Game programs, methods, and information processing devices.
The game system addresses the inconvenience of snooze-dependent waking by requiring in-game interactions to disable a second alarm, ensuring timely awakening through in-game incentives.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- THE POKEMON CO
- Filing Date
- 2024-09-17
- Publication Date
- 2026-04-20
AI Technical Summary
Users relying on snooze functions in alarms often struggle to wake up at their desired time without performing specific operations, which can be inconvenient.
A game system that integrates an alarm mechanism where users must engage in game-related activities before a second alarm sounds to disable it, offering in-game advantages for timely awakening.
Enables users to wake up at their desired time without relying on snooze functions by providing in-game incentives to interact with the system before the second alarm, thus promoting timely awakening.
Smart Images

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Abstract
Description
Technical Field
[0001] The present disclosure relates to a game program, a method, and an information processing apparatus.
Background Art
[0002] Some terminals equipped with an alarm function have a snooze function for the purpose of preventing the user from falling back asleep. The snooze function sounds the alarm at a predetermined time interval (for example, every 10 minutes) even after the terminal sounds the alarm when the set alarm time arrives. For example, when a terminal such as a smartphone sounds an alarm, the snooze is not terminated merely by the user performing some operation on the terminal, and the snooze is terminated by accepting a specific operation such as the user designating the "Stop" button displayed on the screen.
[0003] Japanese Unexamined Patent Application Publication No. 2005-308746 (Patent Document 1) describes setting a snooze on a terminal. Further, Japanese Unexamined Patent Application Publication No. 2008-271453 (Patent Document 2) describes a technique for the user to stop the snooze state.
[0004] As described above, in order to wake up the user after the alarm sounds, some require a specific operation to stop the snooze.
Prior Art Documents
Patent Documents
[0005]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0006] The snooze function is useful for users who have trouble waking up. However, it is desirable for users to be able to wake up at their desired time without relying on the snooze function as much as possible.
[0007] Therefore, this disclosure aims to provide a game system that helps users who rely on the snooze function to wake up at their desired time without having to use the snooze function. [Means for solving the problem]
[0008] According to one embodiment, a game program is provided that is executed by a computer equipped with a processor. The game program causes the processor to perform the following steps: set a first time for sounding a first alarm to wake the user; set a timing for sounding a second alarm that follows the first time and is triggered in response to the sounding of the first alarm; sound the set first alarm in response to the arrival of the first time; start the first game processing of the first game in a user-operable manner; and, before the timing for sounding the second alarm arrives, accept a predetermined user operation on the first game processing, thereby disabling the sounding of the second alarm and providing an effect that makes the progress of the first game more advantageous than if the predetermined operation were not accepted until the timing for sounding the second alarm arrives. [Effects of the Invention]
[0009] According to this disclosure, it is possible to provide a game system that helps users who use the snooze function to wake up at their desired time without relying on the snooze function. [Brief explanation of the drawing]
[0010] [Figure 1] This diagram shows the overall structure of Game System 1. [Figure 2]This is a block diagram of the terminal device 10 that constitutes the game system 1 of Embodiment 1. [Figure 3] This diagram shows the functional configuration of server 20. [Figure 4] This diagram shows the data structure of the user information database 281 and the friend list 282 stored on server 20. [Figure 5] This flowchart illustrates the process of a user specifying a game unit and then consuming the amount of stamina set for that unit from the current stamina value to play the game. [Figure 6] This flowchart shows the process by which the first user receives a reward by transferring stamina points to the second user. [Figure 7] This diagram shows the timing of each snooze associated with an alarm, and the effects that can be obtained by the user performing input actions on the game before the snooze occurs. [Figure 8] This figure shows an example of the screen of terminal device 10. [Modes for carrying out the invention]
[0011] Embodiments of the present invention will be described below with reference to the drawings. In the following description, identical parts are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed descriptions of them will not be repeated.
[0012] <1. Diagram of the overall game system> Figure 1 shows the overall configuration of game system 1. As shown in Figure 1, the game system 1 includes a plurality of terminal devices (in Figure 1, terminal devices 10A and 10B are shown; hereinafter, they may be collectively referred to as "terminal devices 10") and a server 20. The terminal devices 10 and the server 20 communicate with each other via a network 80. In this embodiment, each device (terminal device, server, etc.) can also be considered as an information processing device. That is, the collection of each device can be considered as a single "information processing device," and the game system 1 may be formed as a collection of multiple devices. The method of distributing the multiple functions required to realize the game system 1 according to this embodiment to one or more hardware can be appropriately determined in consideration of the processing capacity of each hardware and / or the specifications required for the game system 1.
[0013] Terminal device 10 is a device operated by each user. Terminal device 10 is implemented by a mobile terminal such as a smartphone or tablet that is compatible with a mobile communication system. Alternatively, terminal device 10 may be a stationary PC (Personal Computer) or a laptop PC. As shown as terminal device 10B in Figure 1, terminal device 10 includes a communication interface 12, an input device 13, an output device 14, a memory 15, a storage unit 16, and a processor 19. Server 20 includes a communication interface 22, an input / output interface 23, a memory 25, storage 26, and a processor 29.
[0014] Terminal device 10 is connected to server 20 via network 80 in a way that allows communication. Terminal device 10 is connected to network 80 by communicating with communication equipment such as a wireless base station 81 that supports communication standards such as 5G and LTE (Long Term Evolution), and a wireless LAN router 82 that supports wireless LAN (Local Area Network) standards such as IEEE (Institute of Electrical and Electronics Engineers) 802.11.
[0015] The communication IF 12 is an interface for inputting and outputting signals for the terminal device 10 to communicate with an external device. The input device 13 is an input device (for example, a pointing device such as a touch panel, a touch pad, a mouse, etc., a keyboard, etc.) for receiving input operations from the user. The output device 14 is an output device (a display, a speaker, etc.) for presenting information to the user. The memory 15 is for temporarily storing programs and data processed by programs, etc., and is a volatile memory such as a DRAM (Dynamic Random Access Memory), for example. The storage unit 16 is a storage device for storing data, and is, for example, a flash memory or an HDD (Hard Disc Drive). The processor 19 is hardware for executing an instruction set described in a program, and is composed of an arithmetic unit, registers, peripheral circuits, etc.
[0016] As shown in the figure, the terminal device 10 is connected to the game controller 11 by wire or wirelessly. The user can operate the game controller 11 to play games. The terminal device 10 may be able to communicate with a plurality of game controllers 11. For example, a plurality of users can play games using one terminal device 10.
[0017] The server 20 manages the information of each user. As the information of the user, the server 20 manages the game characters, game items, the holding amounts of virtual currency (including those granted to the user for free and those granted to the user for a fee), the current value and the maximum value (upper limit value) of the parameter of the amount of action consumed by each user to play a game unit (also called a quest), the information of other users registered as friends by each user, etc.
[0018] As a process for promoting communication between users, specifically, the server 20 performs user matching, etc. to support multiplayer gaming in which a plurality of users play games. In addition, the server 20 performs transmission and reception of messages between users, etc.
