality of game units (quests) are displayed on the display 132, and the data processing unit 193 receives a designation of the game unit to be the target of gameplay from the user. When the consumption amount required for the gameplay of the game unit is less than the current value of the user's stamina value, the data processing unit 193 starts the gameplay of the game unit. When the user plays the game unit, the data processing unit 193 subtracts a predetermined consumption amount from the current value of the stamina value. Also, when the consumption amount set for the game unit that the user targets for gameplay is greater than the current value of the user's stamina value (that is, when the stamina value is insufficient and the quest cannot be started), a screen or the like that prompts the user to consume an item or the like that can recover the stamina value is displayed.

[0045] (ii) Recovery of stamina value over time: The data processing unit 193 performs a process of sequentially recovering the current value of the stamina value to the maximum value of the stamina value according to the passage of time.

[0046] (iii) Purchase process: The data processing unit 193 receives the purchase process from the user. For example, by receiving the purchase process, the data processing unit 193 grants paid virtual currency to the user. Also, it may be possible to recover the current value of the stamina value through the purchase process, or it may be possible to grant a specific game object (game character, game item, etc.) to the user, or it may be possible to continuously grant benefits to the user (such as being able to receive a special login bonus). The paid virtual currency can be used for various purposes, such as recovering the current value of the stamina value and obtaining game objects by lottery.

[0047] The notification control unit 194 performs a process of presenting information to the user. The notification control unit 194 performs processes such as displaying a display image on the display 132, outputting sound from the speaker 142, and generating vibration in the camera 160.

[0048] <1.2 Functional configuration of server 20> Figure 3 is a diagram showing the functional configuration of the server 20. As shown in Figure 3, the server 20 exhibits functions as a communication unit 201, a storage unit 202, and a control unit 203.

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

[0050] The storage unit 202 stores data and programs used by the server 20. The storage unit 202 stores a user information database 281, a friend list 282, sleep achievement information 283, etc.

[0051] The user information database 281 is a database for holding information of each user in a game based on a game program. Details will be described later.

[0052] The friend list 282 is a database for storing information of users who have been registered as friends by each user. Details will be described later. The sleep record information 283 is information regarding each user's sleep. The server 20 accumulates information regarding each user's sleep by receiving information regarding sleep from each user's terminal device 10. Details will be described later.

[0053] The control unit 203 exhibits functions shown as various modules when the processor of the server 20 performs processing according to a program.

[0054] The operation content acquisition module 2041 acquires the operation content of the user. For example, the operation content acquisition module 2041 acquires, as the operation content of the user, which game unit the user has specified as the target of game play.

[0055] The reception control module 2042 controls the process in which the server 20 receives a signal from an external device according to a communication protocol.

[0056] The transmission control module 2043 controls the process in which the server 20 transmits a signal to an external device according to a communication protocol.

[0057] The matching module 2044 matches users who play multiplayer games or the like. For example, the matching module 2044 may target friends of users registered in the friend list for matching.

[0058] Based on an operation in which the user designates a game unit, the game progress module 2045 determines whether the user has a sufficient stamina value to play the game unit in terms of the game unit, subtracts the consumption amount set for the game unit from the current value of the stamina value, and updates the user information DB 281. The game progress module 2045 responds to the user's terminal device 10 with data necessary for playing the game unit (character voice data, map data for moving the character, enemy character data, etc.).

[0059] <2 Data Structure> FIG. 4 is a diagram showing the data structures of the user information database 281, the friend list 282, and the sleep record information 283 stored in the server 20. As shown in FIG.

[0060] As shown in FIG. 4, each record in the user information database 281 includes, for each piece of information identifying a user, an item "user identification information (user ID)", an item "user name", an item "user level", an item "current stamina value", an item "maximum stamina value", an item "owned game objects", an item "user attribute settings", an item "constraints based on sleep evaluation", etc.

[0061] Although not shown, the user information DB 281 includes information on the amount of paid virtual currency and free virtual currency held by each user. Free virtual currency indicates the amount of virtual currency that has been given to the user free of charge and that the user holds. For example, the terminal device 10 gives free virtual currency to the user through a login bonus, an event reward, etc. Paid virtual currency indicates the amount of virtual currency that has been given to the user for a fee and that the user holds. For example, the terminal device 10 gives paid virtual currency to the user by accepting a process to purchase paid virtual currency through a purchase process. The free virtual currency and the paid virtual currency may have the same name in the game (for example, written as "virtual currency (given free of charge)" or "virtual currency (given for a fee)"), or may have different names.

[0062] The item "user identification information (user ID)" is information for identifying each user. The item "user name" is the name set by the user. The item "User Level" is a parameter that increases separately from the level of game characters and the like as the user repeats game play. For example, as the user level increases, the value set for the item "Maximum Stamina" increases. As a result, the higher the user level, the easier it becomes for the user to play game units that consume a larger amount of stamina. The item "Current Stamina Value" is the current value of the parameter of the user's action power (the current value of the stamina value). If the current value of the stamina value is less than the consumption amount set for the game unit, the user cannot start playing the game unit. The user can increase the current value of the stamina value by consuming game items that can recover the stamina value, or by consuming paid or free virtual currency. At this time, it may be possible to recover the current value of the stamina value beyond the maximum value of the stamina value. The item "Maximum Stamina" is the maximum value (the maximum value, upper limit value) of the parameter of the user's action power (the stamina value). The current value of the stamina value recovers to the maximum value over time. The item "Owned Game Objects" is information on game characters, game items, etc. that the user owns. In this item, information such as the level of each game character and game item is also included. The item "User Attribute Settings" indicates the attributes set for the user. The attributes may be set by the user's operation. For example, in the game, it is assumed that a group (also referred to as a team, guild, etc.) to which a plurality of users belong can be established. The server 20 assigns unique identification information (group ID) to the established group and accepts the setting of the group name from the users belonging to the group. By joining the group, the user can use functions such as a function to send and receive messages with members in the group (such as a group bulletin board), a function to play multiplayer with members in the group (such as battles and co-op within the group), and a function to play multiplayer between groups (such as battles and co-op between groups).

[0063] Also, for example, when a user and another user are in a relationship such as family, the user can specify the other user as family. For example, when user "C" specifies user "D" as family, user "C" is also set as family for user "D".

[0064] In addition, the user can set a group as family. The group can admit members only when, for example, approval from the user who established the group is obtained, or the user is set as family of the members included in the group.

[0065] The item "Constraints based on sleep evaluation" indicates the contents of various conditions and constraints set for each user's game play according to information related to the user's sleep.

[0066] (i) Adjustment of in-game parameters during game play according to sleep performance As a condition set for game play, for example, as the user reaches the sleep goal set for the user, the game parameters are adjusted so that the progress of the game becomes more advantageous for the user. Such game parameters are not limited to simply being given to the user as items or the like (for example, when the user achieves the sleep goal, in-game currency is given). These game parameters are, for example, parameters that are referred to by the game program during the user's game play and can be used to adjust the balance of the game. By these parameters, the difficulty level such as the strength of enemy characters, the degree of user support such as the ease of obtaining items, etc. are adjusted.

[0067] Specifically, for example, the in-game effects are changed according to the time when the user wakes up (the timing when the user opens their eyes), the time when the user gets out of bed (the timing when the user gets out of the bed), the time when the user gets into bed (the timing when the user gets into the bed), the time when the user goes to sleep (the timing when the user falls asleep), the quality of the user's sleep, etc. Note that at the timing when the user gets out of bed, since the user's eyes are open, "the user gets out of bed" includes "the user wakes up". Similarly, "the user falls asleep" includes "the user gets into bed". For example, when the user gets out of bed along the target wake-up time, it becomes easier to obtain in-game items. For example, when the user purchases an item during the game play, the unit price of the item purchase decreases, and when the user sells an item during the game play, the chance of it being purchased increases, etc. Note that regardless of the time information related to the user's sleep (the time of getting out of bed, the time of going to sleep), a time zone where the game play is advantageous for the user may be set. For example, when the time when the user gets out of bed is 7:00 in the morning and meets the predetermined wake-up scheduled time, the user's game play may be made advantageous in a time zone different from the timing when the user gets out of bed, such as between 10:00 am and 12:00 pm.

