Execution Function Evaluation Device and Computer Program

The executive function evaluation device and computer program address the challenge of assessing executive functions in neurodevelopmental disorders by using a virtual space environment to calculate an executive function index, enhancing the accuracy and comprehensiveness of evaluations for improved treatment outcomes.

JP7685689B1Active Publication Date: 2025-05-30ALMAPRISM INC +2
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Patent Information

Application Number
JP2024026386
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-02-26
Publication Date
2025-05-30
Estimated Expiration
2044-02-26

AI Technical Summary

Technical Problem

Existing methods for evaluating executive functions in individuals with neurodevelopmental disorders, such as ADHD and ASD, face challenges in providing accurate assessments that reflect real-life scenarios, as they often rely on different environments and measurement tools.

Method used

The development of an executive function evaluation device and computer program that utilizes a virtual space environment to set and display tasks on a user terminal, allowing for the calculation of an executive function index based on the relationships between multiple virtual spaces and different tasks.

Benefits of technology

This approach enables the evaluation of executive functions under consistent conditions, providing a comprehensive index that combines basic cognitive abilities and social activity results, thus supporting more effective psychosocial treatment for neurodevelopmental disorders.

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Abstract

Provided is an executive function evaluation device capable of evaluating the executive function related to the symptoms of neurodevelopmental disorders. 【Solution means】The executive function evaluation device 1 is an executive function evaluation device related to the symptoms of neurodevelopmental disorders, and includes a memory 12 that stores operation information indicating an operation on a virtual space in which a task is set and displayed on the user terminal 3 and performed by the evaluation target person A, and an arithmetic unit 11 that evaluates the executive function of the evaluation target person. The arithmetic unit is configured to calculate an index of the executive function of the evaluation target person by using the relationship between the operation information of the evaluation target person in each of a plurality of virtual spaces with different set tasks displayed on the user terminal among the plurality of virtual spaces.
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Description

Technical Field

[0001] The present disclosure relates to an execution function evaluation device and a computer program.

Background Art

[0002] Neurodevelopmental disorders according to the Diagnostic and Statistical Manual of Mental Disorders (DSM)-5 of the American Psychiatric Association include Attention-Deficit Hyperactivity Disorder (hereinafter, ADHD), Autism Spectrum Disorder (hereinafter, ASD), Learning Disability (hereinafter, LD), and the like.

Prior Art Documents

Non-Patent Documents

[0003]

Non-Patent Document 1

Non-Patent Document 2

Summary of the Invention

[0004] In particular, one of the symptoms of neurodevelopmental disorders such as ADHD and ASD is executive function disorder. Executive function refers to the complex ability to determine and execute actions in an orderly manner in response to goals and problems. The inventors have developed an executive function evaluation device and a computer program capable of evaluating the executive functions related to the symptoms of neurodevelopmental disorders, particularly for the discovery and treatment of neurodevelopmental disorders accompanied by executive function disorders such as ADHD and ASD.

[0005] According to an embodiment, the executive function evaluation device is an executive function evaluation device related to the symptoms of neurodevelopmental disorders, and includes a memory that stores operation information indicating an operation by an evaluation subject, which is an operation on a virtual space in which tasks are set and displayed on a user terminal, and a calculation unit that evaluates the executive function of the evaluation subject. The calculation unit is configured to calculate an index of the executive function of the evaluation subject by using the relationship between a plurality of virtual spaces of the operation information by the evaluation subject in each of a plurality of virtual spaces with different set tasks displayed on the user terminal.

[0006] According to an embodiment, the computer program functions a computer as an executive function evaluation device related to the symptoms of neurodevelopmental disorders. The computer program causes the computer to input operation information indicating an operation by an evaluation subject, which is an operation on a virtual space in which tasks are set and displayed on a user terminal, and evaluate the executive function of the evaluation subject. Evaluating the executive function includes calculating an index of the executive function of the evaluation subject by using the relationship between a plurality of virtual spaces of the operation information of the evaluation subject in each of a plurality of virtual spaces with different set tasks displayed on the user terminal.

[0007] According to an embodiment, a computer program functions a computer as a user terminal for obtaining operation information used for evaluating an execution function related to symptoms of a neurodevelopmental disorder group in an evaluation device. The computer program causes the computer to switch and display a plurality of virtual spaces in which different tasks are set, and in each of the plurality of virtual spaces, according to a first operation of an evaluation subject, move an object in a field of view narrower than the entire virtual space, and according to a second operation by the evaluation subject, place one or more pieces that affect the movement of the moving body in the virtual space at positions corresponding to the object within the field of view of each virtual space, and according to a third operation by the evaluation subject, start the movement of the moving body in each virtual space, and store operation information specifying the first operation to the third operation in a memory.

[0008] Further details will be described as embodiments below.

Brief Description of Drawings

[0009]

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DETAILED DESCRIPTION OF THE INVENTION

[0010] <1. DESCRIPTION OF THE PROBLEM> Executive function includes basic cognitive abilities such as planning ability, impulse inhibition ability, working memory ability, and trial-and-error ability. The cognitive ability here refers to the ability to clearly know things, that is, the ability of intellectual functions such as understanding, judgment, and logic. These elements can be measured by brain function measurement. In brain function measurement, it is measured whether a specific brain function can be utilized when facing a specific task or a specific scene. Brain function measurement is, for example, a neuropsychological test. Non-Patent Document 1 discloses the Wisconsin Card Sorting Test (WCST) for sorting cards under changing classification criteria. In the WCST, the classification criteria change without the participants being informed midway. The WCST measures the ability to respond to situation changes, etc., based on whether the participants can notice the change in the classification criteria. Another example of brain function measurement is the Tower of London (TOL) in which stacked spheres are recombined into a specified shape with the fewest number of steps according to rules.

[0011] In addition, there is a method of evaluating executive function disorders and symptoms using a self-report rating scale. This method is a method of having the patient himself or the patient's guardian answer how well the items related to those symptoms and diseases apply, based on the diagnostic criteria for mental diseases, etc. Non-Patent Document 2 discloses the EF score for measuring executive function (disorder) among the ADHD evaluation scales of "Conners 3" as a typical evaluation method specialized for executive function disorders related to ADHD symptoms.

[0012] Conventionally, executive functions in line with real life have been evaluated using the results of brain function measurement and evaluation using a self-administered rating scale. The evaluation of executive functions in line with real life is necessary for the psychosocial treatment of neurodevelopmental disorder groups such as ADHD. Psychosocial treatment includes, in addition to individual behavioral therapy for patients, environmental adjustment for caregivers such as parents and teachers, behavioral therapy, guidance on childcare and teaching methods, and the like.

[0013] However, since the responses to the self-administered rating scale and the brain function measurement are carried out in different environments, these results are not obtained from the behaviors of the evaluation subjects under the same conditions. Therefore, the inventors have come to the problem that it is difficult to appropriately evaluate the executive functions in line with the real life of the evaluation subjects using these results. Therefore, the inventors have developed an executive function evaluation device and a computer program that can evaluate the executive functions necessary for the psychosocial treatment of neurodevelopmental disorder groups based on the behaviors of the evaluation subjects under the same conditions.

[0014] <2. Outline of Executive Function Evaluation Device and Computer Program> (1) The executive function evaluation device according to the embodiment is an executive function evaluation device related to the symptoms of neurodevelopmental disorder groups, and includes a memory that stores operation information indicating an operation by an evaluation subject, which is an operation on a virtual space in which a task is set and displayed on a user terminal, and a calculation unit that evaluates the executive functions of the evaluation subject. The calculation unit is configured to calculate an index of the executive functions of the evaluation subject using the relationships between a plurality of virtual spaces of the operation information by the evaluation subject in each of a plurality of virtual spaces with different set tasks displayed on the user terminal.

[0015] The execution function evaluation device according to the embodiment uses the relationship between multiple virtual spaces of the operation information of the evaluation subject with respect to a plurality of virtual spaces with different set tasks, which are displayed on the user terminal, for calculating an index of the execution function related to the symptoms of the neurodevelopmental disorder group of the evaluation subject. Therefore, in the evaluation device according to the embodiment, an index of the execution function is obtained based on the behavior of the evaluation subject obtained under the same conditions. For this reason, the execution function evaluation device according to the embodiment can evaluate the execution function necessary for the psychosocial treatment of the neurodevelopmental disorder group.

