Game system, game method, game program, and game server

The game system seamlessly integrates sleep information acquisition into gameplay by switching modes to avoid disturbing the user, ensuring smooth transitions and accurate data collection while minimizing battery usage.

JP7703125B2Active Publication Date: 2025-07-04THE POKEMON CO
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Patent Information

Application Number
JP2025064865
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-04-10
Publication Date
2025-07-04
Estimated Expiration
2041-04-08

AI Technical Summary

Technical Problem

Existing game systems that utilize user sleep information may disturb the user's sleep activity by requiring a predetermined input operation to start a process, leading to increased battery consumption and potential interference with the user's sleep behavior.

Method used

A game system that switches between modes to acquire sleep information without actively notifying the user during certain stages, allowing for seamless integration of sleep information acquisition while presenting game effects and useful information at appropriate times.

Benefits of technology

The system allows users to perceive game information without disturbance, ensuring smooth transition to sleep and accurate acquisition of sleep data, enhancing user satisfaction and reducing battery consumption.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system, a game method, a game program, and a game server that can acquire sleep information on a user appropriately by causing the user to recognize predetermined information without preventing a sleep activity of the user.SOLUTION: A game system 1 includes a sleep information acquisition part 204 for acquiring sleep information on a user, and a mode switching part 208 for switching modes. A plurality of modes include a yet-to-be acquired mode in which the sleep information acquisition part 204 is not caused to acquire the sleep information, a starting mode in which the sleep information acquisition part 204 is caused to start acquiring the sleep information, and the start of the acquisition of the sleep information is not reported to the user in a positive manner, and a sleep mode that causes the sleep information acquisition part 204 to acquire the sleep information, and the acquisition of the sleep information is reported to the user in a more positive manner than the starting mode. The mode switching part 208 executes switching from the yet-to-be acquired mode to the starting mode, and switching from the starting mode to the sleep mode.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a game system, a game method, a game program, and a game server. In particular, the present invention relates to a game system, a game method, a game program, and a game server in which game progress processing is executed using user sleep information.

Background Art

[0002] Conventionally, there is known a program that executes game progress processing based on user sleep information, which causes a computer to function as a sleep information acquisition unit that acquires sleep information and a determination unit that determines whether the acquired sleep information is the user's sleep information (see, for example, Patent Document 1). According to the program described in Patent Document 1, it is possible to prevent the unauthorized use of sleep information in a game that progresses based on the user's sleep information.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Here, in the program described in Patent Document 1, when the user goes to bed and executes a predetermined process (for example, a process of acquiring sleep information), a predetermined operation input by the user to the user terminal on which the game is executed can be used as a start trigger for the predetermined process. As a result, in the program described in Patent Document 1, it is not necessary to constantly measure whether the user is awake or asleep, and the load such as an increase in battery consumption of the user terminal can be reduced. Here, from the viewpoint of appropriately making the user perceive information that needs to be conveyed to the user in the game without disturbing the user's sleep activity and appropriately acquiring the user's sleep information, it is preferable to make further improvements regarding the start of the predetermined process.

[0005] Accordingly, an object of the present invention is to provide a game system, a game method, a game program, and a game server that can cause a user to perceive predetermined information without disturbing the user's sleep activity and can appropriately acquire the user's sleep information.

Means for Solving the Problems

[0006] To achieve the above object, the present invention provides a program for causing a computer including a processor and a memory to execute the progress of a game using sleep information related to a user's sleep. The program causes the processor to switch from a mode in which sleep information is not acquired to a mode in which game effects in the game are output and the acquisition of sleep information is started, and to switch from a mode in which game effects in the game are output to a mode in which sleep information is acquired and game effects are not output. to a step of switching to a mode in which game effects in the game are output and the acquisition of sleep information is started, and to from a mode in which game effects in the game are output to a mode in which sleep information is acquired and to a step of switching to a mode in which game effects are not output is executed. , the mode for outputting game effects is a mode that notifies the user to start acquiring sleep information or does not notify the start of acquiring sleep information, and the mode for not outputting game effects is a mode that notifies the user that sleep information is being acquired A program is provided.

Effects of the Invention

[0007] According to the game system, game method, game program, and game server according to the present invention, it is possible to provide a game system, a game method, a game program, and a game server that can cause a user to perceive predetermined information without disturbing the user's sleep activity and can appropriately acquire the user's sleep information.

Brief Description of the Drawings

[0008]

Figure 1

Figure 2

Figure 3

Figure 4

Best Mode for Carrying Out the Invention

[0009] [Embodiment] <Background of Game System Development According to the Present Embodiment> So far, in the game development using the user's sleep information, when the user goes to bed and causes the system to execute a predetermined game process, the inventor has considered using a predetermined input operation by the user on the terminal device where the game is executed as the start trigger for the predetermined process. In a game system, for example, it has been considered to output a game screen before sleep to the terminal device, and then start acquiring the user's sleep information after receiving an input operation indicating that the user starts sleeping. As an example, on the game screen before sleep, information that needs to be conveyed to the user in the game (hereinafter referred to as "useful information") is output to the terminal device, and then a predetermined input operation is received from the user, and a flow for notifying the user of the start of acquisition of sleep information has been considered.

[0010] However, it has become clear from the inventor's development process that depending on the timing of a predetermined input operation to the terminal device, it may be difficult for the user to appropriately perceive the useful information. That is, in the flow of outputting the useful information to the terminal device on the game screen before sleep and then receiving a predetermined input operation, the predetermined input operation can be performed only after the user reads the useful information. In such a flow, the inventor has discovered that it may interfere with the user's sleep behavior, for example, when the user's fatigue level is high. On the other hand, the useful information (for example, text information or image information such as the situation that has occurred in the game) is information that needs to be presented to the user from the viewpoint of enhancing the sense of immersion in the game.

[0011] Therefore, as a result of various considerations on the user's movement line within the game and the processing method in the game system, the present inventor has found an idea that can smoothly present useful information to the user and more surely start a predetermined process even when the user's fatigue level is high. That is, while starting the acquisition of sleep information and the output of useful information at the timing when a predetermined input operation by the user is received, the fact that the acquisition of sleep information has started is not actively notified (or hidden) to the user at that timing, so that the user's movement line within the game becomes smooth, the acquisition of the user's sleep information can be appropriately started, and the user's satisfaction can be improved. The present invention is based on such findings.

[0012] <Overview of Game System 1> FIG. 1 shows an overview of the game system according to the present embodiment. Specifically, FIG. 1(a) shows an overview of the configuration of the game system 1 according to the present embodiment, and FIG. 1(b) shows a concept of the processing flow of the game system 1 according to the present embodiment. FIG. 1(b) shows an example in which time elapses as going to the right.

