Program and System

The system addresses the issue of inappropriate user grouping by using evaluation information to assign users to suitable groups, improving gameplay experience through tailored game execution and communication.

JP7843438B2Active Publication Date: 2026-04-10CAPCOM CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
CAPCOM CO LTD
Filing Date
2022-03-14
Publication Date
2026-04-10

AI Technical Summary

Technical Problem

Existing multiplayer game systems fail to group users based on their physical and mental states or abilities, leading to inappropriate group assignments.

Method used

A system and program that identify user groups based on evaluation information, including diagnostician or medical institution assessments, update group affiliations, and facilitate information sharing and guidance for gameplay, allowing users to participate in appropriate games and communicate within their groups.

Benefits of technology

Enables users to join appropriate groups based on their abilities, enhancing gameplay experience through tailored game execution and communication, and promoting interaction and motivation within groups.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a program and a system that can allow a user to belong to a proper group.SOLUTION: The program causes a computer to function as group specification means 331 for specifying at least one group to which a first user can belong on the basis of evaluation information about the mental and physical states of the first user or the ability of the first user; game execution means 231 and 462 for executing an execution game that the first user can execute; and information sharing means 332 and 463 for making game-related information about the execution game to be shared with a second user who is not different from the first user and is related to the group.SELECTED DRAWING: Figure 5
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Description

Technical Field

[0001] The present invention relates to a program and a system.

Background Art

[0002] Conventionally, it has been known to change the grouping of communication according to the multiplayer game situation among users who play multiplayer games (see Patent Document 1).

[0003] In Patent Document 1, a plurality of game devices allow a plurality of users to play multiplayer games. On a plurality of communication terminals, applications that cooperate with any one of the plurality of game devices are respectively executed. The game support server groups the plurality of communication terminals according to the multiplayer game situation performed using the plurality of game devices, and causes the communication terminals belonging to the same group to communicate with each other.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in the technology disclosed in Patent Document 1, although it is grouped according to the game situation, it is not grouped according to the state or ability of the user. Therefore, there is a problem that the user may not belong to an appropriate group.

[0006] Therefore, the present disclosure provides a program and a system that can make a user belong to an appropriate group.

Means for Solving the Problems

[0007] The first aspect is, Computers, A group identification means that identifies at least one group to which the first user can belong, based on evaluation information regarding the first user's physical and mental state or abilities, The first user runs an executable game, Information sharing means for sharing game-related information regarding the game being played with a second user, who is different from the first user and is related to the aforementioned group, It is a program that makes it function as such.

[0008] Furthermore, in the first aspect, The aforementioned evaluation information may include information that identifies a third party, including a diagnostician or diagnostic institution that diagnosed the physical and mental condition or abilities of the first user.

[0009] Furthermore, in the first aspect, The group identification means can update the group to which the member belongs in accordance with the fact that the evaluation information has been updated by the diagnosis.

[0010] Furthermore, in the first aspect, The execution game includes a special game that is executed based on predetermined conditions corresponding to the evaluation information, Based on the aforementioned game execution, the group to which the individual belongs can be identified.

[0011] Furthermore, in the first aspect, The group identification means can identify the group to which the first user belongs, according to the execution status of the special game.

[0012] Furthermore, in the first aspect, The information sharing means can display information regarding the execution status of the game being played by the second user.

[0013] Furthermore, in the first aspect, The computer is further caused to function as participation guidance means, The participation guidance means displays information regarding a play game which is the execution game played by the first user among the execution games, and outputs guidance information for guiding another user to participate in the play game. Based on the guidance information, the information sharing means can output the game-related information for causing the second user to participate in the play game.

[0014] Also, in a first aspect, The computer is further caused to function as matching means, When there is a second user having the evaluation information among the other users corresponding to the guidance, the matching means can determine a user who participates in the play game based on the evaluation information.

[0015] Also, in a first aspect, The evaluation information can include information defining conditions for the first user to execute the play game with another user.

[0016] Also, in a first aspect, The computer is further caused to function as display means, When it is determined that the first user having the evaluation information and a third user not having the evaluation information participate in the play game, the display means can display the first user and the third user in a distinguishable manner.

[0017] Also, in a first aspect, The computer is further caused to function as reward preferential treatment means, When the play game is executed including a third user not having the evaluation information, the reward preferential treatment means can preferentially treat the reward for the third user.

[0018] Also, in a first aspect, The reward preferential means can preferentially reward a user having the evaluation information by the third user in response to support for the user.

[0019] A second aspect is a group identification unit that identifies at least one affiliated group to which the first user can belong based on evaluation information regarding the physical and mental state or ability of the first user, a game execution unit that causes the first user to execute an executable game, and an information sharing unit that shares game-related information regarding the executable game with a second user different from the first user related to the affiliated group, and is a system including the same.

Advantages of the Invention

[0020] According to the present disclosure, it is possible to provide a program and a system that can cause a user to belong to an appropriate group.

Brief Description of the Drawings

[0021] [Figure 1] It is a system configuration diagram showing an outline of a system 1 according to a first embodiment of the present disclosure. <* [Figure 2] It is a block diagram showing a hardware configuration and functions of a game server device 2 according to a first embodiment of the present disclosure. [Figure 3] It is a block diagram showing a hardware configuration and functions of an administration server device 3 according to a first embodiment of the present disclosure. [Figure 4] It is a block diagram showing a hardware configuration and functions of a game device 4 according to a first embodiment of the present disclosure. [Figure 5] In a game device 4 according to a first embodiment of the present disclosure, it is a diagram showing an example of screen transition mainly related to information sharing in an affiliated group. [Figure 6] It is a flowchart showing a process flow related to information sharing in an affiliated group executed in a system 1 in a first embodiment of the present disclosure. [Figure 7]This diagram illustrates an example of how groups belonging to different game genres are identified based on cognitive function classes. [Figure 8] This diagram illustrates an example where, based on cognitive function classes, a single group belonging to multiple cognitive function classes is identified for each game genre. [Figure 9] This figure shows an example of how a group is identified based on cognitive function class. [Figure 10] A block diagram showing the hardware configuration and functions of a game device 4 according to a second embodiment of the present disclosure. [Figure 11] This figure shows an example of screen transitions in the game device 4 according to the second embodiment of this disclosure, mainly concerning guidance on joining a multiplayer game and information sharing within the group to which the player belongs. [Figure 12] This flowchart shows the processing flow related to the notification of participation in multiplayer and the sharing of information within the group to which the notification belongs, which is performed in System 1 in the second embodiment of this disclosure. [Figure 13] This figure shows an example of a screen displaying a call for participation in a multiplayer game on a third user's game device 4 according to the second embodiment of this disclosure. [Modes for carrying out the invention]

[0022] Preferred embodiments of this disclosure will be described below with reference to the drawings. The embodiments described below are merely examples of how to implement this disclosure and are not intended to restrict the disclosure. Furthermore, to facilitate understanding of the explanation, the same reference numerals are used for identical components in each drawing whenever possible, and redundant explanations may be omitted.

[0023] [First Embodiment] Figure 1 is a system configuration diagram showing an outline of System 1 according to the first embodiment of this disclosure. As shown in Figure 1, in System 1, a game server device 2, a management server device 3, and a plurality of game devices 4 are connected to each other so as to be able to communicate with each other via a communication network 5.

[0024] <Game Description> In the system 1 shown in Figure 1, a game server device 2 and multiple game devices 4 are connected to each other via a communication network 5, and games are executed on the game devices 4.

[0025] The game according to this embodiment is an online game executed on System 1, and includes, for example, object-finding games, puzzle games, and brain training games. Users of Game Device 4 can play the game alone or play competitively or cooperatively with other users of Game Device 4.

[0026] Such games are played using a game device 4, which is an electronic device such as a home game console like PlayStation®, a portable game console like Nintendo Switch®, or a personal computer, smartphone, or tablet. The following example illustrates the case where the game device 4 is a smartphone.

[0027] <Overview of System 1> System 1 consists of a game server device 2, a management server device 3, and multiple game devices 4.

[0028] Game server device 2 stores game programs and game data, and manages the game data (data necessary for game progression and game play data, etc.) and game execution status of game device 4 (for each account information described below).

