Game program, information processing device and information processing method
A game program integrates sleep information to reward users for maintaining good sleep habits, addressing engagement issues by linking daytime gameplay with nighttime sleep quality, thereby motivating users to improve their sleep patterns.
Patent Information
- Application Number
- JP2024087619
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-05-30
- Publication Date
- 2025-11-10
- Estimated Expiration
- 2041-12-20
AI Technical Summary
Existing game technologies based on biometric information are not engaging for users, lacking motivation to develop good sleeping habits.
A game program that integrates user sleep information to award benefits based on daytime game operations and nighttime sleep habits, including a system that tracks and rewards users for maintaining good sleep patterns.
Users are motivated to develop good sleeping habits by receiving rewards in the game, enhancing engagement and enjoyment through a system that links daytime gameplay with nighttime sleep quality.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a game program, an information processing device, and an information processing method. [Background technology]
[0002] In recent years, activity measurement devices that measure human behavior and activity levels by using motion detection sensors that detect body movements have become widespread. Activity measurement devices increase users' health awareness by displaying their activity levels, etc., and it is desirable for users to use them continuously. For example, Patent Document 1 discloses a technology that uses life log information to provide a more entertaining application. Patent Document 2 discloses a game device and program that gives users a sense of immersion. Patent Document 3 discloses a technology that more effectively encourages users to change their behavior to improve their health. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2014-199601 A [Patent Document 2] Japanese Patent Publication No. 2021-097919 [Patent Document 3] Re-tabled publication No. 2018 / 163558 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the inventions described in Patent Documents 1, 2, and 3 only reflect parameters based on automatically acquired biometric information in the game, and are therefore not very interesting for users.
[0005] Therefore, the present disclosure has been made in consideration of the above-mentioned problems, and its purpose is to motivate users to develop good sleeping habits by providing a more interesting game based on the user's game operation during the day and the user's sleeping habits at night. [Means for solving the problem]
[0006] A game program to be executed by a computer having a processor and a memory unit, the game program causing the processor to execute the following steps: an acquisition step of acquiring sleep information of a user; a generation step of generating parameters when the user satisfies a first condition while awake; an award step of awarding a benefit to the user based on the parameters and the sleep information acquired in the acquisition step in response to the sleep information being acquired in the acquisition step; a determination step of determining, prior to the award step, benefit candidates that can be acquired in the award step based on the parameters when the user satisfies a second condition while awake; and a notification step of notifying the user of the benefit candidates determined in the determination step without awarding them. [Effects of the Invention]
[0007] According to the present disclosure, a user can obtain rewards in a game in accordance with game operations such as applying items to a character during the day and sleep at night, which allows the user to enjoy game operations during the day while being motivated to develop good sleeping habits. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a diagram showing the overall configuration of an information processing system 1. FIG. [Figure 2] FIG. 2 is a block diagram showing the functional configuration of the server 10. [Figure 3] FIG. 2 is a block diagram showing the functional configuration of a user terminal 20. [Figure 4] FIG. 10 is a diagram showing the data structure of a user table 1012. [Figure 5]FIG. 10 is a diagram showing the data structure of a deck table 1013. [Figure 6] FIG. 10 is a diagram showing the data structure of a character master 1014. [Figure 7] FIG. 10 is a diagram showing the data structure of an item master 1015. [Figure 8] FIG. 10 is a diagram showing the data structure of a material master 1016. [Figure 9] FIG. 10 is a diagram showing the data structure of a privilege master 1017. [Figure 10] 10 is a flowchart showing the operation of a benefit providing process. [Figure 11] 10 is a flowchart showing the operation of a benefit candidate display process. [Figure 12] 10 is a screen example showing the operation of a bonus granting process. [Figure 13] 10 is a screen example showing the operation of a benefit candidate display process. [Figure 14] FIG. 2 is a block diagram showing the basic hardware configuration of a computer 90. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In all drawings describing the embodiments, common components are designated by the same reference numerals, and repeated description will be omitted. Note that the following embodiments do not unduly limit the content of the present disclosure described in the claims. Furthermore, not all components shown in the embodiments are necessarily essential components of the present disclosure. Furthermore, each drawing is a schematic diagram and is not necessarily a precise illustration.
[0010] <Outline of Information Processing System 1> 1 is a diagram showing the overall configuration of an information processing system 1. The information processing system 1 in the present disclosure is an information processing system that provides a game service that progresses based on game operations performed by a user while awake (e.g., during the day) and information related to the user's sleep state while asleep (e.g., at night). The information processing system 1 is an information processing system that maintains the user's motivation to maintain good sleeping habits while enjoying the game service. In this disclosure, a training game will be described as an example of a game service provided by the information processing system 1. Note that the present disclosure can be applied to any game service, such as a shooting game, an action game, a role-playing game, an adventure game, a racing game, a puzzle game, a simulation game, or a table game.
[0011] <Basic configuration of information processing system 1> An information processing system 1 according to the present disclosure is shown in Fig. 1. The information processing system 1 is configured to include a server 10 and multiple user terminals 20A, 20B, and 20C, which are connected via a network N. Fig. 2 is a block diagram showing the functional configuration of the server 10. Fig. 3 is a block diagram showing the functional configuration of the user terminal 20.
[0012] The server 10 is an information processing device that receives information about the user's game operations during the day and the user's sleep state at night, and provides a service of granting benefits to the user or the in-game characters owned by the user.
[0013] The user terminal 20 is an information processing device operated by a user who uses a service. The user terminal 20 may be, for example, a mobile terminal such as a smartphone or tablet, a stationary personal computer (PC) or a laptop PC, or a wearable terminal such as a head mounted display (HMD) or a wristwatch terminal.
[0014] Each information processing device is configured by a computer equipped with an arithmetic unit and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For each of the server 10 and the user terminal 20, descriptions that overlap with the basic hardware configuration and basic functional configuration of the computer will be omitted.
[0015] The configuration and operation of each device will be explained below.
[0016] <Functional configuration of Server 10> 2 shows the functional configuration realized by the hardware configuration of the server 10. The server 10 includes a storage unit 101 and a control unit 104.
[0017] <Configuration of the storage unit of the server 10> The storage unit 101 of the server 10 includes a user table 1012 , a deck table 1013 , a character master 1014 , an item master 1015 , a material master 1016 , and a bonus master 1017 . Fig. 4 is a diagram showing the data structure of the user table 1012. Fig. 5 is a diagram showing the data structure of the deck table 1013. Fig. 6 is a diagram showing the data structure of the character master 1014. Fig. 7 is a diagram showing the data structure of the item master 1015. Fig. 8 is a diagram showing the data structure of the material master 1016. Fig. 9 is a diagram showing the data structure of the bonus master 1017.
[0018] User table 1012 is a table that stores and manages information about member users (hereinafter, "users") who use the service. When a user registers to use the service, the user's information is stored in a new record in user table 1012. This allows the user to use the service according to the present disclosure. The user table 1012 is a table having a user ID as a primary key and columns of user name, sleep information, reference sleep pattern, sleep score, provisional sleep score, selected deck ID, owned item ID, owned material ID, and user points.
[0019] The user ID is an item that stores user identification information for identifying a user. The user identification information is an item that is set with a unique value for each user.
[0020] The user name is an item for storing the user's name.
[0021] The sleep information is an item for storing information related to the user's sleep. The sleep information may include information about a sleep pattern indicating the user's bedtime and wake-up time. The bedtime indicates the time the user falls asleep, and may be, for example, the time the user goes to bed, or the time the user transitions from an awake state to a sleep state. The wake-up time indicates the time the user wakes up, and may be, for example, the time the user wakes up from bed, or the time the user transitions from a sleep state to an awake state. In this embodiment, a pair of bedtime and wake-up time from falling asleep to waking up is referred to as a sleep pattern. The sleep information may include information about the quality of the user's sleep. The information about the quality of sleep is the time of each sleep stage in the sleep cycle and the proportion of each sleep stage relative to the sleep time. For example, the information about the quality of sleep is the time and proportion of each sleep stage in the sleep cycle, which are "wake," "light sleep," "deep sleep," and "REM sleep." The sleep information may include a history of sleep patterns for one or more days over a predetermined period such as a day, a week, or a month, or may include a history of all sleep patterns from the time the user started using the service to the present.
