Program, method, and information processing device

A system that personalizes game progression using user sleep information through lottery processes addresses the lack of entertainment enhancement in existing games, offering dynamic and engaging gameplay experiences.

JP7762779B2Active Publication Date: 2025-10-30THE POKEMON CO
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Patent Information

Application Number
JP2024138903
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-08-20
Publication Date
2025-10-30
Estimated Expiration
2040-11-30

AI Technical Summary

Technical Problem

Existing game technologies do not effectively enhance entertainment value by integrating user health information, particularly sleep patterns, to personalize gameplay experiences.

Method used

A system that collects and analyzes user sleep information to adjust game progression through lottery processes based on individual sleep patterns, allowing personalized and dynamic gameplay experiences.

Benefits of technology

Enhances gameplay entertainment value by providing personalized and engaging experiences based on individual sleep patterns, reducing monotony and increasing user motivation.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a technology to further improve amusement property of a game in a game progressed according to a health condition of a user.SOLUTION: There is provided a program executed by a computer equipped with a processor. The program causes the processor to execute: a step for acquiring information on daily sleep from a user; a step for specifying a first parameter, which is a parameter used in a game play of the user, for each date by comparing information on the sleep of the user over a predetermined period to information on the sleep of the user of each date; and a step for executing lottery processing by the first parameter corresponding to the date in each date, and progressing the game of that date.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] BACKGROUND ART Techniques are known for controlling the progress of a game in a game application based on health information of a user.

[0003] Patent document 1 describes an information processing system that executes a game application, and includes a means for acquiring user information for calculating information related to the user's sleep, a means for calculating health information related to the user's sleep and / or fatigue based on the acquired user information, and a means for controlling game progress in the game application based on the health information. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] International Publication No. 2016 / 021236 Summary of the Invention [Problem to be solved by the invention]

[0005] In a game in which the progress is based on the user's health condition, there is a need for a technique that further enhances the entertainment value of the game. [Means for solving the problem]

[0006] According to one embodiment, a program is provided that is executed by a computer having a processor, and causes the processor to perform the following steps: acquiring daily sleep information from a user; identifying a first parameter for each date, which is a parameter to be used in the user's game play, by comparing the user's sleep information over a predetermined period with the sleep information for each date; and performing a lottery process on each date using the first parameter corresponding to the date to progress the game for that date. [Effects of the Invention]

[0007] According to the present disclosure, a technology is provided that further enhances the entertainment value of a game that progresses according to the user's health condition. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram showing the overall configuration of a system 1. [Figure 2] 1 is a block diagram of a terminal device 10 that constitutes a system 1. FIG. [Figure 3] FIG. 2 is a diagram showing the functional configuration of a server 20. [Figure 4] 10 is a diagram showing the data structure of a user information database 281 stored in the server 20. FIG. [Figure 5] 10 is a flowchart showing a series of processes for comparing a user's daily sleep information with the user's past sleep information, and executing a game lottery process based on the comparison result. [Figure 6] FIG. 2 is a diagram showing an example of a screen of the terminal device 10. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. The names and functions of the components are also the same. Therefore, detailed descriptions thereof will not be repeated.

[0010] First Embodiment <1 Overall system configuration> 1 is a diagram showing the overall configuration of the system 1. In the system 1, the server accepts sleep information from each user and progresses the game.

[0011] As shown in FIG. 1, system 1 includes multiple terminal devices (terminal device 10A and terminal device 10B are shown in FIG. 1; hereinafter, they may be collectively referred to as "terminal device 10") and server 20. Terminal device 10 and server 20 are connected for communication via network 80. In addition, in this embodiment, each device (terminal device, server, etc.) can also be understood as an information processing device. That is, a collection of devices can be understood as a single "information processing device," and system 1 may be formed as a collection of multiple devices. The way in which multiple functions required to realize system 1 according to this embodiment are allocated to one or multiple pieces of hardware can be determined appropriately in consideration of the processing capacity of each piece of hardware and / or the specifications required for system 1.

[0012] The terminal device 10 is a device operated by each user. The terminal device 10 is realized by a mobile terminal such as a smartphone or tablet compatible with a mobile communication system. Alternatively, the terminal device 10 may be, for example, a stationary personal computer (PC), a laptop PC, or a dedicated game console. The terminal device 10 may also function as a head-mounted display, for example, a transparent, non-transparent, or see-through head-mounted display. For example, the terminal device 10 may function as a mobile terminal when not functioning as a head-mounted display, and may function as a head-mounted display when worn on a goggle-type device. In this case, the terminal device 10 can switch between a mode functioning as a mobile terminal and a mode functioning as a head-mounted display. In the mode functioning as a head-mounted display, the terminal device 10 detects the movement of the user's head using a motion sensor built into the terminal device 10 and updates the display image in conjunction with the movement of the user's head.

[0013] 1, the terminal device 10 includes a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, a storage unit 16, and a processor 19. The server 20 includes a communication IF 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29.

[0014] The terminal device 10 is communicatively connected to the server 20 via a network 80. The terminal device 10 is connected to the network 80 by communicating with communication devices such as a wireless base station 81 conforming to communication standards such as 5G and LTE (Long Term Evolution), and a wireless LAN router 82 conforming to a wireless LAN (Local Area Network) standard such as IEEE (Institute of Electrical and Electronics Engineers) 802.11.

[0015] The communication IF 12 is an interface for inputting and outputting signals so that the terminal device 10 can communicate with external devices. The input device 13 is an input device (e.g., a touch panel, a touch pad, a pointing device such as a mouse, a keyboard, etc.) for receiving input operations from a user. The output device 14 is an output device (e.g., a display, a speaker, etc.) for presenting information to a user. The memory 15 is for temporarily storing programs and data processed by the programs, etc., and is a volatile memory such as a DRAM (Dynamic Random Access Memory). The storage unit 16 is a storage device for saving data, such as a flash memory or an HDD (Hard Disc Drive). The processor 19 is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, registers, peripheral circuits, etc.

