Game program, game device and game system

The game system addresses the lack of efficient treatment in conventional systems by using diagnostic feedback to recommend personalized games and community features, improving user engagement and treatment efficiency.

JP7784040B2Active Publication Date: 2025-12-11CAPCOM CO LTD
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Patent Information

Application Number
JP2022132239
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-08-23
Publication Date
2025-12-11
Estimated Expiration
2042-08-23

AI Technical Summary

Technical Problem

Conventional game systems fail to provide efficient and continuous treatment for items requiring improvement identified in a user's diagnostic results, lacking diversity and personalized game recommendations.

Method used

A game system that includes a diagnostic component to identify improvement needs, recommends specific games based on their effectiveness for addressing these needs, and provides a launcher app to facilitate continuous gameplay, incorporating community features to enhance user motivation.

Benefits of technology

The system effectively improves mental, physical, or ability states by recommending tailored games, enhancing user engagement and treatment efficiency through personalized game suggestions and community interaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game program, a server device, and a game system that display multiple games that have improvement effects on items requiring improvement which are included in a user's diagnosis result.SOLUTION: A game program causes a computer to function as: display means 42c that displays information on multiple games that have improvement effects on items requiring improvement which are included in a diagnosis result on the basis of the diagnosis result regarding the state of a user's mind and body or ability; acceptance means 42d that accepts a user's selection of one of the multiple games; and execution means 42e that executes the selected game.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a game program, a game device, and a game system. [Background technology]

[0002] Conventionally, there is known a technology that implements a processor to enhance a user's cognitive ability by customizing a cognitive training plan for an individual (see Patent Document 1). Also, there is known a technology that identifies an individual's abilities, skills, and interests by analyzing how people make decisions and react while playing a game (see Patent Document 2). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Special table number 2017-518856 [Patent Document 2] Special table number 2018-506120 Summary of the Invention [Problem to be solved by the invention]

[0004] However, conventional techniques only provide a single type of game, and are unable to provide efficient and continuous treatment for items requiring improvement included in the user's diagnostic results, leaving room for improvement.

[0005] The present disclosure provides a game program, a game device, and a game system that can efficiently improve items requiring improvement related to the mental, physical, or ability state of a user. [Means for solving the problem]

[0006] The first aspect is a game program that causes a computer to function as a display means that displays information about a plurality of games that have an effect of improving items requiring improvement included in a diagnostic result based on the diagnostic result regarding the user's mental, physical, or ability state, a reception means that receives the user's selection of one of the plurality of games, and an execution means that executes the selected game.

[0007] In addition, in a first aspect, the diagnostic results include an index indicating the importance of improvement associated with the items requiring improvement, and the multiple games are identified based on improvement effect information and an index that associates the items requiring improvement, one or more games, and the improvement effects of each of the one or more games.

[0008] Also, in a first aspect, the diagnostic result includes a plurality of items requiring improvement, and the plurality of games includes a predetermined combination of games identified from a population including the plurality of games and games other than the plurality of games, and the combination is identified based on the improvement effects corresponding to the plurality of items requiring improvement possessed by each of the games included in the population.

[0009] In addition, in the first aspect, the multiple games are identified based on a trained model and diagnostic results generated by learning the causal relationship between the play histories of multiple users and the improvement effects obtained by the multiple users playing the games.

[0010] In addition, in the first aspect, the display means further displays recommendation information recommending playing a game that satisfies recommendation conditions, which are conditions determined to be effective for efficient or continuous improvement of the improvement-requiring items.

[0011] Also, in a first aspect, the plurality of games include a first game and a second game that has a high improvement effect compared to the first game, and the recommendation information recommends playing the second game.

[0012] In addition, in the first aspect, the recommendation conditions include conditions related to the user's play history.

[0013] Also, in a first aspect, the play history includes information regarding play frequency, the plurality of games includes a first game and a second game that is played more or less frequently than the first game, and the recommendation information recommends playing the second game.

[0014] Also, in a first aspect, the play history includes information regarding at least one of game progress and play frequency, the plurality of games includes a first game and a second game whose progress has stagnated or whose play frequency has decreased compared to the first game, and the recommendation information recommends playing the first game.

[0015] In addition, in the first aspect, the display means changes the game to be displayed in accordance with the play history of the user.

[0016] Also, in a first aspect, the play history includes information regarding at least one of the progress of the games and the frequency of play, and when the progress of a first game included in the plurality of games stagnates or the frequency of play decreases, the display means newly displays a second game that has an improving effect and is not included in the plurality of games.

[0017] In addition, in the first aspect, the display means displays a reward granting condition for associating a reward with the user, and the reward granting condition includes a condition related to the play history of the user.

[0018] A second aspect is a game device comprising a storage unit that stores the game program of the first aspect, and a control unit that executes the game program.

[0019] A third aspect is a game system comprising a storage unit that stores the game program of the first aspect, and a control unit that executes the game program. [Effects of the Invention]

[0020] According to the present disclosure, it is possible to provide a game program, a game device, and a game system that efficiently improve items requiring improvement related to the mental, physical, or ability state of a user. [Brief explanation of the drawings]

[0021] [Figure 1] FIG. 1 is a block diagram illustrating an example of the configuration of a game system. [Figure 2] FIG. 2 is a sequence diagram showing the operation of the game system. [Figure 3] FIG. 10 is a diagram illustrating an example of a diagnosis result of a user. [Figure 4] FIG. 10 is a diagram showing an example of an improvement effect information list for each game. [Figure 5] FIG. 2 is a diagram showing an example of a display screen of a gaming terminal device. [Figure 6] FIG. 2 is a diagram showing an example of a play history of a user. [Figure 7] FIG. 10 is a diagram illustrating an example of a reward granting condition. [Figure 8] FIG. 10 is a diagram illustrating an example of information to be learned by a trained model. [Figure 9] FIG. 2 is a diagram showing an example of a display screen of a gaming terminal device. [Figure 10] FIG. 10 is a diagram showing an example of an operation for changing a game to be displayed. DETAILED DESCRIPTION OF THE INVENTION

[0022] [Embodiment] A game system 1 according to an embodiment of the present disclosure will be described with reference to the drawings.

[0023] <Game Description> In the game system 1 shown in Figure 1, an information management terminal device 2, an information management server device 3, a game server device 5, and multiple game terminal devices 4 are connected to each other so that they can communicate with each other via a communication network 6, and users play games using the game terminal devices 4.