[0022] The reference sleep pattern is a section that stores a predetermined sleep pattern based on a reference bedtime and wake-up time. Because sleep patterns vary from person to person, a reference sleep pattern may be automatically set for each user based on the user's sleep history stored in the sleep information, tailored to the user's constitution, etc. The reference sleep pattern does not have to be a single fixed sleep pattern, and multiple reference sleep patterns may be stored for each day of the week, month, season, weekday, weekend, holiday, etc. The reference sleep pattern may be set by the user inputting a bedtime and wake-up time through dialogue with a specific in-game character. For example, the reference sleep pattern may be set by having the user enter the bedtime and wake-up time in a format similar to making a promise with a specific in-game character. This allows the user, even a child, to naturally be motivated to develop good sleep habits.
[0023] The sleep score is an item that stores an evaluation value related to the user's sleep.
[0024] The provisional sleep score is an item that stores an estimated value of an evaluation value related to the user's sleep.
[0025] The selected deck ID is an item that stores the deck ID in deck table 1013 of the character currently selected by the user. In progressing the game, the user can control the character in deck table 1013 associated with the selected character ID and apply items. Note that if the user is limited to owning only one character, the selected deck ID may be omitted.
[0026] The owned item ID is an item that stores the item ID of one or more in-game items that the user currently owns.
[0027] The owned material ID is an item that stores the material ID of one or more in-game materials that the user currently owns.
[0028] The user points are an item that stores the value of item points that a user can obtain when applying an in-game item.
[0029] Deck table 1013 is a table for storing in-game characters owned by the user. The user can progress through the game by controlling the in-game characters owned by the user, performing predetermined operations on the in-game characters, or applying in-game items to the in-game characters. A group of in-game characters owned by a user is called a deck in a card game or a party in an RPG (role-playing game). A user can acquire in-game characters by completing in-game events such as quests, or by fulfilling predetermined conditions as the game progresses, such as defeating enemy characters. Also, a user may possess a predetermined in-game character at the start of the game. The acquired in-game character is stored in deck table 1013 with the user's user ID and the character ID of the character linked together, thereby representing that the user owns the character in the game. The deck table 1013 is a table having a deck ID as a primary key and columns for a user ID, a character ID, a name, a performance value, and a character point.
[0030] The deck ID is an item that stores deck identification information for identifying characters owned by the user. The deck identification information is an item that is set with a unique value for each character owned by the user.
[0031] The user ID is an item that stores the user identification information of the user who owns the deck.
[0032] The character ID is an item that stores character identification information of an in-game character owned by a user who is registered in the deck.
[0033] The name field stores the name of the in-game character owned by the user and registered in the deck. The user can freely set a name for the in-game character they own.
[0034] The performance value is an item that stores the performance parameters of the in-game character owned by the user. The performance parameters of the in-game character include parameters such as status, stamina value, maximum stamina value, attack power, defense power, speed, character attributes, and decoration.
[0035] The status is an item that stores performance parameters related to the activity status of the in-game character. If the in-game character's stamina value is 0 or less, information indicating that the in-game character is unable to act, such as fainting or death, is stored.
[0036] Stamina is a parameter that stores the stamina of a game character. When a game character receives damage, the stamina decreases according to the damage. When an in-game item is applied to a game character, or when an in-game event such as lodging or resting occurs, the stamina increases (recovers) according to the item and the event.
[0037] The maximum vitality value is an item for storing the upper limit of a performance parameter related to the vitality of an in-game character. The vitality value of an in-game character can be recovered up to the maximum vitality value.
[0038] Attack power is an item that stores a performance parameter related to the attack power of an in-game character. It is a parameter used to calculate the damage that an in-game character will inflict when attacking an opponent's in-game character. The greater the attack power, the greater the damage that can be inflicted.
[0039] The defensive power is an item that stores a performance parameter related to the defensive power of an in-game character. This parameter is used to calculate the damage that an in-game character will receive when attacked by an opponent's game character. The higher the defensive power, the less damage can be received.
[0040] Speed is an item that stores a performance parameter related to the speed of an in-game character. It is a parameter used to calculate the attack order when an in-game character attacks an opponent's in-game character or is attacked. The faster an in-game character is compared to an opponent's in-game character, the higher the probability that the character will attack first. It may also be used as a parameter for calculating the probability of avoiding an attack (not receiving damage) when attacked by an opponent. The faster a character is than the opponent's in-game character, the higher the probability of avoiding an attack from the opponent.
[0041] The character attributes are items that store performance parameters related to the in-game attributes of in-game characters. The in-game attributes are information that defines the compatibility of in-game characters in attack or defense as the game progresses, and the compatibility of in-game characters with the in-game environment. The combination of compatibility can be advantageous or disadvantageous in the game progression, thereby increasing the interest of the game.
[0042] The decoration is an item that stores the type of decoration related to the in-game decoration of the in-game character. The in-game decoration is information that defines the decoration of the in-game character when the user visually recognizes the in-game character, such as the clothes worn by the in-game character (shirt, pants, skirt, etc.), the equipment worn by the in-game character (weapons such as swords and spears, protective gear such as armor and helmets, accessories such as rings, etc.), and other shape, posture, size, etc. Typically, multiple decorations are prepared in advance for each in-game character, and decoration code values corresponding to each decoration are stored. When a user uses a game service in which an in-game character appears, decorative images and decorative objects corresponding to the code values are selectively applied to the in-game character, allowing the user to enjoy the game service even more with the in-game character decorated with the decorative images and decorative objects.
[0043] Character points are parameters that are added when certain in-game conditions are met (for example, when an in-game character owned by a user has an in-game item applied to it, as described below), depending on the value of the application points of the applied in-game item.
[0044] The character master 1014 is a table that stores and manages information about characters in the game. The character master 1014 is a table having the character ID as a primary key and columns of character ID, character name, initial performance value, evolvable character ID, and evolution condition.
[0045] The character ID is an item that stores character identification information for identifying a character. The character identification information is an item that is set with a unique value for each character.
[0046] The character name is an item that stores the name of the character (such as the type name, race name, occupation name, job name, etc. in RPG games).
[0047] The initial performance value is an item that stores the initial value of the performance value of the in-game character. When a user applies an in-game character, the performance value of the in-game character is set based on the initial performance value.
[0048] The evolvable character ID is an item that stores the ID of a specific character called an "evolvable character." If a user owns an evolvable character and meets the evolution conditions described below, the user can evolve the evolvable character (also known as changing jobs, jobs, or classes in RPG games) by performing a specific operation. Specifically, the user selects an evolvable character stored in their own deck table 1013 by performing a predetermined operation. If the evolution conditions are met, when the user performs an operation to cause evolution, the character ID in deck table 1013 for the selected evolvable character is overwritten with the evolved character ID (the character ID linked to the evolvable character ID). At that time, the performance value and experience value of the character may also be changed according to the performance value and experience value of the character before and after evolution. Furthermore, corresponding display information or decoration of the character may be changed so that the appearance of the character changes before and after evolution.
[0049] The evolution conditions are items that store the conditions necessary to evolve an evolvable character. Specifically, the level, performance value, experience value, etc. of the evolvable character must meet certain conditions. The user must possess certain items. In addition, the user must complete certain in-game events such as certain quests. Any other conditions can be set as evolution conditions, such as defeating certain enemy characters or playing time.
[0050] The item master 1015 is a table that stores and manages information about in-game items. A user can acquire in-game items by completing in-game events such as quests, or by fulfilling predetermined conditions as the game progresses, such as defeating enemy characters. Also, a predetermined in-game item may be acquired at the start of the game, as a condition for starting the game. The acquired in-game item is represented as being in the user's possession within the game by, for example, linking the user's user ID with the item ID of the in-game item and storing it in a user table. The item master 1015 is a table having an item ID as a primary key and columns of item name, application point, item point, and recipe.
