Program, terminal device, and system
The system addresses uniformity in conventional reward distribution by personalizing it based on user behavior, enhancing motivation and adherence through tailored reward selection.
Patent Information
- Application Number
- JP2022132242
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-08-23
- Publication Date
- 2025-11-12
- Estimated Expiration
- 2042-08-23
AI Technical Summary
Conventional reward systems in multiple programs are uniformly set for all users, failing to account for individual user preferences and suitability.
A system that acquires user behavioral history to determine rewards based on individual user behavior, selecting appropriate programs for reward distribution through a judgment and determination process considering execution amount, progress, and user preferences.
Enables personalized reward distribution, increasing user motivation and adherence to prescribed actions by aligning rewards with individual user behavior and preferences.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, a terminal device, and a system. [Background technology]
[0002] Conventionally, there is known a technique for granting a user a reward (such as value information that can be used in an app) when the user achieves a predetermined condition (see Non-Patent Document 1). With this technique, for example, if the user achieves individual achievement conditions set for each of a plurality of game programs in each of the plurality of game programs and also satisfies the conditions for granting the reward, the user can be granted a reward. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-198943 Summary of the Invention [Problem to be solved by the invention]
[0004] In the above-mentioned conventional technology, the program to which the reward is to be awarded is uniformly set in advance for all users among a plurality of programs. However, the set reward recipient is not necessarily suitable for all users, and there is room for improvement.
[0005] The present disclosure provides a program, a terminal device, and a system that can select a program appropriate for each user when setting a recipient of a reward from among a plurality of programs. [Means for solving the problem]
[0006] The first aspect is a program that causes a computer to function as: a history acquisition means that acquires a user's behavioral history; a judgment means that determines whether or not to grant a reward to the user in accordance with a first condition based on the behavioral history; and a determination means that, when the judgment means determines that a reward should be granted to the user, determines one or more recipient programs to which the reward will be granted from among a plurality of candidate programs, including other programs different from the program, in accordance with a second condition based on the behavioral history that is different from the first condition, or a user selection.
[0007] Also, in the first aspect, the behavior history indicates the amount of execution of each candidate program by the user over a predetermined period of time, and the determining means can determine the recipient program based on the amount of execution.
[0008] Also, in the first aspect, the candidate program is a game program for executing a game that progresses based on user input, and the amount of execution can be determined based on the degree of progress of the game or the amount of attempts to play the game.
[0009] Also, in the first aspect, the predetermined period includes a plurality of unit periods, and the determining means can determine the destination program based on the execution amount in the most recent unit period.
[0010] In addition, in a first aspect, the behavioral history indicates the amount of execution of each candidate program by the user over a predetermined period of time, and the computer functions as an accumulation means for accumulating points for each candidate program based on the amount of execution, and a point display means for displaying the accumulated points for each candidate program in a comparative manner, and the first condition can include the accumulated points being greater than or equal to a threshold value.
[0011] In addition, in the first aspect, the computer functions as an identification means for identifying potential rewards based on accumulated points, a presentation means for presenting the identified multiple potential rewards to the user, and a reception means for accepting the reward candidate selected by the user from the presented multiple potential rewards as a reward, and the determination means can determine the candidate program associated with the selected reward as the program to be awarded.
[0012] In addition, in the first aspect, the behavioral history can include a history of the user's behavior in accordance with the user's behavioral course set by a diagnostician who diagnoses the user's mental, physical, or ability state.
[0013] Also, in the first aspect, the course of action may include the user executing at least one of the plurality of candidate programs, and the behavior history may include the amount of execution of the candidate program by the user.
[0014] In addition, in the first aspect, the behavior history can include a history of behaviors confirmed and input by the diagnostician and in accordance with the user's behavioral course.
[0015] In addition, in the first aspect, the behavioral history may include a history of behavior not related to the execution of the candidate program.
[0016] In addition, in the first aspect, the determining means can determine whether the first condition is fulfilled based on a combination of the amount of execution of the candidate program by the user and behavior unrelated to the execution of the candidate program.
[0017] A second aspect is a terminal device including a storage unit that stores the program described as the first aspect above, and a control unit that executes the program.
[0018] A third aspect is a computer system including a storage unit that stores the program described as the first aspect above, and a control unit that executes the program.
[0019] According to the present disclosure, a program, a terminal device, and a system are provided that can select a program appropriate for each user as the destination of a reward for achieving conditions in multiple programs. [Brief explanation of the drawings]
[0020] [Figure 1] 1 is a block diagram showing a configuration of a support system according to a first embodiment. [Figure 2] FIG. 1 is a diagram for explaining an overview of a support system according to a first embodiment. [Figure 3] 3A to 3C are diagrams showing examples of screens and screen transitions displayed on a display by the support system in the first embodiment. [Figure 4] 3A to 3C are diagrams showing examples of screens and screen transitions displayed on a display by the support system in the first embodiment. [Figure 5] 3A to 3C are diagrams showing examples of screens and screen transitions displayed on a display by the support system in the first embodiment. [Figure 6] FIG. 2 is a sequence diagram illustrating a series of operations of the support system in the first embodiment. [Figure 7] FIG. 2 is a sequence diagram illustrating a series of operations of the support system in the first embodiment. [Figure 8] FIG. 10 is a block diagram showing the configuration of a support system according to a second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0021] [First embodiment] A support system 1 according to a first embodiment of the present disclosure (hereinafter also referred to as "the present embodiment") will be described with reference to the drawings.
[0022] <Explanation of the support system> The support system 1 is one aspect of a computer system, and is a system for supporting a user who is a patient undergoing treatment (hereinafter also referred to as a "patient user") in taking actions for treatment (hereinafter also referred to as a "treatment action"), such as playing a therapeutic game or visiting a hospital. Here, the therapeutic game may be, for example, a game intended for treatment, or a general game intended for play that is designated by a specialist such as a doctor for the treatment of the patient user (in other words, a prescribed game).
[0023] As shown in FIG. 1, the support system 1 is composed of a management server 2, a game server 3, a patient terminal 5 used by a patient user, and a diagnostician terminal 7 used by a user who is a diagnostician (hereinafter also referred to as a "diagnostician user"). A diagnostician is a person who diagnoses the mental and physical state or ability of a patient user. Hereinafter, terminals used by users of the support system 1, including the patient terminal 5 and the diagnostician terminal 7, will be collectively referred to as "user terminals" unless there is a need to distinguish between them. In the support system 1, the management server 2 and multiple user terminals are connected to each other so that they can communicate with each other via a communication network 6.
[0024] The management server 2 is an information processing device used by an administrator or the like who operates the support system 1. By executing a predetermined program (hereinafter also referred to as a "server program"), the management server 2 cooperates with the user terminal to realize functions such as collecting the behavioral history of the patient user from the patient terminal 5 and the diagnostician terminal 7, managing the collected behavioral history, and linking the managed behavioral history to the patient terminal 5 and the diagnostician terminal 7.
