Program, method, information processing device, and system
The game system uses sleep data to create unity and shared accomplishment among users, enhancing engagement by integrating sleep-based events and interactions, addressing the lack of unity in single-player health improvement games.
Patent Information
- Application Number
- JP2023134665
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-08-22
- Publication Date
- 2026-02-12
- Estimated Expiration
- 2043-08-22
AI Technical Summary
Existing health improvement games that compare user health information with others lack a sense of unity and accomplishment, even in single-player scenarios.
A game system that utilizes sleep information to promote unity and shared accomplishment by comparing sleep data across multiple users, incorporating events and lotteries based on sleep quality, and allowing for object interactions and exchanges.
Enhances user engagement and interest in single-player games by fostering a sense of unity and shared accomplishment through sleep-based interactions and events.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a program, a method, an information processing device, and a system. [Background technology]
[0002] In Patent Document 1, the evaluation result of health information calculated based on biological information measured during sleep is used as a game element. Patent Document 1 also describes that the evaluation result of a user's health information may be calculated based on health information about the user and health information about other users. [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] The technology in Patent Document 1 has the advantage of motivating users to improve their health by allowing them to check the results of comparisons with other users. However, simply comparing with other users does not provide a sense of accomplishment, as if the user has accomplished something together with other users.
[0005] The purpose of the present disclosure is to increase the interest of a game by allowing users to feel a sense of unity with each other and share a sense of accomplishment in the game, even in a single-player game. [Means for solving the problem]
[0006] The program is executed by a computer that includes a processor and a memory and manages the progress of a game using sleep information. The program causes the processor to execute the following steps: set a predetermined first period, acquire sleep information of multiple users for a second period corresponding to the first period, acquire the sleep information of the multiple users for the first period, and present the sleep information acquired for the first period and the sleep information acquired for the second period so that they can be compared. [Effects of the Invention]
[0007] According to the disclosure, even in a single-player game, users can feel a sense of unity with each other and share a sense of accomplishment in the game, thereby increasing the interest of the game. [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. 2 is a diagram illustrating an example of the data structure of a user information table 2021. [Figure 8] 10 is a diagram illustrating an example of the data structure of a setting table 2022. FIG. [Figure 9] FIG. 10 is a diagram illustrating an example of the data structure of a master table 2023. [Figure 10] 13 is a diagram illustrating an example of the data structure of a period event table 2024. FIG. [Figure 11]10 is a flowchart showing an example of the operation of the terminal device 10 when the user goes to bed. [Figure 12] 10 is a schematic diagram showing an example of a display on a display 141 of a terminal device 10. FIG. [Figure 13] 10 is a flowchart showing an example of the operation of the terminal device 10 when the user wakes up. [Figure 14] FIG. 2 is a diagram for explaining an example of the operations of the terminal device 10 and the server 20 when an event occurs. [Figure 15] 10 is a flowchart showing an example of the operation of the server 20 when a lottery based on sleep information is conducted. [Figure 16] 10 is a flowchart showing an example of the operation of the server 20 when presenting a report on a period event to a user. [Figure 17] 10 is a schematic diagram showing an example of a display on a display 141 of a terminal device 10. FIG. [Figure 18] 10 is a schematic diagram showing an example of a display on a display 141 of a terminal device 10. FIG. [Figure 19] 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 game system that uses sleep information. The system sets a predetermined period event to promote sleep. The system presents the sleep of multiple users during this period event and the sleep of multiple users during a predetermined past period outside of this period event so that they can be compared.
[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 a 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. Going to bed means, for example, the user getting into a bed or a futon to sleep. Furthermore, the terminal device 10 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. That is, the terminal device 10 can determine whether a user who is about to go to sleep operates 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 also an information processing device that generates an event within the game based on the sleep information. In this embodiment, an event has, for example, multiple phases. The phases included in an event are, for example, as follows. Sleep results report - Object lottery based on sleep information Interference with the drawn object - Granting of benefits ·Sleep information disclosure
[0026] In this embodiment, for example, the first phase is "reporting sleep results," the second phase is "drawing an object based on sleep information," and the third phase is "interfering with the drawn object," but this is not limited to this and other combinations are also possible.
[0027] The server 20 is an information processing device that manages periodic events that occur within the game based on the sleep information. In this embodiment, the periodic events are, for example, as follows. Events based on events that occur at a predetermined interval Annual events Events related to designated content "Events based on phenomena that occur at predetermined intervals" include, for example, seasonal events (long autumn nights, etc.), events related to the phases of the moon, etc. "Events related to annual events" include, for example, events related to Christmas, Tanabata, the summer solstice, the winter solstice, Valentine's Day, and White Day. "Events related to predetermined content" include, for example, events related to school entrance, graduation, summer vacation, and predetermined tournaments.
[0028] The server 20 is realized by, for example, 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 a user and as an interface with an output device for presenting information to the user.
[0029] 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.
[0030] <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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] The camera 160 is a device that receives light with a light receiving element and outputs the light as an image capturing signal.
[0037] 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.
[0038] 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.
[0039] The user information 181 stores information about users who play games based on the game program, as will be described in detail later.
[0040] The first object information 182 stores information about 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 by lottery drawn by the server 20 based on the level of sleep information, for example. The first relationship represents, for example, the 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.
[0041] 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.
[0042] The second object information 183 stores information about 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 a first relationship between the user and an 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 game elements during times other than sleeping. The predetermined requirement for the first relationship is, for example, a requirement based on a parameter that varies depending on interaction with the object. Specifically, for example, the relationship between the user and the object is expressed by a "reliability" parameter, and repeated interaction with the object in the game increases the reliability parameter, and the parameter must exceed a certain level. Satisfying the predetermined requirement for the first relationship may be expressed, for example, as the object (character) becoming a friend. 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 varies, for example, when a game element is performed during times other than sleeping.
[0043] Objects associated with a user or that meet certain requirements in the first relationship may be treated, for example, as follows: -Can be exchanged with other users or transferred to other users Exchanged or transferred objects are stored in association with information about the user who originally associated them (user information includes, for example, the user name, the sleep period in which the object appeared, and the sleep period in which the object appeared). The object is stored together with information about a user who fulfills a predetermined requirement in the first relationship (such as a user name, a history of a predetermined game element, a history of interference, etc.). - Just being associated with a user does not make the object eligible for exchange. Objects that meet certain conditions (a certain amount of time has passed since being associated, or a certain amount of sleep time has passed since being associated) are eligible for exchange. -Merely satisfying the specified requirements in the first relationship does not make the object eligible for exchange; only objects that fulfill certain conditions (a specified amount of time has passed since the specified requirements in the first relationship were met, or a certain amount of sleep time has passed since the specified requirements in the first relationship were met) are eligible for exchange. - Every time you sleep, object exchange parameters are accumulated and linked to the user when you wake up. When exchanging objects, you can exchange them by consuming object exchange parameters. (Players who want to exchange a specific object do not need to simply have the object to exchange; they must accumulate object exchange parameters by sleeping accordingly.) - By exchanging, the object will change into a different one from before the exchange. - You can exchange with other users at sleep-related times (exchanges occur between users who are sleeping at the same time, and between users who wake up at the same time (time zone)) - When exchanging with other users during sleep-related times, specify the object you want to give, the object you want to receive, or a combination of these before going to bed. Once you exchange and obtain an object, that object will be more likely to be selected in subsequent lottery draws (the parameters related to the probability of selecting an object obtained through exchange are weighted). The next sleep after an exchange will have higher lottery base parameters than usual (leading to better lottery results. This is expected to result in an effective cycle of exchanging and sleeping).
[0044] 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.
[0045] Operation acceptance unit 191 performs processing for accepting instructions or information input from input device 13. For example, operation acceptance unit 191 accepts instructions or information input from touch-sensitive device 131 or the like. Specifically, for example, operation acceptance unit 191 accepts a setting of a predetermined time from the user. The predetermined time includes, for example, a planned wake-up time, a planned confirmation time, or the like.
[0046] 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.
[0047] 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.
[0048] 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.
[0049] 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
[0050] 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.
[0051] 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 the 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 the sleep status during a period event.
[0052] The management unit 193 manages the user information 181, first object information 182, and second object information 183 stored in the storage unit 180. For example, when the management unit 193 acquires sleep information of the 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 that occurs 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.
[0053] 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. For example, the presentation control unit 194 controls the display 141 to display the content of the event to the user.
[0054] Furthermore, for example, the presentation control unit 194 controls the output device 14 etc. to present information related to the period event to the user. Specifically, for example, the presentation control unit 194 presents, when the user goes to bed, that the sleep of that day is sleep related to the period event. Furthermore, the presentation control unit 194 may present an effect that occurs due to the period event and has on the sleep information of that day.
[0055] The presentation control unit 194 also controls the speaker 142 to generate a sound related to an event based on the sleep information. The presentation control unit 194 also controls a vibrator (not shown) to generate a vibration related to an event based on the sleep information.