[0013] As shown in FIG. 1(a), the game system 1 according to the present embodiment includes a user's terminal device 10, a sleep measurement unit 11 that measures the user's sleep state, and a server 20 that executes game processing. The terminal device 10 and the server 20 are connected to be capable of two-way communication via a communication network 80. Also, in the game system 1, the server 20 receives the user's sleep information and advances the game. Note that the game system 1 may be a server-client type game system. Also, the sleep measurement unit 11 may be a device separate and independent from the terminal device 10 or may be built in the terminal device 10.

[0014] In FIG. 1(a), an example is shown in which one terminal device 10 is connected to a server 20 via a communication network 80. However, each of a plurality of terminal devices 10 used by different users may be connected to the server 20 via the communication network 80. In the following description, for the sake of simplicity, an example in which one terminal device 10 is connected to the server 20 via the communication network 80 will be described.

[0015] First, in the game system 1, there are a plurality of game modes as follows. · A first mode that does not acquire the user's sleep information (hereinafter referred to as the "unacquired mode") · A second mode that starts acquiring the user's sleep information and does not actively notify the user of the start of the acquisition (hereinafter referred to as the "start mode") · A third mode that acquires the user's sleep information and more actively notifies the user that the sleep information is being acquired compared to the start mode (hereinafter referred to as the "sleep mode") · A fourth mode that stops acquiring the user's sleep information and outputs the game result determined based on the acquired sleep information to the terminal device 10 (hereinafter referred to as the "wake-up mode")

[0016] As shown in FIG. 1(b), while the user is awake and engaged in daily activities, the game system 1 can be executed in the unacquired mode (”M1” in FIG. 1(b)). In the unacquired mode, the user can perform game operations such as tapping a character appearing in the game to communicate with the character, giving an item to the character, or placing an item in the virtual space within the game. Next, when the user goes to bed, the game system 1 receives the user's operation input via the terminal device 10 and starts acquiring sleep information (timings ”T1” and ”W1” in FIG. 1(b)). Thereby, the start mode is executed (”M2” in FIG. 1(b)). Here, although the game system 1 starts and continues acquiring sleep information, for example, it does not output to the terminal device 10 that it has started acquiring sleep information (”D1” in FIG. 1(b)). On the other hand, the game system 1 outputs useful information such as information that needs to be conveyed to the user in the game and information useful for sleep to the terminal device 10 during the start mode (”D1” in FIG. 1(b)).

[0017] Then, when the output of the useful information ends, or when the game system 1 receives an operation input from the user indicating that the useful information has been confirmed (timing ”T2” in FIG. 1(b)), it starts the sleep mode (”M3” in FIG. 1(b)). In the sleep mode, the game system 1 causes the terminal device 10 to output that it is acquiring the user's sleep information (e.g., information such as the sleep start time and the sleep duration) (”D2” in FIG. 1(b)). That is, the game system 1 starts acquiring sleep information from the start of the start mode and does not notify the user of the start during the start mode, while actively notifying the user that it is acquiring sleep information from the start of the sleep mode.

[0018] Subsequently, when the game system 1 detects that the user has woken up (at the timing "T3" in Fig. 1(b)), it executes the wake-up mode ("M4" in Fig. 1(b)). When the game system 1 detects that the user has woken up, it stops acquiring the user's sleep information ("W2" in Fig. 1(b)), and determines the game result based on the acquired sleep information. Then, the game system 1 outputs the game result to the terminal device 10 ("D3" in Fig. 1(b)). Further, after the user has finished checking the game result (at the timing "T4" in Fig. 1(b)), the game system 1 ends the wake-up mode and resumes executing the non-acquisition mode (M1).

[0019] In this way, while the game system 1 starts acquiring the user's sleep information in the background at the start of the stage (start mode) of presenting useful information to the user, it does not actively notify the user about the start of sleep information acquisition during the start mode (typically, it does not output to the terminal device 10). Then, when the presentation of useful information ends or when the user checks the useful information, the game system 1 starts the sleep mode and actively notifies the user that it is acquiring sleep information, thereby changing the mode of notifying information regarding the acquisition of the sleep state between the start mode and the sleep mode. By adopting such a flow, the user can smoothly transition to sleep, can surely grasp useful information in the game and during sleep, and moreover, the game system 1 can appropriately acquire the user's sleep information.

[0020] Note that the terminal device 10 may be connected to one or more sleep measurement units 11 by wire or wirelessly. Although Fig. 1(a) shows one sleep measurement unit 11, a plurality of sleep measurement units 11 may be connected to the terminal device 10. Also, one or more sleep measurement units 11 may be built into the terminal device 10.

[0021] Further, the terminal device 10 is a device operable by a user. The terminal device 10 may be, for example, a mobile terminal such as a mobile phone, a smartphone, or a tablet corresponding to a mobile communication system. In addition to this, the terminal device 10 may be, for example, a stationary Personal Computer (PC), a laptop PC, a notebook PC, a portable game console, and / or a home game console or a dedicated game machine. Furthermore, the communication network 80 is a communication network such as a mobile phone network and / or the Internet. The communication network 80 can also include communication networks such as a wired LAN and a wireless LAN. And although the details of the game system 1 according to the present embodiment will be described below, the names, numerical values, etc. in the above description and the following description are merely examples, and the present invention is not limited to these proper names and numerical values, and it should be noted that these proper names and numerical values are not necessarily related to actual proper names and numerical values.

[0022] <Details of Game System 1> FIG. 2 shows an example of the functional configuration of the game system according to the present embodiment. Further, FIG. 3 shows an example of the data configuration of each storage unit included in the storage unit of the game system according to the present embodiment.

[0023] [Outline of the Configuration of Game System 1] The game system 1 according to this embodiment is a system that executes a game using sleep information regarding the user's sleep. The game system 1 includes an output unit 100 that outputs various types of information, an input unit 102 that receives an input from the user, a sleep measurement unit 11 that measures the user's sleep state, an input acquisition unit 200 that acquires information regarding the input received from the user, an output control unit 202 that controls the output of information to the output unit 100, a sleep information acquisition unit 204 that acquires the user's sleep information, a history acquisition unit 206 that acquires the history of operations and the like in the user's game, a mode switching unit 208 that switches between a plurality of modes in the game, a game control unit 210 that controls various processes of the game, an alarm setting unit 212 that sets an alarm, a brightness changing unit 214 that changes the brightness of the display unit when the output unit 100 includes a display unit, and a storage unit 216 that stores various types of information. The storage unit 216 includes a user information storage unit 218 that stores information regarding the user and a game information storage unit 220 that stores information regarding the game.

[0024] In the game system 1, for example, the game is executed on the terminal device 10 used by the user. In this case, the terminal device 10 is configured to include at least the output unit 100 and the input unit 102.