[0025] The behavior history is information indicating a history of the patient user's behavior. For example, if the behavior is a game, the behavior history may be an execution history of playing the game (so-called play log).
[0026] The behavior history may indicate, for example, the amount of execution (hereinafter simply referred to as "execution amount") that the user has executed each candidate program for a predetermined period of time.
[0027] The candidate program is a program that is a candidate for granting a reward. The candidate program may be, for example, a program for executing a game that progresses based on a user's operational input (hereinafter also referred to as a "game program," e.g., a game app).
[0028] The execution amount may be, for example, a statistical value (e.g., a total value, a median value, or an average value) of the number of times a candidate program is executed and / or the execution time of the candidate program within a predetermined period. Furthermore, if the candidate program is a game program, the execution amount may be determined based on the degree of progress in the game or the number of attempts to play the game. The degree of progress in the game, in other words, may indicate, for example, how many of N stages (N: natural number) have been cleared. Furthermore, the number of attempts to play the game may be, for example, the time spent playing the game or the number of sessions executed. Furthermore, the number of sessions executed may be, for example, the number of communications between the game server 3 and the patient terminal 5 or between multiple patient terminals 5 (including so-called online sessions) counted as one session.
[0029] The behavioral history may include, for example, a history of the patient user's behavior in accordance with the patient user's behavioral policy (hereinafter simply referred to as "behavioral policy"). The behavioral policy may be included, for example, in diagnostic information indicating the result of the diagnosis of the patient user. The diagnostic information will be described in detail later. With this configuration, it is possible to determine, from the behavioral history, whether the patient user has behaved in accordance with the behavioral policy set by the diagnostician user. Therefore, both the determination of whether to grant a reward based on the first condition based on the behavioral history and the determination of the recipient program based on the second condition based on the behavioral history can be made based on whether the patient user has behaved in accordance with the behavioral policy. Therefore, for example, by granting a reward, the patient user can be encouraged to behave in accordance with the behavioral policy. Furthermore, for example, if the diagnosing user has not executed a program specified by the diagnosing user in the behavioral policy, this program can be determined as the recipient program, thereby increasing the patient user's motivation to execute this program in accordance with the behavioral policy.
[0030] The course of action may include, for example, the patient user executing at least one of the multiple candidate programs. Specifically, the course of action may include "executing game app A once a day." In this case, the behavior history may include the amount of execution of the candidate programs by the patient user. This configuration can increase the patient user's motivation to execute the program set by the diagnoser.
[0031] The behavioral history may include, for example, a history of behavior confirmed and input by the diagnoser user, which is a history of behavior in accordance with the patient user's behavioral course. The behavioral history may be included, for example, in the diagnostic information. Specifically, the behavioral history may be a hospital visit history input by the diagnoser user from the diagnoser terminal 7 as a result of confirmation by the diagnoser user during a medical examination that the patient user has visited the hospital in accordance with the behavioral course, and the diagnostic information may be the history of hospital visits. With this configuration, it is possible to determine whether to grant a reward or to determine the program to which the reward will be granted based on the patient user's behavior confirmed by the diagnoser user. For example, compared to when the patient user simply self-reports that they have taken medication and inputs it into the patient terminal 5, the information is more reliable when the diagnoser user confirms that the patient user has taken medication. This allows for more accurate understanding of the patient user's treatment behavior.
[0032] The behavioral history may include, for example, a history of behaviors not related to the execution of the candidate program. Specifically, the behavioral history may include a history of hospital visits and / or medication as a history of behaviors for improving the mental, physical, or ability condition of the patient user. With this configuration, it is possible to determine whether to grant a reward and to determine a program to grant a reward even for behaviors performed by methods that do not use information processing technology as behaviors for improving the mental, physical, or ability condition of the patient user.
[0033] The predetermined period is a period of time that is the target of the behavioral history. The predetermined period may be, for example, the period from when the patient user starts treatment to when the behavioral history is acquired by the acquisition means 563. As another example, the predetermined period may be any period set by the diagnoser user (for example, the period from the previous diagnosis to the current diagnosis, one year, or six months). Furthermore, the predetermined period may include, for example, multiple unit periods. The unit period may be, for example, an hourly, daily, monthly, or yearly period.
[0034] The game server 3 stores game programs and game data, and manages the game data and game execution status for each user account that plays the game. The game data includes data necessary for game progress and game play data.
[0035] The patient terminal 5 is an information processing device used by the patient user. The patient terminal 5 may be a general-purpose terminal device such as a smartphone or laptop. The patient terminal 5 executes a predetermined program (hereinafter also referred to as a "terminal program") to provide the patient user with a UI related to the support system 1 and control multiple programs related to the support system 1. The terminal program includes, for example, an application program for patients (hereinafter also referred to as a "support app") dedicated to the support system 1 and a game application program (hereinafter also referred to as a "game app"). The support app is an app for supporting the patient user's treatment activities (e.g., hospital visits, taking medication, playing a treatment game, etc.) and may be, for example, a native app. As another example, a web browser generally provided in the information processing device may be used instead of part or all of the support app. In this case, the patient user accesses a website (hereinafter also referred to as a "support site") provided by the management server 2 via the web browser. For example, the support app and game app can be downloaded from the management server 2 or an application store via the communication network 6, installed, and set up, allowing the user to use the support system 1.
[0036] The support app may be, for example, an app (so-called launcher app) that collectively displays UIs for launching a plurality of game apps, such as icons, and launches (in other words, calls) each of the plurality of game apps. When launching each of the game apps, the support app may launch the game app in an operation mode designated by the patient user or in a preset operation mode from among a plurality of operation modes provided for each game app. In this embodiment, an example will be described in which each game app has two operation modes: an operation mode in which a normal game can be played (hereinafter also referred to as a "normal mode"), and an operation mode provided for treating the patient (hereinafter also referred to as a "treatment mode"). In another example, the support app may also function as a game app. That is, the support app may collectively display games provided by its own app and games provided by other game apps.
[0037] The diagnostician terminal 7 is an information processing device used by the diagnostician user. The diagnostician terminal 7 may be a general-purpose terminal device such as a smartphone or a laptop. By executing a predetermined program, the diagnostician terminal 7 transmits the diagnostic information of the patient user to the management server, receives the behavior history of the patient user from the management server 2, and provides the diagnostician user with a UI related to the support system 1.
[0038] In the support system 1, when an account is issued to each user, account information including user identification information (e.g., a user ID) and a password is assigned to each user. This account information is used for user account authentication. Specifically, when logging in from a support app or a web browser, this account information is sent from the user terminal to the management server 2 as a login request, and the management server 2 executes account authentication processing. Then, after the account authentication, mutual communication between the management server 2 and the user terminal becomes possible.