[0068] (ii) Adjustment of the user's game play opportunities according to the sleep performance (A) Availability of game play: As a restriction set for game play, for example, as the user achieves the sleep target set for the user, the user may be able to play a specific game unit (also referred to as "quest", etc.). For example, for a game unit with a relatively large reward at the time of clearing, a game unit with a high difficulty level, a game unit provided as an event by the game operator over a certain period, etc., when the user achieves the sleep target, the user may be enabled to play the game or the number of playable times may be increased.

[0069] (a) Variation of playable period: Depending on whether the user has achieved the set sleep goal, the period during which a specific game unit can be played may be adjusted. For example, regardless of whether the user has achieved the sleep goal, the user can play a specific game unit, but when the user achieves the sleep goal, the period during which the user can play the specific game unit may be set longer, or it may be possible to play the game during a specific time period such as the time zone specified by the user.

[0070] (iii) Adjustment of the user's operation opportunities and in-game actions according to sleep performance As a restriction on the user, according to the user's sleep performance, the opportunity for the user to perform a specific operation may be set. For example, when the user achieves the sleep goal, it may be possible to perform an operation to receive a reward such as a present item (setting the period during which the operation can be performed).

[0071] Also, as a restriction on the user, according to the user's sleep performance, it may be possible to perform a specific action during the game. Specific actions during the game include item transfer, item acquisition, battle between the player character and other characters, etc. For example, only when the user is sleeping, the user is permitted to transfer specific items, etc. to other users, NPCs (non-player characters), etc. Details will be described later.

[0072] Each record in the friend list 282 includes an item "User 1", an item "User 2", an item "Friend registration date", an item "Disclosure of sleep information or not", an item "Common attribute", an item "Common sleep time", etc. The item "User 1" indicates one of the users who have registered as friends with each other. The item "User 2" indicates the other user among the users who have registered as friends with each other. The item "Friend registration date" indicates the date and time when the users registered as friends with each other. The item "Disclosure of Sleep Information" indicates the setting of whether to disclose information regarding each user's sleep among users registered as friends. For example, there are settings such as "Non-disclosure" which prohibits disclosure among users registered as friends, "Mutual Disclosure" which enables mutual disclosure among friends, and "Disclosure to One Party" where one user discloses to another user, etc. The item "Common Attribute" indicates what is common among the attributes set for each user registered as a friend. For example, it is possible that users registered as friends are "family members" or belong to the same "group". The item "Common Sleep Time" indicates the time period during which each user registered as a friend considers they are both sleeping. That is, it is the time period when each user is in a sleeping state together.

[0073] Note that as a method of friend registration, it may be that when one user applies for friend registration to another user and the other user approves, they are registered in the friend list. Also, it may be that one user can add (follow) another user without the other user's approval. In this case, when both users follow each other, a mutual follow state is achieved.

[0074] Each record of the sleep performance information 283 includes items such as "User Identification Information", "Date and Time", "Sleep Goal", "Sleep Performance", "Sleep Evaluation Parameters", etc. The item "User Identification Information (User ID)" is information that identifies each user. The item "Date and Time" indicates the timing when the sleep measurement device 11B performs sensing when the user is sleeping. The item "Sleep Goal" indicates the target value for the user's sleep. For example, as the target value for sleep, it includes information such as the time when the user goes to bed and the time when the user wakes up. The item "Sleep record" indicates the sleep record value of each user, which is recorded when the user sleeps and is sensed by the sleep measurement device 11B. As the sleep record value, for example, the time when the user goes to bed and the time when the user gets up are included.

[0075] The server 20 receives information regarding the sleep record from the terminal device 10 of each user and updates the sleep record information 283. The time when the user goes to bed may be determined based on the sensing result of the sleep measurement device 11B, or may be the timing when an operation to start going to bed is received from the user, etc. The time when the user gets up may be determined based on the sensing result of the sleep measurement device 11B, or may be the timing when an operation indicating that the user has gotten up is received from the user, etc.

[0076] The item "Sleep evaluation parameter" is an evaluation parameter for evaluating the sleep record of the user. For example, depending on whether the sleep time reaches the target time, the quality of sleep is good, etc., the value of the evaluation parameter may be made good. The evaluation parameter may be, so to speak, a visualization of the sleep debt as a value according to the sleep record of the user.

[0077] The server 20 receives information regarding the sleep record from the terminal device 10 of each user and calculates the evaluation parameter for each user. The server 20 provides the user with a game play using the evaluation parameter. For example, when the evaluation parameter is not good (the user's sleep is not appropriate and the user is sleep-deprived, etc.), the server 20 or the terminal device 10 adjusts various parameters to reduce the efficiency of the user's game play and gives a notification prompting the user to get appropriate sleep.

[0078] For example, when the user's sleep is not good, the terminal device 10 notifies the user to go to bed by prompting "You are tired, so go to sleep". Also, even if the user plays a game, the terminal device 10 changes the game play environment so that the efficiency of the user's game play decreases by reducing the ease of obtaining experience points, game items, etc. As a result, even when the user plays a game when tired, the user can be made to recognize that the game cannot be advanced efficiently, and sleep can be promoted so that the user's sleep is in a good state.

[0079] Also, it can be said that the evaluation parameter represents the user's physical condition. The terminal device 10 or the server 20 can propose a game play according to the user's physical condition to the user based on the evaluation parameter. For example, when the user has had enough sleep, it is understood that it is good for the user's body to be moderately tired from a health perspective. Therefore, the terminal device 10 or the server 20 can, in response to the user having had enough sleep, select a game that requires the user to move their body from among a plurality of game candidates and notify the user to promote the game play of the game. For example, during the game play of a certain game, when it is determined based on the user's sleep record that the user's physical condition is good, the user can be proposed to play another game (for example, a game that can be advanced by the user walking). Also, when it is determined based on the user's sleep record that the user's physical condition is not good, the user can be proposed to play another game (for example, a game that can be advanced without the user moving).

[0080] <3 Operations> Hereinafter, the game processing by the terminal device 10 will be described.

[0081] <3.1 Operation Example 1> FIG. 5 is a flowchart showing a process of a user designating a game unit, consuming the consumption amount set for the game unit from the current value of the stamina value, and playing a game, and setting the reward at the time of clearing the game unit according to the user's sleep record.

[0082] In step S501, the terminal device 10 displays a quest as a play unit on the display 132 and accepts a selection of the quest from the user.

[0083] In step S503, the terminal device 10 determines whether the current value of the user's stamina value exceeds the stamina consumption amount set for the quest designated by the user. If the current value of the user's stamina value exceeds the stamina consumption amount of the quest, the terminal device 10 transmits a signal indicating the start of the game play of the quest to the server 20. The terminal device 10 subtracts the stamina consumption amount set for the quest from the current value of the user's stamina value.

[0084] In step S553, the server 20 subtracts the consumption amount from the user's stamina value based on the consumption amount set for the quest designated by the user, and updates the user information DB 281.

[0085] In step S505, the terminal device 10 advances the game play of the quest designated by the user according to the user's input operation.

[0086] In step S507, the terminal device 10 determines whether the end condition of the quest is satisfied (for example, the user's game character defeats the boss character set in the quest, the user's game character becomes unable to fight, etc.). When ending the quest, various parameters are updated. For example, the terminal device 10 updates various parameters by increasing the user's experience value, awarding the user the drop items set in the quest, etc. Here, when the terminal device 10 determines that the end condition of the quest is satisfied, it determines whether the sleep achievement meets the predetermined conditions based on the user's sleep information in the sleep achievement information 283. For example, when the actual user's sleep achievement reaches the user's predetermined sleep goals (bedtime, sleep time, waking time, getting up time, sleep quality goal), the terminal device 10 determines that the sleep achievement meets the conditions. That is, the terminal device 10 determines that the user's sleep quality is good.