[0025] The game system 1 may not only physically have the above-mentioned plurality of components in the same device or location, but also install a part of the above-mentioned plurality of components at physically separated positions. In this case, each component may be connected by a communication network such as the Internet. For example, the game system 1 may assign a part of the functions of the components to an external server. Further, the game system 1 may be configured as one or more servers. In this case, the game system 1 is configured by combining the terminal device and the components of one server and the components of another server. Also, in the present embodiment, each device (such as a terminal device or a server) can be regarded as an information processing device. That is, the aggregate of each device (the aggregate of predetermined components) can be regarded as one "information processing device", and the game system 1 may be formed as an aggregate of a plurality of information processing devices. The way of distributing the plurality of functions required to implement the game system 1 according to the present embodiment for one or more pieces of hardware can be appropriately determined in view of the processing capabilities of each piece of hardware and / or the specifications required for the game system 1. Further, the various types of information stored in the storage unit 216 may be updated according to instructions and information of the user received via the input unit 102, or may be updated at any time by acquiring predetermined information from a predetermined server existing outside the game system 1.

[0026] [Details of the Configuration of Game System 1] In the following description, the case where the user mainly executes the game provided by the game system 1 using the terminal device 10 (for example, a smartphone, a tablet terminal, a PC, etc.) will be described as an example. The server 20 manages the user's information in the game system 1 and executes game processing. Examples of the user's information include game characters owned by the user, game items, the amount of virtual currency held (including virtual currency granted to the user for free and virtual currency granted to the user for a fee), and sleep information of the user measured by the sleep measurement unit 11.

[0027] (Game Control Unit 210) The game control unit 210 communicates between the terminal device 10 and the server 20, and advances the user's game play based on the user's sleep information received from the terminal device 10. For example, as a way to advance the game play, the game control unit 210 determines game objects such as characters and items to appear in the user's game play by lottery. Note that the determined characters, items, etc. may be made to appear in the game play rather than being the user's possessions. Thereby, the user can have an experience such as discovering a new game character based on the sleep information. In addition to this, the game control unit 210 may draw game objects such as characters and items and assign them to the user. For example, the game control unit 210 receives information on the sleep time and the quality of sleep as the user's sleep information from the user's terminal device 10, and draws and assigns items etc. to the user based on the user's sleep information. Here, the game control unit 210 may change the lottery table and the number of lottery times used in the lottery according to the user's sleep information. Thereby, since the lottery algorithm also differs when the sleep information is different and the game progress at the time of waking up changes, it is possible to provide a varied enjoyment when the user wakes up.

[0028] Furthermore, the game control unit 210 executes various game processes according to the user's operation input received via the input unit 102. For example, the game control unit 210 executes game processes such as a process of giving a predetermined item to a character, a process of the character's movement in the in-game virtual space when the user designates the character, a process of acquiring an item by the user's paid / free acquisition or a process of acquiring virtual currency, and a process of consuming an item held by the user.

[0029] And the game system 1 is executed including a plurality of modes. The plurality of modes include an unacquired mode, a start mode, a sleep mode, and a wake-up mode. Each mode is defined below. Note that the game system 1 may include other modes as long as it does not interfere with the processing of the game system 1 according to the present embodiment.

[0030] (Unacquired Mode) The unacquired mode is a mode in which the sleep information acquisition unit 204 is not made to acquire sleep information. That is, in the unacquired mode, the operations of the sleep measurement unit 11 and / or the sleep information acquisition unit 204 are stopped. Here, the unacquired mode is a mode in which a game screen that the user sees before going to bed is displayed, and is a mode in which all game screens that the user sees while awake (for example, during the day) are displayed. Also, the unacquired mode includes the screen that is first output to the output unit 100 when a game is started on the terminal device 10 (when transitioning from the game title screen and logging in to the server 20). Further, in the unacquired mode, operations by the user to change game parameters, such as touch operations on characters appearing in the game, and operations within the game such as using and checking items that the user has already acquired within the game can also be performed.

[0031] (Start Mode) The start mode is a mode in which the sleep information acquisition unit 204 is made to start acquiring sleep information and the start of the acquisition of sleep information is not notified to the user in an active manner. That is, in the start mode, the operations of the sleep measurement unit 11 and the sleep information acquisition unit 204 are started. On the other hand, in the start mode, for example, the fact that the acquisition of sleep information has started is not output to the output unit 100 in an active manner, and useful information useful for the game is output to the output unit 100.

[0032] Here, in the present embodiment, "not notified (output) in an active manner" means not outputting the fact that the acquisition of sleep information has started, or outputting it in a manner that is difficult for the user to perceive, as compared with the notification mode in the sleep mode. For example, it means a mode in which the fact that the acquisition of sleep information has started is not output at all, or a mode in which, even when outputting, it is output in a less conspicuous manner compared with the case of the sleep mode. Note that in the start mode, from the viewpoint of ensuring the flow of the user going to bed after checking useful information, it is preferable not to notify the start of the acquisition of sleep information at all.

[0033] (Sleep Mode) The sleep mode is a mode that continues to measure the user's sleep information and outputs that the sleep information is being measured. That is, the sleep mode causes the sleep information acquisition unit 204 to acquire sleep information, continues to acquire the sleep information, and notifies the user in a more proactive manner than the start mode that the sleep information is being acquired. That is, in the sleep mode, the operations of the sleep measurement unit 11 and the sleep information acquisition unit 204 are continued, and that fact is notified. And in the sleep mode, the fact that the sleep information is being acquired is output to the output unit 100 in a more proactive manner than the start mode. For example, in the sleep mode, the fact that the sleep information is being acquired is explicitly output to the output unit 100. Note that in the sleep mode, unlike the non-acquisition mode, operations by the user to change game parameters are prohibited.

[0034] (Wake-up mode) The wake-up mode is a mode that stops the acquisition of sleep information by the sleep information acquisition unit 204 and outputs sleep information (for example, sleep information such as sleep time and sleep quality) and a game result (for example, a change in parameters in the game or a result of obtaining an item, etc.) determined based on the user's sleep result indicated by the acquired sleep information. That is, in the wake-up mode, the operations of the sleep measurement unit 11 and / or the sleep information acquisition unit 204 are stopped. In the wake-up mode, along with the output of the sleep result and the game result, a reward corresponding to the game result is given to the user.

[0035] (Output unit 100, Output control unit 202) The output unit 100 is controlled by the output control unit 202 and outputs various types of information related to the execution of the game (for example, text information, still image or moving image information, voice information, etc.). The output unit 100 outputs the various processing results and the information stored in the storage unit 216 in a manner perceptible to the user. Specifically, the output control unit 202 causes the output unit 100 to output various processing results in each component and the information stored in the storage unit 216 as data in a predetermined format, still images, moving images, and / or text, etc. The output unit 100 may output the information received from an external server. Note that the output unit 100 may be configured to include a display unit that displays various types of information, a voice output unit such as a speaker that outputs voice, etc. And the display unit may be, for example, a liquid crystal display or an organic EL display.