[0039] <Support system overview> Here, an overview of the support system 1 will be described with reference to FIG.
[0040] (1) As shown in Fig. 2, in the support system 1, a diagnostician user first examines a patient user, diagnoses the patient based on the results of the examination, and prescribes medication and / or a game appropriate for treatment. (2) The diagnostician user inputs diagnostic information indicating the results of this diagnosis into the screen of a support site provided by the management server 2 in order to register the diagnostic information in the management server 2. The management server 2 receives the diagnostic information via the support site and registers it in a memory unit (not shown) of its own device.
[0041] The diagnostic information may include, for example, the results of various tests, the diagnostician's findings, and a treatment plan (including the patient-user's action plan, which will be described later). The diagnostician's findings may include, for example, the patient-user's health condition, cognitive symptoms, mental illness, cognitive function level, stress level, physical disability level, occupational ability level, and / or intellectual ability level. Furthermore, for example, when the diagnostician user diagnoses the patient-user as having dementia, the diagnostic information may include, for example, evaluation information indicating an evaluation of the cognitive function level.
[0042] The diagnostician may be, for example, a physician, a licensed professional, a medical institution, and / or a professional organization.
[0043] (3) The patient user operates the icon of the assistance app installed on the patient terminal 5 to request activation in order to play the therapeutic game based on the prescription of the diagnostician user. (4) The patient terminal 5 activates the assistance app based on this request. (5) The activated assistance app cooperates with the management server 2 to perform account authentication of the patient user. If this account authentication is successful, the assistance app displays the home screen 810 (see FIGS. 3 to 5).
[0044] (6) The assistance app of the patient terminal 5 transitions from the home screen 810 to display the game menu screen 860. The game menu screen 860 displays a list of buttons for launching multiple game apps (in this example, game apps A to C). (7) The patient user presses the button for game app A (indicated as "Game A" in FIGS. 2 to 5) from among game apps A to C to request its execution. (8) Based on this request, the assistance app launches game app A in medical mode. When launching the game app in medical mode, the assistance app may call the game app using medical mode parameters as arguments. Game app A executes game A based on these medical mode parameters. Specifically, (9) first, game app A sends a request to acquire game data to the game server 3. This acquisition request includes the medical mode parameters. (10) The game server 3 transmits game data corresponding to the medical mode parameters included in the received acquisition request to game app A of the patient terminal 5. (11) Game application A receives game data from game server 3 and executes game A based on the received game data.
[0045] The medical mode parameters are control parameters for making changes to the game content in accordance with the diagnostic information of the diagnostician when the operating mode is medical mode, such as control parameters for making changes to the difficulty level of the game or the number of game contents awarded in the game.
[0046] The game content is electronic data representing elements related to the game, and includes the name of the character used as the player character, items (e.g., weapons, armor, tools, etc.) used by the player character in the virtual game space, etc. The granted game content is associated with the account information (identification information) of the patient user who has been granted and owns the game content, and is stored and managed in the storage unit of the game server 3.
[0047] (12) The game app A of the patient terminal 5 transmits an execution history indicating the history of the patient user's execution of the game A to the game server 3. The support app also acquires this execution history from the game app A and transmits it to the management server 2. (13) Based on the received execution history, the management server 2 presents the patient user's execution history of the game A to the diagnoser user from the screen of the support site displayed on the diagnoser terminal 7.
[0048] <Configuration of patient terminal> The explanation will continue by returning to Fig. 1. The hardware configuration and functional configuration of the patient terminal 5 will be explained below.
[0049] The patient terminal 5 has a network interface 51, an output unit 52, an input unit 53, a storage unit 55, and a control unit 56. The network interface 51, the output unit 52, the input unit 53, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59.
[0050] The network interface 51 is communicably connected to the management server 2, the game server 3, and other user terminals via a communication network 6 such as the Internet and a LAN.
[0051] - Output section - In the case of output by screen, the output unit 52 generates output information for outputting the screen of the support site or support app including various images and texts under the control of the control unit 56 (specifically, based on information for control output from the control unit 56). Then, the output unit 52 outputs various screens of the support site or support app on a connected display (not shown) based on the generated output information. In the case of output by audio, the output unit 52 plays and synthesizes audio based on information output from the control unit 56, and outputs the audio to a connected speaker (not shown).
[0052] -Input section- The input unit 53 transmits and receives data relating to operation inputs by the patient user to peripheral devices (not shown) such as a connected touchpad and keyboard to and from these peripheral devices. For example, the patient user inputs an operation signal to the patient terminal 5 by touching the touchpad.
[0053] -Memory part- The storage unit 55 is a device that stores programs and data, such as a main storage device, an auxiliary storage device, or an external storage device. The storage unit 55 is configured, for example, with an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), and SSD (Solid State Drive). The storage unit 55 stores various programs including a part of the terminal program according to this embodiment, as well as user information 551.
[0054] The program (including the terminal program) according to this embodiment can be stored in a storage medium. The storage medium storing the program may be a non-transitory storage medium (non-transitory computer readable medium). The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.
[0055] User information 551 stores, for each user account (in other words, for each user identification information), account information, the corresponding user's user identification information, behavioral history, diagnostic information, condition information indicating the conditions that apply to the corresponding user, and the like, in association with each other.
[0056] The condition information may include, for example, information indicating a first condition (hereinafter also referred to as "first condition information"). The first condition is a condition based on the user's behavioral history and is a condition for determining whether or not to grant a reward to the user. The condition information may also include, for example, information indicating a second condition different from the first condition (hereinafter also referred to as "second condition information"). The second condition is a condition based on the user's behavioral history and is a condition for determining a program (e.g., a game app) to which a reward will be granted.
[0057] -Control section- The control unit 56 is a processing device (e.g., a processor) that is configured with a microcomputer including a CPU and a semiconductor memory and that controls the operation of the device 5 itself, i.e., performs data calculations, processing, and transfer, executes programs, and controls other devices. The control unit 56 can realize various functions of the patient terminal 5 by executing programs stored in the storage unit 55.
[0058] The control unit 56 functions as a communication means 561, a reception means 562, an acquisition means 563, a judgment means 564, a decision means 565, a storage means 566, a specification means 567, and a presentation means 568 by executing various programs including terminal programs (specifically, support apps and game apps).
[0059] -Means of communication- The communication means 561 is a function for communicating with the management server 2, the game server 3, or other user terminals via the network interface 51.
[0060] The communication means 561 generates and transmits information that can be understood by the management server 2, the game server 3, or other user terminals in response to various operation signals received by the input unit from the touchpad. For example, the communication means 561 transmits to the management server 2 account information, a request to issue a new account, an account authentication request when logging in to a support site or support app, a request to acquire condition information (in other words, a download request), user information, etc. The communication means 561 also receives diagnostic information (including behavior history), rate information indicating an exchange rate (described later), condition information, etc. transmitted from the management server 2. The communication means 561 transmits to the game server 3 a request to acquire new game data, game data, an instruction to grant a reward in a game, etc. The communication means 561 also receives new game data, etc. transmitted from the game server 3.