[0087] If the condition is not satisfied, the terminal device 10 sets the content of the reward at the time of quest clearance as the first reward. If the condition is satisfied, the terminal device 10 sets the content of the reward at the time of quest clearance as the second reward that is more advantageous to the user than the first reward. For example, the second reward is more advantageous to the user than the first reward because more experience points can be obtained at the time of quest clearance, there is more in-game currency, the game items are better or more, etc.

[0088] In step S555, the server 20 updates the user information DB281 based on the update results of the user's various parameters.

[0089] As described above, the user can obtain rewards in the game by taking regular sleep, and is encouraged to make appropriate sleep habits. Also, since rewards corresponding to sleep are given by clearing the quest after starting the game, the user can enjoy the game play after getting up even more while taking sleep.

[0090] <3.2 Operation Example 2> FIG. 6 is a flowchart showing a process of recovering the user's stamina value when the user is sleeping.

[0091] In step S601, the terminal device 10 transmits information regarding the user's sleep to the server 20. As information regarding the user's sleep, the terminal device 10 transmits to the server 20 the time when the user went to bed, the time when the user started going to sleep, the time when the user woke up, the time when the user got up, and information on the quality of sleep.

[0092] In step S653, the server 20 refers to the user information DB281, and does not recover the current value of the user's stamina value during the time when the user is not sleeping (for example, the time from when the user gets up until going to bed), and recovers it as time elapses during the time when the user is sleeping.

[0093] Note that in step S653, even during the time when the user is not sleeping, while recovering the current value of the stamina value as time elapses, it may be possible to recover the stamina value even more as time elapses during the time when the user is sleeping. For example, the amount of recovery of the stamina value due to the passage of time when the user is awake (not sleeping) throughout the day is set to an amount that can play a predetermined game unit a predetermined number of times. Thereby, it is possible to encourage the user to sleep while restricting the number of times of playing the game unit per day.

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

[0095] In step S657, the server 20 updates the sleep performance information 283 based on the information on the user's sleep performance received from the terminal device 10 and the evaluation parameter generated in step S655.

[0096] In step S603, the terminal device 10 receives an evaluation parameter for evaluating the sleep performance from the server 20.

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

[0098] As described above, in a game where stamina is consumed in playing a game unit, the user can recover the current stamina value by sleeping. This makes it possible to encourage the user to get an appropriate sleep while realizing the entertainment value of playing the game.

[0099] <3.3 Operation example 3> FIG. 7 is a flowchart showing a process in which the terminal device 10 progresses the user's game play based on information related to the user's sleep.

[0100] In step S701, the terminal device 10 sets an action (e.g., transferring an item, fighting with another character, etc.) that the user will cause the player character (PC) operated by the user to perform while sleeping, in response to a user operation or in response to a predetermined rule regardless of the user operation.

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

[0102] In step S753, the server 20 receives information related to the user's sleep from the terminal device 10. The terminal device 10 permits the user's player character to perform the action set in step S701 during the time period when the user is sleeping. The server 20 accepts actions of characters of other users and non-player characters (NPCs) against the user's player character. For example, when the user's player character sells items, etc., the NPCs etc. perform a process of purchasing the items, etc. during the time period when the user is sleeping. Thus, the user can progress in the game by sleeping appropriately.

[0103] In step S755, the server 20 sets a period during which the server 20 accepts a specific operation from the user and a period during which the user can participate in a specific event, based on the user's sleep performance (bedtime, sleep time, waking time, wake-up time, sleep quality). For example, the server 20 performs processes such as providing a period during which the user can receive a reward by getting appropriate sleep, providing a period during which the user can participate in an event, and lengthening these periods.

[0104] In step S757, the server 20 adjusts the time at which a specific event occurs, specific game parameters, etc. when the user plays a game, based on the user's sleep performance. For example, when the time the user wakes up is a specific time (for example, when the user actually wakes up at 7:00 am aiming to wake up at 7:00 am), the server 20 performs processes such as making it easier for an event to occur and performing in-game effects at a specific time so that the game progress becomes advantageous to the user.

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

[0106] As described above, by getting appropriate sleep, the user can itself proceed with the game play, the game play becomes advantageous, and it becomes easier to execute a specific operation of the user in the game play. Therefore, while prompting the user to get appropriate sleep, the interestingness of the game play can be further improved.

[0107] <3.4 Operation Example 4> FIG. 8 is a flowchart showing processes such as making the game progress of each user advantageous and giving a reward to each user by achieving the sleep goal with a plurality of users. In the example of FIG. 8, the first user operates the terminal device 10A, and the second user operates the terminal device 10B. The first user and the second user have a common attribute, specifically, they are friend users registered as family.

[0108] In step S801A, the terminal device 10A notifies the first user of the sleep schedule information (bedtime schedule and wake-up time schedule) of the second user who has the same attributes as the first user. The terminal device 10A notifies the first user that a reward that can be used in game play will be given when the first user sleeps during the time period of the sleep target set for the second user.

[0109] In step S811B, the terminal device 10B notifies the second user of the sleep schedule information of the first user who has the same attributes as the second user. The terminal device 10B notifies the second user that a reward that can be used in game play will be given when the second user sleeps during the time period of the sleep target set for the first user.

[0110] In step S803A, when the terminal device 10A detects that the first user is sleeping, it transmits information regarding the first user's sleep to the server 20.

[0111] In step S813B, when the terminal device 10B detects that the second user is sleeping, it transmits information regarding the second user's sleep to the server 20.

[0112] In step S853, the server 20 receives information regarding the sleep of the first user and the second user from the terminal device 10A and the terminal device 10B respectively, and updates the sleep performance information 283.

[0113] In step S855, the server 20 refers to the records of the first user and the second user having slept, and determines the rewards to be given to the first user and the second user according to the correlation of the sleep times of the first user and the second user (specifically, the fact that the first user and the second user slept during the same time period), and notifies the terminal device 10A and the terminal device 10B of the content of the determined rewards. Also, as the correlation of the sleep times of the first user and the second user, it is also possible to determine the rewards to be given to each user based on the fact that the sleep time periods of the first user and the second user overlap by a predetermined time or more. Further, it is also possible to give rewards to each user based on the fact that the first user and the second user are both asleep during the overlapping time period. Also, it is also possible to give rewards to each user based on the fact that the sleep time periods of the first user and the second user do not overlap. The user to whom the reward is given may be either the first user or the second user. For example, it is also possible to give a reward to the user who has taken more appropriate sleep among the first user and the second user.

[0114] In step S805A, the terminal device 10A notifies the first user of the reward given in response to the first user having slept during the same time period as the second user.

[0115] In step S815B, the terminal device 10B notifies the second user of the reward given in response to the second user having slept during the same time period as the first user.

[0116] In the above process, it is also possible that the first user and the second user both set a common sleep goal (bedtime, wake-up time), and by achieving the sleep goal together, a reward is given to each user. Also, it is possible that the first user and the second user (or either the first user or the second user) can notify each other of the sleep goal. For example, it is possible that the first user can send a message presenting the sleep goal, such as "Go to bed from 10 p.m. to 7 a.m.", to the terminal device 10B operated by the second user by operating the terminal device 10A. Here, when the second user performs an operation such as viewing the message, the sleep goal is set for both the first user and the second user. Also, the terminal device 10B may notify the terminal device 10A of the first user that the second user has viewed the message. This encourages the first user and the second user to sleep in order to achieve the sleep goal together. Moreover, it is also possible that the reward given to the user when the sleep goal is achieved can be set by another user. For example, the first user can set the reward given to the second user when the second user achieves the sleep goal. Thus, for example, when the first user is the parent of the second user, while the parent (the first user) presents the sleep goal to the child (the second user), if the child (the second user) sleeps as per the goal, a reward is given to the child (the second user). Here, when the first user sets the reward given when the second user achieves the sleep goal, the terminal device 10A may extract and display the recommended rewards presented by the first user to the second user based on the game play achievements of the second user. For example, a list of game objects related to the player characters frequently used by the second user in game play (for example, equipped items of the player character with high usage frequency, items that can be promoted to a higher rank, materials that can be evolved, etc.) may be presented to the first user as a recommendation for the reward to be set for the second user.