[0016] As shown in the figure, the terminal device 10 is connected to a game controller 11A via a wired or wireless connection. A user can play a game by operating the game controller 11A. The terminal device 10 may be capable of communicating with multiple game controllers 11A. For example, multiple users can play a game using one terminal device 10. The game controller 11A may also have a structure that is detachable from the terminal device 10. The game controller 11A may be a single device that can be held in both hands of the user, or may be composed of two devices that are held in each hand of the user. For example, the game controller 11A may have a gyro sensor, an infrared sensor, or the like, and may detect the user's body movement (e.g., hand movement) when the user is holding the game controller 11A.

[0017] As shown in the figure, the terminal device 10 is connected to one or more sleep measuring devices via a wired or wireless connection. The sleep measuring devices 11B and 11C are devices for acquiring information about the sleep of the user of the terminal device 10. FIG. 1 shows two sleep measuring devices, the sleep measuring device 11B and the sleep measuring device 11C. Hereinafter, the sleep measuring devices may be collectively referred to as the "sleep measuring device 11B, etc." The sleep measuring devices 11B and 11C are wearable devices that are worn on the user's body, such as wristwatches, rings, or eye masks, and include a motion sensor such as a gyro sensor. The sleep measuring devices 11B and 11C may also be devices that are placed on a mattress or pillow where the user sleeps. The terminal device 10 and the sleep measuring device 11B or the sleep measuring device 11C may be the same device. That is, the terminal device 10 may also function as a sleep measuring device.

[0018] A user may use two or more sleep measurement devices simultaneously. For example, a user may wear two wristwatch-type sleep measurement devices, or a user may wear a wristwatch-type sleep measurement device and use a smartphone as a sleep measurement device. This allows the user's body movements while sleeping to be detected using a gyro sensor or the like. By accumulating sensing results obtained by various sensors while the user is sleeping, it is possible to determine whether the user is asleep, in a light sleep state, a deep sleep state, REM sleep, or non-REM sleep. In this way, the quality of the user's sleep can be evaluated by distinguishing the waveforms of REM sleep and non-REM sleep. For example, the REM sleep and non-REM sleep cycles for good quality sleep are preset, and the quality of the user's sleep can be evaluated by comparing the waveforms of the REM sleep and non-REM sleep during the user's sleep.

[0019] Furthermore, the terminal device 10 detects that the user has gone to bed (for example, lay down in bed) and fallen asleep after going to bed, based on the output of a motion sensor such as the sleep measuring device 11B. Furthermore, the terminal device 10 can determine whether the user has performed an input operation on the terminal device 10 or whether the user has viewed information displayed on the display 132 of the terminal device 10 after going to bed and before falling asleep. In other words, it can determine whether a user who is about to go to sleep has operated the terminal device 10 before going to sleep.

[0020] Furthermore, sleep measuring devices that are expected to be used in the system 1 are managed in advance in a so-called whitelist format. When receiving data from a sleep measuring device 11B that is not managed by the system 1, the server 20 may not receive sleep information from the sleep measuring device 11B that the server 20 cannot identify, or may perform subsequent processing using parameters for the unidentifiable sleep measuring device 11B.

[0021] Furthermore, differences in the type of sleep measurement device do not necessarily mean different devices. That is, even if sleep measurement devices have the same device configuration, the system 1 may manage them as different sleep measurement devices depending on the type of software or application used before transmitting the sleep information to the server 20. For example, even if the same sleep measurement device 11B is used to detect sleep information, different "sleep measurement device IDs" can be used to process the sleep information and different "sleep measurement device IDs" can be used to process the sleep information. In this way, managing different "sleep measurement device IDs" depending on the combination of the device type as the device configuration and the application used enables more flexible generation of sleep information, thereby fully enhancing the entertainment value of games that respond to sleep states.

[0022] The server 20 manages information about each user, including game characters, game items, and virtual currency owned by each user (including those given to the user free of charge and those given to the user for a fee), information about sleep goals set by each user over a predetermined period, and sleep information about each user measured by a sleep measurement device.

[0023] The communication IF 22 is an interface for inputting and outputting signals so that the server 20 can communicate with external devices. The input / output IF 23 functions as an interface with an input device for receiving input operations from a user and an output device for presenting information to the user. The memory 25 is for temporarily storing programs and data processed by the programs, etc., and is a volatile memory such as a DRAM (Dynamic Random Access Memory). The storage 26 is a storage device for saving data, such as a flash memory or an HDD (Hard Disc Drive). The processor 29 is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, registers, peripheral circuits, etc.

[0024] <1.1 Configuration of the terminal device 10> FIG. 2 is a block diagram of a terminal device 10 constituting the system 1 of the first embodiment. As shown in FIG. 2, the terminal device 10 includes multiple antennas (antenna 111, antenna 112), wireless communication units (first wireless communication unit 121, second wireless communication unit 122) corresponding to the respective antennas, an operation reception unit 130 (including a touch-sensitive device 131 and a display 132), an audio processing unit 140, a microphone 141, a speaker 142, a position information sensor 150, a camera 160, a motion sensor 170, a storage unit 180, and a control unit 190. The terminal device 10 also has functions and configurations (e.g., a battery for storing power, a power supply circuit for controlling the supply of power from the battery to each circuit, etc.) that are not specifically shown in FIG. 2. As shown in FIG. 2, the blocks included in the terminal device 10 are electrically connected by a bus or the like.

[0025] The antenna 111 emits a signal emitted by the terminal device 10 as a radio wave. The antenna 111 also receives a radio wave from space and provides the received signal to the first radio communication unit 121.