[0029] The management server device 3 stores evaluation information regarding the physical and mental state or abilities of users playing the game using the game device 4, and manages the groups to which users belong. In addition, the management server device 3 provides a virtual space (e.g., a chat room) for each group where users belonging to that group can communicate with each other, and manages the settings and updates of that virtual space.

[0030] The game device 4 executes a predetermined game based on user input. To do this, the game device 4 receives (specifically downloads and installs) the game program and game data from the game server device 2 via the communication network 5. Each user is assigned account information, including identification information (user ID) and a password, associated with the game device 4. This account information is transmitted from the game device 4 to the game server device 2 upon login and is used for user authentication in the game server device 2.

[0031] After user authentication, communication between the game server device 2 and the game device 4 becomes possible. After logging in, the game device 4 receives the data necessary for game progression from the game server device 2 and proceeds with the game based on the user's input.

[0032] <System 1 Configuration> The hardware configurations and functions of the game server device 2, the management server device 3, and the game device 4 will be described below with reference to Figures 2 to 4.

[0033] <Configuration of Game Server Device 2> Figure 2 is a block diagram showing the hardware configuration and functions of a game server device 2 according to a first embodiment of the present disclosure. As shown in Figure 2, the game server device 2 has a network interface 21, a storage unit 22, and a control unit 23. The network interface 21 and the storage unit 22 are electrically connected to the control unit 23 via a bus 29.

[0034] The network interface 21 is connected to the management server device 3 and each game device 4 via a communication network 5 such as the Internet and a LAN.

[0035] The storage unit 22 consists of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), and SSD (Solid State Drive), among others. The storage unit 22 stores, for example, various programs including the game program according to this embodiment, game data, and various data related to the user who plays the game using the game device 4.

[0036] The storage unit 22 includes a user database (DB) 221, which stores game-related information for each user who plays games using the game device 4, including the user's account information, the game data played by the user, and the game's execution status. For example, it includes user information such as user ID and password, play history information such as game start, end, and play time, game completion information (level, progress, success / failure), and other game-related information.

[0037] The control unit 23 consists of a microcomputer including a CPU and semiconductor memory, and controls the operation of the game server device 2. The control unit 23 functions as an information processing means (game execution means) 231 and a matching means 232 by executing various programs.

[0038] -Information Processing Means- The information processing means 231 transmits and receives various data to and from each game device 4, and communicates with each game device 4 to execute the game on each game device 4. The main data that the information processing means 231 receives from each game device 4 includes game program download request information, user account information, and game play data. The main data that the information processing means 231 transmits to each game device 4 includes information to confirm that each game device 4 has received the game program, the game program, and data necessary for game progress.

[0039] Furthermore, the information processing means 231 sends and receives various data to and from the management server device 3. The information processing means 231 mainly transmits information regarding the game execution status stored in the user DB 221 of the game server device 2 to the management server device 3. For example, this includes play history information such as the start, end, and play time of games played by each user using the game device 4, game completion information (level, progress, success / failure), and other game-related information.

[0040] -Verification means- The matching means 232 performs user authentication using the user account information received from each game device 4.

[0041] <Configuration of Management Server Device 3> Figure 3 is a block diagram showing the hardware configuration and functions of a management server device 3 according to a first embodiment of the present disclosure. As shown in Figure 3, the management server device 3 has a network interface 31, a storage unit 32, and a control unit 33. The network interface 31 and the storage unit 32 are electrically connected to the control unit 33 via a bus 39.

[0042] The network interface 31 is connected to the game server device 2 and each game device 4 via a communication network 5 such as the Internet and a LAN.

[0043] The storage unit 32 consists of an HDD, RAM, ROM, and SSD, among other things. The storage unit 32 stores various data, for example, about users who play games using each game device 4.

[0044] The memory unit 32 includes a user database 321, which stores user account information and user evaluation information for each user who plays the game using the game device 4. The account information includes user ID and password, but for user authentication from the game device 4 to the management server device 3, the same account information as for user authentication from the game device 4 to the game server device 2 may be used, or different account information may be used. Using the same account information simplifies and simplifies management, while using different account information reduces the risk of information leakage.

[0045] Here, the evaluation information stored and managed in the memory unit 32 of the management server device 3 refers to evaluation information concerning the mental and physical state or abilities of the user playing the game using the game device 4. For example, the evaluation information may include the user's cognitive symptoms, mental illness, cognitive function level, stress level, physical disability level, occupational ability level, and intellectual ability level. This evaluation information is highly reliable information that has been diagnosed (evaluated) and certified by doctors, qualified professionals, medical institutions, and specialized organizations, treating the user as a patient. In the following example, the evaluation information will be the cognitive function level of the user (patient) as diagnosed by a doctor or medical institution.

[0046] The control unit 33 consists of a microcomputer including a CPU and semiconductor memory, and controls the operation of the management server device 3. By executing various programs, the control unit 33 functions as a group identification means 331, an information sharing means 332, a matching means 333, and a communication means 334.

[0047] -Methods for identifying the group- The group identification means 331 identifies at least one group to which a user playing a game using each game device 4 can belong, based on evaluation information stored in the user database 321. Specifically, the management server device 3 receives user account information from each game device 4, and the group identification means 331 refers to the user database 321 to identify a group to which that user can belong, based on the user's evaluation information. For example, cognitive function classes A, B, C, etc., are identified according to the user's cognitive function level diagnosed by a doctor or medical institution.

[0048] -Information sharing means- The information sharing means 332 sets up and manages virtual spaces such as chat rooms for each group to which each user identified by the group identification means 331 can belong. This chat room can be viewed and written to by the user playing the game using the game device 4 (first user) and other users belonging to the first user's group (second user). In other words, the information sharing means 332 enables users of the group to share information and communicate with each other using chat rooms and the like.

[0049] Specifically, the information sharing means 332 posts game-related information that each user plays using the game device 4 in the chat room, as well as posts such as comments and stamps that each user makes on the game device 4. Here, game-related information includes the status of game execution, such as play history information including the start and end of the game and play time, game completion information (level, progress, success / failure), and other information related to the game.

[0050] Furthermore, user-submitted information includes comments, which are text-based information about the game's completion status (e.g., "Amazing!", "How was it?"), and impressions of playing the game (e.g., "It was fun," "It was difficult"), as well as stamps, which are graphic and image-based information.

[0051] -Verification means- The matching means 333 performs user authentication using the user account information received from each game device 4.

[0052] -Methods of communication- The communication means 334 sends and receives various data to and from the game server device 2. The communication means 334 mainly receives information from the game server device 2 regarding the game's execution status, which is stored in the user DB 221 of the game server device 2.

[0053] Furthermore, the communication means 334 sends and receives various data to and from each game device 4. The main data that the communication means 334 receives from each game device 4 includes user account information, requests to view chat rooms, and posted data. The main data that the communication means 334 transmits to each game device 4 includes information on the game execution status received from the game server device 2, data updating the chat room with comments written by each user, and information on the group to which the user belongs, as identified by the group identification means 331.

[0054] <Configuration of game device 4> Figure 4 is a block diagram showing the hardware configuration and functions of a game device 4 according to a first embodiment of the present disclosure. As shown in Figure 4, the game device 4 has an externally connected or built-in display 47, speaker 48 and touchpad 49. The game device 4 also has a network interface 41, graphics processing unit 42, audio processing unit 43, operation unit 44, storage unit 45 and control unit 46. The network interface 41, graphics processing unit 42, audio processing unit 43, operation unit 44 and storage unit 45 are electrically connected to the control unit 46 via a bus 50.

[0055] The network interface 41 is connected to the game server device 2 and the management server device 3 via a communication network 5 such as the Internet and a LAN.

[0056] The graphics processing unit 42 renders game images, including characters and various objects related to the virtual game space, in video format, according to the game image information output from the control unit 46. The graphics processing unit 42 also renders images, for example, that form a chat room, according to image information for information sharing and communication within the group, which is output from the control unit 46.

[0057] The graphics processing unit 42 is connected to a display 47, which is, for example, an LCD type. Game images rendered in video format are displayed on the display 47 as a game screen, and chat room images rendered in still image format are displayed on the display 47 as an information sharing screen.

[0058] The audio processing unit 43 is connected to the speaker 48 and plays and synthesizes game audio according to the instructions of the control unit 46, and outputs the game audio from the speaker 48. The audio processing unit 43 may also output audio from the speaker 48 to notify the user of new (updated) information in the chat room, for example, according to the instructions of the control unit 46.

