Program, information processing system, and information processing method

The information processing program motivates players to perform fitness exercises by integrating them into game events with adaptive conditions and varied challenges, addressing the lack of motivation in existing games.

JP7877414B2Active Publication Date: 2026-06-22NINTENDO CO LTD
View PDF 5 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
NINTENDO CO LTD
Filing Date
2024-10-25
Publication Date
2026-06-22

AI Technical Summary

Technical Problem

Existing games that incorporate fitness exercises lack motivation for players to consistently perform these exercises.

Method used

An information processing program that integrates game events with fitness movements, allowing players to achieve conditions through designated fitness events, includes various event types, and adjusts conditions based on player input and physical data to maintain engagement and reduce fatigue.

Benefits of technology

Provides players with motivation to perform fitness exercises by integrating them into game events, enhancing player engagement and reducing fatigue through varied and adaptive exercise challenges.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007877414000001
    Figure 0007877414000001
  • Figure 0007877414000002
    Figure 0007877414000002
  • Figure 0007877414000003
    Figure 0007877414000003
Patent Text Reader

Abstract

To provide motivation for a player to perform fitness movements.SOLUTION: An information processing device executes game events by acquiring movement data based on the output of a sensor according to the fitness movements of a player. During the game event, the information processing device designates at least one type of fitness event from the multiple types of fitness events that encourage the player to perform the fitness movements. The information processing device executes the fitness event that encourages the player to perform the fitness movements corresponding to the designated fitness event until an end condition is satisfied during the game event. The information processing device determines whether or not an achievement condition is satisfied on the basis of the movement data acquired during the fitness event. The information processing device repeats the designation and execution of the fitness events until it is determined that the achievement condition is satisfied.SELECTED DRAWING: Figure 17
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to an information processing program, an information processing system, an information processing apparatus, and an information processing method for executing a game.

Background Art

[0002] Conventionally, there is an information processing program for executing a game that causes a player to perform a fitness operation. For example, there is a game that causes a player to perform a footstep imitating jogging (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In a game that causes a player to perform a fitness operation as described above, there is room for improvement in giving the player motivation to perform the fitness operation.

[0005] Therefore, an object of the present invention is to provide an information processing program, an information processing system, an information processing apparatus, and an information processing method that can give a player motivation to perform a fitness operation.

Means for Solving the Problems

[0006] To solve the above problems, the present invention employs the following configurations (1) to (28).

[0007] (1) An example of the present invention is an information processing program executed by a computer in an information processing device. The information processing program causes the computer to function as an acquisition means and a game event execution means. The acquisition means acquires motion data based on sensor outputs corresponding to fitness movements performed by the player. The game event execution means executes a game event for which achievement conditions are set. The game event execution means includes a designation means, a first fitness event execution means, and an achievement determination means. The designation means designates a fitness event that causes the player to perform fitness movements, and designates at least one type of fitness event from among a plurality of types of fitness events. The first fitness event execution means executes a first fitness event during the game event, causing the player to perform fitness movements corresponding to the designated fitness event until the termination condition is met. The achievement determination means determines whether the achievement condition has been met based on the motion data acquired during the first fitness event. The game event execution means repeats the designation and execution of the first fitness event until it is determined that the achievement condition has been met.

[0008] According to the configuration described in (1) above, players can be made to perform fitness exercises with the goal of achieving game events, thus providing players with motivation to perform fitness exercises.

[0009] (2) The designation method may restrict the designation of a fitness event that has been designated a predetermined number of times until the conditions for designation again are met.

[0010] According to the configuration described in (2) above, the possibility of players becoming fatigued from performing only specific fitness movements can be reduced.

[0011] (3) The conditions under which a fitness event can be designated again may include at least one of the following: a condition relating to the elapsed time since the fitness event was last performed as the first fitness event, and a condition relating to the number of times other fitness events different from the fitness event have been performed as the first fitness event since the fitness event was last performed as the first fitness event.

[0012] According to the configuration described in (3) above, conditions can be set to allow sufficient time between when a player performs a fitness movement and when that fitness movement becomes available again. This makes it possible to more reliably reduce the possibility of the player becoming fatigued from repeatedly performing the same fitness movement.

[0013] (4) The conditions for re-selection may be set for each type of fitness event.

[0014] According to the configuration described in (4) above, appropriate conditions can be set according to the type of fitness activity.

[0015] (5) The selection method may specify at least one fitness event from among several types of fitness events based on the player's selection instructions.

[0016] According to the configuration described in (5) above, the player can select and perform the fitness movements they desire.

[0017] (6) The game event may be a combat event in which the player engages in battle with an enemy character. The game event execution means may include an attack event execution means. The attack event execution means executes an attack event that attacks the enemy character in accordance with the fitness actions performed by the player during the first fitness event. The achievement determination means may determine, as an achievement condition, whether or not the conditions related to the enemy character's health value have been met.

[0018] According to the configuration of (6) above, since the player can be made to perform a fitness action towards a game goal of satisfying a condition regarding the physical strength value of the enemy character (for example, defeating the enemy character), the motivation to perform the fitness action can be more strongly given to the player.

[0019] (7) The game event execution means may further include second fitness event execution means and defense event execution means. The second fitness event execution means executes a second fitness event that causes the player to perform a predetermined fitness action during a battle event. The defense event execution means executes a defense event that defends against an attack from the enemy character according to the fitness action performed by the player during the second fitness event.

[0020] According to the configuration of (7) above, since the player performs a fitness action regarding both attack and defense in a battle event, the opportunity for the player to perform a fitness action can be increased.

[0021] [ (8) [[ID=十九]]The second fitness event may be determined independently of an instruction by the player.

[0022] According to the configuration of (8) above, the game flow in which the player character defends against an attack from the enemy character can be carried out smoothly.

