Game device

The game device addresses boredom and complexity issues by enabling interactive gameplay in a wet environment, enhancing learning through an encyclopedia function, and ensuring easy handling and extended playtime.

JP7852938B2Active Publication Date: 2026-04-28ICHINEN MANUFACTURING CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
ICHINEN MANUFACTURING CO LTD
Filing Date
2024-04-18
Publication Date
2026-04-28

AI Technical Summary

Technical Problem

Conventional bathroom toys for children are prone to boredom, have a narrow age range, complex shapes, and pose risks of mold and part loss, making them difficult to handle and use.

Method used

A game device with a waterproof housing, display unit, and control unit that enables gameplay upon detecting water, featuring a water detection means, object appearance control, and an encyclopedia function to enhance engagement and learning.

Benefits of technology

The game device provides fun and educational gameplay in a wet environment, contributing to intellectual development while being easy to use and less likely to cause boredom, with features like the encyclopedia function extending playtime beyond the bath.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game device that allows children to enjoy pleasantly in a bath, contributes to intellectual training of children, and prevents children from getting bored since it is easy to handle.SOLUTION: A game device 10 comprises a waterproof housing 11, a display section 12 for displaying a game screen, water detection means, and a control section for allowing a game to be played on condition that the water detection means detects water at least once, and is used by allowing a user to dip at least one portion in water at least once. The game device 10 preferably has a picture book function presentation section for displaying an object acquired in a game and information regarding the object in a picture book format.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a game device that can play a game on the condition that water has been detected.

Background Art

[0002] Conventionally, toys for children to play in a bathtub or a pool have been commercially available. Patent Document 1 describes a timer toy for a bathtub equipped with a timer and a water play tool so that even an infant who has difficulty enduring the bath time can enjoy the set bath time. Patent Document 2 describes a water play toy equipped with a rail having a long total distance of the water flow surface and a sliding body so that an infant can play in the bath without getting bored. Patent Document 3 describes a fish-catching toy including a fish body in which an iron piece that adsorbs magnetic force and a urethane foam plate part are installed and can be floated in a bathtub or a pool, and a fishing rod having a magnet for fishing connected to the tip of a fishing line.

[0003] Also, conventionally, an educational toy for performing education while playing in the bathroom has been proposed. Patent Document 4 describes an educational toy for teaching an infant numbers in the bath by combining a main body in which a receiving tray floating in water is provided with a through-hole for sphere transmission and a net cylinder for storing spheres is attached below the through-hole, and a plurality of spheres floating in water. Patent Document 5 describes a puzzle such as a map attached to a bathroom wall.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Patent Document 2

Patent Document 3

Patent Document 4

Patent Document 5

[0005] The conventional toys described in Patent Documents 1-5 all involve physical movement, which has problems such as children easily getting bored with them and a narrow age range for which they can be used. Furthermore, these conventional bathroom toys have complex shapes and many parts in order to keep children entertained, which not only takes up space in the bathroom but also poses risks of mold and slime growth and loss of parts, making them difficult to handle.

[0006] The objective of this invention is to solve the above-mentioned problems of the conventional invention and to provide a game device that allows children to have fun playing in the bath, contributes to their intellectual development, is easy to use, and is less likely to cause boredom. [Means for solving the problem]

[0007] To solve the above problems, the present invention provides a game device comprising a waterproof housing, a display unit that shows the game screen, a water detection means, and a control unit that enables the game to be played on the condition that the water detection means has detected water at least once, and which is used by the user by immersing at least a part of it in water at least once.

[0008] To solve the above problems, the game device comprises a first device having a waterproof housing, a display unit for displaying a game screen, and a control unit, and an auxiliary device having water detection means and capable of communicating with the first device, wherein the control unit performs control to enable the game to be played on the condition that it has received a water detection signal from the auxiliary device at least once.

[0009] Preferably, the control unit comprises an appearance control unit that causes an object to appear on the game screen after the water detection means has detected water at least once, and an acquisition processing unit that executes game processing to acquire the object based on user input.

[0010] Furthermore, it is preferable that the control unit be configured to include an illustrated encyclopedia function that displays the acquired object and information related to the object in an illustrated encyclopedia format.

[0011] Furthermore, it is preferable that the object is an aquatic organism, and that the information relating to the object includes the name and information relating to the ecology or characteristics of the aquatic organism.

[0012] Furthermore, it is preferable that the control unit be configured to include a setting management unit that sets the play time for which the game in which the object is acquired can be played.

[0013] Furthermore, it is preferable to have a configuration that includes a transmission unit capable of transmitting information about the acquired object to an external source.

[0014] To solve the above problems, a first device is provided which is used by the user by immersing at least a portion of it in water at least once, and the first The outfit The game device comprises a first device and a second device capable of communicating with each other, the second device comprising a picture book function providing unit that displays the object and information about the object received from the first device in a picture book format.

[0015] It is preferable that the second device is configured to include a setting management unit that sets the play time for playing the game in which the object is acquired in the first device.

[0016] To solve the above problems, a first device including a waterproof housing, a display unit on which a game screen is displayed, and a control unit, and an auxiliary device having water detection means and capable of communicating with the first device are provided. The control unit performs control to enable playing of a game on the condition that a water detection signal from the auxiliary device has been received at least once. The first The outfit device further includes a second device capable of mutually communicating with the first device. The second device is a game device including an encyclopedia function providing unit that displays an object received from the first device and information about the object in encyclopedia format. , obtained in the game

[0017] It is preferable that the second device includes a setting management unit that sets a play time during which a game of acquiring the object in the first device can be played.

Advantages of the Invention

[0018] In the present invention, it is possible to provide a game device that allows children to enjoy playing in the bath, contributes to the intellectual development of children, and has good handling properties and is not easily boring.