[0036] Also, when the mode is switched from one mode to another mode following the one mode among a plurality of modes, the output control unit 202 may change the output mode of the same information in the other mode and output it from the output unit 100 for the same information as the information output in the one mode. For example, when the output control unit 202 causes the output unit 100 to output the first information in the start mode and causes the output unit 100 to output the first information again or continuously in the sleep mode, the output control unit 202 changes the output mode of the first information in the sleep mode from the output mode in the start mode and outputs it. For example, when the first information is text information, the output control unit 202 changes the font, size, and / or color of the text, and the output position, etc. in the start mode to different font, size, and / or color, and the output position, etc. in the sleep mode and causes the output unit 100 to output it. As an example, the output control unit 202 causes the output unit 100 to output text in a size larger than the size of the text (for example, text indicating the start of acquisition of sleep information) in the start mode in the sleep mode.

[0037] In addition, when the output control unit 202 switches from one mode among a plurality of modes to another mode following the one mode, for information that was being output in the one mode, the output control unit 202 may add additional information to the same information and output it from the output unit 100 in the other mode. For example, the output control unit 202 may cause the output unit 100 to output a text "During sleep measurement" in the start mode, and in the sleep mode, cause the output unit 100 to output information on the time for which the sleep measurement has been continuing in addition to the text "During sleep measurement".

[0038] Furthermore, the output control unit 202 can also cause the output unit 100 to output a predetermined character in each of the plurality of modes. The output control unit 202 is controlled by the game control unit 210 and causes the output unit 100 to output a part of the character information stored in the game information storage unit 220, which will be described later. Also, the output control unit 202 can cause the output unit 100 to output a character that is not output in the unacquired mode in the start mode.

[0039] (Input unit 102, input surface 104, input control unit 106) The input unit 102 receives inputs such as predetermined instructions and operations from the user. The input unit 102 supplies the instruction to a predetermined component of the game system 1. Each component that has received the instruction exhibits a predetermined function. The input unit 102 is an input device (for example, a pointing device such as a touch panel, touch pad, mouse, etc., a keyboard, a motion sensor, etc.) for receiving operation inputs from the user. In the present embodiment, an example will be described in which the input unit 102 is a touch panel provided in the terminal device 10. Note that the touch panel may be capable of multi-touch detection. Specifically, the touch panel as the input unit 102 has an input surface 104 into which operations etc. from the user are input and an input control unit 106 that acquires information regarding the operation input into the input surface 104. The touch panel is disposed so as to overlap the display unit which is the output unit 100, and the surface of the touch panel corresponds to the input surface 104.

[0040] For example, a region for receiving a predetermined instruction is displayed on the display unit, and the input surface 104 detects a predetermined instruction at a position specified by a user operation (e.g., touch operation, tap operation, slide operation, etc.) on the input surface 104 with respect to the said region. The input surface 104 supplies the detected information, that is, the information indicating the predetermined instruction at the detected position, to the input control unit 106. The input control unit 106 acquires the information indicating the predetermined instruction from the input surface 104 and supplies the information to a predetermined component of the game system 1.

[0041] (Sleep measurement unit 11) The sleep measurement unit 11 acquires information regarding the sleep of the user of the terminal device 10. The sleep measurement unit 11 supplies the acquired information to the sleep information acquisition unit 204. When the terminal device 10 and the sleep measurement unit 11 are separate and independent devices, the terminal device 10 communicates with the sleep measurement unit 11 via short-range wireless communication such as Bluetooth (registered trademark) or Wi-Fi, and receives the sensing result of the sleep measurement unit 11. Also, the sleep measurement unit 11 may conform to the communication standard of a mobile communication system such as 5G and transmit the sensing result to the server 20 without using short-range wireless communication. In this case, the terminal device 10 may receive and store the sleep information acquired at the server 20 that has received the sensing result from the sleep measurement unit 11 from the server 20.

[0042] The sleep measurement unit 11 is realized, for example, by a motion sensor or the like built into the terminal device 10. That is, the terminal device 10 and the sleep measurement unit 11 may be within the same device. In this case, the terminal device 10 also functions as the sleep measurement unit 11. Also, the sleep measurement unit 11 may be, for example, a wearable device such as a wristwatch type, ring type, eye mask type, etc. worn on the user's body, and may be configured to have a motion sensor such as a gyro sensor as a device independent of the terminal device 10. Also, the sleep measurement unit 11 may be a device placed on a mattress, bedside, etc. where the user goes to bed.

[0043] Here, the motion sensor can be configured to include an acceleration sensor, an angular velocity sensor, etc., sense the movement of the terminal device 10, and output the sensing result. For example, by placing the terminal device 10 on a mattress or the like of the bed where the user goes to bed, the motion sensor can detect the movement of the user in bed during sleep. By using the sensing result of the motion sensor, the sleep information acquisition unit 204 described later can determine whether the user is asleep or awake, and whether the sleeping user is in light sleep, deep sleep, REM sleep, non-REM sleep, etc., and can acquire it as sleep information.

[0044] Note that the user may use two or more sleep measurement units 11 simultaneously. For example, the user may wear two wristwatch-type sleep measurement units 11, or the user may use a smartphone as the sleep measurement unit 11 while wearing a wristwatch-type sleep measurement unit 11. 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 asleep, the sleep information acquisition unit 204 can determine whether the user is asleep, in a light sleep state, in a deep sleep state, in REM sleep, in non-REM sleep, etc., and can acquire it as sleep information. 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 sleep information acquisition unit 204 has a preset cycle of REM sleep and non-REM sleep in the case of good-quality sleep, and can evaluate the quality of the user's sleep and acquire it as sleep information by comparing it with the waveforms of REM sleep and non-REM sleep during the user's sleep.

[0045] In addition, the sleep information acquisition unit 204 can also detect 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 motion sensors such as the sleep measurement unit 11. Further, the sleep information acquisition unit 204 can also determine whether the user has performed an input operation on the terminal device 10 or has perceived the information output to the output unit 100 of the terminal device 10 while the user is going to sleep after going to bed. That is, the sleep information acquisition unit 204 can determine whether the user who is about to go to sleep is operating the terminal device 10 before going to sleep.

[0046] In addition, the sleep measurement unit 11, which is assumed to be used in the game system 1 in advance, may be managed in a whitelist format. When the sleep information acquisition unit 204 described later acquires sleep information from the sleep measurement unit 11 that is not managed by the game system 1, the sleep information may not be accepted on the grounds that the sleep measurement unit 11 cannot be identified by the server 20, and the subsequent processing may be executed using parameters for the sleep measurement unit 11 that cannot be identified.

[0047] In addition, the difference in the type of the sleep measurement unit 11 does not necessarily have to be a difference in the device. That is, even if the sleep measurement unit 11 has the same device configuration, it may be managed as different sleep measurement units 11 in the game system 1 depending on the types of software and applications used until the sleep information is supplied to the server 20. For example, even when sleep information is detected using the same sleep measurement unit 11, when the sleep measurement application A is used for processing the sleep information and when a sleep measurement application B different from the sleep measurement application A is used for processing the sleep information, they can be managed as different "sleep measurement unit IDs". In this way, by managing them as different "sleep measurement unit IDs" according to the combination of the type of device as the device configuration and the application used, more flexible generation of sleep information becomes possible, and as a result, the interestingness of the game according to the sleep state can be fully demonstrated.

