Program, method, information processing device, and system

A program that integrates sleep information and real-world data to provide personalized tips in games, addressing the lack of appropriate advice in existing systems and improving user engagement.

JP7783216B2Active Publication Date: 2025-12-09THE POKEMON CO
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Patent Information

Application Number
JP2023065641
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-04-13
Publication Date
2025-12-09
Estimated Expiration
2043-04-13

AI Technical Summary

Technical Problem

Existing systems fail to provide appropriate advice to users based solely on evaluation results, particularly in games that utilize sleep-related information.

Method used

A program that manages game progression using sleep information, acquires user behavior and real-world information, and provides tailored tips to users based on this data.

Benefits of technology

Enables the provision of appropriate advice (tips) to users in games that adapt to their behavior and sleep patterns, enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide suitable tips to a user in a game using information that changes according to a user's behavior, such as sleep information.SOLUTION: There is provided a program executed by a computer including a processor and a memory that manages the progress of a game using sleep information. The program causes the processor to execute a step for acquiring information that changes by a user's behavior and present information on a real world, a step for acquiring tips on the user's behavior from the acquired present information, a step for presenting the acquired tips to the user, and a step for progressing the game on the basis of the acquired information that changes by the user's behavior.SELECTED DRAWING: Figure 9
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Description

[Technical Field]

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

[0002] Patent Document 1 describes that predetermined information processing in an application is executed in conjunction with the user's sleep-related state. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] International Publication No. 2016 / 021235 Summary of the Invention [Problem to be solved by the invention]

[0004] In Patent Document 1, the evaluation results of health information and advice based on the evaluation results are displayed. However, there is a risk that appropriate advice may not be provided to the user if it is based solely on the evaluation results.

[0005] Therefore, an object of the present disclosure is to provide appropriate advice to a user in a game that uses information that changes depending on the user's behavior, such as sleep information. [Means for solving the problem]

[0006] A program to be executed by a computer having a processor and a memory, for managing the progress of a game using sleep information. The program causes the processor to execute the steps of acquiring information that changes depending on user behavior and current information about the real world, acquiring tips related to user behavior from the acquired current information, presenting the acquired tips to the user, and progressing the game based on the acquired information that changes depending on user behavior. [Effects of the Invention]

[0007] According to the present disclosure, in a game that uses information that changes depending on the user's behavior, such as sleep information, it is possible to provide appropriate advice (tips) to the user. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of the overall configuration of a system 1. [Figure 2] 2 is a block diagram illustrating an example of the configuration of a terminal device 10 shown in FIG. [Figure 3] FIG. 2 is a diagram illustrating an example of the functional configuration of a server 20. [Figure 4] FIG. 10 is a diagram showing an example of the data structure of user information 181. [Figure 5] 10 is a diagram showing an example of the data structure of first object information 182. FIG. [Figure 6] 10 is a diagram showing an example of the data structure of second object information 183. FIG. [Figure 7] FIG. 10 is a diagram illustrating an example of the data structure of tips information 184. [Figure 8] FIG. 2 is a diagram showing the data structure of a user information table 2021. [Figure 9] 10 is a flowchart showing an example of the operation of the terminal device 10 when the terminal device 10 presents tips to the user. [Figure 10] 10 is a diagram showing an example of how Tips are displayed on the terminal device 10. FIG. [Figure 11]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 the following description, the same components are denoted by the same reference numerals. The names and functions of the components are also the same. Therefore, detailed descriptions thereof will not be repeated.

[0010] <Summary> The system according to this embodiment is a system for a game that uses sleep information. The system progresses through the game based on, for example, the user's sleep information. The system determines (generates) tips (advice, hints, advice, tricks, etc.) related to user behavior based on, for example, current information in the real world. The system presents the determined tips to the user. In this embodiment, the sleep information represents, for example, information about sleep measured by a terminal device operated by the user or a predetermined sleep measurement device from the time the user goes to bed until they wake up. Going to bed represents, for example, the user getting into a sleeping place such as a bed or futon to sleep. Waking up represents, for example, waking up from sleep and starting to move. Going to bed and waking up may be detected, for example, by input from the user or may be detected based on predetermined sensing values. The current information in the real world includes, for example, information about the current user in the real world. The information about the current user in the real world includes, for example, information about the user's location, information about whether they have eaten, information about the calories they have consumed (obtained, for example, by photos of their meals), information about whether they have taken a bath, etc. The current information in the real world includes, for example, information about the current environment in the real world. Information about the current environment in the real world includes, for example, information about the weather, information about the time, information about the season, information about the day of the week, information about the temperature, and the like.

[0011] <1 Overall system configuration> FIG. 1 is a diagram showing an example of the overall configuration of system 1. In system 1, a server accepts sleep information of each user and progresses the game. As shown in FIG. 1, system 1 includes a plurality of terminal devices 10 and a server 20. The terminal devices 10 and the server 20 are connected for communication via a network 80.

[0012] 1 shows an example in which the system 1 includes two terminal devices 10, but the number of terminal devices 10 included in the system 1 is not limited to two. The number of terminal devices 10 included in the system 1 may be three or more.

[0013] 1 shows an example in which the system 1 includes one server 20, but the number of servers 20 included in the system 1 is not limited to one. The server 20 may be composed of multiple servers depending on the functions it has. Furthermore, the server 20 may be, for example, a collection of multiple devices. The way in which the multiple functions required to realize the server 20 according to this embodiment are allocated to one or multiple pieces of hardware can be determined appropriately in consideration of the processing capacity of each piece of hardware and / or the specifications required for the server 20.

[0014] The terminal device 10 is, for example, an information processing device operated by a user who plays a game using sleep information. The terminal device 10 is realized, for example, by a mobile terminal such as a smartphone or tablet compatible with a mobile communication system. Alternatively, the terminal device 10 may be realized, for example, by a stationary personal computer (PC), a laptop PC, or a dedicated game console. Furthermore, the terminal device 10 may be realized, for example, by a wearable terminal such as a head mounted display (HMD).

[0015] The terminal device 10 includes a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, a storage 16, and a processor 19. The input device 13 is a device (e.g., a touch panel, a touch pad, etc.) for receiving input operations from a user. The output device 14 is a device (e.g., a display, a speaker, etc.) for presenting information to a user.