[0061] -Method of reception- The receiving means 562 receives various selections, instructions, requests, etc. from the user. For example, the receiving means 562 receives from the patient user a request to issue a new account or a request to authenticate an issued patient account.
[0062] The receiving means 562 may receive, as a reward, a reward candidate selected by the user from a plurality of reward candidates presented by the presentation means 568, which will be described later, for example.
[0063] -Acquisition method- The acquisition means 563 acquires various information from the management server 2, the game server 3, or other user terminals.
[0064] -History acquisition method- The acquisition means 563 includes a history acquisition means 5631. The history acquisition means 5631 acquires the behavioral history of the patient user from a storage unit that stores the behavioral history. The storage unit that stores the behavioral history may be, for example, the storage unit 55 of the patient's own device 5 or the storage unit of the management server 2. Furthermore, for example, if the behavioral history is a game execution history, the storage unit that stores the behavioral history may be the storage unit of the game server 3.
[0065] -Judgment means- The determination means 564 determines whether to grant a reward to the patient-user in accordance with a first condition. For example, the first condition may include "the execution amount of the candidate program in a predetermined period is equal to or greater than a threshold," and when this first condition is achieved, i.e., when the execution amount in the predetermined period is equal to or greater than the threshold, the determination means 564 may determine that a reward should be granted to the patient-user. More specifically, when the candidate program is a game program and the first condition includes "the number of times the game is executed in a predetermined period is equal to or greater than a threshold," and the number of times the game is executed in the predetermined period is equal to or greater than the threshold, the determination means 564 may determine that a reward should be granted to the patient-user.
[0066] The first condition may include, for example, "the number of points accumulated by the accumulation means 566 (hereinafter also simply referred to as "points") is equal to or greater than a threshold value." In other words, the points may be usable by the patient-user to acquire a reward within the support system 1. The accumulation means 566 may require the patient-user to consume a predetermined number of points in exchange for granting the reward. For example, if the threshold value is set to 1000 points, the determination means 564 may determine that a reward should be granted to the patient-user if the total accumulated points is 1000 points or greater. On the other hand, if the total accumulated points is less than 1000 points, the determination means 564 determines that a reward should not be granted to the patient-user.
[0067] Regarding points, if the reward is game media that can be used in a game program, a rate (hereinafter also referred to as a "conversion rate") for converting the reward into points may be set for each game medium. The conversion rate may, for example, associate each game medium with the number of points required to acquire a predetermined number of each game medium (e.g., one). More specifically, the conversion rate may indicate the number of points (e.g., 300 points) required to acquire one game medium A.
[0068] The determination means 564 may determine whether the first condition is met based on, for example, a combination of (a) the amount of execution of the candidate program by the user and (b) behavior unrelated to the execution of the candidate program. For example, (a) above may be play time for each game app, and (b) above may be visiting the hospital or taking medication. With this configuration, the patient user's treatment behavior can be promoted in a balanced manner without being biased toward the execution of the candidate program or, conversely, being limited to only visiting the hospital or taking medication.
[0069] -Decision making method- When the determination means 564 determines that a reward should be given to the patient user, the determination means 565 determines one or more recipient programs to which the reward is to be given from among a plurality of candidate programs including other programs (e.g., game apps) different from the program itself (e.g., the assistance app) in accordance with the second condition or the user's selection. The plurality of candidate programs may include, for example, other programs different from the program itself, but the program itself may or may not be included. The content of the reward to be given may be set in advance for each recipient. For example, in the case of game app A, the content may be specific game media of game A (e.g., 1 x 3 booster items). The content of the reward may also be set for each patient user.
[0070] The determining means 565 may, for example, determine a candidate program selected by the user from among a plurality of candidate programs as the grant destination program.
[0071] For example, when the second condition is "a program executed the most times in a unit period," the determining means 565 may determine, as the grantee program, from among a plurality of candidate programs, the candidate program executed the most times in a unit period. Specifically, this number of executions may be the number of times a program is started or logged in, the number of times a specific function is started, or the number of times a game part is started or cleared. Furthermore, when the candidate programs are game programs, for example, the determining means 565 may determine, as the grantee program, the game program whose execution history of each game program shown in the behavior history is most likely to be in line with the behavioral course.
[0072] According to the above configuration, the determination means 565 can determine the program to which the reward will be awarded based on the user's behavioral history or the user's selection. Therefore, the program to which the reward will be awarded can be flexibly determined based on the user's behavior up to that point or the user's wishes. Therefore, when setting the program to which the reward will be awarded from among multiple programs, it is possible to select a program appropriate for each user. Furthermore, if the program to which the reward will be awarded is a game prescribed by the diagnostician user (hereinafter also referred to as a "prescribed game"), this can increase the patient user's motivation to continue playing the prescribed game.
[0073] The determination means 565 may determine the recipient program based on, for example, the execution volume of each candidate program indicated in the behavioral history. For example, if the execution volume is the number of logins, the determination means 565 may determine, as the recipient program, the candidate program with the highest number of logins over a predetermined period among the multiple candidate programs. Furthermore, if the candidate programs are game programs and the execution volume is the game play time (in other words, the game execution time), the determination means 565 may determine, as the recipient program, the candidate program with the largest total play time over a predetermined period among the multiple candidate programs. In other words, by providing a reward to a game that is quantitatively frequently played, it is possible to increase the player's motivation for playing the game and allow the player to experience the enjoyment of playing the game itself. Conversely, in a similar case, the determination means 565 may determine, as the recipient program, the candidate program with the smallest total play time based on the treatment policy registered by the diagnosing user. For example, if the patient user has never played a game recommended by the diagnosing user, the game may be determined as the recipient program to provide a reward to encourage the player to try it.
[0074] According to the above configuration, the determination means 565 can determine the recipient of the reward based on the execution amount, which quantitatively indicates the degree of motivation of the user for each candidate program. Therefore, for example, the prescription game that has been played the longest is likely to be a game that the patient user relatively prefers to play, and by designating this game program as the recipient of the reward, it is possible to further increase the user's motivation to play the prescription game.
[0075] The determination means 565 may determine the grantee program based on, for example, the amount of execution in the most recent unit period among a plurality of unit periods. For example, when the unit period is "one day," i.e., when the amount of execution is measured in days, the determination means 565 may determine the candidate program with the highest total number of plays in the most recent three days as the grantee program. For example, when the specified period is six months, the patient user may have been engrossed in playing game A until one month ago, but his or her preferences have changed, and recently he or she has been engrossed in playing game B. With this configuration, the determination means 565 can determine, as the grantee program for the reward, a program that matches the patient user's latest state at the time of determination, even if the patient user's state, such as his or her preferences, changes.