Brief Description of the Drawings

[0019] [Figure 1] It is a front view of the game device main body in the first embodiment. [Figure 2] It is an exploded perspective view of the game device main body in the first embodiment. [Figure 3] It is a diagram showing the functional configuration of the game device main body in the first embodiment. [Figure 4] It is a diagram showing an example of the operation of the game device main body in the first embodiment. [Figure 5] It is a diagram showing an example of the operation of the game device main body in the first embodiment. [Figure 6] It is a diagram showing an example of a normal screen in the first embodiment. [Figure 7] It is a diagram showing an example of a play start screen in the first embodiment. ​ [Figure 8] This figure shows an example of (a) the game start screen, (b) the waiting screen, (c) the creature appearance screen, and (d) the acquisition screen in the first embodiment. [Figure 9] This figure shows an example of a game repetition pattern in the first embodiment. [Figure 10] This figure shows examples of (a) the game end screen, (b) the results screen, and (c) and (d) the creature introduction screen in the first embodiment. [Figure 11] This figure shows examples of (a) the menu screen, (b) the picture book screen, and (c) and (d) the creature introduction screen in the first embodiment. [Figure 12] This figure shows examples of (a) the settings screen, (b) the time setting screen, (c) the vibration setting screen, and (d) the brightness setting screen in the first embodiment. [Figure 13] This figure shows the functional configuration of the game device in the second embodiment. [Figure 14] This diagram schematically shows the game device main unit (slave unit) and information terminal device (master unit) in the third embodiment. [Figure 15] This figure shows the functional configuration of the game device in the third embodiment. [Figure 16] This figure shows an example of the operation of the game device (master unit side) in the third embodiment. [Figure 17] This figure shows an example of the operation of the game device (slave unit side) in the third embodiment. [Figure 18] This figure shows the functional configuration of the game device in the fourth embodiment. [Figure 19] This figure shows the functional configuration of the game device in the fifth embodiment. [Figure 20] This figure shows the functional configuration of the game device in the sixth embodiment. [Modes for carrying out the invention]

[0020] The following describes embodiments for carrying out the invention. The game device of the first embodiment of the present invention is a game device body 10. The game device of the second embodiment of the present invention includes the game device body 10 and an auxiliary device equipped with water detection means. Furthermore, the game devices of the third to sixth embodiments of the present invention include the game device body 10 as a first device (slave unit) and an information terminal device 20 as a second device (master unit).

[0021] (First embodiment) First, let me describe the first embodiment.

[0022] <Game console> As shown in Figure 1, the game device body 10 of the first embodiment comprises a waterproof housing 11 and a display 12. The user uses the game device body 10 by immersing at least a portion of the waterproof housing 11 in water at least once. The game device body 10 in this example is intended for children to play in a wet environment such as a bathtub, and for example, a child can play with the back of the waterproof housing 11 submerged in the water in the bathtub.

[0023] The waterproof housing 11 of this embodiment has a waterproof structure that prevents water from entering the internal electronic equipment storage area even when used in a wet environment. The example waterproof housing 11 shown in Figure 1 is generally plate-shaped overall and is roughly rectangular in front view. The shape and size of the waterproof housing 11 are arbitrary, but it is preferable that it be large enough for a child to hold in their hand and play with at least the back of the waterproof housing 11 submerged in bathwater.

[0024] The display 12 displays game images (still images or videos) generated by the game device body 10. As shown in Figure 1, the display 12 in this embodiment is substantially rectangular and is provided on the front surface of the game device body 10. The shape of the display 12 is not limited to this and may be various shapes such as a circle.

[0025] The display 12 in this embodiment is a liquid crystal display screen, but is not limited to this. The display 12 may also be a transmissive liquid crystal screen. In a transmissive liquid crystal screen, the space behind the display 12 is visible, and the images of the in-game objects OB (see Figure 8(d), details described later) are displayed semi-transparently or opaquely. As a result, when a child plays with the game device 10 submerged in the bath, the objects OB appear as if they are actually appearing in the water, enhancing the sense of realism. The display 12 may also be configured to include a touch panel on its screen.

[0026] The game device body 10 of this embodiment is equipped with four operation buttons (GET button 13, up button 14, down button 15, and select button 16). As shown in Figure 1, each button of this embodiment is arranged around the display 12 on the front surface of the game device body 10. The number and arrangement of operation buttons are not limited to this. These operation buttons are used to perform game operations and various setting operations.

[0027] Figure 2 is an exploded perspective view of the game device body 10 of the first embodiment. The game device body 10 in this example includes a front cover 11a and a back cover 11b that constitute a waterproof housing 11.

[0028] In the example game device body 10 shown in Figure 2, the display 12, operation buttons, circuit board 17, vibration motor M, battery B, intermediate base 18, and water sensor 19 are housed in the storage space inside the waterproof housing 11.

[0029] In this example, circuit board 17 is an electronic circuit board equipped with a processor such as a CPU and a storage medium such as RAM.

[0030] The vibration motor M is a vibrator used for game effects and notifications. In addition, the game device body 10 may have a built-in speaker for outputting sound.

[0031] The game device body 10 of this embodiment operates using power supplied from a built-in battery B. The game device body 10 in this example is equipped with a terminal (not shown) that can be connected to an external power source. Battery B is connected to this terminal and can be charged via this terminal. Note that battery B is not limited to a rechargeable battery and may be a non-rechargeable dry cell battery.

[0032] The intermediate base 18 is a plate material that forms a waterproof storage space between it and the front cover 11a. The components may be fixed to the intermediate base 18.

[0033] The water sensor 19 is a sensor that detects the presence or absence of water. In this embodiment, the water sensor 19 changes voltage and output when moisture such as water droplets adheres to the sensor terminals on the circuit board. As shown in Figure 2, the water sensor 19 in this embodiment is positioned between the intermediate base 18 and the back cover 11b. The back cover 11b in this embodiment has a water hole at a position facing the water sensor 19, so that the water sensor 19 can detect water when the back cover 11b is immersed in water.