[0059] The control unit 44 is connected to the touchpad 49 and transmits and receives data related to operation and input to and from the touchpad 49. The user can input operation signals to the game device 4 by touching the touchpad 49. By operating the touchpad 49, the user can, for example, play games or browse and post in chat rooms.

[0060] The storage unit 45 consists of an HDD, SSD, RAM, and ROM. The storage unit 45 stores game programs downloaded from the game server device 2, data necessary for game progression, account information for the game device 4, and various other programs and data.

[0061] The control unit 46 consists of a microcomputer with a CPU and semiconductor memory, and controls the operation of the game device 4.

[0062] The control unit 46 functions as a communication means 461, a game execution means 462, an information sharing means 463, and a notification control means 464 by executing various programs.

[0063] For example, the game device 4 may have a game application and a management application. The game application communicates with the game server device 2 to primarily activate communication means 461, game execution means 462, and notification control means 464 so that the user can play the game. The management application communicates with the management server device 3 to primarily activate communication means 461, information sharing means 463, and notification control means 464 so that the user can identify the group to which they belong and communicate with other users in that group.

[0064] —Methods of communication— The communication means 461 is a function that communicates with the game server device 2 and the management server device 3 via the network interface 41.

[0065] The communication means 461 generates and transmits information that the game server device 2 can understand in response to various operation signals received by the operation unit 44 from the touchpad 49. For example, the communication means 461 transmits information such as a request to download a new game program (data), user account information, and game play data to the game server device 2. The communication means 461 also receives new game data and other information sent from the game server device 2 in response to the download request information.

[0066] The communication means 461 generates and transmits information that the management server device 3 can understand in response to various operation signals received by the operation unit 44 from the touchpad 49. For example, the communication means 461 transmits the user's account information, as well as requests to view and post data to chat rooms in the groups to which the user belongs, to the management server device 3. The communication means 461 also receives information about the groups to which the user can belong, as identified by the group identification means 331 of the management server device 3, and receives chat room data, including new information transmitted from the management server device 3 in response to requests to view or post to the chat rooms.

[0067] —Methods for executing the game— The game execution means 462, in accordance with the user's operation of the touchpad 49, reads data such as virtual game space objects and textures contained in the game data from the storage unit 45, or uses game data received from the game server device 2 to execute a game program and generate two-dimensional or three-dimensional game image information. As the game image information is processed by the graphics processing unit 42, the processed game images are sequentially displayed on the display 47.

[0068] The game execution means 462 then moves (places) characters and puzzles on the game image according to the user's input, and controls the actions of the characters and the movement (placement) of the puzzles in the virtual game space according to the user's input and the progress of the game. For example, the game execution means 462 plays the game and completes quests according to the user's input on the touchpad 49.

[0069] Furthermore, the game execution means 462 ensures that the game can be executed under conditions appropriate for the user. For example, if the user belongs to a group with cognitive function class A, the management application communicates to the game application, via the management application, that the user is in cognitive function class A, or the execution conditions for a game corresponding to cognitive function class A.

[0070] The game execution means 462 executes a special game based on conditions corresponding to cognitive function class A, for example. Alternatively, the user may be allowed to download and install only games corresponding to cognitive function class A, and the game execution means 462 may execute the special game that has been downloaded and installed. Here, a special game is a game that has been adjusted so that it can be executed based on a difficulty level corresponding to cognitive function class A, or conditions that improve the level of that cognitive function.

[0071] -Information sharing means- The information sharing means 463 generates image information of the chat room using chat room data received from the management server device 3, in accordance with the user's operation of the touchpad 49. As the image information of the chat room is processed by the graphics processing unit 42, the processed game images are sequentially displayed on the display 47.

[0072] —Notification control means— The notification control means 464 controls the display on the display 47 and the audio output of the speaker 48 when running the game and sharing information in the chat room. For example, while the game is being run by the game execution means 462, the notification control means 464 displays the game images on the display 47 via the graphics processing unit 42 and outputs the game audio to the speaker 48 via the audio processing unit 43. Also, while information is being shared in the group's chat room by the information sharing means 463, the notification control means 464 displays the image information of the chat room on the display 47 via the graphics processing unit 42 and outputs the audio from the chat room (such as new ringtones) to the speaker 48 via the audio processing unit 43.

[0073] <Regarding the process for sharing information within your group> Figure 5 is a diagram showing an example of screen transitions, mainly related to information sharing within a group, in a game device 4 according to the first embodiment of this disclosure. As shown in Figure 5, in response to user operations on the game device 4, the game device 4 transitions through screens scr10 to scr80, which are then displayed on the display 47.

[0074] First, on the game device 4, the management application is launched by the first user, and screen scr10 is displayed. At this time, the account information of the first user is sent from the game device 4 to the management server device 3, and the group to which the first user belongs is identified based on the evaluation information of the first user stored in the user DB 321. Alternatively, the group to which the first user belongs may have been identified in advance (on a previous occasion), and that group may be set on the game device 4.

[0075] On screen scr10, when the first user selects btn11 "Game Play," the screen transitions to scr20, where games available to the first user are displayed. Here, the object-finding game "Game A" and the puzzle games "Game B" and "Game C" are displayed. These games include, for example, special games that are executed based on conditions corresponding to cognitive function class A, if the first user belongs to cognitive function class A.

[0076] On screen scr20, for example, if btn22 "Game B" is selected by the first user, the first user will play "Game B" using the game application for "Game B". On screen scr30, it is shown that the first user has played "Game B" and completed Quest 1, etc.

[0077] On the other hand, when the first user selects btn2 "Community" on screen src10, the screen transitions to scr40, where the first user's groups are displayed. Here, "Hidden Object Games: Class A" and "Puzzle Games: Class A" are displayed. These groups are identified based on the first user's evaluation information, but the groups may also be displayed for each game type or genre. In other words, the groups to which a user belongs may differ depending on the game type or genre. For example, there may be game types or genres that are suitable or unsuitable, good or bad at, or appropriate or inappropriate, taking into account the first user's cognitive symptoms, mental illness, cognitive function level, stress level, physical disability level, occupational ability level, and intellectual ability level.

[0078] On screen scr40, for example, if the first user selects btn42 "Puzzle Game: Class A", the screen transitions to scr50, where a menu related to the group "Puzzle Game: Class A" is displayed.

[0079] On screen scr50, for example, if btn51 "Member List" is selected by the first user, the screen transitions to screen scr60, where a list of users belonging to the group "Puzzle Game: Class A" is displayed. Here, "User 1" and "User 2" are displayed. "User 1" is the first user (the user themselves) operating using the game device 4, and "User 2" is another user (second user) belonging to the group "Puzzle Game: Class A".

[0080] Furthermore, users belonging to the group "Puzzle Game: Class A" may be identified by the user DB 321 and group identification means 331 of the management server device 3, or they may have been set in advance (on a previous occasion) in the game device 4.

[0081] On screen scr60, for example, if btn61 "User 1" is selected by the first user, the system transitions to screen scr70, where information about "User 1" is displayed. On screen scr70, game information related to games in the group "Puzzle Game: Class A" to which "User 1" belongs is displayed. For example, this includes the execution status of "Game b" and "Game c" played by "User 1". Here, it is shown that "User 1" has completed "Quest 1" in "Game b" and has not yet played "Game c". In addition, the user information displayed on screen scr70 may include play history information including game start, end, and play time, game completion information (level, progress, success / failure), and other game-related information. This information is transmitted from the game server device 2 to the management server device 3 and displayed on the game device 4 using the management application.

[0082] Furthermore, on screen scr60, for example, if btn62 "User 2" is selected by the first user, game information related to the game of the group "Puzzle Game: Class A" to which "User 2" belongs will be displayed on screen scr70. The first user can then check information about the second user "User 2," who is another user belonging to the group "Puzzle Game: Class A," on their game device 4. By checking information about the second user, the first user is stimulated and motivated to play the game.

[0083] Furthermore, returning to screen scr50, if, for example, the user selects btn52 "Chat Room" on screen scr50, the system transitions to screen scr80, where the "Puzzle Game: Class A" chat room is displayed. This is the chat room for the group "Puzzle Game: Class A," and users belonging to this group can view and write to it. In other words, this chat room is displayed and viewable and writable on both "User 1" and "User 2"'s game devices 4.

