Program and Information Processing Device

The program and information processing device address the challenge of updating character parameters in life log games by determining and acting on user actions, ensuring desired character interaction and event triggering despite life log biases.

JP7871483B1Active Publication Date: 2026-06-08COLOPL

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
COLOPL
Filing Date
2025-11-27
Publication Date
2026-06-08

Smart Images

  • Figure 0007871483000001_ABST
    Figure 0007871483000001_ABST
Patent Text Reader

Abstract

Even if there is a bias in the user's life log behavior, the parameters of the desired character will be updated. [Solution] The program causes the computer to function as a storage means 50 that stores a lifelog action associated with each of several types of characters, an acquisition means 52 that acquires multiple lifelog actions by the user, a determination means 56 that makes a first determination as to whether a first lifelog action included in the acquired multiple lifelog actions satisfies a first predetermined condition, an update means 58 that updates the parameters of the first character associated with the first lifelog action if the first determination is affirmative, and an execution means 60 that executes an event related to the first character according to the updated parameters of the first character, and the update means 58 updates the parameters of the first character regardless of the result of the first determination, based on the fact that the user has acquired a predetermined right.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a program and an information processing apparatus.

Background Art

[0002] As a conventional technique, there is a game that uses a bond parameter indicating the degree of attachment of a user (player) to a character. is known.

[0003] For example, Patent Document 1 discloses a technique that enables a player to play a special quest (bond quest) when the bond parameter of a character exceeds a predetermined value. is disclosed.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] As such a game using a bond parameter, for example, a life log game in which a character whose bond parameter is updated (for example, increased) is pre-associated for each user's life log behavior ( for example, sleep, exercise, reading, music appreciation, shopping, meals, etc.) can be considered. However, in such a life log game, there is a problem that it is difficult for a user with a bias in life log behavior to update the parameters of a desired character. is. The present invention has been made in view of such problems, and an object thereof is to update the parameters of a desired character even when there is a bias in the user's life

[0006] log behavior. log behavior. The objective is to provide a program and information processing device capable of doing so. [Means for solving the problem]

[0007] To solve the above problems, the program according to the present invention allows the user to perform multiple life steps A program that executes a game in response to user actions, and which uses a computer to execute multiple types of commands. A storage means that associates and stores any lifelog behavior for each rack, by the user means for acquiring multiple life log actions, and the acquired multiple life log actions include A determination means for first determining whether a first lifelog behavior satisfies a first predetermined condition, If the first determination is affirmed, the first lifelog behavior associated with the first lifelog behavior is means for updating the parameters of a character, the updated parameters of the first character It functions as an execution means that executes an event related to the first character in accordance with the data. The update means, based on the fact that the user has acquired a predetermined right, Regardless of the result of the judgment, the parameters of the first character are updated. [Effects of the Invention]

[0008] According to the present invention, even if there is a bias in the user's life log behavior, the desired character can be obtained. The parameters of the kuta can be updated. [Brief explanation of the drawing]

[0009] [Figure 1] This figure shows an example of the system configuration of the information processing system according to this embodiment. [Figure 2] This figure shows an example of the hardware configuration of a server device. [Figure 3] This figure shows an example of the hardware configuration of a terminal device. [Figure 4] It is a diagram showing an example of functional means of an information processing system. [Figure 5] It is a flowchart showing an example of processing performed by the functional means according to the present embodiment. [Figure 6] It is a diagram showing an example of an update result screen in the present embodiment. [Figure 7] It is a diagram showing an example of an event screen in the present embodiment.

Embodiment for Carrying out the Invention

[0010] Hereinafter, an information processing system 1 according to an embodiment of the present invention (hereinafter referred to as "the present embodiment") will be described based on the accompanying drawings. Note that the content described in the present embodiment does not unduly limit the content described within the scope of the claims. Also, the same constituent elements and the like described in the present embodiment will be denoted by the same reference numerals, and redundant descriptions will be omitted.

[0011] [System Configuration] FIG. 1 is a diagram showing an example of the system configuration of the information processing system 1 according to the present embodiment.

[0012] As shown in FIG. 1, the information processing system 1 according to the present embodiment is configured such that the server device 10 and one or a plurality of terminal devices 12 can communicate (be connected) via a communication network N.

[0013] The server device 10 is an information processing device that communicates (transmits and receives) various data related to a game with the terminal device 12. The server device 10 according to the present embodiment is configured by, for example, a dedicated or general-purpose computer. Note that the server device 10 may be configured by one or a plurality of information processing devices.

[0014] Terminal device 12 is an information processing device that provides games to each user. Terminal device 12 has, for example, an application for running a game installed. It is a smartphone. The terminal device 12 can also be a tablet, a smartwatch, or an A Augmented Reality (R) glasses, head-mounted displays, home Game consoles, personal computers, arcade game machines, mobile phones You can talk about it. Furthermore, it is preferable that the terminal device 12 according to this embodiment is portable by the user. It's nice.

[0015] Information processing system 1 and information processing device (server device 10 and terminal device 12) according to this embodiment For example, for each of multiple users, the user includes multiple types of behaviors (health behaviors). The game is run based on The's life log.

[0016] [Hardware configuration] Figure 2 shows an example of the hardware configuration of server device 10.

[0017] As shown in Figure 2, the server device 10 consists of a control device 20, a communication device 26, and a storage device 2 The control device 20 comprises a processor 22 and a memory 24. Figure 2 merely shows the main hardware configuration of the server device 10, The device 10 may have other configurations.

[0018] The processor 22 executes various programs stored in the memory 24 or storage device 28. Processor 22 is, for example, a CPU (Central Processing Unit). Units, GPUs (Graphics Processing Units), MPUs (Micro Processing Unit), FPGA (Field Progr. ammable Gate Array), NPU(Neural Processin g Unit), DSP (Digital Signal Processor), etc. It will be accomplished.

[0019] Memory 24 temporarily holds various programs and data. This program is, for example... Then, it is read from the storage device 28. Memory 24 is, for example, RAM (Random A It consists of access memory and other volatile memory.

[0020] The communication device 26 has the function of communicating with other communication devices (for example, terminal device 12). Device 26, for example, connects to a communication network N via a wired connection and communicates with other devices. 26 is composed of, for example, a communication interface. The communication device 26 is, for example, a terminal. Various types of information are communicated (sent and received) with device 12.

[0021] The storage device 28 stores various programs, data, processing results, etc. The storage device 28 stores, For example, ROM (Read Only Memory), hard disk drives, flats It consists of a memory card (memory stick), etc. Note that the storage device 28 is a memory card (memory stick). It may be configured to be detachable using various disks or the like.

[0022] Figure 3 shows an example of the hardware configuration of terminal device 12.

[0023] As shown in Figure 3, the terminal device 12 consists of a control unit 30, a touch panel 32, and a camera 34. And, the communication unit 36, the memory unit 38, the microphone 40, the speaker 42, the detection sensor 44, It includes a positioning unit 46. The hardware configuration of the terminal device 12 is the same as that of the server device 10. It can have a configuration similar to that of the hardware configuration.

[0024] The control unit 30 is composed of a processor (CPU, etc.), memory, etc. The control unit 30 controls Each hardware configuration of the terminal device 12 other than unit 30 is connected to these connections It has functions to control the destination devices and to receive various signals from these destination devices.

[0025] The touch panel 32 comprises a touch sensor and a display. The control unit 30 is, for example, For example, at regular intervals, the user's input position to the touch sensor is displayed from the touch panel 32. The two-dimensional coordinates of the touched area are obtained, and based on the obtained one or more operation input positions... This allows us to identify the operation input method (for example, tap operation or slide operation). Oh, the control unit 30 also has a controller (directional pad and various buttons) in addition to the touch sensor, It may accept user input via a mouse, keyboard, touchpad, etc. The display shows various information related to the game.

[0026] Camera 34 takes still images and videos. Camera 34 can, for example, photograph the user. The front camera (located on the touch panel 32 side) and the camera that takes pictures of the surroundings (on the opposite side of the touch panel 32) It is equipped with an outward-facing camera (located at the rear). The captured still images and videos are stored, for example, in the memory unit 38. It will be remembered.

[0027] The communication unit 36 ​​communicates with other communication devices (for example, the server device 10 or other terminal devices 12). It has the function of [doing something]. The communication unit 36 ​​is composed of, for example, a communication interface, etc. 36, for example, wirelessly connects to a communication network N via an antenna and communicates with other communication devices. I believe.

[0028] The memory unit 38 stores various programs, including applications, and various data. This application can be installed, for example, via a communication network N. The programs listed are as follows. Note that the application is on the memory card (memory stab). It can also be a program read from a physical disc or various disks (ROMs).