[0023] (9) The game event execution means may further include physical strength value update means and end means. The physical strength value update means decreases the physical strength value corresponding to the player according to the fitness action performed by the player during the second fitness event. The end means determines that the player has lost in the battle event and ends the battle event when the physical strength value corresponding to the player satisfies a predetermined condition.

[0024] It should be noted that in the translation of the text with Japanese parts, there may be some inaccuracies in the Japanese expression understanding. It is recommended to double-check with the original Japanese text for more accurate translation. Also, for the number tags like , they are kept as they are according to the requirements. And for the Chinese text in the original, it is translated into English as accurately as possible while maintaining the overall meaning and structure.According to the configuration of (9) above, it is possible to make the player perform a fitness operation while giving a sense of tension that cannot be obtained when simply performing a fitness operation.

[0025] (10) The achievement determination means may determine whether the achievement condition is satisfied based on the game result based on the operation data and the player parameters associated with the player and / or associated with the player character corresponding to the player. The information processing program may further cause the computer to function as player parameter update means. The player parameter update means advances the game in response to the achievement of the game event, and updates the player parameters so that the achievement condition is more likely to be satisfied as the game progresses.

[0026] According to the configuration of (10) above, by updating the player parameters, the player can easily advance the game advantageously, so that a sense of achievement in the game can be given to the player. As a result, it is possible to give the player the motivation to continuously perform the fitness operation by continuously playing the game.

[0027] (11) The information processing program may cause the computer to function as body information storage control means. The body information storage control means stores the body information set before the game event is executed in a storage medium accessible by the information processing device before the game event. The game event execution means may execute the game event using the body information.

[0028] According to the configuration of (11) above, since the game event is executed according to the body information of each player, the player can easily perform a fitness operation according to his / her physical ability and physical condition.

[0029] (12) The body information may include information determined based on operation data based on the fitness operation performed by the player before the game event is executed.

[0030] According to the configuration described in (12) above, game events can be executed using highly accurate physical information.

[0031] (13) The first fitness event execution means may change the load of the fitness movements performed by the player during the game event according to the player's physical information.

[0032] According to the configuration described in (13) above, players can perform fitness exercises with a load appropriate to their physical abilities and physical condition.

[0033] (14) The game event execution means may further include an evaluation means. The evaluation means calculates an evaluation result of the fitness movements performed by the player during the first fitness event based on the movement data and physical information acquired during the first fitness event. The achievement determination means determines whether or not the achievement conditions have been met based on the game result derived from the evaluation result.

[0034] According to the configuration described in (14) above, fitness movements can be evaluated with high accuracy by taking into account the player's physical information.

[0035] (15) In a first fitness event in which a player performs a fitness movement to assume a predetermined target posture, if it is determined from the movement data that the player has not reached the target posture for a predetermined period of time, the first fitness event execution means may update the threshold used for determination so that it is easier to determine that the player has assumed the target posture.

[0036] According to the configuration described in (15) above, the player can perform fitness exercises without having to assume an awkward posture.

[0037] (16) The game event execution means may further include a start determination means. The start determination means determines, based on motion data, whether the player's posture is the posture at the start of the fitness movement corresponding to the first fitness event before the first fitness event. The first fitness event execution means may start the first fitness event in response to the determination, based on motion data, that the player has assumed the posture at the start of the fitness movement.

[0038] According to the configuration described in (16) above, the possibility of a fitness event starting before the player is ready to perform the fitness movements can be reduced. In addition, the player can easily perform the fitness movements from the starting position during the fitness event.

[0039] (17) The first fitness event execution means may, during the first fitness event, display an image of the player or a player character corresponding to the player on a display device, and may highlight and display parts of the image of the body that correspond to the fitness movements to be performed by the player during the first fitness event.

[0040] According to the configuration described in (17) above, the player can be clearly notified of which part of the body is being worked on by the fitness movement they are performing, or which part of the body is being used in that fitness movement.

[0041] (18) Another example of the present invention is an information processing program executed by a computer in an information processing device. The information processing program causes the computer to function as an acquisition means and a game processing means. The acquisition means acquires motion data based on sensor outputs corresponding to fitness movements performed by the player. The game processing means executes a combat event in which the player engages in combat with an enemy character and advances the game according to the completion of the combat event. The game processing means includes a fitness event execution means and a stamina value update means. The fitness event execution means executes a fitness event during the combat event, causing the player to perform fitness movements. The stamina value update means reduces the stamina of the enemy character if the motion data acquired during the fitness event satisfies the conditions corresponding to the fitness event. The game processing means advances the game, assuming that the combat event has been completed when the stamina of the enemy character satisfies predetermined conditions.

[0042] According to the configuration described in (18) above, by using fitness movements as instructions for performing attacks in combat events, the in-game motivation of "defeating enemy characters to advance the game" becomes the motivation for the player to perform fitness movements. This provides the player with the motivation to perform fitness movements in the game.

[0043] (19) The fitness event execution means may be capable of executing multiple types of fitness events that cause the player to perform different types of fitness movements. The stamina value update means may change the amount by which the enemy character's stamina value is reduced depending on the type of fitness event the player is made to perform.

[0044] According to the configuration described in (19) above, players can be motivated to improve the quality of the fitness movements they perform.

[0045] (20) The health value update mechanism may change the amount by which the enemy character's health value is reduced, according to an evaluation of the action data acquired during the battle event.

[0046] According to the above configuration (20), the strategic aspect of the game, which involves having players perform fitness exercises, can be improved. Furthermore, it can motivate players to perform a variety of fitness exercises.

[0047] (twenty one) The means for updating stamina values ​​may, with respect to the load of the fitness action corresponding to the fitness event set for the fitness event, or the load calculated based on the fitness action performed by the player during the fitness event, increase the amount by which the enemy character's stamina value is reduced when the load is large compared to when the load is small.

[0048] According to the configuration described in (21) above, players can achieve good game results by performing fitness movements properly, thus motivating them to improve the quality of the fitness movements they perform.