[0084] On screen scr80, the message msg81 "User 1 has cleared Quest 1 in Game B!" is displayed, and this information is shared with "User 1" and "User 2," who belong to the group "Puzzle Game: Class A." In this embodiment, the result of "User 1" playing "Game B" and clearing Quest 1 (the game's execution status) is shared with "User 1" and "User 2" in the group's chat room.

[0085] Specifically, when "User 1" plays "Game B," the game server device 2 notifies the management server device 3 of the game's execution status, and the information sharing means 463 in the management server device 3 updates the chat room. Then, the chat room is viewed and shared among the game devices 4 of "User 1" and "User 2" belonging to the same group.

[0086] Furthermore, both "User 1" and "User 2" of the group can post to the chat room using their respective game devices 4. For example, "User 2" can post comments or opinions such as msg82 "Amazing! How was it?" using their own game device 4.

[0087] Similarly, "User 1" posts comments and opinions such as msg83 "Amazing! How was it?" on their game device 4. The data posted is shared with users in the group by updating the chat room via the information sharing means 463 on the management server device 3.

[0088] In this way, the execution status of "Game b" played by "User 1," and the data written by User 1 (the user themselves, "First User") and User 2 (another user, "Second User") in the group to which "User 1" belongs, are reflected in the chat room displayed on the display 47 of each game device 4, thereby enabling information sharing. This allows users in the group to share information and communicate with each other using the chat room.

[0089] <System 1 Operation Flow> Next, we will explain in detail the processing of each of the game server device 2, management server device 3, and game device 4, with respect to an example of screen transitions explained using Figure 5.

[0090] Figure 6 is a flowchart showing the flow of information sharing processes within a group, as performed in System 1 in the first embodiment of this disclosure. As shown in Figure 6, each information sharing process is performed by the CPUs in the game server device 2, the management server device 3, and the game device 4.

[0091] In step st10, the first user's account information is transmitted from the first user's game device 4 to the management server device 3. For example, the first user uses a management application that has been downloaded and installed on the game device 4 to enter their user ID and password and access the management server device 3 from the game device 4.

[0092] In step st11, the management server device 3 receives the first user's account information from the first user's game device 4 and performs user authentication. For example, the user DB 321 of the management server device 3 already stores user account information for each user who plays the game using the game device 4, and user authentication is performed by the matching means 333. If user authentication is successful, the process proceeds to the next step; if user authentication fails, the management server device 3 sends an error response to the game device 4, prompting the user to re-enter their user ID and password, for example.

[0093] In step st20, the management server device 3 identifies the group to which the first user belongs. For example, the user DB 321 of the management server device 3 stores user evaluation information for each user who plays the game using the game device 4, and the group to which the first user belongs is identified by the group identification means 331 based on the first user's evaluation information.

[0094] Specifically, in this embodiment, the user DB 321 stores the cognitive function level of the user (patient) as diagnosed by a doctor or medical institution, and the first user is identified by the group identification means 331 as belonging to the groups "object search game: Class A" and "puzzle game: Class A".

[0095] In step st30, the information sharing means 332 of the management server device 3 sets up chat rooms for each group to which a user belongs, so that users in each group can communicate with each other, based on the group identification means 331. For example, the information sharing means 332 sets up chat rooms for the first user's groups, "Find the Object Game: Class A" and "Puzzle Game: Class A".

[0096] In the following sections, we will explain the chat room of the group "Puzzle Game: Class A" using the example of the first and second users, both members of the group "Puzzle Game: Class A," sharing information using that chat room.

[0097] In step st31, the first user's game device 4 displays the chat room of the group "Puzzle Game: Class A" set up by the management server device 3. Specifically, the chat room of the group "Puzzle Game: Class A," which is set up and managed by the information sharing means 332 of the management server device 3, is displayed on the display 47 via the graphics processing unit 42 by the notification control means 464.

[0098] In step st32, similar to step st31, the second user's game device 4 displays the chat room of the group "Puzzle Game: Class A" to which it belongs, as set by the management server device 3.

[0099] In this way, the chat room of the group "Puzzle Game: Class A" allows the first and second users, who belong to the group "Puzzle Game: Class A," to share information on their respective game devices 4.

[0100] Next, the first user plays an executable game on the game device 4 using the game application. For example, the first user plays a special game corresponding to their group "Puzzle Game: Class A".

[0101] The special game is generated when a predetermined game is downloaded and installed from the game server device 2, and conditions corresponding to the group "Puzzle Game: Class A" are assigned to the predetermined game. Alternatively, a special game corresponding to the group "Puzzle Game: Class A" may be downloaded and installed from the game server device 2.

[0102] In step st40, the first user's account information is transmitted from the first user's game device 4 to the game server device 2. For example, the first user uses a game application that has been downloaded and installed on the game device 4 to enter their user ID and password and access the game server device 2 from the game device 4.

[0103] In step st41, the game server device 2 receives the first user's account information from the first user's game device 4 and performs user authentication. For example, the user DB 221 of the game server device 2 already stores user account information for each user who plays the game using the game device 4, and user authentication is performed by the matching means 232. If user authentication is successful, the process proceeds to the next step; if user authentication fails, the game server device 2 sends an error response to the game device 4, for example, prompting the user to re-enter their user ID and password.

[0104] In step st50, the game server device 2 transmits the game program and game data to the first user's game device 4. In step st51, the first user's game device 4 receives the game program and game data from the game server device 2, and the first user plays the game using the game device 4.

[0105] Specifically, when the first user touches the touchpad 49 of the game device 4, the game server device 2 and the first user's game device 4 communicate with each other, and the game progresses through the information processing means 231 of the game server device 2 and the game execution means 462 of the game device 4. For example, the first user plays a puzzle game or the like by touching the touchpad 49 of the game device 4.

[0106] In step st60, the game server device 2 transmits information regarding the execution status of the game played by the first user using the game device 4 to the management server device 3. For example, the game server device 2 transmits information to the management server device 3 that the first user played "Game b" of "Puzzle Game: Class A" and completed Quest 1.

[0107] In step st61, the management server device 3 receives information from the game server device 2 regarding the game's execution status and updates the chat room. For example, if the management server device 3 receives information from the game server device 2 that the first user played "Game b" of "Puzzle Game: Class A" and completed Quest 1, the information sharing means 332 updates the chat room of the group "Puzzle Game: Class A" by adding that the first user completed Quest 1 in Game b.

[0108] In step st62, when the chat room of the group "Puzzle Game: Class A" is displayed on the first user's game device 4, the chat room updated in step st61 is displayed.

[0109] In step st63, when the chat room of the group "Puzzle Game: Class A" is displayed on the second user's game device 4, the chat room updated in step st61 is displayed.

[0110] In this way, information including that the first user played "Game b" of "Puzzle Game: Class A" and completed Quest 1 can be shared between the first and second users of the group "Puzzle Game: Class A" by viewing the chat room on their respective game devices 4.

[0111] In step st70, the second user touches the touchpad 49 of the game device 4 to post to the chat room of the group "Puzzle Game: Class A". For example, the second user posts comments or opinions such as "Wow! What did you think?" in the chat room of the group "Puzzle Game: Class A".

[0112] In step st71, the management server device 3 updates the chat room of the group "Puzzle Game: Class A" with the data written to it in step st70. Specifically, the information sharing means 332 of the management server device 3 shares the comments and opinions such as "Amazing! How was it?" written on the second user's game device 4 with the users of the group "Puzzle Game: Class A" by updating the chat room of that group.

[0113] In step st72, when the chat room of the group "Puzzle Game: Class A" is displayed on the first user's game device 4, the chat room updated in step st71 is displayed. In other words, the first user can share the information of the group "Puzzle Game: Class A" chat room that was updated in step st71 on the first user's game device 4. Specifically, the first user can see comments and opinions such as "Amazing! How was it?" written in the group "Puzzle Game: Class A" chat room on the second user's game device 4.

[0114] In step st80, the first user touches the touchpad 49 of the game device 4 to post to the chat room of the group "Puzzle Game: Class A". For example, the first user posts comments or opinions such as "It was fun. I recommend it~" to the chat room of the group "Puzzle Game: Class A".