[0026] The antenna 112 emits a signal emitted by the terminal device 10 as a radio wave. The antenna 112 also receives a radio wave from space and provides the received signal to the second radio communication unit 122.

[0027] The first wireless communication unit 121 performs modulation / demodulation processing and the like for transmitting and receiving signals via the antenna 111 so that the terminal device 10 can communicate with other wireless devices. The second wireless communication unit 122 performs modulation / demodulation processing and the like for transmitting and receiving signals via the antenna 112 so that the terminal device 10 can communicate with other wireless devices. The first wireless communication unit 121 and the second wireless communication unit 122 are communication modules including a tuner, an RSSI (Received Signal Strength Indicator) calculation circuit, a CRC (Cyclic Redundancy Check) calculation circuit, a high-frequency circuit, etc. The first wireless communication unit 121 and the second wireless communication unit 122 perform modulation / demodulation and frequency conversion of wireless signals transmitted and received by the terminal device 10, and provide the received signals to the control unit 190.

[0028] Operation reception unit 130 has a mechanism for receiving input operations from the user. Specifically, operation reception unit 130 is configured as a touch screen and includes touch-sensitive device 131 and display 132. Touch-sensitive device 131 receives input operations from the user of terminal device 10. Touch-sensitive device 131 detects the user's touch position on the touch panel, for example, by using a capacitive touch panel. Touch-sensitive device 131 outputs a signal indicating the user's touch position detected by the touch panel to control unit 190 as an input operation.

[0029] Display 132 displays data such as images, videos, and text under the control of control unit 190. Display 132 is realized by, for example, an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display.

[0030] The audio processing unit 140 modulates and demodulates audio signals. The audio processing unit 140 modulates a signal provided from the microphone 141 and provides the modulated signal to the control unit 190. The audio processing unit 140 also provides the audio signal to the speaker 142. The audio processing unit 140 is realized, for example, by a processor for audio processing. The microphone 141 accepts audio input and provides an audio signal corresponding to the audio input to the audio processing unit 140. The speaker 142 converts the audio signal provided from the audio processing unit 140 into audio and outputs the audio to the outside of the terminal device 10.

[0031] The location information sensor 150 is a sensor that detects the location of the terminal device 10, and is, for example, a GPS (Global Positioning System) module. The GPS module is a receiving device used in a satellite positioning system. In a satellite positioning system, signals are received from at least three or four satellites, and the current location of the terminal device 10 equipped with the GPS module is detected based on the received signals. For example, in the system 1, if the locations of users who are registered as friends can be referenced, the terminal device 10 can display a list of friends who are near the user on the display 132.

[0032] The camera 160 is a device that receives light with a light receiving element and outputs the received light as a captured image. The camera 160 is, for example, a depth camera that can detect the distance from the camera 160 to a subject being photographed.

[0033] The motion sensor 170 includes an acceleration sensor, an angular velocity sensor, etc., and detects the movement of the terminal device 10 and outputs the sensing result. For example, by placing the terminal device 10 on a mattress or the like of a bed on which a user sleeps, if the sleeping user moves on the mattress, the movement can be detected. By using the sensing result, it can be determined whether the user is asleep or awake, and whether the sleeping user is in light sleep, deep sleep, REM sleep, non-REM sleep, etc.

[0034] Storage unit 180 is configured with, for example, a flash memory, and stores data and programs used by terminal device 10. In one aspect, storage unit 180 stores user information 181.

[0035] User information 181 is information about a user in a game based on a game program. The user information includes information for identifying the user, the user's name, game items owned by the user, information about sleep goals set by each user over a predetermined period of time, and sleep information about each user measured by sleep measurement device 11B or the like.

[0036] The terminal device 10 communicates with the sleep measuring devices 11B, etc. via short-range wireless communication such as Bluetooth (registered trademark) or Wi-Fi, and receives sensing results from the sleep measuring devices 11B, etc. Note that the sleep measuring devices 11B, etc. may be compatible with communication standards for mobile communication systems such as 5G, and may transmit sensing results to the server 20 without using short-range wireless communication. The terminal device 10 may receive the sensing results of the sleep measuring devices 11B, etc. from the server 20 that has received the sensing results from the sleep measuring devices 11B, etc., and generate and store sleep information using the received sensing results.

[0037] The control unit 190 reads a program stored in the storage unit 180 and executes instructions included in the program to control the operation of the terminal device 10. The control unit 190 is, for example, an application processor. By operating in accordance with the program, the control unit 190 fulfills the functions of an input operation receiving unit 191, a transmitting / receiving unit 192, a data processing unit 193, a notification control unit 194, and a planned wake-up time setting unit 195.

[0038] Input operation reception unit 191 performs processing to receive a user's input operation on an input device such as touch-sensitive device 131. Based on information about the coordinates where the user has touched touch-sensitive device 131 with a finger or the like, input operation reception unit 191 determines the type of operation, such as whether the user's operation is a flick operation, a tap operation, or a drag (swipe) operation.

[0039] The transmission / reception unit 192 performs processing for the terminal device 10 to transmit and receive data to and from external devices such as the server 20, the game controller 11A, and the sleep measuring device 11B in accordance with a communication protocol.

[0040] The data processing unit 193 performs calculations on data that the terminal device 10 has received as input in accordance with a program, and outputs the calculation results to a memory or the like.

[0041] The notification control unit 194 performs processing to present information to the user. The notification control unit 194 performs processing to display a display image on the display 132, processing to output audio to the speaker 142, processing to cause the camera 160 to generate vibrations, etc.