[0056] 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.
[0057] 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.
[0058] <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.
[0059] The communication unit 201 performs processing for the server 20 to communicate with external devices.
[0060] The storage unit 202 includes, for example, a user information table 2021, a setting table 2022, a master table 2023, and a period event table 2024.
[0061] 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.
[0062] The setting table 2022 is a table that stores, for example, parameters related to the number of lottery draws. Specifically, for example, in the setting table 2022, a parameter for evaluating sleep, which is calculated as one of the phases in the event, is associated with a parameter related to the number of lottery draws.
[0063] The master table 2023 is a table that stores, for example, information about objects that can be associated with a user. In the master table 2023, for example, a parameter related to whether or not an object is eligible for a lottery, a parameter related to the probability of winning the object, and a parameter related to a value required to win the object (required parameter) are associated with the object. The parameter related to the probability of winning the object and the parameter related to the value required to win the object are, for example, inversely proportional to each other. Specifically, for example, when the parameter related to the probability of winning the object is high (high probability of winning, i.e., low rarity), the parameter related to the value required to win the object tends to be low. On the other hand, when the parameter related to the probability of winning the object is low (low probability of winning, i.e., high rarity), the parameter related to the value required to win the object tends to be high.
[0064] The period event table 2024 is a table that stores information about period events that occur during a predetermined period in a game that uses sleep information, for example. The period event table 2024 associates period events with various effects that are applied to the period events, for example.
[0065] 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. By operating in accordance with the program, the control unit 203 fulfills the functions of a reception control module 2031, a transmission control module 2032, a management module 2033, a game progress module 2034, a report module 2035, and a presentation module 2036.
[0066] The reception control module 2031 controls the process by which the server 20 receives signals from external devices in accordance with a communication protocol.
[0067] The transmission control module 2032 controls the process in which the server 20 transmits signals to external devices in accordance with a communication protocol.
[0068] 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 the number of lottery draws is input, the management module 2033 updates the setting table 2022. Furthermore, when information about an object is input, the management module 2033 updates the master table 2023. Furthermore, when information about a period event is input, the management module 2033 updates the period event table 2024.
[0069] 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 and the like 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 in the event. At this time, the game progression module 2034 may evaluate the sleep of the day based on the user's sleep information and information related to the development item. Hereinafter, the parameters for evaluating sleep are referred to as basic lottery parameters.
[0070] The game progression module 2034, for example, references the period event table 2024 and sets the target period of the period event. The game progression module 2034 may set the target period by receiving input of the target period from the game administrator. If the target period of the period event applies, the game progression module 2034 evaluates the user's sleep by reflecting the effect set for the period event. Specifically, for example, the game progression module 2034 calculates a lottery basic parameter, which is a parameter for evaluating the user's sleep, based on the user's sleep information. The game progression module 2034 obtains the effect on the lottery basic parameter for the corresponding period event and reflects this effect on the calculated lottery basic parameter. The effect on the lottery basic parameter includes, for example, an effect of increasing the parameter by doubling or tripling.
[0071] More specifically, if the day falls on the day before or after the full moon, which is the target period of a period event related to the full moon, the game progression module 2034, for example, doubles the calculated basic lottery parameter. Also, if the day falls on the full moon, which is the target period of a period event related to the full moon, the game progression module 2034, for example, triples the calculated basic lottery parameter.
[0072] The effect set for the period event may vary depending on the day of the week. For example, the effect may be high on Monday, i.e., the multiplier may be high, and the effect may become weaker as the day of the week progresses, i.e., the multiplier may become lower.
[0073] Furthermore, the game progression module 2034 performs a lottery for an object based on the sleep information as one of the phases of the event. Specifically, for example, the game progression module 2034 performs a lottery for an object based on basic lottery parameters.
[0074] More specifically, for example, the game progress module 2034 refers to the setting table 2022 and determines the number of lottery draws based on the basic lottery parameters. The game progress module 2034 refers to the user information table 2021 and, based on the cumulative value of the basic lottery parameters accumulated over a predetermined period, refers to the master table 2023 and determines a group of objects to be selected by lottery. Each of the objects managed in the master table 2023 has a likelihood of winning set in advance, for example, depending on the object itself, the type of object, the display mode of the object, or a combination of at least two of these. Furthermore, each of the objects managed in the master table 2023 has a value (necessary parameter) required to make the object win set in advance, for example, depending on the object itself, the type of object, the display mode of the object, or a combination of at least two of these.
[0075] The game progression module 2034 conducts a lottery (normal lottery / first lottery) for an object and its display mode from the determined group of objects based on the set likelihood of winning. At this time, the game progression module 2034 conducts a normal lottery for an object and its display mode from the determined group of objects whose required parameters do not exceed the lottery basic parameters. The game progression module 2034 subtracts the required parameters of the object and its display mode selected by the normal lottery from the lottery basic parameters. Based on the values after subtraction, the game progression module 2034 conducts a normal lottery for an object and its display mode from the determined group of objects based on the set likelihood of winning. The game progression module 2034 repeats the normal lottery for an object and its display mode a determined number of times while subtracting the required parameters of the object and its display mode selected by the normal lottery from the lottery basic parameters. This allows the user to have an experience such as discovering an object as a game character based on sleep information. In addition, it is possible to experience new discoveries not only in the type of object but also in the display mode. For ease of understanding, the following description will be given of a case where the object is the object to be selected. In other words, the display mode of the object is not included in the selection of the object.
[0076] The game progression module 2034 conducts a lottery (special lottery / second lottery) with a higher expected value than the normal lottery for selecting an object in a predetermined lottery for the determined number of lotteries. Specifically, for example, the game progression module 2034 conducts a special lottery for an object from among objects whose required parameters do not exceed the remaining value of the basic lottery parameters and whose required parameters exceed a preset lower limit. In this way, in the special lottery, objects whose required parameters exceed a preset lower limit are selected, so the expected value of selecting an object with high required parameters is higher than in the normal lottery.
[0077] The game progression module 2034 may conduct a special lottery to select an object at any of the determined number of lotteries. Specifically, for example, when selecting an object by special lottery in a lottery other than the final lottery, the game progression module 2034 subtracts the required parameters of several objects with low required parameters from the remaining values of the lottery-selected basic parameters. The game progression module 2034 conducts a special lottery for an object using this subtracted value as the lower limit. Also, for example, when selecting an object by special lottery in a lottery other than the final lottery, the game progression module 2034 conducts a lottery for an object starting from the object with the highest required parameter relative to the remaining values of the lottery-selected basic parameters.
[0078] Furthermore, for example, when selecting an object by a special lottery in the final lottery, the game progress module 2034 performs lottery for an object starting from the object with the maximum required parameter relative to the remaining value of the lottery basic parameter. As a result, the lottery is performed so that no lottery basic parameter is left over and the calculated lottery basic parameter is used up.
[0079] Furthermore, if there is no object whose required parameters fall within the remaining value of the lottery basic parameters, the game progress module 2034 performs lottery for an object, starting from the object whose required parameters are the smallest.
[0080] Furthermore, the game progression module 2034 redoes the lottery for the determined number of times, for example, if the number of times the same object or the same display mode is selected satisfies a predetermined requirement. The predetermined requirement is, for example, as follows. The same object is selected a certain number of times (overlapping species) - The same object is selected a certain number of times (duplicate species) The display mode of the same object is selected a certain number of times (mode overlap) The same object display mode is selected a certain number of times for the number of lottery draws (mode overlap)
[0081] If the above-mentioned predetermined requirement is met as a result of conducting the re-draw, the game progress module 2034 re-draws the lottery for the determined number of times. If the above-mentioned predetermined requirement is met a predetermined number of times in succession, the game progress module 2034 does not re-draw the lottery.
[0082] For example, the game progression module 2034 may conduct a lottery regardless of the number of lottery draws when a predetermined requirement is met. In other words, the game progression module 2034 may increase the number of lottery draws when a predetermined requirement is met. For example, the game progression module 2034 may not subtract the required parameters of an object determined in a lottery with an increased number of draws from the lottery basic parameters. For example, the game progression module 2034 may select a predetermined object in a lottery with an increased number of draws. For example, the game progression module 2034 may conduct a lottery for an object starting from the display mode with the lowest required parameters. The predetermined requirement is, for example, as follows: ·Perform the given tasks Use of designated items - Achieving a set quota
[0083] For example, the game progression module 2034 may weight a parameter related to the probability of selecting a predetermined object when a predetermined requirement is met. For example, the game progression module 2034 weights the probability parameters of these objects so as to increase the probability of selecting an object associated with a predetermined event. The game progression module 2034 may also switch the group of objects to be selected. For example, the predetermined requirement is as follows: - The occurrence of a specific event with a limited time period ·Perform the given tasks Use of designated items
[0084] More specifically, when an event occurs in which a symbolic object representing a predetermined attribute appears, the game progression module 2034 weights the probability parameters of these objects, for example, to increase the probability of determining the object associated with the corresponding attribute and the symbolic object.