[0029] Microphone 40 has a function for inputting sound. The control unit 30, for example, microphone 4 Microphone 0 can convert the acquired audio into an audio signal. Microphone 40 is an earphone. Alternatively, they may be built into headphones, bedside devices, etc., and these are wired or It connects wirelessly to terminal device 12.

[0030] Speaker 42 has a function for outputting sound. Speaker 42 is, for example, control Audio signals transmitted from unit 30 (for example, voices and sound effects related to games, music, and other voices) It converts speech signals (such as the utterance of a voice) into sound (sound wave vibrations) and outputs that sound. Even if the 42 is built into earphones, headphones, bedside devices, etc. These are typically connected to the terminal device 12 by wire or wireless connection.

[0031] The detection sensor 44 detects the movements and biometric information of the user possessing (carrying) the terminal device 12. It is equipped with a function for doing so. The detection sensor 44 is, for example, an acceleration sensor, an angular velocity sensor, a vibration sensor. It consists of motion sensors, heart rate sensors, temperature sensors, etc. The control unit 30, for example, every certain period of time The detection sensor 44 acquires user movements and biometric information (e.g., waveform data), and the acquisition Based on one or more pieces of information, the system tracks the user's sleep and exercise (e.g., steps taken, distance traveled, etc.). Various information related to this can be calculated. The detection sensor 44 is used in smartwatches and These may be built into smart rings, bedside devices, etc., and these may be wired or It connects wirelessly to terminal device 12.

[0032] The positioning unit 46 has a function for determining (identifying) the current location of the terminal device 12. Part 46, for example, receives GPS (Global Positioning System) signals. It consists of a signaling device, etc. The control unit 30 receives, for example, a GPS signal from the positioning unit 46 at regular intervals. For example, the terminal acquires latitude and longitude, and uses one or more GPS signals acquired to determine the terminal's location. The current position of device 12 can be determined. Note that the control unit 30 is not only the positioning unit 46, Based on various information acquired from the camera 34, communication unit 36, and detection sensor 44, the terminal equipment The current location of device 12 may be determined.

[0033] [overview] The game according to this embodiment progresses according to a life log that includes multiple types of actions. In this embodiment of the game, the user has multiple types of action histories (life Based on the log, you can play the game.

[0034] In the game according to this embodiment, points related to the user's life log (behavioral history) are used. Next, we will show the relationship between each action included in the life log and the corresponding character. Update (increase or decrease) the bond parameter. For example, a user can interact with a desired character. By performing the corresponding action, the bond parameter of the character will increase, You can trigger events in which characters appear.

[0035] [Life Log] A life log is a history (record) of various actions in a user's daily life. Examples of actions included in the log (hereinafter referred to as "life log actions") include sleep, Activities such as exercise, reading, listening to music, shopping, and eating are examples. Life logging behaviors are sometimes referred to as health behaviors related to the user's physical and mental health.

[0036] In the game according to this embodiment, for example, the terminal device 12 that the user possesses (carries), and The control unit 30 receives signals from each hardware component of the terminal device 12, and the user It automatically identifies (estimates) Za's life log (life log behavior).

[0037] [sleep] Elements of a sleep-related life log include, for example, bedtime, wake-up time, sleep duration, and sleep. Information such as the time until the moon and sleep type can be cited.

[0038] The bedtime is determined by, for example, the touch panel 32 (touch sensor) or the detection sensor 44 (accelerometer). The system detects signals from one or more of the following: sensors (vibration sensors, heart rate sensors), and microphones (40). It is determined (estimated). Specifically, the control unit 30 controls the touch panel 32 (touch sensor). The time when the operation input is completed, and the detection sensor 44 (accelerometer and vibration sensor) At the time when the motion (body movement) of the subject is no longer detected, detection sensor 44 (heart rate sensor) At the time when a decrease in the user's heart rate is detected, microphone 40 records the user's breathing and snoring. Based on the time of voice input, etc., the bedtime is identified (estimated).

[0039] The wake-up time is determined, for example, by the touch panel 32 (touch sensor) or the detection sensor 44 (accelerometer). The system detects signals from one or more of the following: sensors (vibration sensors, heart rate sensors), and microphones (40). It is determined (estimated). Specifically, the control unit 30 controls the touch panel 32 (touch sensor). The time when the operation input started and the detection sensor 44 (accelerometer and vibration sensor) When the movement of the body (the movement of getting up) is detected, the detection sensor 44 (heart rate sensor) Therefore, at the time when an increase in the user's heart rate is detected, the microphone 40 will record the user's speech. Based on the time entered, the wake-up time is determined (estimated).

[0040] Sleep duration is calculated, for example, from the time identified (estimated) as bedtime to the time identified as wake-up time. This is the time (interval) until a predetermined (estimated) time.

[0041] The time it takes to fall asleep is, for example, determined (estimated) as the bedtime, and then sleep onset detection is performed. This is the time until the specified time. The sleep onset detection time is, for example, determined by the detection sensor 44 (accelerometer or vibration sensor). It is identified (estimated) by signals from sensors (heart rate sensor, temperature sensor). Specifically The control unit 30 detects the user's movements using the detection sensor 44 (accelerometer or vibration sensor). The time when the frequency of detecting (turning over in sleep) decreases, or when detected by the detection sensor 44 (heart rate sensor) When a decrease in the user's heart rate is detected, the detection sensor 44 (temperature sensor) will tell the user The time of sleep onset is identified (estimated) based on the time when an increase in skin temperature is detected.

[0042] Sleep type is determined, for example, by signals from detection sensors 44 (accelerometer and vibration sensor). It is identified (estimated) as such. Specifically, the control unit 30 detects the sleep state using the detection sensor 44. If the user's number of movements (number of times they turn over in their sleep) exceeds a certain number, their sleep type will be classified as "light." If the number is less than a certain threshold, the sleep type is identified (estimated) as "deep". (To determine)

[0043] [motion] Examples of lifestyle log elements related to exercise include steps taken, walking distance, exercise time, and exercise. Factors such as intensity and calorie expenditure can be cited.

[0044] The number of steps is determined, for example, by signals from detection sensors 44 (accelerometers and vibration sensors). It is determined (estimated). Specifically, the control unit 30 detects the user's walking using the detection sensor 44. Based on the detected activity, the number of steps is determined (estimated).

[0045] The walking distance is determined (estimated) by, for example, the number of steps and / or the signal from the positioning unit 46. Specifically, the control unit 30 calculates the stride length based on the user's height in addition to the identified (estimated) number of steps. The walking distance is determined based on the value obtained by multiplying by the number of current locations determined by the positioning unit 46. (Estimate)

[0046] The exercise time is determined, for example, by signals from one or more of the detection sensors 44 and the positioning unit 46. It is identified (estimated) as such. Specifically, the control unit 30 detects the accelerometer 44 (for example, acceleration The time during which the user's walking is detected by sensors (such as vibration sensors), and the positioning unit 46 Based on the time when the current location determined by the system is at an exercise facility (such as a fitness gym), the system determines the time of exercise. Identify (estimate) the interval.

[0047] The exercise intensity is determined, for example, by signals from one or more of the detection sensors 44 and the positioning unit 46. It is identified (estimated) as such. Specifically, the control unit 30 detects the accelerometer 44 (for example, acceleration Walking speed (vibration per unit of time) is detected by sensors (vibration sensors, heart rate sensors) (Number), heart rate, and multiple current locations calculated from the positioning unit 46, which is positioned at regular intervals. The exercise intensity is determined (estimated) based on factors such as movement speed.

[0048] Calories burned are determined (estimated) by factors such as exercise intensity and the user's weight. Then, the control unit 30 multiplies the identified (estimated) exercise intensity by the user's weight, Determine (estimate) the calories burned. Note that the calories burned include the user's basal metabolic rate. That's fine, and you don't have to include it.

[0049] [reading] Elements of a reading-related life log include, for example, reading time and the amount of reading. .

[0050] Reading time includes, for example, the time it takes to start up an e-book application (e-book reader), and Either of the display times of the e-book application on the touch panel 32 (display) It is identified (estimated) by one or more of the following. Specifically, the control unit 30 is located in the terminal device 12. The time the e-book application was running, and the time e-books were displayed on the touch panel 32. The reading time is determined (estimated) based on factors such as the amount of time the application screen was displayed.

[0051] Reading volume is particularly measured by the number of pages displayed in an e-book application. It is determined (estimated). Specifically, the control unit 30 determines the e-book application in the terminal device 12. The amount of reading is determined (estimated) based on the number of pages displayed by the system.

[0052] [Music Appreciation] Elements of a life log related to music appreciation include, for example, the amount of time spent listening.