[0117] This encourages multiple users to work together to achieve their sleep goal, and further increases the interest of the game by offering rewards for multiple users sleeping together.

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

[0119] 9A is a diagram showing a situation where the user's sleep performance is evaluated to generate evaluation parameters, and a game is played using the evaluation parameters, which corresponds to steps S657, S603, and S605 in FIG.

[0120] As shown in the example screen (A), the terminal device 10 displays on the display 132 a user level 132A, an evaluation parameter 132B, a game start button 132C, and a notification display section 132G.

[0121] The user level 132A indicates the level of the user playing the game as a player. When the user plays the game, the terminal device 10 gives experience points (player experience points) not to the game character but to the user himself / herself. When the user's level as a player increases, the terminal device 10 recovers stamina points and increases the maximum value of stamina points.

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

[0123] The notification display section 132G is an area for notifying the user of the content for controlling the game progress based on evaluation parameters (which are parameters for evaluating the user's sleep performance and can also represent the user's physical condition). In the screen example (A), the terminal device 10 displays a notification indicating that the user is in good physical condition (such as "Your physical condition is good.") according to the evaluation parameters (sleep parameters). Depending on the good value of the evaluation parameters, an experience can be provided to the user as if the goodness of the user's physical condition is also reflected in the game play. Specifically, in the notification display section 132G of the terminal device 10, the terminal device 10 notifies the user that the game progress becomes advantageous to the user, such as the experience value obtained by the user in the game play being increased, and the user being less likely to receive damage when the player character battles against the enemy character.

[0124] The game start button 132C is an area for the terminal device 10 to receive an operation from the user to start another game instead of the currently running game program.

[0125] For example, when the user's physical condition is good, by prompting the user to move their own body, the user's physical condition can be further improved. Therefore, when the value of the evaluation parameters is good, the terminal device 10, in response to receiving the user's operation on the game start button 132C, may display a prompt to the user to start another game program (for example, a game using map information and allowing the user to progress the game by moving in the real world) so that the user is prompted to move their body. The terminal device 10 starts another game program in response to the user's start operation.

[0126] Also, there may be a case where the evaluation parameters are not good and the user's physical condition is poor. Screen example (B) shows an example of the screen display when the user's physical condition is not good. When the user's physical condition is not good, the terminal device 10 notifies the user, via the notification display unit 132G, that the game progress is disadvantageous to the user, such as that the experience points obtained by the user in the game play are reduced, and that the user is likely to receive damage when the player character battles an enemy character. Further, as shown in the notification display unit 132G, the terminal device 10 may issue a notification prompting the user to play another game so that the fatigue accumulated in the user's body does not increase.

[0127] As described above, an example of starting another game in response to the user's operation on the game start button 132C has been described. Here, the value of the evaluation parameter may be a parameter that can be commonly used by the user in a plurality of game programs. The terminal device 10 may display a list of game programs that the user can use the value of the evaluation parameter, and accept designation of the game program to be executed from the user.

[0128] Further, at least one of the terminal device 10 or the server 20 may accumulate and manage the evaluation parameter generated by the user taking daily sleep. The terminal device 10 and the server 20 may provide the user with a plurality of games that can use the evaluation parameter, using the value of these accumulated evaluation parameters. For example, an ID of the user may be issued on a portal site or the like, and the cumulative value of the evaluation parameters accumulated by the user may be managed in association with the user's ID. The evaluation parameter can be used in various ways in each of the plurality of games. For example, game items that can be obtained only by consuming the evaluation parameter can be provided. Further, for example, instead of virtual currency, specific game processing may be performed using the evaluation parameter. Thereby, the user is prompted to take daily sleep so as to achieve the sleep goal.

[0129] Screen example (C) is a diagram showing a scene that prompts a plurality of users to achieve the sleep goal. This corresponds to each process in FIG. 8.

[0130] As shown in the screen example (C), the terminal device 10 displays the sleep schedule information 132H and the friend sleep schedule 132J on the notification display unit 132G. The terminal device 10 displays the notification button 132K.

[0131] The terminal device 10 displays a prompt on the notification display unit 132G to go to bed during the same time period as other users. At this time, the sleep schedule information 132H displays the sleep schedule information (scheduled bedtime and wake-up time) of the user of the terminal device 10. At the same time, the friend sleep schedule 132J displays the sleep schedule information of other users (family members in the screen example (C)) having the same attributes as the user.

[0132] The notification button 132K is an area for receiving an operation when the user starts sleeping. After the user performs an input operation on the notification button 132K, the user starts sleeping. In order to prevent the user from operating the terminal device 10 despite trying to go to bed, the terminal device 10 may not receive an input operation to the terminal device 10 until the time of the user's scheduled wake-up time in response to the user's input operation on the notification button 132K.

[0133] In response to the user's input operation on the notification button 132K, the terminal device 10 notifies other users having the same attributes as the user that the user is about to go to bed.

[0134] The screen example (D) shows a situation where, when the user sleeps in accordance with the sleep goal, the terminal device 10 causes the player character to perform specific game actions during sleep, and after the user wakes up, the result of the game actions is displayed. It corresponds to each process in FIG. 7.

[0135] The terminal device 10 displays the notification display unit 132P, the message 132Q, the reception operation reception unit 132R, etc.

[0136] The notification display unit 132P displays whether the user has slept in accordance with the sleep goal. In the illustrated example, the terminal device 10 displays on the notification display unit 132P that the user has been able to wake up at the scheduled wake-up time, which is the sleep goal.

[0137] The message 132Q is an area for displaying the content of the in-game actions performed by the player character during sleep as a result of the user sleeping in accordance with the sleep goal. In the illustrated example, the terminal device 10 displays that the user has made the player character perform specific in-game actions (such as selling items) during sleep and has received a purchase of an item from another user (user "C") and has received the price in in-game currency.

[0138] The reception operation acceptance unit 132R is an area for accepting an operation for the user to receive the reward given to the user. When the user's sleep has reached the goal, the reception operation acceptance unit 132R may be able to receive the reward.

[0139] <Parentheses> As described above, according to this embodiment, by the user sleeping appropriately, the progress of the user's game can be made advantageous. As a specific aspect in which the game progress becomes advantageous, when the user plays the game at the time of waking up and satisfies the clear conditions for each game unit, the reward at the time of clearing may be more advantageous to the user as the user's sleep is more appropriate.

[0140] Thereby, while prompting the user to get appropriate sleep, by giving a reward at the time of clearing each game unit, an incentive to play the game itself is also provided to the user.

[0141] <Modification example> (1) In the description of FIG. 8 and the like, an example was described in which the first user and the second user present sleep goals to each other, sleep together, and rewards are given by achieving the sleep goals. In addition to this, there may be cases where the periods during which the first user and the second user sleep are different. During the period when the first user is in bed, if the second user plays a game, rewards may be given to at least one of the first user and the second user. This can further enhance the interest of the second user in playing the game while encouraging the first user to sleep so as to achieve the sleep goal.

[0142] (2) In FIGS. 4, 8, 9, etc., it was explained that various attributes such as groups are set for the user. As an example of the group, "family" etc. was explained. In addition to this, the rewards given when the user achieves the sleep goal may be made according to the user's attributes. For example, in FIG. 8 and the like, the rewards when a plurality of users who are family members achieve the sleep goal and the rewards when users of a group such as a guild (who are not family members) achieve the sleep goal may be made different.