[0076] The determination means 565 may determine, for example, as the recipient program, a candidate program associated with the reward selected by the patient user received by the reception means 562. According to this configuration, the determination means 565 can determine, as the recipient of the reward, a program for which the patient user desires to receive a reward.
[0077] The determination means 565 may determine one or more recipient programs from among a plurality of candidate programs based on, for example, a combination of (a) the amount of execution of the candidate program by the user and (b) behavior unrelated to the execution of the candidate program.
[0078] -Means of storage- The accumulation means 566 accumulates points for each candidate program based on the execution amount of each candidate program indicated in the behavior history. The accumulation means 566 manages the points by storing point information indicating the accumulated points as user information 551 in the storage unit 55. For example, if the execution amount is the number of times a game app is executed, the accumulation means 566 may award the patient user one point for every 10 executions and accumulate the points. The execution amounts of the candidate programs may be different types of execution amounts. For example, the accumulation means 566 may accumulate points for the execution amount of game app A as the number of times game A is executed, and for the execution amount of game app B as the number of stages cleared in game B (e.g., clearing 50 out of 100 stages). Furthermore, points may be increased or decreased as a balance, as indicated by a gauge on the status check screen 820 shown in the example of FIG. 3, or may be issued as tokens like electronic tickets or electronic coupons, or may be used after a predetermined number has been accumulated, like a stamp card.
[0079] With the above configuration, the type of execution volume and the amount of execution volume required to accumulate one point can be set for each candidate program. For example, if the candidate program is a game program, points can be accumulated based on the execution volume appropriate to the type of game, such as a fighting game or puzzle game, where the execution volume is the number of executions, or an action game or role-playing game, where the execution volume is the progress of the main quest. Therefore, even if there are a wide variety of candidate programs, points can be accumulated based on each candidate program and, ultimately, the compatibility between the patient user and each candidate program.
[0080] -Specific means- The identification means 567 identifies various candidates presented by the patient user. The identification means 567 identifies potential rewards, which are potential rewards, based on, for example, the points accumulated by the accumulation means 566. The identification means 567 may also identify potential rewards for each candidate program, for example. If the candidate programs are games, for example, the identification means 567 may identify game media that can be acquired with the points accumulated by the accumulation means 566 for each game program as potential rewards. More specifically, the identification means 567 may identify game media that can be acquired with the accumulated points based on an exchange rate, and further identify the number of game media that can be acquired for each identified game medium.
[0081] -Presentation means- The presentation means 568 presents various information to the patient user. The means by which the presentation means 568 presents various information to the user may be any mode, for example, the output unit 52 may display the information on a screen, or the information may be written to a specific file and output. In the case of output via a screen, the presentation means 568 may generate output information for outputting a screen of a support site or a support app including various images, text, etc.
[0082] The presentation means 568 presents to the patient user a plurality of potential rewards identified by the identification means 567. The presentation means 568 may, for example, display, for each game program, game media that can be acquired with the accumulated points identified by the identification means 567. Specifically, when the accumulated points are 1000 points, the presentation means 568 may display, as potential rewards, items for each of games A to C that can be acquired by spending 1000 points (game A: three booster items, game B: four action count increasing items, game C: ten stamina recovery potions), as in a reward selection screen 870 shown in the examples of FIGS. 4 and 5 described below.
[0083] The presentation means 568 may include a point display means 5681. The point display means 5681 displays the points accumulated by the accumulation means 566 of each candidate program in a comparable manner. The point display means 5681 may display the amount of points accumulated in each of the candidate programs, game app A (referred to as game A) and game app B (referred to as game B), side by side in bar graph-like gauges, as in a status check screen 820 shown in the example of FIG. 3, which will be described later.
[0084] -Game execution method- The game execution means 569 executes a game including a game part in response to an operation input from a patient user. For example, the game execution means 569 executes a game by operating a player character in response to an operation input from the user to the input unit 53 of the patient terminal 5. In order to execute the game, the game execution means 569 also receives game data and user information from the game server 3 via the network interface 51.
[0085] - Notification control means - The notification control means 570 controls the display and audio output in the output unit 52 in response to operations by the patient user of the device 5 when the game is executed.
[0086] <Examples of screens and screen transitions> 3 to 5, examples of screens that the presentation means 568 displays on the display of the patient terminal 5 and examples of screen transitions will be described.
[0087] FIG. 3 is a screen transition diagram of screens for various settings of functions provided by the support app and screens for checking various statuses. The example of the screen shown in FIG. 3 is an example of a screen of the support app. As shown in FIG. 3, when the patient user starts the support app on the patient terminal 5 and logs in after account authentication, the presentation means 568 displays a home screen 810. The home screen 810 includes a play button 811 for starting a game app, a status check button 812 (indicated as "Mission Status" in FIG. 3) for displaying a status check screen 820, and a reward setting button 813 for displaying a reward setting screen 830.
[0088] When the patient user presses the status check button 812, the presenting means 568 displays a status check screen 820 (indicated as "mission status check screen" in FIG. 3). The status check screen 820 displays the extent to which the patient user has achieved the target values of each treatment action assigned by the diagnoser user as a mission for the patient user's treatment. The target values of each action may be included in, for example, a course of action.
[0089] The status check screen 820 displays the amount of attempted games (e.g., play time or play progress) of the prescribed game specified by the diagnostician, or the amount of medication or hospital visits performed, using a recognizable gauge. Specifically, the status check screen 820 displays, as "1-1. Total Play," the cumulative play time of the game app relative to the target play time for the entire game app (100 points). The status check screen 820 also displays, as "1-2. Game A," the cumulative play time up to the display time for Game A relative to the target play time (30 points). The status check screen 820 also displays, as "1-3. Game B," the number of stages cleared up to the display time for Game B relative to the target number of stages (30 points). The status check screen 820 also displays a message for Game A saying, "One hour left until 30 P (points) are earned." That is, the presentation means 568 notifies the patient user that if the patient user plays Game A for an additional hour, 30 points will be accumulated by the accumulation means 566. The status confirmation screen 820 displays, as "4. Total points acquired", the total number of points (900 points) accumulated by the accumulation means 566 for all treatment actions for each patient user.
[0090] When the patient user presses the reward setting button 813, the presentation means 568 displays a reward setting screen 830. The reward setting screen 830 is a screen for setting rewards and confirming the setting contents, and displays the currently set reward recipient program (in this example, game app A, and shown as "Current reward recipient game: Game A" in FIG. 3) and the reward contents (in this example, three booster items 1). The reward setting screen 830 includes a rule setting button 831 for displaying a rule setting screen 840.