[0115] In step st81, the management server device 3 updates the chat room of the group "Puzzle Game: Class A" with the data written to it in step st80. Specifically, the information sharing means 332 of the management server device 3 shares the comments and opinions such as "It was fun. I recommend it~" written on the first user's game device 4 with the users of the group "Puzzle Game: Class A" by updating the chat room of that group.

[0116] In step st82, when the chat room of the group "Puzzle Game: Class A" is displayed on the second user's game device 4, the chat room updated in step st81 is displayed. In other words, the second user can share the information of the group "Puzzle Game: Class A" chat room that was updated in step st81 on the second user's game device 4. Specifically, the second user can see comments and opinions such as "It was fun. I recommend it~" that were posted in the group "Puzzle Game: Class A" chat room on the first user's game device 4.

[0117] To summarize, in the first embodiment of the present disclosure, at least one of the control unit 23 (computer) of the game server device 2, the control unit 33 (computer) of the management server device 3, and the control unit 46 (computer) of the game device functions as: a group identification means 331 that identifies at least one group to which the first user can belong based on evaluation information regarding the first user's physical and mental state or abilities; a game execution means 462 (and information processing means 231) that causes the first user to execute an executable game; and an information sharing means 332 that allows the first user to share game-related information regarding the executable game with a second user who is different from the first user and is related to the group to which the first user belongs.

[0118] <Effects> According to System 1 of the first embodiment of this disclosure, the group identification means 331 identifies the first user's group as "Object Search Game: Class A" and "Puzzle Game: Class A" based on the first user's evaluation information (cognitive function class A). The information sharing means 332 then uses a chat room or the like to share game-related information (for example, the first user's game execution status, and impressions and opinions from both the first and second users) with the second user. This allows the first user to be assigned to an appropriate group, enabling information sharing and communication among users in the group.

[0119] Furthermore, the evaluation information includes information that identifies a third party, including a diagnostician or diagnostic institution that diagnosed the first user's physical and mental state or abilities. In this embodiment, it includes information that identifies a doctor or medical institution that diagnosed (evaluated) the user's (patient's) cognitive function level. According to this embodiment, the reliability of the user's (patient's) evaluation information can be ensured, and the group identification means 331 can identify at least one group to which the first user can belong based on this highly reliable evaluation information, thereby allowing the first user to belong to a more appropriate group.

[0120] In this embodiment, the evaluation information for the first user is described as the cognitive function level (cognitive function class A) diagnosed by a doctor or medical institution. However, the cognitive symptoms of the user (patient) may improve or worsen due to various factors such as using the system 1, the passage of time, and other environmental changes. For example, if the user (patient) is diagnosed by a doctor or medical institution and that diagnosis (evaluation) changes, the evaluation information stored in the user DB 321 is updated. The group identification means 331 should update the group to which the user belongs in accordance with the updated evaluation information. This allows the first user to be assigned to an appropriate group based on the latest evaluation information.

[0121] In this embodiment, the information sharing means 332 shared information about the first user's game progress (clearing quest 1 of "game b") with user 1 (the user themselves, "first user") and user 2 (another user, "second user") in the chat room of the group "Puzzle Game: Class A". Similarly, if the second user plays a game corresponding to the group "Puzzle Game: Class A", the information sharing means 332 also shares information about the second user's game progress with user 1 and user 2 in the same chat room. By sharing information about the game progress of each user in the group, each user can be stimulated and further motivated to play games.

[0122] Furthermore, the group identification means 331 identified the first user's group affiliation as "object search game: Class A" and "puzzle game: Class A" based on the first user's evaluation information (cognitive function class A).

[0123] Figure 7 shows an example of how a user's group is identified for each game genre based on their cognitive function class. As shown in Figure 7, separate groups corresponding to cognitive function classes are set for casual games and simulation games. For example, the group identification means 331 identifies groups grp71 to grp73 for casual games and groups grp74 to grp76 for simulation games, depending on the user's cognitive function class A to C.

[0124] More specifically, for example, a user might be assigned to the same cognitive function class group for casual games and simulation games, or to different cognitive function classes, or to belong to only one group and not to the other, resulting in no assigned group.

[0125] In this way, by identifying the group to which each user belongs based on game type or genre, it becomes possible to assign users (patients) to more appropriate groups by considering their suitability, strengths and weaknesses, and appropriate / inappropriate game types and genres, based on their cognitive symptoms, mental illness, cognitive function level, stress level, physical disability level, occupational ability level, and intellectual ability level.

[0126] In this embodiment, the group to which a user belongs is identified by the group identification means 331, and it has been explained that this is set for each game type or game genre. However, this is not limited to this. For example, one group to which a user belongs may be identified for multiple cognitive function classes, or a group to which a user belongs may be identified regardless of the game type or game genre.

[0127] <First variation> Figure 8 shows an example of how, based on cognitive function classes, one group of belonging to a player is identified for each game genre, comprising multiple cognitive function classes. As shown in Figure 8, groups of belonging to a player are set up for both casual games and simulation games, each consisting of multiple cognitive function classes. For example, the group identification means 331 identifies groups grp81 to grp83 in casual games and groups grp84 to grp86 in simulation games, according to the user's cognitive function classes "A, B, C", "D, E, F", and "G, H, I".

[0128] According to this embodiment, as described above, users can be assigned to more specific and appropriate groups. Furthermore, users can belong to the same group as other users with similar cognitive function classes, enabling information sharing and communication. This is expected to have effects such as users receiving positive stimulation, being able to give appropriate advice to other users, and consequently leading to improvements in cognitive symptoms, for example.

[0129] Furthermore, according to this embodiment, for example, in a casual game, a user with cognitive function class B will not change their group grp81 even if their cognitive function class changes to A or C, and they only need to update their group if their cognitive function class becomes D or higher.

[0130] <Second variation> Figure 9 shows an example of how a user's group is identified based on their cognitive function class. As shown in Figure 9, a group is assigned to each cognitive function class, regardless of the type or genre of game. For example, the group identification means 331 identifies the user's group grp91 to grp94 according to their cognitive function class A to D.

[0131] According to this embodiment, it is not necessary to analyze the characteristics and effects of game types and game genres, and to identify the group to which each game type or game genre belongs, which is a complex process. Users can be easily assigned to the appropriate group, regardless of game type or game genre.

[0132] As explained using Figure 8, it is also possible to identify a single group to which multiple cognitive function classes belong.

[0133] <Third variation> In this embodiment, the group identification means 331 identified the user's group based on the user's evaluation information, but it may also identify the user's group based on the execution status of a special game.

[0134] Specifically, the group identification means 331 first identifies the groups to which the user can belong based on the user's evaluation information. Next, when the user plays a special game corresponding to the group to which they can belong using the game device 4, and achieves, for example, a predetermined number of plays, a predetermined level, completion of a predetermined quest, and a predetermined score, the group to which they can belong is identified as the user's group. In other words, the user becomes able to view and post in the chat room of the group to which they belong, and share information and communicate with other users in the group.

[0135] According to this configuration, users are unable to view or post in chat rooms of their group before or shortly after playing a special game. This prevents inexperienced or novice users from disrupting their group's chat rooms and avoids leaving them feeling left out by being unable to participate in conversations with more experienced or skilled users. This also prevents both inexperienced or novice users, and more experienced or skilled users, from losing motivation to play the game.

[0136] Furthermore, information regarding the user's performance in the special game, including the number of times played, level, quest completion, and score, is transmitted from the game server device 2 to the management server device 3. Based on this information, the group identification means 331 identifies the user's group. Additionally, the management application, via the game application on the game device 4, may control whether or not access to chat rooms and other content belonging to the group is available, depending on the performance of the special game.

[0137] [Second Embodiment] Next, a second embodiment of the present disclosure will be described, in which the configurations that differ from the first embodiment will be described in detail. In Figure 10, the same reference numerals are used for components that are identical to those of the game server device 2 shown in Figure 2 according to the first embodiment of the present disclosure, and detailed descriptions will be omitted. In this embodiment, the configurations that differ from the first embodiment of the present disclosure will be described in detail.

[0138] <Configuration of Game Server Device 2> Figure 10 is a block diagram showing the hardware configuration and functions of a game server device 2 according to a second embodiment of the present disclosure. As shown in Figure 10, the game server device 2 has a network interface 21, a storage unit 22, and a control unit 230. The network interface 21 and the storage unit 22 are electrically connected to the control unit 230 via a bus 29.