[0053] Viewing time is, for example, when using a music application (music streaming application or Either the startup time of the audio application or the music playback time on speaker 42. It is identified (estimated) by one or more of the following. Specifically, the control unit 30 is located in the terminal device 12. The time the music application was running and the time music was played (output) through speaker 42. Based on the time spent, etc., the viewing time is determined (estimated).

[0054] [shopping] Elements of a life log related to shopping include, for example, shopping time. Other factors include the purchase price.

[0055] Shopping time is, for example, EC (Electronic Commerce) app Application startup time and EC application on touch panel 32 (display) It is identified (estimated) by one or more of the following: the time spent viewing the e-commerce site on the screen. Specifically, the control unit 30 operates when the EC application is running on the terminal device 12. In between, the touch panel 32 displays the screen of an e-commerce application or e-commerce site. Based on the time of day, etc., the shopping time is identified (estimated).

[0056] The purchase amount is, for example, the purchase amount of goods on an e-commerce application or e-commerce site (payment amount). It is determined (estimated) based on the amount. Specifically, the control unit 30 determines the terminal device 12 Based on the amount (payment amount) that the user spends on products purchased through e-commerce applications or e-commerce sites, Determine (estimate) the purchase price.

[0057] [meal] Elements of a life log related to meals include, for example, the time of meal commencement, the content of the meal, and its nutritional value. These are some examples.

[0058] The start time of the meal is determined, for example, by a signal from one or more of the camera 34 or the positioning unit 46. It is identified (estimated) as follows. Specifically, the control unit 30 receives images of food and drink from the camera 34. The time when the image was taken (the time of shooting included in the image data), and the time of positioning determined by the positioning unit 46 Based on the time when the current location is within the restaurant's area, the start time of the meal is determined (estimated).

[0059] The contents of the meal are identified by one or more signals from either camera 34 or positioning unit 46 (prediction) Specifically, the control unit 30 controls the image of food and beverages captured by the camera 34. Image analysis) and the restaurant category (J Based on genre, etc., the contents of the diet are identified (estimated).

[0060] Nutritional value is determined (estimated) from, for example, the specified (estimated) dietary content. Examples include calorie intake, carbohydrate intake, protein intake, and fat intake. .

[0061] [character] Characters are beings that appear in the game and interact with the user. Each "Ta" is pre-associated with one of the life-logging behaviors, such as a unique personality or preference. A background story and other elements have been established.

[0062] [Bond Parameters] The bond parameter represents the degree of intimacy and trust between the user and each character (psychological) This parameter indicates distance. This bond parameter is managed individually for each character. .

[0063] In the game according to this embodiment, any of the user's life log activities (e.g., sleep) is acquired. Based on what was done, a specific character was assigned to correspond to that life-logging behavior (e.g., sleep). The bond parameter of Kuta (for example, character A) increases. Each character has, for example, High-quality life log behaviors have been assigned attributes (categories). For example, a person who likes exercise... Character B's bond parameter is determined by the acquisition of the user's exercise-related life log behavior. It will be updated based on this.

[0064] For example, when a character's bond parameter reaches a predetermined value, an event occurs for the user. This event can occur. For example, this event could involve a special conversation with the character in question, or the character in question The granting of items associated with the character, and the character's story. Examples include the release of [unclear / unclear].

[0065] [In-game currency] In the game according to this embodiment, the user can spend the in-game currency they have acquired. In this game, the in-game currency includes, for example, paid items, free items, and coins. It can be listed.

[0066] In-app purchases include, for example, cash, prepaid cards, electronic money, and credit cards. These are paid items granted to users based on payments made through [a specific method / platform].

[0067] Non-paid items are, for example, rewards for user actions within the game (e.g., logging in or watching video ads). These are free items awarded to users based on factors such as viewing content and completing missions.

[0068] [In-game shop] The game according to this embodiment includes an in-game shop. In this in-game shop, -za consumes costs (prices) to obtain various content available within the game (hereinafter, This is called "saleable content." You can purchase (acquire) it. This in-game shop is They are sometimes referred to as shops, sales outlets, or exchange centers.

[0069] For example, the user is instructed to select the shop menu from the game's main menu, etc. By doing so, you can transition to the in-game shop's sales screen. For example, it displays multiple items of sale that the user can purchase.

[0070] Examples of content for sale include material content used for character development, Characters, support items that assist in game progression, and items that change the appearance of characters, etc. Decorative items, special items for playing specific games (for example, lottery games) (lottery tickets) Examples include (and others).

[0071] As for material content, for example, to increase the level of characters and items Examples include enhancement materials used and evolution materials used to increase the level cap. It is possible.

[0072] Support items include, for example, boost items (boost passes) and gift items. Examples include items, point-boosting items, etc. In this embodiment, boost items are It is possible to temporarily increase (boost) elements and points related to life logging behavior. This is an increase right. Users who have acquired or activated a boost item can, for example, one or multiple Increase the number of lifelog behaviors (e.g., sleep) elements (e.g., sleep duration) more than usual (e.g. (For example, it can be increased by 2 hours.) Also, if you acquire or activate a boost item Users can increase points related to one or more life-logging activities (e.g., sleep). It is possible to do this (for example, by multiplying by 1.5). Gift items are, for example, character By giving (granting) it to Ta, you can directly increase the bond parameter with that character. It is an item that allows you to do that. Point-boosting items are, for example, specific life log activities This is an item that can increase your points.

[0073] As decorative items, for example, you can change the appearance of characters or user avatars. These are some of the items that can be set in the user's profile, etc. Icons and titles may be included.

[0074] One example of a cost (consideration) is in-game currency. Examples include paid items, non-paid items, and coins.

[0075] Coins can be earned by users, for example, as rewards for completing missions or by participating in specific lottery games. It is granted to.

[0076] In the in-game shop, the cost required to purchase each item is displayed. The types and quantities of in-game currency (T) are predetermined. For example, certain sales content is It can be purchased as either a free item or a paid item, but other sales content (for example) For example, a specified item pack may be available for purchase only with paid items.

[0077] In this embodiment, the in-game shop is special, separate from the regular shop that is always available. A limited-time shop where content is sold may appear (be opened). The shop may appear for a limited time only (for example, for one hour). Special content Examples include the various types of content mentioned above (material content, characters, items, etc.) Examples include [items], but special items cannot be obtained through regular shops or mission completion. It is different content. In this embodiment, special content sold at a limited shop For example, items can only be purchased with paid items.

[0078] [Lottery Game] The game according to this embodiment includes a lottery game. In this lottery game, the user's lottery The execution request (instruction) to execute the selected game will draw from the lottery target (group of lottery target content). The selected content is provided (allows the user to acquire) one or more items. This lottery game is It is sometimes referred to as gacha or summoning.

[0079] The content offered in the lottery game could include, for example, characters, decorative items, Examples include support items and material content.

[0080] The lottery game is executed, for example, based on the amount of in-game currency a user has spent. In addition, the lottery game uses special items (for example, lottery tickets) instead of in-game currency. It may be possible to execute this by consuming (t).

[0081] In the lottery game according to this embodiment, the cost required to execute each type of lottery game is calculated (game The type and quantity of in-game currency are predetermined. For example, in a certain lottery game, free items are used. It can be done by using or paying items, but another lottery game is paid It may be possible to perform this action by consuming only items.

[0082] Furthermore, in the lottery game according to this embodiment, the user, when executing the lottery game, once You spend a certain amount of cost (in-game currency or lottery tickets) to draw one lottery (one piece of content). A request to perform (providing) and multiple draws (consuming the cost for multiple times, e.g., 10 times) You can choose to perform a request that provides multiple pieces of content. When multiple draws are performed, the value of each draw is higher than when only one draw is performed. Costs may be reduced, or the provision of content of a specific rarity may be guaranteed (confirmed). You can do that too.

[0083] Furthermore, in the lottery game according to this embodiment, each content included in the lottery is provided with a discount. The probability of obtaining each item is set individually. In a lottery game, for example, items with high rarity ( The rarer the content, the lower the percentage of it that will be offered. For example, in a lottery game... By operating the distribution rate button on the execution screen, you can select each of the items included in the lottery. You can check the drop rates for each type and rarity.

[0084] In the lottery game according to this embodiment, a special lottery game is provided in addition to the regular lottery game that is always in place. A special lottery game may be introduced (or opened) in which Tents are included as a prize. The special lottery game may also be available for a limited time only (for example, for one hour). The content includes, for example, special content that cannot be obtained through normal lottery games. In this embodiment, the special lottery game is, for example, obtained by consuming paid items. It is feasible.

[0085] [community] The game according to this embodiment includes a community. In this community, for example, Users who have joined can collaborate with each other. This collaboration can be, for example, in games. Within the platform, users can interact with each other through chat and play games together (raid battles and mini-games). This includes multiplayer games where users can exchange owned content, and trading. nothing.