[0034] In this embodiment, as will be described later, the game starts on the condition that the water sensor 19 detects water. In this embodiment, once the water sensor 19 detects water, the game can be played even if the game device 10 is moved away from the water after the game has started. However, the system is not limited to this, and the game may be configured to progress on the condition that the water sensor 19 continues to detect the presence of water.

[0035] <Functional Configuration of the Game Console> Next, with reference to Figure 3, the functional configuration of the game device body 10 according to the first embodiment will be described.

[0036] The game device body 10 of the first embodiment includes a control unit 110, a storage unit 120, a display unit 130, an input unit 140, and a water detection means 150.

[0037] The control unit 110 executes control to enable the game to be played on the condition that the water sensor 19, which is a water detection means, has detected water at least once. In the first embodiment, the control unit 110 is, for example, a CPU and controls the operation of each function of the game device main body 10. In this embodiment, the control unit 110 operates according to the program and performs the functions of an appearance control unit 111, an acquisition processing unit 112, a picture book function provision unit 113, and a setting management unit 114.

[0038] The appearance control unit 111 controls the appearance of object OB on the game screen displayed on the display 12. In this embodiment, the appearance control unit 111 makes object OB appear on the game screen after the water detection means 150 has detected water at least once.

[0039] The acquisition processing unit 112 executes game processing to acquire the appearing object OB based on the user's operation.

[0040] The encyclopedia function provider 113 displays acquired object OBs and information related to object OBs in an encyclopedia format. In this embodiment, when an object OB is acquired in the game, the encyclopedia function provider 113 automatically registers the object OB in the encyclopedia.

[0041] The settings management unit 114 sets and manages the play time and other factors that allow players to play the game in which they acquire object OB, based on the settings input by the user.

[0042] The memory unit 120 is, for example, a non-volatile memory, and stores programs related to the operation of the game device body 10, various data used in the game, an encyclopedia database, and so on.

[0043] The display unit 130 in this embodiment is a screen on which game images and the like are displayed, and specifically it is a display 12.

[0044] The input unit 140 of this embodiment is an input device that receives user input, and specifically consists of operation buttons (GET button 13, up button 14, down button 15, and OK button 16).

[0045] The water detection means 150 in this embodiment is a sensor that detects at least the presence or absence of water, and is specifically a water sensor 19. The water detection means 150 is provided on the game device body 10 and outputs the detection result to the control unit 110. knowledge The means 150 is not limited to the water sensor 19 described above, and may be, for example, a sensor that detects water pressure or water temperature, or a combination of multiple sensors may be provided.

[0046] <Operation of the game console itself> Next, with reference to Figure 4, an example of the operation of the game device body 10 in the first embodiment will be described. This example shows the flow when a child plays in the bath. The child will hold the game device body 10 in their hand and play the game while submerged in the bathtub. In the first embodiment, the object OB is an aquatic organism, and the game is provided in which the child can capture the aquatic organism by pressing the GET button 13 when the aquatic organism appears.

[0047] (Step S101) The power of the game device 10 is turned on by a predetermined operation. In this embodiment, the power is turned on by pressing and holding the GET button 13.

[0048] (Step S102) When the power to the game device main unit 10 is turned on, in this embodiment, a warning screen is displayed on the display 12. The warning screen may display, for example, "Caution when playing".

[0049] (Step S103) In this embodiment, after the warning screen is displayed for a predetermined time, the system automatically transitions to the title screen (see Figure 1) which includes the game title.

[0050] (Step S104) In this embodiment, after the title screen is displayed for a predetermined time, the system automatically transitions to the normal screen sc1 shown in Figure 6. Note that the game device body 10 shown in Figure 6 has a different shape from the game device body 10 shown in Figure 1, but its basic structure is the same, and the same reference numerals are used for common parts.

[0051] In the example shown in Figure 6, the normal screen sc1 displays a virtual space resembling an aquarium. This example's normal screen sc1 includes battery level information for battery B inf1-1, function information for the OK button 16 on the normal screen sc1 inf1-2, and function information for the GET button 13 on the normal screen sc1 inf1-3. The battery level information for battery B inf1-1 is not limited to the normal screen sc1 and may also be displayed on other screens.

[0052] Furthermore, the normal screen sc1 may display a visual representation of captured object OBs swimming in the tank. In this case, captured object OBs and object OBs that are scheduled to appear in the future may be displayed together.

[0053] (Step S105) When the GET button 13 is pressed on the normal screen sc1, the player transitions to the play start screen sc2 shown in Figure 7. In this example, the play start screen sc2 displays a background image that simulates an underwater environment such as the sea or a river. If the display 12 is a transparent liquid crystal screen, the configuration may display the water in the bathtub without a background image.

[0054] The play start screen sc2 includes operation instruction information inf2 that instructs the user on what to do. In this example, operation instruction information inf2 includes the text "Get in the bath and press the button" and an arrow pointing to the GET button 13. When the user, a child, immerses at least the back of the game device body 10 in water (hot water) such as a bathtub, according to the operation instruction information inf2, the water sensor 19 detects the water (hot water). The water detection signal from the water sensor 19 is transmitted to the control unit 110, and when the GET button 13 is pressed down, the process proceeds to step S106.

[0055] Note that the operation instruction information inf2 is not limited to this format. For example, the text "Put it in the bath" may be displayed first, and then the text "Press the button" and an arrow may be displayed after the water sensor 19 detects water.

[0056] (Step S106) When the control unit 110 receives a water detection signal and an input signal from the GET button 13, it transitions to the game start screen sc3 (see Figure 8(a)) and the game starts. The game start screen sc3 includes play time information inf3-1, which displays the remaining play time set in advance by the child's guardian, and text information inf3-2, which indicates that the game has started. In this example, the play time is 10 minutes. The setting of the play time will be described in detail later.