[0016] (2) The evaluation device according to (1), preferably, the plurality of virtual spaces include a first virtual space in which the evaluation subject is required to take the shortest and optimal action to solve the task, and a second virtual space in which the evaluation subject is required to try and error to solve the task. By using the relationship between the first virtual space and the second virtual space of the operation information of the evaluation subject for calculating the index of the execution function of the evaluation subject, both an index representing the basic cognitive ability conventionally obtained by brain function measurement and an index representing the result in social activities obtained by the symptom evaluation using the self-administered evaluation scale are obtained from the behavior of the evaluation subject under the same conditions.

[0017] (3) The evaluation device according to (2), preferably, the operation by the evaluation subject includes a first operation of moving an object in a field of view narrower than the entire virtual space, a second operation of arranging one or more pieces that affect the movement of the moving body in each virtual space at a position corresponding to the object within the field of view of each virtual space, and a third operation of instructing the start of the movement of the moving body in each virtual space. Each virtual space has a preparation phase in which the first operation and the second operation are permitted and the third operation is not permitted, and an execution phase in which the first operation and the second operation are not permitted and the third operation is permitted. Thereby, an index of the execution function is obtained by using the operation information of the first operation to the third operation by the evaluation subject.

[0018] An evaluation device of (4)(3), preferably, the relationship between a plurality of virtual spaces of operation information by an evaluation target person in each virtual space includes the relationship between a first virtual space and a second virtual space in terms of the degree of deviation from a reference value of the number of times an object passes through each position by a first operation. The number of times an object passes through represents the complexity of the piece arrangement. Since the tasks are different between the first virtual space and the second virtual space, the complexity of the required piece arrangement is different. The degree of deviation from the reference value is, in other words, a statistical difference from the reference value. Therefore, by calculating an index using the relationship between the first virtual space and the second virtual space in terms of the degree of deviation from the reference value of the number of times an object passes through each position in each virtual space, the evaluation device can obtain an index representing the ability to adopt behavior suitable for the given task of the evaluation target person.

[0019] An evaluation device of (5)(4), preferably, the first virtual space is composed of a plurality of stages with different task difficulties, and the difficulty level increases each time the task is solved. A scoring object is pre-arranged in the second virtual space, a third operation can be performed without a limit on the number of times within a limited time, and points corresponding to the scoring objects passed through when a moving body moves to solve the task in response to the third operation are added. Thereby, the evaluation device can use the difficulty level of the stage in which the task is solved in the first virtual space and the score obtained within the limited time in the second virtual space for calculating the index.

[0020] An evaluation device of (6)(5), preferably, the calculation unit calculates an index of the execution function of the evaluation target person by using the relationship between a plurality of virtual spaces of the operation information of the evaluation target person in each virtual space and the highest difficulty level of the stage at which the task was solved in the first virtual space, and is configured as such. The highest difficulty level of the stage at which the task was solved in the first virtual space represents the ability of the evaluation target person to tackle logically complex tasks (task-solving ability). The ability to solve a given task represents, for example, the troubles in real life and what results can be produced in fluid and complex situations. Therefore, the highest difficulty level of the stage at which the task was solved in the first virtual space represents the achievements of the evaluation target person in social activities. Therefore, by calculating the index using the relationship between a plurality of virtual spaces of the operation information of the evaluation target person in each virtual space and the highest difficulty level of the stage at which the task was solved in the first virtual space, the evaluation device can obtain an index of the composite execution function that includes two elements, namely, the achievements of the evaluation target person in social activities and the basic cognitive ability.

[0021] An evaluation device of (7)(5), preferably, the calculation unit is further configured to calculate an index of the planning ability, which is one of the elements of the execution function, by using the highest difficulty level of the stage at which the task was solved in the first virtual space. The highest difficulty level of the stage at which the task was solved in the first virtual space represents the ability of the evaluation target person to tackle logically complex tasks (task-solving ability). Therefore, by calculating the index using the highest difficulty level of the stage at which the task was solved in the first virtual space, the evaluation device can obtain an index of the planning ability, which is one of the elements of the execution function. The inventors compared this index obtained by the evaluation device with the measured values obtained from the participants in the planning ability test (OTS) of CANTAB (Cambridge Neuropsychological Test Automated Battery) and verified that there is a significant correlation.

[0022] An evaluation device of (8)(5), preferably, the calculation unit is further configured to calculate an index of the impulse suppression ability, which is one of the elements of the execution function, using the time from the display on the user terminal in the second virtual space until the third operation is first performed. The time from the display on the user terminal in the second virtual space until the third operation is first performed represents the time spent by the person being evaluated on the planning and execution of the first operation and the second operation according to their intention. Therefore, the above time represents the ability of the person being evaluated to suppress the impulse to the third operation. By calculating the index using the above time in the evaluation device, an evaluation value of the impulse suppression ability, which is one of the elements of the execution function, can be obtained. The inventors compared this index obtained by the evaluation device with the measured values obtained from the participants in the CANTAB impulse suppression test (SST) and verified that there is a significant correlation.

[0023] An evaluation device of (9)(5), preferably, the calculation unit is further configured to calculate an index of the working memory ability, which is one of the elements of the execution function, using the maximum number of pieces arranged when the third operation was performed in the second virtual space. Although the more pieces arranged in the second virtual space lead to a higher score, the amount of information that needs to be temporarily stored increases. Therefore, the maximum number of pieces arranged when the third operation was performed in the second virtual space represents the working memory ability of the person being evaluated. In the evaluation device, by calculating the index using the maximum number of pieces arranged when the third operation was performed in the second virtual space, an evaluation value of the working memory ability, which is one of the elements of the execution function, can be obtained. The inventors compared this index obtained by the evaluation device with the measured values obtained from the participants in the CANTAB working memory test (SWM) and verified that there is a significant correlation.

[0024] An evaluation device of (10)(5), preferably, the calculation unit further uses the maximum value among the results of the processes performed by the passage of the moving body defined by the object arranged in the second virtual space each time the moving body moves to solve the problem in the second virtual space, to calculate an index of the trial-and-error ability which is one of the elements of the execution function. Since the third operation is possible without a limit on the number of times in the second virtual space, when the problem is solved, the first operation and the second operation performed previously are corrected so that good results can be obtained for the further defined processes. For example, when the above object gives a specified point by the passage of the moving body, the person to be evaluated corrects the first operation and the second operation performed previously so that a higher score can be obtained. Therefore, the above maximum value represents the ability of the person to be evaluated to try and error. By calculating the index using the above maximum value in the evaluation device, an evaluation value of the trial-and-error ability which is one of the elements of the execution function can be obtained. The inventors compared this index obtained by the evaluation device with the regularity (SWM-S) of the answers of the participants in the working memory test of CANTAB and verified that there is a significant correlation.

[0025] (11) The computer program according to the embodiment causes a computer to function as an evaluation device for the execution function related to the symptoms of the neurodevelopmental disorder group. The computer program causes the computer to input operation information indicating an operation by the person to be evaluated, which is an operation on a virtual space in which a problem is set and displayed on the user terminal, and to evaluate the execution function of the person to be evaluated. Evaluating the execution function includes calculating an index of the execution function of the person to be evaluated using the relationship between the operation information of the person to be evaluated in each of a plurality of virtual spaces with different set problems displayed on the user terminal among the plurality of virtual spaces. By using this computer program, the computer can be made to function as an evaluation device capable of evaluating the execution function necessary for the psychosocial treatment of the neurodevelopmental disorder group.

[0026] (12) The computer program according to the embodiment functions a computer as a user terminal for obtaining operation information used for evaluating an execution function related to symptoms of neurodevelopmental disorders in an evaluation device. The computer program causes the computer to switch and display a plurality of virtual spaces in which different tasks are set, and in each of the plurality of virtual spaces, according to a first operation of the person to be evaluated, move an object within a field of view narrower than the entire virtual space, according to a second operation by the person to be evaluated, place one or more pieces that affect the movement of the moving body in the virtual space at positions corresponding to the object within the field of view of each virtual space, according to a third operation by the person to be evaluated, start the movement of the moving body in each virtual space, and store in a memory operation information specifying the first to third operations. By using this computer program, it is possible to obtain operation information of the person to be evaluated necessary for evaluating the execution function required for the psychosocial treatment of neurodevelopmental disorders in the evaluation device. Thereby, in the evaluation device, the execution function required for the psychosocial treatment of neurodevelopmental disorders can be evaluated.