[0086] In this embodiment, separate from the regular community which is open to all users, there is a special community The community may be opened up. This special community may, for example, be open to those who are permitted to join. This is a community that only users can join. Note that participation in this special community requires... It may be necessary to consume in-game currency, such as reward items.

[0087] [chat] Chat is a way for users who belong to the same community to communicate with each other. This is a key feature. This chat allows you to have conversations using text, for example. Examples include online chat and voice chat, which allows users to communicate using their voices.

[0088] Text chat is displayed, for example, on the touch panel 32 (display). It is done via a text input field. Text chat can be used for things like exchanging information, chatting, etc. It is used for strategy meetings in multiplayer games. Note that stamps are used in text chat. (Character images and emojis may be used.)

[0089] Voice chat is conducted, for example, via microphone 40 and speaker 42. IsuChat allows users who belong to the same community to play multiplayer games together. It may be used inside.

[0090] [Multiplayer game] Multiplayer games allow multiple users in the community to play the game simultaneously. This is a feature that allows users to cooperate or compete against each other. It is a game. As a multiplayer game, for example, multiple players who participate in a community Raid battles where players cooperate to fight enemy characters (such as raid bosses), and other user-operated battles. PvP (Player versus Player) battles where warriors compete against each other, community Examples include dedicated missions (joint missions), etc.

[0091] [trade] A trade involves exchanging source content owned by one user with destination content owned by another user. This is a function that allows you to trade (exchange) content. In this trade, for example... In this case, one user loses the source content in exchange for acquiring the destination content. It is possible.

[0092] [mission] The game according to this embodiment presents the user with a mission that presents them with a predetermined task (condition). This includes, for example, the user achieving a given task (mission By achieving the goal, the user will receive a predetermined reward (e.g., a predetermined right). To make someone do it.

[0093] The missions are, for example, updated every first period (for example, every 24 hours). For example, daily missions, or second missions that are updated every second period (for example, every week) Includes (for example, weekly missions).

[0094] The first mission (for example, a daily mission) might involve tasks such as, "Get into the game." "Getting 'Gin'", "Taking more than 5000 steps a day", "Sleeping for more than 7 hours a day", "Spending 30 minutes or more listening to music per day," "Updating Character A's bond parameter," "Others" Perform an action (e.g., a greeting) on ​​a user, or purchase an item once in the in-game shop. Examples include "to enter" and so on.

[0095] The tasks for the second mission (for example, weekly missions) include, for example, "game "Log in for 3 consecutive days", "Total steps taken: 50,000 steps or more", "Total sleep time: 45 "More than 2 hours," "Total music listening time is 2 hours or more," "Character B's event is triggered" Examples include "to make" (to serve).

[0096] [Functional configuration] Figure 4 shows an example of the functional means of the information processing system 1.

[0097] As shown in Figure 4, the information processing system 1 has a functional configuration consisting of a storage means 50 and an acquisition means. It comprises means 52, calculation means 54, determination means 56, update means 58, and execution means 60. El.

[0098] The storage means 50 is implemented, for example, by a memory device 28 or a storage unit 38.

[0099] Furthermore, other functional means besides the storage means 50 include, for example, the control device 20 storing data in the storage device 28. The control unit 30 executes the program stored in the memory unit 38. This is achieved by executing a RAM. The program according to this embodiment is, for example, a multiple user For each of the users, a professional will run a game that responds to multiple life log activities. It is in grams.

[0100] The memory means 50 stores user information 50A and character information 50B.

[0101] User information 50A includes, for each user, the user's name, age, gender, height, weight, and login information. Information, life log information, owned content information, bond parameter information, rights information, response change information Includes reports, etc.

[0102] Name, age, gender, height, and weight are, for example, pre-registered by the user.

[0103] Login information includes the date and time the user last logged into the game (previous login date and time). In other words, the login information is used to access the game application according to this embodiment. This includes the date and time the program was launched.

[0104] Lifelog information includes the user's lifelog. Lifelog information is, for example, collected over a predetermined period. (For example, a daily) user life log including sleep, exercise, reading, listening to music, shopping This includes a life log related to eating and meals. The control unit 30, for example, automatically processes the user's life log. After dynamically identifying (estimating) the life log, the identified life log is registered (stored) in the life log information. ru.

[0105] Sleep-related life logs include, for example, bedtime, wake-up time, sleep duration, and time it takes to fall asleep. This includes intervals, sleep type, etc.

[0106] Life logs related to exercise include, for example, steps taken, walking distance, exercise time, exercise intensity, and calories burned. Including Rory, etc.

[0107] Reading-related life logs include, for example, reading time and the amount of reading.

[0108] A life log related to music appreciation includes, for example, the amount of time spent listening to music.

[0109] Shopping-related life logs include, for example, shopping time and purchase amount.

[0110] A life log related to meals includes, for example, the time meals begin, the content of the meals, and their nutritional value.

[0111] Owned content information includes, for example, the types and individual contents that a user owns (acquires). This includes numbers. This content includes various characters, items, coins, etc. It can be done.

[0112] Bond parameter information includes bond parameters for each character. Bond parameter information is, for example... When a user logs into the game, the time elapsed since their last login is calculated. It is updated based on life log activities up to that point.

[0113] Rights information includes the type of rights and their validity period. For example, a specified right may be granted to a user. This includes making payments with money, spending in-game currency (such as paid items), and making in-game missions. It can be obtained by achieving certain goals, etc. The validity period is, for example, until the specified rights are acquired or the user The period is a predetermined period (for example, one month) from the date and time of activation. Rights information is lost once the validity period has expired. It will be deleted if this occurs. The following provides specific examples of the types of rights specified.

[0114] [Renewal rights] The prescribed rights, for example, regardless of the result of the determination by determination means 56, the character's bond parameter This includes the right to update the meter (e.g., a Kizuna Pass). For example, if the determination by determination means 56 (e.g., first determination) is rejected, the user However, it is possible to increase the bond parameter of the desired character (for example, the first character). Yes, it's possible. This desired character can, for example, be arbitrarily selected by the user.

[0115] [Right to make changes] Furthermore, certain rights include, for example, the user's life logging activities (e.g., second life logging) A character (for example, a second character) that is pre-associated with an action can be used with another character. The right to change to Ta (for example, the first character) (for example, a character change ticket) Includes. Users who acquire or activate this change right can, for example, expect to earn high points. Characters that are pre-associated with lifelogging behaviors (for example, the second lifelogging behavior) For example, change the second character to a desired character (for example, the first character). This allows the user to choose a character of their choice (for example, the first character). Points related to pre-assigned life log behaviors (e.g., the first life log behavior) Even if the stats are low, it is possible to increase the bond parameter of the desired character. ru.

[0116] [Additional rights] Furthermore, certain rights include, for example, the user's life logging activities (e.g., second life logging) In addition to the character (second character) that is pre-associated with the action, another character Additional rights to associate Kuta (for example, the first character) (for example, character addition tickets) ) includes. Users who acquire or activate additional rights can, for example, expect to earn high points. A desired character (e.g., the first character) is assigned to a lifelog activity (e.g., the second lifelog activity). Characters can be added as needed. This allows users to earn high points. Through a life log activity that can be performed (for example, a second life log activity), the life log activity The bond parameters of the character (for example, the second character) that is pre-associated with the location, You can increase the bond parameter of your desired character (for example, the first character).

[0117] [Right to determine proportion] Furthermore, certain rights are granted, for example, through life-logging activities (e.g., second life-logging activities). Then, the parameters of the added character (for example, the first character) and the lifelog row The parameters of a character (for example, a second character) that are pre-associated with the movement are used. Each includes the right to determine the percentage to be renewed. For example, the additional right is the right to determine the percentage. This includes benefits. Users who acquire additional rights can, for example, earn high points through life logging. A desired character (e.g., the first) is further associated with an action (e.g., the second lifelog action). The character (the first character) and a pre-associated character (for example, the second character) The user can determine the proportion of bond parameters to allocate. On the surface, the desired additional character (for example, the first character) is pre-assigned. A slider board is placed between the attached character (for example, the second character). The ratio can be determined by giving instructions via the ton. This is achieved through life-logging activities that are expected to yield high points (for example, a second life-logging activity). , a desired character (e.g., a first character) associated with the life-logging activity. The bond parameters and the bond with the pre-associated character (for example, the second character) It allows you to increase parameters in a balanced way.

[0118] The correspondence change information indicates that the user has changed or added the correspondence between the character and life log actions. This includes information and the percentages to allocate bond parameters to each character. These percentages are, for example, Includes percentages determined by the user.

[0119] Character Information 50B includes corresponding action information and event information for each of the multiple character types. Includes.