[0016] The terminal device 10 is connected to one or more sleep measuring devices 11 via a wired or wireless connection. Specifically, for example, the terminal device 10 communicates with the sleep measuring devices 11 via short-range wireless communication such as Bluetooth (registered trademark) or Wi-Fi. Note that the sleep measuring devices 11 may be compatible with communication standards of mobile communication systems such as 5G or 6G and may communicate with the terminal device 10 without using short-range wireless communication. The sleep measuring devices 11 may also communicate directly with the server 20.

[0017] The sleep measuring device 11 is a device for acquiring information related to the sleep of the user of the terminal device 10. Although FIG. 1 shows an example in which one sleep measuring device 11 is connected to the terminal device 10, two or more sleep measuring devices 11 may be connected to the terminal device 10.

[0018] The sleep measuring device 11 is a wearable device that is attached to the user's body, such as a wristwatch, a ring, or an eye mask. The sleep measuring device 11 may also be a device that is placed on a mattress or pillow on which the user sleeps. The terminal device 10 and the sleep measuring device 11 may also be the same device. That is, the terminal device 10 may also function as the sleep measuring device 11.

[0019] The sleep measuring device 11 includes a motion sensor, such as an acceleration sensor, an angular velocity sensor, or a combination thereof. However, the sleep measuring device 11 is not limited to these. The sleep measuring device 11 senses the user's body movements while sleeping using the motion sensor. The sleep measuring device 11 transmits information related to the sensing result to the terminal device 10, for example, as sleep information. The terminal device 10 detects that the user has gone to bed (for example, lying down in bed) based on the sleep information. The terminal device 10 also detects that the user has fallen asleep after going to bed based on the sleep information. By detecting the user's going to bed and falling asleep, the terminal device 10 can determine whether the user has operated the terminal device 10 or whether the user has looked at the display 141 of the terminal device 10 between going to bed and falling asleep. In other words, the terminal device 10 can determine whether a user who is about to go to sleep has operated the terminal device 10 before going to sleep.

[0020] Furthermore, for example, the sleep measuring device 11 accumulates the acquired sensing results. Furthermore, for example, the terminal device 10 or the server 20 accumulates the sleep information transmitted from the sleep measuring device 11. Based on the accumulated sleep information, the terminal device 10 or the server 20 determines whether the user is asleep, in a light sleep state, a deep sleep state, REM sleep, or non-REM sleep. By determining the waveforms of REM sleep and non-REM sleep, the terminal device 10 or the server 20 can evaluate the quality of the user's sleep. Specifically, for example, REM and non-REM sleep cycles for good quality sleep are set in advance. The terminal device 10 or the server 20 evaluates the quality of the user's sleep by comparing the preset REM and non-REM sleep waveforms with the REM and non-REM sleep waveforms during the user's sleep.

[0021] The sleep measuring devices 11 that are expected to be used in the system 1 are managed in advance, for example, in a so-called whitelist format. The terminal device 10 may store, for example, product information of the sleep measuring devices 11 that are compatible with the system 1, and may not accept the received data when it receives data from an incompatible sleep measuring device 11. Furthermore, when the terminal device 10 receives data from an incompatible sleep measuring device 11, for example, it may perform subsequent processing using parameters for the unidentifiable sleep measuring device 11.

[0022] Note that a user may use two or more sleep measurement devices simultaneously. For example, a user may wear two wristwatch-type sleep measurement devices, or a user may wear a wristwatch-type sleep measurement device and use a smartphone as a sleep measurement device.

[0023] Furthermore, differences in the type of sleep measuring device 11 are not limited to differences in the device itself. That is, even if sleep measuring devices 11 have the same device configuration, the system 1 may manage them as different sleep measuring devices 11 depending on the type of software or application used before transmitting the sleep information to the server 20. For example, even if sleep information is detected using the same sleep measuring device 11, different "sleep measuring device IDs" may be used when sleep measurement application A is used to process the sleep information and when a different sleep measurement application B is used. In this way, managing different "sleep measuring device IDs" depending on the combination of device type as the device configuration and the application used enables more flexible generation of sleep information, thereby making it possible to fully utilize the entertainment value of games that correspond to sleep states.

[0024] The terminal device 10 may be connected to a game controller via a wired or wireless connection. A user can operate the game controller to play a game. The terminal device 10 may be capable of communicating with multiple game controllers. For example, multiple users may operate their own game controllers to play a game on a single terminal device 10.

[0025] The server 20 is, for example, an information processing device that manages the progress of a game using sleep information. The server 20 is realized, for example, by a computer connected to a network 80. The server 20 includes, for example, a communication IF 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29. The input / output IF 23 functions as an input device for receiving input operations from the user and as an interface with an output device for presenting information to the user.

[0026] 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 terminal device 10 and the server 20, descriptions that overlap with the basic hardware configuration and basic functional configuration of the computer will be omitted.

[0027] <1.1 Terminal device configuration> Fig. 2 is a block diagram showing an example configuration of the terminal device 10 shown in Fig. 1. As shown in Fig. 2, the terminal device 10 includes a communication unit 120, an input device 13, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a position information sensor 150, a camera 160, a motion sensor 170, a storage unit 180, and a control unit 190. The blocks included in the terminal device 10 are electrically connected by, for example, a bus or the like.

[0028] The communication unit 120 performs processing such as modulation and demodulation for the terminal device 10 to communicate with other devices. The communication unit 120 performs transmission processing on the signal generated by the control unit 190 and transmits it to the outside (for example, the server 20). The communication unit 120 performs reception processing on the signal received from the outside and outputs it to the control unit 190.

[0029] The input device 13 is a device for inputting instructions or information by a user operating the terminal device 10. The input device 13 is realized, for example, by a touch-sensitive device 131 or the like, which inputs instructions by touching an operation surface. When the terminal device 10 is a PC or the like, the input device 13 may be realized by a reader, keyboard, mouse, or the like. The input device 13 converts instructions input by the user into electrical signals and outputs the electrical signals to the control unit 190. The input device 13 may include, for example, a receiving port that receives electrical signals input from an external input device.

[0030] The output device 14 is a device for presenting information to a user operating the terminal device 10. The output device 14 is realized, for example, by a display 141 or the like. The display 141 displays data according to the control of the control unit 190. The display 141 is realized, for example, by an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display or the like.