[0027] (13) The computer program of (12), preferably, the plurality of virtual spaces includes a first virtual space in which the person to be evaluated is required to take the shortest and optimal action to solve a task, and a second virtual space in which the person to be evaluated is required to try and error to solve a task. Thereby, in calculating an index of the execution function of the person to be evaluated in the evaluation device, the relationship between the first virtual space and the second virtual space of the operation information of the person to be evaluated can be used. As a result, in the evaluation device, both an index representing the basic cognitive ability conventionally obtained by brain function measurement and an index representing the result in social activities obtained by evaluating symptoms using a self-administered evaluation scale are obtained from the behavior of the person to be evaluated under the same conditions.

[0028] (14)(12) or (13) is a computer program, preferably, the task includes moving a moving object from a starting point set in a virtual space to an ending point at a timing based on a third operation in each of a plurality of virtual spaces, and further, in each of the plurality of virtual spaces, when the moving object collides with a piece, changing the movement of the moving object according to the piece, and causing a computer to execute this. Thereby, the person to be evaluated can obtain operation information of the person to be evaluated used in the evaluation device by performing an operation for moving the moving object from the starting point to the ending point.

[0029] <3. Examples of an evaluation device and a computer program for execution functions> [Overview of the evaluation system] FIG. 1 is a diagram showing an overview of the configuration and processing of an evaluation system 100 for execution functions according to an embodiment. The evaluation system 100 includes an evaluation device 1 for execution functions related to symptoms of neurodevelopmental disorders. FIG. 2 is a schematic configuration diagram of the evaluation device 1. The evaluation device 1 is composed of one or a plurality of cooperating computers.

[0030] The evaluation device 1 is communicable with the user terminal 3 and causes the user terminal 3 to display a virtual space. The virtual space changes according to a user operation received by the user terminal 3. The virtual space is, for example, a video game for measuring execution functions (hereinafter, measurement game). Displaying the virtual space is, for example, displaying a game screen 300 on a display 31 of the user terminal 3.

[0031] The measurement game is a game operated by patient A (hereinafter referred to as the player) to be evaluated in order to achieve tasks in a virtual space. The measurement game has a plurality of modes with different tasks. The user terminal 3 has a game controller 32 (operation unit) and accepts operations by the player A. The evaluation device 1 obtains the operation information of the player A received by the user terminal 3. The evaluation device 1 has a memory 12 for storing operation information. The evaluation device 1 evaluates the execution function related to the symptoms of the neurodevelopmental disorder group of the player A using the operation information of the player A. Specifically, the evaluation device 1 calculates an index of the execution function using the relationship between different modes of the operation information of the player A. The evaluation device 1 is communicable with the output device 5 and causes the output device 5 to output the calculated index.

[0032] [System Configuration] The evaluation device 1 has a processor 11 (computation unit). The processor 11 is, for example, a CPU (Central Processing Unit). The memory 12 stores a game program 121 and an evaluation program 124.

[0033] The memory 12 further has an operation information storage unit 122 for storing operation information. The operation information is information indicating the player's actions in the virtual space, and in this example, it is information indicating the operations of player A of the measurement game. Specifically, the operation information includes the mode of the measurement game described later, the operation content by player A, and the timing of the operation.

[0034] The memory 12 further has a game information storage unit 123 for storing information related to the game. The evaluation device 1 further has a first communication unit 13 for communicating with the user terminal 3 and a second communication unit 14 for communicating with the output device 5.

[0035] The processor 11 executes game processing 111 by executing a game program 121. Through the game processing 111, the processor 11 causes the user terminal 3 to display a game screen 300 and changes the game screen 300 based on an operation signal from the user terminal 3. Also, through the game processing 111, the processor 11 stores the operation information of player A in the operation information storage unit 122 of the memory 12.

[0036] The processor 11 executes evaluation processing 112 by executing an evaluation program 124. Through the evaluation processing 112, the processor 11 calculates an index of the execution function of player A using the operation information of player A.

[0037] [User Terminal] The user terminal 3 includes a display 31 for displaying the game screen 300 and a controller 32 for receiving operations of player A. The controller 32 has a button 32A for receiving a first operation described later, a button 32B for receiving a second operation, and a button 32C for receiving a third operation. Each of the buttons 32A, 32B, 32C may be composed of a plurality of buttons, or two or more buttons may be aggregated into one button. The buttons 32A, 32B, 32C may be in the shape of a stick, a plus sign, or a pad. The display 31 and the controller 32 may be integrally provided in the user terminal 3, or at least one of them may be separate and connected by wire or wirelessly. In FIG. 1, for clarity of explanation, the controller 32 is shown enlarged, but the size of the controller 32 is arbitrary. The controller 32 may be, for example, sized to fit in both palms of player A.

[0038] [Measurement Game] In a measurement game, a player operates an object (hereinafter referred to as a "character") that serves as the player's proxy within a limited range (hereinafter referred to as a "stage") in a virtual three-dimensional space. The player operates the character within the stage and tries different approaches to solve one or more pre-specified tasks. The measurement game requires specific movements of a moving object (hereinafter referred to as a "ball") within the stage in order to solve the tasks. As an example, the task of the measurement game includes making the ball reach a specified end point (hereinafter referred to as a "goal") within the stage. As an example, the specific movement of the ball required to solve the task of the measurement game is to automatically move the ball from a specified starting point (hereinafter referred to as a "launch pad") within the stage to the goal. The player performs an operation of arranging and adjusting an arrangement (hereinafter referred to as a "piece") that can be added to the stage in order to make the ball perform a specific movement.

[0039] The measurement game has a preparation phase and an execution phase. The preparation phase refers to a state in which the player can freely operate the character and build an intermediate solution to the task. Specifically, the preparation phase refers to a state in which the player can perform an operation of arranging and adjusting the piece while moving the character within the stage. The execution phase refers to a state in which the player cannot operate the character and the ball can perform an automatic movement (hereinafter referred to as an "execution") according to objects (hereinafter referred to as "obstacles") and arranged pieces on the stage.

[0040] The piece changes the movement of the ball in the execution phase. Changing the movement of the ball includes changing the direction in which the ball moves and preventing the movement of the ball to cause the ball to disappear. Also, as another example, the piece may be one that performs a pre-specified in-game process according to the collision conditions when the ball collides, similar to the passing determination object described later. The in-game process may be, for example, giving points to the player, similar to the score object described later.

[0041] Figures 3 and 4 are diagrams for explaining piece 302, respectively, and are views of piece 302 arranged in the virtual space seen from directly above. Piece 302 has a repulsion part 302A. When the moving sphere 305 collides with the repulsion part 302A, piece 302 changes the moving direction R1 of sphere 305 by an angle α to direction R2. When it collides with a part other than the repulsion part 302A of piece 302, sphere 305 disappears. Also, the obstacle also obstructs the movement of the sphere in the execution phase, and when it collides, sphere 305 disappears. Note that piece 302 and the obstacle do not have to change their positions and orientations when colliding with the sphere, or they may change. Also, when piece 302 performs processing within the game defined in advance according to the collision conditions, the processing defined by colliding with the sphere may change. For example, when piece 302 gives a specified point when the sphere collides, the points given may change according to the number of collisions with the sphere.

[0042] The angle α is defined for each piece 302 within the range of 0° to 180°. The angle α in Figure 3 is 90°. The angle α may be 180° as shown in Figure 4. That is, piece 302 may change the moving direction R1 of the collided sphere 305 to the opposite direction R2.

[0043] In the preparation phase, the player operates the button 32A of the controller 32 (first operation) to move the character within the stage. FIG. 5 is a diagram for explaining the character 301. The character 301 has a face portion 301A which is an example of a part indicating the direction of the character 301. The button 32A may include cursor keys. The player designates the direction of the face portion 301A of the character 301 with the cursor keys and presses the button 32A, thereby moving the character within the stage by a distance defined by the direction of the face portion 301A. When the button 32A is pressed in the state on the left side of FIG. 5, the character 301 moves by a distance defined by the direction R3. When the player changes the direction of the face portion 301A of the character 301 to the state on the right side of FIG. 5 with the cursor keys and presses the button 32A, the character 301 moves by a distance defined by the direction R4. In this way, the player moves the character 301 to a position where a new piece is to be placed, or near a position where a piece to be adjusted is placed.

[0044] Next, the player operates the button 32B of the controller 32 (second operation) to place a piece near the character or adjust a piece that has already been placed. The player places a new piece near the character by pressing the button 32B once. Each time the player presses the button 32B in a state where a piece is placed near the character, the piece is rotated by a predetermined angle each time, changing its orientation. The player deletes the piece by pressing the button 32B in a state where a piece is placed near the character.