[0057] (Step S107) When the game starts, a waiting screen sc4 (see Figure 8(b)) is displayed. The waiting screen sc4 includes play time information inf4. In this embodiment, the waiting screen sc4 displays the same underwater background image as the play start screen sc2.

[0058] (Step S108) In this embodiment, after a predetermined time has elapsed, object OB appears on the waiting screen sc4, and the creature appearance screen (see Figure 8(c)) is displayed. In this example, object OB is displayed in the form of a fish silhouette. The shape of the fish silhouette may be a silhouette corresponding to the appearing object OB, or it may be an abstract shape whose type of creature is unknown until it is acquired.

[0059] The creature appearance screen sc5 also displays play time information inf5, and the play time is counting down. The creature appearance screen sc5 may also display text instructing the player to press the GET button 13. Additionally, the system may be configured to activate vibration when the creature appearance screen sc5 is displayed.

[0060] (Step S109) When the user presses the GET button 13 while the creature appearance screen sc5 is displayed, the acquisition screen sc6 (see Figure 8(d)) is displayed, and the acquisition processing unit 112 performs the acquisition process of object OB. The acquisition screen sc6 includes an image of object OB and text information inf6 indicating that it has been acquired. The device may also be configured to vibrate when the acquisition screen sc6 is displayed. In this embodiment, the encyclopedia function providing unit 113 registers the acquired object OB in the encyclopedia database at this time.

[0061] In this embodiment, steps S107 to S109 are repeated until the set play time has elapsed.

[0062] Here, with reference to Figure 9, an example of the repeating pattern of steps S107 to S109 of the embodiment will be described. In this embodiment, the set play time is divided into multiple unit time intervals. In this example, the time from the appearance of one fish shadow to the appearance of the next fish shadow is constant, and the setting is such that one object OB can be acquired in each unit time interval. One unit time interval (20 seconds in the example of Figure 9) includes the fish shadow appearance time when the object OB appears in the form of a fish shadow, the animation time from when the GET button 13 is pressed until capture, and the waiting time until the next fish shadow appears, each of which is of a predetermined length.

[0063] In this embodiment, the appearance control unit 111 controls the timing of the appearance of fish shadows (object OB). The appearance control unit 111 may make the first fish shadow appear after a predetermined amount of time has elapsed since the start of the game, or it may make it appear immediately after the start of the game. In this example, the appearance time of the fish shadow is 5 seconds, but it is not limited to this. In this example, the rarity of the creatures (aquatic organisms such as fish) that are object OBs is set to multiple levels, and the appearance control unit 111 determines which fish species to make appear by lottery at the start of one unit of time.

[0064] If the GET button 13 is pressed during the fish shadow appearance time, the game transitions to an animation sequence. During the animation sequence, an animation image is displayed, such as the fish shadow escaping. In this embodiment, the length of the animation sequence varies depending on the rarity of the creature. For example, creatures with low rarity have a shorter animation sequence, while creatures with high rarity have a longer animation sequence. This allows for the depiction of the difficulty in catching rare creatures. If the GET button 13 is not pressed during the fish shadow appearance time, the game returns to a waiting screen, and the next fish shadow appears after one unit of time has elapsed.

[0065] Once the predetermined animation time is over, the acquisition processing unit 112 performs game processing to acquire the creature. In this example, pressing the GET button 13 is set to guarantee the capture of an aquatic creature. However, this is not limited to this; for example, the probability of capture may be set to differ depending on the rarity of the creature. When the animation time is over, the acquisition screen sc6 is displayed. In this embodiment, the acquired creature is automatically registered in the encyclopedia database.

[0066] After the acquisition screen sc6 is displayed, the system transitions to the waiting screen sc4, and a waiting period begins. As shown in Figure 9, the sum of the fish shadow appearance time, the animation time, and the waiting time equals a fixed unit of time; therefore, the length of the waiting time varies depending on the length of the animation time. In this embodiment, the behavior for each unit of time is repeated until the play time set by the user, such as a guardian, is reached.

[0067] This embodiment provides a game device that allows children to enjoy bath time while playing simple and engaging games. Furthermore, in this embodiment, the game ends after a set play time, allowing children to continue playing outside the bath using features such as the picture book function (details described later), thus expanding the range of play. Additionally, utilizing the picture book function can contribute to children's learning.

[0068] Furthermore, it is preferable that the game device 10 be configured to allow the game to be interrupted during gameplay. In this embodiment, by pressing and holding the select button 16 during gameplay, the player can transition to a game interruption screen (not shown) and temporarily pause the game. The play time count also pauses during the pause.

[0069] (Step S110) Return to the explanation of the game flow in Figure 4. When the set play time has elapsed, the game ends automatically, and the game ends, with the game ending. The game ending screen sc7 includes play time information inf7-1, which indicates that the count has reached zero, and text information inf7-2, which indicates that the game has ended. In this embodiment, the vibration is activated when the game ending screen sc7 is displayed. If the display 12 is a transparent liquid crystal screen, the transparent display may end and a backlight such as an LED may be turned on when the game ending screen sc7 is displayed.

[0070] (Step S111) After the game end screen sc7 is displayed for a predetermined time, the system automatically transitions to the results screen sc8 (see Figure 10(b)). The results screen sc8 includes acquisition details information inf8-1, which lists the names and quantities of objects OB acquired in the game, and total acquisition information inf8-2.

[0071] (Step S112) After confirming the display of the results screen sc8, press the GET button 13 to display the creature introduction screen sc9 (see Figure 10(c)). The creature introduction screen sc9 contains an image of object OB and information about object OB inf9. Information about object OB inf9 includes, for example, the name, ecology, and characteristics of the aquatic organism.