[0031] The audio processing unit 17 performs, for example, digital-to-analog conversion processing of an audio signal. The audio processing unit 17 converts a signal provided from the microphone 171 into a digital signal and provides the converted signal to the control unit 190. The audio processing unit 17 also provides the audio signal to the speaker 172. The audio processing unit 17 is realized, for example, by a processor for audio processing. The microphone 171 receives audio input and provides an audio signal corresponding to the audio input to the audio processing unit 17. The speaker 172 converts the audio signal provided from the audio processing unit 17 into audio and outputs the audio to the outside of the terminal device 10.

[0032] The position information sensor 150 is a sensor that detects the position of the terminal device 10, and is, for example, a GPS (Global Positioning System) module. The GPS module is a receiving device used in a satellite positioning system. In the satellite positioning system, signals are received from at least three or four satellites, and the current position of the terminal device 10 equipped with the GPS module is detected based on the received signals. The position information sensor 150 may detect the current position of the terminal device 10 from the position of the wireless base station to which the terminal device 10 is connected.

[0033] The camera 160 is a device that receives light with a light receiving element and outputs the light as an image capturing signal.

[0034] The motion sensor 170 includes, for example, an acceleration sensor, an angular velocity sensor, or a combination thereof. However, it is not limited to these. The motion sensor 170 detects the movement of the terminal device 10 and outputs the sensing result. For example, by placing the terminal device 10 on a mattress or the like of a bed on which the user sleeps, the motion sensor 170 detects the movement of the sleeping user when the user moves on the mattress. Note that, if a sleep measuring device 11 is connected to the terminal device 10, the motion sensor provided in the sleep measuring device 11 may be used.

[0035] The storage unit 180 is realized by, for example, the memory 15, the storage 16, etc., and stores data and programs used by the terminal device 10. The storage unit 180 stores, for example, user information 181, first object information 182, and second object information 183.

[0036] The user information 181 stores, for example, information about users who play games based on game programs, as will be described in detail later.

[0037] The first object information 182 stores, for example, information regarding a first relationship between a user and an object. In this embodiment, the object represents, for example, a character or an item that appears in gameplay. The object is associated with the user through a lottery drawn by the server 20 based on the level of sleep information, for example. The first relationship represents, for example, a relationship between the user and the object that is associated based on the sleep information. The first relationship changes, for example, when the associated object receives interference from the user.

[0038] The expression that a user is associated with an object is an expression that represents an example of the relationship between a user and an object, and other expressions may be used. For example, any expression may be used, such as that a user owns an object.

[0039] The second object information 183 stores, for example, information regarding a second relationship between a user and an object. The user can select an object and play a predetermined game element during times other than sleeping. When the first relationship between the user and the object satisfies predetermined requirements through a lottery based on the sleep information and subsequent interaction with the object, the user can use the object in the game element during times other than sleeping. The second relationship represents, for example, a relationship between the user and the object that is associated based on a game element other than sleeping. The second relationship changes, for example, when a game element is performed during times other than sleeping.

[0040] The Tips information 184 stores, for example, information related to Tips. In the Tips information 184, for example, current information in the real world is associated with Tips related to user behavior. Details will be described later.

[0041] The control unit 190 is realized by the processor 19 reading a program stored in the storage unit 180 and executing instructions included in the program. The control unit 190 controls the operation of the terminal device 10. By operating in accordance with the program, the control unit 190 fulfills the functions of an operation reception unit 191, a transmission / reception unit 192, a management unit 193, a presentation control unit 194, and a game processing unit 195.

[0042] The operation reception unit 191 performs processing for receiving instructions or information input from the input device 13. For example, the operation reception unit 191 receives instructions or information input from the touch-sensitive device 131 or the like. Specifically, for example, the operation reception unit 191 receives a setting of an event presentation mode from the user. Also, for example, the operation reception unit 191 receives a setting of a predetermined time from the user. The predetermined time includes, for example, a scheduled wake-up time, a scheduled confirmation time, or the like.

[0043] Furthermore, the operation receiving unit 191 receives an image input from the camera 160. Specifically, for example, the operation receiving unit 191 receives image data captured by the camera 160.

[0044] Furthermore, the operation reception unit 191 receives audio information input from the microphone 171. Specifically, for example, the operation reception unit 191 receives audio data that is input from the microphone 171 and converted into digital data by the audio processing unit 17.

[0045] Furthermore, the operation receiving unit 191 receives behavior information input from the motion sensor 170. Specifically, the operation receiving unit 191 receives a predetermined behavior detected by the motion sensor 170, for example.

[0046] The transmitting / receiving unit 192 performs processing for the terminal device 10 to transmit and receive data to and from an external device such as the server 20 in accordance with a communication protocol. Specifically, for example, the transmitting / receiving unit 192 transmits instructions input by a user or various acquired information to the server 20. The transmitting / receiving unit 192 transmits the acquired various information to the server 20 at predetermined timing. The predetermined timing is, for example, as follows: The timing when the user requests confirmation of the event content from the server 20 -Predetermined cycle - Timing specified by the user

[0047] The transmitting / receiving unit 192 transmits, for example, sleep information to the server 20. The transmitting / receiving unit 192 also transmits, for example, information relating to objects acquired by game elements other than sleep to the server 20. Objects acquired by game elements other than sleep are, for example, items relating to growth, such as nuts. Hereinafter, items relating to growth will be referred to as growth items.

[0048] The transmitting / receiving unit 192 also receives information provided from the server 20. The information provided from the server 20 includes, for example, information related to the user's sleep results. When the sleep measuring device 11 transmits sleep information to the server 20, the transmitting / receiving unit 192 may receive the sleep information from the server 20. The information provided from the server 20 also includes, for example, information related to the result of a lottery based on the sleep information. The information provided from the server 20 also includes, for example, information related to Tips. The transmitting / receiving unit 192 also receives current information about the real world from an external device other than the server 20.

[0049] The management unit 193 manages user information 181, first object information 182, second object information 183, and tips information 184 stored in the storage unit 180. For example, when the management unit 193 acquires sleep information of a user, it updates the user information 181 based on the acquired sleep information. Furthermore, when the relationship between the user and an object is updated in an event generated on the server 20, the management unit 193 updates the first object information 182 based on the updated information. Furthermore, when the user uses an object for a game element other than sleep, the management unit 193 updates the second object information 183. Furthermore, when the management unit 193 acquires information related to tips, it updates the tips information 184.