[0045] The piece 302 in FIG. 3 rotates 90° counterclockwise each time the button 32B is pressed. When the player moves the character 301 near the piece 302 and presses the button 32B once, the piece 302 in FIG. 3 rotates 90° counterclockwise, and its orientation changes to the orientation in FIG. 6. In FIG. 3, the repulsion portion 302A faces the lower right, and in FIG. 6, the repulsion portion 302A faces the upper right.

[0046] In the preparation phase, on the game screen 300 of the user terminal 3, a view through a pseudo camera based on the position of the character is displayed. The view is, for example, a predetermined range based on the character within the entire stage, and refers to a range narrower than the entire stage.

[0047] FIG. 7 is a schematic diagram showing an example of the view. Here, as an example, the view is a view through a pseudo camera that starts from a predetermined position from the character 301 and is directed in the direction of the face 301A within the entire stage. The view V1 in FIG. 7 represents the view when the face 301A of the character 301 is in the direction R3. The view V1 does not include the range in front of and to the right of the face 301A of the character 301. That is, the state of the stage that the player can grasp in the preparation phase is always not the whole, but is limited to the view through a pseudo camera based on the position of the character.

[0048] When the player changes the direction R3 to the direction R4, the view V1 changes to the view V2. The view V2 includes the range that the view V1 did not include. The player needs to perform operations such as moving the character 301 or changing the direction of the face 301A in order to grasp a wider range of the stage.

[0049] Note that in the preparation phase, the entire stage may be displayed by a specific operation of the player. Thereby, the player can overlook the entire stage in the preparation phase. In this case, preferably, while the entire stage is being displayed, movements of the character 301, placement of pieces, and changes in direction are not permitted. The operation by the player to display the entire stage may also be stored as operation information and used for calculating the index.

[0050] In the preparation phase, the player arranges the piece 302 or adjusts the arranged piece 302 so that the ball 305 can automatically move to the goal 304 in the execution phase. In the execution phase, the ball 305 starts moving in the direction set from the launcher 303 installed on the stage. Therefore, in the preparation phase, the player arranges the piece 302 at an appropriate position on the path to change the direction of the ball 305 to the direction reaching the goal 304 or to avoid the obstacle 309. At that time, the player changes the direction of the piece 302 as necessary so that the moving ball 305 collides with the repulsion part 302A. Also, the player can delete unnecessary pieces 302 as necessary.

[0051] In the preparation phase, the player moves the character 301 close to the position where the piece 302 is to be arranged in order to arrange the piece 302 at the intended position within the stage. Therefore, the player needs to memorize the state of the stage outside the field of view and the piece 302 arranged outside the field of view, or move the character 301 to adjust the field of view for confirmation. In the preparation phase, the player imagines the completed movement of the ball 305 in the execution phase and solves complex problems through the arrangement of the piece 302.

[0052] In the preparation phase, the player can switch from the preparation phase to the execution phase at an arbitrary timing by operating the button 32C of the controller 32 (third operation). When switching to the execution phase, the ball is launched from the launcher and the movement starts. In the execution phase, the player cannot operate the character or adjust the piece. Therefore, in the measurement game, it is important for the player to imagine the movement of the ball in the execution phase with high accuracy in the preparation phase and to arrange the appropriate piece at the appropriate position to solve the problem.

[0053] The measurement game has a main mode (first virtual space) and a free mode (second virtual space) with different tasks. The main mode has multiple stages with different levels of difficulty. In the main mode, when the task of one stage is solved, the player progresses to the next stage with a higher level of difficulty. Also, in the main mode, a first time limit of about 30 to 35 minutes is set. When the first time limit elapses from the start of the main mode, the mode of the measurement game switches from the main mode to the free mode.

[0054] One achievement in the main mode is how many stages of what difficulty level the player was able to solve within the first time limit. Since the tasks of the stages in the main mode gradually become more complex, the player is required to take the shortest and most optimal actions to solve the tasks without making them unnecessarily difficult.

[0055] The free mode has the task of obtaining the highest possible score. In the free mode, a second time limit of about 10 to 15 minutes is set. In the free mode, the player repeats trials and makes efforts within the same stage within the second time limit. The score is determined by the number of times a piece or an object in the stage collides with the ball within one execution and the type of that collision. In the free mode, a higher score can be obtained by making the automatic movement of the ball longer and more complex. Therefore, in the free mode, the player is required to try and error while grasping the state of the stage and the arrangements on the stage, and expanding or complicating the tentative completed form of the movement of the ball.

[0056] FIG. 8 is a schematic diagram showing an example of a game screen in the main mode. The game screen in the main mode has a virtual space SP1. FIG. 8 is a view of the entire virtual space SP1 seen from directly above. In the main mode, a launch pad 303, a goal 304, and obstacles 309 are arranged in advance. In multiple stages of the main mode, different difficulties are set according to the positional relationship between the launch pad 303 and the goal 304, and the number and positions of the obstacles 309 between the launch pad 303 and the goal 304. In the preparation phase of the main mode, while moving the character 301 in the virtual space SP1, the player performs operations such as placing a piece 302 near the character 301, rotating the piece 302 arranged near the character 301, or deleting it, in order to create a path for the ball 305 to automatically move while avoiding the obstacles 309 arranged in advance. FIG. 8 shows a state where three pieces 302-1 that change the moving direction of the ball 305 by 90° and one piece 302-2 that changes it by 180° are arranged in the virtual space SP1 by the player's operations in the preparation phase.

[0057] FIG. 9 is a schematic diagram showing a first example of a game screen in the execution phase after the preparation phase of FIG. 8. When the execution phase starts, the ball 305 is launched from the launch pad 303. The launched ball 305 automatically moves according to the direction of the launch port of the launch pad 303 in the virtual space SP1 (in the example of FIG. 9, horizontally leftward in the plane of the paper). In the example of FIG. 9, the ball 305 launched from the launch pad 303 moves along the path P11 and reaches the goal 304. In the path P11, the ball 305 collides with each of the three pieces 302-1 and changes the moving direction by 90° each time. When the ball 305 reaches the goal 304, the task of this stage is achieved, and then the game switches to a stage with a higher difficulty level.

[0058] FIG. 10 is a schematic diagram showing a second example of the game screen in the execution phase. In the example of FIG. 10, compared with FIG. 8, the position of the piece 302-1 placed by the player in the preparation phase is different. Therefore, in the example of FIG. 10, the ball 305 launched from the launcher 303 moves along a path P12 different from the path P11. In the path P12, the ball 305 collides with the first piece 302-1 and changes its moving direction by 90°, and collides with the obstacle 309. When the ball 305 collides with the obstacle 309, it disappears, and the task of this stage is not achieved. In this case, in the main mode, the same stage is repeated again.

[0059] FIG. 11 is a schematic diagram showing an example of the game screen in the free mode. The game screen in the free mode has a virtual space SP2. FIG. 11 is a view of the entire virtual space SP2 seen from directly above. In the free mode, there is no obstacle 309 arranged, and the launcher 303, the goal 304, and the scoring object 306 are installed in advance. The scoring object 306 is an example of a passing determination object. The passing determination object refers to an object that performs in-game processing defined in advance according to the passing conditions such as the situation of the ball 305 at the time of passing and the number of passing times when the ball 305 passes through. This processing is applied during the period when the execution is valid.

[0060] FIG. 12 is a diagram for explaining the scoring object 306, and is a view of the scoring object 306 arranged in the virtual space SP2 seen from directly above. The scoring object 306 does not change the moving direction of the ball 305, and the ball 305 can pass through it. In the scoring object 306, as an example of the processing defined according to the number of times the ball 305 passes through, when the ball 305 passes through and reaches the goal 304, points are given to the player according to the number of times passed through within the same execution. The number of points is defined in advance for each scoring object 306. Since the scoring object 306 in FIG. 12 gives 3 points to the player when the ball 305 passes through and reaches the goal 304, the number of points "3" is displayed in the scoring object 306.

[0061] FIG. 13 is a schematic diagram showing a first example of a game screen in the execution phase after the preparation phase of FIG. 11. In the example of FIG. 13, the ball 305 launched from the launch pad 303 has moved along the path P21 and reached the goal 304. The path P21 includes two score objects 306 that give one point each (see FIG. 11). When the ball 305 reaches the goal 304 via the path P21, two points are given to player A.