[0085] Also, if an event occurs on the day of the full moon and the three days before and after it, the game progress module 2034 weights the probability parameter of this object, for example, to increase the probability of determining an object associated with the full moon.
[0086] Furthermore, the game progression module 2034 provides the user with an opportunity to interfere with one of the objects selected 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 selected 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, a process in which a reliability parameter is set for the object and the reliability parameter is improved by granting an item to improve the relationship. Hereinafter, an item granted to an object to improve the relationship will be referred to as an "assigned item."
[0087] 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.
[0088] Furthermore, the game progression module 2034 performs processing for game elements other than sleep. When a user and an object are associated and the game element is performed, the game progression module 2034 increases a parameter related to the second relationship of the associated object by an amount corresponding to a predetermined element. The predetermined element relates to, for example, the time the object has been associated with the user, the amount of sleep taken while associated, etc.
[0089] If the target period of the period event applies, the game progression module 2034 increases the parameter related to the second relationship by reflecting the effect set for the period event. Specifically, for example, the game progression module 2034 calculates the amount of increase in the parameter based on predetermined factors. The game progression module 2034 obtains the effect on the parameter related to the second relationship in the corresponding period event and reflects this effect on the calculated amount of increase. The effect on the amount of increase includes, for example, an effect of doubling or tripling the parameter.
[0090] More specifically, if the target period of a period event related to the full moon falls on the day before or after the full moon itself, the game progression module 2034, for example, doubles the calculated increase amount. Also, if the target period of a period event related to the full moon falls on the full moon itself, the game progression module 2034, for example, triples the calculated increase amount.
[0091] Furthermore, the game progression module 2034 awards a benefit to the user based on the sleep information as one of the phases of the event. Specifically, for example, the game progression module 2034 awards a predetermined benefit to the user based on the lottery basic parameters. The benefit may be an item, points that can be used for a predetermined purpose, or the like.
[0092] If the target period of the period event applies, the game progression module 2034 grants a benefit by reflecting the effect set for the period event. Specifically, for example, the game progression module 2034 determines a benefit based on sleep information. The game progression module 2034 obtains the effect on the benefit for the corresponding period event and reflects this effect on the determined benefit. The effect on the benefit may include, for example, an effect of increasing the value by doubling or tripling, or may include an effect of increasing a fixed value.
[0093] More specifically, if the target period of a period event related to the full moon falls on the day before or after the full moon itself, the game progression module 2034 awards the user a fixed value of, for example, 300 points. Also, if the target period of a period event related to the full moon falls on the full moon itself, the game progression module 2034 awards the user a fixed value of, for example, 500 points.
[0094] The report module 2035 generates report content for a period event. Specifically, the report module 2035 generates information comparing sleep results for a period event with sleep results for a predetermined different period related to the period event. The report module 2035 may compare sleep results for a single day in the period event. Alternatively, the report module 2035 may compare sleep results for multiple days in the period event. The different period is a period in which an event occurring in the period corresponding to the period event does not occur. That is, if the period event is an event related to the phases of the moon, the period corresponding to the period event is, for example, three days including a full moon day. In contrast, the different period is a day of the same week that does not include a full moon day. For example, the same day of the week in the week prior to the period corresponding to the period event. This is because it is easy to compare sleep results between a period in which a predetermined condition occurs and a period in which it does not occur.
[0095] The sleep result is, for example, information obtained by statistically processing the sleep information of users who participated in the periodic event. That is, the sleep result is, for example, the total value of the sleep hours of users who participated in the periodic event, or the average value of the sleep hours of users who participated in the periodic event. The sleep result may also be, for example, the number of users who participated in the periodic event. The sleep result may also be, for example, information obtained by statistically processing sleep evaluation values calculated based on the time that users who participated in the periodic event went to bed, the time that they woke up, and the sleep hours. The sleep result may also be a combination of these.
[0096] The report module 2035 may generate information collating sleep results for a period event with sleep results for different predetermined periods associated with the period event. The report module 2035 may also calculate a difference between the sleep results for a period event and sleep results for different predetermined periods associated with the period event. The report module 2035 may also calculate a degree of change in sleep results for a period event compared to sleep results for different predetermined periods associated with the period event.
[0097] The report module 2035 sets a predetermined different period related to the period during which the period event is held in accordance with a predetermined rule. For example, the report module 2035 sets the corresponding day to the same day of the week one week ago for the day corresponding to the period event. Note that the corresponding day may be multiple weeks ago. The report module 2035 may also set the corresponding day to the same day of the week one month ago for the day corresponding to the period event. Note that the corresponding day may be multiple months ago. The report module 2035 may also set the corresponding day to the day corresponding to the period event one year ago. Note that the corresponding day may be multiple months ago. The report module 2035 may also set the corresponding day to the day corresponding to the previous period event.
[0098] The report module 2035 may aggregate sleep information for each user attribute. For example, predetermined attributes are set for each user. Attributes include, for example, residential area, age, gender, occupation, and team. The report module 2035 classifies users by attribute and calculates sleep results for each classified attribute. The report module 2035 may generate information comparing sleep results for each attribute, or may create information comparing sleep results for a period event with sleep results for a different period corresponding to the period event for each attribute. The report module 2035 may create information listing the sleep results, calculate the difference between the sleep results for each attribute, or calculate the difference between the sleep results for a period event and sleep results for a different period corresponding to the period event for each attribute. The report module 2035 may also calculate the degree of change in sleep results.
[0099] The report module 2035, for example, grants a reward to a user according to the sleep results of the periodic event. Specifically, for example, if the sleep results of the periodic event are better than the sleep results of another period corresponding to the periodic event, the report module 2035 grants a reward to the user who participated in the periodic event. Furthermore, the report module 2035 may grant a reward to a user with an attribute who had a good sleep result in the periodic event.
[0100] The presentation module 2036 presents information to the terminal device 10. Specifically, for example, the presentation module 2036 presents an event generated by the game progress module 2034 to the terminal device 10. The presentation module 2036 also presents the report content generated by the report module 2035 to the terminal device 10. The presentation module 2036 may present the report content generated by the report module 2035 in the game, or may present it via an external system. Examples of external systems include a system that provides an SNS service or a system related to a predetermined news media. The presentation module 2036 also presents information related to the next scheduled event to the terminal device 10.
[0101] <2 Data Structure> 4 to 6 are diagrams showing the data structure of information stored in the terminal device 10. Note that FIGS. 4 to 6 are merely examples, and do not exclude data not shown.
[0102] 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, owned items, and sleep information, with a user ID as a key. User information 181 may also have a column for storing the accumulated value of a basic lottery parameter. The accumulated value of a basic lottery parameter transitions to a predetermined value after a predetermined period (e.g., one week) has elapsed, for example.
[0103] 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.
[0104] The scheduled wake-up time is an item that stores the time when the user plans to wake up. Waking up, for example, means waking up from sleep and starting to move. 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. 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.
[0105] 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.
[0106] 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 on rarity, etc.
[0107] 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.
[0108] The first detailed information is, for example, an item that stores a display mode associated with the user. In this embodiment, the mode represents, for example, the facial expression of the object, or in other words, a sleeping face, sleeping posture, or sleeping position. The item "first detailed information" stores which of the four modes set for each object the object is associated with. In the item "first detailed information," for example, "1" is set for an associated mode, and "0" is set for an unassociated mode.
[0109] 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.
[0110] 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.
[0111] 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.
[0112] 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.
[0113] 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.
[0114] 7 to 10 are diagrams showing the data structure of information stored in the server 20. Note that Figs. 7 to 10 are merely examples and do not exclude data not shown.
[0115] FIG. 7 is a diagram showing an example of the data structure of the user information table 2021. The user information table 2021 shown in FIG. 7 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. The user information table 2021 may also have a column for storing the cumulative value of a basic lottery parameter, a column for storing a flag indicating participation in a period event, and the like. The cumulative value of the basic lottery parameter transitions to a predetermined value after a predetermined period (e.g., one week) has elapsed, for example.
[0116] 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.
[0117] 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. Note that the sleep information from the previous night can be synonymous with, for example, the sleep information acquired last time or the sleep information acquired immediately before. The sleep information from the previous night is stored when it is transmitted from the user. In other words, when sleep information is transmitted to the server 20 in association with a request to confirm an event, the sleep information from the previous night is not stored in the user information table 2021 unless the user requests event confirmation. The sleep information for the next day cannot be accepted unless the user confirms the evaluation of the previous night's sleep. Therefore, if the event is not confirmed because the user has put it on hold even though the sleep information from the previous night has been stored, the sleep information for the next day cannot be accepted, and the next event will not occur. Specific examples of the state in which the sleep information for the next day cannot be accepted include, for example, an inability to input information indicating that the user has gone to bed (an inability to press the sleep start button), sleep detection not starting, or sleep information not being received by the server 20. In this way, the sleep information stored in the "sleep information" item can store the sleep information for the next day once the event is confirmed by the user. The "sleep information" item is a parameter that cannot be updated unless the event is confirmed by the user.