[0019] Server 20 manages the current value and the maximum value of the stamina value of each user, and as time passes, it restores the current value to the maximum value. For example, Server 20 increases the current value of the stamina value every predetermined time, such as every three minutes. When the user starts a game play in terms of a game unit and so on, and in response to the decrease of the stamina value from the maximum value of the stamina value, Server 20 sets a timer for a predetermined time. When it detects that the predetermined time has elapsed by the timer, it increases the stamina value by a predetermined amount. If, as a result of restoring the stamina value, the upper limit of the stamina value has not been reached, Server 20 sets the timer again.
[0020] In addition, there may be a case where the amount of the action power parameter consumed in the game play in terms of a game unit is the same value for any game unit (the stamina consumption amount is fixed), and it may be considered that the amount of the action power parameter consumed during the game play is set for each game unit. Also, in this embodiment, it is possible not to set the stamina value of the user and not to require the stamina value for each play in terms of a game unit.
[0021] Communication IF 22 is an interface for inputting and outputting signals so that Server 20 can communicate with an external device. Input / output IF 23 functions as an interface with an input device for receiving an input operation from the user and an output device for presenting information to the user. Memory 25 is for temporarily storing programs and data processed by programs and the like, and is, for example, a volatile memory such as DRAM (Dynamic Random Access Memory). Storage 26 is a storage device for storing data, and is, for example, a flash memory or an HDD (Hard Disc Drive). Processor 29 is hardware for executing an instruction set described in a program, and is composed of an arithmetic unit, registers, peripheral circuits, and the like.
[0022] In the illustrated example, the terminal devices 10 communicate with each other via the server 20, but multiple terminal devices 10 may communicate directly with each other via short-range wireless communication without going through the server 20. For example, two terminal devices 10 may be used to enable competitive play via local communication without using the internet.
[0023] <1.1 Configuration of terminal device 10> Figure 2 is a block diagram of the terminal device 10 that constitutes the game system 1 of Embodiment 1. As shown in Figure 2, the terminal device 10 includes a plurality of antennas (antenna 111, antenna 112), wireless communication units corresponding to each antenna (first wireless communication unit 121, second wireless communication unit 122), an operation reception unit 130 (including a touch-sensitive device 131 and a display 132), an audio processing unit 140, a microphone 141, a speaker 142, a position information sensor 150, a camera 160, a storage unit 180, and a control unit 190. The terminal device 10 also has functions and configurations not specifically shown in Figure 2 (for example, a battery for maintaining power, a power supply circuit for controlling the supply of power from the battery to each circuit, etc.). As shown in Figure 2, each block included in the terminal device 10 is electrically connected by a bus or the like.
[0024] Antenna 111 radiates signals emitted by terminal device 10 as radio waves. Antenna 111 also receives radio waves from space and provides the received signals to first wireless communication unit 121.
[0025] Antenna 112 radiates signals emitted by terminal device 10 as radio waves. Antenna 112 also receives radio waves from space and provides the received signals to second wireless communication unit 122.
[0026] The first wireless communication unit 121 performs modulation and demodulation processing, etc., for the terminal device 10 to transmit and receive signals via the antenna 111 in order to communicate with other wireless devices. The second wireless communication unit 122 performs modulation and demodulation processing, etc., for the terminal device 10 to transmit and receive signals via the antenna 112 in order to communicate with other wireless devices. The first wireless communication unit 121 and the second wireless communication unit 122 are a communication module that includes a tuner, an RSSI (Received Signal Strength Indicator) calculation circuit, a CRC (Cyclic Redundancy Check) calculation circuit, a high-frequency circuit, etc. The first wireless communication unit 121 and the second wireless communication unit 122 perform modulation, demodulation, and frequency conversion of the wireless signals transmitted and received by the terminal device 10, and provide the received signal to the control unit 190.
[0027] The operation reception unit 130 has a mechanism for receiving user input operations. Specifically, the operation reception unit 130 is configured as a touchscreen and includes a touch-sensitive device 131 and a display 132. The touch-sensitive device 131 receives user input operations of the terminal device 10. The touch-sensitive device 131 detects the user's contact position with the touch panel, for example, by using a capacitive touch panel. The touch-sensitive device 131 outputs a signal indicating the user's contact position detected by the touch panel to the control unit 190 as an input operation.
[0028] The display 132 displays data such as images, videos, and text in accordance with the control unit 190. The display 132 is implemented, for example, by an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display.
[0029] The audio processing unit 140 modulates and demodulates the audio signal. The audio processing unit 140 modulates the signal received from the microphone 141 and provides the modulated signal to the control unit 190. The audio processing unit 140 also provides the audio signal to the speaker 142. The audio processing unit 140 is implemented, for example, by an audio processing processor. The microphone 141 receives an audio input and provides the audio signal corresponding to that audio input to the audio processing unit 140. The speaker 142 converts the audio signal received from the audio processing unit 140 into sound and outputs the sound to the outside of the terminal device 10.
[0030] The location information sensor 150 is a sensor that detects the position of the terminal device 10, and is, for example, a GPS (Global Positioning System) module. A GPS module is a receiving device used in a satellite positioning system. In a satellite positioning system, signals are received from at least three or four satellites, and based on the received signals, the current position of the terminal device 10, which is equipped with a GPS module, is detected. For example, if the game system 1 allows the location of registered friends to be viewed, the terminal device 10 can display a list of friends who are near the user on the display 132.
[0031] Camera 160 is a device that receives light using a photodetector and outputs it as an image. Camera 160 is, for example, a depth camera that can detect the distance from camera 160 to the object being photographed.
[0032] The memory unit 180 is composed of, for example, flash memory and stores data and programs used by the terminal device 10. In a given scenario, the memory unit 180 stores user information 181, snooze effect settings 182, alarm settings 183, and a friend list 184.
[0033] User information 181 is user information in a game based on a game program. User information includes information that identifies the user, the user's name, the user's level in the game based on the game program, the current and maximum (upper limit) stamina values, game objects owned by the user (including game characters and game items), the amount of virtual currency owned by the user, and identification information of other users that the user has registered as friends, etc.
[0034] The snooze effect setting 182 indicates the timing of the snooze associated with an alarm when an alarm is set on the terminal device 10, and the effect in the game. In the snooze effect setting 182, the effect in the game includes effects that give the user an advantage in progressing through the game.
[0035] Here, effects that give the user an advantage in progressing through the game include, for example, (1) making it easier for the user to meet the clear conditions for each game unit they are playing. For example, the terminal device 10 may adjust the parameters of the character controlled by the user to their advantage while the user is playing a game unit.
[0036] For example, one could adjust the parameters of the playable character itself by increasing the character's health, attack power, or defense, or by making it less likely for the character to suffer unfavorable status changes (such as poison or paralysis, which are status changes set in the game). In other words, parameters that affect how the playable character interacts with enemy characters (e.g., attack power) may be made to the user's advantage, and parameters that affect how enemy characters interact with the playable character (e.g., the playable character's defense, the enemy character's attack power) may be made to the user's advantage (e.g., increasing the playable character's defense).
[0037] Furthermore, parameters may be adjusted to favor the user in the effects that the controlled character has on allied characters who are allies of the user. For example, if the controlled character and an allied character perform an action to restore health, the amount of health restored may be increased.
[0038] Furthermore, the number of playable characters for the user may be increased, or the number of enemy characters may be decreased, as the game progresses.