[0049] (twenty two) The health value update means may update the enemy character's health value based on the action data and the player parameters associated with the player and / or the player character corresponding to that player. The information processing program may further enable the computer to function as a player parameter update means. The player parameter update means updates the player parameters so that the amount of decrease in the enemy character's health value increases as the game progresses, assuming the action data acquired during the battle event is the same.

[0050] According to the configuration described in (22) above, updating the player parameters makes it easier for the player to inflict greater damage on enemy characters, thus giving the player a sense of accomplishment in the game. This, in turn, motivates the player to continue performing fitness exercises by playing the game continuously.

[0051] (twenty three) The game processing means may, after a combat event in which a first enemy character appears has been completed, execute a combat event in which a second enemy character with a higher health value than the first enemy character appears.

[0052] According to the above configuration (23), players can be given a sense of accomplishment by progressing through the game.

[0053] (twenty four) The fitness event execution means may be capable of executing multiple types of fitness events that cause the player to perform different types of fitness movements. The game processing means may further include a designation means. The designation means designates at least one type of fitness event from among the multiple types during a combat event. The fitness event execution means may execute the designated fitness event. The designation means may be capable of designating a fitness event multiple times during the game. The designation means may restrict a fitness event that has been designated a predetermined number of times from being designated again until the conditions for it to be designated again are met.

[0054] According to the configuration described in (24) above, the possibility of players becoming fatigued from performing only specific fitness movements can be reduced.

[0055] (twenty five) The fitness event execution means may be capable of executing multiple types of fitness events that cause the player to perform different types of fitness movements. The combat event may include an attack event in which the player attacks an enemy character and a defense event in which the player defends against an attack from an enemy character. The game processing means may further include a designation means. The designation means designates at least one of the multiple types of fitness events during a combat event according to the player's selection instructions. In an attack event, the stamina value update means may reduce the stamina of the enemy character if the movement data acquired during the designated fitness event satisfies the conditions corresponding to that fitness event. In a defense event, the stamina value update means may also reduce the stamina of the player character corresponding to the player if the movement data acquired during a fitness event, which is determined independently of the player's instructions, satisfies the conditions corresponding to that fitness event.

[0056] According to the configuration described in (25) above, the game flow of the player character defending against attacks from enemy characters can be carried out at a good pace.

[0057] (26) The game processing means may further include an termination means. The termination means determines that the player has lost the battle event and terminates the battle event if the player's health value meets a predetermined condition.

[0058] According to the configuration described in (26) above, it is possible to have the player perform fitness exercises while maintaining a sense of tension that cannot be obtained by simply performing fitness exercises.

[0059] (27) The information processing program may use a computer as a means for controlling the storage of physical information. The means for controlling the storage of physical information stores the player's physical information, which is set before a combat event is executed, in a storage medium accessible by the information processing device before the combat event. The means for updating physical strength may reduce the physical strength of enemy characters based on the motion data acquired during the fitness event and the physical information.

[0060] According to the configuration described in (27) above, the game results corresponding to the player's fitness movements can be adjusted according to the player's physical information.

[0061] (28) In a fitness event in which a player performs a fitness movement to assume a predetermined target posture, if the movement data acquired during the fitness event remains below the value corresponding to the target posture for a predetermined period of time, the fitness event execution means may update the threshold value for the target posture so that the movement data is more likely to reach the value corresponding to the target posture.

[0062] According to the configuration described in (28) above, the player can perform fitness exercises without having to assume an awkward posture.

[0063] Another example of the present invention is an information processing device or information processing system equipped with each of the means described in (1) to (28) above. Another example of the present invention is an information processing method performed in the information processing device (or information processing system) described in (1) to (28) above. [Effects of the Invention]

[0064] According to the above-described information processing program, information processing system, information processing device, and information processing method, it is possible to provide players with the motivation to perform fitness exercises. [Brief explanation of the drawing]

[0065] [Figure 1] A diagram showing an example of each device included in the game system. [Figure 2] This diagram shows an example of the main unit 2 with the left controller 3 and right controller 4 attached. [Figure 3] This diagram shows an example of the state in which the left controller 3 and right controller 4 have been removed from the main unit 2. [Figure 4] A six-view drawing showing an example of the main unit 2. [Figure 5] A six-view drawing showing an example of the left controller 3. [Figure 6] A six-view drawing showing an example of the right controller 4. [Figure 7] Block diagram showing an example of the internal configuration of the main unit 2. [Figure 8] Block diagram showing an example of the internal configuration of the main unit 2, left controller 3, and right controller 4. [Figure 9] A diagram showing an example of a ring-type expansion device 5. [Figure 10] Block diagram showing an example of the internal configuration of the ring-type expansion device 5. [Figure 11] A diagram showing an example of a belt-type expansion device 6. [Figure 12] This diagram shows an example of how a user uses the ring-type expansion device 5 and the belt-type expansion device 6. [Figure 13] A diagram showing an example of game images in a combat event. [Figure 14] A diagram illustrating an example of the game flow during a combat event. [Figure 15] A diagram showing an example of a selected image. [Figure 16] A diagram showing an example of a preparatory action image. [Figure 17] A diagram showing an example of an image displayed at a fitness event. [Figure 18] A diagram showing an example of an image displayed during an attack event. [Figure 19] This diagram shows an example of an image displayed during a fitness event in a defensive turn. [Figure 20]This diagram shows an example of an image displayed during a defensive event in a defensive turn. [Figure 21] This diagram shows an example of various types of data used in information processing in Game System 1. [Figure 22] A flowchart illustrating an example of information processing performed by Game System 1. [Figure 23] Figure 22 shows a subflowchart illustrating an example of a detailed flow of the combat event processing in step S14. [Figure 24] Figure 23 shows a subflowchart illustrating an example of the detailed flow of the fitness event processing during an attack in step S22. [Figure 25] Figure 23 shows a subflowchart illustrating an example of a detailed flow of the defense fitness event processing in step S27. [Modes for carrying out the invention]

[0066] [1. Game System Configuration] The following describes a game system according to an example of this embodiment. Figure 1 is a diagram showing an example of each device included in the game system. As shown in Figure 1, the game system 1 includes a main unit 2, a left controller 3 and a right controller 4, a ring-type expansion device 5, and a belt-type expansion device 6.