[0072] In this embodiment, if multiple objects OB are acquired, pressing the GET button 13 on the creature introduction screen sc9 displays the creature introduction screen sc9 for the next object OB (see Figure 10(d)). Once all types of creature introduction screens sc9 for the acquired objects OB have been displayed, pressing the GET button 13 returns to the normal screen sc1.

[0073] Next, the picture book function in the first embodiment will be described.

[0074] (Step S120) As shown in Figures 4 and 5, when the OK button 16 is pressed while the normal screen sc1 is displayed, the user transitions to the menu screen sc10 (see Figure 11(a)). The menu screen sc10 contains option information inf10, which allows the user to select one of the following: Encyclopedia (encyclopedia function), Back (transition to previous screen), End (transition to exit screen), or Settings (transition to settings screen).

[0075] (Step S130) When you select "Picture Book" using the up button 14 or down button 15 on the menu screen sc10 and press the OK button 16, you will be taken to the Picture Book screen sc11 (see Figure 11(b)) as shown in Figure 5. The Picture Book screen sc11 contains information inf11-1 showing the name and code of the object OB registered in the Picture Book, and information inf11-2 about the function of the GET button 13 on the Picture Book screen sc11. In this example, the names of unregistered object OBs are hidden with "???".

[0076] (Step S131) ​​When the user selects the name of an object OB that has been registered in the encyclopedia on the encyclopedia screen sc11 and presses the OK button 16, the user is taken to the creature introduction screen sc12 (see Figure 11(c)). The creature introduction screen sc12 in the encyclopedia function includes an image of the object OB that has been registered in the encyclopedia and information about the object OB inf12. The information about the object OB inf12 includes, for example, a code which is the registration number in the encyclopedia, and information such as the name, ecology, and characteristics of the aquatic organism.

[0077] When the creature introduction screen sc12 is displayed, pressing the up button 14 or down button 15 will transition to the creature introduction screen sc12 for a different code. If the object OB associated with the code is not registered, the creature introduction screen sc12 (see Figure 11(d)) will be displayed with information about the object OB, such as inf12, obscured by "?".

[0078] When the creature introduction screen sc12 is displayed, pressing the OK button 16 will return you to the encyclopedia screen sc11, and pressing the GET button 13 will return you to the menu screen sc10.

[0079] Thus, with the game device 10 of the first embodiment, children can play a game in which they acquire creatures while bathing, making it fun and less likely for them to get bored. In addition, they can learn the names and shapes of living things through acquiring objects OB, and they can also become familiar with the concept of time, numbers, hiragana, etc. from the displayed information.

[0080] Furthermore, if the game device 10 is equipped with an encyclopedia function, after playing a game to acquire creatures in the bath, users can use the encyclopedia function to continue learning about the acquired creatures in places other than the bath. In addition to the encyclopedia function, the game device 10 may also be equipped with a game function for raising the acquired creatures.

[0081] Furthermore, Object OB is not limited to living things, but can be anything. Object OB may be, for example, minerals such as gemstones, or fictional characters. Also, the games that can be played on the game device 10 are not limited to games that acquire Object OB, but may be other games.

[0082] Furthermore, the game device 10 is small and simple in shape, making it easy to handle. In addition, since it is possible to continue playing with the game device 10 immediately after getting out of the bath, it is easy to get into the habit of taking the game device 10 out of the bathroom, which helps to prevent damage to the game device 10 caused by leaving it in the bathroom.

[0083] (Step S140) Next, the various settings will be explained. Selecting "Settings" on the menu screen sc10 (see Figure 11(a)) and pressing the OK button 16 will take you to the settings screen sc13 (see Figure 12(a)). The settings screen sc13 contains inf13, which is an option to select one of the following: time setting (time), vibration setting (vibration), brightness setting (brightness), or return to the previous screen (back).

[0084] (Steps S141a, S142a) Users such as parents or guardians of children can set the play time arbitrarily using the up button 14, down button 15, and confirm button 16 on the time setting screen sc14 (see Figure 12(b)). The play time can be set to, for example, the amount of time the child should be in the bathtub. The play time set on the time setting screen sc14 becomes the time during which the game to acquire object OB can be played, as described above. More specifically, the play time is the time counted from the game start screen sc3 (see Figure 8(a)) to the game end screen sc7 (see Figure 10(a)). After setting is complete and the confirm button 16 is pressed, the user returns to the normal screen sc1.

[0085] (Steps S141b, S142b) Users such as parents or guardians of children can arbitrarily set the vibration function to ON or OFF using the up button 14, down button 15, and select button 16 on the vibration setting screen sc15 (see Figure 12(c)). After setting is complete and the select button 16 is pressed, the user returns to the normal screen sc1.

[0086] (Steps S141c, S142c) Users such as parents or guardians of children can arbitrarily adjust the brightness of the display 12 using the up arrow button 14, down arrow button 15, and select button 16 on the brightness setting screen sc16 (see Figure 12(d)). After the setting is complete and the select button 16 is pressed, the screen returns to the normal screen sc1.

[0087] (Second embodiment) Next, a second embodiment will be described. The game device according to the second embodiment, as shown in Figure 13, includes a game device body 10 as the first device and an auxiliary device D having water detection means and capable of communicating with the game device body 10.

[0088] This embodiment is a modified version of the game device body 10 of the first embodiment, with the water detection means 150 separated. The game device body 10 of this embodiment does not include the water detection means 150, but includes a communication unit 160 that receives a water detection signal from the auxiliary device D. The other components of the game device body 10 are the same as those of the first embodiment, so their description is omitted.

[0089] The auxiliary device D of this embodiment is a small, waterproof device comprising a water detection means D11 and a communication unit D12. The water detection means D11 in this embodiment is a water sensor, but is not limited to this, and may include a temperature sensor or the like as the water detection means D11. The communication unit D12 transmits a detection signal to the game device main body 10 indicating that water has been detected.