[0042] The planned wake-up time setting unit 195 accepts an operation from the user to set a planned wake-up time for the day on which the game is to be played. For example, the planned wake-up time setting unit is an alarm setting unit, and the user sets the alarm activation time as the planned wake-up time. When the planned wake-up time arrives, the terminal device 10 sounds the alarm, and when the user stops the alarm, the terminal device 10 determines that the user has woken up and generates sleep information to be transmitted to the server 20. When the server 20 receives the sleep information from the terminal device 10, it compares the sleep information for the day with information regarding a sleep goal for a predetermined period, previously received from the user, and progresses the game based on the comparison result.

[0043] The alarm setting unit here may be realized by a program that each device (terminal device 10, server 20) constituting the system 1 uses to provide a game to the user. When the alarm setting unit is realized by a program running on the server 20, the user may be able to operate the alarm setting unit of the server 20 via the terminal device 10. This allows the user to set a planned wake-up time in the system 1 and progress through the game. Also, for example, the alarm setting unit may be incorporated into an application that is installed on the terminal device 10 and can be linked with the system 1. In this case, the user can set a planned wake-up time not through an alarm function provided as a function of the OS (Operating System) of the terminal device 10, but through an alarm setting unit that constitutes an application for providing a game by the system 1 to the user on the terminal device 10. The system 1 accepts an operation related to the planned wake-up time from the alarm setting unit and progresses through the game.

[0044] <1.2 Functional configuration of server 20> 3 is a diagram showing the functional configuration of the server 20. As shown in FIG. 3, the server 20 functions as a communication unit 201, a storage unit 202, and a control unit 203.

[0045] The communication unit 201 performs processing for the server 20 to communicate with external devices.

[0046] The storage unit 202 stores data and programs used by the server 20. The storage unit 202 stores a user information database 281, server processing capacity information 282, and the like.

[0047] The user information database 281 is a database for storing information about each user in a game based on a game program, as will be described in detail later.

[0048] The control unit 203 performs functions shown as various modules by the processor of the server 20 performing processes according to the programs.

[0049] The operation content acquisition module 2041 acquires the operation content of the user. For example, the operation content acquisition module 2041 acquires, as the operation content of the user, which period the user has designated as a sleep goal for a predetermined period.

[0050] The reception control module 2042 controls the process by which the server 20 receives signals from external devices in accordance with a communication protocol.

[0051] The transmission control module 2043 controls the process in which the server 20 transmits signals to external devices in accordance with a communication protocol.

[0052] The planned wake-up time receiving module 2044 receives information from the terminal device 10 regarding the planned wake-up time set by each user for the day on which the game is to be played. For example, assume that a user sets an alarm activation time as the planned wake-up time. The terminal device 10 activates the alarm based on the alarm activation time, receives operation input from the user, and transmits the user's sleep information identified from the user's wake-up time to the server 20 in response to the operation input. The server 20 progresses the game based on the results of comparing the sleep information with information regarding the user's sleep goal for a predetermined period, which was previously received from the user. In other words, the server 20 receives information regarding the game to be played from each user's terminal device 10 based on each user's operation input at the alarm activation time set by each user.

[0053] The operation input here refers to an operation to confirm the wake-up time information, such as an operation to wake up the user and end the sleep measurement. The operation input may be an operation to stop a ringing alarm, or an operation to wake up before the alarm sounds and end the sleep measurement. If no operation input is received before the scheduled wake-up time arrives, the alarm sounds at the scheduled wake-up time. Furthermore, if the terminal device 10 receives an operation input before the scheduled wake-up time arrives, the terminal device 10 ends the sleep measurement without sounding the alarm at the scheduled wake-up time.

[0054] The wake-up time information here refers to timekeeping information, such as the user's sleep information. The terminal device 10 confirms the sleep information by receiving an operation input from the user to wake up and end the sleep measurement. The terminal device 10 then compares the confirmed sleep information with information regarding sleep goals for a predetermined period previously received from the user, and transmits the results to the server 20. The server 20 identifies each user's sleep status for that day based on the obtained results, and identifies and grants objects or the like to the users through a lottery process based on the identified results.

[0055] The game progression module 2045 communicates between the server 20 and the terminal device 10 and progresses each user's game play based on the results of comparing each user's sleep information for the current day with sleep information over a predetermined period of time received from each user's terminal device 10. For example, the game progression module 2046 progresses the game play by lottery determining game objects, such as characters and items, to appear in the user's game play. The determined characters, items, etc. may be owned by each user, or may simply appear in the game play without being owned by each user. This allows users to have experiences such as discovering new game characters based on their own sleep information. In addition, the game progression module 2046 may grant game objects, such as characters and items, to users by lottery. For example, the game progression module 2046 receives information on sleep duration and sleep quality as each user's sleep information from each terminal device 10 and compares the information with each user's sleep information over a predetermined period of time. Based on the results of comparing these pieces of information, the game progression module 2046 identifies and grants an object or the like by lottery processing. Here, an example of the lottery processing will be described. The lottery processing may be at least one of a lottery processing for determining which character will appear in the game, a lottery processing for determining the possibility of a specific character appearing in the game, and a lottery processing for correcting parameters stored in association with the user.

[0056] <2 Data Structure> FIG. 4 is a diagram showing the data structure of the user information database 281 stored in the server 20. As shown in FIG.

[0057] As shown in FIG. 4, each record in the user information database 281 includes an item "user ID," an item "user name," an item "date and time," an item "planned wake-up time," an item "wake-up time," an item "bedtime," an item "bedtime goal," an item "bedtime goal (period)," an item "sleep comparison period," an item "goal difficulty," an item "sleep type," etc.

[0058] The item "user ID" is information that identifies each user.

[0059] The item "user name" is the name set by the user.

[0060] The item "Date and Time" is information about the date and time when the user plays the game.

[0061] The "Planned Wake-Up Time" item is information about the planned wake-up time set by the user for each date. For example, the planned wake-up time is the activation time of the alarm set by the user. For example, this indicates that the planned wake-up time set by the user with the user ID "#1A2B3C" and username "AZX123" on the date and time "March 31, 2020" is "7:00."