[0120] Corresponding behavior information is one of the corresponding life log behaviors (for example, I that identifies the life log). This includes D). In other words, the corresponding behavior information is for each of the multiple types of characters, and is based on one of the life blocks. The system pre-associates and memorizes behaviors. For example, in the associated behavior information, character A is associated with "sleep". Character B's favorite activity is "exercise," Character C's is "reading," and Character D's is "music appreciation." Character E is pre-assigned to "award," Character E to "shopping," and Character F to "dining." It is being done.

[0121] Event information includes details such as the conditions for occurrence, event videos, and bonus content for each event. .

[0122] The conditions for occurrence include the conditions under which the event occurs. These conditions include, for example, the bond parameter. This includes the condition that the value reaches a predetermined value. This predetermined value could be, for example, a reference value (e.g., 50). Multiples of this can be cited. An event is, for example, when a character's bond parameter reaches a predetermined value. It occurs each time.

[0123] Event videos include videos that are played when an event occurs. These videos include, for example, This includes images of the character (facial expressions) and conversations with the user (voice and text).

[0124] The granted content refers to the type of content granted to the user when an event occurs, and the content granted. This includes the number of items that can be obtained. Note that the content and number of items given to users may be determined by lottery. stomach.

[0125] The acquisition means 52 is a functional means for acquiring various types of information.

[0126] In this embodiment, the acquisition means 52 acquires multiple life log actions by the user. The acquisition means 52 reads, for example, the login information and life log information of the user information 50A. This includes life log information from the time the user last logged into the game to the present time. Multiple life-logging activities (for example, sleep, exercise, reading, listening to music, shopping, eating) Obtain life logs related to each of these.

[0127] The calculation means 54 is a functional means for calculating points.

[0128] In this embodiment, the calculation means 54 relates to each life log behavior acquired by the acquisition means 52. Points (life log points) are calculated. The calculation means 54 calculates, for example, a predetermined period (e.g. Points are calculated for each life log activity every day. It is a numerical value that has a lower limit (e.g., 1) and an upper limit (e.g., 100).

[0129] The following describes a specific example of how the calculation means 54 calculates points for each life log activity. Please note that the following target values ​​(target time, target date, target number, etc.) are predetermined by the user. It may be present, or it may be predetermined by the game operator.

[0130] (1) Sleep points The calculation means 54 calculates, for example, by adding points to the determined base points, Calculate sleep points.

[0131] Specifically, the calculation means 54 calculates the sleep duration as the target time (for example, 7 hours or more but less than 9 hours). If included, a high base score is determined. On the other hand, the calculation means 54 considers, for example, sleep. If the time is not included in the target time (for example, 7 hours or more but less than 9 hours), a low base point will be awarded. Decide the number.

[0132] Furthermore, the calculation means 54 considers, for example, that the bedtime is earlier than the target time (e.g., 10pm). In some cases, points are added to the determined base points. The calculation means 54 also considers, for example, the wake-up time. If the time is before the target time (e.g., 7:00), points will be added to the determined base points.

[0133] Furthermore, the calculation means 54, for example, if the time to fall asleep is less than the target time (e.g., 30 minutes) In some cases, points are added to the determined base points. Furthermore, the calculation means 54, for example, sleep If the type is "deep," points will be added to the determined base score.

[0134] (2) Exercise points The calculation means 54, for example, adds points to the determined base points, Calculate the movement points.

[0135] Specifically, the calculation means 54 calculates if the exercise time is equal to or greater than the target time (for example, 1 hour). , a high base score is determined. On the other hand, the calculation means 54 determines, for example, the exercise time to be the target time ( For example, if it is less than 1 hour, a lower base point is determined. Note that the calculation means 54 is Alternatively, the base points may be increased linearly according to the amount of exercise time.

[0136] Furthermore, the calculation means 54 considers, for example, that the number of steps is equal to or greater than the first target value (e.g., 4000 steps). In some cases, points are added to the determined base points. Furthermore, the calculation means 54 calculates, for example, the number of steps If the second target value (e.g., 8,000 steps) is exceeded, points will be added to the determined base points. The calculation means 54 may also linearly increase the points awarded according to the number of steps taken.

[0137] Furthermore, the calculation means 54, for example, when the walking distance is greater than or equal to the first target value (e.g., 1.5 km) In some cases, points are added to the determined base points. Furthermore, the calculation means 54, for example, steps Points are added to the determined base points if the distance traveled is equal to or greater than the second target value (e.g., 3 km). The calculation means 54 may linearly increase the points awarded according to the length of the walking distance. .

[0138] Furthermore, the calculation means 54 calculates, for example, the calories consumed to be a first target value (e.g., 500 kcal). If the result is ) or higher, points are added to the determined base points. Furthermore, the calculation means 54 is, for example For example, if the calorie expenditure is equal to or greater than the second target value (e.g., 1000 kcal), then the decision is made. Points are added to the base points. The calculation method 54 adds points according to the amount of calories consumed. The number of points may be increased linearly.

[0139] (3) Reading points The calculation means 54, for example, adds points to the determined base points, Calculate the writing points.

[0140] Specifically, the calculation means 54 determines the reading time to be within the range of the target time (for example, 30 minutes to 2 hours). If it falls within the range of (less than), a higher base point is determined. On the other hand, the calculation means 54 is, for example, If reading time is not included in the target time (for example, 30 minutes or more but less than 2 hours), a low basic score will be applied. The points are determined. The calculation means 54 calculates the base points according to the amount of reading time. You may increase the number of shapes.

[0141] Furthermore, the calculation means 54, for example, if the amount of reading is equal to or greater than the first target value (e.g., 50 pages) In that case, points are added to the determined base points. Furthermore, the calculation means 54, for example, reading If the quantity exceeds the second target value (e.g., 100 pages), additional points will be added to the determined base points. Points are awarded. The calculation means 54 may also linearly increase the points awarded according to the amount of reading. .

[0142] (4) Points for appreciating music The calculation means 54 calculates, for example, music appreciation points.

[0143] Specifically, the calculation means 54 determines that the viewing time is within the range of the target time (for example, 30 minutes to 2 hours). If it falls within (less than), a high music appreciation score is calculated. On the other hand, calculation means 54 is, for example For example, when the appreciation time is not included in the target time (for example, 30 minutes or more and less than 2 hours), a low music appreciation point is calculated. Note that the calculation means 54 may linearly increase the music appreciation point according to the amount of appreciation time.

[0144] (5) Shopping point The calculation means 54 calculates the shopping point by adding points to the determined basic point, for example.

[0145] Specifically, when the shopping time is equal to or more than the target time (for example, 30 minutes), the calculation means 54 determines a high basic point. On the other hand, when the shopping time is less than the target time (for example, 30 minutes), the calculation means 54 determines a low basic point. Note that the calculation means 54 may linearly increase the basic point according to the amount of shopping time.

[0146] In addition, when the purchase amount is equal to or more than the first target value (for example, 1000 yen), the calculation means 54 adds points to the determined basic point. Further, when the purchase amount is equal to or more than the second target value (for example, 3000 yen), the calculation means 54 adds points to the determined basic point. Note that the calculation means 54 may linearly increase the added points according to the amount of the purchase amount.

[0147] (6) Meal point The calculation means 54 calculates the meal point by adding points to the determined basic point, for example.

[0148] Specifically, the calculation means 54 determines a higher basic point as long as the difference between the nutritional value and the target values (for example, the target calorie intake, target carbohydrate amount, target protein amount, target lipid amount) per day is smaller. ​ The input is determined. Meanwhile, the calculation means 54 determines the nutritional value and target value (for example, the target daily intake). The larger the difference between calories, target carbohydrate intake, target protein intake, and target fat intake, the lower the risk. Determine the basic points.

[0149] Furthermore, the calculation means 54 considers, for example, the start time of the meal to be within the target time period (e.g., breakfast, lunch, evening). The more times a meal is included in a predetermined time slot, the more points are added to the determined base score. Perform the action.

[0150] Furthermore, in this embodiment, the calculation means 54, in accordance with the user information 50A relating to the user, Points are weighted for some or all of the life-logging activities. The calculation means 54 is, for example, For example, using at least one of the user's age, gender, height, and weight, some or all of the rights Multiply the points for frog behavior by a weighting coefficient. This weighting coefficient is, for example, The lower limit is 0.5 and the upper limit is 2.0.

[0151] The calculation means 54 calculates, for example, that the older the user, the higher the exercise points (for example, steps or steps). The weighting coefficients for (distance, movement time) are increased. Also, the calculation means 54 is, for example, Depending on the user's gender, shopping points (e.g., shopping time) and meals are given. Increase the weighting coefficient for each point (e.g., nutritional value).