[0050] The presentation control unit 194 controls the output device 14 and the like to present predetermined information to the user. For example, the presentation control unit 194 controls the output device 14 and the like to present an event based on sleep information to the user. Specifically, the presentation control unit 194 controls the display 141 to display the event based on sleep information to the user. The presentation control unit 194 also controls the speaker 142 to generate a sound related to the event based on the sleep information. The presentation control unit 194 also controls a vibrator (not shown) to generate a vibration related to the event based on the sleep information.

[0051] The presentation control unit 194 also controls the output device 14, etc., to present tips to the user at a predetermined timing, for example. The predetermined timing is, for example, the timing of performing a process that may cause the user to wait. Examples of processes that may cause the user to wait are as follows: A process of communicating with the server 20 and reading out predetermined information A process of communicating with the server 20 and registering predetermined information Processing for reading predetermined information from the storage unit 180 The predetermined timing may also be, for example, the timing at which a transition of the display screen occurs.

[0052] The presentation control unit 194 acquires tips appropriate for the current situation based on, for example, current information in the real world. Specifically, the presentation control unit 194 refers to the tips information 184 based on, for example, current information in the real world, and extracts tips appropriate for the current situation. The presentation control unit 194 may also use a predetermined trained model to generate tips based on current information in the real world. The trained model in this case is trained, for example, using attributes of the current information as input information and tips for getting good sleep based on the attributes as correct output data.

[0053] The presentation control unit 194 controls the output device 14 etc. to present the extracted Tips to the user. Specifically, the presentation control unit 194 controls the display 141 to display the Tips to the user. The presentation control unit 194 also controls the speaker 142 to generate sounds related to the Tips. The presentation control unit 194 also controls a vibrator (not shown) to generate vibrations related to the Tips.

[0054] The presentation control unit 194 may present the source of the Tip to the user along with the Tip. The source is presented in a recognizable form, for example, by the name of the professor who proposed the Tip, the name of the organization, the title of the paper, or the URL.

[0055] Also, for example, the presentation control unit 194 controls the display 141 to display a management screen of objects associated with the user based on the information managed in the first object information 182 and the information managed in the second object information 183.

[0056] The game processing unit 195 performs calculations according to a program on data input by the terminal device 10. Specifically, the game processing unit 195 performs processing related to an event that occurs in the server 20, for example. Furthermore, the game processing unit 195 performs processing related to game elements during the daytime, other than during sleeping hours, in response to instructions input by the user.

[0057] <1.2 Functional configuration of the server> 3 is a diagram showing an example of the functional configuration of the server 20. As shown in FIG. 3, the server 20 functions as a communication unit 201, a storage unit 202, and a control unit 203.

[0058] The communication unit 201 performs processing for the server 20 to communicate with external devices.

[0059] The storage unit 202 includes, for example, a user information table 2021, an object master table 2022, and a tips master table 2023.

[0060] The user information table 2021 is a table that stores, for example, information about users who play a game using sleep information. The user information table 2021 is a table that has columns that store information about users, using user IDs as keys, for example. Details will be described later.

[0061] The object master table 2022 is a table that stores, for example, information about objects that can be associated with users. The object master table 2022 is a table that has columns that store the name, type, attributes, etc. of an object using, for example, an object ID as a key. Details will be described later.

[0062] The Tips master table 2023 is a table that stores, for example, information related to Tips. The Tips master table 2023 is a table that has columns that store, for example, Tips ID as a key, Tip content, current real-world information associated with the content, and the like.

[0063] The control unit 203 is realized by the processor 29 reading a program stored in the storage unit 202 and executing instructions included in the program. The control unit 203 operates in accordance with the program to fulfill the functions of a reception control module 2031, a transmission control module 2032, a management module 2033, a game progress module 2034, and a presentation module 2035.

[0064] The reception control module 2031 controls the process by which the server 20 receives signals from external devices in accordance with a communication protocol.

[0065] The transmission control module 2032 controls the process in which the server 20 transmits signals to external devices in accordance with a communication protocol.

[0066] The management module 2033 manages tables stored in the storage unit 202. Specifically, for example, when information about a user is input, the management module 2033 updates the user information table 2021. Furthermore, when information about an object is input, the management module 2033 updates the object master table 2022. Furthermore, when information about tips is input, the management module 2033 updates the tips master table 2023.

[0067] The game progression module 2034 communicates between the server 20 and the terminal device 10 and progresses each user's game play based on the sleep information received from each user's terminal device 10. For example, the game progression module 2034 generates an event to progress the game play. Specifically, for example, the game progression module 2034 evaluates the user's sleep based on the user's sleep information as one of the phases of the event. At this time, the game progression module 2034 may calculate a parameter for evaluating the user's sleep for that day based on the user's sleep information and information related to the development item.

[0068] Furthermore, the game progression module 2034 randomly selects an object based on the sleep information as one of the phases of the event. Specifically, for example, the game progression module 2034 randomly selects an object based on the calculated parameters. The game progression module 2034, for example, randomly determines the type of object and the display mode of the object. The display mode represents color, shape, facial expression, etc., or a combination of at least two or more of these. The game progression module 2034 may randomly select one object or multiple objects. Furthermore, multiple display modes may be determined for one object, or one display mode may be determined for each of multiple objects. This allows the user to have an experience such as discovering an object as a game character based on the sleep information. Furthermore, it is possible to experience new discoveries not only in the type of object but also in the display mode.

[0069] Furthermore, the game progression module 2034 provides the user with an opportunity to interfere with one of the objects determined by lottery as one of the phases in the event. Specifically, for example, the game progression module 2034 accepts from the user a designation of one of the objects determined by lottery. The game progression module 2034 accepts from the user an interference with the object designated by the user. In this embodiment, interference with an object is, for example, granting an item to the object to improve the relationship. Hereinafter, an item granted to an object to improve the relationship will be referred to as an "imported item."

[0070] The game progress module 2034 varies the first relationship with the object based on the number, type, or combination thereof of the granted items given to the object. If the first relationship satisfies a predetermined requirement, the game progress module 2034 allows the user to use the object that satisfies the requirement in game elements other than when sleeping.