[0051] The item ID is an item that stores item identification information for identifying an in-game item. The item identification information is an item that is assigned a unique value for each in-game item.
[0052] The item name is an item that stores the name (type, species, etc.) of an in-game item.
[0053] The application points are items that store parameters that serve as the basis for calculation when an in-game item is used (for example, when an in-game item is applied to an in-game character) and added to the character points of the in-game character. Specifically, when a user applies an in-game item to an in-game character, a process is performed in which the application points corresponding to the in-game item are added to the character point value of the in-game character. Note that, depending on the combination of in-game item and in-game character, when a user applies an in-game item to an in-game character, a process may be performed in which the item points corresponding to the in-game item are subtracted from the character point value of the user.
[0054] The item points are items that store parameters that serve as the basis for calculation when an in-game item is applied to an in-game character and added to the user's user points. Specifically, when a user applies an in-game item to an in-game character, a process is performed in which the item points corresponding to the in-game item are added to the user's user point value. Note that, depending on the combination of in-game item and in-game character, when a user applies an in-game item to an in-game character, a process may be performed in which the item points corresponding to the in-game item are subtracted from the user's user point value.
[0055] A recipe is an item that stores the conditions for creating an in-game item from sub-items called "materials." A user can create and own a new in-game item by combining multiple materials that the user owns.
[0056] The material master 1016 is a table that stores and manages information about in-game materials. The user can acquire in-game materials by completing in-game events such as quests, or by progressing through the game by defeating enemy characters, etc. Also, the user may possess predetermined in-game materials at the start of the game. The acquired in-game material is stored in a user table, with the user's user ID and the material ID of the in-game material linked together, thereby representing that the user owns the in-game material within the game. The material master 1016 is a table having a material ID as a primary key and columns of material name, rarity, and attribute value.
[0057] The material ID is an item that stores material identification information for identifying in-game materials. The material identification information is an item that is set with a unique value for each in-game material.
[0058] The material name is an item that stores the name of the in-game material (type, species, etc.).
[0059] The rarity field stores the rarity of the in-game material. For example, rarity values such as super rare, rare, and common are stored according to the difficulty of obtaining the material.
[0060] The attribute value is an item that stores the attribute value of an in-game material. The attribute value is an item that is used as a condition when generating a predetermined in-game item in the recipe item of the item master.
[0061] The privilege master 1017 is a table for storing privileges to be given to users. The privilege master 1017 is a table having columns for privilege content and privilege conditions.
[0062] The privilege content is an item for storing the content of the privilege to be given to the user. The content of the benefit to be given to the user may include the content of the benefit to be given to the user. For example, the content of the benefit may include the user acquiring a new in-game character. The content of the benefit may include the user being given an in-game item or in-game material. The content of the benefit may include the user generating an in-game item from a predetermined in-game material owned by the user. The content of the benefit given to the user may include the content of the benefit given to a character owned by the user. For example, the content of the benefit may include strengthening or weakening the performance value of the in-game character owned by the user. Furthermore, the content of the benefit may include changing the decoration of the in-game character owned by the user. The benefits given to the user may include evolving an in-game character (a predetermined evolvable character) owned by the user.
[0063] The reward condition is an item that stores the conditions for granting a reward to a user. In the present disclosure, the reward condition stores a range of the total score. In other words, whether or not the reward condition is met is determined based on the total score value, and if met, the reward content linked to the reward condition is granted to the user. For example, if the total score is between 11 and 100 points, reward A will be awarded, and if the total score is between 101 and 200 points, reward B will be awarded. The reward conditions do not have to be exclusive for each reward content, but may be multiple overlapping conditions. In other words, multiple reward conditions may be satisfied for one overall score. In this case, multiple reward contents according to multiple reward conditions may be granted to the user depending on the value of one overall score. Furthermore, by setting priorities for the benefit contents, only one benefit content with the highest priority among one or more benefits may be given to the user.
[0064] <Configuration of the control unit of the server 10> The control unit 104 of the server 10 includes a user registration control unit 1041, an item generation unit 1042, a benefit granting unit 1043, a sleep information storage unit 1044, a sleep score calculation unit 1045, a total score calculation unit 1046, and a benefit display unit 1047. The control unit 104 executes an application program 1011 stored in the storage unit 101, thereby realizing each functional unit. Fig. 10 is a flowchart showing the operation of the benefit awarding process. Fig. 11 is a flowchart showing the operation of the benefit candidate display process. Fig. 12 is a screen example showing the operation of the benefit awarding process. Fig. 13 is a screen example showing the operation of the benefit candidate display process.
[0065] The user registration control unit 1041 performs processing to store information about users who wish to use the service according to the present disclosure in the user table 1012. User name information to be stored in user table 1012 is obtained when a user opens a web page operated by a service provider from any information processing terminal, enters the user name in a predetermined input form, and transmits the information to server 10. User registration control unit 1041 of server 10 stores the received user name in a new record in user table 1012, thereby completing user registration. This allows the user stored in user table 1012 to use the service. Before the user registration control unit 1041 registers the user information in the user table 1012, the service provider may conduct a predetermined examination to restrict whether or not the user is permitted to use the service. The user ID may be any character string or number that can identify the user, any character string or number desired by the user, or may be automatically set by the user registration control unit 1041 of the server 10.
[0066] The item generation unit 1042 executes the item generation process, the details of which will be described later. The reward granting unit 1043 executes a reward granting process, the details of which will be described later. The sleep information storage unit 1044 executes a sleep information storage process, the details of which will be described later. The sleep score calculation unit 1045 executes a sleep score calculation process, the details of which will be described later. The total score calculation unit 1046 executes a total score calculation process, the details of which will be described later. The benefit display unit 1047 executes a benefit candidate display process, the details of which will be described later.
[0067] <Functional Configuration of User Terminal 20> 3 shows the functional configuration realized by the hardware configuration of the user terminal 20. The user terminal 20 includes a memory unit 201, a control unit 204, a touch panel 206, a touch-sensitive device 2061, a display 2062, a microphone 2081, a speaker 2082, a position information sensor 2083, a camera 2084, a motion sensor 2085, and a sleep sensor 2086.
[0068] The sleep sensor 2086 is a device that detects various states of the user terminal 20. The sleep sensor 2086 may include, for example, an attitude sensor (acceleration sensor or gyro sensor) that detects the attitude or tilt of the terminal itself, a gaze sensor that detects the direction of the user's line of sight, an optical sensor that detects the ambient brightness, or an infrared sensor that detects the user's movements. The sleep sensor 2086 may also be a microphone that collects sounds around the user terminal 20, a humidity sensor that detects the humidity around the user terminal 20, or a geomagnetic sensor that detects the magnetic field at the location of the user terminal 20.
[0069] The sleep sensor 2086 may also detect various types of information using the above-described sensor functions. For example, the sleep sensor 2086 may use the acceleration sensor function to detect the number of steps taken by the user holding the user terminal 20. The sleep sensor 2086 may also use the acceleration sensor function to detect operation information indicating whether the user terminal 20 is operating or stationary at regular intervals or each time the user terminal 20 operates. The sleep sensor 2086 can transmit the sensing data detected as described above to the control unit 204.
[0070] Furthermore, the sleep sensor 2086 may be an information processing terminal (so-called wearable terminal) that is provided separately from the user terminal 20 and communicably connected to the user terminal 20, such as a wristwatch-type or ring-type terminal, and can be worn by the user. In this case, the sleep sensor 2086 can detect the user's biological information and transmit it to the user terminal 20. For example, the sleep sensor 2086 can determine the user's heart rate by photoplethysmography or the like and transmit it as sensing data to the control unit 204. Note that the sensing data detected by the sleep sensor 2086 is not limited to this, and it may also detect biological information related to the user's sleep, such as brain waves, breathing, pulse, and body movement.