[0048] (Input acquisition unit 200) The input acquisition unit 200 acquires the user's operation input. That is, the input acquisition unit 200 acquires information indicating the user's operation input entered on the input surface 104 via the input control unit 106. The input acquisition unit 200 supplies the acquired information indicating the operation input to other predetermined components.

[0049] (Sleep information acquisition unit 204) The sleep information acquisition unit 204 acquires the user's sleep information. Specifically, the sleep information acquisition unit 204 acquires information regarding the user's sleep acquired by the sleep measurement unit 11, that is, the sleep information, from the sleep measurement unit 11. The sleep information acquisition unit 204 supplies the acquired sleep information to the mode switching unit 208 and the game control unit 210.

[0050] (History acquisition unit 206) The history acquisition unit 206 acquires the game history regarding the operations in the user's game, specifically, the operations in the unacquired mode that at least affect the game result. For example, the history acquisition unit 206 acquires the game history such as the operation of item giving to a character or item consumption by the user in the unacquired mode entered into the input unit 102. The history acquisition unit 206 supplies the information regarding the acquired game history to the user information storage unit 218.

[0051] (Mode switching unit 208) The mode switching unit 208 executes the process of switching between a plurality of modes included in the game and the process of maintaining the switched mode until switching to another mode. That is, the mode switching unit 208 executes the process of switching from one mode to another mode, for example, switching from the unacquired mode to the start mode, switching from the start mode to the sleep mode, switching from the sleep mode to the wake-up mode, and / or switching from the wake-up mode to the unacquired mode. The mode switching unit 208 controls the start, continuation, and stop of the operations of the sleep measurement unit 11 and / or the sleep information acquisition unit 204, etc., according to the mode switching. In addition, the mode switching unit 208 supplies the information indicating that the mode has been switched to the output control unit 202 and the brightness change unit 214.

[0052] Specifically, the mode switching unit 208 executes a process of switching from one mode to another in response to the user's operation input acquired by the input acquisition unit 200. Note that the mode switching unit 208 may prohibit switching from the start mode to the unacquired mode after switching from the unacquired mode to the start mode.

[0053] Here, when the mode switching unit 208 sets the mode to the unacquired mode, the output control unit 202 always causes the output unit 100 to output the first operator. The first operator is a button or the like that receives an instruction from the user to start sleeping, for example, a button or the like displayed as "go to sleep". When the input unit 102 receives a user's operation input for the first operator, the input acquisition unit 200 acquires the operation input for the first operator and supplies an instruction based on the operation input to the mode switching unit 208. The mode switching unit 208 receives this instruction and switches the unacquired mode to the start mode. Here, when the mode switching unit 208 does not receive the instruction, it is preferable not to execute automatic switching from the unacquired mode to the start mode from the viewpoint of ensuring a smooth movement line for the user. Therefore, in this case, it becomes possible to switch to the unacquired mode after the mode is switched from the start mode to the sleep mode.

[0054] Note that the game executed in the game system 1 can be configured to have a home screen displayed after the game is started and one or more screens (hereinafter referred to as "other screens") that can be moved from the home screen. The other screens are, for example, a screen showing an item box in which items held by the user are stored, a screen displaying information on characters appearing in the game, and the like. In this case, the output control unit 202 causes the output unit 100 to output the first operator at a predetermined position on the home screen. And the output control unit 202 does not necessarily cause the output unit 100 to output the first operator on the other screens. Here, from the viewpoint of facilitating the user's transition to the start mode from either the home screen or the other screens, the output control unit 202 may cause the output unit 100 to output the first operator at a predetermined position on each of the home screen and the other screens.

[0055] Specifically, when switching to the start mode, the mode switching unit 208 starts the operations of the sleep measurement unit 11 and the sleep information acquisition unit 204, instructs the output control unit 202, and causes the output unit 100 to output useful information useful in the game. The output control unit 202 acquires the useful information from, for example, the game information storage unit 220 described later and causes the output unit 100 to output it. Further, in the start mode, the mode switching unit 208 instructs the output control unit 202 to cause the output unit 100 not to output information indicating that the acquisition of sleep information has started, or to output it in a less conspicuous manner than in the sleep mode.

[0056] As an example, when the input acquisition unit 200 acquires a user's operation input for the first operator, the mode switching unit 208 instructs the output control unit 202 to first cause the output unit 100 to output text such as "Are you going to bed already today?" and to output operators "Yes" and "No" near the text, respectively. Then, when the input acquisition unit 200 acquires a user's operation input for the "Yes" operator, the mode switching unit 208 may switch the unacquired mode to the start mode.

[0057] In addition, useful information is, for example, information that the user should be aware of in a game (such as information on the user's sleep time the previous day, the number of consecutive days logged in to the game, the number of consecutive days of operation input for the first operator, information on the user's previous sleep such as the comparison result between the user's penultimate sleep and the previous sleep, etc.), information that is useful to know about sleep, trivia, and the like. The useful information may be generated by the game control unit 210 based on the sleep information acquired by the sleep information acquisition unit 204. For example, when the sleep information includes information such as the date and time when the user slept and the sleep time, the game control unit 210 accumulates the sleep information in association with the year, month, and day (for example, stores the sleep information in the user information storage unit 218 described later), and generates useful information based on the accumulated information. Then, the game control unit 210 stores the generated useful information in the game information storage unit 220. The output control unit 202 can cause the output unit 100 to output the useful information in the form of text, image, and / or voice, etc. Also, the output control unit 202 can output, for example, text, voice, and / or image such that a character in the game is talking to the user about the useful information.

[0058] In addition, the output control unit 202 may cause the output unit 100 to output useful information generated based on the game history acquired by the history acquisition unit 206 during the unacquired mode. For example, the game control unit 210 generates useful information using the information on the game history stored by the history acquisition unit 206 in the user information storage unit 218. As an example, the game control unit 210 generates useful information including information such as the activity record on the day of the user's game execution and the number of consecutive days of continuously performing sleep measurement using the information on the game history. Then, the output control unit 202 causes the output unit 100 to output the generated useful information in the start mode.

[0059] Also, when the mode switching unit 208 sets the mode to the start mode, the output control unit 202 causes the output unit 100 to output useful information, and after the output of the useful information, or together with the output of the useful information, causes the output unit 100 to output a second operator. The second operator is a button or the like that receives an instruction that the user has confirmed the useful information, and is, for example, a button or the like that is displayed as "OK" together with the useful information. When the input unit 102 receives a user's operation input for the second operator, the input acquisition unit 200 acquires the operation input for the second operator and supplies an instruction based on the operation input to the mode switching unit 208. The mode switching unit 208 receives this instruction and switches the start mode to the sleep mode.