[0067] The main unit 2 is an example of an information processing device, and in this embodiment, it functions as the main body of a game console. The left controller 3 and the right controller 4 are detachable from the main unit 2 (see Figures 1 and 3). In other words, the user can attach the left controller 3 and the right controller 4 to the main unit 2 and use them as an integrated device (see Figure 2). Alternatively, the user can use the main unit 2 and the left controller 3 and right controller 4 as separate units (see Figure 3). In the following, the main unit 2 and each of the controllers 3 and 4 will be collectively referred to as the "game device".

[0068] The ring-type expansion device 5 is an example of an expansion device used with the right controller 4. The ring-type expansion device 5 is used with the right controller 4 attached to the ring-type expansion device 5. The belt-type expansion device 6 is an example of an expansion device used with the left controller 3. The belt-type expansion device 6 is used with the left controller 3 attached to the belt-type expansion device 6. Thus, in this embodiment, the user can also use each controller 3 and 4 with each expansion device attached (see Figure 12). Note that the ring-type expansion device 5 may be able to attach the left controller 3 to itself, not just the right controller 4. The belt-type expansion device 6 may be able to attach the right controller 4 to itself, not just the left controller 3.

[0069] Figure 2 shows an example of the main unit 2 with the left controller 3 and right controller 4 attached. As shown in Figure 2, the left controller 3 and right controller 4 are attached to the main unit 2 and integrated together. The main unit 2 is a device that performs various processes (e.g., game processing) in the game system 1. The main unit 2 is equipped with a display 12. The left controller 3 and right controller 4 are devices equipped with operation sections for user input.

[0070] Figure 3 shows an example of the left controller 3 and right controller 4 being removed from the main unit 2. As shown in Figures 2 and 3, the left controller 3 and right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and right controller 4 will be collectively referred to as "controllers".

[0071] Figure 4 is a six-view drawing showing an example of the main unit 2. As shown in Figure 4, the main unit 2 includes a roughly plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is roughly rectangular in shape.

[0072] The shape and size of the housing 11 are arbitrary. For example, the housing 11 may be portable. The main unit 2 alone, or the integrated unit in which the left controller 3 and right controller 4 are attached to the main unit 2, may be a portable device. The main unit 2 or the integrated unit may be a handheld device. The main unit 2 or the integrated unit may also be a portable device.

[0073] As shown in Figure 4, the main unit 2 includes a display 12 provided on the main surface of the housing 11. The display 12 displays images generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.

[0074] Furthermore, the main unit 2 is equipped with a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (for example, a capacitive touch panel). However, the touch panel 13 may be of any type, for example, a type that allows single-touch input (for example, a resistive touch panel).

[0075] The main unit 2 is equipped with a speaker (i.e., speaker 88 shown in Figure 7) inside the housing 11. As shown in Figure 4, speaker holes 11a and 11b are formed on the main surface of the housing 11. The sound output from speaker 88 is emitted from these speaker holes 11a and 11b, respectively.

[0076] Furthermore, the main unit 2 is equipped with a left terminal 17, which is a terminal for the main unit 2 to communicate with the left controller 3 via wired connection, and a right terminal 21, which is for the main unit 2 to communicate with the right controller 4 via wired connection.

[0077] As shown in Figure 4, the main unit 2 is equipped with a slot 23. The slot 23 is located on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be inserted. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) specifically for the game system 1 and similar information processing devices. The predetermined type of storage medium is used, for example, to store data used by the main unit 2 (e.g., application save data, etc.) and / or programs executed by the main unit 2 (e.g., application programs, etc.). The main unit 2 is also equipped with a power button 28.

[0078] The main unit 2 is equipped with a lower terminal 27. The lower terminal 27 is a terminal for the main unit 2 to communicate with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the integrated device or the main unit 2 alone is placed on the cradle, the game system 1 can display the images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has the function of charging the integrated device or the main unit 2 alone that is placed on it. The cradle also has the function of a hub device (specifically, a USB hub).

[0079] Figure 5 is a six-view drawing showing an example of the left controller 3. As shown in Figure 5, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically elongated shape, that is, it is long in the vertical direction (i.e., in the y-axis direction as shown in Figures 2 and 5). The left controller 3 can also be held in a vertically elongated orientation when detached from the main device 2. The housing 31 is shaped and sized to be held with one hand, especially the left hand, when held in a vertically elongated orientation. The left controller 3 can also be held in a horizontally elongated orientation. When the left controller 3 is held in a horizontally elongated orientation, it may be held with both hands.

[0080] The left controller 3 is equipped with an analog stick 32. As shown in Figure 5, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a directional input unit that can input direction. The user can input direction (and magnitude according to the angle of tilt) by tilting the analog stick 32. In addition, the left controller 3 may be equipped with a directional pad or a slide stick that allows slide input instead of the analog stick as the directional input unit. Furthermore, in this embodiment, input by pressing the analog stick 32 is also possible.

[0081] The left controller 3 is equipped with various operation buttons. The left controller 3 has four operation buttons 33-36 (specifically, a right direction button 33, a down direction button 34, an up direction button 35, and a left direction button 36) on the main surface of the housing 31. In addition, the left controller 3 is equipped with a record button 37 and a minus button 47. The left controller 3 has a first L button 38 and a ZL button 39 on the upper left side of the side of the housing 31. Furthermore, the left controller 3 has a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when mounted to the main unit 2. These operation buttons are used to give instructions according to various programs (e.g., OS programs and application programs) executed on the main unit 2.