[0071] <Configuration of the storage unit of the user terminal 20> The storage unit 201 of the user terminal 20 stores a user ID 2011 for identifying the user who uses the user terminal 20, and an application program 2012. The user ID is the user's account ID. The user transmits the user ID 2011 from the user terminal 20 to the server 10. The server 10 identifies the user based on the user ID 2011 and provides the user with the service according to the present disclosure. The user ID includes information such as a session ID temporarily assigned by the server 10 to identify the user using the user terminal 20. The application program 2012 may be stored in advance in the storage unit 201, or may be downloaded from a web server operated by a service provider via a communication IF. The application program 2012 includes an interpreter-type programming language that is executed on a web browser application stored in the user terminal 20.
[0072] <Configuration of the control unit of the user terminal 20> The control unit 204 of the user terminal 20 includes an input control unit 2041 and an output control unit 2042. The control unit 204 executes an application program 2012 stored in the storage unit 201, thereby realizing the functional units of the input control unit 2041 and the output control unit 2042. The input control unit 2041 of the user terminal 20 executes various processes by acquiring information output from input devices such as the user's operation on the touch-sensitive device 2061 of the touch panel 206, voice input to the microphone 2081, and the position information sensor 2083, camera 2084, motion sensor 2085, and sleep sensor 2086. The input control unit 2041 of the user terminal 20 executes a process of transmitting the information acquired from the input devices together with the user ID 2011 to the server 10. The output control unit 2042 of the user terminal 20 receives information from the server 10 and operations performed by the user on the input device, and executes control processing of the display content of the display 2062 and the audio output content of the speaker 2082 .
[0073] <Operation of information processing system 1> Hereinafter, each process of the information processing system 1 will be described with reference to FIGS. First, the control unit 104 of the server 10 receives a request including a user ID from the user terminal 20 and starts providing various services. In this disclosure, a game service will be described as an example in which in-game items are cooked dishes (hereinafter referred to as dishes) and in-game materials are ingredients, seasonings, etc.
[0074] <Item creation process> The item generation process is a process for generating an in-game item from in-game materials.
[0075] <Item generation process overview> The item generation process is a series of processes in which the user consumes in-game materials that the user owns to acquire a new in-game item.
[0076] <Item generation process details> The user operates the touch panel 206 of his / her user terminal 20 to send to the server 10 a request to inquire about his / her user ID 2011 and in-game items that can be generated. When the item generation unit 1042 of the server 10 receives a request from the user terminal 20, it searches the user table 1012 using the received user ID as a search key to obtain the user's owned material ID. The item generation unit 1042 of the server 10 searches the material master 1016 using the owned material ID as a search key to obtain the rarity, attribute values, and other information related to the materials owned by the user. The item generation unit 1042 of the server 10 references the recipe item in the item master 1015 based on information such as the in-game materials owned by the user, searches for item IDs of in-game items that the user can generate, and obtains the item IDs. For example, if the user possesses the in-game materials (type and quantity of materials) stored in the recipe item in the item master 1015, the item generation unit 1042 of the server 10 determines that the in-game item is an in-game item that can be generated. Note that the recipe may define conditions for generating the in-game item based on conditions such as the attribute values and rarity of the in-game materials. This allows the item generation unit 1042 of the server 10 to obtain the item ID of a dish that can be cooked from ingredients possessed by the user.
[0077] The item generation unit 1042 of the server 10 transmits the item ID of the in-game item that the user can generate to the user terminal 20. Based on the item ID received from the server 10, the user terminal 20 outputs and displays the in-game item that the user can generate on the display 2062 of the user terminal 20. This allows the user to see a list of dishes that can be cooked.
[0078] The user operates the touch panel 206 of the user terminal 20 to select an in-game item that the user wishes to generate from the in-game items displayed on the display 2062. When the in-game item is selected by the user, the control unit 204 of the user terminal 20 transmits the item ID of the selected in-game item to the server 10. This allows the user to select the dish they want to cook.
[0079] The item generation unit 1042 of the server 10 searches the item master 1015 based on the received item ID and acquires recipe information. The item generation unit 1042 of the server 10 deletes the in-game materials required to generate the in-game item from the possessed material ID of the record related to the user in the user table 1012 based on the generation conditions defined in the recipe information. In other words, the user consumes the in-game materials that the user possesses to generate the in-game item. Note that the processing to generate the in-game item is not limited to the consumption of in-game materials, and any processing may be performed according to the generation conditions. Next, the item generation unit 1042 of the server 10 adds the received item ID to the owned item ID column of the record related to the user in the user table 1012. That is, the user acquires the selected in-game item. This allows users to consume in-game materials such as ingredients and seasonings to acquire new dishes.
[0080] Alternatively, when a user acquires in-game materials, an in-game item that satisfies the generation conditions may be automatically generated and acquired by the user without the user having to select a generateable in-game item. If there are multiple generateable in-game items, a specific in-game item may be generated randomly or according to a predetermined probability and acquired by the user. This allows the user to acquire a new in-game item without the complicated operation of selecting a generateable in-game item, thereby further enhancing the enjoyment of the game service. In this case, when the user operates the game and acquires ingredients and seasonings, the user can automatically acquire dishes that can be cooked using those ingredients and seasonings.
[0081] <Benefit granting process> The reward granting process is a process of granting a reward to a user by receiving information about the user's game operations when awake (e.g., during the day) and the user's sleep state when asleep (e.g., at night). The user can acquire a reward through the reward granting process. The reward granted to a user includes rewards for an in-game character owned by the user, rewards granted to an in-game team or in-game group to which the user belongs, and any reward for any in-game object, in-game entity, etc. associated with the user. The details of the bonus granting process will be explained below with reference to the flowchart of FIG. 10 and the display screen example of FIG.
[0082] <Outline of reward granting process> The reward granting process is a process of granting a reward (bonus) to the user according to the item and sleep score applied to the character. Specifically, the system calculates a total score based on character points calculated based on items applied to the character and a sleep score. A reward is determined based on the total score, and the reward is granted to the user. This allows the user to obtain the reward.
[0083] <Benefit granting process details> The details of the reward granting process will be explained below.
[0084] In step S101, the user performs an operation to use an item during a daytime period other than the bedtime. Specifically, the user performs an operation to apply the item to the character currently selected by the user. The user can repeatedly perform the operation to use the item. Note that the server 10 and the user terminal 20 may restrict operations so as not to accept operations from the user during the bedtime period, even if the user is awake. This can motivate the user to develop better quality sleep habits. The user operates the touch panel 206 of his / her user terminal 20 to send a request to the server 10 to inquire about his / her user ID 2011 and in-game items he / she owns.
[0085] When the reward granting unit 1043 of the server 10 receives a request from the user terminal 20, it searches the user table 1012 using the received user ID as a search key, obtains the user's owned item ID, and transmits it to the user terminal 20. Based on the item ID received from the server 10, the user terminal 20 outputs and displays on the display 2062 of the user terminal 20 in-game items that the user can apply. This allows the user to see a list of applicable dishes and to check what dishes can be applied to the character.
[0086] The user operates the touch panel 206 of the user terminal 20 to select an in-game item that the user wishes to apply from the in-game items displayed on the display 2062, and instructs the use of the in-game item. When the user selects an in-game item, the control unit 204 of the user terminal 20 transmits the item ID of the selected in-game item to the server 10. This allows the user to select the dish to which they wish to apply the recipe.