[0152] Furthermore, the calculation means 54 calculates, for example, the BMI (Body Mass Index) based on the user's height and weight. If the Mass Index is high, exercise points (e.g., calories burned) and diet The weighting coefficient for points (e.g., nutritional value) is increased. The calculation means 54 is The weighting coefficient may be reduced.

[0153] Also, the calculation means 54, for example, according to at least one of the user's age, gender, height, and weight causes the target value (target time, target time, target numerical value, etc.) to be changed.

[0154] The calculation means 54, for example, when the user is old, when the gender is female, or when the weight is low, decreases the target numerical value such as the "target calorie intake" used for calculating the meal points. On the other hand, the calculation means 54, for example, when the user is tall or when the gender is male increases the target numerical value such as the "target calorie intake" used for calculating the meal points. Also, the calculation means 54, for example, when the user's age is a certain age (for example, 60 years) or older decreases the target time of the "sleep time" used for calculating the sleep points.

[0155] The determination means 56 is a functional means for performing various determinations.

[0156] In the present embodiment, the determination means 56 makes a first determination as to whether or not the first life log action included in the plurality of life logs acquired by the acquisition means 52 satisfies the first predetermined condition. This first life log action is, for example, one or more actions among sleep, exercise, reading, music appreciation, shopping, and meals. Hereinafter, the case where the first life log action is sleep will be mainly described.

[0157] The first predetermined condition is that the points related to the first life log action are equal to or greater than the first target value. The determination means 56, for example, determines that the points related to the first life log action (for example, sleep points) calculated by the calculation means 54 are equal to or greater than the first target value (for example, 50). In this case, the first determination is affirmed. On the other hand, the determination means 56, for example, by the calculation means 54 The first life log activity points calculated (for example, sleep points) are the first If the value is less than the target value (e.g., 50), the first judgment is rejected.

[0158] Furthermore, in this embodiment, the determination means 56 is the second light acquired by the acquisition means 52 A second determination is made as to whether the flog behavior satisfies the second predetermined condition. For example, one or more of the following activities: sleep, exercise, reading, listening to music, shopping, eating. It is dynamic. The second lifelog behavior is, for example, different in part or in whole from the first lifelog behavior. Yes. Below, we will mainly explain the case where the second life-logging behavior is exercise.

[0159] The second predetermined condition is that the points related to the second life log behavior are equal to or greater than the second target value. The determination means 56, for example, the second lifeline calculated by the calculation means 54 If the points related to the behavior (e.g., exercise points) are equal to or greater than the second target value (e.g., 40) In this case, the second determination is affirmed. On the other hand, the determination means 56, for example, by the calculation means 54 The second set of points related to life log behaviors (e.g., exercise points) calculated as follows is the second set of points If the value is less than the target value (e.g., 40), the second judgment is rejected.

[0160] The update means 58 is a functional means for updating parameters.

[0161] In this embodiment, the update means 58 is activated when the first determination is confirmed by the determination means 56. , the bond parameter of the first character that is associated with the first life log behavior (parameter The update means 58 updates the first line if the first determination is affirmed. The first character (e.g., character A) is associated with a frog behavior (e.g., sleep). ) increases the bond parameter. Specifically, update means 58 increases the rights of user information 50A. The system reads information and response change information, and associates the first character with the first life log behavior. If the character has not been changed or added, the bond parameter in user information 50A Increases the bond parameter of the first character included in the meter information by 10.

[0162] Furthermore, in this embodiment, the update means 58 is used when the first determination is rejected by the determination means 56. In this case, the bond parameter of the first character associated with the first lifelog behavior ( The parameters are not updated. Note that the update means 58 is not used if the first determination by the determination means 56 is negative. If determined, the bond parameter of the first character associated with the first lifelog behavior. You may lower the meter (parameter).

[0163] Furthermore, in this embodiment, the update means 58 is based on the user having acquired a predetermined right. Therefore, regardless of the result of the first judgment (positive or negative), the bond parameter of the first character ( The parameters are updated. The update means 58 is, for example, when the user updates their update rights (e.g., Kizuna Pass). If you have acquired or activated it, even if the first judgment is denied, the bond of the first character The parameter is increased. Specifically, the update means 58 changes the rights information of the user information 50A. Even if the first judgment is denied, if renewal rights are included, the bond with the first character The parameter is increased by 10. Note that the update means 58 is used when the user acquires a predetermined right or If it is effective and the first determination is affirmed, the bond parameter of the first character You may increase Ta by another 10.

[0164] Furthermore, in this embodiment, if the second determination is affirmed, the update means 58 allows the user to perform a predetermined action. Based on having acquired the rights, the bond parameter (parameter) of the first character will be Update. The update method 58 is, for example, when a user has a change right (e.g., a character change ticket). ) has been acquired or activated, and the bond parameter is updated by the second life log action. When the character (second character) is changed to the first character, the first The character's parameters are updated. Specifically, the update means 58 is used when the second determination is affirmed. If so, the rights information and corresponding change information of user information 50A are read. Next, the update means 58 The read rights information includes the right to change, and the bond parameters are determined by the second lifelog action. If the character being updated has been changed to the first character, then the second character The bond parameter will not be updated, but the bond parameter of the first character will be increased by 10.

[0165] Furthermore, in this embodiment, if the second determination is affirmed, the update means 58 allows the user to perform a predetermined action. Based on having acquired the rights, the bond parameter (parameter) of the first character and The bond parameter (parameter) of the second character is updated. The update method 58 is, for example If the user has acquired or activated additional rights (e.g., character addition tickets), The first character is a character whose bond parameter is updated by the second character's life log actions. When added, the bond parameter of the first character and the bond parameter of the second character The meter is updated. Specifically, if the second determination is affirmed, the update means 58 updates the user information The rights information and corresponding change information of report 50A are read. Next, the update means 58 reads the rights The information includes additional rights, and the bond parameter is updated by the second life log action. If a first character has been added to Rakuta, the bond parameter of the first character will be set to 5. Increase it, raising the bond parameter of the second character by 5.

[0166] Furthermore, in this embodiment, the update means 58 determines if the second determination is affirmed. Based on the ratio, the bond parameter (parameter) of the first character and the second character Update the bond parameters (parameters) of the user. The update means 58 is, for example, when the user adds If you have acquired or activated a right (e.g., a character addition ticket), the second lifelog entry The first character is added to the list of characters whose bond parameters are updated by movement, and the bond parameters When the proportion to allocate the meters has been determined, the bond parameter of the first character and The bond parameter of the second character is updated based on that ratio. Specifically, the update means If the second determination is affirmed, 58 reads the rights information and response change information of user information 50A. Next, the update means 58 reads out additional rights (percentage determination rights) which are included in the rights information. When the user-determined allocation ratio is 40% to 60%, the bond points of the first character Increases Lameter by 4 and increases the bond parameter of the second character by 6.

[0167] The execution means 60 is a functional means for executing the game as a whole.

[0168] In this embodiment, the execution means 60 updates the bond of the character updated by the update means 58. The event related to the character is executed according to the parameters. Step 60 is, for example, when the bond parameter of the updated first character is a predetermined value (for example, 50) When a multiple is reached, the event related to the first character is executed. Specifically The execution means 60 reads the event information of the character information 50B and the first character When Kuta's bond parameter is a multiple of 50 (for example, 50, 100, 150, 200, ...) If the target is reached, play the event video corresponding to the reached bond parameter. Execution method 6 0 means, for example, that each time the character's bond parameter increases, the level of intimacy (closeness) increases. ) Play the event video which includes conversations, etc.

[0169] [flowchart] Figure 5 is a flowchart showing an example of the processing performed by the functional means according to this embodiment.

[0170] The following processes start, for example, when a user logs into the game. The order and content of the process can be changed at will, without departing from the spirit of the present invention. It can be done. Also, the variable n used in the following process will have an initial value of 0 and a maximum value of N.

[0171] (Step SP10) The execution means 60 increments the variable n (+1).

[0172] Then, the process moves on to step SP12.

[0173] (Step SP12) The acquisition means 52 acquires the nth life log action included in the user's life log. The acquisition means 52 reads, for example, login information and life log information of user information 50A. This information is included in the life log information from the time the user last logged into the game until the current time. The nth lifelog activity is obtained. Specifically, acquisition means 52 is when the variable n is 1. In this case, the user's first life log behavior (e.g., sleep) is acquired. Also, acquisition means 52 If the variable n is 2, it retrieves the user's second life log activity (e.g., exercise).

[0174] Then, the process moves on to step SP14.

[0175] (Step SP14) The calculation means 54 relates to the nth life log behavior acquired in step SP10. The points are calculated. Specifically, the calculation means 54 calculates the first r when the variable n is 1. Points related to iflog behavior (e.g., sleep points) are calculated. Also, calculation means 54 When the variable n is 2, the second lifelog activity is a point (e.g., exercise point) Calculate (t).