[0082] Furthermore, the left controller 3 is equipped with a terminal 42 for wired communication between the left controller 3 and the main unit 2.

[0083] Figure 6 is a six-view drawing showing an example of the right controller 4. As shown in Figure 6, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically elongated shape, that is, a shape that is long in the vertical direction. When the right controller 4 is detached from the main unit 2, it can also be held in a vertically elongated orientation. The housing 51 is shaped and sized to be held with one hand, especially the right hand, when held in a vertically elongated orientation. The right controller 4 can also be held in a horizontally elongated orientation. When the right controller 4 is held in a horizontally elongated orientation, it may be held with both hands.

[0084] The right controller 4, like the left controller 3, is equipped with an analog stick 52 as a directional input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. Alternatively, the right controller 4 may be equipped with a directional pad or a slide stick capable of slide input instead of the analog stick. The right controller 4, like the left controller 3, is equipped with four operation buttons 53-56 (specifically, A button 53, B button 54, X button 55, and Y button 56) on the main surface of the housing 51. Furthermore, the right controller 4 is equipped with a + (plus) button 57 and a home button 58. The right controller 4 is also equipped with a first R button 60 and a ZR button 61 on the upper right side of the housing 51. The right controller 4, like the left controller 3, is also equipped with a second L button 65 and a second R button 66.

[0085] Furthermore, a window portion 68 is provided on the lower side of the housing 51. As will be described in detail later, the right controller 4 includes an infrared imaging unit 123 and an infrared light-emitting unit 124 located inside the housing 51. The infrared imaging unit 123 takes images of the area around the right controller 4 through the window portion 68, with the imaging direction being downward from the right controller 4 (negative y-axis direction as shown in Figure 6). The infrared light-emitting unit 124 illuminates the object being imaged by the infrared imaging unit 123 through the window portion 68, with a predetermined range centered downward from the right controller 4 (negative y-axis direction as shown in Figure 6) as its illumination range. The window portion 68 is for protecting the camera lens of the infrared imaging unit 123 and the light-emitting element of the infrared light-emitting unit 124, and is made of a material (for example, a transparent material) that transmits light of wavelengths detected by the camera and light emitted by the light-emitting element. The window portion 68 may also be a hole formed in the housing 51. In this embodiment, the infrared imaging unit 123 itself has a filter member that suppresses the transmission of light of wavelengths other than the light detected by the camera (in this embodiment, infrared light). However, in other embodiments, the window portion 68 may have the function of a filter.

[0086] Furthermore, the right controller 4 is equipped with a terminal 64 for wired communication between the right controller 4 and the main unit 2.

[0087] Figure 7 is a block diagram showing an example of the internal configuration of the main unit 2. In addition to the configuration shown in Figure 4, the main unit 2 includes the components 81-91, 97, and 98 shown in Figure 7. Some of these components 81-91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed within the housing 11.

[0088] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that performs various information processing operations performed in the main unit 2, and may consist of, for example, only a CPU (Central Processing Unit), or it may consist of an SoC (System-on-a-chip) that includes multiple functions such as CPU function and GPU (Graphics Processing Unit) function. The processor 81 performs various information processing operations by executing information processing programs (for example, game programs) stored in a storage unit (specifically, an internal storage medium such as flash memory 84, or an external storage medium installed in slot 23).

[0089] The main unit 2 includes, as an example of an internal storage medium built into itself, a flash memory 84 and a DRAM (Dynamic Random Access Memory) 85. The flash memory 84 and DRAM 85 are connected to the processor 81. The flash memory 84 is a memory mainly used to store various types of data (which may be programs) stored in the main unit 2. The DRAM 85 is a memory used to temporarily store various types of data used in information processing.

[0090] The main unit 2 is equipped with a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to slot 23 and reads and writes data to a predetermined type of storage medium (for example, a dedicated memory card) installed in slot 23, according to instructions from the processor 81.

[0091] The processor 81 performs the above-mentioned information processing by appropriately reading and writing data to the flash memory 84 and DRAM 85, as well as to each of the above-mentioned storage media.

[0092] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with external devices via a network (specifically, wirelessly). In this embodiment, the network communication unit 82 communicates with external devices by connecting to a wireless LAN using a method compliant with the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main unit 2 of the same type using a predetermined communication method (for example, communication using a proprietary protocol or infrared communication) as a second communication mode. The wireless communication using the second communication mode is possible with other main unit 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is sent and received by communicating directly between multiple main unit 2.

[0093] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 communicates wirelessly with the left controller 3 and / or the right controller 4. The communication method between the main unit 2 and the left controller 3 and the right controller 4 is arbitrary, but in this embodiment, the controller communication unit 83 communicates with the left controller 3 and with the right controller 4 in accordance with the Bluetooth® standard.

[0094] The processor 81 is connected to the left terminal 17, right terminal 21, and lower terminal 27 described above. When the processor 81 communicates with the left controller 3 via a wired connection, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When the processor 81 communicates with the right controller 4 via a wired connection, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When the processor 81 communicates with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired and wireless communication with the left controller 3 and the right controller 4, respectively. Furthermore, when the left controller 3 and the right controller 4 are mounted on the main unit 2 as an integrated unit, or when the main unit 2 alone is mounted on the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.

[0095] Here, the main unit 2 can communicate simultaneously (in other words, in parallel) with multiple left controllers 3. Furthermore, the main unit 2 can communicate simultaneously (in other words, in parallel) with multiple right controllers 4. Therefore, multiple users can simultaneously input to the main unit 2 using their respective sets of left controllers 3 and right controllers 4. For example, while the first user inputs to the main unit 2 using the first set of left controllers 3 and right controllers 4, the second user can input to the main unit 2 using the second set of left controllers 3 and right controllers 4.