[0024] The games of this embodiment include, for example, find-an-object games and puzzle games.

[0025] In a hidden object game, for example, a player controls a player character to find multiple designated items hidden in a virtual game space of each stage within a time limit. In this game, the player can clear the stage by finding all of the multiple designated items within the time limit.

[0026] In a puzzle game, for example, players must match a predetermined number of parts of the same color among the multiple colored parts that appear one after another on the game screen. In puzzle games, a target number of moves is set for each stage, and players can clear a stage by removing the target number of parts within the number of moves set for that stage.

[0027] Such games can be played by a user of a gaming terminal device 4 alone, or in a multi-player competitive or cooperative game with other users. Such games are played using a gaming terminal device 4 that is a home gaming console such as a PlayStation (registered trademark), a portable gaming console such as a Nintendo Switch (registered trademark), or an electronic device such as a personal computer, smartphone, or tablet. The following describes an example in which the gaming terminal device 4 is a smartphone.

[0028] Furthermore, the gaming terminal device 4 of this embodiment allows a user to select a game from a plurality of different types of games in response to a user's operation. The plurality of different types of games are games that have different game rules, sounds, graphics, characters, etc. For example, a hidden object game and a puzzle game are different types of games because they have different game rules. The plurality of different types of games not only differ in difficulty, but also have their own unique enjoyment.

[0029] <Launcher app description> The gaming terminal device 4 can launch a launcher app. A launcher app is application software that displays a list of playable games and launches a game according to the user's selection. For example, the user can select the game they want to play from a "hidden object game" and a "puzzle game" displayed in the launcher app. In other words, the launcher app serves as a portal for playing multiple games. Furthermore, typically, the application software for running games is not included in the launcher app, but is separate application software.

[0030] Furthermore, the launcher app has a function to encourage efficient or continuous improvement of the user's improvement needs. For example, the launcher app can display multiple games that are likely to improve the user's improvement needs and recommend playing at least some of the games.

[0031] In addition, for example, launcher apps have a community function. The community function is a function for interacting with other users, and includes, for example, a friend registration function, a chat function, and a gift sending function. By interacting with other users through this function, it is expected that users will be more motivated to play the game and continue playing.

[0032] <Game System Overview> As shown in FIG. 1, the game system 1 includes an information management terminal device 2, an information management server device 3, a game terminal device 4, and a game server device 5.

[0033] The information management terminal device 2 is used by a diagnoser. A diagnoser is a third party who can diagnose a user. A diagnoser is, for example, a specific doctor, a group of multiple doctors, or a medical institution to which the doctor or group belongs. The information management terminal device 2 is a personal computer, a smartphone, a tablet, or the like.

[0034] After diagnosing a user, the diagnoser can register the user's diagnosis results in the information management server device 3 by operating the information management terminal device 2. The diagnosis results include information such as the name of the diagnoser, the diagnoser's identification number, the user's name, the user's identification number, the content of the diagnosis, items requiring improvement related to the diagnosis, and indices for the items requiring improvement. The indices indicate the importance of improving the items requiring improvement. The indices can be expressed as numerical values, scores, rankings, stages, etc., but in this embodiment, the indices will be described as scores.

[0035] In this embodiment, the assessor sets a high index score when the ability related to the improvement item is high. In other words, the higher the index score related to the improvement item, the higher the ability and the lower the importance of improvement. On the other hand, the lower the index score, the lower the ability related to the improvement item and the higher the importance of improvement. For example, an improvement item diagnosed as "10 points" is more important than an improvement item diagnosed as "90 points."

[0036] In this embodiment, the diagnosis typically relates to a disease that impairs part of cognitive function. In this case, the improvement-requiring item is, for example, memory, language ability, judgment, calculation ability, etc., and can also be referred to as a treatment item. Furthermore, in this embodiment, treatment of the improvement-requiring item includes actions to improve the improvement-requiring item (for example, the user playing a game, or the diagnoser encouraging the user to play a game). In other words, treatment of the improvement-requiring item is one form of improvement of the improvement-requiring item.

[0037] In this embodiment, a user diagnosed by a diagnostician corresponds to a player who plays a game using a gaming terminal device 4. Hereinafter, a user diagnosed by a diagnostician and a player who plays a game using a gaming terminal device 4 are collectively referred to as a "user."

[0038] The information management server device 3 stores the diagnostic results sent from the information management terminal device 2 in association with diagnostic account information for each user. When user authentication using the game terminal device 4 is successful, the information management server device 3 performs encrypted communication with the game terminal device 4.

[0039] The game server device 5 stores various information for users to play games on the game terminal device 4. The information for playing games includes, for example, game programs, game data, and game account information for each user. The game server device 5 manages game data for each piece of game account information and the progress of the game, and when user authentication using the game terminal device 4 is successful, performs encrypted communication with the game terminal device 4.

[0040] As described above, in the game system of this embodiment, information related to the diagnosis and information related to the game are stored separately in the information management server device 3 and the game server device 5. Specifically, diagnostic account information and diagnostic results for each user are stored in the information management server device 3, and game account information and game data for each user are stored in the game server device 5. This system configuration allows sensitive information related to the user's diagnosis to be stored separately from the game server device, allowing personal information to be handled safely.

[0041] When logging in to the information management server device 3, the gaming terminal device 4 transmits diagnostic account information to the information management server device 3. The diagnostic account information is used for user authentication when a user logs in to the information management server device 3. After user authentication, mutual communication between the gaming terminal device 4 and the information management server device 3 becomes possible.

[0042] Furthermore, when logging in to the game server device 5, the game terminal device 4 transmits game account information to the game server device 5. The game account information is used for user authentication when a user logs in to the game server device 5. After user authentication, mutual communication between the game terminal device 4 and the game server device 5 becomes possible.

[0043] Furthermore, after logging in to the game server device 5, the game terminal device 4 receives data necessary to progress the game (e.g., data related to the game progress status, etc.) from the game server device 5, and then progresses the game while outputting game images and game sounds based on the user's operations.

[0044] Hereinafter, the hardware configuration of the information management server device 3, the game server device 5, the game terminal device 4, and the information management terminal device 2 will be described with reference to FIG.

[0045] <Configuration of Information Management Server Device 3> As shown in FIG. 1, the information management server device 3 includes a control unit 32, a storage unit 30, and a network interface unit , which are electrically connected to each other via a bus .

[0046] The network interface unit 36 ​​is connected in a communicable state to the game server device 5, the information management terminal device 2, and the game terminal device 4 via a communication network 6 such as the Internet or a LAN.