[0087] The benefit granting unit 1043 of the server 10 searches the item master 1015 based on the received item ID, and acquires the applied points and item points. The bonus granting unit 1043 of the server 10 adds the application points to the character points of the character selected by the user. Specifically, the bonus granting unit 1043 of the server 10 queries the deck table 1013 based on the deck ID stored in the selected deck ID of the record related to the user in the user table 1012, and identifies the record of the character selected by the user. Then, the bonus granting unit 1043 adds the value of the acquired application points to the character points stored in the record related to the character. This generates parameters related to the application points of the character owned by the user. In other words, parameters related to the user are generated. The reward providing unit 1043 of the server 10 may change the decoration of the character according to the character points. For example, the image of the character displayed on the display 2062 of the user terminal 20 may be displayed larger according to an increase in the character points. This allows the user to be provided with an effect in which the character becomes larger by applying food to the character. This allows the user to enjoy the game service even more. The benefit granting unit 1043 of the server 10 adds the acquired item points to the user points of the user. Specifically, the benefit granting unit 1043 of the server 10 adds the value of the acquired item points to the user points stored in the record related to the user in the user table 1012.
[0088] <Sleep information memory processing> In step S102, the sleep information storage unit 1044 of the server 10 executes a sleep information storage process for storing sleep information of the user who is asleep.
[0089] The user terminal 20 may receive an input operation from the user indicating that the user is going to bed, and use this as a trigger to start the sleep information storage process. The input operation indicating that the user is going to bed may be, for example, an operation to pause the game or an operation to put the character to sleep (such as stroking the character via the touch panel 206 or turning off the light the character is using). The user terminal 20 also constantly performs sensing using the sleep sensor 2086, and can detect when the user has gone to bed from sensing data (such as the movement of the terminal, the ambient brightness, and sound). As the reference bedtime described below approaches, the character may appear sleepy or the game world may become night, encouraging the user to go to bed.
[0090] The control unit 204 of the user terminal 20 instructs the sleep sensor 2086 to perform sensing. Specifically, the sleep sensor 2086 senses the movement of the user terminal 20 and biological information such as the user's heart rate. The control unit 204 of the user terminal 20 acquires sensing data from the sleep sensor 2086.
[0091] The control unit 204 of the user terminal 20 transmits the sensing data sent from the sleep sensor 2086 to the server 10. The sleep information storage unit 1044 of the server 10 stores a sleep pattern indicating the bedtime and wake-up time in the sleep information column of the record of the user in the user table 1012 based on the sensing data.
[0092] The sleep information may include information about the quality of the user's sleep. In this case, the user terminal 20 calculates the information about the quality of the user's sleep from the user's biological information detected by the sleep sensor 2086. The information about the user's sleep may be calculated by employing a known function for analyzing sleep in an existing multifunctional device that functions as the user terminal 20. The sleep information storage unit 1044 of the server 10 stores information about the quality of sleep in the sleep information column of the record of the user in the user table 1012.
[0093] <Sleep score calculation process> In step S103, the sleep score calculation unit 1045 of the server 10 executes a sleep score calculation process to calculate a sleep score based on the sleep information on the morning of the day following the day on which the user applied the item. The sleep score calculation process may be executed at any time, such as during the daytime, other than during bedtime. The sleep score calculation process may be executed when the user operates the user terminal 20 to launch or operate an application related to the game service according to the present disclosure. The sleep score calculation unit 1045 of the server 10 may execute the sleep score calculation process when it detects the user's wake-up time.
[0094] The sleep score calculation unit 1045 of the server 10 determines whether the sleep pattern included in the sleep information stored in the user table 1012 satisfies the reference sleep pattern.
[0095] The sleep score calculation unit 1045 of the server 10 searches the user table 1012 using the user ID received from the user terminal 20 as a search key, and acquires the sleep information and the reference sleep pattern.
[0096] Hereinafter, the present disclosure will be described assuming that the standard bedtime is 9 p.m. and the standard wake-up time is 7 a.m. The reference sleep pattern is set based on a reference bedtime and a reference wake-up time (hereinafter, the reference bedtime and / or the reference wake-up time may be referred to as the reference time), and may have a range of time periods within which the minimum sleep time is ensured. The range is set to 30 minutes before the reference time and 15 minutes after the reference time. The range of the reference time may be different before and after the reference time. For example, to encourage early bedtime and early rise, the range of time periods before the reference time may be set longer than the range after the time period. The minimum sleep time may also be set differently depending on the user's age. For example, the user or the game service administrator can set it to 7 hours for adults and 10 hours for children.
[0097] If sleep pattern A has a bedtime that falls within the reference bedtime (time zone) and a wake-up time that falls within the reference wake-up time (time zone), the sleep score calculation unit 1045 of the server 10 determines that sleep pattern A satisfies the reference sleep pattern.
[0098] If sleep pattern B has a bedtime of 9 p.m., which satisfies the standard bedtime, but a wake-up time of 7:15 a.m. or later, which does not satisfy the standard wake-up time, the sleep score calculation unit 1045 of server 10 determines that sleep pattern B does not satisfy the standard sleep pattern.
[0099] If sleep pattern C has a wake-up time between 7:00 and 7:15, which satisfies the standard wake-up time, but a bedtime after 9:15 p.m., which does not satisfy the standard bedtime, the sleep score calculation unit 1045 of server 10 determines that sleep pattern C does not satisfy the standard sleep pattern.
[0100] In this manner, the sleep score calculation unit 1045 of the server 10 determines whether or not the sleep pattern satisfies the reference sleep pattern.
[0101] If the sleep score calculation unit 1045 of the server 10 determines that the reference sleep pattern is not satisfied, the sleep score calculation unit 1045 of the server 10 calculates the sleep score as 10 points.
[0102] If the sleep score calculation unit 1045 of the server 10 determines that the reference sleep pattern is satisfied, the sleep score calculation unit 1045 of the server 10 determines, based on the sleep information, whether the sleep pattern satisfies the reference sleep pattern for a predetermined period or more. If the sleep score calculation unit 1045 of the server 10 determines that the sleep pattern based on the sleep information does not satisfy the reference sleep pattern for a predetermined period of time or more, it calculates the sleep score as 40 points.
[0103] If the sleep score calculation unit 1045 of the server 10 determines that the sleep pattern based on the sleep information satisfies the reference sleep pattern for a predetermined period or more, it calculates the sleep score as 70 points.
[0104] The sleep score calculation unit 1045 of the server 10 may determine that the reference sleep pattern is satisfied if the sleep time based on the sleep information is longer than a predetermined time. The sleep score calculation unit 1045 of the server 10 may add a larger point to the sleep score the longer the sleep time based on the sleep information. Alternatively, the sleep score calculation unit 1045 of the server 10 may calculate the sleep score based on the sleep time based on the sleep information.
[0105] The sleep score calculation unit 1045 of the server 10 may determine that the reference sleep pattern is satisfied if the duration of deep sleep based on the sleep information is longer than a predetermined duration or if the number of deep sleep episodes is greater than a predetermined number. The sleep score calculation unit 1045 of the server 10 may add more points to the sleep score the longer the duration of deep sleep based on the sleep information or the greater the number of deep sleep episodes. Alternatively, the sleep score calculation unit 1045 of the server 10 may calculate the sleep score based on the duration of deep sleep and the number of deep sleep episodes based on the sleep information.
[0106] The sleep score calculation unit 1045 of the server 10 may add or subtract from the sleep score depending on the degree to which the sleep pattern based on the sleep information deviates from a reference sleep pattern. That is, the closer the sleep pattern based on the sleep information is to the reference sleep pattern, the higher the calculated sleep score may be, and the more the sleep pattern based on the sleep information deviates from the reference sleep pattern, the lower the calculated sleep score may be. This can motivate the user to develop good sleep habits based on regular sleep patterns.
[0107] The user or the administrator of the game service may be able to set any predetermined period, such as three days or one week. The predetermined period may be set by the user interacting with a predetermined in-game character. For example, the predetermined period may be set by making a promise to the predetermined in-game character. This allows the user, even a child, to be naturally motivated to develop good sleeping habits.
[0108] Furthermore, when the sleep information includes information about sleep quality, the sleep score calculation unit 1045 of the server 10 may add or subtract from the sleep score based on an index that indicates whether the sleep was good or bad, based on the sleep stage. The sleep score may be added or subtracted based on any algorithm for weighting each sleep stage.