[0091] When the patient user presses the rule setting button 831 (indicated as "Change Selection Rule" in FIG. 3), the presenting means 568 displays a rule setting screen 840. The rule setting screen 840 is a screen for setting a rule for determining a destination program from among a plurality of candidate programs (hereinafter also referred to as "destination determination rule"). There may be two types of destination determination rule, for example: (a) automatic determination according to a second condition; and (b) manual determination according to a user selection. The rule setting screen 840 includes an automatic setting area 841 for determination according to the above rule (a), a manual setting area 842 for determination according to the above rule (b), and an OK button 843 for confirming the contents entered in the check boxes on the screen. The automatic setting area 841 includes, for example, a check box for "candidate program with the highest amount of game attempts (in FIG. 3, this is indicated as "No. 1 in amount of play activity")," and two check boxes below that, "cumulative (for a predetermined period)" and "cumulative for the most recent three days (of a predetermined period)," regarding the period for calculating the amount of game attempts. For example, as in the example of FIG. 3, when the patient user checks both the check box for "candidate program with the highest amount of game attempts" and the check box for "cumulative (for a predetermined period)," and presses the OK button 843, the determining means 565 changes the settings of the grantee determination rule so that the second condition includes "the cumulative value (total value) of the amount of game attempts in a predetermined period is the largest."
[0092] 4 is a screen transition diagram of various screens when a patient user plays a game via a support app and a reward is given to the patient user for playing the game. In the example screens shown in FIG. 4, a home screen 810, a game menu screen 860, and a reward selection screen 870 are examples of screens of the support app. On the other hand, a clear screen (1 / 2) 910 and clear screens (2 / 2) 920 and 930 are examples of screens of game app A.
[0093] As shown in FIG. 4, when the patient user presses 811 on the home screen 810, the presenting unit 568 displays a game menu screen 860. The game menu screen 860 includes buttons for launching game apps A to B. When the patient user presses the button for launching game app A (indicated as "Game A" in FIG. 4), the support app launches game app A. The launched game app A executes Quest 1 in response to an operation input by the patient user.
[0094] When Quest 1 is cleared, game application A displays a cleared screen (1 / 2) 910. The cleared screen (1 / 2) 910 includes a transition button 911 for transitioning to the next screen, and notifies the patient user that points will be awarded for clearing Quest 1.
[0095] When the patient user presses the transition button 911, the presentation means 568 causes the game application A to display the clear screen (2 / 2) 920 if the rule (a) above is selected on the rule setting screen 840 of Figure 3, or to display the clear screen (2 / 2) 930 if the rule (b) above is selected.
[0096] The clear screen (2 / 2) 920 notifies the patient user that the conditions for awarding points have been met and therefore 100 points have been acquired, i.e., 100 points have been accumulated by the accumulation means 566. The clear screen (2 / 2) 920 also notifies that, because the total accumulated points (1000 points) have met the first condition, the award destination program will be game application A in accordance with the above rule (a) selected on the rule setting screen 840 of Fig. 3, and that three booster items 1 for game A will be awarded as a reward.
[0097] The clear screen (2 / 2) 930 notifies the patient user that 100 points have been acquired, similar to the clear screen (2 / 2) 920. The clear screen (2 / 2) 930 also includes a reward selection button 931 that displays a reward selection screen 870 for allowing the user to select a recipient program according to the above rule (b) selected on the rule setting screen 840 of Fig. 3 when the total accumulated points satisfy the first condition.
[0098] When the patient user presses the reward selection button 931, the presentation means 568 displays a reward selection screen 870. The reward selection screen 870 is a screen for the patient user to select a program to which a reward will be awarded. The reward selection screen 870 includes a recipient selection area 871 for selecting a recipient program from among candidate programs for each point to be consumed from the accumulated points (hereinafter also referred to as "consumed points"), and an OK button 872 for confirming the content entered in the checkboxes in the recipient selection area 871.
[0099] The recipient selection area 871 includes a reward candidate area 871a. In order to present reward candidates to the patient-user, the reward candidate area 871a includes checkboxes for selecting a reward to be awarded from among multiple reward candidates for each consumption point, and thus selecting a recipient program from among the candidate programs. The reward candidate area 871a displays, for example, game media for each of games A to C that can be acquired with 1,000 consumption points, and the number of such media. The recipient selection area 871 also includes a reference area 871b. The reference area 871b displays rewards that require points to be consumed within a predetermined range (in this example, +1,000 points) from the accumulated points, but that cannot be acquired because the required points exceed the accumulated points. This configuration allows the patient-user to understand the rewards that can be acquired by accumulating more points. Therefore, the patient-user can consider whether to consume points now to acquire a reward, or to accumulate more points and then acquire an upgraded reward. 4, the checkbox in the reward candidate area 871a is checked to select game B as the program to be awarded. When the patient user presses the OK button 872, the accumulation means 566 subtracts 1000 points, which are the consumed points, from the accumulated 1000 points, and the support app instructs game app B to award four action count increase items to the patient user's account.
[0100] FIG. 5 is a screen transition diagram of various screens displayed when a reward is given to a patient user for visiting a hospital.
[0101] When the diagnoser user registers, as a behavioral history from the diagnoser terminal 7, that the patient user has visited the hospital in accordance with the treatment plan, the patient user earns 100 points, i.e., 100 points are accumulated in the accumulation means 566, based on the hospital visit history indicated in the behavioral history. When the patient user presses the status check button 812 on the home screen 810, the presentation means 568 pops up a hospital visit mission clear screen 880 before displaying the status check screen 820. As another example, the presentation means 568 may pop up the hospital visit mission clear screen 880 when the support app is launched. The hospital visit mission clear screen 880 notifies the patient user that 100 points have been earned by visiting the hospital, i.e., that the points have been accumulated in the accumulation means 566. The hospital visit mission clear screen 880 includes a reward selection button 881 that displays a reward selection screen 870 that allows the user to select a recipient program according to the above rule (b) selected on the rule setting screen 840 of FIG. 3. When the patient user presses the remuneration selection button 881, the presentation means 568 displays a remuneration selection screen 870.
[0102] <Operational flow of the support system> An example of the flow of processing and interactions in the support system 1 will be described with reference to FIGS.
[0103] FIG. 6(a) is a sequence diagram showing the process flow and interactions when the support application acquires the behavior history from the management server 2 and accumulates points for each treatment behavior such as treatment and medication shown in the behavior history.
[0104] As shown in FIG. 6(a), first, the diagnoser terminal 7 accepts input of diagnostic information from the diagnoser user (step st11). The diagnoser terminal 7 transmits the input diagnostic information to the management server 2 (step st12). Upon receiving the diagnoser information from the diagnoser terminal 7, the management server 2 registers the diagnostic information in its storage unit (step st13). The management server 2 extracts an action history of treatment actions, such as hospital visits and medication, from the registered diagnostic information and / or action plan (step st14). The management server 2 transmits the extracted action history to the patient terminal 5 (step st15). The acquisition means 563 of the support app of the patient terminal 5 acquires the action history transmitted from the management server 2 (step st16). The accumulation means 566 of the support app accumulates points for each action based on the treatment actions during a predetermined period indicated in the acquired action history (step st17). As another example, when the support app is started, a request to acquire the behavior history may be sent to the management server 2, and the behavior history may be sent from the management server 2 to the support app in response to the acquisition request.