[0039] Furthermore, as an effect that provides an advantage in progressing through the game, the number of actions that the user can perform during gameplay (for example, having the controlled character attack) may be increased. For example, an event in which the player battles a relatively powerful enemy character (for example, a boss character, or an enemy character for multiplayer) may be made playable, and the user may be provided with one or more items that can be used in that event (for example, items that can affect the enemy character).
[0040] Effects that give the user an advantage in progressing through the game include (2) making it easier for the user to obtain rewards in the game through gameplay.
[0041] For example, this could include increasing the probability of a user obtaining reward items during gameplay (such as increasing the probability of enemy characters dropping specific items).
[0042] Furthermore, this includes increasing the chances of acquiring characters (such as increasing the probability of recruiting characters in battles, changing the probability of winning a specific character or item when a lottery is held to grant characters or items to users in exchange for in-game value, or increasing the number of attempts to grant characters or items through the lottery).
[0043] Furthermore, making it easier to obtain rewards includes relaxing the conditions for users to play game units. For example, if game units are presented to users with tiered difficulty levels such as "beginner" and "advanced," and the rewards are more favorable to the user at higher difficulty levels, the conditions for playing game units with more favorable rewards may be relaxed. For example, when a user consumes stamina when playing a game unit, the amount of stamina consumed may be reduced, or the amount of stamina recovered may be increased.
[0044] Furthermore, to make earning rewards more advantageous, if opportunities to play a game unit are limited (for example, only playable on certain days of the week, or only playable when terminal device 10 is in a specific location), the system may allow the user to play the game unit regardless of those limitations. For example, if terminal device 10 is not in a specific location, the system may allow the user to play a game unit that would otherwise be playable when terminal device 10 is in that location, or if the user's ability to play a game unit is determined probabilistically (i.e., the user is not always able to play the game unit), the system may provide the user with an opportunity to play the game unit.
[0045] As described above, the snooze effect setting 182 indicates the advantageous effect the user will receive if they perform a predetermined action in the game before the snooze timing.
[0046] Furthermore, in the snooze effect setting 182, if a specific game process (including mini-games, etc.) is initiated by sounding the alarm shown in alarm setting 183, game parameters may be set based on the elapsed time since the alarm sounded or the timing of the snooze. For example, parameters related to non-player characters (NPCs) may be set based on the timing of the snooze.
[0047] For example, suppose terminal device 10 starts the first game process when the time set in alarm setting 183 arrives. In this first game process, an event occurs in which an NPC arrives, and the user can receive a reward from the NPC in response to user input. For example, the user can sell items to the NPC in the first game process, and by specifying the item requested by the NPC from the items the user possesses, the user can receive a reward from the NPC in exchange for that item. If the user wakes up voluntarily before the time set in alarm setting 183 arrives, without the alarm sounding, and operates terminal device 10, it may be possible to display that it is not yet time to wake up and prohibit the execution of the first game process.
[0048] In this case, parameters related to the rewards the user can receive, such as the opportunity to receive a reward from an NPC and the unit price of the reward from an NPC, may be defined for each interval determined by the snooze timing, based on the elapsed time from the time indicated in alarm setting 183. For example, the closer the time is to the time set in alarm setting 183, the more opportunities there are to receive a reward from an NPC, and the higher the unit price of the reward from an NPC. However, if the user does not perform the prescribed operations for selling items to an NPC (such as displaying items from inventory or specifying items requested by an NPC), the user will miss the opportunity to receive a reward. In other words, while the terminal device 10 sounds an alarm and starts the first game process when the time set in alarm setting 183 arrives, the user can increase their expectation of receiving a reward by waking up as early as possible and performing the prescribed operations, thereby encouraging the user to wake up without relying on snoozing.
[0049] As described above, the terminal device 10 may start the first game process at the time indicated in the alarm setting 183, and set game parameters according to the elapsed time since the start of the first game process. Here, the game parameters may be adjusted based on the timing when the snooze is set. Note that the timing for starting the game process may be earlier than the time indicated in the alarm setting 183. Specifically, the game process may be able to start from 30 minutes before the alarm setting time until the alarm setting time.
[0050] Alarm setting 183 indicates the alarm settings. Terminal device 10 accepts settings from the user for the time to sound the alarm, the date or day of the week to sound the alarm, the alarm sound, and the snooze interval.
[0051] Friend List 184 displays information about each user that a user has registered as a friend. It is possible to enable messaging between registered friends, and to set "being a registered friend" as a requirement for participating in multiplayer. Registration methods include one user sending a friend request to the other and the other user accepting it, or one user following the other without requiring their approval. Further details will be provided later.
[0052] The control unit 190 controls the operation of the terminal device 10 by reading the program stored in the memory unit 180 and executing the instructions contained in the program. The control unit 190 is, for example, an application processor. By operating according to the program, the control unit 190 performs the functions of an input operation receiving unit 191, a transmitting / receiving unit 192, a data processing unit 193, and a notification control unit 194.
[0053] The input operation reception unit 191 processes input operations from the user to an input device such as a touch-sensitive device 131. Based on the coordinate information of the touch-sensitive device 131 where the user's finger or the like has made contact, the input operation reception unit 191 determines the type of operation, such as whether the user's operation is a flick operation, a tap operation, or a drag (swipe) operation.
[0054] The transmitting / receiving unit 192 performs processing to enable the terminal device 10 to send and receive data with external devices such as the server 20 and game controller 11 in accordance with the communication protocol.
[0055] The data processing unit 193 performs calculations on the data received as input by the terminal device 10 according to the program and outputs the calculation results to memory or the like.
[0056] (i) Decrease in stamina value associated with quest gameplay: For example, when a user selects a quest and starts playing, the data processing unit 193 performs a series of processes such as subtracting stamina value. Specifically, it displays multiple game units (quests) on the display 132 and accepts the user's specification of the game unit to be played. The data processing unit 193 starts playing the game unit if the user's current stamina value exceeds the amount of consumption required to play the game unit. The data processing unit 193 subtracts a predetermined amount of consumption from the current stamina value when the user plays the game unit. Furthermore, if the amount of consumption set for the game unit that the user is targeting to play is greater than the user's current stamina value (i.e., the user does not have enough stamina to start the quest), the data processing unit 193 displays a screen prompting the user to consume items that can restore stamina.
[0057] (ii) Recovery of stamina value over time: The data processing unit 193 processes the current value of the stamina value to recover sequentially up to the maximum value of the stamina value as time passes.
[0058] (iii) Purchase Processing: The data processing unit 193 accepts purchase processing from the user. For example, upon accepting purchase processing, the data processing unit 193 grants the user paid virtual currency. Alternatively, the purchase processing may restore the user's current stamina value, grant the user a specific game object (game character, game item, etc.), or continuously grant the user benefits (such as allowing them to receive special login bonuses). Paid virtual currency can be used for various purposes, such as restoring the user's current stamina value or obtaining game objects through a lottery.
[0059] The notification control unit 194 performs the following processes: displaying the image on the display 132, outputting sound to the speaker 142, and generating vibrations in the camera 160.
[0060] <1.2 Functional Configuration of Server 20> Figure 3 shows the functional configuration of server 20. As shown in Figure 3, server 20 functions as a communication unit 201, a storage unit 202, and a control unit 203.
[0061] The communication unit 201 performs processing to enable the server 20 to communicate with external devices such as the terminal device 10.