[0176] Then, the process moves on to step SP16.

[0177] (Step SP16) The determination means 56 relates to the nth life log behavior calculated in step SP14. Determine whether the points are equal to or greater than the nth target value. This target value is, for example, The value can be different for each iflog action, or it can be the same value.

[0178] The determination means 56 determines, for example, the nth lifelog row calculated in step SP14. If the points related to movement are equal to or greater than the nth target value, the nth judgment is affirmed. On the other hand, the determination means 56 determines, for example, the nth life block calculated in step SP14 If the points related to the action are less than the nth target value, the nth judgment is rejected. ru.

[0179] Specifically, the determination means 56 determines the first life log row calculated when the variable n is 1. If the points related to movement (e.g., sleep points) are equal to or greater than the first target value (e.g., 50) In the event that the first determination is affirmed, the determination means 56 calculates the following when the variable n is 1. The points related to the first life log behavior (e.g., sleep points) are set to the first target value (e.g., For example, if the result is less than 50, the first judgment is rejected.

[0180] Furthermore, the determination means 56, for example, when the variable n is 2, calculates the second life log The points related to behavior (e.g., exercise points) are equal to or greater than the second target value (e.g., 40). In this case, the second determination is affirmed. On the other hand, the determination means 56 calculates when the variable n is 2. The points related to the second life log behavior (e.g., exercise points) are set to the second target value. For example, if the result is less than 40, the second judgment is rejected.

[0181] Then, if the judgment (the nth judgment) is positive, the process proceeds to step SP Proceed to process 18. On the other hand, if the judgment (the nth judgment) is judged as negative, The logic then proceeds to the processing of step SP20.

[0182] (Step SP18) The update method 58 is the bond parameter of the character associated with the nth lifelog action. The data is updated. The update means 58 updates, for example, the rights information and corresponding change information of user information 50A. Then, referencing the corresponding action information in character information 50B, it is associated with the nth life log action. Characters that have been modified or added (including characters that have been modified or added through modification rights or additional rights) The bond parameter is calculated using the points obtained in step SP14 and the percentage determined by the user. The percentage will be updated (increased) based on the (right to determine the percentage).

[0183] Then, the process moves on to step SP20.

[0184] (Step SP20) The determination means 56 determines whether the variable n is at its maximum value N. This maximum value N is, for example, , the user's life log activities to be acquired (e.g., sleep, exercise, reading, listening to music, shopping) This refers to the number of types of food (e.g., 6).

[0185] If the determination is positive, the process proceeds to step SP22. On the other hand, if the determination is negative, the process moves to step SP10. To do.

[0186] (Step SP22) The execution means 60 displays an update result screen 70 to show the update result. 60 is, for example, the result of updating the bond parameters of each character that were updated in step SP18. The update results screen 70 is displayed, which includes the (increase) and the total value of the bond parameters after the update.

[0187] Figure 6 shows an example of the update result screen 70 in this embodiment.

[0188] As shown in Figure 6, the update result screen 70 consists of an update result information area 72 and a confirmation button 74. , is provided.

[0189] The update result information area 72 contains life log actions and other information pre-assigned to each character. , the amount of update (e.g., increase) of each character's bond parameter updated in step SP18. The character images and other images are displayed. The update result information area 72 contains, for example, the right to change. Life log behaviors associated with characters are modified by the user. If present, it will show that it is being modified.

[0190] Confirmation button 74 is a button for giving instructions to the user after they have confirmed the update results. It is a domain.

[0191] Returning to Figure 5, the process moves on to step SP24.

[0192] (Step SP24) The determination means 56, in response to the confirmation button 74 on the update result screen 70 being instructed, either The determination means 56 determines whether the bond parameter of that character has reached a predetermined value. For example, read the bond parameter information of user information 50A and the bond parameter of any character The determination is affirmed when the meter reaches a predetermined value (for example, a multiple of 50). This predetermined value may differ for each character.

[0193] If the determination is positive, the process proceeds to step SP26. On the other hand, if the determination is negative, the process ends with the series of steps shown in Figure 5. do.

[0194] (Step SP26) The execution means 60 determines that in step SP24 the bond parameter has reached a predetermined value, and one or more The execution means 60 executes events related to a number of characters. For example, character information Read the event information from 50B and display the event screen (play the event video). (ru).

[0195] Figure 7 shows an example of the event screen 80 in this embodiment.

[0196] As shown in Figure 7, the event screen 80 consists of an event information area 82 and a "next" button 84. , is provided.

[0197] Event information area 82 may contain, for example, an event video, character images (facial expressions) Changes, conversations with the user (text), etc. are displayed.

[0198] The "Next" button 84 allows the user to advance the conversation displayed in the event information area 82. This is a button (instruction area) for issuing instructions.

[0199] Then, the process concludes with the series of steps shown in Figure 5.

[0200] [Differentiation] This embodiment is not limited to what has been described above. In other words, the above description This includes designs modified by those skilled in the art, without departing from the spirit of the present invention. This is included in the invention. Furthermore, the above description may be combined in any way with the following modifications. Furthermore, combinations of these are also included in the present invention to the extent that they do not depart from the spirit of the present invention. It will be done.

[0201] In this embodiment, the control unit 30 automatically processes the user's life log (life log behavior). I have explained the case where it is determined (estimated), but the life log is created by user input (manual operation). It may be registered. The control unit 30, for example, based on user input, will determine sleep (going to bed). (Time of day, wake-up time, etc.), exercise (exercise time, etc.), reading (reading time, etc.), listening to music (listening time) (etc.), shopping (shopping time and amount spent, etc.), meals (start time of meal and content of meal, etc.) Nutritional information, etc., may be registered (stored) in the life log information of user information 50A.

[0202] Furthermore, in this embodiment, life logging activities include sleep, exercise, reading, listening to music, and shopping. I've explained the case of meals, but it's not limited to these. Lifelogging behaviors include, for example, Studying, working, meditating, stretching, going out, etc. are all fine activities.

[0203] Furthermore, in this embodiment, the update means 58 increases the character's bond parameter. Although the above has been mainly explained, it may also be lowered. The update means 58 is, for example, a life log by the user. If the points for a life log activity are low, the character associated with that life log activity will You may also choose to decrease (reduce) the bond parameter.

[0204] Furthermore, the bond parameter is a distance parameter that indicates the psychological distance between the user and the character. It may be present. The execution means 60 is, for example, when the character's distance parameter decreases (psychological As the physical distance decreases, the intimacy level of the character increases through their facial expressions and conversations. You may perform a vent.

[0205] Furthermore, in this embodiment, the update means 58 sets the character's bond parameter to a certain value (for example). 10) The case of increasing has been explained, but the life log row associated with the character in question Depending on the point of movement, the bond parameter may be linearly increased or decreased.

[0206] Furthermore, in this embodiment, we have explained cases where the prescribed right is a renewal right or a modification right, etc. , points related to a certain life log activity calculated by the calculation means 54 (for example, exercise points) If the points exceed the upper limit (for example, 100), the excess points (exceeding the upper limit) Convert the points earned per minute into points related to other life-logging activities (e.g., sleep points). It may also be a conversion right that can be added (e.g., a conversion path). By acquiring or activating the conversion right For example, if a user exceeds the limit in points related to one or more life-logging activities... If this occurs, the excess amount will be added to the points related to any life-logging activity (e.g., sleep points). It can be converted and added.

[0207] [Note] The features of the present invention are summarized below.

[0208] [assignment] The configuration of this embodiment can be used, for example, to improve the convenience and strategic aspects of a game. That's good too.

[0209] (Note 1) A program that runs a game in response to multiple life log actions performed by the user, Computers, A memory system that associates and stores a life-logging behavior for each of several types of characters. Acquisition means for acquiring multiple life log actions by the user, The first life log behavior included in the multiple life log behaviors acquired is the first prescribed rule A determination means for first determining whether or not the condition is met, If the first determination is affirmed, the first lifelog behavior is associated with the first lifelog behavior. A means of updating the parameters of character 1. Depending on the updated parameters of the first character, the following applies to the first character: An execution means to carry out an event, To make it function as, The update means makes the first determination based on the fact that the user has acquired a predetermined right. Regardless of the result, update the parameters of the first character. program.

[0210] With this configuration, if the user has acquired the specified rights, the life log line Even if the activity does not meet the specified conditions, the key associated with the life log activity Character parameters can be updated. Therefore, bias towards the user's life log behavior. Even if there are issues, you can update the parameters of the desired character, and more This can motivate users to continue playing the game.

[0211] (Note 2) The aforementioned rights can be acquired in exchange for monetary payment by the user. The program described in Appendix 1.