[0139] In the game server device 2 according to this embodiment, the control unit 230 differs from the control unit 23 of the game server device 2 according to the first embodiment of this disclosure in that, in addition to the information processing means (game execution means) 231 and the matching means 232, it functions as a participant guidance means 233, a matching means 234, and a display means 235 by executing various programs.

[0140] -Method of providing information on participation- The participation guidance means 233 displays information about a multiplayer game played by multiple users using each game device 4, and outputs guidance information to guide users to join the multiplayer game.

[0141] For example, a user playing a puzzle game using game device 4 may recruit other users if they wish to play the puzzle game competitively or cooperatively with other users. Specifically, game device 4 uses a game application to send a request to game server device 2 for recruiting participants for a multiplayer game. In response, the participation guidance means 233 sends information about the multiplayer game to the other user's game device 4, which displays the guidance information on the display 47 of the other user's game device 4. Here, information about the multiplayer game includes, for example, the title and description of the multiplayer game, the number of players, and information about the participants, while guidance information includes information about recruiting participants for the multiplayer game.

[0142] Furthermore, the participation guidance means 233 transmits guidance information to the management server device 3 to guide other users to join the multiplayer game. In the management server device 3, the information sharing means 332 posts the guidance information from the participation guidance means 233 to the chat room of the group to which the user who requested to join the multiplayer game belongs. For example, in the puzzle game "Game b" shown in Figure 5, if the first user wants to play against or cooperate with other users, the information sharing means 332 will post the guidance information from the participation guidance means 233 to the chat room of the group to which the user belongs, "Puzzle Game: Class A".

[0143] Furthermore, the participation guidance means 233 may, for example, transmit guidance information to the first user's game device 4 instead of the management server device 3. Then, the game application on the first user's game device 4 and the management application cooperate to transmit guidance information from the first user's game device 4 to the management server device 3.

[0144] - Matching methods - The matching means 234 determines which users will participate in the multiplayer game from among the users who have responded to the invitation to participate in the multiplayer game, based on the information and guidance information about the multiplayer game displayed on each game device 4. For example, an invitation to participate in the multiplayer game is displayed on each user's game device 4, and one of the users sends a response to participate in the multiplayer game to the game server device 2. The matching means 234 then determines which users will participate in the multiplayer game based on the users' evaluation information.

[0145] Specifically, the matching means 234 decides to prioritize allowing users belonging to the same or related groups as the first user who made the request to participate in the multiplayer game to join the game. If the cognitive function classes of the users playing the multiplayer game together are the same or similar, the effectiveness of playing the game can be expected.

[0146] Furthermore, among users who play the game using game device 4, there may be users (third users) whose account information or evaluation information is not registered in the user DB 321 of the management server device 3. Specifically, a third user is someone who does not have cognitive symptoms, has not received a diagnosis regarding cognitive symptoms from a doctor or medical institution, or has been diagnosed by a doctor or medical institution as having no abnormalities in cognitive symptoms.

[0147] Even if a third user does not have a management application on their game device 4, they can still play the game using the game application.

[0148] -Display means- The display means 235 displays, in each user's game device 4, users who have evaluation information (first user and second user) among the users who will participate in the multiplayer game determined by the matching means 234, in a manner that allows for identification. Specifically, the participation guidance means 233 displays information about the multiplayer game on the display 47 of each user's game device 4, and guidance information including information about recruitment for participation in the multiplayer game is output. Furthermore, once the matching means 234 determines the users who will participate in the multiplayer game, those users are displayed as participant information. The display means 235 displays, in a manner that allows for identification of users who have evaluation information (first user and second user) and users who do not have evaluation information (third user). For example, a mark indicating that a user has evaluation information is displayed in association with the character used by that user. The mark may be a mark common to all users with evaluation information, or it may be a logo mark of a medical institution associated with the evaluation information.

[0149] Here, the display means 235 obtains the user's group affiliation and evaluation information from the game device 4 when the user requests to join a multiplayer game or responds to a request to join a multiplayer game. This information should be coordinated between the management application and the game application in each game device 4.

[0150] <Instructions for participating in multiplayer games and procedures for sharing information within the group> Figure 11 is a diagram showing an example of screen transitions in a game device 4 according to a second embodiment of the present disclosure, mainly relating to guidance on joining a multiplayer game and information sharing within the group to which the user belongs. As shown in Figure 11, in response to user operations on the game device 4, the game device 4 transitions through screens scr100 to scr310, which are then displayed on the display 47.

[0151] First, in the game device 4, when "User 1" (the first user) tries to play, for example, the puzzle game "Game B" against or cooperatively with other users, screen scr100 is displayed. Screen scr101 shows that "User 1" is participating in a multiplayer game and that they are recruiting three other participants.

[0152] When the first user selects btn101 "Random" on screen scr100, screen scr200 is displayed on the game device 4 of other users, inviting them to participate in the multiplayer game. Here, the other users whose game device 4 displays screen scr200 are not limited to users in the same group as the first user (second user), but also include users in other groups and the third user mentioned above. In other words, all users who are able to play "Game B," or users selected randomly, are invited to participate in the multiplayer game.

[0153] On screen scr200, users 2 and 3, who have responded to join the multiplayer game and whose participation has already been confirmed by the matching means 234, are displayed, and it is indicated that there is still one more participant needed. For example, on the game device 4 where screen scr200 is displayed, a user can select btn201 "Recruiting" and send a response to join the multiplayer game to the game server device 2.

[0154] Furthermore, on screen scr200, the display means 235 displays marks lbl201 and lbl202 for user 1 and user 2, respectively, indicating that they are users who possess evaluation information.

[0155] Furthermore, as shown in screen scr210, the chat room of the group to which User 1 belongs will display msg211, "User 1 is recruiting for multiplayer in game b. General users are also welcome to join." Specifically, the information sharing means 332 of the management server device 3 will share msg211 to the chat room of the group "Puzzle Game: Class A". Then, User 1 will add msg212, "Anyone want to join?", and User 2 will add msg213, "I'll join!".

[0156] On the other hand, when the first user selects btn102 "Group" on screen scr100, screen scr300 is displayed on the game device 4 of other users, and an invitation to join the multiplayer game is shown. Here, the other users whose game device 4 displays screen scr300 are limited to users belonging to the same group as the first user (second user).

[0157] On screen scr300, user 2, who has already responded to join the multiplayer game and whose participation has been confirmed by the matching means 234, is displayed, indicating that two more players are being sought. For example, in the game device 4 where screen scr300 is displayed, a user (second user) can select "Recruiting" btn301 or btn302 and send a response to join the multiplayer game to the game server device 2.

[0158] Note that in screen scr300, unlike screen scr200, marks indicating that users 1 and 2 have evaluation information are not displayed. This is because the invitation to participate in the multiplayer game was sent only to other users in the group to which user 1 belongs (user 2), and there is no user 3 participating in the multiplayer game. In other words, since all participants are users of the group to which user 1 belongs, there is no need to display these users in an identifiable manner.

[0159] Furthermore, as shown in screen scr310, the chat room of the group to which the first user belongs will display msg311, "User 1 is looking for players for multiplayer in game b. This is limited to users of the group." Specifically, the information sharing means 332 of the management server device 3 will share msg311 with the chat room of the group "Puzzle Game: Class A". Then, User 1 will add msg312, "Anyone want to join?", and User 2 will add msg313, "I'll join!".

[0160] <System 1 Operation Flow> Next, we will explain in detail the processing of each of the game server device 2, management server device 3, and game device 4 with respect to an example of screen transitions explained using Figure 11.

[0161] Figure 12 is a flowchart showing the processing flow related to guidance on joining a multiplayer game and information sharing within the group to which the player belongs, as performed in System 1 in the second embodiment of this disclosure. As shown in Figure 12, each process related to guidance on joining a multiplayer game and information sharing within the group to which the player belongs is performed by the CPUs of the game server device 2, the management server device 3, and the game device 4.

[0162] Here, game devices 4 are the game devices 4 for the first user, the second user, and the third user, respectively. The second user is a user of the group to which the first user belongs, and the third user is a user whose account information or evaluation information is not registered in the user DB 321 of the management server device 3. Furthermore, each game device 4 is assumed to have completed user authentication, etc., as described in the first embodiment, with respect to the game server device 2 and the management server device 3.