[0062] FIG. 14 is a schematic diagram showing a second example of a game screen in the execution phase. In the example of FIG. 14, compared with FIG. 11, five pieces 302-1 that change the moving direction of the ball 305 by 90° are added. Therefore, in the example of FIG. 14, the ball 305 launched from the launch pad 303 has moved along a path P22 different from the path P21 and reached the goal 304. The path P22 includes score objects 306 that give one point, three points, one point, and three points each (see FIG. 11). When the ball 305 reaches the goal 304 via the path P22, eight points are given to player A.

[0063] The challenge in free mode is to obtain as high a score as possible. For example, by performing executions on both the path P21 and the path P22 within the second time limit, player A obtains 10 points. In free mode, player A may aim to place the pieces 302 so as to form a path P22 that passes through more score objects 306 while detouring, rather than the path P21 which is the shortest path to the goal 304, that is, to form a path that can obtain a higher score in one execution of the execution phase. Or, player A can also aim for a high total score by repeating the execution of the execution phase by forming a relatively simple path like the path P21 more times within the second time limit.

[0064] [Game Processing] FIG. 15 is an example of the flow of game processing 111 in the evaluation apparatus 1, and is a flowchart showing an example of the flow of processing in the main mode. FIG. 16 is an example of the flow of game processing 111 in the evaluation apparatus 1, and is a flowchart showing an example of the flow of processing in the free mode.

[0065] The game information storage unit 123 stores various types of information associated with the operations of the player in the main mode and the free mode. The stored information includes, for example, the position information of the character, the type of the piece installed by the player, the installation position, or the information indicating the direction of the repulsion unit. As an example, the game information storage unit 123 stores the positions within the stage in coordinates. For example, in the virtual space SP1 shown in FIG. 8 and the virtual space SP2 shown in FIG. 11, one grid represents one coordinate. The processor 11 manages the positions of the objects within the stage in coordinates.

[0066] The processor 11 of the evaluation apparatus 1 starts the main mode from the first (easiest) stage (step S101). In step S101, the game in the main mode of the measurement game starts on the user terminal 3. When an operation signal is input from the controller 32 to the user terminal 3, the user terminal 3 passes the operation information to the evaluation apparatus 1. When the processor 11 receives the operation information from the user terminal 3 (YES in step S103), the processor 11 records the operation information in the operation information storage unit 122 (step S105). The operation information stored here includes the operation content by player A associated with the main mode and the stage, and the timing of the operation.

[0067] When the operation information indicates the first operation (YES in step S107), the processor 11 moves the character 301 according to the first operation (step S109). The current position of the character 301 is stored in the game information storage unit 123. In step S109, the processor 11 updates the current position of the character 301 stored in the game information storage unit 123 to the position after the movement. In step S109, the processor 11 further changes the view of the game screen 300 of the user terminal 3 according to the current position of the character 301 after the movement.

[0068] When the operation information indicates the second operation of adding or deleting the piece 302 (NO in step S107, YES in step S111), the processor 11 adds the piece 302 near the character 301 or deletes the piece 302 arranged near the character 301 (step S113). The position of each arranged piece 302 is stored in the game information storage unit 123. When the piece 302 is added in step S113, the processor 11 stores the position of the added piece 302 in the game information storage unit 123. When the piece 302 is deleted in step S113, the processor 11 deletes the corresponding piece 302 stored in the game information storage unit 123.

[0069] When the operation information indicates the second operation of rotating the piece 302 (NO in step S107, NO in step S111, YES in step S115), the processor 11 rotates the piece 302 near the character 301 to change its orientation (step S117). The current orientation of each arranged piece 302 is stored in the game information storage unit 123. As an example, the orientation of the piece 302 may be stored at the position of the repulsion part 302A. In step S117, the processor 11 updates the orientation of the piece 302 stored in the game information storage unit 123 to the orientation after the change.

[0070] The processor 11 repeats steps S103 to S117 until the operation information indicates the third operation (NO in step S107, NO in step S111, NO in step S115, NO in step S119).

[0071] When the operation information indicates the third operation (NO in step S107, NO in step S111, NO in step S115, YES in step S119), the processor 11 launches the ball 305 from the launcher 303 (step S121). In step S121, the processor 11 moves the ball 305 in the launch direction from the launcher 303 arranged in the stage. The current position of the ball 305 is stored in the game information storage unit 123.

[0072] After step S121, the processor 11 moves the ball 305 (step S123). In step S123, the processor 11 determines the direction in which the ball 305 moves by comparing the position of the ball 305 with the position of the piece 302, the position of the repulsion part 302A of the piece 302, and the position of the obstacle 309 stored in the game information storage unit 123. Specifically, when the ball 305 reaches the position of the repulsion part 302A of the piece 302, the processor 11 changes the direction in which the ball 305 moves by an angle pre-stored in relation to the piece 302. In step S123, the processor 11 updates the position of the ball 305 stored in the game information storage unit 123 to the post-movement position according to the movement of the ball 305.

[0073] When the ball 305 reaches a position other than the repulsion part 302A of the piece 302 or the position of the obstacle 309, in step S123, the processor 11 eliminates the ball 305.

[0074] The processor 11 determines whether the ball 305 has reached the goal 304 (step S125). In step S125, the processor 11 compares the current position of the ball 305 stored in the game information storage unit 123 with the position of the goal 304 stored in association with the stage.

[0075] When the processor 11 determines that the ball 305 has reached the goal 304 (YES in step S125), it switches the current stage to the next stage with a higher difficulty level (step S127) and repeats the processing from step S101. As a result, on the user terminal 3, a game of the next stage with a higher difficulty level is started.

[0076] When the processor 11 determines that the ball 305 has not reached the goal 304 (NO in step S125), it skips step S127 and repeats the processing from step S101. Even when the ball 305 is eliminated in step S123, the processor 11 determines that the ball 305 has not reached the goal 304. At this time, the processor 11 initializes the position of the ball 305 stored in the game information storage unit 123 and maintains the position of the piece 302. As a result, on the user terminal 3, a game of the same stage is started with the piece 302 reproduced. In addition, when the position, orientation, and processing at the time of collision of the piece 302 or the obstacle 309 change due to a collision with the ball 305, the processor 11 initializes these positions, orientations, and processing at the time of collision stored in the game information storage unit 123. Also, thereby, on the user terminal 3, a game of the same stage is reproduced and started in the state before execution.

[0077] When the processor 11 starts the processing of FIG. 15, it measures the elapsed time from the start in parallel with the processing of FIG. 15. The processor 11 continues the above processing until the first time limit is reached. When the measured time reaches the first time limit, the processor 11 ends the processing of FIG. 15 and starts the free mode processing (FIG. 16) (step S201). In step S201, on the user terminal 3, the mode of the measurement game switches from the main mode to the free mode.

[0078] Steps S203 to S225 are the same as steps S103 to S125 in FIG. 15. When it is determined in step S225 that the ball 305 has reached the goal 304 (YES in step S225), the processor 11 determines whether the ball 305 has passed through the scoring object 306 (step S227). In the game information storage unit 123, the position of each scoring object 306 and the score to be assigned are stored in advance. In step S227, the processor 11 compares the position of the ball 305 stored in the game information storage unit 123 with the position of the scoring object 306.

[0079] When the processor 11 determines that the ball 305 has passed through the scoring object 306 (YES in step S227), the processor 11 assigns to player A the score corresponding to the passed scoring object 306 stored in the game information storage unit 123 (step S229). In step S229, each time the processor 11 determines that the ball 305 has reached the goal 304, the processor 11 causes the game information storage unit 123 to store the score.

[0080] When the processor 11 does not determine that the ball 305 has passed through the scoring object 306 (NO in step S227), the processor 11 skips step S229. As a result, no score is assigned to player A.

[0081] The processor 11 repeats the process from step S201. In this case, the processor 11 initializes the positions of the piece 302 and the ball 305 stored in the game information storage unit 123. As a result, in the user terminal 3, the free mode starts in the initial state. Each time the processor 11 determines that the ball 305 has reached the goal 304, the score stored in the game information storage unit 123 is maintained. As a result, in the game information storage unit 123, the scores obtained each time the ball 305 reaches the goal 304 are stored.

[0082] When the processor 11 determines that the ball 305 has not reached the goal 304 (NO in step S225), the processor 11 repeats the process from step S203. In this case, the processor 11 initializes the position of the ball 305 stored in the game information storage unit 123 and maintains the position of the piece 302. As a result, on the user terminal 3, the free mode is restarted with the arrangement of the piece 302 maintained.