[0047] The storage unit 30 is configured with an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. Information stored in the storage unit 30 includes various programs including a part of the game program according to this embodiment, as well as various data such as a user information DB (Database) 30a, an improvement effect information DB 30b, a play history information DB 30c, and a reward granting condition information DB 30d.

[0048] In the user information DB 30a, diagnostic account information and the diagnostic result of the user are associated with each user's identification information. The diagnostic result includes information on the improvement items related to the diagnosis. The authentication of the user to the information management server device 3 is performed based on the diagnostic account information. The diagnostic result and the improvement items will be described later with reference to FIG. 3.

[0049] The improvement effect information DB 30b stores an improvement effect information list in which, for each of a plurality of game identification information, the improvement effect for the improvement-requiring items of the game is associated. For example, if a puzzle game has the effect of improving judgment, and a hidden object game has the effect of improving memory, information relating to this relationship is stored. The improvement effect information list will be described later with reference to FIG. 4.

[0050] Here, the improvement effect of a game is synonymous with the improvement effect on items requiring improvement that can be achieved by playing the game. For example, a puzzle game has the effect of improving judgment, and a hidden object game has the effect of improving memory.

[0051] The play history information DB 30c stores various types of history information (hereinafter referred to as "play history") generated when a user plays a game. The play history includes, for example, play frequency, game progress, play time, cumulative number of game successes, and user preferences estimated from this information. The play history is received from the game terminal device 4 when a game is played. The play history will be described later with reference to FIG. 6.

[0052] The reward granting condition information DB 30d stores conditions for granting a reward to a user (hereinafter referred to as "reward granting conditions"). Typically, whether or not the reward granting conditions have been met is determined based on the play history. The reward to be granted may be, for example, a title indicating that the user has met a predetermined condition. The reward granting conditions will be described later with reference to FIG. 7.

[0053] The control unit 32 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the device 3. The control unit 32 executes various programs to function as a game specification means 32a, a reward granting means 32b, and a communication means 32c. An example of the processing when the various means are executed is shown below.

[0054] -Game identification means 32a- The game identification means 32a identifies multiple games that have an effect of improving the items requiring improvement included in the diagnosis result of the user, based on the diagnosis result received from the information management terminal device 2. The identified games are typically games (hereinafter referred to as "display target games") selected from multiple candidate games based on predetermined conditions. Identification information of the display target games is transmitted to the gaming terminal device 4, and a list of the display target games is displayed in the launcher app of the gaming terminal device 4. A method for identifying the display target games will be described later with reference to FIGS. 3 and 4.

[0055] -Reward granting means 32b- The reward granting means 32b determines whether the reward granting conditions stored in the reward granting condition information DB 30d are met based on the user's play history, and grants a reward to the user based on the determination. The reward granted by the information management server device 3 is typically usable and viewable within the launcher app. The granted reward will be described later with reference to FIG. 7. Note that granting a reward by the information management server device 3 to a user is equivalent to storing information about the reward to be granted in association with the diagnostic account information of the user in the user information DB 30a, and transmitting a signal to the gaming terminal device 4 notifying that the reward has been granted.

[0056] -Communication means 32c- The communication means 32c transmits and receives various data between the user's device 3, the game terminal device 4, and the game server device 5. The main data received by the communication means 32c includes login information for authentication and play history. The main data transmitted by the communication means 32c includes information notifying that authentication has been completed, identification information for the game to be displayed, information related to the awarding of rewards, etc.

[0057] <Configuration of Game Server Device 5> As shown in FIG. 1, the game server device 5 includes a control unit 52, a storage unit 50, and a network interface unit 56, which are electrically connected to each other via a bus 58.

[0058] The network interface unit 56 is connected in a communicable state to the information management server device 3, the information management terminal device 2, and the game terminal device 4 via a communication network 6 such as the Internet or a LAN.

[0059] The storage unit 50 is configured with an HDD, RAM, ROM, SSD, etc. Information stored in the storage unit 30 includes various programs including a part of the game program according to this embodiment, as well as various data such as a user information DB 50a, a game information DB 50b, and a play history information DB 50c.

[0060] In the user information DB 50a, game account information is associated with each user's identification information. User authentication with the game server device 5 is performed based on the game account information.

[0061] The game information DB 50b stores various types of information necessary for the progress of the game. The various types of information include image information, audio information, etc. related to the game. Typically, the game terminal device 4 downloads the information to execute the game.

[0062] The play history information DB 50c stores play history. The play history is transmitted from the gaming terminal device 4, and typically stores information similar to that stored in the play history information DB 30c in the information management server device 3.

[0063] The control unit 52 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the device 5. The control unit 52 executes various programs to function as a communication unit 52a. An example of the processing when the various units are executed is shown below.

[0064] -Communication means 52a- The communication means 52a transmits and receives various data between the user's device 5, the gaming terminal device 4, and the information management server device 3. The main data received by the communication means 52a includes login information for authentication, identification information of the game for which a request has been made to play, play history, and information related to the status of achievement of reward conditions. The main data transmitted by the communication means 52a includes information notifying that authentication has been completed, information necessary to progress in the game for which a request has been made to play, and the like.

[0065] <Configuration of Game Terminal Device 4> As shown in FIG. 1, the gaming terminal device 4 has a control unit 42, a storage unit 40, a user interface unit 44, and a network interface unit 46, which are electrically connected to one another via a bus 48.

[0066] The network interface unit 46 is connected in a communicable state to the information management server device 3, the information management terminal device 2, and the game server device 5 via a communication network 6 such as the Internet or a LAN.

[0067] The storage unit 40 is configured with an HDD, RAM, ROM, SSD, etc. The information stored in the storage unit 40 includes various programs including a part of the game program according to this embodiment, as well as various data such as a user information DB 40a, a launcher information DB 40b, a game information DB 40c, and a play history information DB 40d.

[0068] The user information DB 40a stores diagnostic account information and game account information. The diagnostic account information and game account information are transmitted to the information management server device 3 and the game server device 5, respectively, and are used for authentication and to distinguish between multiple users.

[0069] The launcher information DB 40b stores various information for executing a launcher app in the gaming terminal device 4 and information related to rewards granted by the reward granting means 32b. The various information for executing a launcher app includes image information, audio information, etc. related to the launcher app. The game terminal device 4 reads out the various information when executing the launcher app.