[0096] The main unit 2 includes a touch panel controller 86, which is a circuit that controls the touch panel 13. The touch panel controller 86 is connected between the touch panel 13 and the processor 81. Based on signals from the touch panel 13, the touch panel controller 86 generates data indicating, for example, the position where a touch input occurred, and outputs it to the processor 81.

[0097] The display 12 is also connected to the processor 81. The processor 81 displays images generated (for example, by performing the above information processing) and / or images acquired from an external source on the display 12.

[0098] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speakers 88 and the audio input / output terminals 25, as well as to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to the speakers 88 and the audio input / output terminals 25.

[0099] Furthermore, the main unit 2 is equipped with an acceleration sensor 89. In this embodiment, the acceleration sensor 89 detects the magnitude of acceleration along a predetermined three-axis direction (for example, the x, y, and z axes shown in Figure 2). Note that the acceleration sensor 89 may also detect acceleration in one axis direction or two axis directions.

[0100] Furthermore, the main unit 2 is equipped with an angular velocity sensor 90. In this embodiment, the angular velocity sensor 90 detects angular velocity around three predetermined axes (for example, the x, y, and z axes shown in Figure 2). The angular velocity sensor 90 may also detect angular velocity around one axis or two axes.

[0101] The acceleration sensor 89 and the angular velocity sensor 90 are connected to the processor 81, and the detection results from the acceleration sensor 89 and the angular velocity sensor 90 are output to the processor 81. Based on the detection results from the acceleration sensor 89 and the angular velocity sensor 90, the processor 81 can calculate information regarding the movement and / or orientation of the main unit 2.

[0102] The main unit 2 comprises a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown in the figures, the power control unit 97 is also connected to various parts of the main unit 2 (specifically, the parts that receive power from the battery 98, the left terminal 17, and the right terminal 21). Based on commands from the processor 81, the power control unit 97 controls the power supply from the battery 98 to the aforementioned parts.

[0103] The battery 98 is also connected to the lower terminal 27. When an external charging device (for example, a cradle) is connected to the lower terminal 27 and power is supplied to the main unit 2 via the lower terminal 27, the supplied power charges the battery 98.

[0104] Figure 8 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that the details of the internal configuration of the main unit 2 are shown in Figure 7 and are therefore omitted in Figure 8.

[0105] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in Figure 8, the communication control unit 101 is connected to each component, including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 both by wired communication via the terminal 42 and by wireless communication without using the terminal 42. The communication control unit 101 controls the method of communication that the left controller 3 performs with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. When the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). Wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to the Bluetooth® standard, for example.

[0106] The left controller 3 also includes a memory 102, such as flash memory. The communication control unit 101 is composed of, for example, a microcontroller (also called a microprocessor) and performs various processes by executing firmware stored in the memory 102.

[0107] The left controller 3 is equipped with buttons 103 (specifically, buttons 33-39, 43, 44, and 47). The left controller 3 is also equipped with an analog stick (referred to as "stick" in Figure 8) 32. Each button 103 and the analog stick 32 repeatedly output information about the operations performed on them to the communication control unit 101 at appropriate intervals.

[0108] The left controller 3 is equipped with an inertial sensor. Specifically, the left controller 3 is equipped with an acceleration sensor 104. The left controller 3 is also equipped with an angular velocity sensor 105. In this embodiment, the acceleration sensor 104 detects the magnitude of acceleration along three predetermined axes (for example, the x, y, and z axes shown in Figure 5). Note that the acceleration sensor 104 may also detect acceleration in one or two axes. In this embodiment, the angular velocity sensor 105 detects angular velocity around three predetermined axes (for example, the x, y, and z axes shown in Figure 5). Note that the angular velocity sensor 105 may also detect angular velocity around one or two axes. The acceleration sensor 104 and the angular velocity sensor 105 are each connected to the communication control unit 101. The detection results from the acceleration sensor 104 and the angular velocity sensor 105 are repeatedly output to the communication control unit 101 at appropriate timings.

[0109] The communication control unit 101 acquires information related to input (specifically, information related to operation or detection results from sensors) from each input unit (specifically, each button 103, analog stick 32, and each sensor 104 and 105). The communication control unit 101 transmits operation data, including the acquired information (or information obtained by performing a predetermined processing on the acquired information), to the main unit 2. The operation data is transmitted repeatedly at a rate of once per predetermined time. The interval at which information related to input is transmitted to the main unit 2 may or may not be the same for each input unit.

[0110] When the above operation data is transmitted to the main unit 2, the main unit 2 can obtain the input made to the left controller 3. That is, the main unit 2 can determine the operation of each button 103 and the analog stick 32 based on the operation data. In addition, the main unit 2 can calculate information regarding the movement and / or posture of the left controller 3 based on the operation data (specifically, the detection results of the acceleration sensor 104 and the angular velocity sensor 105).

[0111] The left controller 3 is equipped with a vibrator 107 for notifying the user through vibration. In this embodiment, the vibrator 107 is controlled by a command from the main unit 2. That is, when the communication control unit 101 receives the command from the main unit 2, it drives the vibrator 107 according to the command. Here, the left controller 3 is equipped with a codec unit 106. When the communication control unit 101 receives the command, it outputs a control signal corresponding to the command to the codec unit 106. The codec unit 106 generates a drive signal to drive the vibrator 107 from the control signal from the communication control unit 101 and provides it to the vibrator 107. This causes the vibrator 107 to operate.