[0083] When the processor 11 starts the process of FIG. 16, the processor 11 measures the elapsed time from the start in parallel with the process of FIG. 16. The processor 11 continues the above process until the second time limit is reached. When the measured time reaches the second time limit, the processor 11 ends the process of FIG. 16. As a result, the measurement game ends on the user terminal 3.

[0084] [Evaluation Process] FIG. 17 is a flowchart showing an example of the flow of the evaluation process 112 in the evaluation device 1. In the evaluation process 112, the processor 11 reads out the operation information of player A stored in the operation information storage unit 122 (step S301) and determines the rough points 1 to 5 from the operation information (steps S303 to S311).

[0085] The rough point 1 is a value representing the highest difficulty level of the stage reached by player A in the main mode. In the main mode, there are tasks such as avoiding the pre-arranged obstacles 309 and reaching the goal 304 with the ball 305, and the task of reaching the highest difficulty level stage within the first time limit. Therefore, the rough point 1 represents player A's ability to tackle logically complex tasks (problem-solving ability). The ability to solve a given problem represents the achievement in social activities of what kind of results can be obtained when a specific problem is given in a fluid and complex situation. Therefore, the rough point 1 represents player A's ability to achieve results in social activities.

[0086] The operation information storage unit 122 stores the operation content and the timing of operations by player A in association with the main mode. In step S303, the processor 11 determines rough point 1 based on the operation information of player A stored in the operation information storage unit 122 in association with the main mode.

[0087] As an example, the processor 11 reads out the operation information of player A stored in the operation information storage unit 122 in association with the main mode, and among them, the operation information with the latest timing. The operation with the latest timing in the main mode is the operation of the stage that ended unfinished within the first time limit. Therefore, the processor 11 determines the difficulty level of the stage immediately before the stage operated at the latest timing as the highest difficulty level of the stage reached by player A in the main mode. As an example, the processor 11 stores in advance the value to be assigned as rough point 1 for each stage. In step S303, the processor 11 sets the value representing the determined highest difficulty level as rough point 1.

[0088] Rough point 2 is a value representing the relationship between the operation information of player A between the main mode and the free mode. Specifically, rough point 2 is the degree of deviation from the reference value of the number of passes of the character 301 for each coordinate in the preparation phase of each of the main mode and the free mode, in the relationship between the main mode and the free mode. For the main mode, as an example, for each stage, the degree of deviation from the reference value of the number of passes of the character 301 for each coordinate is determined, and the average value thereof is used.

[0089] The degree of deviation from the reference value can be anything as long as it is a statistical difference from the reference value. The degree of deviation from the reference value is, for example, the deviation value. The degree of deviation from the reference value is, for example, the deviation value among the number of passes of the character 301 for each coordinate of a plurality of players including other players. The number of passes of the plurality of players may be stored in the evaluation device 1 in advance, or may be input to the evaluation device 1 from other devices. Other players include patients with neurodevelopmental disorders (e.g., ADHD) and general players who are not. Alternatively, the degree of deviation from the reference value may be the difference from a predefined value. The relationship between the main mode and the free mode is, for example, the difference between the above-mentioned degree of deviation in the main mode and the above-mentioned degree of deviation in the free mode. Alternatively, the relationship between the main mode and the free mode may be the ratio of the above-mentioned degree of deviation in the main mode to the above-mentioned degree of deviation in the free mode.

[0090] The number of passes of the character 301 for each position represents the complexity of the arrangement of the pieces 302. In the main mode, the player is not required to do anything more difficult than necessary and is required to take the shortest and optimal actions to solve the problem. Therefore, it is desirable to minimize the number of passes of the character 301 for each coordinate. On the other hand, in the free mode, by trial and error, arranging the pieces 302 in a more complex manner and making the automatic movement of the ball longer and more complex tends to result in higher scores. That is, in the free mode, the higher the number of passes of the character 301 for each coordinate, the higher the score obtained.

[0091] The behaviors suitable for the tasks desired of player A are different between the main mode and the free mode. The rough point 2 representing these relationships represents the ability of player A to adopt behaviors suitable for the given tasks. The ability to adopt behaviors suitable for the given tasks is one of the elements of executive function.

[0092] In step S305, based on the operation information of player A stored in the operation information storage unit 122, the processor 11 counts the number of times character 301 passes through each coordinate of the stage for each of the main mode and the free mode. For the free mode, the processor 11 calculates the deviation value of the counted number of passes for each coordinate among the number of passes for each coordinate of a plurality of players including other players. For the main mode, the processor 11 calculates the deviation value of the number of times character 301 passes through each coordinate for each stage among the number of times character 301 passes through each coordinate of a plurality of players in that stage, and calculates the average value thereof. The processor 11 sets the difference between the average deviation value in the main mode and the deviation value in the free mode as rough point 2.

[0093] Rough point 3 is a value representing the elapsed time from the start of the free mode until the first firing instruction (third operation) is given. In the free mode, since it can be executed without a count limit within the second time limit, the elapsed time until the first third operation is performed in the free mode represents the time spent by player A in planning and creating the route according to their intention. Therefore, rough point 3 represents the ability of player A to suppress the impulse to the third operation. The ability to suppress impulse is one of the elements of the execution function.

[0094] In step S307, the processor 11 sets the difference in timing included in the operation information stored in the operation information storage unit 122 that instructs the start of the free mode of player A and the operation information that instructs the first third operation in the free mode as rough point 3.

[0095] Rough point 4 is the maximum value of the number of pieces 302 arranged when the third operation (firing instruction) is performed in the free mode. In the free mode, the more pieces 302 are arranged, the more complex the route becomes and the higher the score is likely to be, but the amount of information that needs to be temporarily stored increases. Therefore, rough point 4 represents the working memory ability of player A to temporarily store and process the positions of the arranged pieces 302. The working memory ability is one of the elements of the execution function.

[0096] In step S309, the processor 11 uses the operation information stored in the operation information storage unit 122, which indicates the operations of placing and deleting the piece 302 performed by player A during the first third operation after the start of the free mode, and the operation information indicating the operations of placing and deleting the piece 302 performed during consecutive third operations, to count the number of pieces 302 placed during each third operation, and sets the maximum value as the rough score 4.

[0097] The rough score 5 represents the maximum value among the results of the in-game processing performed by the passage of the ball 305 for each passage determination object arranged on the stage every time the ball 305 reaches the goal 304 in the free mode. When the passage determination object is the score object 306, the rough score 5 is the maximum value among the scores obtained every time the ball 305 reaches the goal 304 in the free mode. In the free mode, when the ball 305 reaches the goal 304, player A tries to place the piece 302 so as to correct the previous path so that more points can be obtained. Therefore, the rough score 5 represents player A's ability to make ad-hoc trial and error. The ability to make trial and error is one of the elements of the execution function.

[0098] In step S311, the processor 11 uses the operation information indicating the third operation of player A stored in the operation information storage unit 122 and the scores stored in the game information storage unit 123 every time the ball 305 reaches the goal 304, and sets the maximum value among the scores every time the ball 305 reaches the goal 304 as the rough score 5.

[0099] Processor 11 calculates indicators 1 to 6 using rough scores 1 to 5 (step S313). In step S313, processor 11 converts each of rough scores 1 to 5 of player A into an evaluation value based on a reference value. The reference value is a statistical value obtained from the rough scores of a plurality of players as an example, and is, for example, an average value. The evaluation value is a value representing the position of player A's rough score relative to the evaluation value, and is, for example, a value representing the position of player A's rough score among the rough scores of a plurality of players, and is a standard score (hereinafter, z-value) as a specific example. The z-value is the rough score of player A when the average value of the rough scores of a plurality of players is 0 and the standard deviation is 1. Let the z-values of rough scores 1 to 5 be z1, z2, z3, z4, and z5 respectively.

[0100] In step S313, processor 11 calculates the z-values z1 to z5 of rough scores 1 to 5 of player A, and uses them as indicators 1 to 5 respectively. Indicator 1, which is the z-value z1 of rough score 1, is an evaluation value of player A's planning ability, which is one of the elements of the execution function. Indicator 2, which is the z-value z2 of rough score 2, is an evaluation value of the ability to execute actions suitable for a given task. Indicator 3, which is the z-value z3 of rough score 3, is an evaluation value of player A's impulse suppression ability, which is one of the elements of the execution function. Indicator 4, which is the z-value z4 of rough score 4, is an evaluation value of player A's working memory ability, which is one of the elements of the execution function. Indicator 5, which is the z-value z5 of rough score 5, is an evaluation value of player A's trial-and-error ability, which is one of the elements of the execution function.