[0070] The game information DB 40c stores various types of information required to execute a game on the player's own device 4. The various types of information include image information, audio information, etc. related to the game. Typically, information downloaded from the game server device 5 is stored.

[0071] The play history information DB 40d stores various types of history information generated when a user plays a game. The stored play history is generated within the user's own device 4 and transmitted to the information management server device 3 and the game server device 5. Typically, the same information as that stored in the play history information DB 30c in the information management server device 3 is stored.

[0072] A display 44a, a speaker 44b, and an input device 44c are externally connected or built into the user interface unit 44. The external connection includes connection by wired cable as well as connection by wireless communication.

[0073] The display 44a is a device or component capable of outputting an image. Examples of the display 44a include a liquid crystal display, a display capable of projecting a three-dimensional image, and a device capable of projecting an image onto another object (for example, a projector).

[0074] The input device 44c is a device or component that can input a signal. Examples of the input device 44c include a touch panel, buttons, an analog stick, a touch pad, a camera, a microphone, an acceleration sensor, and a vibration sensor. In this embodiment, the input device is a touch panel mounted on a smartphone, and various operations (for example, pressing a button or changing a display area) are performed by touching the touch panel.

[0075] The control unit 42 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the device 4. By executing various programs, the control unit 42 functions as a launcher execution means 42a, an acquisition means 42b, a display means 42c, a reception means 42d, a game execution means 42e, an audio control means 42f, and a communication means 42g. An example of the processing when the various means are executed is shown below.

[0076] -Launcher execution means 42a- The launcher execution means 42a reads information stored in the launcher information DB 40b and launches a launcher application based on the user's operation on the gaming terminal device 4. When the launcher application is launched, it communicates with the information management server device 3 and checks whether or not a reward has been granted to itself.

[0077] -Acquisition means 42b- When the launcher app is launched, the acquisition means 42b acquires various information from the information management server device 3 and the game server device 5. The acquired information includes identification information of the game identified by the game identification means 32a of the information management server device 3, information stored in the game information DB 50b of the game server device 5 and necessary for the progress of the game, etc. Here, the game identification information includes, for example, an ID that can uniquely identify multiple games, the name of the game, the icon of the game, etc.

[0078] -Display means 42c- In the launcher application, the display unit 42c displays on the display 44a the name of the game to be displayed acquired by the acquisition unit 42b, and also displays recommendation information recommending playing at least a part of the game to be displayed. An example of the display method will be described later with reference to FIG. 5.

[0079] After a game is selected in the launcher application, the display unit 42c renders game images including various information related to the characters and the virtual game space in a moving image format based on game image information generated by the game execution unit 42e (described later). The game images rendered in a moving image format are displayed on the display 44a as game images via the user interface unit 44.

[0080] -Method of reception 42d- The accepting unit 42d accepts a user's selection of a display target game displayed by the display unit 42c. The selection typically involves pressing a button on which the name of the display target game is displayed.

[0081] -Game execution means 42e- The game execution means 42e executes the game selected by the reception means 42d. Specifically, it controls actions in the virtual game space based on operations of the user of the own device 4, and generates game image information and game sound information in response to the actions. Information related to the log generated by playing the game is stored in the play history information DB 40d and is also transmitted to the information management server device 3 and the game server device 5. Note that a user playing a game and a user executing a game are synonymous.

[0082] The execution of the game by the game execution means 42e includes causing the game server device 5 to execute the game and receiving the generated game image information and game sound information.

[0083] - Voice control means 42f - The audio control means 42f reproduces and synthesizes game audio based on the game audio information generated by the game execution means 42e. The synthesized audio is reproduced as game audio by the speaker 44b via the user interface unit 44.

[0084] -Communication methods 42g- The communication means 42g transmits and receives various data between the user's device 4 and the information management server device 3 and the game server device 5. Main data received by the communication means 42g includes information notifying that authentication has been completed, identification information of the game to be displayed, and information related to the awarding of rewards. Main data transmitted by the communication means 42g includes login information for authentication, play history, and the like.

[0085] <Configuration of Information Management Terminal Device 2> The information management terminal device 2 is a device that allows a diagnostician to input diagnostic results and register them in the information management server device 3, and is, for example, an electronic device such as a personal computer, smartphone, or tablet. The information management terminal device 2 is equipped with a display and input devices (for example, a keyboard and a mouse), and can communicate with the information management server device 3 by connecting to the communication network 6.

[0086] <Operation flow of game system 1> The operation flow of the game system 1 will be described with reference to Figs. 2 to 7. Fig. 2 shows a sequence diagram when the information management terminal device 2, information management server device 3, game terminal device 4, and game server device 5 communicate via the communication network 6. Fig. 3 shows an example of a diagnosis result including improvement items. Fig. 4 shows an example of an improvement effect information list. Fig. 5 shows an example of a display screen on the game terminal device 4 of this embodiment. Fig. 6 shows an example of a play history. Fig. 7 shows an example of reward granting condition information. Note that, in the following, communication between each device is performed by communication means provided in the control unit of each device.

[0087] After diagnosing the user, the diagnostician registers the diagnostic result in the information management terminal device 2 (S100). The information management terminal device 2, which has received the input of the diagnostic result, transmits the diagnostic result to the information management server device 3 (S102). The information management server device 3 associates the diagnostic result with the user and stores it in the user information DB 30a.

[0088] 3 is an example of the user's diagnosis results sent in S102. The diagnosis results include items requiring improvement, and the items requiring improvement are associated with indices registered by the assessor. In this embodiment, the four items requiring improvement, "memory," "language ability," "judgment," and "calculation ability," are associated with indices of "10 points," "100 points," "60 points," and "30 points," respectively.

[0089] The index represents the level of ability related to the item requiring improvement. For example, according to FIG. 3, the user in this embodiment has relatively high "language ability (100 points)" and "judgment ability (60 points)," but relatively low "memory ability (10 points)" and "calculation ability (30 points)." For such a user, it is desirable to prioritize treatment of "memory ability" or "calculation ability," which have low index scores (i.e., the importance of treatment is high). Hereinafter, an item requiring improvement of "X points" is considered to be synonymous with the index corresponding to the item requiring improvement being "X points." For example, a "memory ability" of "10 points" is synonymous with the index corresponding to "memory ability" being "10 points."