[0109] The sleep score may be increased or decreased depending on the user's activity level, meals, location, humidity, operation time on the user terminal, operation time zone, etc. For example, if the location of a highly rated hotel (e.g., a five-star hotel) is detected as location information of the user terminal, it may be added to the sleep score as a sign that a good night's sleep will be achieved. Also, for example, the sleep score may be decreased if the user terminal is operated after the standard bedtime.
[0110] The sleep score calculation unit 1045 of the server 10 stores the calculated sleep score in the sleep score column of the record related to the user in the user table 1012.
[0111] <Total score calculation process> In step S104, the total score calculation unit 1046 of the server 10 calculates the total score based on the character points and the sleep score. The overall score is calculated based on the character points and sleep scores. For example, the overall score is calculated by multiplying the sleep score of the day (sleep score upon waking up) by the character points of the previous day (character points upon going to bed). The overall score may also be calculated based on statistical values (average, median, mode, maximum, minimum, etc.) of sleep scores over multiple days and statistical values of character points over multiple days.
[0112] The total score calculation unit 1046 of the server 10 searches the user table 1012 using the user ID received from the user terminal 20 as a search key, and acquires the character points and sleep score. The total score calculation unit 1046 of the server 10 calculates the total score by calculating the product of the acquired character points and sleep score. The total score may be calculated based on any algorithm, such as the sum of the character points and sleep score. The total score calculation unit 1046 of the server 10 stores the calculated total score in the total score column of the record related to the user in the user table 1012.
[0113] The total score calculation unit 1046 of the server 10 may be configured to calculate the total score based on either the character points or the sleep score.
[0114] In step S105, the reward providing unit 1043 of the server 10 identifies the reward content to be provided based on the total score. The reward granting unit 1043 of the server 10 searches the reward conditions in the reward master 1017 based on the calculated total score and other factors. Specifically, it identifies a record of the reward conditions that satisfy the conditions such as the calculated total score. Then, it acquires the reward details stored in that record. Note that the reward conditions in the reward master 1017 can be set to any conditions based on character points, sleep score, etc., rather than the total score. In the present disclosure, the content of the benefit is determined based on the overall score, but the content of the benefit may be determined from the character points and sleep score without calculating the overall score.
[0115] In step S106, the benefit granting unit 1043 of the server 10 grants a benefit to the user or an in-game character owned by the user, based on the acquired benefit content. The reward granting unit 1043 of the server 10 grants a reward to the user based on the acquired reward information. As an example of a reward, the user can acquire a new in-game character. FIG. 12 shows an example of a screen illustrating the operation of the reward granting process. The display 2062 of the user terminal 20 also displays an image of the acquired character, the total score, and a sentence related to the "sleep type" that indicates the sleep score or the user's sleep state determined based on the total score. For the sleep type, a sentence such as "Type A," "Type B," or "Type C" that describes the user's sleep state is displayed. Specifically, the benefit granting unit 1043 of the server 10 updates the record of the user in the user table 1012 and the record of the character owned by the user in the deck table 1013 according to the acquired benefit content.
[0116] <Benefit candidate display process> The bonus candidate display process is a process that accepts game operations performed by the user while awake, and displays and notifies the user of bonus candidates prior to the actual granting of bonuses to the user or the in-game characters owned by the user the following day. The user can check the bonus candidates that can be acquired. Details of the bonus candidate display process are explained below using the flowchart in FIG. 11 and the display screen example in FIG. 13.
[0117] <Outline of the reward candidate display process> The bonus candidate display process is a process that displays and notifies the user of bonus candidates (bonus candidates that the user can acquire) that will be granted to the user the next day, prior to sleep, depending on the item applied to the character, without granting any bonus. Specifically, a provisional overall score is calculated based on character points calculated based on items applied to the character and a provisional sleep score calculated based on the user's past sleep information history, etc. The provisional overall score may be calculated based on either the character points or the provisional sleep score. Potential benefits that the user can acquire are determined based on the provisional overall score, and the user is notified of the benefits by, for example, outputting and displaying them on display 2062 of user terminal 20.
[0118] <Details of the reward candidate display process> In step S301, the user performs an operation to use an item during a daytime period other than bedtime. Specifically, the user performs an operation to apply the item to the character currently selected. The details of the process are the same as those of step S101 of the benefit granting process, and therefore will not be described again.
[0119] In step S302, a process of determining whether the user points are equal to or greater than a predetermined value is executed. In step S302, the determination process may be performed every time the user points change, or may be performed when the user points change by a predetermined value or more, or may be performed at predetermined time intervals. The benefit display unit 1047 of the server 10 searches the user table 1012 using the user ID of the user acquired in step S301 as a search key, and acquires the user points of the user. If the acquired user points are equal to or greater than the predetermined value, the benefit display unit 1047 of the server 10 determines that the condition is met and proceeds to step S303. At this time, the screen displayed on the user terminal 20 switches to a benefit display screen. On the benefit display screen, the user can visually check in advance one or more benefit candidates that may be awarded by the benefit awarding process the next day. If the user realizes that they will not be able to obtain the desired benefit, they can change their character points by operating the game while awake before going to sleep. This allows the user to recognize the reward that will be awarded the next day, and reduces the user's disappointment when the reward awarded as a result of a limited number of sleep attempts falls far short of the user's expectations, thereby motivating the user to develop good sleeping habits and encouraging the user to continue working toward good sleeping habits.
[0120] By setting the predetermined value in the determination process smaller than the item points, the determination in step S302 can be set to "Yes" each time the user uses an item, and the benefit candidate display process can be executed. Alternatively, regardless of the value of the user points, the determination in step S302 can be set to "Yes" each time the user uses an item, and the benefit candidate display process can be executed.
[0121] At this time, the benefit display unit 1047 of the server 10 may display a screen on the user terminal 20 to allow the user to select whether or not to proceed to execution of step S303. When the benefit display unit 1047 of the server 10 receives an instruction from the user to proceed to step S303, it proceeds to execution of step S303. If the acquired user points are less than the predetermined value, the benefit display unit 1047 of the server 10 does nothing and ends the process.
[0122] Instead of user points, the number of items applied to the character may be used as a judgment condition. For example, a configuration may be adopted in which a predetermined number of items or more are applied to the character within a predetermined period, and the process proceeds to execution of step S303 when an instruction to use the items is received. This makes it possible to realize a screen effect in which, when a certain number of dishes or more are applied to a character, the screen transitions to a bonus display screen.
[0123] <Temporary sleep score calculation process> In step S303, the benefit display unit 1047 of the server 10 calculates a provisional sleep score. The provisional sleep score may be a predetermined value (e.g., 80 points) set by the user or an administrator of the game service. The predetermined value may be a plurality of predetermined values that serve as a plurality of standards for, for example, days of the week, months, or seasons. Alternatively, the predetermined value may be a plurality of predetermined values according to weekdays, weekends, holidays, etc. The tentative sleep score may be any statistical value including the average (mean, median, mode), maximum value, minimum value, etc. of the sleep score values (actual values) over a predetermined period in the past. In this case, the tentative sleep score does not need to be one, and may include multiple sleep score values, such as the maximum and minimum values over a predetermined period. Alternatively, the sleep score value of any past day may be included in the provisional sleep score.
[0124] <Provisional overall score calculation process> In step S304, the total score calculation unit 1046 of the server 10 calculates a provisional total score based on the character points and the provisional sleep score. Details of the process are the same as when the provisional sleep score is applied instead of the sleep score in step S104 (total score calculation process) of the benefit granting process. When there are multiple provisional sleep scores, multiple provisional overall scores are calculated for each provisional sleep score.
[0125] Also in step S304, the total score calculation unit 1046 of the server 10 may be configured to calculate the provisional total score based on either the character points or the provisional sleep score.
[0126] In step S304, since the user operates the game and applies items (S301) until bedtime, the provisional total score may be calculated by adding or accumulating a predetermined value to the character points. In this case, the predetermined value may be determined based on the period from the time step S304 is executed to the user's bedtime (bedtime of the reference sleep pattern, statistical values based on past sleep information (average, median, mode, maximum, minimum, etc.)). In other words, if the time until bedtime is long, the predetermined value may be set to a larger value. This allows the user to more accurately see the benefits to be granted the next day.