[0090] In this embodiment, the auxiliary device D is immersed in water, and the game device body 10 receives a water detection signal from the auxiliary device D. The control unit 110 of the game device body 10 performs control to enable gameplay on the condition that it has received a water detection signal from the auxiliary device D at least once.

[0091] In this embodiment, the game can be played by immersing the auxiliary device D in water, without bringing the game device body 10 into contact with water. This makes it possible to play the object-capture game in places other than the bathroom, such as the living room, without getting the game device body 10 wet. According to this embodiment, parents can freely decide whether to let their children play the object-capture game only in the bath or play it outside the bath, according to their family's policy, thus improving convenience.

[0092] In addition, the game device main unit 10 and the auxiliary device D may be configured to have water detection means. In this case, the control unit 110 performs control to enable gameplay on the condition that either the water detection means 150 of the game device main unit 10 has detected water at least once, or a water detection signal from the auxiliary device D has been received at least once.

[0093] Next, a third embodiment will be described. As shown in Figure 14, the game device according to the third embodiment includes a game device main unit 10 as a first device (slave unit) and an information terminal device 20 as a second device (master unit), and the master unit and the slave unit are able to communicate with each other.

[0094] In the third embodiment, the picture book function and the play time setting function are provided in the information terminal device 20 (master unit) rather than the game device main unit 10 (slave unit). In the third embodiment, a game in which the slave unit is used to acquire objects OB is played in the bath, and the information of the acquired objects OB is sent to the master unit, and the picture book is viewed using the master unit. This makes it possible to play in the bath and learn after the bath continuously without having to take the wet slave unit outside the bath.

[0095] <Game console> The hardware configuration of the game device body 10 in the third embodiment is the same as that of the first embodiment, and the same reference numerals are used for common parts, and their description is omitted.

[0096] <Information terminal device> The information terminal device 20 of the third embodiment, as shown in Figure 14, comprises a substantially rectangular housing 21, a display 22 such as a liquid crystal display screen, a confirmation button 23, and selection buttons 24, 24. The information terminal device 20 incorporates a processor and storage medium, etc., which are not shown. The information terminal device 20 in this example is an information terminal device dedicated to the game device of the present invention, but is not limited thereto, and may be a commercially available personal computer, tablet terminal, smartphone, etc.

[0097] <Game device configuration> Referring to Figure 15, the functional configuration of the game device according to the third embodiment will be described. Note that parts similar to those in the first embodiment are denoted by the same reference numerals and their description is omitted.

[0098] (Handset functionality) The game device body 10 of the third embodiment includes a control unit 110, a storage unit 120, a display unit 130, an input unit 140, a water detection means 150, and a communication unit 160.

[0099] In the third embodiment, the control unit 110 of the game device body 10 functions as an appearance control unit 111 and an acquisition processing unit 112.

[0100] The storage unit 120 of the game device body 10 in the third embodiment stores programs related to the operation of the game device body 10, as well as various data used in the game of this embodiment. The storage unit 120 in this embodiment does not store an encyclopedia database.

[0101] The communication unit 160 enables communication with the master unit, which is the information terminal device 20. In this embodiment, the communication unit 160 functions as a transmitter capable of transmitting information about objects (OB) acquired in the game to an external source, and as a receiver capable of receiving information about the play time set in the master unit. In this embodiment, the communication unit 160 transmits information about objects (OB) acquired in the game to the master unit. The communication method of the communication unit 160 is preferably wireless, but it may also be wired.

[0102] (Functional configuration of the main unit) The information terminal device 20 of the third embodiment includes a control unit 210, a storage unit 220, a display unit 230, an input unit 240, and a communication unit 250.

[0103] The control unit 210 of the information terminal device 20 is, for example, a CPU, and controls the operation of each function of the information terminal device 20. In this embodiment, the control unit 210 operates according to a program, thereby performing the functions of an illustrated encyclopedia function provision unit 211 and a setting management unit 212.

[0104] The encyclopedia function providing unit 211 of the information terminal device 20 displays acquired objects OB and information related to those objects OB in an encyclopedia format. More specifically, the encyclopedia function providing unit 211 of this embodiment registers acquired objects OB transmitted from the slave device in the encyclopedia database of the storage unit 220, and displays information related to those objects OB in an encyclopedia format on the display 22 of the information terminal device 20 based on user operation.

[0105] The setting management unit 114 of the information terminal device 20 sets and manages the play time and other settings that can be used to play the game in which the object OB is acquired on the slave device, based on the setting input by the user. In this embodiment, the setting information such as the play time set on the master device is transmitted to the slave device and reflected in the operation of the slave device.

[0106] The storage unit 220 of the information terminal device 20 is, for example, a non-volatile memory, and stores various data used in the game of this embodiment, an encyclopedia database, and so on.

[0107] The display unit 230 of the information terminal device 20 is a screen on which picture books and the like are displayed, and specifically it is a display 22.

[0108] The input section 240 of the information terminal device 20 is an input device that receives user input, and specifically consists of operation buttons (confirm button 23, select buttons 24, 24). If the information terminal device 20 is a personal computer, tablet terminal, smartphone, etc., the input section 240 consists of, for example, a touch panel, buttons, keyboard, mouse, etc. that receive user input.

[0109] The communication unit 250 of the information terminal device 20 enables communication with the game device main unit 10, which is a slave device. In this embodiment, the communication unit 250 functions as a receiving unit that receives information on objects OB acquired in the game from the game device main unit 10, which is a slave device, and as a transmitting unit that transmits information on the play time set in the master device to the slave device. The communication method of the communication unit 160 is preferably wireless, but it may also be wired.