[0090] After receiving the diagnosis, the user operates the gaming terminal device 4 to start the launcher app (S104). FIG. 5(A) is an example of a display screen of the launcher app. Screen 400 is an example of a display screen immediately after the launcher app is started. A game play button 402 and a community button 404 are displayed on screen 400. Pressing the game play button 402 displays a game to be displayed, which is identified by a method described below (see FIG. 5(B)). Pressing the community button 404 transitions to a screen where a friend list, chat function with the diagnostician, etc. can be used.

[0091] When the launcher application is started, information necessary for executing the launcher application is read from the launcher information DB 40b. At this time, the gaming terminal device 4 transmits a signal to the information management server device 3 requesting the identification information of the game to be displayed together with the diagnostic account information (S106).

[0092] Upon receiving the signal, the information management server device 3 identifies the game to be displayed (S108). This identification method will be described with reference to FIGS. 3 and 4. FIG. 4 is an example of an improvement effect information list stored in the improvement effect information DB 30b. The improvement effect information list is a list in which an improvement-requiring item, one or more games, and the improvement effect of each of the one or more games are associated with each other. For example, the improvement-requiring item of "memory" is associated with the following improvement effects: "Game A improves by 1 point per play unit," "Game B improves by 8 points per play unit," "Game C improves by 4 points per play unit," and "Game D improves by 5 points per play unit."

[0093] A unit of play is typically a predetermined length of time for playing a game (e.g., 1 hour, 10 hours, etc.) The unit of play is determined in advance at the time of designing the game system.

[0094] The improvement effect is the score of an index that is expected to improve when one play of a game is played. For example, according to Figure 4, playing Game A for one play is expected to improve "memory" by "1 point." In other words, if one play is 10 hours, a user with a "memory" score of "10 points" is expected to improve their "memory" to "11 points" by playing Game A for 10 hours.

[0095] The improvement effect is typically determined based on the results of prior verification, etc. For example, if multiple users play Game A for one play unit and the result shows that their "memory" improved by "1 point" on average, the improvement effect of Game A on "memory" is determined to be "1 point / play unit."

[0096] In this case, the improvement effect is determined based on statistical processing, so the improvement effect may not necessarily be as shown in the improvement effect information list. For example, when playing one game of Game A, some users may see their "memory" improve from "10 points" to "12 points," while other users may remain at "10 points."

[0097] Upon receiving a signal requesting the identification information of the game to be displayed, the information management server device 3 identifies the game to be displayed using the game identification means 32a. In this embodiment, the game is identified based on the lowest index among the user's improvement-requiring items. For example, since the user with the diagnosis result shown in FIG. 3 has the lowest index for "memory" at "10 points," games with a relatively high improvement effect for treating "memory" are identified as the game to be displayed. Specifically, since the improvement effects of "memory" for games B and D are "8 points / play unit" and "5 points / play unit," respectively, which are higher than the "1 point / play unit" and "4 points / play unit" of games A and C, games B and D are identified as the games to be displayed.

[0098] After identifying the game to be displayed, the information management server device 3 transmits the identification information of the game to be displayed to the game terminal device 4 (S110). Note that, since image information, audio information, etc. related to the game are stored in the game server device 5, this information is not included in the information transmitted here.

[0099] The gaming terminal device 4, which has received the identification information of the game to be displayed, displays a button including the identification information (e.g., the name, etc.) of the game to be displayed in the launcher app and accepts the user's selection of the game (S112). FIG. 5(B) is an example of a screen displaying the game to be displayed. A screen 420 displays a game B play button 422, a game D play button 426, and recommendation information 424 recommending playing game B. Here, "game B" and "game D" are the names of the game to be displayed.

[0100] The recommendation information is information that recommends playing a game that satisfies the recommendation conditions, which are conditions that are determined to be effective in efficient or continuous improvement of the user's improvement-requiring items. The recommendation conditions may, for example, be a second game that has a higher improvement effect than a first game. In the case of these recommendation conditions, the user in this embodiment has a "memory" score of "10 points" and is therefore in high need of treatment (see FIG. 3). However, of the games to be displayed, the memory improvement effect of game B is "8 points / play unit," which is higher than game D's "5 points / play unit" (see FIG. 4). Therefore, game B satisfies the recommendation conditions, and the recommendation information recommends playing game B.

[0101] When the user selects a game (corresponding to pressing the game B play button 422 or the game D play button 426), the identification information and game account information of the selected game are transmitted to the game server device 5 (S114). In this embodiment, it is assumed that the user selected game B in accordance with the recommendation information.

[0102] In this case, all of the selectable displayed games are effective in treating the user's areas needing improvement, and the games recommended by the recommendation information are particularly effective, so playing those games can be expected to effectively treat the user's areas needing improvement. For example, both games B and D of the displayed games are effective in treating the user's "memory," and game B recommended by the recommendation information is particularly effective.

[0103] The game server device 5, which has received the game identification information and game account information, identifies the game information associated with the game account (S116) and transmits various information required to execute game B to the game terminal device 4 (S118).

[0104] Having received the various information necessary to run the game, the gaming terminal device 4 runs game B (S120). Note that running a game by the gaming terminal device 4 includes not only running the game on its own device, but also having the game server device 5 run the game and receiving the generated game image information and game sound information. At this time, various logs generated by playing the game are stored as play history in the play history information DB 40d and are transmitted to the information management server device 3 and the game server device 5 (S122).

[0105] FIG. 6 is an example of a user's play history. The play history includes information such as play frequency, game progress, cumulative play time, cumulative number of successes, cumulative number of failures, and user preferences. Play frequency refers to the number of times a game has been played within a given period of time. Game progress refers to the relative completion rate, where 100% refers to the state in which all content included in the game has been cleared. Cumulative play time refers to the cumulative value of the time spent playing the corresponding game. Cumulative number of successes / failures refers to the cumulative value of the number of times a given task (e.g., quest or stage) has been succeeded / failed in in the corresponding game. User preferences refer to the user's preferences for the corresponding game, and are typically determined based on other play history such as play frequency and cumulative play time.

[0106] When the game play is completed, the gaming terminal device 4 displays the game results (S123). FIG. 5(C) is an example of a result display screen. Screen 440 is a result display screen when game B is cleared. Screen 440 displays a game name display area 442, a result details display area 444, and a back button 446. The game name display area 442 displays the name of the game played. The result details display area 444 displays the success or failure of the game (e.g., success, failure, clear, etc.), the points acquired in the game, and information about the items used in the game. Pressing the back button 446 will transition to the screen of FIG. 5(A) or FIG. 5(B).