[0062] The "Wake-up time" item is information about the time the user actually woke up on each date. Specifically, this information indicates the time the user operated the terminal device 10 to stop sleep measurement. The user's operation may be, for example, stopping a ringing alarm, or waking up before the alarm sounds to end sleep measurement. At this time, the server 20 may identify information about the difference between the planned wake-up time and the actual wake-up time, and may present the user with a specific reward or the like based on the identified information. For example, this indicates that the wake-up time for the user with the user ID "#1A2B3C" and username "AZX123" on the date and time "March 31, 2020" was "7:00."

[0063] The "Bedtime Goal" item is information about the bedtime goal set by the user for each date. For example, this information indicates information about the user operating the terminal device 10 to set the bedtime goal for that day before going to bed the previous day (e.g., during the activity time after waking up). For example, the bedtime goal set by a user with a user ID of "#1A2B3C" and a username of "AZX123" on the date and time "March 31, 2020" is "10:00 PM." The goal may be set by the user every day, or there may be days when the goal is not set by the user. For example, the bedtime goal set by a user with a user ID of "#1A2B3C" and a username of "AZX123" on the date and time "April 1, 2020" is "-," indicating that no bedtime goal is set. This allows the user to decide whether or not to set a goal based on their own will, eliminating any obsession with goal setting and allowing for more freedom in progressing through the game, thereby increasing the enjoyment of the game. It also helps prevent the obsession of setting compulsive goals from negatively impacting your sleep habits.

[0064] The item "bedtime" is information about the time the user actually went to bed on each date. Specifically, this information indicates information about the time the user fell asleep, detected by the terminal device 10 or the sleep measurement device 11B, etc. For example, this indicates that the bedtime of a user with user ID "#1A2B3C" and username "AZX123" on the date and time "March 31, 2020" was "23:50." The server 20 may identify information about the user's sleep (such as sleep time, tendency to be a long sleeper or a short sleeper, etc.) based on the information about the wake-up time and the information about the bedtime.

[0065] The item "Sleep Goal (Period)" is information about bedtimes set by the user over a predetermined period. Specifically, this information indicates information about a target bedtime range set by the user using the terminal device 10 over a predetermined period, for example, in units of one week. In this case, the range of the bedtime goal may be any range specified by the user. That is, the range of the bedtime goal may be a long-term unit such as one week or one month, or may be in units of several days. The user may also be able to specify whether or not to set the goal. For example, this indicates that the bedtime goal (period) for a user with user ID "#1A2B3C" and user name "AZX123" from March 26, 2020, 10:00 PM to midnight until April 1, 2020, is displayed.

[0066] The "Sleep Comparison Period" item is information about the period of the user's past sleep information for comparison with the current day's sleep information to identify the user's sleep type. Specifically, this information indicates the period during which the server 20 acquired the user's past sleep information for comparison with the current day's sleep information when the server 20 acquired the user's sleep information. For example, the sleep comparison period for a user with a user ID of "#1A2B3C" and a username of "AZX123" on the date and time of "March 31, 2020" is "March 25, 2020 to March 31, 2020." Also, the sleep comparison period for a user with the same user ID of "#1A2B3C" and a username of "AZX123" on the date and time of "April 1, 2020" is "March 26, 2020 to April 1, 2020." Note that, in some cases, the server 20 may acquire sleep information for an arbitrary period designated by the user when the user operates the terminal device 10.

[0067] The item "Goal Difficulty" is information indicating the difficulty of achieving the aforementioned item "Sleep Goal (Period)." Specifically, the server 20 indicates information specifying the difficulty of achieving the sleep goal based on the range of the sleep goal for a predetermined period received from the user. In this case, the server 20 may specify the difficulty based on information such as the set time range, the length of the set period, and the set time zone of the sleep goal received from the user. For example, the user ID "#1A2B3C" and username "AZX123" indicate that the sleep goal (period) of the user from March 26, 2020 to April 1, 2020, 10:00 PM to midnight, with a goal difficulty level of "C," for the date and time "April 1, 2020." In some cases, the server 20 may specify information on a reward to be presented to the user based on the difficulty when the user achieves the sleep goal.

[0068] The "sleep type" item is information indicating the user's sleep type for each date. Specifically, the server 20 compares the user's sleep information for each date with the user's sleep information for a predetermined period of time in the past (sleep comparison period) based on each date. The server 20 then identifies the user's sleep type for each date based on the comparison results. In some cases, the sleep type may be represented not only by text but also by an object such as a specific character. This allows the server 20 to progress the user's game play based on the sleep information for each date. Here, for example, even if similar sleep information is detected for two consecutive days, different sleep types may be identified due to the different comparison periods. Therefore, even if similar sleep information is detected consecutively, the user can progress through the game based on different sleep types, allowing the user to continue playing the game without forcibly disrupting their sleep rhythm due to changes in gameplay.

[0069] This allows the user to feel that their own daily sleep information is being used in gameplay, compared to when the game parameters are set randomly. Even if the user lives a regular daily life, the difference in the comparison period for sleep information reduces the likelihood of playing the game with the exact same sleep parameters. This increases the interest of gameplay, allowing users to continue playing without getting bored. In addition, sleep information changes due to many external and psychological factors. Users can progress through gameplay based on their daily sleep information without being forced to sleep. This allows users to continue playing the game without feeling compelled or stressed by the idea that they "have to sleep because of their sleep parameters."

[0070] <Operation> 5 is a flowchart showing a series of processes for comparing a user's daily sleep information with the user's past sleep information and executing a lottery process for a game based on the comparison results. The terminal device 10 communicates with the server 20, transmits the user's daily sleep information to the server 20, and reflects parameters in the game based on the results of comparing the daily sleep information with sleep information from a predetermined period in the past.