[0127] In step S305, the benefit display unit 1047 of the server 10 determines the benefit contents to be awarded as benefit candidates based on the provisional total score. The details of the process are the same as when the provisional total score is applied instead of the total score in step S105 (total score calculation process) of the benefit awarding process. If there are multiple provisional total scores, multiple benefit candidates are determined for each provisional total score.
[0128] In step S306, the benefit display unit 1047 of the server 10 displays and notifies the user of the benefit candidates based on the acquired benefit candidates. The benefit display unit 1047 of the server 10 displays benefits to the user based on the acquired benefit candidate information. An example of a screen showing the operation of the benefit candidate display process is shown in Fig. 13. The display 2062 of the user terminal 20 displays images of characters that may be acquired the next day and the value of character points. Specifically, the benefit display unit 1047 of the server 10 transmits the acquired benefit candidates to the user terminal 20. The control unit 204 of the user terminal 20 displays the received benefit candidates on the touch panel 206. If there are multiple potential rewards, the display screen may be switched for each reward and displayed to the user. In this case, if there are multiple potential rewards, the display screen may be switched and displayed in order of the provisional total score. This allows the user to confirm that getting good sleep will result in receiving more valuable rewards, thereby motivating the user to develop good sleeping habits. If there are multiple potential rewards, they may be displayed side by side on one screen. In this case, if there are multiple potential rewards, they may be displayed in order of their provisional overall scores. This allows the user to compare and confirm at a glance that better sleep will result in more valuable rewards, thereby motivating the user to develop good sleeping habits.
[0129] The benefit display unit 1047 of the server 10 may not accept the application of a new item from the user (step S301) while executing steps S303 to S306. The benefit candidate display screen of step S306 may be displayed for a certain period of time (several minutes to several hours), and during that time, the benefit display unit 1047 of the server 10 may not accept the application of a new item from the user.
[0130] The benefit display unit 1047 of the server 10 may notify the user of the benefit candidates based on the acquired benefit candidates using light, sound, or the like in addition to the display screen.
[0131] <Variation 1> The benefit display unit 1047 of the server 10 may be configured to accept the application of a new item from the user (step S301) even while steps S303 to S306 are being executed.
[0132] <Variation 2> The reward granting process and the reward candidate display process may be configured to use user points and item points instead of character points and application points. In other words, the reward granting process and the reward candidate display process may be performed based only on user points, not on character points. Similarly, the reward granting process and the reward candidate display process may be configured to use character points and application points instead of user points and item points. In other words, the reward granting process and the reward candidate display process may be performed based only on the points of the character (selected character) rather than the points of the user. This simplifies the process of adding points when an item is applied, and makes the game service simpler.
[0133] <Variation 3> In the benefit candidate display process, benefit candidates may be displayed and notified on the user terminal 20 in response to a predetermined operation by the user on the user terminal 20 at any timing. Specifically, the user performs a predetermined operation on the user terminal 20 to send a request for displaying benefit candidates to the server 10. Based on the received request, the benefit display unit 1047 of the server 10 executes a provisional sleep score calculation process (step S303), a provisional total score calculation process (step S304), a determination of benefit candidates (step S305), and notification of the benefit candidates (step S306). The control unit 204 of the user terminal 20 displays the received benefit candidates on the touch panel 206. In other words, in the benefit candidate display process, benefit candidates may be displayed and notified to the user regardless of the value of the user points. This allows the user to check before going to bed what kind of benefit will be given when they wake up, regardless of the value of their user points, and allows them to go to bed with peace of mind.
[0134] <Basic computer hardware configuration> 14 is a block diagram showing the basic hardware configuration of a computer 90. The computer 90 includes at least a processor 901, a main memory device 902, an auxiliary memory device 903, and a communication IF 991 (interface), which are electrically connected to one another by a communication bus 921.
[0135] The processor 901 is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, registers, peripheral circuits, and the like.
[0136] The main memory device 902 is used to temporarily store programs, data to be processed by the programs, etc. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).
[0137] The auxiliary storage device 903 is a storage device for saving data and programs, such as a flash memory, a hard disk drive (HDD), a magneto-optical disk, a CD-ROM, a DVD-ROM, or a semiconductor memory.
[0138] The communication IF 991 is an interface for inputting and outputting signals for communicating with other computers via a network using wired or wireless communication standards. A network is composed of the Internet, a LAN, various mobile communication systems constructed by wireless base stations, etc. For example, networks include 3G, 4G, and 5G mobile communication systems, LTE (Long Term Evolution), and wireless networks (e.g., Wi-Fi (registered trademark)) that can connect to the Internet via a predetermined access point. In the case of a wireless connection, communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), and Bluetooth (registered trademark). In the case of a wired connection, networks also include those that are directly connected using a USB (Universal Serial Bus) cable, etc.
[0139] It should be noted that the computer 90 can be virtually realized by distributing all or part of each hardware configuration across multiple computers 90 and interconnecting them via a network. In this way, the computer 90 is a concept that includes not only a computer 90 housed in a single housing or case, but also a virtualized computer system.
[0140] <Basic functional configuration of computer 90> The following describes the functional configuration of a computer realized by the basic hardware configuration (FIG. 14) of the computer 90. The computer includes at least the functional units of a control unit, a storage unit, and a communication unit.
[0141] The functional units of the computer 90 can also be realized by distributing all or part of the functional units among multiple computers 90 interconnected via a network. The computer 90 is a concept that includes not only a single computer 90 but also a virtualized computer system.
[0142] The control unit is realized by the processor 901 reading out various programs stored in the auxiliary storage device 903, expanding them in the main storage device 902, and executing processing in accordance with the programs. The control unit can realize functional units that perform various types of information processing depending on the type of program. In this way, the computer is realized as an information processing device that performs information processing.
[0143] The storage unit is realized by a main storage device 902 and an auxiliary storage device 903. The storage unit stores data, various programs, and various databases. Furthermore, the processor 901 can allocate a storage area corresponding to the storage unit in the main storage device 902 or the auxiliary storage device 903 in accordance with the programs. Furthermore, the control unit can cause the processor 901 to execute processes for adding, updating, and deleting data stored in the storage unit in accordance with the various programs.
[0144] A database refers to a relational database, which manages data sets called masters and tables in a tabular format structurally defined by rows and columns, by relating them to each other. In a database, a table is called a table, a master, a column in a table is called a column, and a row in a table is called a record. In a relational database, relationships between tables and masters can be set and associated. Typically, each table and each master has a column set as a primary key to uniquely identify a record, but setting a primary key to a column is not essential. The control unit can cause the processor 901 to add, delete, or update records in specific tables and masters stored in the storage unit according to various programs.
[0145] Note that the databases and masters in this disclosure may include any data structure in which information is structurally defined (such as a list, dictionary, associative array, or object). The data structure also includes data that can be considered as a data structure by combining data with functions, classes, methods, etc. written in any programming language.
[0146] The communication unit is realized by the communication IF 991. The communication unit realizes a function of communicating with other computers 90 via a network. The communication unit can receive information transmitted from other computers 90 and input the information to the control unit. The control unit can cause the processor 901 to execute information processing on the received information in accordance with various programs. In addition, the communication unit can transmit information output from the control unit to other computers 90.
[0147] <Additional Notes> The matters described in the above embodiments will be supplemented below.
[0148] (Appendix 1) A game program to be executed by a computer having a processor and a memory unit, the game program causing the processor to execute the following steps: an acquisition step (S102) of acquiring sleep information of a user; a generation step (S101, S301) of generating parameters when the user satisfies a first condition while awake; an awarding step (S106) of awarding a benefit to the user based on the parameters and the sleep information acquired in the acquisition step; a determination step (S302, S305) of determining, prior to the awarding step, benefit candidates that can be acquired in the awarding step based on the parameters when the user satisfies a second condition while awake; and a notification step (S306) of notifying the user of the benefit candidates determined in the determination step without awarding them. This allows the user to obtain rewards in the game in accordance with game operations such as applying items to the character during the day and sleep at night, allowing the user to enjoy game operations during the day while being motivated to develop good sleeping habits.