[0118] Furthermore, for example, past sleep information may be stored in the item "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.
[0119] Fig. 8 is a diagram showing an example of the data structure of the setting table 2022. The setting table 2022 shown in Fig. 8 is a table having columns such as setting ID, basic lottery parameters, field 1, field 2, and field 3. The setting table 2022 may also have columns from field 4 onwards.
[0120] The setting ID is an item that stores an identifier for uniquely identifying the setting. The lottery basic parameters are an item that stores the lower limit value of the lottery basic parameters for matching the corresponding column. Field 1 is an item that stores the number of draws in the first field as the setting when the lottery is conducted. Field 2 is an item that stores the number of draws in the second field as the setting when the lottery is conducted. Field 3 is an item that stores the number of draws in the third field as the setting when the lottery is conducted.
[0121] FIG. 9 is a diagram showing an example of the data structure of the master table 2023. The master table 2023 shown in FIG. 9 is a table having columns such as a management ID, a name, an object ID, a mode, an attribute, a frequency, an unlock, and required parameters. The master table 2023 may have a column for storing a sleep type that specifies the type of sleep of an object. When the user's sleep type is determined, an object corresponding to the user's sleep type may be more likely to be won. The master table 2023 may also have a column for storing a field associated with an object. When a predetermined field is set, an object associated with the field may be more likely to be won.
[0122] The management ID is an item that stores an identifier for uniquely identifying an object that is the subject of a lottery. Even the same object can be considered as an individual object depending on its appearance. The appearance is an item that stores the display appearance of the object. The frequency is an item that stores a parameter related to the probability of an object being selected as a winning object. The unlocked item is an item that stores a parameter related to whether an object is the subject of a lottery. The "unlocked" item stores parameters for an object related to a column to be the subject of a lottery, i.e., parameters for unlocking. The parameters stored in the "unlocked" item are, for example, ranks determined based on the accumulated value of basic lottery parameters. When the rank stored in the "unlocked" item is reached, the object related to the corresponding column becomes eligible for selection as a lottery object. As the number of days in a specified period passes, the accumulated value increases as the basic lottery parameters calculated each day are accumulated. As the accumulated value increases, the number of unlocked objects increases, and a lottery is held from a variety of objects and their display appearances.
[0123] Fig. 10 is a diagram showing an example of the data structure of the period event table 2024. The period event table 2024 shown in Fig. 10 is a table having columns such as name, period, first parameter, second parameter, benefit, and appearance rate, with the period event ID as a key.
[0124] The period event ID is an item that stores an identifier for uniquely identifying a period event. The item "period event ID" may be assigned a different ID even for the same period event if the effects that occur are different. The name is an item that stores the name of the period event. In the case of a period event related to the full moon, the item "name" stores, for example, "Sleep Day Eve Festival," "Sleep Day Full Moon Day," or "Sleep Day Post Festival."
[0125] The "period" is an item that stores the period during which the period event is held. The "period" item may store multiple consecutive periods or a single date. The first parameter is an item that stores the effect that occurs due to the period event. The "first parameter" item stores, for example, a multiplier. In this embodiment, the first parameter represents the effect that is applied to the lottery basic parameter, and during the target period, the lottery basic parameter is multiplied by the number listed in the "first parameter" item. The second parameter is an item that stores other effects that occur due to the period event. The "second parameter" item stores, for example, a multiplier. In this embodiment, the second parameter represents the effect that is applied to the parameter in the second relationship, and during the target period, the parameter in the second relationship is multiplied by the number listed in the "second parameter" item.
[0126] The "Benefit" item stores other effects that occur as a result of a limited-time event. The "Benefit" item stores, for example, a constant. In this embodiment, if the user sleeps during the target period of the limited-time event, the constant listed in the "Benefit" item is granted to the user. The "Target Object" item stores other effects that occur as a result of the limited-time event. The "Target Object" item stores, for example, objects whose appearance rate increases and parameters related to their appearance. The "Target Object" item may also include, for example, special objects that are only selected as extraction targets during limited-time events.
[0127] The period event table 2024 may store information about period events that have been held in the past and information about period events that will be held in the future, in addition to information about period events that are currently being held.
[0128] <3 operations> The operations of the terminal device 10 and the server 20 according to this embodiment will be described.
[0129] (Bedtime behavior) FIG. 11 is a flowchart showing an example of the operation of the terminal device 10 when the user goes to bed.
[0130] First, when going to bed, the user operates the terminal device 10 to execute a program related to the game in order to play the game using sleep information. The user operates the terminal device 10 to display a button on the display 141 to notify the user that they are going to bed.
[0131] In step S11, the terminal device 10 receives an instruction to start going to bed from the user. Specifically, when going to bed, the user presses a button displayed on the display 141. The operation receiving unit 191 receives the user's pressing of the button as an instruction to go to bed.
[0132] In step S12, the terminal device 10 determines whether or not going to bed that day is going to bed during a period event. Specifically, the game processing unit 195 refers to the date on which the period event is held and determines whether or not going to bed that day is going to bed during a period event. If going to bed that day is going to bed during a period event, the game processing unit 195 shifts the processing to step S13. If going to bed that day is not going to bed during a period event, the game processing unit 195 shifts the processing to step S14.
[0133] In step S13, the terminal device 10 presents to the user that the sleep to start is sleep in a period event. Specifically, the presentation control unit 194 refers to the date of this day and acquires information about the period event corresponding to the date from the server 20. The presentation control unit 194 displays the acquired information on the display 141. This can be said as the server 20 presenting to the user that the sleep to start is sleep in a period event.
[0134] FIG. 12 is a schematic diagram illustrating a display example of the display 141 of the terminal device 10. In the example illustrated in FIG. 12, the presentation control unit 194 displays an area 1411 on the display 141. The area 1411 is an area for displaying information related to a period event currently being held. The presentation control unit 194 displays, for example, the name of the period event currently being held in the area 1411. In the example of FIG. 12, "Good Sleep Day" and "Pre-Event" are displayed as the names of the period events. The presentation control unit 194 may also display, for example, effects that occur in the period event in the area 1411. In the example of FIG. 12, "double sleep power, double sleep exp, bonus sleep points +300pt, and increased appearance rate of a specified character" are displayed as effects that occur in the period event. Note that the sleep power represents a basic lottery parameter, the sleep exp represents a parameter in the second relationship, and the bonus sleep points represent a benefit.
[0135] The date change in a limited-time event is not limited to midnight. For example, the in-game date may change at 4:00 AM. The reward obtained by sleeping varies depending on whether a limited-time event is in progress. Furthermore, even if a limited-time event is in progress, the reward obtained varies depending on the day of the limited-time event. Therefore, by letting the user know whether their current sleep corresponds to sleep in the limited-time event or sleep on a specific day in the limited-time event, it is possible to change their motivation to sleep. In other words, since a limited-time event is in progress, it is possible to generate motivation to get a good night's sleep.
[0136] The presentation control unit 194 displays, for example, a button 14111 in the area 1411 to indicate that the display content has been confirmed. When the user confirms the information displayed in the area 1411, the user presses the button 14111. When the button 14111 is pressed, the game processing unit 195 shifts the processing to step S14.
[0137] In step S14, the terminal device 10 notifies the server 20 that the user has started to sleep. Specifically, the transmitting / receiving unit 192 transmits to the server 20 the fact that the user has started to sleep and the time at which the user started to sleep.
[0138] In addition, when the start of sleep is transmitted to the server 20 without operating the terminal device 10, for example, when the start of sleep is transmitted to the server 20 by pressing a button on the sleep measuring device 11, the presentation control unit 194 may present information regarding the period event to the user from the speaker of the sleep measuring device 11 or the speaker 172 of the terminal device 10.
[0139] (Actions when waking up) 13 is a flowchart showing an example of the operation of the terminal device 10 when the user wakes up. The user basically sleeps every day. Therefore, the terminal device 10 and the server 20 repeatedly perform the operation based on the sleep information every time the user sleeps. Note that the operation by the terminal device 10 and the server 20 based on the sleep information may be performed multiple times a day, for example. For example, the terminal device 10 and the server 20 may also perform the operation for sleep such as a second nap or an afternoon nap.
[0140] In step S21, the terminal device 10 detects that the user has woken up. Specifically, for example, the control unit 190 receives an operation input from the user to the terminal device 10 via the operation receiving unit 191. For example, the operation input is an operation to confirm the sleep information. The operation to confirm the sleep information includes, for example, an operation to declare that the user has woken up, such as pressing a button indicating that the user has woken up. In addition, the operation to confirm the sleep information includes, for example, an operation to stop an alarm that is set off at the scheduled wake-up time.