[0071] In step S501, the terminal device 10 accepts from the user the setting of a bedtime goal for a predetermined period. In some cases, the setting of the goal is not required, and the terminal device 10 may first accept from the user a designation of whether or not a goal has been set. Only when a goal has been set, the terminal device 10 accepts from the user the setting of a bedtime goal for a predetermined period.

[0072] This allows users to decide for themselves whether or not to set a bedtime goal, eliminating the compulsive feeling that they are being forced to play the game and helping to maintain motivation to continue playing the game.

[0073] In step S502, the terminal device 10 acquires, from the user, information indicating that the user has woken up as daily sleep information, and transmits the acquired information to the server 20. For example, the user sets a planned wake-up time (alarm activation time) and stops the alarm in response to the alarm activating at the planned wake-up time. Thereafter, the terminal device 10 ends measurement of the user's sleep information, thereby identifying the sleep information for each date, and transmits the identified information to the server 20.

[0074] In step S551, the server 20 compares the user's sleep information for a predetermined period in the past with the sleep information for the current date, based on the date on which the user's sleep information was acquired from the terminal device 10. For example, the server 20 compares the user's sleep information for a predetermined period, such as the past week, based on the date on which the sleep information was acquired with the sleep information for the current date.

[0075] In step S552, the server 20 identifies parameters to be used in the user's game play for each date based on the comparison result, and transmits information about the parameters to the terminal device 10.

[0076] This allows users to determine the parameter information they use when playing a game by comparing it with their own past sleep information, rather than by comparing it with the average sleep information of other users. This allows users to play games with different parameter information used in playing the game from day to day, which is expected to further increase the enjoyment of the game.

[0077] In step S503, the terminal device 10 performs a lottery process using the parameters corresponding to the date acquired from the server, and progresses the game for that date. Here, the lottery process may be at least one of a lottery process for determining which character will appear in the game, a lottery process for determining the possibility of a specific character appearing in the game, and a lottery process for correcting parameters stored in association with the user (parameters for increasing or decreasing the parameters of a character, parameters indicating the degree of a so-called buff effect, parameters for increasing or decreasing rewards given to the user as the game progresses (for example, items obtained as a reward when a quest is cleared, etc.)).

[0078] In step S504, the terminal device 10 grants a reward to the user if the user has achieved the goal. In some aspects, the goal may be either a daily goal or a goal for a predetermined period. For example, the terminal device 10 may accept settings from the user for a bedtime goal for each day and a bedtime goal for a predetermined period. The server 20 stores the goal received from the terminal device 10, and when obtaining information on the user's wake-up time on each date, refers to the information on the goal and determines whether or not the goal has been achieved. Thereafter, the terminal device 10 may grant a reward to the user based on the determination result received from the server 20. In some aspects, the goal may have a difficulty level or the like set. The terminal device 10 may change the reward granted to the user depending on the difficulty level.

[0079] This allows users to consider what kind of bedtime goal they should set in order to achieve their goal, which can be expected to result in improvements in lifestyle habits. Also, by changing the reward depending on the difficulty of the goal, it is expected that the interest of the game will be further increased.

[0080] In step S553, the server 20 updates the user information database.

[0081] Through the above series of processes, in a game that progresses based on information about each user's sleep, the game can be made more interesting by progressing based on parameters identified by comparing the user's own past information rather than comparing the game with other users.

[0082] <4 Screen example> FIG. 6 is a diagram showing an example of a screen of the terminal device 10. As shown in FIG.

[0083] The example screen (A) in Figure 6 shows a situation in which parameters for progressing through the game are determined and presented to the user based on sleep information for the day based on the time the user woke up and sleep information over a specified period of time in the past.

[0084] As shown in the screen example (A), the terminal device 10 displays on the display 132 a user name display section 132A, a current time display section 132B, a lottery execution button 132C, and a notification display section 132Z.

[0085] The user name display section 132A is an area that displays the user name of each user.

[0086] The current time display section 132B is an area that displays the time when each screen example is displayed. In screen example (A), the user set the alarm activation time as the wake-up time before going to bed, and the current time is the time when the user woke up due to the alarm activation.

[0087] The notification display section 132Z is ​​an area that notifies the user of sleep information on the day the user woke up, sleep information over a predetermined period in the past, the user's lottery status on the day compared with the information, etc. For example, the terminal device 10 notifies the user in the notification display section 132Z that the sleep information on the day the user woke up was "XX," the sleep information for the past week was "◆◆," the lottery status on the day the user woke up was "AA," etc.

[0088] The lottery execution button 132C is an area where the terminal device 10 accepts an operation for executing a lottery from the user.

[0089] This allows the system to identify the user's sleep information for that day based on the wake-up time set by the user, and then identify the user's game parameters for that day based on the identified information and sleep information over a predetermined period of time in the past. Because the parameters are identified based on the user's own past sleep information, rather than on the average sleep information of other users, the user can play the game with different parameters each day. This not only increases the game's interest, but also helps the user maintain motivation to continue playing the game.

[0090] Screen example (B) shows a situation in which a reward is presented to the user for achieving the daily bedtime goal.

[0091] As shown in the screen example (B), the terminal device 10 displays on the display 132 a user name display section 132A, a bedtime display section 132D, a bedtime goal setting button for the day 132E, and a notification display section 132Z.

[0092] In the example screen (B), the bedtime display unit 132D displays the bedtime goal that the user set after waking up the previous day and the time that the user actually went to bed. For example, the terminal device 10 displays in the bedtime display unit 132D that the bedtime goal is "March 31, 2020, 10:00 PM" and the actual bedtime is "March 31, 2020, 11:50 PM."