[0071] The presentation module 2035 presents information to the terminal device 10. Specifically, for example, the presentation module 2035 presents an event generated by the game progress module 2034 to the terminal device 10.

[0072] <2 Data Structure> 4 to 7 are diagrams showing the data structure of information stored in the terminal device 10. Note that FIGS. 4 to 7 are merely examples and do not exclude data not shown.

[0073] Fig. 4 is a diagram showing an example of the data structure of user information 181. User information 181 shown in Fig. 4 is a table having columns such as name, age, address, date of birth, date of registration, scheduled wake-up time, held items, sleep information, and confirmation status, with a user ID as a key. User information 181 may also have a column for storing parameters used to evaluate the user's sleep.

[0074] The user ID is an item that stores an identifier for uniquely identifying a user. The name is an item that stores the user's name. The age is an item that stores the user's age. The address is an item that stores the place where the user lives. The date of birth is an item that stores the date the user was born. The registration date is an item that stores the date the user started using the game according to this embodiment.

[0075] The scheduled wake-up time is an item that stores the time when the user plans to wake up. The scheduled wake-up time is set, for example, based on input from the user. The held items are an item that stores information about items that the user holds and that can be used in the game. The items held by the user can be rephrased as items associated with the user, for example. Items include, for example, development items or granted items. The item "held items" stores, for example, the names and number of items held by the user.

[0076] The sleep information is an item that stores sleep information about the user. The item "sleep information" stores, for example, sleep information from the previous night. The item "sleep information" may also store, for example, sleep information from a predetermined number of days in the past.

[0077] Fig. 5 is a diagram showing an example of the data structure of first object information 182. First object information 182 shown in Fig. 5 is a table having columns such as name, first level, parameters, and first detailed information, with an object ID as a key. In addition to these, first object information 182 may also have information related to rarity, etc.

[0078] The object ID is an item that stores an identifier for uniquely identifying an object. The name is an item that stores the name of an object. The first level and parameter are items that store an example of a first relationship between a user and an object. The items "first level" and "parameter" are indicators that represent the depth of the relationship between a user and an object. The item "first level", for example, stores an integer greater than or equal to 0. The item "parameter", for example, stores a numerical value ranging from 0 to a predetermined value (e.g., 100). When the value of the item "parameter" reaches a predetermined value that is the maximum value, the value of the item "parameter" becomes 0, and the value of the item "first level" is incremented by 1. The value of the item "parameter" increases when the user interferes with an object. Specifically, for example, the item "parameter" increases according to the number and type of assigned objects assigned to the object.

[0079] The first detailed information is, for example, an item that stores the manner associated with the user. The item "first detailed information" stores which of the four manners set for each object the object is associated with. In the item "first detailed information," for example, "1" is set for the associated manner, and "0" is set for the unassociated manner.

[0080] Fig. 6 is a diagram showing an example of the data structure of second object information 183. Second object information 183 shown in Fig. 6 is a table having columns such as object ID, name, second level, parameters, vitality, type, attributes, second detailed information, etc., with management ID as a key. In addition to these, second object information 183 may also have information on rarity, etc.

[0081] The management ID is an item that stores an identifier for uniquely identifying an object as an individual that can be used. Multiple individuals of the same object can exist. The second level and parameter are items that store an example of a second relationship between the user and the individual object. The "second level" and "parameter" items are indicators that represent the depth of the relationship between the user and the object. The "first level" item, for example, stores an integer greater than or equal to 0. The "parameter" item, for example, stores a numerical value ranging from 0 to a predetermined value (e.g., 100). When the value of the "parameter" item reaches a predetermined value, which is the maximum value, the value of the "parameter" item becomes 0, and the value of the "first level" item is incremented by 1. The value of the "parameter" item increases, for example, when the user uses the individual object as a game element at a time other than sleeping. The value of the "parameter" item also increases, for example, when a predetermined item is used.

[0082] The vitality level is an item that stores the degree to which an object as an individual can be used for game elements outside of sleeping. The item "vitality level" stores, for example, a numerical value ranging from 0 to a predetermined value (e.g., 100). For example, the closer to the predetermined value, the longer the user can use the individual for game elements, and if it is 0, the individual cannot be used for game elements. The item "vitality level" recovers when it is detected that the user has woken up. The amount of recovery may be a predetermined amount, an amount corresponding to sleep information, an amount corresponding to the object, or a full recovery. The item "vitality level" is a parameter that changes when it is detected that the user has woken up, even if the event has not been confirmed by the user.

[0083] The type is an item that stores the type of object. In this embodiment, the type of object includes, for example, character, training item, and granted item. The attribute is an item that stores the properties to which the object as a character belongs. In this embodiment, the attributes include, for example, fire, water, lightning, grass, super, steel, evil, fighting, etc. Attributes include attributes that are advantageous when facing an object and attributes that are disadvantageous when facing an object. The second detailed information is an item that stores advantageous effects possessed by the object as an individual. Advantageous effects are, for example, effects that are exerted by game elements other than sleeping. Advantageous effects include, for example, effects that allow the player to acquire more training items or effects that allow the player to acquire rarer training items. The item "second detailed information" stores not only the effects that the object as an individual currently has, but also effects that the object can acquire in the future. When the second level of the individual increases, it becomes possible for the object to acquire new effects.

[0084] For example, when the first level in the first object information 182 is incremented, a record for the individual object whose first level has been incremented is added to the records in the second object information 183.

[0085] Fig. 7 is a diagram showing an example of the data structure of Tips information 184. Tips information 184 shown in Fig. 7 is a table having columns such as Tips ID, content, and current information. In addition to these, Tips information 184 may also have columns for storing information such as information about the source of the Tip.

[0086] TipsID is an item that stores an identifier for uniquely identifying a tip. Content is an item that stores the content of a tip. The item "Content" stores, for example, tips for getting a good night's sleep. Good sleep refers to sleep that can be judged by the server 20 to be highly rated, for example. Tips for getting a good night's sleep can be said to be tips for improving sleep. Specifically, the item "Content" can include, for example, the following: Sunlight helps you sleep better A light walk helps you sleep better If you're full, you'll sleep less You'll sleep better if you leave some time after eating. I sleep better when I take a bath You should eat fruit in the morning You should drink coffee in the morning Drinking too much at night will make your sleep shallow Going to bed early and getting up early will help regulate your sleep rhythm. Milk before bed helps you sleep better Avoid playing games before going to sleep However, the tips are not limited to these.