[0112] More specifically, the vibrator 107 is a linear vibration motor. Unlike a conventional motor that performs rotational motion, a linear vibration motor is driven in a predetermined direction according to the input voltage, and can therefore vibrate with an amplitude and frequency corresponding to the waveform of the input voltage. In this embodiment, the vibration control signal transmitted from the main unit 2 to the left controller 3 may be a digital signal representing frequency and amplitude for each unit time. In another embodiment, the main unit 2 may transmit information indicating the waveform itself, but the amount of communication data can be reduced by transmitting only the amplitude and frequency. Furthermore, to further reduce the amount of data, instead of transmitting the numerical values ​​of the amplitude and frequency at that time, only the difference from the previous value may be transmitted. In this case, the codec unit 106 converts the digital signal indicating the amplitude and frequency values ​​obtained from the communication control unit 101 into an analog voltage waveform, and drives the vibrator 107 by inputting a voltage according to that waveform. Therefore, the main unit 2 can control the amplitude and frequency at which the vibrator 107 vibrates at that time by changing the amplitude and frequency transmitted for each unit time. Furthermore, the amplitude and frequency transmitted from the main unit 2 to the left controller 3 are not limited to one; two or more may be transmitted. In this case, the codec unit 106 can generate a voltage waveform for controlling the oscillator 107 by synthesizing the waveforms represented by each of the received amplitudes and frequencies.

[0113] The left controller 3 includes a power supply unit 108. In this embodiment, the power supply unit 108 includes a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).

[0114] As shown in Figure 8, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 connected to the communication control unit 111. The communication control unit 111 is connected to each component, including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 both by wired communication via the terminal 64 and by wireless communication without the terminal 64 (specifically, communication according to the Bluetooth® standard), and controls the method of communication that the right controller 4 performs with the main unit 2.

[0115] The right controller 4 is equipped with the same inputs as the left controller 3. Specifically, it includes buttons 113, an analog stick 52, and inertial sensors (accelerometer 114 and angular velocity sensor 115). Each of these inputs has the same function and operates in the same way as the inputs of the left controller 3.

[0116] The right controller 4 also includes an oscillator 117 and a codec unit 116. The oscillator 117 and codec unit 116 operate in the same manner as the oscillator 107 and codec unit 106 of the left controller 3. That is, the communication control unit 111 operates the oscillator 117 using the codec unit 116 in accordance with commands from the main unit 2.

[0117] The right controller 4 also includes an infrared imaging unit 123. The infrared imaging unit 123 has an infrared camera that images the area around the right controller 4. For example, the main unit 2 and / or the right controller 4 calculate the captured information (for example, information related to the brightness of multiple blocks obtained by dividing at least a portion of the captured image into parts), and determine changes in the area around the right controller 4 based on this information. The infrared imaging unit 123 may also perform imaging using ambient light, but in this embodiment, it has an infrared light emitting unit 124 that emits infrared light. The infrared light emitting unit 124 emits infrared light in synchronization with the timing when the infrared camera captures an image. The infrared light emitted by the infrared light emitting unit 124 is reflected by the object being imaged, and the reflected infrared light is received by the infrared camera, thereby acquiring an infrared image. This allows the infrared imaging unit 123 to obtain a clearer infrared image. The infrared imaging unit 123 and the infrared light emitting unit 124 may be provided as separate devices within the right controller 4, or they may be provided as a single device within the same package within the right controller 4. In this embodiment, the infrared imaging unit 123 has an infrared camera, but in other embodiments, a visible light camera (a camera using a visible light image sensor) may be used as the imaging means instead of an infrared camera.

[0118] The right controller 4 includes a processing unit 121. The processing unit 121 is connected to the communication control unit 111. The processing unit 121 is also connected to the infrared imaging unit 123 and the infrared light emitting unit 124.

[0119] Furthermore, the processing unit 121, based on a predetermined program (for example, an application program for image processing and various calculations) stored in a storage device (for example, a non-volatile memory) not shown in the right controller 4, which includes a CPU and memory, executes management processing for the infrared imaging unit 123 in response to commands from the main unit 2. For example, the processing unit 121 causes the infrared imaging unit 123 to perform imaging operations, or acquires and / or calculates information based on the imaging results (information on the captured image, or information calculated from such information, etc.) and transmits it to the main unit 2 via the communication control unit 111. The processing unit 121 also executes management processing for the infrared light-emitting unit 124 in response to commands from the main unit 2. For example, the processing unit 121 controls the emission of light by the infrared light-emitting unit 124 in response to commands from the main unit 2. The memory used by the processing unit 121 when performing processing may be provided within the processing unit 121, or it may be memory 112.

[0120] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions and operates in the same manner as the power supply unit 108 of the left controller 3.

[0121] Figure 9 shows an example of a ring-type expansion device. Figure 9 also shows the ring-type expansion device 5 with the right controller 4 attached. In this embodiment, the ring-type expansion device 5 is an expansion device to which the right controller 4 can be attached. As will be described in detail later, in this embodiment, the user performs a novel operation by applying force to the ring-type expansion device 5 to deform it. The user can operate the ring-type expansion device 5 by performing fitness movements using the ring-type expansion device 5, for example, as if performing exercise.

[0122] As shown in Figure 9, the ring-type expansion device 5 comprises an annular portion 201 and a main body portion 202. The annular portion 201 has an annular shape. In this embodiment, the annular portion 201 is formed in an annular shape by an elastic member and a base portion, which will be described later. In this embodiment, the annular portion 201 is circular. In other embodiments, the shape of the annular portion 201 is arbitrary and may be, for example, elliptical.

[0123] The main body portion 202 is provided on the annular portion 201. The main body portion 202 has a rail portion (not shown). The rail portion is an example of a mounting portion to which the right controller 4 can be attached. In this embodiment, the rail portion slidably engages with the slider 62 (see Figure 6) of the right controller 4. When the slider 62 is inserted into the rail member in a predetermined linear direction (i.e., the sliding direction), the rail member engages with the slider 62 in such a way that the slider 62 can slide in that linear direction relative to the rail member. The rail portion is similar to the rail portion of the main body device 2 in that it can slidably engage with the slider of the controller. Therefore, the rail portion may have the same configuration as the rail portion of the main body device 2.