[0107] The information management server device 3, upon receiving the play history, stores the play history in the play history information DB 30c and transmits the information to the information management terminal device 2 (S124). The information management terminal device 2, upon receiving the play history, displays data generated based on the play history on the display (S126). The displayed data includes a total improvement calculated by multiplying the improvement effect of each game by the number of play units executed. For example, referring to FIG. 4, the total improvement effect for "memory" of a user who played Game B for three play units is calculated as "24 points" by multiplying "8 points / play unit" by "3 play units." Alternatively, for example, the total improvement effect for "language ability" of a user who played Game A and Game D for two play units each is calculated as "22 points" by multiplying "8 points / play unit" by "2 play units" and "3 points / play unit" by "2 play units." By referring to such data, the diagnostician can grasp the user's playing status and check the progress of treatment.

[0108] Upon receiving the play history, the information management server device 3 determines, via the reward granting means 32b, whether or not the user has achieved any of the reward granting conditions based on the reward granting conditions stored in the reward granting condition information DB 30d (S128).

[0109] 7 shows an example of the reward granting conditions. The reward granting conditions are a list that associates the reward granting conditions for each game with the rewards that will be granted to the user when the reward granting conditions are met.

[0110] The reward conditions include conditions related to play history, such as conditions related to play frequency (e.g., "playing 10 times per month"), conditions related to game progress (e.g., "achieving 40% of game progress"), conditions related to play time (e.g., "achieving a cumulative play time of 50 hours"), and conditions related to cumulative successes / failures (e.g., "achieving a cumulative success count of 10 times" and "achieving a cumulative failure count of 5 times").

[0111] If it is determined in S128 that a reward is available to be given to the user, the information management server device 3 causes the reward giving means 32b to give the reward to the user (S130). The reward includes something that increases the incentive for the user to play the game. Specifically, this includes a title that can be confirmed in the launcher app.

[0112] A title is an alias (e.g., "Game A Beginner" and "Game B Advanced") that indicates that a user has achieved a certain reward condition. By setting a title for themselves, users can show other users via community functions, etc., that they have earned a title. For example, a user who sets the title "Game B Advanced" for themselves can show other users that they have met the reward condition of "achieving a cumulative play time of 50 hours" for Game B.

[0113] By offering rewards when the reward conditions are met, users can be encouraged to continue playing. For example, a user is expected to continue playing Game B with the goal of earning the title of "Advanced Game B Player."

[0114] To summarize the above, the program in this embodiment causes a computer to function as a display means that displays information about multiple games that have an improvement effect on items requiring improvement included in the diagnostic results based on the diagnostic results regarding the user's mental, physical, or ability state, a reception means that receives the user's selection of one of the multiple games, and an execution means that executes the selected game.

[0115] <Effects> The game program according to this embodiment identifies multiple games that are effective in treating the user's mental, physical, or ability-related improvement needs, and further displays recommended information to encourage the user to continue playing these games, thereby enabling the user to efficiently and continuously improve the improvement needs of the user.

[0116] [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.

[0117] <Modifications regarding the game system> In the above embodiment, the information management terminal device 2, the information management server device 3, the game terminal device 4, and the game server device 5 are different devices, and an example is given of these working together to make the game program function, but this is not limited to this.

[0118] Specifically, the means executed by the control unit of each device in the above embodiment may be executed by another device. For example, in the above embodiment, the control unit 32 of the information management server device 3 is described as specifying the game to be displayed by the game specifying unit 32a, but instead, the control unit 42 of the gaming terminal device 4 may execute the process of specifying the game to be displayed.

[0119] In addition, specifically, the information stored in each device in the above embodiment may be stored in another device. For example, in the above embodiment, the reward granting conditions are stored in the reward granting condition information DB 30d in the storage unit 30 of the information management server device 3, but the reward granting conditions may be stored in the storage unit 40 of the gaming terminal device 4 instead.

[0120] One device may have the functions of two or more of the devices in the above embodiments. For example, a game system may be constructed by an information management device having the functions of the information management terminal device 2 and the information management server device 3, and a game device having the functions of the game terminal device 4 and the game server device 5.

[0121] The functions of one device in the above embodiment may be realized by two or more devices. For example, the functions of the information management server device 3 in the above embodiment may be realized by a database server device corresponding to the storage unit 30 and a server device that performs calculations corresponding to the control unit 32 working together.

[0122] A single game system may include multiple devices of the same type. For example, a game system may include four game server devices 5, each operating as a game server device for game A, a game server device for game B, a game server device for game C, and a game server device for game D. Alternatively, for example, a game system may include multiple game terminal devices 4.

[0123] Part of the processing related to the game system may be performed outside Japan. For example, the information management server device 3 may be installed outside Japan and communicate with the game server device 5 installed in Japan and the game terminal devices 4 of users in Japan.

[0124] The diagnostic results stored in the information management server device 3 are not limited to those input by the diagnostician. For example, the diagnostic results may be registered based on the answers given to a checklist by the user himself / herself using the information management terminal device 2.

[0125] <Modifications for launcher apps and games> In the above embodiment, the launcher app and the game are described as different application software, but this is not limiting. For example, the game may be a mini-game included in the launcher app.

[0126] The games may be ones that can only be executed via a launcher app. For example, even if the gaming terminal device 4 is started, it may not be possible to directly start game A or game B without going through a launcher app, and games may only be started by selecting a game displayed as a game to be displayed.

[0127] The game does not have to be a game exclusive to the game system of the above embodiment. For example, it may be a game that is generally available and can be played by users other than the user who has received the diagnosis in the above embodiment. In this case, users other than the user who has received the diagnosis can directly launch the game without launching a launcher app. Furthermore, the game provided to the user who has received the diagnosis and other users may have different settings (e.g., different difficulty levels, etc.).

[0128] The games are not limited to single-player games played by a user alone, but also include multiplayer games played collaboratively with other users via the communication network 6. The improvement effect also comes from the manner in which the game is played. For example, if the diagnostic results include an item requiring improvement related to "cooperativeness," playing a multiplayer game can improve "cooperativeness."

[0129] <Modifications of the Game Execution Means 42e> In the above embodiment, it has been described that a game selected by the user is executed, but the user does not have to select a specific game. Specifically, by pressing a predetermined button, a random game (typically a game that is recommended to be played) or a randomly selected game may be executed. In other words, "user selection of one of a plurality of games" includes selection of a specific game as well as selection of any game without specifying a game.