[0143] (3) In the above embodiment, it was explained that the terminal device 10 detects that the user has gone to bed and that the user has fallen asleep after going to bed. In this case, the terminal device 10 may give a reward to the user when the user has fallen asleep after going to bed without receiving an input operation on the terminal device 10. It is possible to assist the user in achieving the sleep goal without the user who is trying to sleep operating the terminal device 10.

[0144] <Second Embodiment> As described above, in the first embodiment, an example was described in which various rewards in the game are given to the user by achieving the sleep goal. In the second embodiment, the following will be described.

[0145] (1) Technology to address the situation where the user operates the terminal device 10 before falling asleep Even though the user is trying to fall asleep in bed, they may operate the terminal device 10 due to boredom or concern about notifications from the terminal device 10, etc., and may have difficulty falling asleep. If the user sees the light emission of the backlight of the display 132 of the terminal device 10, etc., the user's falling asleep may be hindered, and there is a risk that the sleep habit may not become appropriate.

[0146] Therefore, a technology is needed to prevent the user from operating the terminal device 10 before falling asleep.

[0147] In Embodiment 2, a technology for prompting the user not to operate the terminal device 10 from the state where the user is getting into bed (the state of lying down in bed but not falling asleep) until falling asleep will be described.

[0148] (2) Technology for performing a notification that prompts the user to sleep at an appropriate timing In the case of a technology for notifying the user of a predetermined sleep scheduled time by push notification or the like, if the user performs a push notification during the time zone when the user is sleeping, it may rather hinder the user's sleep.

[0149] Therefore, in Embodiment 2, a technology for performing a notification that prompts the user to sleep at an appropriate time zone will be described.

[0150] (3) Technology for prompting the user to move appropriately to sleep based on information on the user's current location When the user is out, if the user is away from the place where the user sleeps, it may be difficult for the user to sleep even when the bedtime scheduled time has arrived.

[0151] Therefore, in Embodiment 2, a technology for notifying the user in consideration of the user's current location in order to support the user's sleep will be described.

[0152] FIG. 10 is a flowchart showing a process of awarding a user a reward in a game because the user did not operate the terminal device 10 before falling asleep.

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

[0154] In step S1003, in response to detecting in step S1001 that the user is in a posture of sleeping, the terminal device 10 initializes the game points and starts a process of varying the game points over time. For example, the terminal device 10 adds a predetermined value to the game points every time a certain period of time elapses.

[0155] In step S1005, after the user gets into bed, the terminal device 10 determines whether the user has fallen asleep based on the output of the sleep measurement device 11B, the motion sensor of the terminal device 10, etc. If the terminal device 10 detects a user input operation to the terminal device 10 while the user has not yet fallen asleep, the terminal device 10 initializes the above game points. That is, if the user operates the terminal device 10 while the user has not yet fallen asleep, the terminal device 10 discards the change in game points due to the passage of time and resets the game points that are the reward for the user. When the terminal device 10 detects that the user has fallen asleep, the terminal device 10 gives the user a reward for the fact that the user did not operate the terminal device 10 during the period from when the user assumed a sleeping posture until the user fell asleep. In addition, the terminal device 10 gives the user a reward that is more advantageous for the user in the game play the longer this period is, according to the length of this period (that is, the time elapsed from when the user tried to go to bed until the user actually fell asleep). Also, the terminal device 10 interrupts the process of varying the game points over time based on the timing when the user fell asleep, and gives the user the game points that varied over time during the period until the user fell asleep. Note that, as a condition for resetting the reward given to the user, in addition to the case where the user operates the terminal device 10 while the user has not yet fallen asleep, it may also include the case where the user operates other devices not limited to the terminal device 10. For example, after the user gets into bed, although the user is not operating the terminal device 10, if the user operates another device such as a wearable device, the reward given to the user may be reset. That is, it may also be that the user can obtain the reward during the period until falling asleep by not operating any device other than the terminal device 10 after getting into bed.

[0156] As a result, even if the user lies down on the bed but has difficulty falling asleep, by not operating the terminal device 10, the user can obtain rewards that can be used in the game, and furthermore, the content of the rewards can become more advantageous as the period of difficulty falling asleep becomes longer. Therefore, even if it takes a long time for the user to fall asleep after lying down, the user is encouraged to concentrate on falling asleep without operating the terminal device 10.

[0157] In step S1007, the terminal device 10 transmits to the server 20 the timing when the user's sleeping posture is detected, the timing when the user falls asleep, the history of the user's operations on the terminal device 10 (including the operation history of the terminal device 10 when the user, after lying down, tries to fall asleep but eventually operates the terminal device 10), the content of the rewards obtained by the user, and the information on the game points obtained by the user.

[0158] In step S1055, the server 20 receives the information on various parameters of the user from the terminal device 10 and updates various data such as the user information database 281 and the sleep performance information 283.

[0159] As described above, (1) the technology for dealing with the situation where the user operates the terminal device 10 before falling asleep has been described.

[0160] FIG. 11 is a flowchart showing the process in which the terminal device 10 notifies the user of information related to sleep at an appropriate timing.

[0161] In step S1101, the terminal device 10 sets the time when the user plans to go to bed (bedtime) by the user's operation. The terminal device 10 sets the place where the user sleeps by the user's operation or based on the history of the user's current position without the user's operation. The terminal device 10 transmits the bedtime and the information on the place where the user sleeps to the server 20.

[0162] In step S1155, the server 20 receives, from the terminal device 10, the user's scheduled bedtime and information on the location where the user sleeps, and holds these pieces of information by updating a user information database 281 or the like.

[0163] In step S1103, the terminal device 10 determines the timing for notifying the user to go to sleep. The terminal device 10 determines a time period (notification timing) for sending a notification, for example, a certain time before the scheduled bedtime specified by the user in step S1101, so as to send the notification. Further, the terminal device 10 determines the time period for sending the notification based on the user's past sleep performance so as to be accumulated in the sleep performance information 283 of the server 20. For example, it is the time period during which the user was about to go to bed or actually sleeping from the time the user went to bed to the time the user got up the previous day. Therefore, the terminal device 10 may determine, based on the user's past sleep performance, that the time period during which the user was actually in bed is the timing at which the above notification is not sent (that is, it may be set to send the notification in a time period other than the above time period).

[0164] In step S1105, the terminal device 10 acquires information on the user's current location by means of a position information sensor 150 or the like. Note that when location information is input for each schedule in the user's schedule information, the terminal device 10 may specify the user's current location at the time of the schedule based on the location information associated with the schedule.

[0165] The terminal device 10 specifies the travel time required to move from the user's current location to the location where the user sleeps based on the information on the user's current location and the information on the location where the user sleeps. For example, the terminal device 10 may specify the travel time required to move from the user's current location to the location where the user sleeps based on route information of public transportation or the like, information on traffic congestion on roads, or the like.

[0166] The terminal device 10 determines the timing of notifying the user based on the required travel time so that the user can perform actions (such as going to bed) for sleeping by the scheduled bedtime set by the user. The terminal device 10 goes back the time by the required travel time from the scheduled bedtime and provides a certain margin to determine the timing of notifying the user. For example, when the scheduled bedtime is "23:00" and the required travel time is "55 minutes", the terminal device 10 provides a margin of "35 minutes" and determines the timing of notifying the user to be, for example, "21:30". Also, the terminal device 10 notifies (such as a notification like "In order to be able to go to bed at the scheduled bedtime of 23:00, leave your current location at 21:30") the time when the user should start moving to the place where the user sleeps (such as home) so that the user can achieve the sleep goal (be able to sleep at the scheduled bedtime). The terminal device 10 may determine the above margin based on the user's past sleep records. For example, if the user was unable to achieve the sleep goal even though the timing of notifying the user was determined by setting a first time as the margin, the terminal device 10 may set a time longer than the first time as the margin.