[0087] Current information is an item that stores conditions such as the user or environment associated with a Tip. The "Current Information" item stores, for example, information associated with the Tip stored in the "Content" item. Information stored in the "Current Information" item includes, for example, information about the user's location, information about whether they have eaten, information about calories consumed (obtained from photos of meals, etc.), information about whether they have taken a bath, information about the weather, information about the time, information about the season, information about the temperature, etc. Some Tips may include general Tips that are not related to current information. For such general Tips, the "Current Information" item is optional.

[0088] Fig. 8 is a diagram showing the data structure of information stored in the server 20. Note that Fig. 8 is an example and does not exclude data not shown.

[0089] Fig. 8 is a diagram showing the data structure of the user information table 2021. The user information table 2021 shown in Fig. 8 is a table having columns such as name, age, address, date of birth, date of registration, scheduled wake-up time, related objects, and sleep information, with the user ID as a key.

[0090] The related object is an item that stores information about an object associated with the user. The item "related object" stores, for example, information about an object (character) as an individual associated with the user. Information about the character includes, for example, a management ID, an object ID, a name, a second level, parameters, vitality, a type, attributes, and second detailed information. The item "related object" stores, for example, information about an item associated with the user. Information about the item includes, for example, the name and number of items held by the user.

[0091] The sleep information is an item that stores sleep information related to the user. The "sleep information" item stores, for example, sleep information from the previous night. The sleep information from the previous night is stored when the sleep information is transmitted from the user. The "sleep information" item may store, for example, past sleep information. The past sleep information stored in the user information table 2021 may be older than the past sleep information stored in the user information 181. In other words, the user information 181 may store a portion of the past sleep information stored in the user information table 2021.

[0092] <3 operations> The operation of the terminal device 10 when the terminal device 10 presents tips to the user will be described.

[0093] FIG. 9 is a flowchart illustrating an example of the operation of the terminal device 10 when the terminal device 10 presents Tips to the user. In the description based on FIG. 9, the terminal device 10 acquires, for example, current information about the real world. Specifically, the control unit 190 acquires, for example, information about the current time as information about the current environment in the real world using the transmission / reception unit 192. The transmission / reception unit 192 also acquires information about the current weather as information about the current environment in the real world. The transmission / reception unit 192 also acquires information about the current season as information about the current environment in the real world. The transmission / reception unit 192 also acquires information about the current temperature as information about the current environment in the real world. The operation reception unit 191 also acquires information about the current user's location as information about the current user. The operation reception unit 191 also acquires various information input by the user, such as input to an SNS, taking an image, or inputting a lifestyle log, as information about the current user. The operation reception unit 191 determines, for example, whether a meal has been eaten, the calories burned, whether a bath has been taken, etc., based on the input to an SNS, taking an image, or inputting a lifestyle log. The management unit 193 stores the acquired information in the storage unit 180, for example.

[0094] In step S11, the terminal device 10 receives a game-related operation from the user. The operation may be an operation related to sleep, or an operation not directly related to sleep that is input during a time other than sleep. Specifically, for example, the control unit 190 receives, via the operation receiving unit 191, an instruction to change a predetermined setting or an instruction to start a predetermined content from the user.

[0095] In step S12, the terminal device 10 determines whether the process instructed by the user is a process that will result in a waiting time. Specifically, the control unit 190, using the game processing unit 195, determines whether the process instructed by the user is a predetermined process that has been set in advance. The predetermined process is, for example, a process that is expected to result in a predetermined waiting time. If the process instructed by the user is a predetermined process, the game processing unit 195 determines that the process instructed by the user is a process that will result in a waiting time, and shifts the process to step S13. If the process instructed by the user is not a predetermined process, the game processing unit 195 determines that the process instructed by the user is not a process that will result in a waiting time, and shifts the process to step S11.

[0096] In step S13, the terminal device 10 presents Tips to the user. Specifically, the control unit 190, for example, refers to Tips information 184 and acquires Tips associated with the acquired current information from the presentation control unit 194. For example, if the acquired current information is "Weather: Sunny, Time: 13:30, Location: Home," the presentation control unit 194 refers to Tips information 184 and acquires "You can sleep well if you get some sunlight."

[0097] The presentation control unit 194 controls the output device 14 etc. to present the acquired tips to the user. Specifically, the presentation control unit 194 controls the display 141 to display the tips to the user during the waiting time until the instruction is executed. The presentation control unit 194 presents the tips to the user, for example, on a waiting screen for processing. The presentation control unit 194 also controls the speaker 142 to generate a sound related to the tips during the waiting time until the instruction is executed. The presentation control unit 194 also controls a vibrator (not shown) to generate a vibration related to the tips during the waiting time until the instruction is executed.

[0098] 10 is a diagram showing an example of how tips are displayed on the terminal device 10. In Fig. 10, a window 1411 for displaying tips is displayed on the display 141. The presentation control unit 194 displays the acquired tips in the window 1411.

[0099] When multiple tips that can be presented to the user are acquired, the presentation control unit 194 presents the tips to the user based on a predetermined rule. The predetermined rule is, for example, as follows. If there is only one tip to present, select one at random. If there is only one tip to present, the tip derived based on the current information will be given priority. If there are multiple tips to present, they will be displayed in a random order. If there are multiple tips to present, the order will be prioritized based on the current information.

[0100] As described above, in the above embodiment, the control unit 190 acquires information that changes depending on user behavior and current information about the real world using the operation reception unit 191 and the transmission / reception unit 192. The presentation control unit 194 acquires tips related to user behavior from the acquired current information. The presentation control unit 194 presents the acquired tips to the user. The game processing unit 195 progresses the game based on the acquired information that changes depending on user behavior. This makes it possible for the terminal device 10 to present useful tips to the user at a timing that does not cause discomfort to the user, for example.