[0062] The memory unit 202 stores data and programs used by the server 20. The memory unit 202 also stores the user information database 281, snooze effect settings 282, alarm settings for each user 283, friend list 284, etc.
[0063] User information database 281 is a database for holding information about each user in a game based on a game program. Further details will be provided later.
[0064] The snooze effect setting 282 indicates the timing of the snooze associated with the alarm and its effect in the game. Server 20 manages the information of each user's snooze effect setting 182 as the snooze effect setting 282.
[0065] Alarm settings for each user (item 283) show the alarm settings for each user.
[0066] Friend List 284 is a database that stores information about the users each user has added as friends.
[0067] The control unit 203 performs the functions shown as various modules by having the server 20's processor process according to the program.
[0068] The operation details acquisition module 2041 acquires the user's actions. For example, the operation details acquisition module 2041 acquires information such as which game unit the user specified as the target of gameplay.
[0069] The receive control module 2042 controls the process by which the server 20 receives signals from external devices according to a communication protocol.
[0070] The transmission control module 2043 controls the process by which the server 20 transmits signals to external devices according to a communication protocol.
[0071] Matching module 2044 matches users who want to play multiplayer games, etc. Matching module 2044 may, for example, use friends of users registered in their friend list as the target of matching.
[0072] The game progress module 2045 responds to the user's terminal device 10 with data necessary for gameplay in a game unit (character voice data, map data for character movement, enemy character data, etc.). Depending on the user's alarm settings, the game progress module 2045 sends to the terminal device 10, either in advance of the alarm sounding time or in response to the alarm sounding on the terminal device 10, the data necessary for gameplay to start on the terminal device 10 at the time the alarm sounds. Based on the user's operation to specify a game unit, the game progress module 2045 determines whether the user has enough stamina to play the game unit, and updates the user information DB 281 by subtracting the consumption amount set for the game unit from the current stamina value.
[0073] <2 Data Structure> Figure 4 shows the data structure of user information 181, snooze effect settings 182, alarm settings 183, and friend list 184 stored in the terminal device 10.
[0074] As shown in Figure 4, each record in the user information database 181 includes the following items for each piece of information that identifies the user: "User Identification Information (User ID)", "User Name", "User Level", "Owned Characters", "Owned Items", "Owned Installed Objects", "Free Virtual Currency", "Paid Virtual Currency", etc. The user information database 181 may also manage the current and maximum values of the user's stamina value.
[0075] The item "User Identification Information (User ID)" is information that identifies each individual user.
[0076] The "Username" field is the name set by the user.
[0077] The "User Level" parameter is a parameter that increases separately from the level of game characters, etc., as the user repeatedly plays the game.
[0078] The "Owned Characters" field displays information about the game characters owned by the user. For example, if the game adds playable characters based on user information, this field displays information about the characters the user can control. The "Owned Characters" field may also include information such as the character's level and equipped items.
[0079] The "Owned Items" item displays information about the game items the user owns.
[0080] The "Owned Placed Objects" item shows information about objects owned by the user, if such objects can be placed within the game. For example, some games allow players to place facility objects on virtual land, and the game progresses based on the parameters set for those objects. Other games allow users to create virtual rooms by placing objects such as desks and chairs inside virtual buildings.
[0081] The item "Free Virtual Currency" indicates the amount of virtual currency that a user possesses that has been given to them free of charge. For example, terminal device 10 grants free virtual currency to users through login bonuses, event rewards, etc.
[0082] The item "Paid Virtual Currency" indicates the amount of virtual currency that a user holds, which has been granted to the user for a fee. For example, terminal device 10 grants paid virtual currency to the user by accepting a purchase request through a purchase process.
[0083] Each of the 182 records for setting the effect during snooze includes the fields "Alarm Number (Alarm No.)", "Effect Number (Effect No.)", "Snooze Timing", and "Effect of actions taken before snooze".
[0084] The item "Alarm Number (Alarm No.)" is information that identifies each alarm set by the user.
[0085] The item "Effect Number (Effect No.)" is information that identifies each effect that may be assigned to the user when snoozing.
[0086] The "Snooze Timing" item indicates the timing of each snooze for an alarm set by the user. For example, if the alarm sounds and then snoozes multiple times at predetermined time intervals (e.g., every 5 minutes), this item indicates the timing of the first snooze (the first snooze after the alarm sounds), the second snooze (the second snooze after the alarm sounds), and the timing of each subsequent snooze.
[0087] The item "Effect of Action Before Snooze" indicates the effect that a user can obtain by playing the game before each snooze timing. This effect corresponds to the information identifying each effect shown in the item "Effect Number (Effect No.)". In the illustrated example, for alarm number "#001", "Effect 1" is set in association with the snooze after 5 minutes, and "Effect 2" is set in association with the snooze after 10 minutes.
[0088] Each of the 183 alarm setting records includes the fields "Alarm Number (Alarm No.)", "Time", "Sound Timing Setting", "Alarm Sound", and "Snooze Setting".
[0089] The item "Alarm Number (Alarm No.)" is information that identifies each alarm set by the user.
[0090] The "Time" field indicates the time the alarm will sound.
[0091] The "Audition Timing Setting" item indicates the date on which the set alarm will sound. For example, you can set the alarm to sound periodically on specific days of the week, such as "Monday to Friday every week," or you can set it to sound on a specific date.
[0092] The item "Alarm Sound" indicates the type of sound used when the alarm sounds.
[0093] The "Snooze Setting" item indicates the timing and duration of the snooze for each alarm. As shown in the diagram, you may set the snooze to sound at predetermined intervals after the alarm sounds, or you may set it to sound every 5 minutes after the alarm sounds, and not sound the snooze after 30 minutes have passed since the alarm sounded.
[0094] Each of the 184 records in the friend list includes fields such as "User 1", "User 2", "Friend Registration Date", "Multiplayer History", and "Message Sending / Receiving History".
[0095] The item "User 1" refers to one of the users who have registered each other as friends.
[0096] The item "User 2" refers to the other user who has registered as a friend with the other user.
[0097] The "Friend Registration Date" field indicates the date and time when users registered each other as friends.
[0098] The "Multiplayer History" item shows the history of multiplayer games played between users who are registered as friends. For example, the history includes information that identifies the specific game played in multiplayer, the date and time of play, and the results of the play (whether the game was completed or not, completion time, etc.).
[0099] The "Message Sending and Receiving History" item shows the history of messages sent and received between users who are registered as friends.
[0100] Regarding the method of adding friends, one user may request to add another user as a friend, and the other user may be added to the friend list only after the other user approves. Alternatively, one user may be able to add another user to their list (follow them) without the other user's approval. In this case, both users will follow each other to achieve a mutual following state.
[0101] <3 operations> The following describes game processing by the terminal device 10. First, referring to Figure 5, an example of a user specifying a game unit for gameplay will be explained. Note that the example is not limited to specifying a game unit for gameplay; the game may also progress sequentially by controlling a character in a game field, such as in so-called open-world games. Furthermore, the progression of a game unit may be initiated based on the user's actions in the game field (for example, accepting a quest).
[0102] Figure 5 is a flowchart illustrating the process by which a user specifies a game unit, and then consumes the amount of stamina set for that game unit from the current stamina value to play the game.