[0163] In step st100, the first user's game device 4 sends a request to the game server device 2 regarding recruitment for participation in a multiplayer game. For example, the first user sends a request regarding recruitment for participation in a multiplayer game of the puzzle game "Game B". Here, information indicating that the puzzle game "Game B" belongs to the group "Puzzle Game: Class A" is also sent, but the recruitment is not limited to the group, but targets all users who can play the puzzle game "Game B" (including the third user) (the button "Random" on screen scr100 in Figure 11).

[0164] In step st101, the game server device 2 receives a request from the first user's game device 4 regarding recruitment for participation. For example, the game server device 2 receives a request from the first user's game device 4 regarding recruitment for participation in a multiplayer game of the puzzle game "Game B".

[0165] In step st200, the game server device 2 transmits information about the multiplayer game and information about the recruitment of participants to each game device 4 based on a request from the first user from the game device 4 regarding recruitment of participants for the multiplayer game. For example, the participation guidance means 233 refers to the user DB 221 of the game server device 2 and sends a recruitment notice for participation in the multiplayer version of the puzzle game "game b" to users who are able to play the puzzle game "game b".

[0166] In step st201, the second user's game device 4 displays an invitation to participate in a multiplayer session of the puzzle game "Game B," and in step st202, the third user's game device 4 displays an invitation to participate in a multiplayer session of the puzzle game "Game B."

[0167] In step st300, the game server device 2 sends information (guidance information) to the management server device 3 indicating that a request for participation in a multiplayer game has been received from the first user's game device 4. Specifically, the game server device 2 sends information (guidance information) to the management server device 3 indicating that the first user is recruiting participants for the multiplayer puzzle game "Game B" (not limited to users of the user's group). The information may also include URL (Uniform Resource Locator) information linking to the screen where the recruitment for participation in the multiplayer puzzle game "Game B" is being conducted.

[0168] In step st301, the management server device 3 receives guidance information from the game server device 2 and updates the chat room based on that guidance information. For example, if the management server device 3 receives information (guidance information) from the game server device 2 indicating that the first user is recruiting participants for a multiplayer session of the puzzle game "Game B" that is open to general users, the information sharing means 332 updates the chat room of the group "Puzzle Game: Class A" by adding that information.

[0169] In steps st302 and st303, when the chat room of the group "Puzzle Game: Class A" is displayed on the game device 4 of the first user and the second user, respectively, the chat room updated in step st301 is displayed.

[0170] In this way, the first and second users of the group "Puzzle Game: Class A" can share information from the game server device 2 by viewing the chat room on their respective game devices 4.

[0171] In step st400, the first user touches the touchpad 49 of the game device 4 to post to the chat room of the group "Puzzle Game: Class A". For example, the first user posts comments or opinions such as "Anyone want to join?" in the chat room of the group "Puzzle Game: Class A".

[0172] In step st401, the management server device 3 updates the chat room of the group "Puzzle Game: Class A" with the data written to it in step st400. Specifically, the information sharing means 332 of the management server device 3 shares the comments and opinions such as "Anyone, please join us~" written on the first user's game device 4 with the users of the group "Puzzle Game: Class A" by updating the chat room of that group.

[0173] In step st402, when the chat room of the group "Puzzle Game: Class A" is displayed on the second user's game device 4, the chat room updated in step st401 is displayed. In other words, the second user's game device 4 can share the information about the chat room of the group "Puzzle Game: Class A" that was updated in step st401. Specifically, the second user can see comments and opinions such as "Anyone want to join?" that were posted in the chat room of the group "Puzzle Game: Class A" on the first user's game device 4.

[0174] In step st500, the second user touches the touchpad 49 of the game device 4 to post to the chat room of the group "Puzzle Game: Class A". For example, the second user posts comments or opinions such as "I'll join!" in the chat room of the group "Puzzle Game: Class A".

[0175] In step st501, the management server device 3 updates the chat room of the group "Puzzle Game: Class A" with the data written to it in step st500. Specifically, the information sharing means 332 of the management server device 3 shares the comments and opinions such as "I'll participate!" written on the first user's game device 4 with the users of the group "Puzzle Game: Class A" by updating the chat room of that group.

[0176] In step st502, when the chat room of the group "Puzzle Game: Class A" is displayed on the first user's game device 4, the chat room updated in step st501 is displayed. In other words, the first user can share the information of the chat room of the group "Puzzle Game: Class A" that was updated in step st501 on the first user's game device 4. Specifically, the first user can see comments and opinions such as "I'll join!" that have been written in the chat room of the group "Puzzle Game: Class A" on the second user's game device 4.

[0177] In step st600, the second user participates in the multiplayer game "Game B" by touching the touchpad 49 of the game device 4 in response to the invitation to participate in the multiplayer game displayed in step st201. Specifically, the second user sends a response to the game server device 2 from the game device 4 to participate in the multiplayer game. At this time, the second user may also send evaluation information and information about their affiliated group from the game device 4 to the game server device 2.

[0178] In step st601, the third user participates in the multiplayer game "Game B" by touching the touchpad 49 of the game device 4 in response to the invitation to participate in the multiplayer game displayed in step st201. Specifically, the third user sends a response to the game server device 2 from the game device 4 to participate in the multiplayer game. At this time, the third user may also send information from the game device 4 to the game server device 2 indicating that they do not have evaluation information or that they have no cognitive abnormalities.

[0179] In step st602, the game server device 2 receives and accepts the participation response from the second user in step st600 and the participation response from the third user in step st601.

[0180] In step st700, the game server device 2 determines which users to allow to participate in the multiplayer game based on the participation responses received in step st602. For example, the matching means 234 of the game server device 2 decides whether or not to allow a user to participate in the multiplayer game from among the users who responded to participate in step st602, based on the evaluation information of that user. Specifically, the matching means 234 may decide to prioritize allowing users belonging to the group "Puzzle Game: Class A" (second user) to participate in the multiplayer game, or to prioritize allowing users with a cognitive function class close to that group to participate. Alternatively, the decision may be made on a first-come, first-served basis.

[0181] In steps st701 to st703, the game device 4 for each of the first to third users displays information about the users who will participate in the multiplayer game as determined in step st700.

[0182] In summary, in the system 1 according to the second embodiment of this disclosure, at least one of the control unit 230 (computer) of the game server device 2, the control unit 33 (computer) of the management server device 3, and the control unit 46 (computer) of the game device is further configured to function as a participation guidance means 233. The participation guidance means 233 displays information about multiplayer games that the first user can play with multiple people, and outputs guidance information to guide other users to join the multiplayer game. The information sharing means 332 then posts game-related information to the chat room to allow a second user to join the multiplayer game, based on the guidance information from the participation guidance means 233.

[0183] <Effects> According to System 1 of the second embodiment of this disclosure, the participation guidance means 233 displays information about a multiplayer game on another user's game device 4 and outputs guidance information to guide them to participate in the multiplayer game. Furthermore, the participation guidance means 233 transmits the guidance information to the management server device 3, and the information sharing means 332 of the management server device 3 can encourage a second user to participate in the multiplayer game by posting the guidance information in the chat room of the group to which the user belongs. As a result, it becomes easier for a second user belonging to the group to which the first user belongs to participate in the multiplayer game.

[0184] Furthermore, if there is a second user among the users who have responded to participate who has evaluation information, the matching means 234 determines which user to allow to participate in the multiplayer game based on the evaluation information. According to this embodiment, the matching means 234 can decide to prioritize allowing the second user of the first user's group to participate in the multiplayer game among the users who have responded to participate. As a result, the first user who requested to participate in the multiplayer game can expect to play the multiplayer game with the second user of their group.

[0185] Furthermore, the evaluation information stored in the user DB321 of the management server device 3 includes information that defines the conditions for a first user to play a game with other users. For example, depending on the user (patient)'s cognitive symptoms, mental illness, cognitive function level, stress level, physical disability level, occupational ability level, and intellectual ability level, it may be appropriate or inappropriate for them to play a multiplayer game. In this embodiment, the matching means 234 can decide not to allow users who would be better off not interacting with other users to participate in a multiplayer game.