[0101] Specifically, for example, it is possible to avoid presenting a tip such as "You'll sleep better if you get some sunlight" to a user at times when it would seem strange to present the tip, such as on a rainy day, before sunrise, or while the user is already out. It is also possible to avoid presenting a tip such as "You'll sleep better if you take a short walk" to a user at times when it would seem strange to present the tip, such as on a rainy day, before sunrise, or while the user is already out. It is also possible to avoid presenting a tip such as "You'll sleep lightly if you're full" to a user at times other than night or after a meal, when it would seem strange to present the tip. It is also possible to avoid presenting a tip such as "You'll sleep better if you wait some time after eating" to a user at times other than night or before a meal, when it would seem strange to present the tip. It is also possible to avoid presenting a tip such as "You'll sleep better if you take a bath" to a user at times other than night or after a bath, when it would seem strange to present the tip. For example, it is possible to avoid presenting a tip such as "It's better to eat XX (fruit) in the morning" to a user at a time other than the morning or after breakfast, when it would seem strange to present the tip. For example, it is possible to avoid presenting a tip such as "It's better to drink XX (coffee) in the morning" to a user at a time other than the morning, when it would seem strange to present the tip. For example, it is possible to avoid presenting a tip such as "Drinking too much alcohol at night will make you sleep shallow" to a user at a time other than the night or after eating, when it would seem strange to present the tip. For example, it is possible to avoid presenting a tip such as "Going to bed early and getting up early will help regulate your sleep rhythm" to a user at a time late at night, when it would seem strange to present the tip. For example, it is possible to avoid presenting tips such as "Drinking milk before bed will help you sleep better" or "Avoid playing games before bed" to a user at a time other than the night, when it would seem strange to present the tip.

[0102] Therefore, according to this embodiment, appropriate tips can be provided to the user in a game that uses sleep information.

[0103] In the above embodiment, the tips related to user behavior are tips related to sleep. This allows users who play games that use sleep information to receive tips that are useful in the game. Tips that are useful in the game are provided at a time that is appropriate for the current situation, which can help maintain the motivation to continue playing the game.

[0104] In the above embodiment, the tips related to user behavior are tips for improving sleep. This allows users who play games using sleep information to receive tips for achieving good results in the games. Tips for achieving good results in the games are provided at a time that is appropriate for the current situation, which can help maintain motivation to continue playing the games.

[0105] In the above embodiment, the current information is information about the user, which allows the terminal device 10 to grasp the current state of the user, and therefore allows the terminal device 10 to provide tips that the user currently needs.

[0106] In the above embodiment, the current information is information about the environment, which allows the user to understand the environment in which the user is currently located, and therefore the terminal device 10 can provide the user with tips that the user currently needs.

[0107] <4 Variations> In the above embodiment, sleep information is acquired as information that changes depending on user behavior, and a game is described in which the acquired sleep information is used to progress. However, the information that changes depending on user behavior is not limited to sleep information. The information that changes depending on user behavior may also be exercise information, information related to health management, etc. In this case, the contents of the tips include, for example, tips for improving athletic ability or tips for maintaining good health. The server 20 manages the progress of the game using the exercise information, information related to health management, etc.

[0108] In the above embodiment, the example has been described in which the presentation control unit 194 presents tips to the user during the waiting time until the instruction input by the user is executed. However, the timing at which tips are presented to the user is not limited to the waiting time until the instruction input by the user is executed. The presentation control unit 194 may present tips to the user at any timing. Furthermore, the presentation control unit 194 may display tips to the user by a method other than displaying tips on a standby screen. For example, the presentation control unit 194 may continuously display an area for displaying tips on an edge of the display 141.

[0109] In the above embodiment, the example has been described in which the presentation control unit 194 acquires tips based on current information in the real world. However, the presentation control unit 194 may acquire tips based on information other than current information in the real world. For example, the presentation control unit 194 may acquire tips based on sleep information or a sleep evaluation. For example, the tips information 184 may have a column representing sleep information or a sleep evaluation, and tips, current information, and sleep information may be associated with each other. For example, the presentation control unit 194 acquires sleep information about the user from the user information 181. If the acquired current information is "weather: sunny, time: 1:30 PM, location: home" and the sleep information is "light sleep," the presentation control unit 194 may acquire "exposure to sunlight will help you sleep well" and present it to the user.

[0110] In the above embodiment, an example was described in which the wording of the tips in the tips information 184 is predetermined. However, all of the wording of the tips does not have to be predetermined. For example, a tip stored in the tips information 184 may be blank, such as "YY" in "Getting out of the sun is great for YY." The presentation control unit 194 fills in the blank with an element corresponding to the user behavior it manages, and presents the filled-in tip to the user.

[0111] Specifically, for example, the Tips information 184 has registered therein the item "Content": "Getting out of the sun is very good for YY" and the item "Current information": "Sunny, 9:00-15:00, Home." When a game using sleep information is being played, the presentation control unit 194 defines information that changes depending on user behavior as "Sleep information." For example, if the acquired current information is "Weather: Sunny, Time: 13:30, Location: Home," the presentation control unit 194 refers to the Tips information 184, reads out "Getting out of the sun is very good for YY," and substitutes the word "Sleep" derived from the sleep information for "YY." This makes it possible to create Tips that correspond to multiple user behaviors while minimizing the number of Tips that need to be prepared in advance.

[0112] Furthermore, in the above embodiment, the server 20 may have a function for evaluating tips. For example, the server 20 stores which tips have been presented to the user in a tips master table 2023. For example, the server 20 monitors the user information table 2021 and calculates the relationship between the presentation of tips to the user and the improvement of the user's sleep. For example, the server 20 calculates the correlation between the presentation of tips to the user and the improvement of the user's sleep through a predetermined statistical process. The server 20 increases the evaluation of tips with a high correlation. For example, the server 20 sets a high priority for tips with a high evaluation. When the terminal device 10 acquires multiple tips, it presents them to the user in order of priority.

[0113] In the above embodiment, the terminal device 10 is described as a terminal realized by a smartphone or the like, but is not limited to this example. The terminal device 10 may be realized by installing software on a home PC or the like, and may be configured to accept operations from a mouse or the like.

[0114] In addition, sharing of specific information via communication lines is mainly carried out via a WAN such as the Internet, but between information processing devices, it may also be carried out only via short-range wireless communication such as Bluetooth (registered trademark) and infrared communication without using a WAN.

[0115] Furthermore, in the above embodiment, an example of a configuration in which each function is provided by the terminal device 10 or the server 20 is described, but this is not limited to this configuration, and some or all of the functions may be provided by the terminal device 10, the server 20, or both the terminal device 10 and the server 20 in a configuration different from the above embodiment.