[0060] Note that if the mode switching unit 208 does not receive an operation input for the second operator after a lapse of a predetermined time since the switching from the unacquired mode to the start mode, it may automatically switch to the sleep mode.

[0061] In the sleep mode, the mode switching unit 208 continues the operations of the sleep measurement unit 11 and the sleep information acquisition unit 204, instructs the output control unit 202, and causes the output unit 100 to output information indicating that the sleep information is being acquired. The output control unit 202 causes the output unit 100 to output the information in a more prominent manner than in the start mode. For example, the output control unit 202 causes the output unit 100 to output text "Sleep measurement in progress" together with the current time.

[0062] Also, when the mode switching unit 208 sets the mode to the sleep mode, the output control unit 202 causes the output unit 100 to output an alarm operator that is an operator for setting an alarm, a sleep introduction sound operator that is an operator for outputting a sound that makes it easier for the user to fall asleep, and / or a third operator (i.e., an operator for waking up) that receives an instruction to end the sleep from the user. The output control unit 202 causes the output unit 100 to output at least the third operator constantly in the sleep mode.

[0063] The alarm operator is a button or the like that accepts the setting of an alarm by an operation input by the user. When the input unit 102 accepts the user's operation input to the alarm operator, the input acquisition unit 200 acquires the operation input to the alarm operator and supplies an instruction based on the operation input to the alarm setting unit 212. When the game is configured to have a home screen and other screens, the output control unit 202 may control the output unit 100 to output the alarm operator on the home screen and / or other screens.

[0064] Also, the sleep introduction sound operator is a button or the like that accepts an output instruction by the user's operation input of a predetermined sound or music. The predetermined sound or music is, for example, a sound that induces the user to sleep (which may be a natural sound, an artificial sound, and / or a character's voice, etc.) or music. When the input unit 102 accepts the user's operation input to the sleep introduction sound operator, the input acquisition unit 200 acquires the operation input to the sleep introduction sound operator and supplies an instruction based on the operation input to the game control unit 210. The game control unit 210 instructs the output control unit 202 according to the instruction to output a predetermined sound or music from the output unit 100. For example, the game control unit 210 instructs the output control unit 202 to output a predetermined sound or music stored in advance in the game information storage unit 220 described later or a predetermined sound or music stored in an external server, and outputs it from the output unit 100.

[0065] The third operator is a button or the like that accepts an instruction that the user has woken up, for example, a button or the like on which “end sleep” is displayed. When the input unit 102 accepts the user's operation input to the third operator, the input acquisition unit 200 acquires the operation input to the third operator and supplies an instruction based on the operation input to the mode switching unit 208. The mode switching unit 208 accepts this instruction and switches the sleep mode to the wake-up mode.

[0066] Further, when the sleep information acquired by the sleep information acquisition unit 204 does not satisfy a predetermined condition, the mode switching unit 208 may switch not from the sleep mode to the wake-up mode but from the sleep mode to the unacquired mode. The predetermined condition is, for example, a condition that the sleep time is a continuous time equal to or longer than a predetermined time. Thus, for example, when the sleep time is less than the predetermined time (for example, less than 3 hours), the wake-up mode is not executed and the game result is not output, so that an incentive for the user to get appropriate sleep time and an incentive for the user to lead a healthy life work, and the improvement of sleep habits can be achieved. In addition, since it is possible to suppress taking short naps multiple times during a day (that is, intermittent sleep), it is possible to suppress giving the user multiple game rewards during a day and suppressing obtaining multiple rewards for improving parameters in the game. Further, for example, when the user accidentally moves from the home screen of the unacquired mode to the start mode, the user can return to the unacquired mode via the sleep mode, so that it can also be used as a cancel process for moving to the sleep mode.

[0067] In the wake-up mode, the mode switching unit 208 stops the operations of the sleep measurement unit 11 and / or the sleep information acquisition unit 204, and supplies the user's sleep information acquired by the sleep information acquisition unit 204 in the start mode and the sleep mode to the game control unit 210. The game control unit 210 determines a game result based on the received sleep information. Then, the output control unit 202 causes the output unit 100 to output the game result determined by the game control unit 210. Further, the game control unit 210 determines a reward to be given to the user based on the sleep information, and gives the determined reward to the user. For example, the game control unit 210 gives the determined reward to the user by storing the reward in the user information storage unit 218. Then, after the output of the game result or when a predetermined mode switching operation input of the user after the output of the game result is received, the mode switching unit 208 switches the wake-up mode to the unacquired mode.

[0068] (Alarm setting unit 212) The alarm setting unit 212 sets an alarm that notifies the arrival of a predetermined time by means of an alarm sound, vibration, light emission, etc. The alarm setting unit 212 sets an alarm based on the user's operation input acquired by the input acquisition unit 200. In addition, the alarm setting unit 212 sets the ON / OFF of the alarm and / or the type of the alarm (type of sound, presence or absence of vibration and vibration pattern, type of light emission color, light emission pattern, etc.). Note that the alarm is output from the output unit 100 of the terminal device 10, for example.

[0069] Here, the alarm setting unit 212 enables the setting of an alarm in the start mode and / or the sleep mode. For example, when the mode switching unit 208 switches the mode from the non-acquired mode to the start mode and / or from the start mode to the sleep mode, the output control unit 202 causes the output unit 100 to output an alarm operator. Then, when the input unit 102 receives a user's operation input for the alarm operator, the input acquisition unit 200 acquires the operation input for the alarm operator and supplies an instruction based on the operation input to the alarm setting unit 212. The alarm setting unit 212 receives this instruction and sets the alarm to operate at the time corresponding to the instruction. The alarm setting unit 212 operates the alarm when the time corresponding to the instruction arrives.

[0070] In this case, the alarm setting unit 212 instructs the output control unit 202 to output a stop operator, which is an operator for stopping the alarm, to the output unit 100. Then, when the input unit 102 receives a user's operation input for the stop operator, the input acquisition unit 200 acquires the operation input for the stop operator and supplies an instruction based on the operation input to the alarm setting unit 212. The alarm setting unit 212 receives this instruction and stops the alarm. Note that the third operator may also have the function of the stop operator. In this case, the mode switching unit 208 can switch the mode from the sleep mode to the wake-up mode upon receiving the stop of the alarm.

[0071] Note that the alarm setting unit 212 may be implemented by a program for each device (terminal device 10, server 20) constituting the game system 1 to provide a game to the user. When the alarm setting unit 212 is implemented by a program operating on the server 20, it may be possible for the user to operate the alarm setting unit 212 of the server 20 via the terminal device 10. Thereby, the user can set an alarm at a predetermined time within the game system 1 and advance the game. Further, for example, the alarm setting unit 212 may be a function incorporated in an application installed in the terminal device 10 and interlockable with the game system 1. In this case, the user can set the alarm time not by the alarm function provided as a function of the Operating System (OS) of the terminal device 10, but by the alarm setting unit 212 that constitutes an application that provides the game by the game system 1 to the user on the terminal device 10. The game system 1 receives an operation regarding the alarm time from the alarm setting unit 212 and advances the game.