[0103] In step S501, the terminal device 10 displays the quests that constitute the play units on the display 132 and accepts the user's selection of a quest.
[0104] In step S503, the terminal device 10 determines whether the user's current stamina value exceeds the stamina consumption amount set for the quest specified by the user. If the user's current stamina value exceeds the stamina consumption amount of the quest, the terminal device 10 sends a signal to the server 20 indicating that it will start playing the quest. The terminal device 10 subtracts the stamina consumption amount set for the quest from the user's current stamina value.
[0105] In step S553, server 20 updates user information DB 281 by subtracting the consumption amount from the user's stamina value based on the consumption amount set for the quest specified by the user.
[0106] In step S505, the terminal device 10 advances the gameplay of the quest specified by the user in accordance with the user's input.
[0107] In step S507, the terminal device 10 determines whether the quest completion conditions have been met (for example, the game character controlled by the user defeats the boss character set in the quest, or the game character controlled by the user becomes incapacitated in battle, etc.), and updates various parameters if the quest is to be completed. For example, the terminal device 10 updates various parameters by increasing the user's experience points, granting the user the drop items set in the quest, etc.
[0108] In step S555, the server 20 updates the user information DB 281 based on the results of updating various user parameters.
[0109] Figure 6 is a flowchart illustrating the process of advancing the game based on the sounding of an alarm and accepting game input before the snooze time. The following explanation will first describe an example in which the alarm setting is accepted from the user, and the game is advanced while the alarm sounds.
[0110] In step S601, the control unit 190 of the terminal device 10 receives the alarm setting and the snooze setting from the user and stores the received settings as the alarm setting 183.
[0111] In step S653, the control unit 203 of the server 20 receives the user's alarm settings and snooze settings from the terminal device 10 and stores the alarm settings 283 for each user.
[0112] In step S655, the server 20 determines the content of the effect to be set for the user if there is any input from the user during gameplay before each snooze timing associated with the alarm.
[0113] For example, server 20 may hold multiple candidates for the effect to be set in association with snooze, and may decide which effect to associate with snooze based on the user's alarm settings and snooze settings. For example, server 20 may decide which effect to associate with snooze based on the time the alarm is set (item "Time" in alarm setting 183).
[0114] Server 20 may also identify effects to associate with the snooze based on the settings for when the alarm sounds (item "Sounding Timing Settings," i.e., whether to sound the alarm on a specific date or on a specific day of the week every week). For example, Server 20 may set specific effects to be limited to specific dates (such as the release anniversary of the application, a specific day of the week or holiday on the calendar, or the date of an event such as Christmas) or specific periods (such as the period during which an event is offered in the game).
[0115] Furthermore, the server 20 may change the alarm sound (item "Alarm Sound") depending on the effect associated with the snooze. The server 20 may also determine the effect associated with the snooze based on the snooze settings (item "Snooze Settings"). For example, if the user or game program has set audio data related to a specific character (such as the character's voice) as the alarm sound, the type of audio data and the content of the effect related to that character (such as correcting the character's game parameters) may be set in association with the snooze. Also, if the user has set audio data related to a specific game title (such as the game title's BGM (background music)), the terminal device 10 may execute game processing related to the game based on that game title along with the alarm and set the effect in association with the snooze. This makes it possible to recognize the effect associated with the snooze by the change in the alarm sound.
[0116] The server 20 sends the effect specified for each snooze of the alarm to the terminal device 10 and updates the snooze effect setting 282.
[0117] In step S603, the terminal device 10 receives information from the server 20 regarding the effects associated with each snooze timing and stores it in the snooze effect settings 182. The effects associated with each snooze timing include those that can be obtained when the user performs an input operation during gameplay. Alternatively, as in steps S601 and S603, the terminal device 10 may receive the snooze effect settings from the server 20 in response to the user setting an alarm, or the terminal device 10 may determine the snooze effect independently of the server 20.
[0118] In step S605, the terminal device 10 detects that the time set by the alarm has arrived, based on the alarm setting 183. In response to the arrival of the time set by the alarm, the terminal device 10 sounds the alarm. In response to the arrival of the time set by the alarm, the terminal device 10 starts the first game process.
[0119] The first game process may be one in which the user can play the game regardless of whether the alarm sounds or not (such as game units provided to the user during game progression), or it may be a game process that can only be played when the alarm sounds.
[0120] The content of the first game process is determined by the terminal device 10, etc. For example, the terminal device 10 may start a specific game process regardless of the time set by the alarm (regardless of what time the user sets as the alarm). Alternatively, the terminal device 10 may store the content of the game process to be started when the alarm sounds, associated with the time (or alarm number) set by the alarm.
[0121] In step S607, after sounding an alarm based on the alarm setting 183, the terminal device 10 informs the user of the effect that will be granted if the user performs a predetermined input operation in the game before the snooze timing associated with the alarm. For example, the terminal device 10 displays the content of the effect on the display 132 or outputs it as sound via the speaker 142.
[0122] In step S609, if the terminal device 10 receives user input during the first game processing before each snooze timing, it grants the user an effect associated with that snooze timing. The terminal device 10 sends to the server 20 information such as that the user has made an input operation and the content of the input operation.
[0123] In step S657, the server 20 maintains a history of user input operations in the first game processing and performs processing according to the user input operations.
[0124] Figure 7 shows the timing of each snooze associated with the alarm, and the effects that can be obtained by the user performing input operations on the game process before the snooze occurs.
[0125] As shown in Figure 7, the terminal device 10 assumes that an alarm is set at time T1 as alarm setting 183 (alarm setting 183) (S601). In response to the arrival of time T1, the terminal device 10 sounds the alarm and starts the first game process (S605).
[0126] In the illustrated example, terminal device 10 sounds an alarm at time T1, and if the user performs a predetermined input operation during gameplay before the first snooze (time T2), it sets "Effect 1" for the user and notifies the user that "Effect 1" will be obtained. Similarly, "Effect 2" is set between the first and second snoozes, "Effect 3" is set between the second and third snoozes, and "Effect 4" is set between the third and fourth snoozes (setting the effect during snooze 182).
[0127] Furthermore, if the user does not perform a predetermined input operation during gameplay before the first snooze (time T2) sounds, the terminal device 10 continues to execute the first game process without granting the user "Effect 1". In the illustrated example, the user of terminal device 10 performs a predetermined input operation during the first game process between the first snooze and the second snooze (i.e., from time T2 to time T3). As a result, the user receives "Effect 2" in connection with the game process.
[0128] In response to receiving the predetermined input operation, the terminal device 10 stops sounding the snooze. In the illustrated example, processing is performed to prevent the snooze from sounding at subsequent timings, including the timing of the second snooze (time T3), and the timings of the third and fourth snoozes (times T4 and T5).
[0129] <4. Screen Example> Figure 8 shows an example of the screen of the terminal device 10.
[0130] The example screen in Figure 8(A) shows the state in which the user sets an alarm on the terminal device 10. This corresponds to the processes in steps S601 and S603 in Figure 6.
[0131] As shown in Figure 8(A), the terminal device 10 displays the alarm setting unit 132A on the display 132. The terminal device 10 receives input from the user in the alarm setting unit 132A to set the time to sound the alarm, the timing of the alarm (such as specifying the day of the week or a specific date), the alarm sound, and the snooze setting. The terminal device 10 stores the alarm settings received in the alarm setting unit 132A in the alarm setting 183.