[0093] The terminal device 10 presents a specific reward to the user on the notification display unit 132Z based on information such as whether the daily bedtime goal has been achieved. At this time, the terminal device 10 may present the user with not only a reward for achieving the daily goal but also a reward for setting a goal on the notification display unit 132Z. The terminal device 10 may also present the user with options regarding setting a daily goal. For example, the terminal device 10 may present the user with "XX" as a reward for setting a daily goal in addition to the reward for achieving the daily goal on the notification display unit 132Z, and present the user with the option of whether to set a new goal for the day. In a certain aspect, the terminal device 10 may also vary the rarity of the rewards given for the goal achievement reward and the goal setting reward. In other words, the reward for achieving the goal may be a more rare item or the like.

[0094] The today's sleeping goal setting button 132E is an area for the terminal device 10 to accept an operation from the user to set a sleeping goal for the day.

[0095] This allows users to earn rewards not only for achieving goals but also for setting goals, which is expected to increase the interest of the game. Also, by allowing users to independently set their daily bedtime goals, it is expected that users will lead more regular lives in order to achieve their goals.

[0096] Screenshot (C) shows a situation in which the user is presented with a reward for achieving a bedtime goal over a predetermined period of time.

[0097] As shown in the example screen (C), the terminal device 10 displays on the display 132 a user name display section 132A, a weekly bedtime display section 132F, a weekly goal setting button 132G, and a notification display section 132Z.

[0098] In the example screen (C), the user sets a bedtime goal for a predetermined period, for example, one week, in the weekly bedtime display section 132F, and the goal and the actual bedtime for that period are displayed. The server 20 compares this information and determines whether the goal has been achieved.

[0099] The terminal device 10 presents a specific reward to the user on the notification display unit 132Z based on information such as whether the bedtime goal over a predetermined period has been achieved. At this time, the terminal device 10 may specify the difficulty level of the bedtime goal over the predetermined period and present the achievement reward to the user based on the difficulty level on the notification display unit 132Z. The terminal device 10 may also provide the user with a specific item or the like as a reward for setting the goal even if the user fails to achieve the goal. The terminal device 10 may also present the user with options regarding setting a bedtime goal over a predetermined period. For example, the terminal device 10 may notify the user on the notification display unit 132Z that the bedtime goal over a predetermined period has been achieved, indicate that the goal difficulty level is "C," and mark the achievement with "◆◆." The terminal device 10 may also notify the user on the notification display unit 132Z as to whether to set a new weekly bedtime goal.

[0100] The weekly goal setting button 132G is an area for the terminal device 10 to accept an operation to set a bedtime goal for a predetermined period from the user. In this area, the terminal device 10 may also accept a setting of a unit of the predetermined period, such as one week or several days, from the user.

[0101] This allows users to set not only daily bedtime goals but also bedtime goals over a specified period of time, allowing them to earn rewards not only in short-term units such as one day, but also in medium- to long-term units. This not only increases the interest of the game, but is also expected to help users maintain their motivation to play the game.

[0102] Screen example (D) shows a situation in which parameters for progressing through the game are identified from sleep information for the day based on the time the user woke up and sleep information over a specified period of time in the past, and then a character to be used in game play is drawn based on those parameters and presented to the user.

[0103] As shown in the example screen (D), the terminal device 10 displays on the display 132 a user name display section 132A, a user status display section 132H, a game play progress button 132I, and a notification display section 132Z.

[0104] In the example screen (D), the user status display unit 132H displays information about the user's wake-up time for that day, information about the user's sleep for that day, the user's lottery status for that day, etc. By referring to this screen, the user can check basic information for playing the game for that day.

[0105] The terminal device 10 displays, on the notification display unit 132Z, the character to be used when the user plays the game on that day, which is determined by lottery based on the information on the lottery status described above, and its status, etc. For example, on the left side of the screen in the notification display unit 132Z, a character encouraging the user to progress in the game is displayed together with the words "Good morning!", and on the right side of the screen, the character to be used by the user and its status (type, attack, defense, etc.) are displayed. At this time, when the user achieves a specific condition, for example, when the user achieves a weekly target, the terminal device 10 may display, on the screen, information such as a bonus associated with the achievement of the condition. Here, in the lottery process for determining characters that the user will use in game play on that day, the server 20 may specify the possibility of a specific character appearing in the lottery table based on lottery status information or sleep information on that day. That is, the server 20 specifies the possibility of a specific character appearing, such as a limited character that does not appear in a normal lottery or a character that appears in the lottery table only when a numerical value is a specific value, when the user has a specific lottery status or sleep information on that day.

[0106] As a result, not only do the characters that a user can use in game play that day change depending on the user's sleep state and the lottery status for that day, but specific sleep information allows the user to use a specific character. This not only increases the interest of the game, but is also expected to increase the user's motivation to use a specific character. Furthermore, as a result, the user will review their sleep information, i.e., their bedtime, etc., in order to use a specific character, which can be expected to improve the user's lifestyle habits.

[0107] In some situations, the server 20 may change the status of a character used by a user in game play based on lottery status information or sleep information for the day. For example, the server 20 may vary the status such as attack and defense based on the lottery status, and vary the character's type, characteristics, etc. based on sleep information for the day. For example, the server 20 may change the status as follows depending on the lottery status information and the sleep state for the day: (1) Attack and other stats will be higher than those of the normal character. (2) A character that is normally a "Grass" type will become a "Grass, Flying" type, etc. (3) The ability "Natural Healing" becomes "Heaven's Blessing", etc.

[0108] This allows the user to use a character whose status has changed based on their own sleep information and lottery status, even if the same character is selected by lottery, which is expected to make the game more interesting.

[0109] The game play progress button 132I is an area where the terminal device 10 accepts an operation from the user to progress the game play.