[0149] (Appendix 2) A game program as described in Appendix 1, wherein the generation step is a step of repeatedly generating parameters each time the user satisfies a first condition during awakening, and the determination step is a step of determining candidate benefits that can be acquired in the granting step based on parameters corresponding to the timing at which the user satisfies a second condition during awakening. This allows users to receive rewards based on their sleep scores, which can increase the enjoyment of the game and motivate users to develop good sleep habits.
[0150] (Appendix 3) The game program according to Appendix 2, wherein the granting step is a granting step (S106) of granting a benefit to the user based on a sleep score calculated based on the sleep information, and the sleep score is calculated based on a sleep pattern indicating the user's bedtime and wake-up time. This can increase the interest of the game and motivate the user to develop good sleeping habits based on regular sleep patterns.
[0151] (Appendix 4) 4. The game program according to claim 3, wherein the sleep score is calculated based on the degree of deviation between the sleep pattern and a predetermined reference sleep pattern. This can increase the interest of the game and motivate the user to develop good sleeping habits based on regular sleep patterns.
[0152] (Appendix 5) 5. The game program of claim 1, wherein the sleep information includes information about the user's sleep quality. This can increase the interest of the game and motivate the user to develop better quality sleep habits.
[0153] (Appendix 6) 6. A game program according to any one of appendices 1 to 5, wherein the generation step is a generation step in which a first condition is that an instruction to use a specified item has been received, and the determination step is a determination step in which a second condition is that an instruction to use a specified number or more of the item has been received. This allows the user to check the details of the benefits that will be granted the next day in accordance with game operations such as applying items to characters during the day, prior to the actual granting of the benefits. By displaying the benefits to be granted to the user, the interest of the game can be increased, and the user can be motivated to develop better quality sleep habits.
[0154] (Appendix 7) 7. The game program according to claim 6, wherein the notification step is a step of notifying the user of a benefit to be granted to the user based on the item and provisional sleep score received in the generation step, prior to the granting step. This allows the user to use the provisional sleep score as a guide and check the details of the benefits they will receive the next day before they are actually granted, which increases the interest of the game and motivates the user to achieve the provisional sleep score and develop good sleeping habits.
[0155] (Appendix 8) 8. The game program according to claim 7, wherein the provisional sleep score is a statistical value of the sleep score calculated based on the sleep information previously acquired in the acquisition step. This allows the user to check the details of the rewards that will be awarded the next day based on the actual sleep scores obtained in the past, before the rewards are actually awarded. The rewards that will be awarded the next day can be displayed to the user more accurately. This can increase the interest of the game and motivate the user to develop good sleeping habits.
[0156] (Appendix 9) The game program according to Appendix 6, wherein the notification step includes a first display step of displaying a first benefit based on the parameters and the first tentative sleep score, and a second display step of displaying a second benefit based on the parameters and the second tentative sleep score, wherein the first tentative sleep score and the second tentative sleep score are sleep scores calculated based on sleep information previously acquired in the acquisition step, and the first tentative sleep score is greater than the second tentative sleep score. This allows users to check the contents of multiple rewards based on multiple sleep scores obtained in the past, prior to the actual reward being granted, to see what rewards will be granted the next day. For example, multiple rewards based on the minimum and maximum sleep scores over the past few days can be confirmed. This can increase the interest of the game and motivate users to develop good sleep habits in order to obtain higher-level rewards.
[0157] (Appendix 10) The game program of Appendix 6, wherein the notification step is a step of notifying the user of a benefit to be granted to the user prior to the granting step based on the item received in the generation step and the sleep information previously acquired in the acquisition step. This allows the user to check the details of the benefits that will be granted the next day based on the actual sleep information acquired in the past, prior to the actual granting of the benefits. The benefits that will be granted the next day can be displayed to the user more accurately. This can increase the interest of the game and motivate the user to develop good sleeping habits.
[0158] (Appendix 11) An information processing device having a processor and a memory unit, the information processing device causing the processor to execute an acquisition step (S102) of acquiring sleep information of a user, a generation step (S101, S301) of generating parameters when the user satisfies a first condition while awake, an awarding step (S106) of awarding a benefit to the user based on the parameters and the sleep information in response to the sleep information being acquired in the acquisition step, a determination step (S302, S305) of determining, prior to the awarding step, benefit candidates that can be acquired in the awarding step based on the parameters when the user satisfies a second condition while awake, and a notification step (S306) of notifying the user of the benefit candidates determined in the determination step without awarding them. This allows the user to obtain rewards in the game in accordance with game operations such as applying items to the character during the day and sleep at night, allowing the user to enjoy game operations during the day while being motivated to develop good sleeping habits.
[0159] (Appendix 12) An information processing method executed by a computer having a processor and a memory unit, the information processing method comprising: an acquisition step (S102) of acquiring sleep information of a user; a generation step (S101, S301) of generating parameters when the user satisfies a first condition while awake; an awarding step (S106) of awarding a benefit to the user based on the parameters and the sleep information acquired in the acquisition step; a determination step (S302, S305) of determining, prior to the awarding step, benefit candidates that can be acquired in the awarding step based on the parameters when the user satisfies a second condition while awake; and a notification step (S306) of notifying the user of the benefit candidates determined in the determination step without awarding them. This allows the user to obtain rewards in the game in accordance with game operations such as applying items to the character during the day and sleep at night, allowing the user to enjoy game operations during the day while being motivated to develop good sleeping habits. [Explanation of symbols]
[0160] 1 Information processing system, 10 Server, 101 Storage unit, 103 Control unit, 20A, 20B, 20C User terminal, 201 Storage unit, 204 Control unit
Claims
1. A program for causing a computer having a processor and a storage unit to execute a game related to sleep, The program causes the processor to: an acquisition step of starting time measurement in response to an input operation by a user and acquiring time information related to the user's sleep; a generating step of generating a parameter when an operation by the user during the time when timekeeping is not performed satisfies a first condition; a granting step of granting a benefit to the user based on the parameter and the time information in response to the time information being acquired in the acquiring step; a determination step of determining, prior to the awarding step, a benefit candidate that can be acquired in the awarding step based on the parameter when a second condition, which is a predetermined condition for the parameter, is satisfied during the time when the timekeeping is not performed; A program that executes the following.
2. the generating step is a generating step in which a first condition is that an instruction to use a predetermined item has been received, The determining step is a determining step in which a second condition is that an instruction to use a predetermined number or more of the items has been received. The program according to claim 1.
3. An information processing device including a processor and a storage unit, the processor, an acquisition step of starting time measurement in response to an input operation by a user and acquiring time information related to the user's sleep; a generating step of generating a parameter when an operation by the user during the time when timekeeping is not performed satisfies a first condition; a granting step of granting a benefit to the user based on the parameter and the time information in response to the time information being acquired in the acquiring step; a determination step of determining, prior to the awarding step, a benefit candidate that can be acquired in the awarding step based on the parameter when a second condition, which is a predetermined condition for the parameter, is satisfied during the time when the timekeeping is not performed; An information processing device that executes the above.
4. An information processing method executed by a computer including a processor and a storage unit, an acquisition step of starting time measurement in response to an input operation by a user and acquiring time information related to the user's sleep; a generating step of generating a parameter when an operation by the user during the time when timekeeping is not performed satisfies a first condition; a granting step of granting a benefit to the user based on the parameter and the time information in response to the time information being acquired in the acquiring step; a determination step of determining, prior to the awarding step, a benefit candidate that can be acquired in the awarding step based on the parameter when a second condition, which is a predetermined condition for the parameter, is satisfied during the time when the timekeeping is not performed; An information processing method for executing the above.
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