[0132] The terminal device 10 displays the notification unit 132B on the display 132. The notification unit 132B informs the user that an alarm will sound when the set time arrives and the first game process will begin. The notification unit 132B also informs the user that by performing a specific input operation before each snooze timing associated with the alarm, the user can obtain an effect in the game.
[0133] The terminal device 10 displays a reference button 132C. The reference button 132C accepts an input operation to present to the user the effects that are set in association with each snooze timing. By accepting an input operation specifying the reference button 132C, the terminal device 10 notifies the user of the effects associated with each snooze timing of each alarm set by the user, for example, by displaying them on the display 132.
[0134] The example screen in Figure 8(B) shows a phase in which the terminal device 10 sounds an alarm when the set time arrives and simultaneously starts a pre-configured game process. This corresponds to steps S605 and S607 in Figure 6.
[0135] As shown in Figure 8(B), the terminal device 10 displays the time display unit 132D, the effect presentation unit 132E, the game progress display unit 132F, the specific operation reception unit 132G, and the effect notification unit 132H on the display 132.
[0136] The terminal device 10 displays the time in the time display unit 132D. In the illustrated example, the terminal device 10 sounds an alarm at the time "6:30" according to the alarm setting, and at the timing shown in Figure 8(B), it displays the time "6:31", which is after the alarm sounded.
[0137] The terminal device 10, in its effect presentation unit 132E, presents to the user the content of the effect that can be obtained by the user performing a predetermined input operation before the snooze associated with the alarm sounds. As shown in the figure, the terminal device 10 displays the content of the effect (such as continuously activating a beneficial effect on an object associated with the user) in its effect presentation unit 132E.
[0138] The terminal device 10 displays the content of the first game process, which is initiated in association with the sounding of an alarm, on the game progress display unit 132F. In the example shown in Figure 8(B), the terminal device 10 is executing a defense-type game as the first game process.
[0139] A defense-type game is, for example, a game in which the user takes on the role of the defender and intercepts attacking objects. For example, the user must prevent a building object OBJ_1 from being destroyed by an attacking enemy object OBJ_2. For example, building object OBJ_1 has a durability parameter set, and the durability parameter of the building is successively deducted based on the attack power parameter of the enemy object OBJ_2. The clear conditions of the first game process may be met by destroying all attacking objects without the building's durability parameter falling below a threshold (conditions for defeat), or by the building withstanding attacks for a certain period of time (maintaining a state in which the building's durability parameter is above the threshold for a certain period of time).
[0140] In the example shown in Figure 8(B), the terminal device 10 performs processing to give the player an advantage in a defense-type game in response to user input to the specific operation reception unit 132G. For example, in response to input to the specific operation reception unit 132G, the terminal device 10 places an object (also called a "defender") to intercept objects attacking the building object OBJ_1. By being placed in the game space, the defender performs actions such as attacking enemy objects within its attack range and restoring the durability parameter of the building object OBJ_1. In other words, by placing a defender, the user can increase the likelihood of fulfilling the game's clear conditions in the first game process.
[0141] The terminal device 10, in its effect notification unit 132H, notifies the user of the effects that can be obtained if they perform an action before the next snooze timing.
[0142] The example screen in Figure 8(C) shows a situation where the terminal device 10 starts game processing in association with the sounding of an alarm, but has not received a predetermined input operation (input operation to the specific operation reception unit 132G) from the user despite the snooze sound being heard.
[0143] Compared to the screen example in Figure 8(B), no input operation has been received from the user before the first snooze sounds, and the first snooze sounds at the time "6:35". The terminal device 10 shows the time as "6:38" in the time display unit 132D, and displays the remaining time until the time of the second snooze (time "6:40") in the effect notification unit 132H. In addition, the terminal device 10 introduces an enemy object OBJ_3 that attacks the building object OBJ_1 in the game progress display unit 132F. The enemy object OBJ_3 is moving towards the building object OBJ_1, and when the building object OBJ_1 is included in the attack range of the enemy object OBJ_3 (that is, when the enemy object OBJ_3 approaches within a predetermined distance of the building object OBJ_1 in the game space of the game), it begins to attack the building object OBJ_1. Therefore, if the user does not place a defender, the likelihood of the durability parameter of the building object OBJ_1 falling below the threshold increases with each passing moment.
[0144] Furthermore, in the situation shown in Figure 8(C), the enemy object OBJ_2 is approaching the building object OBJ_1 within a predetermined distance in the game space (i.e., the building object OBJ_1 is located within the attack range of the enemy object OBJ_2) and is attacking the building object OBJ_1. The enemy object OBJ_2 has parameters such as attack power, attack frequency (number of attacks per unit time, etc.), health value, and defense power. The terminal device 10 decreases the durability value parameter of the building object OBJ_1 each time the enemy object OBJ_2 attacks, based on the attack power parameter of the enemy object OBJ_2, etc. In the example shown in Figure 8(B), the terminal device 10 displays the game progress notification unit 132J and informs the user of the game progress status in the game progress notification unit 132J. For example, terminal device 10 displays in game progress notification unit 132J that the parameters of each object have changed due to the enemy object OBJ_2 affecting building object OBJ_1.
[0145] In the situation shown in Figure 8(C), the terminal device 10 receives an input operation from the user to the specific operation reception unit 132G. As a result, the terminal device 10 transitions the screen from Figure 8(C) to Figure 8(D).
[0146] The example screen in Figure 8(D) shows a phase in which, after starting a first game process (defense game) associated with sounding an alarm in the terminal device 10, the user is given an effect associated with snoozing by receiving a predetermined input operation from the user (input operation to the specific operation reception unit 132G).
[0147] The terminal device 10 accepts a predetermined input operation from the user, applies an effect associated with snoozing, and notifies the user via the notification unit 132K that the effect has been applied to the user. The terminal device 10 also notifies the user via the notification unit 132K that "Effect 2," which is displayed on the effect presentation unit 132E, has been set as the effect associated with snoozing.
[0148] The terminal device 10 places defender objects OBJ_A and OBJ_B in the game space in response to an input operation to the specific operation reception unit 132G. The terminal device 10 displays on the game progress display unit 132F that defender object OBJ_A has been placed in the game space to intercept enemy object OBJ_2, and that defender object OBJ_B has been placed to intercept enemy object OBJ_3.
[0149] Furthermore, the terminal device 10 notifies the user that a predetermined input operation has been performed, as an indication that the user has obtained the effect associated with snoozing. As shown in the figure, in response to receiving an input operation to the specific operation reception unit 132G, the terminal device 10 makes it possible to distinguish the display mode of the specific operation reception unit 132G from the example in Figure 8(C) (i.e., the state in which no predetermined input operation has been received from the user).
[0150] The terminal device 10 receives a predetermined input operation from the user and, in response to the application of an effect associated with snoozing, stops the snooze. The terminal device 10 notifies the user via the notification unit 132M that the snooze has been stopped.