[0212] With this configuration, users can acquire certain rights in exchange for making monetary payments. Yes, it is possible. Therefore, even if there are life-logging behaviors that are difficult to meet the specified conditions, The game offers users the option to update character parameters by paying money. This can improve the usability of the game.

[0213] (Note 3) The aforementioned rights can be acquired by the user upon completion of in-game missions. be, The program described in Appendix 1.

[0214] With this configuration, users will receive certain rights in accordance with the completion of in-game missions. It can be earned. Therefore, users can earn not only life log behaviors but also mission achievements. This also allows for updating character parameters, thereby enhancing the game's strategic depth. It can improve.

[0215] (Note 4) The aforementioned rights are pre-associated with the user's second lifelogging behavior. This includes the right to change the character of the first character, The determination means determines whether the acquired second life log behavior satisfies the second predetermined condition. The second determination is made as follows: The update means, if the second determination is affirmed, allows the user to acquire the predetermined rights. Based on what has been obtained, update the parameters of the first character. The program described in Appendix 1.

[0216] With this configuration, users can acquire certain rights, Characters whose parameters are updated by their actions (second life-logging actions) are pre-configured. You can switch from the assigned second character to the first character. Therefore, users can associate their preferred life-logging behaviors with their desired characters. This becomes possible, thereby improving the convenience and strategic depth of the game.

[0217] (Note 5) The aforementioned rights correspond to the second key associated with the user's second lifelog behavior. In addition to the character, this includes the right to associate the aforementioned first character, The determination means determines whether the acquired second life log behavior satisfies the second predetermined condition. The second determination is made as follows: The update means, if the second determination is affirmed, allows the user to acquire the predetermined rights. Based on what is gained, the parameters of the first character and the second character Update the parameters The program described in Appendix 1.

[0218] With this configuration, users can acquire certain rights, Through the second life-logging action, the second character, which is pre-assigned, In addition, the parameters of the first character can also be updated. Therefore, the user can, It becomes possible to update the parameters of multiple characters with a single life-logging action, This can improve the usability of the game.

[0219] (Note 6) The aforementioned rights are granted by the second lifelog behavior, which affects the parameters of the first character. The right to determine the rate at which the meter and the parameters of the second character are updated, respectively. Including profit, The update means, when the second determination is affirmed, is based on the percentage determined by the user. Then, update the parameters of the first character and the parameters of the second character. do, The program described in Appendix 5.

[0220] With this configuration, the user acquires certain rights, one lifeline The parameter updates based on the second lifelogging action are performed by the first character and the second character. You can decide how to distribute the resources among the characters. Therefore, the user can This makes it possible to adjust the balance of parameter updates for each character, thus enhancing the game. This can improve the strategic capabilities and convenience of the system.

[0221] (Note 7) The first predetermined condition is that the points related to the first life log behavior are equal to or greater than the target value. That is, The program described in any one of the appendices 1 through 6.

[0222] With this configuration, points related to life logging behavior are set as the target value for the user. As described above, this can provide motivation for life logging behavior.

[0223] (Note 8) An information processing device that executes a game in response to multiple life log actions by a user, A memory system that associates and stores one of the life-logging behaviors for each of the multiple types of characters. , The acquisition means for acquiring multiple life log actions by the user, The first life log behavior included in the multiple life log behaviors acquired is the first prescribed rule A determination means for first determining whether the conditions are met, If the first determination is affirmed, the first lifelog behavior is associated with the first lifelog behavior. A means of updating the parameters of character 1, Depending on the updated parameters of the first character, the following applies to the first character: An execution method for carrying out an event, Equipped with, The update means makes the first determination based on the fact that the user has acquired a predetermined right. Regardless of the result, update the parameters of the first character. Information processing device.

[0224] With this configuration, it is possible to achieve the same effects as the program described in Appendix 1. can. [Explanation of Symbols]

[0225] 10…Server device 12…Terminal device 50...Memory means 52…Acquisition means 54...Calculation methods 56…Judgment means 58...Update means 60…Means of Execution

Claims

1. A program that runs a game in response to multiple life log actions performed by the user, Computers, A memory system that associates and stores a life-logging behavior for each of several types of characters. Acquisition means for acquiring multiple life log actions by the user, The first life log behavior included in the multiple life log behaviors acquired is the first prescribed rule A determination means for first determining whether or not the condition is met, If the first determination is affirmed, the first life log behavior is associated with the first life log behavior. A means for updating the parameters of character 1. Depending on the updated parameters of the first character, the following applies to the first character: An execution means to carry out an event, To make it function as, The update means makes the first determination based on the fact that the user has acquired a predetermined right. Regardless of the result, update the parameters of the first character, The aforementioned rights are pre-associated with the second lifelogging behavior of the user. This includes the right to change the character of the first character, The determination means determines whether the acquired second life log behavior satisfies the second predetermined condition. The second determination is made as follows: The update means, if the second determination is affirmed, allows the user to acquire the predetermined rights. Based on what has been obtained, update the parameters of the first character. program.

2. A program that runs a game in response to multiple life log actions performed by a user, Computers, A memory system that associates and stores a life-logging behavior for each of several types of characters. Acquisition means for acquiring multiple life log actions by the user, The first life log behavior included in the multiple life log behaviors acquired is the first prescribed rule A determination means for first determining whether or not the condition is met, If the first determination is affirmed, the first life log behavior is associated with the first life log behavior. A means for updating the parameters of character 1. Depending on the updated parameters of the first character, the following applies to the first character: An execution means to carry out an event, To make it function as, The update means makes the first determination based on the fact that the user has acquired a predetermined right. Regardless of the result, update the parameters of the first character, The aforementioned rights are associated with the second key of the user's second life log behavior. In addition to the character, the rights to associate the aforementioned first character are included. The determination means determines whether the acquired second life log behavior satisfies the second predetermined condition. The second determination is made as follows: The update means, if the second determination is affirmed, allows the user to acquire the predetermined rights. Based on what is obtained, the parameters of the first character and the second character Update the parameters program.

3. The aforementioned rights can be acquired in exchange for monetary payment by the user. The program according to claim 1 or 2.

4. The aforementioned rights can be acquired by the user upon completion of in-game missions. be, The program according to claim 1 or 2.

5. The aforementioned rights are granted by the second lifelog behavior, which affects the parameters of the first character. The right to determine the rate at which the meter and the parameters of the second character are updated, respectively. Including profit, The update means, when the second determination is affirmed, is based on the percentage determined by the user. Then, update the parameters of the first character and the parameters of the second character. do, The program according to claim 2.

6. The first predetermined condition is that the points related to the first life log behavior are equal to or greater than the target value. That is, The program according to claim 1 or 2.

7. An information processing device that executes a game in response to multiple life log actions by a user, A memory system that associates and stores one of the life-logging behaviors for each of the multiple types of characters. 、 The acquisition means for acquiring multiple life log actions by the user, The first life log behavior included in the multiple life log behaviors acquired is the first prescribed rule A determination means for first determining whether the condition is met, If the first determination is affirmed, the first life log behavior is associated with the first life log behavior. A means for updating the parameters of character 1, Depending on the updated parameters of the first character, the following applies to the first character: An execution method for carrying out an event, Equipped with, The update means makes the first determination based on the fact that the user has acquired a predetermined right. Regardless of the result, update the parameters of the first character, The aforementioned rights are pre-associated with the second lifelogging behavior of the user. This includes the right to change the character of the first character, The determination means determines whether the acquired second life log behavior satisfies the second predetermined condition. The second determination is made as follows: The update means, if the second determination is affirmed, allows the user to acquire the predetermined rights. Based on what has been obtained, update the parameters of the first character. Information processing device.

8. An information processing device that executes a game in response to multiple life log actions by a user, A memory system that associates and stores one of the life-logging behaviors for each of the multiple types of characters. 、 The acquisition means for acquiring multiple life log actions by the user, The first life log behavior included in the multiple life log behaviors acquired is the first prescribed rule A determination means for first determining whether the condition is met, If the first determination is affirmed, the first life log behavior is associated with the first life log behavior. A means for updating the parameters of character 1, Depending on the updated parameters of the first character, the following applies to the first character: An execution method for carrying out an event, Equipped with, The update means makes the first determination based on the fact that the user has acquired a predetermined right. Regardless of the result, update the parameters of the first character, The aforementioned rights are associated with the second key of the user's second life log behavior. In addition to the character, the rights to associate the aforementioned first character are included. The determination means determines whether the acquired second life log behavior satisfies the second predetermined condition. The second determination is made as follows: The update means, if the second determination is affirmed, allows the user to acquire the predetermined rights. Based on what is obtained, the parameters of the first character and the second character Update the parameters Information processing device.