[0072] (Brightness change unit 214) The brightness change unit 214 changes the brightness of the display unit as the output unit 100 according to each of the plurality of modes. The brightness change unit 214 receives information from the mode switching unit 208 about which of the plurality of modes the current mode is. Then, the brightness change unit 214 changes the brightness of the display unit according to the mode. For example, the brightness change unit 214 decreases the brightness of the display unit in the order of the unacquired mode, the start mode, and the sleep mode. Also, the brightness change unit 214 can make the brightness of the display unit in the wake-up mode brighter than the brightness of the display unit in each of the other modes. That is, the brightness change unit 214 can decrease the brightness of the display unit in the order of the wake-up mode, the unacquired mode, the start mode, and the sleep mode.

[0073] (Storage unit 216) The storage unit 216 stores various types of information related to the game system 1. Each storage section of the storage unit 216 supplies predetermined information to a predetermined component in response to a request from other components of the game system 1.

[0074] (Storage unit 216: User information storage section 218) The user information storage section 218 stores user information, game history information, information on possessed items, information on possessed characters, and / or sleep information, etc., in association with a user ID that identifies the user. Examples of user information include a user name, which is a name set by the user, a login ID, and a password, etc. The user information may include information regarding the time of an alarm set by the user. Examples of game history information include information regarding operation inputs (typically, operation inputs in the unacquired mode) executed by the user in the game. Examples of information on possessed items include information regarding game items possessed by the user. The game items are, for example, items granted to the user by lottery by the game control section 210 based on the user's sleep information. The information on possessed items also includes information such as the type and number of each game item. Further, examples of information on possessed characters include information regarding characters acquired by the user in the game. Furthermore, examples of sleep information include information regarding the user's sleep measured by the sleep measurement section 11. The sleep information is information such as the user's awake / sleep state, date information, bedtime, wake-up time, sleep duration, and / or sleep quality, etc.

[0075] (Storage unit 216: Game information storage section 220) The game information storage unit 220 stores game information in association with a game information ID. Examples of the game information include various types of information such as information about characters appearing in the game, information about items, information about item draws, information about in-game virtual currency, predetermined voice and music information, and / or useful information. For example, when the game information storage unit 220 stores information about a character as game information, the character information as game information is stored in association with the character ID as the game information ID. Also, when the game information storage unit 220 stores useful information as game information, the useful information as game information is stored in association with the useful information ID as the game information ID. Similarly, for other various types of information, the various types of information are stored in association with the IDs of the various types of information. Note that the useful information may include useful information generated by the game control unit 210, useful information obtained from an external server or the like, useful information pre-stored in the game information storage unit 220, and / or useful information supplied to the game information storage unit 220 by an operation input of a user or the like after the first execution of the game.

[0076] [Flow of processing of game system 1] FIG. 4 shows an example of the flow of processing in the game system according to the present embodiment.

[0077] First, the game control unit 210 executes and controls the game in the unacquired mode maintained by the mode switching unit 208 (step 10. Hereinafter, steps are represented as "S"). In the unacquired mode, the game control unit 210 executes predetermined game processes such as a process of giving an item to a character in response to an operation input from the user received by the input acquisition unit 200 via the input unit 102, and game processes such as controlling the movement of the character in the in-game virtual space. Also, in the unacquired mode, the output control unit 202 always causes the first operator to be output at a predetermined position such as the home screen of the game output from the output unit 100, for example. And until the input unit 102 receives the user's operation input for the first operator, the game control unit 210 continues the game in the unacquired mode (No in S12). Note that the output control unit 202 may temporarily stop the output of the first operator when there is no continuous operation input from the user to the input unit 102 for a certain period of time.

[0078] On the other hand, when the input unit 102 receives the user's operation input for the first operator (Yes in S12), the input acquisition unit 200 acquires the operation input for the first operator and supplies the instruction of the operation input to the mode switching unit 208. In response to this instruction, the mode switching unit 208 switches the unacquired mode to the start mode and starts the operations of the sleep measurement unit 11 and the sleep information acquisition unit 204 (S14). Thereby, the acquisition of the user's sleep information is started.

[0079] Also, along with the execution of the start mode, the output control unit 202 causes the output unit 100 to output useful information generated by the game control unit 210 based on the useful information stored in the game information storage unit 220, the sleep information acquired by the sleep information acquisition unit 204, and / or useful information generated by the game control unit 210 based on the game history acquired by the history acquisition unit 206 and stored in the user information storage unit 218 (S16). However, the mode switching unit 208 instructs the output control unit 202 during the start mode not to output from the output unit 100 in an active manner regarding the fact that the acquisition of sleep information has started (typically, not to output at all).

[0080] Also, after outputting the useful information, or together with the output of the useful information, the output control unit 202 causes the output unit 100 to output a second operator. When the input acquisition unit 200 receives a user's operation input for the second operator via the input unit 102 (Yes in S18), the mode switching unit 208 switches the start mode to the sleep mode. Further, in response to the switching to the sleep mode, the output control unit 202 causes the output unit 100 to output in a positive manner that it is acquiring the user's sleep information (S22). For example, the output control unit 202 explicitly causes the output unit 100 to output that it is measuring the sleep information.

[0081] On the other hand, when the input acquisition unit 200 does not receive a user's operation input for the second operator via the input unit 102 (No in S18), the mode switching unit 208 continues the start mode until a predetermined time has elapsed after switching to the start mode (No in S20). When the predetermined time has elapsed, the mode switching unit 208 may switch the start mode to the sleep mode even if there is no user's operation input for the second operator (Yes in S20).

[0082] Then, in the sleep mode, the output control unit 202 causes the output unit 100 to output a third operator for receiving an instruction to end the sleep from the user. Until the input acquisition unit 200 receives a user's operation input for the third operator via the input unit 102 (No in S24), the mode switching unit 208 continues the sleep mode, and the output control unit 202 keeps the third operator output to the output unit 100.

[0083] When the input acquisition unit 200 receives a user's operation input for the third operator via the input unit 102 (Yes in S24), the mode switching unit 208 switches the sleep mode to the wake-up mode (S26). Then, the sleep information acquisition unit 204 stores the acquired sleep information in the user information storage unit 218 and supplies it to the game control unit 210. Based on the received sleep information, the game control unit 210 determines the game result and instructs the output control unit 202 to output the determined result to the output unit 100 (S28). In this case, the game control unit 210 can also give a predetermined reward to the user based on the sleep information. Information regarding the predetermined reward given to the user is stored in the user information storage unit 218.