[0110] <Modification> A modification of this embodiment will be described below. That is, the following aspects may be adopted. (1) An information processing device in which the program may be pre-installed or may be installed later, or such a program may be stored on an external non-transitory storage medium or may be run using cloud computing. (2) A method in which a computer functions as an information processing device, and the program may be pre-installed on the information processing device or may be installed later, or such a program may be stored on an external non-transitory storage medium, or may be operated using cloud computing.

[0111] <Additional Notes> The matters described in the above embodiments will be supplemented below.

[0112] (Appendix 1) A program executed by a computer having a processor, the program causing the processor 19 to execute the steps of: acquiring daily sleep information from a user (S502); identifying a first parameter for each date, which is a parameter to be used in the user's game play, by comparing the user's sleep information over a predetermined period with the user's sleep information for each date (S551); and performing a lottery process on each date using the first parameter corresponding to the date to progress the game for that date (S553, S503).

[0113] (Appendix 2) A program as described in Appendix 1, in which in the acquiring step (S502), information indicating that the user has woken up is acquired as sleep information, and in the identifying step (S551), in response to acquiring information indicating that the user has woken up, a first parameter for the date on which the user woke up is identified and in the progressing step (S553, S503), in response to acquiring information indicating that the user has woken up, the game for that date is progressed using the first parameter for that date.

[0114] (Appendix 3) A program described in Appendix 2, in which, in the identifying step (S551), in response to acquiring information indicating that the user has woken up, a first parameter is identified by comparing information about the user's sleep over a predetermined period that is a period prior to the first period based on the first date on which the information was acquired with information about the user's sleep related to the wake-up.

[0115] (Appendix 4) The program according to Appendix 3, wherein in the identifying step (S551), in response to acquiring information indicating that the user woke up on a second date different from the first date, the program identifies a first parameter by comparing information about the user's sleep over a predetermined period that is a period prior to the second period based on the acquired second date with information about the sleep associated with the wake-up, and the first period and the second period are the same length.

[0116] (Appendix 5) A program described in Appendix 1 or 2, in which in the progressing step (S553, S503), the lottery process is performed based on the first parameter, at least one of a lottery process for determining which character will appear in the game, a lottery process for determining the possibility of a specific character appearing in the game, and a lottery process for correcting parameters associated with the user.

[0117] (Appendix 6) The program according to claim 1, further causing the processor 19 to execute a step (S501) of receiving from the user a setting of a bedtime goal for a third period of time.

[0118] (Appendix 7) The program described in Appendix 6 further causes the processor 19 to execute a step (S504) of granting a reward to the user if the user achieves the goal accepted in the accepting step (S501) in the step (S553, S503) of progressing the game.

[0119] (Appendix 8) 8. The program according to claim 6, wherein in the receiving step (S501), a bedtime goal spanning a plurality of chronologically consecutive third periods is received from the user for each third period.

[0120] (Appendix 9) 9. The program according to claim 8, wherein in the step of receiving from the user (S501), whether or not to set a goal is received from the user for each third period.

[0121] (Appendix 10) A method executed by a computer having a processor 19, the method causing the processor 19 to execute the following steps: acquiring daily sleep information from a user (S502); identifying a first parameter for each date, which is a parameter to be used in the user's game play, by comparing the user's sleep information over a predetermined period with the sleep information for each date (S551); and performing a lottery process on each date using the first parameter corresponding to the date to progress the game for that date (S553, S503).

[0122] (Appendix 11) An information processing device having a control unit 190, wherein the control unit 190 executes the steps of: acquiring daily sleep information from a user (S502); identifying a first parameter for each date, which is a parameter to be used in the user's game play, by comparing the user's sleep information over a predetermined period with the sleep information for each date (S551); and performing a lottery process on each date using the first parameter corresponding to the date to progress the game for that date (S553, S503). [Explanation of symbols]

[0123] 10A, 10B Terminal device, 11A Game controller, 11B Sleep measurement device, 12 Communication IF, 13 Input device, 14 Output device, 15 Memory, 16 Storage unit, 19 Processor, 20 Server, 22 Communication IF, 23 Input / output IF, 25 Memory, 26 Storage, 29 Processor, 80 Network, 81 Wireless base station, 82 Wireless LAN base station, 130 Operation reception unit (touch screen), 132 Display, 181 User information, 281 User information database.

Claims

1. A program executed by a computer having a processor, The program causes the processor to: acquiring daily sleep information from a user; Identifying the sleep type of the user for each date by comparing sleep information of the user for each date with past sleep information of the user based on each date; determining, for each of the dates, game characters that can be used in the game on that date based on the sleep type corresponding to the date; A program that executes.

2. A program as described in claim 1, wherein in the determining step, the possibility of a specific game character appearing varies based on the sleep type.

3. A program as described in claim 1, in which, in the determining step, a specific game character appears depending on the sleep type.

4. A program as described in claim 1, wherein in the determining step, the status of the game character is varied based on the sleep type.

5. 1. A computer-implemented method comprising: The method includes causing the processor to: acquiring daily sleep information from a user; Identifying the sleep type of the user for each date by comparing sleep information of the user for each date with past sleep information of the user based on each date; determining, for each of the dates, game characters that can be used in the game on that date based on the sleep type corresponding to the date; How to perform.

6. An information processing device including a processor, wherein the processor: acquiring daily sleep information from a user; Identifying the sleep type of the user for each date by comparing sleep information of the user for each date with past sleep information of the user based on each date; determining, for each of the dates, game characters that can be used in the game on that date based on the sleep type corresponding to the date; An information processing device that executes the above.

7. A means for acquiring daily sleep information from a user; A means for identifying the sleep type of the user for each date by comparing sleep information of the user for each date with past sleep information of the user based on each date; a means for determining, for each of the dates, game characters that can be used in the game on that date based on the sleep type corresponding to the date; A system comprising:

Citation Information

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