[0167] In step S1107, at the timing when the terminal device 10 notifies the user to go to bed, the terminal device 10 determines whether the user is in the process of falling asleep. If the user is in the process of falling asleep, the terminal device 10 does not issue the notification so as not to disturb the user's sleep. Also, at the timing when the terminal device 10 notifies the user to go to bed, if the user is not in the process of falling asleep, the terminal device 10 issues the notification to the user.

[0168] Also, at the timing when the terminal device 10 notifies the user, if the user's current location is different from the place where the user sleeps, the terminal device 10 issues the notification to the user. That is, since the user is not at the place where the user sleeps, a notification prompting the user to go to bed is issued to the user.

[0169] In addition, when the user is in a location different from the place where the user sleeps, regardless of the user's past sleep record, since the user is not in the place where sleep is taken, a notification prompting the user to sleep may be given at a predetermined timing.

[0170] As described above, (2) the technique of giving a notification prompting the user to sleep at an appropriate timing, and (3) the technique of prompting the user to move appropriately to sleep based on the information on the user's current location have been described.

[0171] FIG. 12 is a diagram of a screen example of the terminal device 10 in the second embodiment. The screen example (A) shows a display example in the technique for dealing with the situation where the user operates the terminal device 10 before falling asleep. As shown in the screen example (A), the terminal device 10 displays a notification 132T1, a notification 132T2, and a button 132T3 on the display 132.

[0172] The notification 132T1 is an area where the terminal device 10 notifies the user that a game point reward can be obtained by not operating the terminal device 10 after the user gets into bed and until falling asleep. In the notification 132T1, the terminal device 10 displays the cumulative value of the game points accumulated by the user obtaining game points over several days as the "falling asleep concentration game points". The notification 132T1 shows the initial value of the game points, that the game points increase over time until the user falls asleep, and that the game points are reset if the user operates the terminal device 10 until falling asleep. The game points may be used for various purposes in the game. For example, the game points may be used as virtual currency available in the game or may be exchanged for virtual currency and used.

[0173] The notification 132T2 indicates that a reward available in the game is given for the user not operating the terminal device 10 after getting into bed and until falling asleep.

[0174] Button 132T3 is a button for receiving a user's input operation. The terminal device 10 may identify the timing when the user enters the bed or the timing when the user goes to sleep by receiving an input operation on the button 132T3. In response to an input operation on the button 132T3, the terminal device 10 logs off the user from the game and invalidates (locks) the operations on the terminal device 10. When the operations on the terminal device 10 are thus invalidated, the terminal device 10 may determine the timing to release the invalidation based on the user's sleep target (such as the scheduled wake-up time).

[0175] Screen example (B) and screen example (C) show display examples in the technology of (2) sending a notification prompting the user to sleep at an appropriate timing, and (3) prompting the user to move appropriately to sleep based on the information on the user's current position.

[0176] As shown in screen example (B), the terminal device 10 displays a notification 132T5. The notification 132T5 includes content prompting the user to return home from the place where the user is out in order to achieve the sleep target. Further, the notification 132T5 includes content prompting the user to obtain a reward for achieving the sleep target and not operating the terminal device 10 from when getting into bed until falling asleep. Also, as shown in the notification 132T5, the terminal device 10 includes information indicating the time when the user starts to return home in the content of the notification. In screen example (B), there is included a phrase (the phrase "soon") suggesting to the user the timing to start moving to the place where to sleep, such as the current time and the text "It's about time to start heading home...". Thereby, the user can recognize that they should start to return home at the time indicated as the current time.

[0177] Screen example (C) shows a screen example in which the user has unlocked the terminal device 10 in screen example (B). As shown in screen example (C), the terminal device 10 displays a target 132T4, a notification 132T5, a reward content 132T6, and a reward content 132T7.

[0178] The target 132T4 includes information on the user's current location, information on the time required to move to the place where the user sleeps, and information on the scheduled bedtime.

[0179] The reward content 132T6 notifies the user that the user can receive a reward in the game by achieving the sleep target. Specifically, as conditions for obtaining the reward, it is presented to the user that the user should get into bed and fall asleep by the scheduled bedtime. As shown in the figure, the content of the reward is also presented to the user.

[0180] The reward content 132T7 notifies the user that a reward in the game will be given for not operating the terminal device 10 from the time the user gets into bed until falling asleep. As shown in the figure, the content of the reward is also presented to the user.

[0181] <The Third Embodiment> As described above, in the second embodiment, techniques for dealing with the situation where the user operates the terminal device 10 before falling asleep, and techniques for appropriately notifying the user to sleep have been described. In the third embodiment, the following will be described.

[0182] (1) Provide a technique for prompting the user to have regular sleep habits by associating data related to the user's sleep with ranking information.

[0183] (i) For example, prepare a game mode in which users with appropriate sleep habits can participate while users with inappropriate sleep habits cannot participate. Such a game mode includes a multiplayer mode in which multiple users participate. For example, it may be possible to match appropriate user groups and play cooperative or competitive games.

[0184] (ii) It may also be to promote communication among users with appropriate sleep habits and communication among user groups with inappropriate sleep habits. For example, as communication, there are sending and receiving of messages, availability of multiplayer, participation in rankings, etc. That is, while providing a ranking battle among users with appropriate sleep habits, it may also be to provide a ranking battle in which only users with inappropriate sleep habits or a plurality of users regardless of sleep habits can participate.

[0185] (iii) It may also be to group users according to the time zone of the users' sleep and promote communication among users in each group. For example, according to the time zone of the users' sleep, the users may be grouped into morning types and night types, and it may be possible for morning-type users to participate in sending and receiving messages, multiplayer, rankings, etc.

[0186] (iv) It may also be to group users according to the length of the users' sleep time. For example, a group may be provided to which only users with a sleep time of a certain time or more are assigned, and it may be possible for the users in the group to play multiplayer, rankings, etc. among themselves. As described above, when a user desires to communicate with another user, if each is assigned to a different user group, one of the users will need to change their sleep habits.

[0187] (2) Provide a technique to encourage users to have regular sleep habits by using information related to users' sleep as a parameter that affects communication among users in a game.

[0188] For example, the game may be advanced so that the user is more advantageous as the quality of the user's sleep is better. As for the quality of the user's sleep being good, there are the shortness of the time until falling asleep, the length of the sleep time, the time of going to bed, the habit of sleeping being established for the user (the daily sleep record being somewhat stable in terms of the time zone of sleep, the quality of sleep, etc.), etc.

[0189] For example, it may be possible to evaluate the quality of a user's sleep, determine the user's game parameters based on the evaluation, and advance the game play according to the determined game parameters. It is assumed that the better the quality of the user's sleep, the better the user's physical condition. Therefore, the better the quality of the user's sleep, the better the value of the game parameters is set to be in the game. As a result, matching between users is performed based on the game parameters (matching between users with good sleep quality and good physical condition), and parameters such as the ability values of game characters are adjusted based on the game parameters (for example, parameters representing the good condition of game characters). In addition, it may be possible to adjust the difficulty level of the game according to the value of the game parameters. For example, based on the game parameters, it may be possible to increase the difficulty level of the game play as the quality of the user's sleep improves. Also, based on the game parameters, it may be possible to match users with similar sleep quality. The game parameters may be, for example, the evaluation parameters (such as step S655) described in Embodiment 1.

[0190] By configuring as described above, since the interestingness of the game is further improved when the user gets appropriate sleep, it may be possible to habituate the user to get appropriate sleep.

[0191] In addition, for example, in a game program in which a large number of users participate, there may be a case where the number of simultaneous connections increases only during a specific time period (for example, only during the late-night time period, when the number of connected users is extremely large). Also in this case, by encouraging the user to develop a proper sleep habit, it is possible to disperse the time periods when the user participates. Therefore, when the game operator prepares the resources (such as server costs) necessary for the operation of the game, it is possible to reduce the peak of simultaneous participation by users and suppress the operation costs.