[0141] In step S22, the terminal device 10 acquires sleep information. Specifically, for example, when the control unit 190 detects that the user has woken up using the game processing unit 195, the control unit 190 ends measurement of the user's sleep information. The management unit 193 aggregates the sleep information. The management unit 193 stores the aggregated sleep information in the user information 181.
[0142] In step S23, the terminal device 10 receives an instruction from the user to confirm the content of the event. Whether or not to confirm the content of the event may be set in advance. The game processing unit 195 determines whether or not to confirm the content of the event according to the set content.
[0143] In step S24, the terminal device 10 accesses the server 20. Specifically, for example, when an instruction to check the content of the event is received, the control unit 190 causes the transmission / reception unit 192 to transmit the sleep information stored in the user information 181 to the server 20. In addition, the transmission / reception unit 192 transmits a request to check the content of the event to the server 20.
[0144] (Action when an event occurs) FIG. 14 is a diagram for explaining an example of the operations of the terminal device 10 and the server 20 when an event occurs.
[0145] First, the server 20 receives the sleep information and a request to confirm the content of the event from the terminal device 10.
[0146] In step S31, the server 20 generates an event. Furthermore, the server 20 evaluates the user's sleep as one aspect of the event. Specifically, for example, the control unit 203 calculates a basic lottery parameter based on the user's sleep information and information about the development item acquired through the daytime game elements, using the game progression module 2034. The game progression module 2034 references the period event table 2024 to determine whether the current day corresponds to a period event, and if so, reads out the value of the "first parameter" item for the period event. For example, the game progression module 2034 multiplies the calculated basic lottery parameter by the read value. For example, the presentation module 2036 presents the evaluation result of the user's sleep to the user. For example, the transmission control module 2032 transmits information for displaying the evaluation result of the user's sleep to the terminal device 10.
[0147] In step S32, the terminal device 10 displays the sleep evaluation result. Specifically, for example, the presentation control unit 194 first displays the calculated lottery basic parameter on the display 141, and then displays the value obtained by multiplying the lottery basic parameter by the effect of the period event on the display 141.
[0148] In step S33, the server 20 draws an object based on the sleep information as one aspect of the event. The presentation module 2036, for example, presents the result of the drawing to the user. The transmission control module 2032, for example, transmits information for displaying the result of the drawing to the terminal device 10.
[0149] In step S34, the terminal device 10 displays the lottery result.
[0150] In step S35, the server 20 provides the user with an opportunity to interfere with one of the objects determined by lottery as one aspect of the event. Specifically, for example, the game progress module 2034 provides the user with an opportunity to improve the first relationship by granting a grant item to one of the objects determined by lottery. The presentation module 2036, for example, presents the user with the opportunity to interfere with the object. The transmission control module 2032, for example, transmits information for displaying the opportunity to interfere with the object to the terminal device 10.
[0151] In step S36, the terminal device 10 displays the chances of interference with the object.
[0152] The user selects a desired object from a plurality of objects determined by lottery, for example. The presentation control unit 194 causes the display 141 to display a screen for granting a grant item to the selected object. The user grants a plurality of grant items to the selected object. The transmission / reception unit 192 transmits the result of the interference with the object to the server 20.
[0153] In step S37, the server 20 updates the user information table 2021. Specifically, the control unit 203 causes the management module 2033 to update the item “related object” in the user information table 2021 based on the result of interference received from the terminal device 10.
[0154] (Lottery based on sleep information) 15 is a flowchart showing an example of the operation of the server 20 when a lottery is held based on sleep information. For ease of understanding, this explanation will also be given for a case where the lottery target is an object. In other words, the case where the display mode of the object is not included in the lottery targets will be explained.
[0155] In step S41, the server 20 determines the number of lottery draws. Specifically, for example, the control unit 203 of the server 20 causes the game progression module 2034 to compare the basic lottery parameters that have received the effect of the period event with the currently set field against the setting table 2022. The game progression module 2034 sets the number of lottery draws to the number determined from the basic lottery parameters and the currently set field. More specifically, for example, if the basic lottery parameters are "2 x 2000" and the set field is "Field 1," the game progression module 2034 refers to the setting table 2022 and determines the number of lottery draws to be "3."
[0156] In step S42, the server 20 determines a group of objects to be selected by lottery. Specifically, for example, the game progression module 2034 adds the newly calculated basic lottery parameters to the cumulative value calculated at the previous wake-up, thereby calculating the cumulative value of the basic lottery parameters. The game progression module 2034 determines the rank of the cumulative value based on the cumulative value. For example, the game progression module 2034 has a plurality of thresholds set in advance, and determines the rank by comparing the cumulative value with the thresholds.
[0157] The game progression module 2034 extracts from the master table 2023 objects that are unlocked at the determined rank or lower, and sets them as a group of objects to be selected by lottery. In other words, if the rank is 2, an object for which "1" is stored in the "Unlock" item and an object for which "2" is stored become a group of objects to be selected by lottery. In this case, the game progression module 2034 may extract special objects in a limited-time event to form a group of objects. Extracting a special object means selecting a special object from the master table 2023 as a lottery object, for example, so that an object that only appears during a limited-time event is selected. In other words, this special object is not extracted from the master table 2023 as a lottery object outside of a limited-time event.
[0158] In step S43, the server 20 determines whether the drawing is the final drawing. If it is not the final drawing (No in step S43), the game progress module 2034 shifts the processing to step S44. If it is the final drawing (Yes in step S43), the game progress module 2034 shifts the processing to step S45.
[0159] In step S44, the server 20 conducts a normal lottery (first lottery). Specifically, for example, the game progress module 2034 conducts a lottery for an object from among the determined group of objects whose required parameters do not exceed the remaining value of the lottery basic parameters. The probability of winning each object to be selected is calculated, for example, by using the sum of the values of the "frequency" item of the objects included in the object group as the denominator and the value of the "frequency" item of each object as the numerator.
[0160] The game progression module 2034 may weight a parameter related to the probability of selecting a predetermined object when a predetermined requirement is met, such as during an event held for a predetermined period of time. For example, the game progression module 2034 may weight the value of the "frequency" item of the corresponding object to increase the probability of selecting the object.
[0161] If there is no object whose required parameters fall within the remaining values of the lottery basic parameters, the game progress module 2034 performs lottery for an object, starting from the object with the smallest required parameters.
[0162] The game progress module 2034 subtracts the required parameters of the object selected by lottery from the remaining value of the lottery basic parameters.
[0163] In step S45, the server 20 conducts a special lottery (second lottery) with a higher expected value than the normal lottery. Specifically, for example, the game progression module 2034 conducts a lottery for an object from among the determined group of objects whose required parameters do not exceed the remaining values of the lottery basic parameters and whose required parameters exceed a preset lower limit. In other words, for example, the game progression module 2034 conducts a lottery for an object from among the determined group of objects, from among the objects whose required parameters are the largest with respect to the remaining values of the lottery basic parameters.
[0164] The game progression module 2034 may weight a parameter related to the probability of selecting a predetermined object when a predetermined requirement is met, such as during an event held for a predetermined period of time. For example, the game progression module 2034 may weight the value of the "frequency" item of the corresponding object to increase the probability of selecting the object.
[0165] If there is no object whose required parameters fall within the remaining values of the lottery basic parameters, the game progress module 2034 performs lottery for an object, starting from the object with the smallest required parameters.
[0166] The game progress module 2034 subtracts the required parameters of the object selected by lottery from the remaining value of the lottery basic parameters.
[0167] In step S46, the server 20 determines whether or not lotteries have been held the determined number of times. Specifically, for example, when the number of lotteries is determined to be three, the game progress module 2034 determines whether or not three lotteries have been held. If lotteries have been held the determined number of times, the game progress module 2034 shifts the processing to step S47. If lotteries have not yet been held the determined number of times, the game progress module 2034 shifts the processing to step S43, and repeats the processing of steps S43 to S45.
[0168] In step S47, the server 20 determines whether the lottery result satisfies a predetermined requirement. Specifically, for example, the game progress module 2034 determines whether the number of times the same object has been selected satisfies a predetermined requirement. For example, the game progress module 2034 determines whether the four objects are the same (the object IDs are the same) when the number of lotteries has been held four times. Also, for example, the game progress module 2034 determines whether the four objects are the same when the number of lotteries has been held six times. Also, for example, the game progress module 2034 determines whether the four objects are the same when the number of lotteries has been held eight times.
[0169] If the lottery result satisfies the predetermined requirements (Yes in step S47), the game progress module 2034 shifts the processing to step S48. If the lottery result does not satisfy the predetermined requirements (No in step S47), the game progress module 2034 shifts the processing to step S49.
[0170] In step S48, the server 20 discards the lottery results. Specifically, for example, the game progress module 2034 discards all objects selected in the lottery for the number of lotteries, and moves the processing to step S43.