[0116] Furthermore, the present invention may be realized as a program that causes an information processing device to execute the functions of the above-mentioned terminal device 10 or server 20, or as a computer-readable non-transitory recording medium that stores the program.

[0117] <5 Basic computer hardware configuration> 11 is a block diagram showing the basic hardware configuration of a computer 90. The computer 90 includes at least a processor 94, a main memory device 95, an auxiliary memory device 96, and a communication IF (interface) 99. These are electrically connected to one another by a bus.

[0118] The processor 94 is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, registers, peripheral circuits, etc.

[0119] The main storage device 95 is used to temporarily store programs and data to be processed by the programs, etc. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).

[0120] The auxiliary storage device 96 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.

[0121] The communication IF 99 is an interface for inputting and outputting signals for communicating with other computers via a network using wired or wireless communication standards.

[0122] The network is composed of the Internet, LAN, various mobile communication systems constructed by wireless base stations, etc. For example, the network includes 3G, 4G, 5G mobile communication systems, LTE (Long Term Evolution), wireless networks that can connect to the Internet via a predetermined access point (e.g., Wi-Fi (registered trademark)), etc. In the case of a wireless connection, communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc. In the case of a wired connection, the network also includes a network that is directly connected using a USB (Universal Serial Bus) cable, etc.

[0123] 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.

[0124] <Basic functional configuration of computer 90> A description will be given of the functional configuration of a computer realized by the basic hardware configuration of a computer 90 shown in Fig. 11. The computer includes at least the functional units of a control unit, a storage unit, and a communication unit.

[0125] 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.

[0126] The control unit is realized by the processor 94 reading various programs stored in the auxiliary storage device 96, expanding them in the main storage device 95, 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 processes information.

[0127] The storage unit is realized by a main storage device 95 and an auxiliary storage device 96. The storage unit stores data, various programs, and various databases. Furthermore, the processor 94 can allocate a storage area corresponding to the storage unit in the main storage device 95 or the auxiliary storage device 96 in accordance with the programs. Furthermore, the control unit can cause the processor 94 to execute processes for adding, updating, and deleting data stored in the storage unit in accordance with the various programs.

[0128] A database refers to a relational database, which manages data sets called tables, which are structured by rows and columns, by relating them to each other. In a database, a table is called a table, 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 can be set and associated.

[0129] Typically, each table has a column set as a key for uniquely identifying a record, but setting a key to a column is not essential. The control unit can cause the processor 94 to add, delete, or update records in a specific table stored in the storage unit according to various programs.

[0130] The communication unit is realized by the communication IF 99. The communication unit realizes the 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 94 to execute information processing on the received information in accordance with various programs. Furthermore, the communication unit can transmit information output from the control unit to other computers 90.

[0131] Although several embodiments of the present disclosure have been described above, these embodiments can be embodied in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and modifications are intended to be included in the scope of the inventions and their equivalents as defined in the claims, as well as in the scope and spirit of the inventions.

[0132] <Additional Notes> The matters described in the above embodiments will be supplemented below. (Appendix 1) A program to be executed by a computer having a processor and a memory, which manages the progress of a game using sleep information, the program causing the processor to execute the steps of acquiring information that changes depending on user behavior and current information about the real world, acquiring tips regarding user behavior from the acquired current information, presenting the acquired tips to the user, and progressing the game based on the acquired information that changes depending on user behavior. (Appendix 2) The program described in (Appendix 1) in which the tips regarding user behavior are tips regarding sleep. (Appendix 3) The program described in (Appendix 2) in which the tips regarding user behavior are tips for improving sleep. (Appendix 4) The program according to any one of (Appendix 1) to (Appendix 3), wherein the current information is information about the user. (Appendix 5) The program according to any one of (Appendix 1) to (Appendix 4), wherein the current information is information about the environment. (Appendix 6) A method executed by a computer that manages the progress of a game using sleep information, the method comprising a processor and a memory, wherein the processor executes all of the steps executed in the invention according to any one of (Appendix 1) to (Appendix 5). (Appendix 7) An information processing device comprising a control unit and a storage unit, wherein the control unit executes all of the steps executed in the invention according to any one of (Appendix 1) to (Appendix 5). (Appendix 8) A system comprising means for executing all steps performed in any of the inventions according to (Appendix 1) to (Appendix 5). [Explanation of symbols]

[0133] 1. System 10...Terminal device 12...Communication IF 120…Communications Department 13...Input device 131...Touch-sensitive devices 14...Output device 141...Display 15...Memory 150...Location information sensor 16…Storage 160...camera 17...Audio processing unit 171...Mike 172...Speaker 180...Storage section 19...Processor 190...Control unit 20...Server

Claims

1. A program to be executed by a computer that manages the progress of a game using sleep information, the program including a processor and a memory, the program causing the processor to: obtaining and storing current real-world information including information about a current real-world user and information about a current real-world environment, wherein at least a portion of the information about the environment is obtained from an external device; acquiring information that changes depending on user behavior; receiving an operation related to the game, acquiring the stored current information; obtaining tips regarding user behavior based on the obtained current information; presenting the acquired tips to a user; a step of progressing the game based on the acquired information that changes due to the user's behavior; A program that executes the following.

2. 2. The program according to claim 1, wherein the tips regarding user behavior are tips regarding sleep.

3. 3. The program according to claim 2, wherein the tips regarding the user's behavior are tips for improving sleep.

4. When an operation related to the game is accepted, the processor executes a step of determining whether or not a waiting time occurs due to processing related to the operation; When the waiting time occurs, in the step of acquiring the stored current information, the stored current information is acquired; 2. The program according to claim 1, wherein the step of presenting the acquired tips is performed to present the acquired tips to the user during the waiting time.

5. A method executed by a computer for managing the progress of a game using sleep information, the method comprising a processor and a memory, wherein the processor executes all of the steps executed in the invention according to any one of claims 1 to 4.

6. 5. An information processing device comprising a control unit and a storage unit, wherein the control unit executes all of the steps executed in the invention according to any one of claims 1 to 4.

7. A system comprising means for executing all steps performed in the invention according to any one of claims 1 to 4.

Citation Information

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