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

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

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

[0195] In step S1355, the server 20 assigns each user to one of a plurality of groups based on the sleep performance of each user. The server 20 evaluates whether the quality of the user's sleep is above a certain level, and assigns users with a sleep quality above a certain level to a specific group. For example, the sleep quality being above a certain level may mean that the user is sleeping along the user's sleep target (scheduled bedtime, scheduled wake-up time), or that the sleep time is above a certain level, or that the time until the user falls asleep is within a certain time (i.e., good sleep onset), etc.

[0196] Also, the server 20 may group each user according to the time zone of each user's sleep. For example, users with a morning lifestyle may be grouped together, and users with a night lifestyle may be grouped together.

[0197] In step S1357, the server 20 aggregates the rankings for each group to which the user belongs. For example, during the event period, ranking points are given to the user according to the user's game play. For example, ranking points are given according to the number of times the user has operated a game character to defeat an enemy character, the history of having the game character perform specific actions such as skill activation, the length of time required to clear the game, etc. The server 20 holds the result of aggregating the rankings for each group as a database in a storage or the like and transmits it to the terminal device 10.

[0198] In step S1303, the terminal device 10 receives information regarding the ranking from the server 20. The terminal device 10 presents to the user the aggregation result of the ranking of the group to which the user belongs, such as by displaying it on the display 132. As a result, the user can obtain rewards (such as game items) that can be used in the game according to the ranking result (the user's rank). For example, when the user desires to obtain a reward that can only be obtained in a specific ranking, simply playing the game for a long time may not even allow the user to participate in that ranking. And in that case, the user is encouraged to improve their lifestyle and ensure a longer sleep time.

[0199] In step S1305, the terminal device 10 accepts a game play from the user based on the group assigned according to the user's sleep record. For example, the terminal device 10 provides a game by multi-play such as a battle or co-op play by matching the user with other users assigned to the same group.

[0200] When the server 20 assigns the user of the terminal device 10 to a group with a sleep quality of a certain level or more in step S1355, the terminal device 10 releases a game mode that is provided only to the users of that group to the user.

[0201] Note that although the server 20 performs the user group assignment in step S1355, the group assignment may be performed daily or at regular intervals. For example, when the server 20 performs the grouping based on the information regarding the user's sleep every day, it may be assumed that the user of the terminal device 10 can obtain rewards based on the ranking of the group assigned the previous day.

[0202] <Fourth Embodiment> As described above, in the description of the third embodiment, a technique for encouraging users to develop regular sleeping habits has been described. Specifically, as a technique for promoting communication between users by having appropriate sleeping habits, it has been described that multi-play such as battles and co-op play is possible between users with appropriate sleeping habits, and that rankings for game events and the like are displayed among users with appropriate sleeping habits.

[0203] In the fourth embodiment, a technique for encouraging a user to sleep at a specific location will be described. The specific location is, for example, a facility (accommodation facility) that provides a lodging function for the user, such as a hotel or a ryokan. Further, the specific location may be a facility that performs treatment on the user's body and allows the user to rest, such as a relaxation salon. Here, the terminal device 10 or the server 20 will be described as receiving registration from the user of the location where the user normally sleeps, such as at home, and storing it in the user information database 281 or the like. Hereinafter, a process of granting a privilege to the user by sleeping at a specific location, which is a location other than the location registered by the user, will be described.

[0204] As a result, for example, not only can the user be encouraged to move to a tourist destination or the like and stay there, but also to stay at a local accommodation.

[0205] FIG. 14 is a flowchart showing a process of granting a privilege to a user by sleeping at a specific location such as an accommodation facility. It is assumed that the registration of the user's home has been received in advance from the user of the terminal device 10.

[0206] In step S1401, the terminal device 10 receives an operation from the user to reserve a stay at an accommodation facility. The reservation of a stay at an accommodation facility includes information such as the check-in date, the number of guests, information for identifying the accommodation facility, the course of the meal, the application of coupons, and other information related to the reservation of the stay. The terminal device 10 transmits information indicating the reservation details of the stay to the server 20 based on the operation content of the user.

[0207] In step S1451, the server 20 accepts a reservation for accommodation at a lodging facility in response to an input operation by the user of the terminal device 10. The server 20 presents information about the user making the reservation, the accommodation date, and other information related to the accommodation reservation to the terminal device of the lodging facility. The server 20 performs a process of settling the accommodation fee in response to the accommodation reservation operation by the user of the terminal device 10. The server 20 stores, in the storage unit 202, information related to the user's accommodation reservation as a database. Also, although not shown in the figure, the server 20 records, in the sleep performance information 283, information about the user's position at the timing when the user sleeps. For example, in the terminal device 10, the position of the user when the user gets into bed, the user is in the process of falling asleep, the timing when the user wakes up, etc. is acquired by the position information sensor 150. The terminal device 10 transmits, to the server 20, information related to the user's sleep including information about the position where the user sleeps.

[0208] Subsequently, assume that the terminal device 10 detects that the user has gotten into bed, fallen asleep, etc.

[0209] In step S1403, when the terminal device 10 detects that the user has started sleeping, such as the user getting into bed or falling asleep, based on the output of the position information sensor 150 or the like, the terminal device 10 acquires information about the position where the user is sleeping.

[0210] In step S1405, the terminal device 10 transmits to the server 20 information related to the timing of the user's sleep and information about the position where the user is sleeping.

[0211] In step S1453, when the server 20 receives from the terminal device 10 information related to the timing of the user's sleep and information about the position where the user is sleeping, the server 20 updates the sleep performance information 283 and the like.

[0212] In step S1455, based on the sleep performance information 283 and the like, the server 20 determines whether the user has slept at a specific location (for example, a late-night period from 23:00 to 2:00 am the next day) such as a lodging facility. When the user has slept at a specific location during a specific time period, the server 20 grants a privilege in the game.

[0213] Here, the specific location may be the location of the facility where the user has made a reservation for staying such as accommodation or temporary use. Also, the specific location may be the location of the facility included in the list that the server 20 has pre-held, regardless of whether the server 20 holds the information indicating that the user has made a reservation. Further, when the user has made a reservation to use a lodging facility or the like and sleeps according to the reservation details of the lodging facility or the like, it may be possible to grant a privilege more advantageous to the user compared to the case where the user sleeps without a reservation. For example, it may be possible to grant a privilege to the user for having used a lodging facility or the like in summary. Thereby, it is possible to encourage the user to use the facility or the like after making a reservation. Also, as a condition for granting a privilege to the user, it may include that the user sleeps at a plurality of specific locations. At this time, it may be possible to specify the order of the plurality of locations where the user sleeps, or the date of sleeping or the like in the terminal device 10 or the server 20. For example, it may be possible to grant a privilege to the user when the user sleeps on the first date and sleeps at another facility within a certain period (for example, the next day) from the first date. Also, it may be possible to grant a privilege to the user when the user first sleeps at a lodging facility (for example, facility "A") in the first region and then sleeps at a lodging facility (for example, facility "B") in the second region. Thereby, for example, in a certain region, it is possible to encourage the user to stay for consecutive nights and stay in a plurality of regions. Also, it is possible to encourage the user to stay at each place in a certain order.

[0214] Note that the specific time period may be other than the late-night period, such as other time periods. For example, when a user sleeps in a non-staying time period such as from 13:00 to 15:00 as a time period in a hotel, relaxation salon, etc., benefits may be given to the user. Furthermore, as a condition for giving benefits, which specific time period to set may be freely set and changed by the operator of the accommodation facility, etc. or the administrator of the system, etc. via the terminal for the operator or the terminal for the administrator.

[0215] In addition, giving benefits to the user may mean giving the user an effect that is advantageous for the user's game progress, such as making the login bonus more advantageous or increasing the user's predetermined parameters. Also, giving benefits to the user may mean giving the user a predetermined game item (free virtual currency, item for obtaining game objects by lottery, material item, etc.) as a reward.