[0171] In step S49, the server 20 determines whether or not there is an additional lottery. Specifically, for example, the game progress module 2034 determines whether or not a predetermined requirement for an additional lottery has been met. If the requirement is met, the game progress module 2034 transitions the processing to step S410. If the requirement is not met, the game progress module 2034 terminates the processing.
[0172] In step S410, the server 20 conducts an additional lottery. Specifically, for example, the game progression module 2034 selects a preset object. The game progression module 2034 may select an object from the determined object group, or may select an object from a group other than the determined object group. The game progression module 2034 may also select an object set in a period event. Note that if the display mode of an object is included in the lottery targets, the game progression module 2034 may conduct a lottery for the display mode of the object, or may select a preset display mode. The preset display mode is, for example, a display mode with the lowest required parameters. The game progression module 2034 does not subtract the required parameters of the selected object and the object's display mode from the lottery basic parameters.
[0173] It should be noted that the lottery process by the server 20 is not limited to the steps described in Fig. 12. For example, the example shown in Fig. 12 describes a case where a special lottery is held in the final lottery, but the special lottery may be held in any lottery.
[0174] Furthermore, the processes of steps S49 and S410 are not limited to being performed after step S47. The game progression module 2034 may perform these processes at any timing shown in FIG.
[0175] (Presenting reports during period events) FIG. 16 is a flowchart showing an example of the operation of the server 20 when presenting a report on a period event to a user.
[0176] First, the server 20 executes the report presentation process, for example, after a predetermined period of time has elapsed since the end of the periodic event. The predetermined period of time is, for example, at least one day after the end of the periodic event. This is because it is necessary to wait for at least one day to compile sleep information for users worldwide. Furthermore, if a period of time passes after the end of the periodic event, there is a risk that emotions felt during the periodic event may be forgotten. Therefore, it is desirable that the predetermined period of time be a period during which emotions felt during the periodic event are still vivid, for example, at most one week.
[0177] In step S51, the server 20 reads out the sleep information stored during the period event. Specifically, for example, the report module 2035 refers to the user information table 2021 and acquires the sleep information measured on a specific date during the period event. The report module 2035 acquires the sleep information for all users whose valid sleep was measured during the period event.
[0178] When generating a report for a specific day during a period event, the report module 2035 acquires sleep information for that day. Specifically, for example, when generating a report for a full moon day during a period event related to the phases of the moon, the report module 2035 acquires sleep information measured on the day when the moon was full.
[0179] Furthermore, when generating a report for multiple days during a period event, the report module 2035 acquires sleep information for the multiple days. Specifically, for example, when generating a report for three days, i.e., the eve of the festival, the day of the full moon, and the post-festival, during a period event related to the phases of the moon, the report module 2035 acquires sleep information measured on these dates.
[0180] In step S52, the server 20 reads out the sleep information stored for a different period corresponding to the period of the period event. Specifically, for example, the report module 2035 sets a different period corresponding to the period of the period event. For example, the report module 2035 refers to the user information table 2021 and acquires the sleep information measured for the different period for the users who participated in the period event.
[0181] When generating a report for a specific day during a periodic event, the report module 2035 acquires sleep information of users who participated in the periodic event for a day in a different period. Specifically, for example, when generating a report for a full moon day in a periodic event related to the phases of the moon, the report module 2035 acquires sleep information measured for users who participated in the periodic event on the same day of the week one week before the date of the full moon.
[0182] Furthermore, when generating a report for multiple days during a periodic event, the report module 2035 acquires sleep information of users who participated in the periodic event for multiple days in different periods. Specifically, for example, when generating a report for three days, i.e., the eve of a festival, the day of the full moon, and the post-festival, for a periodic event related to the phases of the moon, the report module 2035 acquires sleep information measured for users who participated in the periodic event for three days on the same days of the week one week before these dates.
[0183] In step S53, the server 20 generates report content based on the acquired sleep information. Specifically, for example, the report module 2035 performs predetermined statistical processing on the sleep information acquired during the period event. For example, the report module 2035 calculates a total value (first total value) of the sleep information acquired during the period event. Furthermore, for example, the report module 2035 performs predetermined statistical processing on the sleep information acquired during the past period. For example, the report module 2035 calculates a total value (second total value) of the sleep information acquired during the past period.
[0184] For example, the report module 2035 calculates the difference between the first total value and the second total value and generates a report including the calculated difference. The report module 2035 may generate a report that lists the first total value and the second total value side by side. The report module 2035 may also generate a report that includes the rate of increase of the first total value relative to the second total value.
[0185] In step S54, the server 20 presents the generated report content to the user. Specifically, the presentation module 2036 uses a predetermined communication function within the game to present the report content to the user. The presentation module 2036 may present the report content to users who have participated in the period event, or may present the report content to all users.
[0186] Fig. 17 is a schematic diagram showing a display example of the display 141 of the terminal device 10. In the example shown in Fig. 17, the presentation control unit 194 causes an area 1412 to be displayed on the display 141. The area 1412 is an area for displaying the report content of a period event that has ended. The presentation control unit 194 displays, for example, the name of the period event that has ended and the date on which the period event was held in the area 1412. In the example of Fig. 17, "Good Sleep Day" is displayed as the name of the period event, and "(mm / dd)" is displayed as the date on which the event was held.
[0187] Furthermore, the presentation control unit 194 displays, for example, the report content for the period event in the area 1412. In the example of FIG. 17, the report content for the period event displayed is, "The world's sleep time increased by 20,000 hours compared to usual." Furthermore, the presentation control unit 194 may display, for example, a comment encouraging the user in the area 1412. In the example of FIG. 17, the comment encouraging the user displayed is, "Continue to sleep well and get a good sleep rhythm."
[0188] The presentation control unit 194 displays, for example, a button 14121 for indicating that the display content has been confirmed in the area 1412. When the user confirms the information displayed in the area 1412, the user presses the button 14121.
[0189] In step S54, the server 20 may present information about the next period event to the user. Specifically, for example, the presentation module 2036 refers to the period event table 2024 and acquires information about the next period event scheduled to be held. The presentation module 2036 presents the acquired information to the terminal device 10. For example, the presentation module 2036 presents information about the next period event after the user has confirmed the report content. Specifically, when the user presses button 14121 shown in FIG. 17, the presentation module 2036 presents information about the next period event to the user.
[0190] FIG. 18 is a schematic diagram illustrating an example of a display on the display 141 of the terminal device 10. In the example illustrated in FIG. 18, the presentation control unit 194 displays an area 1413 on the display 141. The area 1413 is an area for displaying information about the next scheduled period event. The presentation control unit 194 displays, for example, the content of the next scheduled period event, the date and time of the next scheduled period event, and effects that will occur during the next scheduled period event in the area 1413. In the example of FIG. 18, the name of the period event is "Good Sleep Day," the dates and times of the event are "Pre-Event 10 / 26 (Thu) 4:00-3:59," "Full Moon Day 10 / 27 (Fri) 4:00-3:59," and "Post-Event 10 / 28 (Sat) 4:00-3:59," and the effect that will occur is "Bonus Effect." Note that the presentation control unit 194 may display, in the "Bonus Effect," information indicating that a special character may become a friend only during the period event, such as "Appearance of a Predecessor Character."
[0191] The presentation control unit 194 displays, for example, a button 14131 for indicating that the display content has been confirmed in the area 1413. When the user confirms the information displayed in the area 1413, the user presses the button 14131.
[0192] The process performed by the server 20 when presenting the report content is not limited to the above.
[0193] For example, the report module 2035 may compile the sleep information for each user attribute. Specifically, for example, in step S53, the report module 2035 classifies users by attributes such as residential area, age, gender, and occupation, and compiles the user's sleep information for each classified attribute. This allows the report module 2035 to obtain sleep results for each attribute such as residential area, age, gender, and occupation.
[0194] The report module 2035 may generate information for each attribute that compares the sleep results for a period event with the sleep results for another period corresponding to the period event. The report module 2035 may generate information comparing the sleep results for each attribute.
[0195] Furthermore, for example, the report module 2035 may grant rewards to users according to their sleep results during the periodic event. For example, if a goal to be achieved is set based on the sleep information of multiple users, the report module 2035 may grant rewards to multiple users when a value based on the sleep information stored by the multiple users meets the goal. More specifically, for example, if the goal is to "sleep 10,000 hours longer than the previous week (a period different from the periodic event)," the report module 2035 adds up the sleep times of multiple users during the periodic event. If the total sleep time reaches the goal of "sleeping 10,000 hours longer than the previous week," the report module 2035 grants a special reward to participants. The goal may be set in stages, such as 1,000, 5,000, or 10,000. In this case, different rewards may be given for each goal. For example, if users with a certain attribute have good sleep results, the report module 2035 may grant rewards only to users with the corresponding attribute.
[0196] The report module 2035 may select users to whom a reward is to be given from among the target users in accordance with a predetermined rule. The predetermined rule may be, for example, the following. ·lottery -Users whose sleep results meet the specified requirements - Users whose play history meets certain requirements, such as frequency of play, frequency of participation in periodic events, and use of specified services.