[0130] <Modifications regarding the game specifying means 32a> In the above embodiment, the items requiring improvement included in the diagnosis results regarding the user's mental, physical, or ability state are described as cognitive functions such as "memory," "language ability," "judgment," and "calculation ability," but are not limited to these. For example, the items may also include those related to physical abilities such as "dynamic vision," "sense of balance," and "muscle strength," as well as those related to social abilities such as "cooperation" and "communication ability."

[0131] In the above embodiment, the user's preferences included in the play history are estimated from the frequency of play, the progress of the game, the play time, the total number of successes in the game, and other information, but the present invention is not limited to this. The user's preferences may be, for example, those registered by the diagnostician along with the diagnosis results on the information management terminal device 2, or may be those set by the user himself on the game terminal device 4.

[0132] In the above embodiment, the improvement effect is described as the score of an index that is expected to improve when one play of the game is executed, but this is not limited to this. The improvement effect may be determined relatively based on the ranking with respect to other games (for example, "number one in memory improvement effect" and "number four in language ability improvement effect"). Alternatively, it may be expressed in stages (for example, "high effect," "medium effect," and "low effect").

[0133] In the above embodiment, the play unit is described as a predetermined length of time for playing the game, but this is not limited to this. For example, the play unit may be determined based on the number of times the game is played or the number of times it is successful.

[0134] Furthermore, in the above embodiment, an example was described in which a display target game was identified based on the lowest index among the user's items requiring improvement. However, this is not limited to this. Specifically, a display target game may be identified based on the improvement effect corresponding to multiple items requiring improvement possessed by the game. For example, a game that combines a high improvement effect corresponding to each of "memory" and "calculation ability" may be identified as a display target game. A user with the diagnosis result shown in FIG. 3 has low "memory (10 points)" and "calculation ability (30 points)" compared to "verbal ability (100 points)" and "judgment ability (60 points)." In such a case, game B, which has the highest improvement effect for "memory" at "8 points / play unit," and game C, which has the highest improvement effect for "calculation ability" at "7 points / play unit," may be identified as a display target game (see FIG. 4).

[0135] In the above embodiment, games are identified using the improvement effect information list in Fig. 4, but this is not limiting. For example, games to be displayed may be identified using a trained model generated by learning the causal relationship between the play histories of multiple users and the improvement effects obtained by the multiple users playing the game.

[0136] FIG. 8 shows an example of a dataset used to create a trained model. The dataset is typically created based on prior verification results, etc. The dataset in FIG. 8 is information regarding changes in the diagnostic results for items requiring improvement when each of user α, user β, and user γ plays game B for 10 hours. This information may also include information regarding game preferences.

[0137] In general, the improvement effect may vary depending on game preferences. For example, according to Figure 8, user β, who likes game B, improves his "memory" by "10 points" after playing game B for 10 hours. On the other hand, user γ, who dislikes game B, improves his "memory" by only "1 point" after playing game B for 10 hours. Furthermore, in this case, it is expected that user β plays game B frequently, while user γ plays it less frequently. In this way, identifying games to be displayed according to each user's preferences is effective for efficient or continuous treatment.

[0138] However, when using an improvement effect information list such as that shown in Figure 4, the user's game preferences are not reflected, and it is not necessarily possible to identify a game that can efficiently address the user's improvement needs.

[0139] On the other hand, a trained model generated using a dataset such as that shown in Figure 8 can identify games according to a user's preferences because it learns which games can be played to what extent each improvement item can be improved for each user's preferences. In this way, when a trained model is used, it becomes possible to identify games taking into account various parameters that are not included in the improvement effect information list.

[0140] In the above embodiment, the display target games are identified by the game identification means 32a, but this is not limiting. For example, a diagnostician may set some of the display target games. Alternatively, for example, some of the display target games may be games that are displayed on a daily basis, regardless of the user's diagnosis results.

[0141] <Modifications regarding the display means 42c> In the above embodiment, the recommendation information recommends playing a game that will have a high effect on improving the items requiring improvement for which the user's treatment is highly important, on the display screen of the game to be displayed by the launcher app. However, the recommendation information is not limited to this. For example, the recommendation conditions may include conditions related to the play history, and the recommendation information may recommend playing a game that is played less frequently or more frequently. Furthermore, the display screen of the game to be displayed by the launcher app may display information related to reward conditions and actions required to achieve the reward conditions.

[0142] 9(A) is an example of a display screen that displays recommended information according to play frequency. Screen 900 includes a game B play button 904, a recommended information display area 906, a reward condition display area 908, a game C play button 910, a recommended information display area 912, a reward condition display area 914, and a scroll bar display area 916. In this example, game B is played more frequently than game C.

[0143] The recommended information in the recommended information display area 906 displays "Play time: Over 40 hours!" and recommends playing game B, which is played more frequently than game C. Games that are played more frequently tend to be games that suit the user's preferences. Therefore, by recommending games that are played more frequently, it is possible to encourage the user to continue treatment.

[0144] The recommended information in the recommended information display area 912 displays "Play frequency declining!" and recommends playing game C, which is played less frequently than game B. If only some of the games to be displayed are played, it may not be possible to adequately treat the items requiring improvement. For example, if game C is the game to be displayed, treatment of "calculation ability," which has a greater effect of improvement than other games, is expected (see FIG. 4). However, if game C is played infrequently and game B is played exclusively, sufficient treatment of "calculation ability" will not be possible. Therefore, by recommending playing a game that is played less frequently, it is possible to encourage the user to undergo efficient treatment.

[0145] In addition, the recommendation information may recommend playing another game when progress in some of the games to be displayed has stagnated or the frequency of play has decreased. Stagnation in game progress means, for example, playing an incomplete game multiple times and repeatedly failing to complete it.

[0146] 9(B) is an example of a display screen that displays recommended information in response to a stagnation in game progress or a decrease in play frequency. Screen 920 includes a game B play button 922, a progress stagnation display area 928, a game C play button 930, recommended information 932, and a scroll bar display area 934. In this example, the player has failed game B five times in a row, causing the player's progress in the game to stagnate and the player's play frequency to decrease.

[0147] The recommendation information 932 displays "We also recommend this!" and recommends playing game C, which is different from game B, whose progress has stagnated. If the frequency of game play decreases or if progress in the game stagnates, the user may drop out of the game and cease to treat the items requiring improvement. In such cases, recommending playing another game can encourage the user to continue treatment.