[0216] Also, when the server 20 gives benefits to the user, based on the information regarding the user's sleep, the quality of the user's sleep may be evaluated, and the content of the benefits may be changed according to the quality of the user's sleep. For example, when the quality of the user's sleep is above a certain level (for example, the time until the user falls asleep is within a certain time, it can be determined that the user is in a deep sleep based on the time of REM sleep and non-REM sleep, the user is in bed during a predetermined time period, etc.), more advantageous benefits may be given to the user than when the quality of sleep is below a certain level. Also, when the quality of sleep is below a certain level, benefits may not be given to the user. Thereby, it is possible to encourage the user to get sufficient sleep in an accommodation facility, etc.

[0217] In step S1457, the server 20 determines an evaluation value for evaluating the accommodation facility, etc. where the user has slept based on the quality of the user's sleep. The server 20 records the information of the accommodation facility, etc. and the evaluation value of the accommodation facility, etc. in the storage unit 202 in association with the user's information. Thereby, for each of the plurality of facilities, the evaluation value is accumulated based on the quality of sleep when the user uses it to sleep.

[0218] In step S1459, the server 20 extracts information on facilities recommended for the user of the terminal device 10 to use for sleeping, etc. based on the evaluation values of accommodation facilities, etc. The server 20 transmits the extracted facility information to the terminal device 10.

[0219] For example, since in step S1457, evaluation values based on the sleep quality of multiple users are accumulated for each facility, it may be possible to present facilities with an evaluation value above a certain level to the user. Also, as users related to the user of the terminal device 10, it may be possible to present, as a recommendation to the user of the terminal device 10, facilities with a high evaluation value of users registered as friends, etc. in the friend list 282. Further, as users related to the user of the terminal device 10, it may be possible to present, as a recommendation to the user of the terminal device 10, facilities with a high evaluation value of other users having a sleep record that is similar to the sleep record (sleep record information 283) of the user of the terminal device 10 by a certain level or more.

[0220] In step S1409, the terminal device 10 presents the facility information presented as a recommendation from the server 20 to the user via the display 132 or the like. The terminal device 10 presents the content of the privileges given to the user by using these facilities recommended for accommodation, etc. to the user. The terminal device 10 may also display, on the display 132, a user interface (operation buttons, etc.) for receiving an input operation for the user to make a reservation for using the facility together with the content of these privileges. Thereby, the user can start an operation for making a reservation for the facility while confirming the content of the privileges.

[0221] Note that when the progress situation of the user's game is in a specific situation, the terminal device 10 may present candidates for facilities to be used by the user, and at the same time, present that a privilege is given by sleeping at a specific time in the facility.

[0222] Here, when the progress of the game is in a specific situation, for example, when it is highly unlikely that the user will meet the clear conditions of a predetermined game unit (quest), there are situations where the game progress becomes advantageous when the user obtains a privilege. For example, when the level of the boss character is high relative to the strength of the user's controlled character and the probability of failing to defeat the boss character is above a certain level, and also when the total combined strength (level, ability values) of the controlled character is lower than the recommended value for the game unit, etc., it is determined that it is highly unlikely that the user will meet the clear conditions of the predetermined game unit. In this case, the content of the privilege may be that a game item for strengthening the user's controlled character is given, or an effect that makes the game progress advantageous can be obtained (for example, an effect that the parameters of the user's controlled character increase during the game unit, etc.).

[0223] As described above, Embodiment 4 has been explained. According to the above configuration, since it is set to give the user a privilege in the game when the user sleeps at an accommodation facility or the like, it is possible to encourage the user to use the accommodation facility or the like. Also, when a privilege is given to the user when the user has made a reservation for an accommodation facility or the like in advance, the cancellation rate of the accommodation facility or the like can be further reduced.

[0224] <Supplementary Note> The matters described in each of the above embodiments are appended below.

[0225] (Appendix 1) A game program is provided for causing a computer (10, 20) including a processor (190, 29) and a memory (180, 25, 26) to execute. The game program causes the processor to execute a first step (S505) of receiving an input operation for game play from a user and advancing the game, a second step (S507) of awarding a reward to the user when a predetermined condition is satisfied during the game play, and a third step (S507, S601, S653) of acquiring information regarding sleep performed by the user. In the second step, when the sleep performed by the user satisfies a first condition, the reward given to the user is made more advantageous to the user than when the sleep does not satisfy the first condition.

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

[0227] (Appendix 3) In the sixth step, when the user is not sleeping, the current value is not recovered regardless of the passage of time (S653), the game program according to (Appendix 2).

[0228] (Appendix 4) In the first step, when the user is sleeping, a specific action in the game based on the game program can be executed during the sleeping period (S753, S705), the game program according to any one of (Appendix 1) to (Appendix 3).

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

[0230] (Appendix 6) The game program further executes an eighth step of adjusting at least one of the parameters of another character different from the player character operated by the user and the parameters set in the game space for operating the player character based on at least one of the time when the user goes to bed, the time when the user gets up, and the sleep quality (S753, S705), the game program according to any one of (Appendix 1) to (Appendix 5).

[0231] (Appendix 7) The memory is configured to store information of a plurality of users, and the game program further executes a ninth step of awarding a reward to the user based on the comparison result between the user's sleep tendency and the sleep tendency of other users based on information regarding the sleep of other users having an attribute in common with the user (S855, S805A, S805B), the game program according to any one of (Appendix 1) to (Appendix 6).

[0232] (Appendix 8) The memory is configured to store information of a plurality of users, and the game program further executes a tenth step of awarding a reward to the user when another user plays the game during the period when the user is sleeping, based on information regarding the sleep of other users registered as friends with the user, the game program according to any one of (Appendix 1) to (Appendix 6).

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

[0234] (Appendix 10) The game program further executes a twelfth step of determining the user's attributes based on the information about the user's sleep up to the previous time and awarding a reward according to the determined user's attributes, which is the game program described in (Appendix 9).

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

[0236] (Appendix 12) In the first step, the efficiency of the user's game play is varied according to the game parameters based on sleep (S605), which is the game program described in (Appendix 11).

[0237] (Appendix 13) In another game different from the game based on the game program, game play using game parameters generated based on the information about sleep is also possible, and the efficiencies varied according to the game parameters in the game and the other game are different in the game and the other game respectively (132C), which is the game program described in (Appendix 12).

[0238] (Appendix 14) The game program further detects that the user is in a posture for sleeping, and after detecting the posture, determines that no input operation to the computer is performed until the user falls asleep, which is the game program described in any one of (Appendix 1) to (Appendix 13).

Explanation of Reference Signs

[0239] Terminal devices 10A and 10B, game controller 11A, sleep measurement device 11B, communication IF 12, input device 13, output device 14, memory 15, storage unit 16, processor 19, server 20, communication IF 22, input / output IF 23, memory 25, storage 26, processor 29, network 80, radio base station 81, wireless LAN base station 82, operation reception unit (touch screen) 130, display 132, user information 181, sleep information 182, user information database 281, friend list 282, sleep achievement information.

Claims

1. A game program for causing a computer having a processor and a memory to execute the game program, the game program causing the processor to: obtaining information relating to sleep; accumulating a parameter based on sleep performance each time said information is obtained; A step of granting a game item to the user according to the accumulated consumption of the parameters; A game program that executes the following:

2. A game program for execution by a computer having a processor and a memory, the game program causing the processor to: obtaining information relating to sleep; accumulating a parameter based on sleep performance each time said information is obtained; executing a specific game process according to the accumulated consumption of the parameters; A game program that executes the following:

3. A game program for execution by a computer having a processor and a memory, the game program causing the processor to: obtaining information relating to sleep; accumulating a parameter based on sleep performance each time said information is obtained; executing a specific game process using the accumulated parameters; A game program that executes the following:

4. A method executed on a computer having a processor and a memory, wherein the processor executes all of the steps performed in an invention relating to any one of claims 1 to 3.

5. An information processing device comprising a processor and a memory, wherein the processor executes all of the steps executed in an invention relating to any one of claims 1 to 3.

6. A system having means for executing all steps performed in an invention according to any one of claims 1 to 3.

Citation Information

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