[0186] Furthermore, in this embodiment, the display means 235 displays the logo of a medical institution or the like to users who have evaluation information (first user and second user) among the users participating in the multiplayer game. With this configuration, users with evaluation information and users without evaluation information (third user) are displayed in a way that allows for identification, so each user can easily grasp the attributes of the participants. As a result, it becomes easier for each user to decide whether or not to participate in the multiplayer game.

[0187] Furthermore, in Figure 12, an invitation to participate in multiplayer of the puzzle game "Game B" was sent to users who are able to play the puzzle game "Game B" (including third users). However, as explained in Figure 11, the target may be limited to the second user of the group to which the user belongs (screen scr100, btn102 "Group").

[0188] Furthermore, the scope of the target group may be freely defined. For example, the target group may be one with a cognitive function level similar to that of the first user's group, or it may be possible to exclude groups whose cognitive function levels are above or below a predetermined level.

[0189] <Variation> System 1 typically involves users (patients) with cognitive symptoms playing a special game to improve or slow the progression (worsening) of those symptoms. In contrast, we will now explain the benefits of a third user, who does not have cognitive symptoms, participating in a multiplayer game.

[0190] Generally, in online games played on smartphones, users can acquire game media. Game media refers to electronic data representing elements of the game, such as player characters that users control in a virtual space, items, and consumables that can be used within the game. Users can obtain game media through methods such as purchasing them with real money, completing quests, receiving rewards from various in-game events, and using a lottery method called gacha.

[0191] Here, the consumable medium refers to currency or points usable within the virtual game space, which are consumed within the game as the game progresses. The consumable medium is granted to users as a reward for completing quests, or through in-game purchases in the real world.

[0192] Figure 13 shows an example of a screen for recruiting participants for multiplayer games displayed on a third user's game device 4 according to a second embodiment of the present disclosure. As shown in Figure 13, screen scr500 differs from screen scr200 shown in Figure 11 in that a descriptive text lbl501 and a "Details" button btn501 have been added.

[0193] Specifically, as described in explanatory document lbl501, the third user's game device 4 explains how to recruit participants for multiplayer games. In other words, if the third user participates in a multiplayer game with a special mode user, the rewards for the third user will be preferential. Here, a special mode user is a user who has evaluation information (such as the first and second users), and specifically, for example, a user (patient) with cognitive symptoms.

[0194] Furthermore, on screen scr500, if a third user selects btn501 "Details," the user transitions to screen scr600, where the details of the benefits granted to the third user are explained.

[0195] As explained above, for example, when a third user participates in a multiplayer game with the first user (and the second user), the third user receives preferential treatment in terms of rewards. This configuration can incentivize the third user to participate in the multiplayer game.

[0196] Furthermore, in multiplayer games, it is preferable for a third user to support special mode users (such as the first and second users), and the third user may receive preferential treatment in terms of rewards for such support. For example, if a special mode user clears the final quest, the third user's reward may be tripled, or if the third user assists in clearing the quest, the third user's reward may be quadrupled.

[0197] This configuration can motivate third-party users participating in multiplayer games to support special mode users. As a result, special mode users may find it easier to complete quests, and this can lead to improvements in cognitive symptoms.

[0198] [Other embodiments] The various control means and processing procedures described in the above embodiments are examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be modified as appropriate without altering the essence of the present invention.

[0199] In the above embodiment, the example given was that the game device 4 is a smartphone, but the game device 4 may also be an amusement device provided to a game center or the like.

[0200] The above embodiment exemplifies cases where the game is a hidden object game or a puzzle game, but is not limited to these. The game can be applied to various types of games, such as casual games, simulation games, shooting games, role-playing games, board games, and card games.

[0201] In the above embodiment, an example was given in which the game server device 2, the management server device 3, and multiple game devices 4 work together to operate the program, but the embodiment is not limited to this. All or part of each means of the program may be operated by a communication terminal separate from the game server device 2, the management server device 3, and the game devices 4, or by two of these devices in combination. Furthermore, when the game server device 2, the management server device 3, and the game devices 4 (or some of these) work together as a single unit, the devices on which each means are operated can be changed as appropriate.

[0202] The effects and advantages of this embodiment will also be achieved when these other embodiments are adopted. Furthermore, it is possible to combine this embodiment with other embodiments, and other embodiments with each other, as appropriate. [Explanation of Symbols]

[0203] 1... System 2…Game server equipment (computer) 3…Administrative server device (computer) 4…Game device (computer) 5…Communication Networks 21, 31, 41… Network Interfaces 22,32,45...Storage section 23, 33, 46, 230… Control Unit 29, 39, 50... bus 42…Graphics Processing Unit 43…Audio Processing Unit 44...Operation unit 47…Display 48...Speaker 49...Touchpad 221,321... User DB 231,462… Information processing means (game execution means, game execution unit) 232... Verification means 233...Method of providing information on how to participate 234... Matching methods 235...Display means 331...Method for identifying a group (group identification unit) 332,463…Information sharing means (information sharing section) 333... Verification means 334,461… means of communication 464... Notification control means

Claims

1. Computers, A group identification means that identifies at least one group to which the first user can belong, based on evaluation information regarding the first user's physical and mental state or abilities, The first user runs an executable game, It functions as an information sharing means for sharing game-related information regarding the game being played with a second user, who is different from the first user and is related to the aforementioned group, The aforementioned evaluation information includes information regarding the mental and physical condition or abilities of the first user, as diagnosed by a third party, including a diagnostician or diagnostic institution. program.

2. The aforementioned evaluation information includes information that identifies the aforementioned third party, The program according to claim 1.

3. The group identification means updates the group to which the member belongs in accordance with the fact that the evaluation information has been updated by the diagnosis. The program according to claim 2.

4. The execution game includes a special game that is executed based on predetermined conditions corresponding to the evaluation information, Based on the aforementioned game, the group to which the person belongs is identified. The program according to any one of claims 1 to 3.

5. The group identification means identifies the group to which the first user belongs, according to the execution status of the special game. The program according to claim 4.

6. The information sharing means displays information regarding the execution status of the game being played by the second user. The program according to any one of claims 1 to 5.

7. The aforementioned computer is further made to function as a means of guiding participants. The participation guidance means displays information about the game being played by the first user among the games being played, and outputs guidance information to guide other users to join the game being played. The information sharing means outputs game-related information for allowing the second user to participate in the game based on the guidance information. The program according to any one of claims 1 to 6.

8. The aforementioned computer is further made to function as a matching means, The matching means, if there is a second user among the other users who have responded to the guidance who possesses the evaluation information, determines which user to allow to participate in the play game based on the evaluation information. The program according to claim 7.

9. The evaluation information includes information that defines the conditions for the first user to play the game with other users, The program according to claim 8.

10. The aforementioned computer is further made to function as a display means, When it is decided that a first user having the evaluation information and a third user not having the evaluation information will participate in the game, the display means will display the first user and the third user in a manner that allows for identification of them. The program according to claim 8 or 9.

11. The aforementioned computer is further made to function as a means of rewarding preferential treatment. The reward preferential treatment means, when the play game is executed including a user who has the evaluation information and has an abnormal physical or mental condition or ability, and a third user who does not have the evaluation information, provides preferential treatment to the third user in terms of rewards. The program according to any one of claims 8 to 10.

12. Computers, A group identification means that identifies at least one group to which the first user can belong, based on evaluation information regarding the first user's physical and mental state or abilities, The first user runs an executable game, Information sharing means for sharing game-related information regarding the game being played with a second user, who is different from the first user and is related to the aforementioned group, Including a user who has the aforementioned evaluation information and has an abnormal physical or mental condition or ability, and a third user who does not have the aforementioned evaluation information, when the play game, which is the execution game played by the first user, is executed, the reward preferential treatment means is made to give preferential treatment to the third user. program.

13. The aforementioned reward preferential treatment means provides preferential rewards in response to the support provided by the third user to the user who possesses the evaluation information. The program according to claim 11 or 12.

14. A group identification unit identifies at least one group to which the first user can belong, based on evaluation information regarding the first user's physical and mental state or abilities, The game execution unit allows the first user to run an executable game, The system includes an information sharing unit that allows a second user, different from the first user and related to the aforementioned group, to share game-related information concerning the game being played, The aforementioned evaluation information includes information regarding the mental and physical condition or abilities of the first user, as diagnosed by a third party, including a diagnostician or diagnostic institution. system.

Citation Information

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