[0105] FIG. 6(b) is a sequence diagram showing the process flow and interactions when the support application acquires the game execution history as the action history from the game application and accumulates points for each game.
[0106] As shown in FIG. 6(b), first, the game execution means 569 of the game app of the patient terminal 5 executes a game in response to an operation input by the patient user (step st21). The game app of the patient terminal 5 provides the execution history of the executed game to the assistance app (step st22). The acquisition means 563 of the assistance app acquires the execution history provided from the game app. The accumulation means 566 of the assistance app accumulates points in the game app based on the amount of execution of the game app related to treatment during a predetermined period indicated in the acquired execution history (step st24). The provision and acquisition of this execution history may be in any manner. For example, the game app may store a file indicating the execution history in a specific location in the memory unit of the patient terminal 5, set an access path to the specific location in the assistance app, and the assistance app may acquire this file based on the set access path.
[0107] FIG. 7 is a sequence diagram showing the process flow and interactions when determining that a reward should be awarded based on the points accumulated in FIG. 6, determining the program to which the reward should be awarded, and awarding the reward to the program.
[0108] As shown in FIG. 7, when the assistance app of the patient terminal 5 is launched, the receiving means 562 of the assistance app receives an input of a login request from the patient user (step st31). When the receiving means 562 of the assistance app receives the login request, the communication means 561 of the assistance app transmits a request for account authentication to the management server 2 (step st32). When the management server 2 receives the request for account authentication from the assistance app of the patient terminal 5, it executes account authentication processing (step st33). The management server 2 transmits a result of the account authentication (in this example, authentication is successful) to the assistance app of the patient terminal 5 (step st34). When the communication means 561 of the patient app receives a result indicating successful authentication, the determination means 564 determines whether to grant a reward to the patient user according to a first condition including that the points accumulated by the accumulation means 566 are equal to or greater than a threshold.
[0109] If the determination means 564 determines that a reward should be awarded to the patient user, the management server 2 and the patient terminal 5 execute processing within the area indicated by the combined fragment opt1 (Option1). Specifically, first, the determination means 565 of the assistance app of the patient terminal 5 determines one or more recipient programs to which the reward should be awarded from among a plurality of candidate programs including programs other than the assistance app, in accordance with the second condition or the user's selection (step st36). In this example, it is assumed that the recipient program is determined to be a game app. The determination means 565 instructs the game app, which is the recipient program, to award the reward (step st37). The accumulation means 566 of the assistance app consumes the consumption points required to award the reward from the accumulated points (step st38). When the game app of the patient terminal 5 receives the reward instruction from the assistance app, it performs processing to award the reward to the patient user's game account (step st39). Specifically, the game app may send an instruction to the corresponding game server 3 to grant a reward, and the game server 3 may grant (associate) the game content as the reward to the patient user's account.
[0110] To summarize the above, this program causes the control unit 56 (computer) of the patient terminal 5 to function as a history acquisition means 5631 that acquires the user's behavioral history, a judgment means 564 that determines whether or not to grant a reward to the user according to a first condition based on the behavioral history, and a determination means 565 that, when the judgment means 564 determines that a reward should be granted to the user, determines one or more recipient programs to which the reward will be granted from among a plurality of candidate programs including other programs different from the program according to a second condition based on the behavioral history that is different from the first condition, or according to the user's selection.
[0111] <Effects> According to this embodiment, the program to which a reward is to be awarded can be determined based on the user's behavioral history or user selection. Therefore, the program to which a reward is to be awarded can be determined based on the user's behavior up to that point or the user's wishes. Therefore, when setting the program to which a reward is to be awarded from among multiple programs, it is possible to select a program that is appropriate for each user.
[0112] [Variations] Although the present invention has been described based on the above embodiment, the present invention is not limited to the above embodiment. The following cases are also included in the present invention.
[0113] [First Modification] In the above embodiment, an example was described in which the user's behavior history is a history of medical treatment behavior (specifically, behaviors such as playing a game, taking medicine, or going to the hospital), but the user's behavior history according to the present invention is not limited to this. For example, the user's behavior history may be, for example, the user's diet history, exercise history, or movement history (in other words, a history of the user's location information). Furthermore, in the above embodiment, an example was described in which the candidate program, and therefore the recipient program, is a game program, but the candidate program and recipient program according to the present invention are not limited to this. The candidate program may be, for example, a step counting app, a running app, or a healthcare app (in other words, a health management app).
[0114] [Second Modification] In the above embodiment, an example of an instruction from the support app to the game app has been described as an example of an instruction to grant a reward to a grantee program, but the form of the instruction to grant a reward according to the present invention is not limited to this. For example, the support app may first send an instruction to grant a reward to the game app to the management server 2, which then sends the instruction to the game server 3 via the management server 2. The game server 3 may then receive the instruction and grant the instructed reward to the game account of the patient user.
[0115] [Third Modification] In the above embodiment, an example was described in which a support app is provided and this support app manages the behavior history of the treatment behavior, determines whether to grant a reward based on this behavior history, and determines the recipient of the reward, but the mode of management and control of information related to reward granting according to the present invention is not limited to this. For example, without providing a specific support app, information related to reward granting may be managed and controlled in one of multiple game apps A to C.
[0116] [Second embodiment] A support system 1a according to a second embodiment of the present disclosure (hereinafter also referred to as "this embodiment") will be described. The following description will focus on differences from the support system 1 of the first embodiment.
[0117] In the support system 1a according to this embodiment, the management server 2 determines whether to grant a reward and determines the recipient of the reward. According to this embodiment, the patient terminal 5 does not need to perform complex judgment or decision processing, and only needs to perform output and input processing. Therefore, the patient user can earn rewards in the support system 1 by simply accessing the support site via a web browser, without having to install a program (e.g., a support app) dedicated to the support system 1a. Note that, with regard to the means of the control unit 23 of the management server 2 shown in FIG. 8, means having the same names as the means of the control unit 56 of the patient terminal 5 shown in FIG. 1 have similar functions, and therefore redundant explanations will be omitted.
[0118] 8, the management server 2 includes a network interface 21, a storage unit 22, and a control unit 23. The network interface 21 and the storage unit 22 are electrically connected to the control unit 23 via a bus 29.
[0119] The network interface 21 is communicably connected to each user terminal and the game server 3 via a communication network 6 such as the Internet and a LAN.