[0197] The report module 2035 may, for example, use a predetermined communication function within the game to grant a reward to the user. The presentation module 2036 may or may not present to the user the fact that a reward has been granted.
[0198] The presentation module 2036 may also present the report content via an external system. For example, in step S54, the presentation module 2036 may present the report content generated by the report module 2035 to the user via the external system. Specifically, the server 20, for example, provides the report content to the external system. The external system includes, for example, a system that provides a social networking service or a system related to a predetermined news media. The external system, for example, creates a page based on the report content and provides a link to the created page to the server 20. The presentation module 2036 uses a predetermined in-game contact function to notify the user of a link to a page based on the report content. The user can check the report content by accessing the notified link.
[0199] Furthermore, the order of reading out the sleep information stored in the period event (step S51) and reading out the sleep information stored in a different period corresponding to the period of the period event (step S52) shown in FIG. 16 may be reversed.
[0200] Furthermore, reading of sleep information stored for a different period corresponding to the period of the time-limited event and aggregation of the sleep information may be performed before the end of the time-limited event. Alternatively, only reading of sleep information may be performed before the end of the time-limited event. The different period corresponding to the period of the time-limited event is clear at the time the time-limited event starts. Reading of sleep information stored for a different period before the end of the time-limited event and aggregation of the read information reduces the amount of processing to be performed after the end of the time-limited event, making it possible to generate report content efficiently.
[0201] As described above, in the above embodiment, the game progression module 2034 sets a predetermined first period. The report module 2035 acquires sleep information of multiple users during a second period corresponding to the first period. The report module 2035 acquires sleep information of multiple users during the first period. The report module 2035 presents the sleep information acquired during the first period and the sleep information acquired during the second period in a comparable manner. In other words, the server 20 compares the sleeping time of multiple users during the period event with the sleeping time of these multiple users before the period event, and presents the comparison result to all users (which may be users who participated in the period event).
[0202] This allows the user to recognize the presence of other users, their contributions, and their own contributions. This allows the user to feel a sense of unity as if they were playing a game together with other users. Furthermore, if the user's sleep time during a limited-time event exceeds the sleep time before the event, the user will feel a sense of accomplishment. This allows the server 20 to provide the user with a more enjoyable gaming experience and motivate them to continue playing the game. Furthermore, in order to achieve a sense of accomplishment, the user will develop the goal of "sleeping longer during the limited-time event," which will motivate more users to continue playing the game.
[0203] Therefore, according to the server 20 of this embodiment, even in a single-player game, users can feel a sense of unity with each other and share a sense of accomplishment in the game, thereby increasing the interest of the game.
[0204] In the above embodiment, the game progress module 2034 generates a predetermined effect according to the sleep information during the first period. When sleep time is used in a game, external factors such as the phases of the moon may shorten the user's sleep time. If such physiological phenomena prevent the user from progressing through the game as expected, the user may feel stressed. Therefore, if it is known in advance that the user's sleep time will be shortened due to factors such as the phases of the moon, a period event is set for that period, and the effect of the period event is reflected when evaluating the user's sleep, thereby providing the user with a sense of satisfaction. The user is also encouraged to sleep more. By generating a predetermined effect during the first period in which the period event is held, it is possible to prevent the user from accumulating dissatisfaction even when there is a possibility that sleep time will be shortened due to external factors.
[0205] In the above embodiment, the game progression module 2034 evaluates sleep by applying a predetermined weight to the sleep information during the first period. Furthermore, the game progression module 2034 associates special game content or makes it easier for a predetermined game content to be associated depending on the sleep information during the first period. This allows the user to be satisfied with the sleep evaluation results even if external factors may shorten the sleep time. Furthermore, if a special game content (character) is associated (becomes a companion), it is possible to motivate the user to get plenty of sleep during the period event.
[0206] Furthermore, in the above embodiment, the presentation module 2036 presents to the user, before sleeping during the first period, that the sleep is in the first period. This allows the user to sleep knowing that the sleep will reflect the effect of the period event, or that the sleep will not reflect the effect of the period event. This makes it possible to avoid disappointment in the user's expectation that the effect will be reflected, and allows the user to continue playing the game comfortably.
[0207] Furthermore, in the above embodiment, the presentation module 2036 presents to the user before sleep what day in the first period it is that they are sleeping. Even during the same period event, the effects may vary from day to day. By presenting the "day" in the first period, the user can sleep knowing that the sleep will reflect the effects of that day in the period event, or that the sleep will not reflect the effects of that day in the period event. This makes it possible to avoid disappointment in the user's expectations that the effects will be reflected, allowing the user to continue playing the game comfortably.
[0208] In the above embodiment, the presentation module 2036 presents a predetermined effect to the user before sleep during the first period, thereby enabling the user to sleep after recognizing the effect to be reflected.
[0209] In the above embodiment, the presentation module 2036 presents sleep information for a single day in the first time period and sleep information for a single day in the second time period in a manner that allows comparison between the sleep information for the corresponding days, allowing the user to intuitively sense how much their own sleep has affected their condition.
[0210] In the above embodiment, the presentation module 2036 presents sleep information for multiple days in the first time period and sleep information for multiple days in the second time period in a comparable manner, thereby enabling the user to compare sleep information during the time period event with sleep information for a corresponding different time period, thereby enabling the user to feel a sense of accomplishment in the time period event.
[0211] In the above embodiment, the report module 2035 performs statistical processing on the sleep information of multiple users. The presentation module 2036 presents the statistically processed information in a comparable manner. This allows users to recognize the number of users who participated in the event during the period, and gives them a sense of unity with many other users.
[0212] In the above embodiment, the presentation module 2036 presents information about the number of people who obtained sleep information in the first time period and information about the number of people who obtained sleep information in the second time period in a comparable manner, which allows the user to recognize the number of users who participated in the event during the period, and allows the user to feel a sense of unity with many users.
[0213] In the above embodiment, the second period is the same day of the week as the first period. The second period is the same day of the week as the first period in the week before the first period. This allows the server 20 to match the conditions of the period in the period event and the period to be compared, making it possible to accurately compare the sleep information.
[0214] In the above embodiment, the report module 2035 aggregates the sleep information acquired during the first time period for each user attribute. The report module 2035 aggregates the sleep information acquired during the second time period for each user attribute. The presentation module 2036 presents the aggregated sleep information for each attribute in a comparable manner. This allows the sleep information to be compared for each predetermined attribute, further increasing the entertainment value of the game.
[0215] In the above embodiment, the report module 2035 provides a reward to the user according to the result of the comparison, which allows the server 20 to further increase motivation to participate in the period event.
[0216] In the above embodiment, the presentation module 2036 presents the difference between the sleep information for the first period and the sleep information for the second period, which clarifies how much the period event affected the user's sleep, thereby increasing the interest of the report content.
[0217] In the above embodiment, the presentation module 2036 presents the comparison results in the game. This allows the server 20 to present the reported results to the user as the user's game results. In other words, the server 20 can provide the reported results as event content for the period up to the time of the report.
[0218] In the above embodiment, the presentation module 2036 presents the comparison results to the user via an external system, which allows the server 20 to use the report results for advertising purposes, thereby increasing the number of people who experience the game.
[0219] In the above embodiment, the first period is a period related to the full moon (for example, the day of the full moon and the days before and after the full moon). This makes it possible to regard the phenomenon related to the waxing and waning of the moon as a period event and promote sleep.
[0220] In the above embodiment, the presentation module 2036 presents the next first period to the user, which allows the user to know the next period event and continue playing the game with excitement until then.
[0221] <4 Variations> In the above embodiment, an example has been described in which sleep information of users who slept during a period in a period event is aggregated. All sleep information stored during the period in a period event does not have to be aggregated. For example, a user may be allowed to choose whether or not to participate in the period event. However, a user who declines participation in the period event will not be able to receive the effects that occur in the period event. Furthermore, a user may be allowed to choose to participate in the period event but to be excluded from the aggregation of the period event. Since the sleep information of a user who declines participation or a user who chooses to be excluded from the aggregation is not aggregated, the aggregation results in the report content do not include the sleep information of this user.
[0222] In the above embodiment, the case where the game progression module 2034 draws a lottery for an object and a display mode of the object has been described, but the lottery may be for one of the objects, with the other determined incidentally. That is, the game progression module 2034 may, for example, draw a lottery for an object, with the display mode being selected in ascending order of rarity. The game progression module 2034 may also, for example, draw a lottery for a display mode of an object, with the object being selected according to predetermined rules.
[0223] Furthermore, in the above embodiment, the server 20 provides a game using sleep information and conducts a lottery for the game. However, the game provided by the server 20 is not limited to one using sleep information. The game provided by the server 20 may be, for example, a game using user activity information. The game progression module 2034 may calculate a parameter for evaluating the user's activity based on the user's activity information, for example. The game progression module 2034 may conduct the lottery described in this embodiment based on this parameter. In this case, for example, a cold winter day when people would prefer not to exercise may be set as a period event.