[0110] <Game device operation> Next, an example of the operation of the game device in the third embodiment will be described. First, with reference to Figure 16, the operation flow of the master unit, the information terminal device 20, will be explained.

[0111] (Steps S201-S204) From the startup of the master unit to the display of the normal screen, the flow is the same as that of the game device main unit 10 in the first embodiment. The normal screen of the master unit in this embodiment includes an image of acquired creatures swimming in a virtual space resembling an aquarium.

[0112] (Step S205) When transitioning from the normal screen (not shown) to the menu screen (not shown), you can select one of the following menus: "Settings," "Communication," or "Encyclopedia."

[0113] (Step S210) Selecting "Settings" on the menu screen in Step S205 will take you to a settings screen where you can set the play time, vibration, and the brightness of the sub-unit's screen. The settings screen in this embodiment is the same as the settings screens shown in Figure 12 in the first embodiment, so the flow of each setting will not be explained.

[0114] (Step S220) Selecting "Communication" on the menu screen in Step S205 will take you to the communication screen (not shown). On the communication screen, you can select either the "Encyclopedia Registration (Receive)" or "Settings Send" menu.

[0115] (Step S230) If you select "Register in the encyclopedia" on the communication screen in Step S220, you will be taken to the encyclopedia registration screen (not shown).

[0116] (Step S231) When "Receive Standby" is selected on the encyclopedia registration screen, the master unit enters a receive standby state, ready to receive communications from the slave unit. After gameplay, the slave unit sends information about the acquired object OB to the master unit in the receive standby state. Instructions for operating the slave unit will be described later.

[0117] (Step S232) Once the reception of information on acquired object OB is complete, the encyclopedia function provider unit 211 registers the information on object OB in the encyclopedia database. The screen display returns to the normal screen.

[0118] (Step S240) If you select "Send Settings" on the communication screen in Step S220, you will be taken to the settings transmission screen (not shown). The settings transmission screen may allow you to select which of the following settings to send: play time, vibration, or brightness, or it may be configured to send all the current setting information at once.

[0119] (Step S241) When you select "Send Settings" on the settings transmission screen and press the OK button 23, the settings information set on the master unit is sent to the slave unit.

[0120] (Step S242) Once the transmission is complete, the screen will return to the normal screen.

[0121] (Steps S250-S251) When "Picture Book" is selected on the menu screen in step S205, the user transitions to the picture book screen where the picture book can be viewed. The picture book screen and the creature introduction screen may be the same as the screens shown in Figure 11 in the first embodiment, or they may be screens that contain more information than these screens. In this embodiment, when the user finishes viewing the creature introduction screen in step S251, the user can transition to the picture book screen, and from the picture book screen, the user can return to the normal screen.

[0122] Next, with reference to Figure 17, the operation flow of the game device main unit 10, which is a slave unit in the third embodiment, will be described.

[0123] (Steps S301-S311) The flow from starting the game device 10, playing a game to acquire object OB, to the display of the results screen sc8 (see Figure 10(b)) is the same as in the first embodiment.

[0124] (Step S312) In this embodiment, when the GET button 13 is pressed while the results screen sc8 is displayed, a creature transmission screen (not shown) is displayed. When the GET button 13 is pressed while the creature transmission screen is displayed, information about the creature acquired in the game is sent to the master unit. As described above, the encyclopedia function provision unit 211 of the master unit, upon receiving the information about the acquired creature, registers the information about the creature in the encyclopedia database of the master unit's storage unit 220.

[0125] (Step S313) Once the transmission of the acquired creature information is complete, pressing the GET button 13 will transition to the normal screen sc1 (see Figure 6).

[0126] (Step S320) When receiving information such as play time set on the master unit, press the OK button 16 while the normal screen sc1 (see Figure 6) is displayed to transition to the menu screen (not shown).

[0127] (Step S321) In the menu screen of this embodiment, it is possible to select whether or not to receive setting information.

[0128] (Step S322) When the slave unit is in a receiving standby state after selecting to receive setting information, it can receive setting information such as play time when setting information is sent from the master unit.

[0129] (Step S323) Once the reception of the configuration information is complete, the settings such as play time will be reflected on the sub-unit. The screen display will return to the normal screen.

[0130] As described above, in the third embodiment, since the encyclopedia function and various setting functions are provided on the master unit, the effect of saving the storage capacity of the slave unit and suppressing the load on memory, etc. can be obtained. Furthermore, in the game device of this embodiment, games other than the object acquisition game can be played on the master unit such as a tablet terminal, so it is possible to easily provide various additional content from the server of the company providing the game to the master unit, such as mini-games and breeding games related to the acquired object OB, as well as versions of aquarium images and additions of object OB types.

[0131] (Fourth embodiment) Next, a fourth embodiment will be described. In the fourth embodiment, the game device uses the game device body 1 of the first embodiment as a slave unit, which is equipped with a communication function with the master unit, and the information terminal device 20 of the third embodiment as the master unit.

[0132] As shown in Figure 18, the game device body 10 of the fourth embodiment further includes a communication unit 160 in addition to the configuration of the first embodiment. The communication unit 160 of this embodiment enables communication with the master unit, which is the information terminal device 20, similar to the second embodiment.

[0133] In the fourth embodiment, information on Object OBs acquired in the game is automatically registered in the encyclopedia on the child unit, allowing the child unit to view the encyclopedia. The information on Object OBs can also be transmitted to the parent unit, allowing the parent unit to use the encyclopedia function. Furthermore, various settings such as play time can be configured on the child unit, and the settings of the child unit can also be changed from the parent unit.

[0134] As a result, in the fourth embodiment, parents can perform setting operations from both inside and outside the bath, and children can use the picture book function even while in the bath, further improving user convenience.