[0101] In step S313, processor 11 further obtains indicator 6 using indicator 1 and indicator 2 of player A obtained by the above calculations. As an example, in step S313, processor 11 adds the z-value of indicator 1 and the z-value of indicator 2 of player A to obtain rough score 6, and obtains indicator 6 by calculating the z-value of rough score 6. Indicator 6 includes two elements of player A, namely the result in social activities and the elements of the execution function.

[0102] FIG. 18 is a diagram showing the relationship between Index 1 to Index 6 and the elements of the execution function. Index 1 to Index 5 are respectively indexes for evaluating the basic cognitive abilities of Player A. By using two or more of Index 1 to Index 5, the basic cognitive abilities of Player A are comprehensively evaluated. Therefore, Index 1 to Index 5 represent the composite cognitive function characteristics of Player A. The composite cognitive function characteristics are useful for the psychosocial treatment of neurodevelopmental disorders. Since Index 6 includes the achievements in the social activities of Player A and the basic cognitive abilities, it is an index of the execution function in accordance with the real life of Player A.

[0103] The processor 11 causes the output device 5 to output the calculated index (step S315). As an example, in step S315, the processor 11 generates image data of the display screen 500 and passes it to the output device 5. Thereby, the output device 5 displays the index of Player A. FIG. 19 is a schematic diagram showing an example of the display screen 500 displayed on the output device 5. In the display screen 500, Index 1 to Index 5 are represented by a radar chart. By displaying the display screen 500 on the output device 5, the evaluation of the execution function of Player A can be easily known.

[0104] In the evaluation system 100 according to the embodiment, Index 1 to Index 6 are calculated using the operation information of Player A in the measurement game. Index 1 to Index 6 are obtained from the operation information of the same measurement game of Player A. Therefore, by using the evaluation device 1, both an index representing the basic cognitive abilities conventionally obtained by brain function measurement and an index representing the achievements in social activities obtained by the self-rating scale symptom evaluation can be obtained from the behavior of Player A under the same conditions. Furthermore, by using the evaluation device 1, an index of the composite execution function including the achievements in social activities and the basic cognitive abilities can also be obtained from the behavior of Player A under the same conditions.

[0105] [Verification] The inventors conducted a verification to confirm that the evaluation of the executive function related to the symptoms of neurodevelopmental disorders in the executive function evaluation system 100 according to the embodiment reflects the evaluation of symptoms by a self-administered evaluation scale and the results of brain function measurement.

[0106] Thirty-three people aged from 8 to 21 participated in the verification. Among the 33 participants, there were 9 females and 24 males, and the average age was 13.45 years. Among the 33 participants, 22 people (67%) had received a diagnosis of ADHD from a clinician in the past, and 12 people (36%) had received a diagnosis of ASD. Each of the 33 participants played a measurement game using the user terminal 3. Using the evaluation device 1, from the operation information of each of the 33 participants, indicators 1 to 6 shown in FIG. 20 were obtained for each of the 33 participants. FIG. 20 is a diagram showing indicators 1 to 6 obtained from the operation information in the measurement game of the participants by the verification experiment conducted by the inventors. Each indicator in FIG. 20 is the average value of the indicators of each participant.

[0107] In addition, guardians such as the parents of each of the 33 participants evaluated the symptoms by answering the questions of the self-administered evaluation scale for neurodevelopmental disorders. In the verification, as an example, the "Conners3 Parent Form", which is an evaluation scale for executive function disorder related to ADHD symptoms, was used. FIG. 21 is a diagram showing the scores of each item obtained from the answers of the participants' "Conners3 Parent Form". The items of the "Conners3 Parent Form" are "Inattention", "Impulsivity", "Learning problems", "Executive function", "Challenging", and "Interpersonal relationship". The scores in FIG. 21 are the average values of the standardized deviation values (T scores) obtained by using age and gender for each participant for the answer results of each item of the "Conners3 Parent Form".

[0108] In addition, 33 participants underwent the One-Touch Stockings (OTS) test for planning ability, the Stop-Signal Task (SST) for impulse inhibition, and the Spatial Working Memory (SWM) test for working memory, which are widely used as brain function measurement methods in the Cambridge Neuropsychological Test Automated Battery (CANTAB). Figure 22 is a diagram showing the measured values for each CANTAB test item for the participants in the verification experiment. The CANTAB test items include the regularity of responses (SWM-S) in the working memory test, in addition to the planning ability test (OTS), the impulse inhibition test (SST), and the working memory test (SWM). The measured values in Figure 22 are the average values of the measured values of the participants for each CANTAB test item.

[0109] The inventors compared each of the indicators 1 to 6 in Figure 20 obtained from the participants with the score of "executive function" obtained from the "Conners3 Parent Form" in Figure 21. In addition, the inventors compared each of the indicators 1 to 6 in Figure 20 with the measured values for each CANTAB test item in Figure 22. As a result of the comparison with each of the indicators 1 to 6 in Figure 20, the correlation relationships in Figure 23 were obtained. Figure 23 is a diagram showing the correlation coefficients between each of the indicators 1 to 6 in Figure 20, the score of "executive function" obtained from the responses of the "Conners3 Parent Form" in Figure 21, and the measured values of each CANTAB test item in Figure 22.

[0110] In FIG. 23, for indices 3 to 5, the p-values indicating statistical superiority are greater than the significance level of 0.05 for the scores of "executive function" obtained from the "Conners3 Parent Form", indicating that no statistical superiority was obtained. For indices 2 and 6, the p-values indicating statistical superiority are greater than the significance level of 0.05 for all the test items of CANTAB, indicating that no statistical superiority was obtained. Index 1 indicates that no statistical superiority was obtained for the impulse inhibition test (SST), the working memory test (SWM), and the regularity of answers in the working memory test (SWM-S). Index 3 indicates that no statistical superiority was obtained for the planning ability test (OTS), the working memory test (SWM), and the regularity of answers in the working memory test (SWM-S). Index 4 indicates that no statistical superiority was obtained for the planning ability test (OTS) and the impulse inhibition test (SST). Index 5 indicates that no statistical superiority was obtained for the planning ability test (OTS), the impulse inhibition test (SST), and the working memory test (SWM).

[0111] From the correlation relationship in FIG. 23, it was shown that indices 1, 2, and 6 have a significant correlation with the "executive function" evaluated using the "Conners3 Parent Form". In particular, index 6, which is a composite index of indices 1 and 2, has a high correlation. Also, from the correlation relationship in FIG. 23, it was shown that index 1 has a significant correlation with the measured value in the planning ability test (OTS) of CANTAB. Also, it was shown that index 3 has a significant correlation with the measured value in the impulse inhibition test (SST) of CANTAB. Also, it was shown that index 4 has a significant correlation with the measured value in the working memory test (SWM) of CANTAB. Also, it was shown that index 5 has a significant correlation with the regularity of answers in the working memory test (SWM-S) of CANTAB.

[0112] [Modification Example 1] The scoring object 306 arranged in the free mode stage is an example of a passing determination object, and the passing determination object may be an object other than the scoring object 306. As another example, the passing determination object may be a pre-goal condition object. The pre-goal condition object refers to an object that obliges the player to pass the ball 305 a specified number of times before reaching the goal 304. In this case, in the process of FIG. 16, instead of step S227, every time the ball 305 reaches the goal 304, the processor 11 determines whether the ball 305 has passed a specified number of times for all the arranged pre-goal condition objects in one execution. If there is a pre-goal condition object that reaches the goal 304 without the ball 305 passing the specified number of times in one execution, the processor 11 determines that the process specified in the pre-goal condition object has not been executed. In this case, the processor 11 determines that the ball 305 has not reached the goal 304 for this execution, and repeats the process from step S203. As a result, on the user terminal 3, it resumes from the initial state in the preparation phase of the free mode. The rough score 5 is the maximum value among the results of the processes performed by the passing of the ball 305 specified for each of the pre-goal condition objects arranged on the stage. In this case, the rough score 5 is the number of times the ball 305 has passed the specified number of times and reached the goal 304 for all the pre-goal condition objects arranged on the stage.