[0151] <Summary> As described above, according to this embodiment, by performing a predetermined input operation after the alarm sounds but before the snooze associated with the alarm sounds, the user is given an effect that affects the progress of the game. Here, the snooze is set to sound at multiple timings associated with the alarm, and if the user does not perform the predetermined input operation before the snooze sounds, the user will not be able to obtain the effect associated with that snooze. This motivates the user to wake up at the time the alarm sounds without relying on the snooze. The more the user performs the game input operation immediately after the alarm sounds without waiting for the snooze, the more advantageous the game will progress, thus helping the user develop the habit of waking up without relying on the snooze function.
[0152] <Variation> The above embodiments may be configured as follows.
[0153] (1) Based on the user's operation history, set the alarm time and the game parameters for the first game process. The terminal device 10 may set the alarm time, game parameters of the first game process, etc., based on the user's operation history for the first game process which is started in association with the alarm, in order to help users who are using the snooze function to wake up at the desired time without relying on the snooze function.
[0154] For example, the terminal device 10 records the elapsed time from the time the alarm is set until the user performs a predetermined operation to stop the snooze, for each date. This allows the system to maintain a history of the elapsed time from when the alarm sounds until the user stops the snooze (a history of when the user stopped the snooze).
[0155] Terminal device 10 may set the effect of each snooze associated with the alarm based on the elapsed time history as described above. For example, suppose the user has set the alarm to sound periodically (for example, terminal device 10 maintains a setting to sound the alarm on weekday mornings). Based on the history of the elapsed time until the user stops snoozing, terminal device 10 may set the effect associated with snoozes at earlier timings up to the previous day to be more advantageous in game progression than the previous day (or earlier).
[0156] For example, if an effect is set to favorably adjust the game parameters of the user's character in relation to the timing of snoozes prior to the elapsed time, the terminal device 10 may increase the amount of such adjustment. The terminal device 10 may also notify the user that an effect associated with snoozing has been set based on the history of the elapsed time. For example, if the user has a habit of waking up on the third snooze (if the elapsed time indicates that the user stopped snoozing after the third snooze), the terminal device 10 may, based on the history of the elapsed time, set the effect associated with the second snooze to be more favorable to the user and notify the user that it has been set to be more favorable. For example, the terminal device 10 may, while proceeding with the first game processing in relation to the timing of the alarm, notify the user that "you can get a bigger bonus if you wake up on the second snooze today." This can gradually motivate the user to wake up at the desired time without relying on snoozing.
[0157] Furthermore, the terminal device 10 may adjust the time at which the alarm sounds based on the elapsed time history described above, or may suggest to the user that the alarm sounding time be adjusted.
[0158] The elapsed time history shown above indicates the time the user stopped snoozing (the time elapsed since the alarm sounded). Therefore, in order for the user to wake up without relying on snoozing, the terminal device 10 may set the alarm time to a time that allows the user to wake up with fewer snoozes, and may display a suggestion to the user for this time and accept the user's setting of the alarm time.
[0159] For example, if a user wakes up after the third snooze (by stopping the snooze), the alarm time can be adjusted (set later) according to the time interval between snoozes, so that the user can wake up after the second snooze.
[0160] This allows users to gradually develop the habit of waking up without relying on the snooze function.
[0161] (2) Selectively determine the effects associated with the timing of the snooze based on predetermined rules. In the above description of the embodiments, the effects associated with snoozing were described as including effects that give the user an advantage in the game. Furthermore, an example was described in which multiple snooze timings are set in association with alarms, and effects are set in association with each snooze timing.
[0162] Here, the terminal device 10 or server 20 may select an effect associated with each snooze timing from among several candidate effects based on a predetermined rule. For example, the terminal device 10 may decide which effect to set by performing a lottery process with several candidate effects as the population. The multiple candidate effects may include those with different degrees of effect. For example, when adjusting parameters to be advantageous to game progression, the multiple candidate effects may include those that adjust the parameters to different degrees. Therefore, the terminal device 10 selects the degree of effect that is advantageous to the user's game progression in relation to each snooze timing based on a predetermined rule.
[0163] Furthermore, the terminal device 10 or server 20 may also decide whether or not to grant the effect to the user at each snooze timing based on predetermined rules (for example, by a lottery process).
[0164] Here, the terminal device 10 may, based on the timing of each snooze, notify the user whether or not a favorable effect will be granted, and the result of the lottery process for the content of the favorable effect, before each timing arrives.
[0165] This means that whether or not a favorable effect occurs at each snooze timing, and the content of that favorable effect, is determined by lottery and communicated to the user, thus providing the user with an incentive to get up based on the communication. In other words, by being notified that a favorable effect will occur as a result of the lottery process, the user can be motivated to get up before the next snooze.
[0166] (3) Processes that encourage the user to wake up without relying on the snooze function. In the above example, the terminal device 10 may reduce the degree to which the user benefits from multiple snoozes associated with the alarm as the elapsed time since the alarm sounded increases.
[0167] This can motivate users to shorten the time elapsed since the alarm sounded, thereby making the effects associated with snoozing more favorable and enabling them to wake up without relying on snoozing as much as possible.
[0168] In other words, the sooner a user wakes up based on when the alarm sounds, the more advantageous their progress in the game will be, thus encouraging them to wake up at the right time.
[0169] Furthermore, when the terminal device 10 sets effects for each of the multiple snoozes associated with an alarm, if it does not receive a predetermined operation from the user while each snooze timing is sequentially occurring, it may not grant the user the effect of the snooze that occurred without the operation being received, but instead grant the user the effects set for each snooze timing after the predetermined operation is received. For example, the terminal device 10 may, in response to receiving a predetermined operation, grant the user the effects associated with each snooze timing after that predetermined operation.
[0170] This allows users to still benefit from the effects set for each subsequent snooze timing, even if they wake up early based on when the alarm sounds and perform the required actions, thus encouraging them to wake up when the alarm sounds.
[0171] Furthermore, if the terminal device 10 does not receive a predetermined operation from the user during the intervals between each snooze timing, it may impose an effect on the user that makes the game progress disadvantageous in response to the arrival of each snooze timing.
[0172] (4) The first game processing starts before the alarm sounds and the system is ready to accept user input. The terminal device 10 may start the first game process described above and accept a predetermined input operation from the user before the time for the alarm to sound as indicated in the alarm setting 183 arrives (for example, a predetermined time before the time the alarm sounds). Here, by accepting a predetermined input operation from the user before the alarm sounds, an effect associated with the timing of each snooze may be added.
[0173] This allows users to be prompted to perform a specific action in the game before the alarm time, potentially helping them develop the habit of waking up at the alarm time without relying on the snooze function.
[0174] (5) Game processing to be started in response to the alarm sounding In the above embodiment, the terminal device 10 was described as sounding an alarm and playing a defense-type game as the first game process, but other game processes may also be used.
[0175] For example, an alarm may sound, and at the same time, a multiplayer game that users can join may begin depending on the time the alarm sounds. The multiplayer game may proceed synchronously for each user after accepting input from the user in advance, or it may involve introducing enemy characters and sequentially accepting multiple participants within a certain time, or it may involve users joining the game asynchronously. By taking action to start the game early without relying on the snooze function, users can join the multiplayer game sooner and gain advantageous effects. As an advantageous effect, items usable in multiplayer may be obtained at each snooze timing. In other words, the earlier a user wakes up and starts playing the game without relying on the snooze function, the more of these usable items they can acquire.