[0135] (Fifth embodiment) Next, a fifth embodiment will be described. As shown in Figure 19, the game device according to the fifth embodiment includes a game device main unit 10 as a first device (slave unit), an auxiliary device D, and an information terminal device 20 as a second device (master unit).

[0136] In the fifth embodiment, the water detection means is provided in the auxiliary device D instead of the game device main unit 10. Also, the encyclopedia function and the play time setting function are provided in the information terminal device 20 (master unit) instead of the game device main unit 10 (slave unit).

[0137] The communication unit 160 of the game device body 10 in this embodiment receives a water detection signal from the auxiliary device D and also communicates with the master unit, which is the information terminal device 20.

[0138] The auxiliary device D in this embodiment is the same as the auxiliary device in the second embodiment.

[0139] The information terminal device 20 in this embodiment is the same as the information terminal device 20 in the third embodiment.

[0140] In this embodiment, similar to the second embodiment, the auxiliary device D is immersed in water, and the game device body 10 receives a water detection signal from the auxiliary device D. The control unit 110 of the game device body 10 performs control to enable gameplay on the condition that it has received a water detection signal from the auxiliary device D at least once.

[0141] In addition, the game device main unit 10 and the auxiliary device D may be configured to have water detection means. In this case, the control unit 110 performs control to enable gameplay on the condition that either the water detection means 150 of the game device main unit 10 has detected water at least once, or a water detection signal from the auxiliary device D has been received at least once.

[0142] In this embodiment, the process after the end of the game in which the object OB is acquired is the same as in the third embodiment.

[0143] According to this embodiment, it is possible to play the object acquisition game in places other than the bathroom, and the encyclopedia function can be used in places other than the bathroom using the main unit, thereby further improving user convenience.

[0144] (Sixth embodiment) Next, a sixth embodiment will be described. As shown in Figure 20, the game device according to the sixth embodiment includes a game device main body 10 as a first device (slave unit), an auxiliary device D means, and an information terminal device 20 as a second device (master unit).

[0145] The sixth embodiment adds an encyclopedia function and a setting function to the game device body 10 of the fifth embodiment. This makes it possible to play the object acquisition game in places other than the bathroom, and since the encyclopedia function can be used on both the slave unit and the master unit, user convenience can be further improved.

[0146] Although the present invention has been described above with reference to the embodiments, the present invention is not limited to the above embodiments and can be made into various forms. For example, the housing 21 of the master unit information terminal device 20 may have a waterproof structure and can be used even in the bath. [Explanation of Symbols]

[0147] 10 Game unit 11 Waterproof Housing 12 displays 13 GET button 14 Upward button 15 Down arrow button 16. Select button 17 circuit boards 18 Intermediate Base 19 Water Sensor 110 Control Unit 111 Appearance Control Unit 112 Acquisition Processing Unit 113 Illustrated Encyclopedia Function Provisioning Department 114 Settings Management Department 120 Storage section 130 Display section 140 Input section 150 Water detection means 160 Communications Department OB object D Auxiliary equipment D11 Water detection means D12 Communications Department 20 Information terminal devices 21 cabinets 22 displays 23 Confirm button 24 Select button 210 Control Unit 211 Illustrated Encyclopedia Function Provisioning Department 212 Settings Management Department 220 Storage section 230 Display section 240 Input section 250 Communications Department

Claims

1. A game device comprising a waterproof housing, a display unit that shows a game screen, a water detection means, and a control unit that enables the game to be played on the condition that the water detection means has detected water at least once, wherein the user immerses at least a part of the device in water at least once during use.

2. A first device comprising a waterproof housing, a display unit for displaying a game screen, and a control unit, The device includes a water detection means and an auxiliary device capable of communicating with the first device, The water detection means is capable of detecting that at least a part of the auxiliary device is immersed in water. The control unit is a game device that enables the game to be played on the condition that it has received a water detection signal from the auxiliary device at least once.

3. The control unit, After the water detection means detects water at least once, an appearance control unit causes an object to appear on the game screen, The game device according to claim 1 or 2, further comprising: an acquisition processing unit that executes a game process for acquiring the object based on user operations.

4. The control unit, The game device according to claim 3, further comprising a picture book function providing unit that displays acquired objects and information related to those objects in a picture book format.

5. The aforementioned object is an aquatic organism, The game device according to claim 4, wherein the information relating to the object includes the name and ecology or characteristics of the aquatic organism.

6. The game device according to claim 3, wherein the control unit comprises a setting management unit that sets the play time for which the game in which the object is acquired can be played.

7. The game device according to claim 3, further comprising a transmission unit capable of transmitting information about the acquired object to an external source.

8. A first device comprising a waterproof housing, a display unit that shows a game screen, a water detection means, a control unit that enables the game to be played on the condition that the water detection means detects water at least once, and a communication unit that can transmit information about objects acquired in the game to an external source, wherein the user immerses at least a portion of the device in water at least once during use. The system comprises a second device that can communicate with the first device, The second device is a game device that includes an encyclopedia function providing unit that displays the object and information about the object received from the first device in an encyclopedia format.

9. The game device according to claim 8, wherein the second device includes a setting management unit that sets the play time for which the game of acquiring the object can be played in the first device.

10. A first device comprising a waterproof housing, a display unit for displaying a game screen, and a control unit, The device includes a water detection means and an auxiliary device capable of communicating with the first device, The water detection means is capable of detecting that at least a part of the auxiliary device is immersed in water. The control unit performs control to enable the game to be played on the condition that it has received a water detection signal from the auxiliary device at least once, The system further comprises a second device capable of communicating with the first device, The second device is a game device that includes an encyclopedia function providing unit that displays, in an encyclopedia format, objects acquired in the game and information about said objects, which are received from the first device.

11. The game device according to claim 10, wherein the second device includes a setting management unit that sets the play time for which the game of acquiring the object can be played in the first device.

Citation Information

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