[0224] The game progress module 2034 may also perform the lottery described in this embodiment in any lottery that involves multiple lottery draws. For example, the lottery described in this embodiment may be performed when multiple lottery draw opportunities are obtained using predetermined elements.
[0225] 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.
[0226] 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.
[0227] 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.
[0228] 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.
[0229] <5 Basic computer hardware configuration> 19 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.
[0230] 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.
[0231] 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).
[0232] 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.
[0233] 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.
[0234] The network is composed of the Internet, a LAN, various mobile communication systems constructed by wireless base stations, etc. For example, the network includes 3G, 4G, and 5G mobile communication systems, LTE (Long Term Evolution), and wireless networks (e.g., Wi-Fi (registered trademark)) that can connect to the Internet via a predetermined access point. In the case of a wireless connection, communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), and Bluetooth (registered trademark). In the case of a wired connection, the network also includes a network that is directly connected using a USB (Universal Serial Bus) cable, etc.
[0235] 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.
[0236] <6 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. 19. The computer includes at least the functional units of a control unit, a storage unit, and a communication unit.
[0237] 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.
[0238] 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.
[0239] 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.
[0240] 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.
[0241] 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.
[0242] 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.
[0243] 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.
[0244] <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 setting a predetermined first period, acquiring sleep information of multiple users in a second period corresponding to the first period, acquiring sleep information of multiple users in the first period, and presenting the sleep information acquired in the first period and the sleep information acquired in the second period in a comparable manner. (Appendix 2) The program according to claim 1, wherein the program causes a processor to execute a step of generating a predetermined effect in accordance with sleep information during a first period. (Appendix 3) The program according to claim 2, wherein in the step of generating the predetermined effect, sleep is evaluated by applying a predetermined weight to the sleep information during the first period. (Appendix 4) A program described in (Appendix 2), wherein in the step of generating a predetermined effect, a special game medium is associated or a predetermined game medium becomes more likely to be associated depending on the sleep information during the first period. (Appendix 5) The program according to any one of (Supplementary Note 1) to (Supplementary Note 4), which causes a processor to execute a step of notifying a user, before sleeping during the first period, that the user is sleeping during the first period. (Appendix 6) The program according to claim 5, wherein the step of notifying that the sleep occurs in the first period includes notifying the user, before the sleep, of what day in the first period the sleep occurred. (Appendix 7) The program according to claim 2, wherein the program causes the processor to execute a step of presenting a predetermined effect to the user before sleep during the first period. (Appendix 8) The program according to any one of (Supplementary Note 1) to (Supplementary Note 7), wherein the step of presenting the sleep information presents the sleep information for a single day in the first time period and the sleep information for a single day in the second time period in a comparable manner. (Appendix 9) The program according to any one of (Supplementary Note 1) to (Supplementary Note 7), wherein the step of presenting the sleep information presents the sleep information for multiple days in the first time period and the sleep information for multiple days in the second time period in a comparable manner. (Appendix 10) The program according to any one of (Supplementary Note 1) to (Supplementary Note 9), wherein the step of presenting the sleep information comprises presenting information obtained by performing statistical processing on the sleep information of a plurality of users in a comparable manner. (Appendix 11) A program described in any one of (Appendix 1) to (Appendix 10), wherein in the step of presenting sleep information, information regarding the number of people for whom sleep information was obtained in a first period and information regarding the number of people for whom sleep information was obtained in a second period are presented in a comparable manner. (Appendix 12) The second period is a program described in any one of (Appendix 1) to (Appendix 11) on the same day of the week as the first period. (Appendix 13) The program described in any one of (Appendix 1) to (Appendix 12), wherein the second period is the same day of the week as the first period in the week before. (Appendix 14) A program described in any one of (Appendix 1) to (Appendix 13) that causes a processor to execute a step of aggregating sleep information acquired in a first period by user attribute and a step of aggregating sleep information acquired in a second period by user attribute, and in a step of presenting the sleep information, presents the sleep information aggregated by attribute in a comparable manner. (Appendix 15) The program according to any one of (Supplementary Note 1) to (Supplementary Note 14), which causes the processor to execute a step of granting a reward to the user depending on the result of the comparison. (Appendix 16) The program according to any one of (Supplementary Note 1) to (Supplementary Note 15), wherein the step of presenting the sleep information presents a difference between the sleep information of the first period and the sleep information of the second period. (Appendix 17) The program according to any one of (Supplementary Note 1) to (Supplementary Note 16), wherein in the step of presenting sleep information, the content of the comparison is presented within a game. (Appendix 18) The program according to any one of (Supplementary Note 1) to (Supplementary Note 17), wherein in the step of presenting the sleep information, the content of the comparison is presented to the user via an external system. (Appendix 19) A program described in any one of (Appendix 1) to (Appendix 18), wherein the first period is a period related to a full moon. (Appendix 20) The program according to any one of (Supplementary Note 1) to (Supplementary Note 19), which causes the processor to execute a step of presenting the next first period to the user. (Appendix 21) A method for managing the progress of a game using sleep information, the method being executed by a computer having a processor and a memory, wherein the processor executes all of the steps executed in any of the inventions according to (Appendix 1) to (Appendix 20). (Appendix 22) An information processing device that manages the progress of a game using sleep information, comprising a control unit and a memory unit, wherein the control unit executes all of the steps executed in any of the inventions according to (Appendix 1) to (Appendix 20). (Appendix 23) A system comprising means for executing all steps performed in any of the inventions according to (Appendix 1) to (Appendix 20). [Explanation of symbols]
[0245] 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: setting a predetermined first period based on information about a period event that occurs during a predetermined period in a game using the sleep information; acquiring sleep information of a plurality of users during a second period corresponding to the first period; acquiring sleep information of a plurality of users during the first period; presenting the sleep information acquired in the first time period and the sleep information acquired in the second time period in a comparable manner; and generating a predetermined effect in accordance with the sleep information based on information relating to the period event during the first period.
2. 2. The program according to claim 1, wherein in the step of generating the predetermined effect, sleep is evaluated by applying a predetermined weight to the sleep information during the first period.
3. The program according to claim 1 , wherein in the step of generating the predetermined effect, a special game medium is associated or a predetermined game medium is more likely to be associated depending on the sleep information during the first period.
4. The program according to claim 1 , further comprising: a step of notifying a user, before sleeping during the first period, that the user is sleeping during the first period.
5. 5. The program according to claim 4, wherein the step of notifying the user that the sleep occurred in the first period includes notifying the user, before the sleep, of what day in the first period the sleep occurred.
6. 2. The program of claim 1, further comprising causing the processor to execute a step of presenting the predetermined effect to the user before sleep during the first period.
7. The program according to claim 1 , wherein the step of presenting the sleep information comprises presenting the sleep information for a single day in the first period and the sleep information for a single day in the second period in a manner that allows comparison.
8. The program according to claim 1 , wherein the step of presenting the sleep information comprises presenting the sleep information for a plurality of days in the first period and the sleep information for a plurality of days in the second period in a manner that allows comparison.
9. 2. The program according to claim 1, wherein the step of presenting the sleep information comprises presenting statistically processed information of the sleep information of the plurality of users in a comparable manner.
10. The program according to claim 1 , wherein in the step of presenting the sleep information, information regarding the number of people for whom sleep information was obtained in the first period and information regarding the number of people for whom sleep information was obtained in the second period are presented in a comparable manner.
11. 2. The program according to claim 1, wherein the second period is the same day of the week as the first period.
12. 2. The program according to claim 1, wherein the second period is the same day of the week as the first period in the week preceding the first period.
13. aggregating the sleep information acquired during the first period for each user attribute; aggregating the sleep information acquired during the second time period for each user attribute; 2. The program according to claim 1, wherein the sleep information presented is presented in a comparable manner, the sleep information being compiled for each attribute.
14. 2. The program according to claim 1, further comprising causing the processor to execute a step of granting a reward to the user depending on the result of the comparison.
15. 2. The program according to claim 1, wherein the step of presenting the sleep information comprises presenting a difference between the sleep information for the first period and the sleep information for the second period.
16. 2. The program according to claim 1, wherein the step of presenting the sleep information includes presenting the content of the comparison within the game.
17. 2. The program according to claim 1, wherein in the step of presenting the sleep information, the content of the comparison is presented to the user via an external system.
18. 2. The program according to claim 1, wherein the first period is a period associated with a full moon.
19. 2. The program according to claim 1, further comprising causing the processor to execute a step of presenting the next first period to the user.
20. 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 19.
21. An information processing device that manages the progress of a game using sleep information, comprising a control unit and a memory unit, wherein the control unit executes all of the steps executed in any of the inventions according to claims 1 to 19.
22. A system comprising means for executing all steps performed in any one of the inventions according to claims 1 to 19.
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