[0120] The storage unit 22 is a device that stores programs and data, such as a main storage device, an auxiliary storage device, or an external storage device. The storage unit 22 is configured, for example, with an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), and SSD (Solid State Drive). The storage unit 22 stores various programs including a part of the server program according to this embodiment, as well as various data such as user information 221.
[0121] The user information 221 stores master data of various information such as account information, condition information, behavior history, and point information indicating points accumulated for each patient user and treatment behavior stored in the user information 551 of the patient terminal 5.
[0122] The control unit 23 is configured as a microcomputer including a CPU and semiconductor memory, and is a processing device (e.g., a processor) that controls the operation of the device 2 itself, i.e., performs data calculations, processing, and transfers, executes programs, and controls other devices. The control unit 23 can realize various functions of the management server 2 by executing programs stored in the storage unit 22.
[0123] By executing various programs, the control unit 23 functions as a communication means 231, a matching means 232, a receiving means 233, a registration means 234, an acquisition means 235, a judgment means 236, a decision means 237, a storage means 238, a specification means 239, and a presentation means 240.
[0124] -Means of communication- The communication means 231 transmits and receives various data to and from the game server 3 and each user terminal. The communication means 231 receives, for example, diagnostic information and / or behavior history from the diagnostician terminal 7. In addition, the communication means 231 transmits output information generated by the presentation means 240 to the patient terminal 5.
[0125] -Method of verification- The verification means 232 authenticates the user account using the account information (user identification information) received from the user terminal.
[0126] -Method of reception- The receiving means 233 receives a login request, a request to acquire output information, and / or a request to acquire behavioral history from the patient terminal 5. In addition, the receiving means 233 receives, for example, from the patient terminal 5, a reward candidate selected by the patient user from among a plurality of reward candidates presented by the presentation means 240 as a reward.
[0127] -Method of registration- The registration means 234 registers the diagnostic information acquired from the diagnostician terminal 7 by the acquisition means 235 in the storage unit 22 as the user information 221 .
[0128] -Method of acquisition- The acquiring means 235 acquires diagnostic information from the diagnoser terminal 7. The acquiring means 235 also includes a history acquiring means 2351. The history acquiring means 2351 acquires the game execution history of the patient user from the game server 3. The history acquiring means 2351 also acquires the behavior history of treatment behavior such as taking medicine and visiting the hospital from the diagnoser terminal 7.
[0129] - Presentation means - When outputting on a screen at the patient terminal 5, the presentation means 240 may generate output information for outputting a screen of the support site including various images, text, etc. The presentation means 240 transmits the generated output information to the patient terminal 5.
[0130] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design within the scope that does not change the gist of the present invention.
[0131] The game may be an action game, a shooting game, a role-playing game, a simulation game, a board game, a puzzle game, etc., and the invention can be applied to various types of games.
[0132] In the above embodiment, the management server 2 and multiple user terminals are integrated to function as a program, but this is not limiting. All of the means of the program, i.e., the reception means, acquisition means, judgment means, determination means, storage means, and identification means, may be provided in the management server 2 alone, the patient terminal 5 alone, a communication terminal other than the management server 2 and the patient terminal 5 alone, or two of these devices combined (e.g., distributed processing between the management server 2 and the patient terminal 5). Furthermore, when the management server and the patient terminal are integrated to function, it is also possible to change as appropriate which means are to be functioned by which device.
[0133] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. [Explanation of symbols]
[0134] 1. Support System 2 Management Server 23 Control Unit 3 Game Server 5. Patient terminal 56 Control Unit 563 Acquisition method 5631 History Acquisition Method 564 Judgment means 565 Decision-making means 7. Diagnostician terminal
Claims
1. A program comprising: Computer, a history acquisition means for acquiring a user's behavior history; a determination means for determining whether to grant a reward to the user in accordance with a first condition based on the behavioral history; when the determination means determines that a reward should be given to the user, the determination means functions as a determination means for determining one or more recipient programs to which the reward should be given from among a plurality of candidate programs including other programs different from the program, in accordance with a second condition based on the behavioral history different from the first condition or a selection by the user; The behavior history indicates the amount of execution of each of the candidate programs by the user over a predetermined period of time, the determining means determines the destination program based on the execution amount. program.
2. the candidate program is a game program for executing a game that progresses based on a user's operation input, The program according to claim 1 , wherein the execution amount is determined based on a degree of progress of the game or an amount of attempts of the game.
3. the predetermined period includes a plurality of unit periods, the determining means determines the destination program based on the execution amount in the most recent unit period. The program according to claim 1.
4. A program comprising: Computer, a history acquisition means for acquiring a user's behavior history; a determination means for determining whether to grant a reward to the user in accordance with a first condition based on the behavioral history; when the determination means determines that a reward should be given to the user, the determination means functions as a determination means for determining one or more recipient programs to which the reward should be given from among a plurality of candidate programs including other programs different from the program, in accordance with a second condition based on the behavioral history different from the first condition or a selection by the user; The behavior history indicates the amount of execution of each of the candidate programs by the user over a predetermined period of time, The computer, an accumulation means for accumulating points for each of the candidate programs based on the execution amount; a point display means for displaying the accumulated points of each of the candidate programs in a comparable manner; It functions as the first condition includes that the accumulated points are equal to or greater than a threshold value; program.
5. The computer, A determination means for determining a reward candidate that is a candidate for the reward based on the accumulated points; a presentation means for presenting the identified plurality of reward candidates to the user; functioning as a receiving means for receiving the reward candidate selected by the user from the presented plurality of reward candidates as the reward; The determination means determines a candidate program associated with the selected reward as the grant recipient program. The program according to claim 4.
6. A program comprising: Computer, a history acquisition means for acquiring a user's behavior history; a determination means for determining whether to grant a reward to the user in accordance with a first condition based on the behavioral history; when the determination means determines that a reward should be given to the user, the determination means functions as a determination means for determining one or more recipient programs to which the reward should be given from among a plurality of candidate programs including other programs different from the program, in accordance with a second condition based on the behavioral history different from the first condition or a selection by the user; The behavioral history includes a history of the user's behavior in accordance with a behavioral course of the user set by a diagnosator who diagnoses the mental, physical, or ability state of the user. program.
7. the course of action includes the user executing at least one of the plurality of candidate programs; The behavior history includes an amount of execution of the candidate program by the user. The program according to claim 6.
8. The behavior history includes a history of behavior confirmed and input by the diagnostician, the history being a history of behavior of the user in accordance with the course of action. The program according to claim 6.
9. the behavioral history includes a history of behavior not related to the execution of the candidate program; The program according to claim 1.
10. the determination means determines whether the first condition is met based on a combination of the amount of execution of the candidate program by the user and behavior unrelated to the execution of the candidate program. The program according to claim 6.
11. a storage unit that stores the program according to any one of claims 1 to 10; A control unit that executes the program. Terminal device.
12. a storage unit that stores the program according to any one of claims 1 to 10; A control unit that executes the program. system.
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