[0113] The passing determination object may, as another example, be a passing count limit object. The passing count limit object refers to an object that permits the ball 305 to pass only a specified number of times (for example, once) for the player and does not permit subsequent passes. In this case, in the process of FIG. 16, the processor 11 counts the number of times the ball 305 passes through this object during execution. The processor 11 counts the number of passing count limit objects through which the ball 305 has passed a specified number of times or within a specified number of times. When the ball 305 passes again after the number of passes exceeds the specified number of times, the ball 305 may disappear. In this case, the processor 11 determines that the ball 305 has not reached the goal 304 (NO in step S225). In this case, the processor 11 repeats the process from step S203. Thereby, on the user terminal 3, it resumes from the initial state in the preparation phase of the free mode. In this case, as an example, the rough points 5 may be the maximum value among the number of passing count limit objects through which the ball 305 has passed a specified number of times or within a specified number of times, counted each time the ball 305 reaches the goal 304.

[0114] The passing determination object is not limited to the scoring object 306, the pre-goal condition object, and the passing count limit object, and may be any object that performs predetermined in-game processing according to the situation of the ball 305 at the time of passing and the number of passes when the ball 305 passes.

[0115] [Modification Example 2] The passing determination object may be arranged not only in the free mode but also in the stage of the main mode. In this case, when determining whether the ball 305 has reached the goal 304 in step S125 of FIG. 15, the processor 11 further determines whether the ball 305 has passed through the passing determination object in a specified state. For example, when a passing count limit object is arranged in the main mode, the processor 11 counts the number of times the ball 305 passes through this object during execution, and when the ball 305 passes again after the number of passes of the ball 305 exceeds the specified number of times, it is determined in step S125 that the ball 305 has not reached the goal 304.

[0116] [Modification Example 3] The game process 111 may not be executed by the processor 11 of the evaluation device 1 and may be executed by another device. The other device may be, for example, the user terminal 3. In this case, the evaluation device 1 obtains the operation information of player A from another device such as the user terminal 3 and executes the evaluation process 112.

[0117] [Modification Example 4] A game of creating a path by arranging pieces so that a ball launched from a launch pad reaches a goal is merely an example of a measurement game. A measurement game is a game that achieves a task in a virtual space according to user operations, and may be any other game as long as it provides a plurality of virtual spaces with different tasks to the evaluation subject. Preferably, the plurality of virtual spaces include a virtual space in which the player is required to take the shortest and optimal action to solve the task, and a virtual space in which the player is required to trial and error to solve the task.

[0118] [Modification Example 5] In the above example, the measurement game has the first half as the main mode and the second half as the free mode, but the order of the modes is not limited, and the first half may be the free mode and the second half may be the main mode. Also, the measurement game may include other modes in addition to the main mode and the free mode. The measurement game may or may not display the game rules at the start of each mode. Also, the game program 121 for executing the measurement game may be formed by, for example, a plurality of different programs cooperating for each mode.

[0119] <3. Supplementary Note> The present invention is not limited to the above embodiments, and various modifications are possible.

Explanation of Signs

[0120] 1: Evaluation device (execution function evaluation device), 3: User terminal, 11: Processor (arithmetic unit), 12: Memory, 100: Evaluation system, 121: Game program, 124: Evaluation program, 302: Piece, 303: Launch pad (starting point), 304: Goal (ending point), 305: Ball (moving object), 309: Scoring object, A: Evaluation subject, SP1: Virtual space (first virtual space), SP2: Virtual space (second virtual space), V1, V2: Field of view

Claims

1. An apparatus for evaluating executive functions related to symptoms of neurodevelopmental disorders, a memory that stores operation information indicating operations by an evaluation subject on a plurality of virtual spaces in which tasks are set and that are displayed on a user terminal; A calculation unit that evaluates the executive function of the person to be evaluated, a task set in the plurality of virtual spaces is to move a moving object from a start point to an end point set in each of the plurality of virtual spaces; The plurality of virtual spaces include a first virtual space in which the subject is required to set a shorter route from the starting point to the end point in order to solve the task, and a second virtual space in which the subject is required to set a longer and more complicated route from the starting point to the end point, the calculation unit is configured to calculate an index of the executive function of the person to be evaluated by using a relationship between the first virtual space and the second virtual space of information about the operation by the person to be evaluated in each of the first virtual space and the second virtual space. An instrument for assessing executive function.

2. The operation by the subject of evaluation is A first operation of moving an object in a field of view narrower than the entire virtual space; a second operation of placing one or more pieces that affect the movement of the moving object at a position within the field of view of the virtual space corresponding to the object; and a third operation of instructing a start of movement of the moving object from the starting point in each of the virtual spaces, Each of the virtual spaces has a preparation phase in which the first operation and the second operation are permitted and the third operation is not permitted, and an execution phase in which the first operation and the second operation are not permitted and the third operation is permitted. The apparatus for evaluating executive functions according to claim 1 .

3. The relationship among the plurality of virtual spaces of the operation information by the evaluation subject in each of the virtual spaces includes a relationship between the first virtual space and the second virtual space of a deviation degree of a pass count of the object for each position by the first operation from a reference value. The apparatus for evaluating executive functions according to claim 2 .

4. The first virtual space is composed of a plurality of stages in which the difficulty of each task is different and the difficulty level increases each time the task is solved; A score object is arranged in advance in the second virtual space, the third operation is possible an unlimited number of times within a time limit, and a score corresponding to the score object that the moving body passes when the moving body moves to solve the task in response to the third operation is added. The apparatus for evaluating executive functions according to claim 3 .

5. the calculation unit is configured to calculate the index of the executive function of the subject to be evaluated by using a relationship among the plurality of virtual spaces of the operation information of the subject to be evaluated in each of the virtual spaces and a maximum difficulty level of a stage at which the task is solved in the first virtual space. The apparatus for evaluating executive functions according to claim 4.

6. The calculation unit is further configured to calculate an index of planning ability, which is one of the elements of the executive function, by using a maximum difficulty level of a stage at which the task is solved in the first virtual space. The apparatus for evaluating executive functions according to claim 4.

7. The calculation unit is further configured to calculate an index of impulse control ability, which is one of the elements of the executive function, by using a time from when the second virtual space is displayed on the user terminal to when the third operation is first performed. The apparatus for evaluating executive functions according to claim 4.

8. The calculation unit is further configured to calculate an index of working memory capacity, which is one of the elements of the executive function, by using the maximum number of pieces arranged in the second virtual space when the third operation is performed. The apparatus for evaluating executive functions according to claim 4.

9. The calculation unit is further configured to calculate an index of trial and error ability, which is one of the elements of the executive function, by using a maximum value among results of a process performed by a passage of the moving body defined in an object arranged in the second virtual space each time the moving body moves in the second virtual space to solve the problem. The apparatus for evaluating executive functions according to claim 4.

10. A computer program that causes a computer to function as an evaluation device for executive functions related to symptoms of neurodevelopmental disorders, inputting operation information indicating operations performed by the subject on a plurality of virtual spaces in which tasks are set and displayed on the user terminal; having the computer execute the step of evaluating the executive function of the subject; a task set in the plurality of virtual spaces is to move a moving object from a start point to an end point set in each of the plurality of virtual spaces; The plurality of virtual spaces include a first virtual space in which the subject is required to set a shorter route from a starting point to an end point in order to solve the task, and a second virtual space in which the subject is required to set a longer and more complicated route from the starting point to an end point, evaluating the executive function includes calculating an index of the executive function of the person to be evaluated using a relationship between the first virtual space and the second virtual space of the operation information of the person to be evaluated in each of the first virtual space and the second virtual space. Computer program.

11. A computer program for causing a computer to function as a user terminal for obtaining operation information used in an evaluation of an executive function related to a symptom of a neurodevelopmental disorder in an evaluation device, comprising: a first virtual space in which the subject is required to set a shorter route from the starting point to the end point in order to solve the task, and a second virtual space in which the subject is required to set a longer and more complicated route from the starting point to the end point; In each of the first virtual space and the second virtual space, moving an object in a field of view narrower than the entirety of each of the virtual spaces in accordance with a first operation of the evaluation subject; placing one or more pieces that affect the movement of a moving object in a position corresponding to the object within the field of view of each of the virtual spaces in accordance with a second operation by the person to be evaluated; starting movement of the moving object from the starting point in each of the virtual spaces in accordance with a third operation by the person to be evaluated; and storing the operation information that identifies the first operation to the third operation in a memory. Computer program.

Citation Information

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