[0148] The reward granting condition display areas 908 and 914 display the reward granting conditions for games B and C, respectively, and information about the actions required to achieve those conditions. Furthermore, if any of those conditions have been achieved, a message to that effect is displayed. For example, "50 hours of cumulative play time achieved (10 hours remaining)," "10 cumulative successes achieved (0 remaining)," and "25% game progress achieved (10% remaining *until date x)" are displayed, and the reward granting conditions that have been achieved are marked as "achieved."

[0149] By displaying information about the conditions for receiving a reward, the user's motivation to obtain the reward can be increased, leading to more frequent game play and thus encouraging continued treatment.

[0150] The games to be displayed may be changed based on the play history. For example, if the frequency of play of game D, which is a game to be displayed, decreases, game C, which is not included in the games to be displayed, may be selected as a new game to be displayed. FIG. 10 shows an example of the operation of changing the games to be displayed based on the play history. FIG. 10 shows an example of changes in the index of "memory ability" and the index of "calculation ability" over time.

[0151] The games to be displayed during period 700 include game D. During this period, the user plays game D with a frequency equal to or greater than a predetermined frequency, and "memory" is treated at a rate of "5 points / play unit" and "calculation ability" at a rate of "1 point / play unit" (see FIG. 4).

[0152] In period 702, the frequency of playing game D has decreased, and the improvement of the "memory" index and the "calculation ability" index has stagnated. At this time, a change of the display target game is made. Specifically, a game to be a new display target game is identified from the games not included in the display target games. At this time, game D, which was originally the display target game, may be removed from the display target games. In this embodiment, it is described as removing game D from the display target games and newly displaying game C, which was not originally included in the display target games.

[0153] In period 704, the displayed game is changed, and Game C is displayed. The new game is displayed, which serves as an opportunity to increase the user's play frequency again, and promote treatment of the items requiring improvement. Specifically, by playing Game C, "memory" is improved at a rate of "4 points / play unit" and "calculation ability" at a rate of "7 points / play unit" (see Figure 4).

[0154] If the frequency of game play decreases or if progress in the game stagnates, the user may drop out of the game and cease to treat the items requiring improvement. In such cases, changing the displayed game allows the user to play a new game, encouraging the user to continue treatment.

[0155] <Modifications of the reward granting means 32b> In the above embodiment, the reward is described as a title that can be set in the launcher app, but the reward is not limited to this and may include anything that increases the user's motivation to play the game. For example, the reward may be game media that can be used in each game.

[0156] Game media is electronic data that represents elements related to the game, including parameters (e.g., stamina) consumed to play quests and stages within the game, characters, and items (e.g., weapons, armor, tools) that characters use within the virtual game space.

[0157] Furthermore, the reward granting conditions may be changed as appropriate. For example, when a user achieves any of the reward granting conditions, a new reward granting condition may be added. Alternatively, for example, the diagnostician may change or add the reward granting conditions using the information management terminal device 2 or the like.

[0158] Furthermore, the reward conditions may be different for each user. For example, the reward condition for user α for game A may be "a cumulative play time of game A of 10 hours," while the reward condition for user β for game A may be "a cumulative play time of game A of 20 hours." [Explanation of symbols]

[0159] 1. Game System 2. Information management terminal device 3. Information management server device 4. Gaming terminal devices 5. Game server device 42c Display means 42d Reception method 42e Game execution means

Claims

1. Computer, a display means for displaying, based on a diagnosis result relating to the user's mental, physical or ability state, information relating to a plurality of games that have an effect of improving one or more improvement-requiring items included in the diagnosis result; an acceptance means for accepting a user's selection of one of the plurality of games; an execution means for executing the selected game; It functions as The diagnostic result further includes an index indicating the importance of improving each of the one or more items requiring improvement, A game program in which the plurality of games are identified based on the indicator and improvement effect information that associates the improvement effect that each game in a population including the plurality of games has with respect to each of the one or more improvement items.

2. The one or more items requiring improvement include a first item requiring improvement and a second item requiring improvement, 2. The game program according to claim 1, wherein the plurality of games includes a predetermined combination of games from the population that is identified based on the improvement effect that each game in the population has with respect to each of the first improvement item and the second improvement item.

3. 2. The game program according to claim 1, wherein the plurality of games are identified based on the diagnosis results and a trained model generated by learning the causal relationship between the play histories of a plurality of users and the improvement effects obtained for each of the one or more improvement items by the plurality of users playing each game in the population.

4. A computer, a display means for displaying, based on a diagnosis result relating to a user's mental, physical or ability state, information relating to a plurality of games that have an effect of improving one or more improvement-requiring items included in the diagnosis result, the plurality of games include a first game and a second game that has a high improvement effect in at least one of the one or more improvement items compared to the first game; further displaying recommendation information recommending playing the second game; A display means; an acceptance means for accepting a user's selection of one of the plurality of games; an execution means for executing the selected game; A game program that functions as a

5. The display means further displays other recommendation information recommending playing a game that satisfies a recommendation condition, which is a condition determined to be effective for efficient and / or continuous improvement of at least one of the one or more improvement items; The game program according to claim 4 , wherein the recommendation conditions include conditions relating to a play history of the user.

6. the play history includes information regarding play frequency; the plurality of games include another first game and another second game that is played more frequently or less frequently than the other first game, The game program according to claim 5 , wherein the other recommendation information recommends playing the other second game.

7. the play history includes information regarding at least one of the progress of the game and the frequency of play; the plurality of games include another first game and another second game whose progress has stagnated or whose frequency of play has decreased compared to the other first game, The game program according to claim 5 , wherein the other recommendation information recommends playing the other first game.

8. A computer, a display means for displaying, based on a diagnosis result relating to the user's mental, physical or ability state, information relating to a plurality of games that have an effect of improving one or more improvement-requiring items included in the diagnosis result; an acceptance means for accepting a user's selection of one of the plurality of games; an execution means for executing the selected game; It functions as The display means, when the progress of a first game included in the plurality of games stagnates or the frequency of play decreases based on information regarding at least one of the progress and play frequency of the plurality of games, newly displays a second game that has an improvement effect on at least one of the one or more items requiring improvement and is not included in the plurality of games.

9. The display means displays a reward granting condition for associating a reward with the user; The game program according to claim 1 , wherein the reward granting conditions include a condition related to the user's play history.

10. a storage unit that stores the game program according to any one of claims 1 to 9; a control unit that executes the game program; A game device comprising:

11. a storage unit that stores the game program according to any one of claims 1 to 9; a control unit that executes the game program; A game system comprising:

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