[0176] (6) How to set an alarm The terminal device 10 may perform a first game process in response to sounding an alarm, and may also perform a process to apply an effect associated with snoozing, regardless of whether the alarm is configurable regardless of whether a game program is executed on the terminal device 10, or whether it is an alarm that is configured by the user when a game program is executed (for example, the alarm setting is accepted from the user while the game is running).
[0177] Furthermore, the terminal device 10 may set the alarm time and snooze settings based on the measurement results of the user's sleep time. In other words, the alarm time may be set based on the user's sleep history, and snooze settings may be set for each alarm. For example, the alarm time and snooze timing may be set based on whether the sleep time is longer than a predetermined time.
[0178] For example, information about a user's sleep can be measured by using the terminal device 10 or by the user using a sleep measurement device. Sleep information includes the time the user goes to bed, the time they fall asleep, the time they wake up, and the time they become awake. For example, sleep information may be measured by placing the terminal device 10 in the user's bed and detecting the user's movements, or the terminal device 10 may accept an input operation from the user indicating the start of sleep. Alternatively, the sleep measurement device may be a device worn on the user's body, such as a bracelet or ring, or it may not be worn on the user's body, and the user's body movements may be detected using image recognition or an accelerometer, thereby measuring the user's sleep state.
[0179] (7) Handling when the snooze function is not set to sound. The terminal device 10 may also accept a setting from the user to disable the snooze function.
[0180] In this case as well, the first game process is performed based on the sounding of an alarm, and by accepting a predetermined input operation before multiple timings following the alarm timing (such as the snooze timing in the example above) arrive, the user may be granted the effect associated with each timing.
[0181] Furthermore, if the snooze function is disabled, the timing for granting effects that give an advantage in game progression may be different from or the same as the snooze timing. The timing for granting such advantageous effects may not be communicated to the user.
[0182] <Note> The details described in each of the above embodiments are noted below.
[0183] (Note 1) A game program executed by a computer (10, 20) equipped with processors (19, 190, 29, 203), wherein the program causes the processor to perform the following steps: setting a first time (S601) for sounding a first alarm to wake the user; setting a timing (S601) for sounding a second alarm that follows the first time and is sounded in response to the sounding of the first alarm; sounding the set first alarm in response to the arrival of the first time (S605); starting the first game processing of the first game in a user-operable manner (S605); and accepting a predetermined user operation on the first game processing before the timing for sounding the second alarm arrives, thereby disabling the sounding of the second alarm and providing an effect that makes the progress of the first game more advantageous than if the predetermined operation were not accepted until the timing for sounding the second alarm arrives (S609).
[0184] (Note 2) In the step of starting the game in an operable state, the game program as described in (Appendix 1) informs the user of an effect that will give them an advantage in the first game before the timing for the second alarm to sound arrives. (S607, 132B, 132C, 132E)
[0185] (Note 3) The game program as described in (Appendix 1 or 2), wherein in the step of setting the timing for sounding a second alarm, multiple timings are set for sounding the second alarm after the first time (182, 132A), and in the step of applying an effect, in response to the arrival of each of the multiple timings, the program determines, based on predetermined rules, whether or not to apply a favorable effect to the user, or the degree of the favorable effect.
[0186] (Note 4) In the step of granting an effect, the degree of the advantageous effect granted to the user at multiple timings is reduced as the elapsed time from the first time increases (182, S609), the game program as described in (Appendix 3).
[0187] (Note 5) The game program as described in (Appendix 1 or 2), wherein in the step of setting the timing for sounding a second alarm, multiple timings are set for sounding the second alarm after the first time (182, 132A), each timing has an effect set, and in the step of applying the effects, if no predetermined operation is accepted while each timing is sequentially occurring, the effect set for that timing is not applied to the user, and each effect set for each timing after the predetermined operation is accepted is applied to the user in response to the acceptance of said predetermined operation.
[0188] (Note 6) The game program as described in (Appendix 1 or 2), wherein in the step of setting the timing for sounding a second alarm, multiple timings are set for sounding the second alarm after the first time, and if a predetermined operation is not accepted while each of the multiple timings is sequentially occurring, the program further performs a step of imposes on the user an effect that disadvantages the progress of the first game, according to each timing.
[0189] (Note 7) A game program as described in any of the appendices (1 to 6), in which the computer sounds a first alarm based on a first time, regardless of whether a first time is set in the game program, thereby granting an effect to the user.
[0190] (Note 8) A game program as described in any of the appendices 1 to 7, further comprising the steps of: receiving a setting from the user whether or not to sound a second alarm (132A); if the setting is not to sound a second alarm, performing a step of setting a second time which is a timing that follows the first time; and in the step of applying an effect, if the setting is not to sound a second alarm, performing a step of receiving a predetermined operation from the user to the first game processing before the arrival of the second time, thereby applying an effect that makes the progress of the first game more advantageous than if no predetermined operation is accepted until the arrival of the second time.
[0191] (Note 9) A game program as described in any of the appendices (1 to 8), which, in the granting step, includes performing game processing to facilitate the user obtaining the reward in the first game as a favorable effect. [Explanation of symbols]
[0192] 10 Terminal device, 20 Server, 181 User information, 182 Snooze effect settings, 183 Alarm settings, 184 Friend list, 281 User information database, 282 Snooze effect settings, 283 Alarm settings for each user, 284 Friend list
Claims
1. A game program that is executed by a computer that manages the progress of the game, comprising a processor and memory, The aforementioned processor, The steps include setting the time for the alarm to sound to wake the user, The steps include sounding the alarm in response to the arrival of the set time, If the game receives user input before the set time has arrived, the game includes the step of informing the user that the set time has not arrived and restricting the execution of predetermined game processes related to the game. When the aforementioned set time has arrived and the user has made an input operation, the game process includes the step of granting a reward to the user, A game program that executes [something].
2. The game program according to claim 1, wherein the reward is determined according to the elapsed time from the set time to the time when the input operation was received.
3. A method executed by a computer that manages the progress of a game, comprising a processor and memory, The aforementioned processor, The steps include setting the time for the alarm to sound to wake the user, The steps include sounding the alarm in response to the arrival of the set time, If the game receives user input before the set time has arrived, the game includes the step of informing the user that the set time has not arrived and restricting the execution of predetermined game processes related to the game. A method for performing the following steps in the game process: when the user input operation is received at the time set above, the game process grants a reward to the user.
4. An information processing device for managing the progress of a game, comprising a control unit, The steps include setting the time for the alarm to sound to wake the user, The steps include sounding the alarm in response to the arrival of the set time, If the game receives user input before the set time has arrived, the game includes the step of informing the user that the set time has not arrived and restricting the execution of predetermined game processes related to the game. An information processing device that, when the aforementioned set time has arrived and the device has received an input operation from the user, performs the step of granting a reward to the user in the game process.
5. A system equipped with a computer to manage the progress of a game, A means of setting the time for an alarm to sound to wake the user, A means for sounding the alarm in response to the arrival of the set time, If the game receives user input before the set time has arrived, the means includes a mechanism to inform the user that the set time has not arrived and to restrict the execution of predetermined game processes related to the game. A system comprising: when the aforementioned set time has arrived and the system has received input from the user, means for granting a reward to the user in the game process.
Citation Information
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