[0084] Note that after the mode switching unit 208 switches the mode to the start mode, if the input acquisition unit 200 does not receive a user's operation input for the second operator via the input unit 102, the process of S20 may be omitted. In this case, the processes of S18 and S22 may be omitted, and the process may directly proceed from S16 to S24. In the present embodiment, the acquisition of the user's sleep information is started when switching to the start mode. Therefore, if there is a reception of the user's operation input for the third operator, the acquisition of the user's sleep information is possible, and thus the game control unit 210 can appropriately determine the game result.

[0085] [Game Program] Each component included in the game system 1 according to the present embodiment shown in FIGS. 1 to 4 can be realized by causing an arithmetic processing device such as a central processing unit (CPU) to execute a program (that is, a game program), that is, by processing by software. It can also be realized by pre-writing a program into hardware such as an integrated circuit (IC). Note that software and hardware can also be used in combination.

[0086] The game program according to this embodiment can be pre-embedded in, for example, an IC, a ROM, etc. Further, the game program can be provided as a computer program in a file in an installable format or an executable format, recorded on a computer-readable recording medium such as a magnetic recording medium, an optical recording medium, or a semiconductor recording medium. The recording medium storing the program may be a non-transitory recording medium such as a CD-ROM or a DVD. Furthermore, the game program can be pre-stored in a computer connected to a communication network such as the Internet so that it can be provided by downloading via the communication network.

[0087] The game program according to this embodiment acts on a CPU or the like to cause the game program to function as an output unit 100, an input unit 102, an input surface 104, an input control unit 106, an input acquisition unit 200, an output control unit 202, a sleep information acquisition unit 204, a history acquisition unit 206, a mode switching unit 208, a game control unit 210, an alarm setting unit 212, a brightness change unit 214, a storage unit 216, a user information storage unit 218, and a game information storage unit 220, which are described with reference to FIGS. 1 to 4.

[0088] [Effects of the Embodiment] The game system 1 according to this embodiment can execute a game including a plurality of modes. For example, when switching the mode from an unacquired mode to a start mode, it starts acquiring the user's sleep information while not actively notifying the user that the acquisition of sleep information has started (typically, without any notification at all), and can output various information such as useful information. Then, the game system 1 switches to the sleep mode after the start mode and actively notifies the user that the sleep information is being acquired in the sleep mode (typically, notifies for the first time in the sleep mode). As a result, in the game system 1, the user can comprehensively grasp various information such as useful information output in the start mode without omission, and can go to bed after confirming that the sleep information is being acquired in the sleep mode.

[0089] In addition, when the user makes an operation input on the first operator, the game system 1 shifts to the start mode. After outputting game effects such as useful information in the start mode, it can shift to the sleep mode by the user's operation input on the second operator. And in the game system 1, even if the user stops the operation after the operation input on the first operator and before shifting to the sleep mode, the acquisition of sleep information is started in the background. Then, the game system 1 stops the acquisition of sleep information by the operation input on the third operator, and can acquire the sleep information of the user during sleep. Thus, according to the game system 1, for example, even if the user "dozes off", the sleep information of the user can be appropriately acquired, so that the assumed game result can be obtained without disturbing the user's sleep activity.

[0090] As described above, the embodiments of the present invention have been described. However, the above-described embodiments do not limit the invention according to the claims. Also, it should be noted that not all combinations of the features described in the embodiments are essential means for solving the problems of the invention. Furthermore, the technical elements of the above-described embodiments may be applied alone, or may be divided and applied to a plurality of parts such as program parts and hardware parts.

Explanation of Reference Numerals

[0091] 1 Game system 10 Terminal device 11 Sleep measurement unit 20 Server 80 Communication network 100 Output unit 102 Input unit 104 Input surface 106 Input control unit 200 Input acquisition unit 202 Output control unit 204 Sleep information acquisition unit 206 History acquisition unit 208 Mode switching unit 210 Game control unit 212 Alarm setting unit 214 Brightness change section 216 Storage unit 218 User information storage section 220 Game information storage section

Claims

1. A program for causing a computer including a processor and a memory to execute the progress of a game using sleep information related to a user's sleep, wherein the program causes the processor to switch from a mode in which the sleep information is not acquired to a mode in which acquisition of the sleep information is started and game effects in the game are output, and switch from a mode in which acquisition of the sleep information is started and game effects in the game are output to a mode in which the sleep information is acquired and the game effects are not output to be executed, wherein the mode for outputting the game effects is a mode that notifies the user of the start of acquisition of the sleep information or does not notify the start of acquisition of the sleep information, and the mode for not outputting the game effects is a mode that notifies the user that the sleep information is being acquired.

2. After switching from the mode in which the sleep information is not acquired to the mode for outputting the game effects, automatically switch to the mode for not outputting the game effects after a predetermined time has elapsed The program according to claim 1, further causing the above to be executed.

3. The program according to claim 1 or 2, wherein in the mode for outputting the game effects, a predetermined character is output.

4. The program according to any one of claims 1 to 3, further causing the step of generating the game effects based on the game history related to the user's operations acquired during the mode in which the sleep information is not acquired to be executed.

5. The step of setting an alarm is further caused to be executed, wherein the step of setting the alarm enables setting of the alarm in at least one of the step of switching to the mode for outputting the game effects and the step of switching to the mode for not outputting the game effects. The game system according to any one of claims 1 to 3.

6. A program for causing a computer including a processor and a memory to execute the progress of a game using sleep information related to a user's sleep, wherein the program causes the processor to switch from a mode in which the sleep information is not acquired to a mode in which acquisition of the sleep information is started and a predetermined operator for receiving an instruction that the user has confirmed useful information is output A step of switching from a mode of starting to acquire the sleep information and outputting the predetermined operator to a mode of acquiring the sleep information and not outputting the predetermined operator and causing it to be executed, wherein the mode of outputting the predetermined operator is a mode of notifying the user of the start of acquisition of the sleep information or a mode of not notifying the start of acquisition of the sleep information, and a program in which the mode of not outputting the predetermined operator is a mode of notifying the user that the sleep information is being acquired.

7. The program according to claim 6, wherein in the mode of not outputting the predetermined operator, another operator different from the predetermined operator is output.

8. The mode of not outputting the predetermined operator continues until a predetermined input of the user to the other operator is received, and the program according to claim 7, wherein the other operator is output during the continuation of the mode of not outputting the predetermined operator.

9. The program according to claim 6, which switches from the mode of outputting the predetermined operator to the mode of not outputting the predetermined operator in response to an operation of the user on the predetermined operator.

10. A game system including means for executing all steps executed in the invention according to any one of claims 1 to 9.

11. A method executed by a computer including a processor and a memory, wherein the processor executes all steps executed in the invention according to any one of claims 1 to 9. A game method.

12. A game server including a control unit and a storage unit, wherein the control unit executes all steps executed in the invention according to any one of claims 1 to 9. A game server.

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