[0124] In this embodiment, the right controller 4 has a locking portion 63 (see Figure 6). The locking portion 63 is provided protruding laterally from the slider 62 (i.e., in the positive z-axis direction as shown in Figure 6). The locking portion 63 is movable in the direction of the inside of the slider 62 and is biased (for example by a spring) in the direction of the aforementioned laterally protruding state. A notch is also provided in the rail portion. When the slider 62 is inserted all the way into the rail portion, the locking portion 63 engages with the notch. The right controller 4 is mounted on the main body portion 202 when the locking portion 63 engages with the notch while the slider 62 is engaged with the rail portion.

[0125] The right controller 4 is equipped with a pressable release button 69 (see Figure 6). When the release button 69 is pressed, the locking portion 63 moves inward towards the inside of the slider 62 and does not protrude (or hardly protrudes) from the slider 62. Therefore, when the right controller 4 is attached to the main body 202 of the ring-type expansion device 5, when the release button 69 is pressed, the locking portion 63 will no longer engage (or hardly engage) with the notch. Thus, when the right controller 4 is attached to the main body 202 of the ring-type expansion device 5, the user can easily remove the right controller 4 from the ring-type expansion device 5 by pressing the release button 69.

[0126] As shown in Figure 9, the ring-shaped expansion device 5 has grip covers 203 and 204. The grip covers 203 and 204 are parts for the user to grip. In this embodiment, the grip covers 203 and 204 are removable from the annular portion 201. In this embodiment, the left grip cover 203 is provided on the left gripping portion near the left end of the annular portion 201, and the right grip cover 204 is provided on the right gripping portion near the right end of the annular portion 201. The number of gripping portions is arbitrary, and depending on the expected operation method, there may be three or more gripping portions, or there may be only one gripping portion. Also, depending on the content of the game (or the content of the fitness movements performed by the user in the game), only a specific gripping portion among the multiple gripping portions may be gripped with one hand or both hands.

[0127] Figure 10 is a block diagram showing the electrical connection relationships of the components of the ring-type expansion device 5. As shown in Figure 10, the ring-type expansion device 5 includes a strain detection unit 211. The strain detection unit 211 is an example of a detection unit that detects deformation of the annular portion 201. In this embodiment, the strain detection unit 211 includes a strain gauge. The strain detection unit 211 outputs a signal indicating the strain of the base portion in accordance with the deformation of the elastic member, which will be described later (in other words, a signal indicating the magnitude and direction of deformation of the elastic member).

[0128] In this embodiment, the annular portion 201 has an elastically deformable elastic portion and a base portion. The base portion holds both ends of the elastic member so that a ring is formed by the base portion and the elastic member. Note that the base portion is provided inside the main body portion 202 and is therefore not shown in Figure 9. The base portion is made of a material with higher rigidity than the elastic member. For example, the elastic member is made of resin (specifically, FRP (Fiber Reinforced Plastics)), and the base portion is made of metal. The strain gauge is provided on the base portion and detects the strain of the base portion. When the annular portion 201 deforms from a steady state, the deformation causes strain in the base portion, and the strain gauge detects the strain of the base portion. Based on the detected strain, the direction in which the annular portion 201 deforms (i.e., the direction in which the two grip covers 203 and 204 move closer together or further apart) and the amount of deformation can be calculated.

[0129] In other embodiments, the strain detection unit 211 may include any sensor capable of detecting that the annular portion 201 has deformed from a steady state, instead of a strain gauge. For example, the detection unit 211 may include a pressure sensor that detects the pressure applied when the annular portion 201 deforms, or a bending sensor that detects the amount the annular portion 201 is bent.

[0130] The ring-type expansion device 5 includes a signal conversion unit 212. In this embodiment, the signal conversion unit 212 includes an amplifier and an AD converter. The signal conversion unit 212 is electrically connected to the strain detection unit 211, amplifies the output signal of the strain detection unit 211 with the amplifier, and performs AD conversion with the AD converter. The signal conversion unit 212 outputs a digital signal indicating the strain value detected by the strain detection unit 211. In other embodiments, the signal conversion unit 212 may not include an AD converter, and the processing unit 213, described later, may include an AD converter.

[0131] The ring-type expansion device 5 includes a processing unit 213. The processing unit 213 is a processing circuit comprising a processor and memory, for example, an MCU (Micro Controller Unit). The processing unit 213 is electrically connected to the signal conversion unit 212, and the output signal of the signal conversion unit 212 is input to the processing unit 213. The ring-type expansion device 5 also includes a terminal 214. The terminal 214 is electrically connected to the processing unit 213. When the right controller 4 is attached to the ring-type expansion device 5, the processing unit 213 transmits information indicating the distortion value indicated by the output signal of the signal conversion unit 212 (in other words, ring operation data, which will be described later) to the right controller 4 via the terminal 214.

[0132] The ring-type expansion device 5 includes a power conversion unit 215. The power conversion unit 215 is electrically connected to each of the above parts 211 to 214. The power conversion unit 215 supplies power supplied from an external source (i.e., the right controller 4) via terminal 214 to each of the above parts 211 to 214. The power conversion unit 215 may adjust the voltage and other properties of the supplied power before supplying it to each of the above parts 211 to 214.

[0133] The "data relating to the detection result of the strain detection unit" transmitted by the ring-type expansion device 5 to other devices may be data that represents the detection result itself (in this embodiment, the output signal of the strain detection unit 211 indicating the strain of the base), or it may be data obtained by performing some processing on the detection result (for example, data format conversion and / or calculation processing on the strain value). For example, the processing unit 213 may perform a process to calculate the amount of deformation of the elastic member based on the strain value which is the detection result, and in this case, the "data relating to the detection result of the strain detection unit" may be data that represents the amount of deformation.

[0134] In other embodiments, the ring-type expansion device 5 may be equipped with a battery and operated by the power of the battery. The battery in the ring-type expansion device 5 may be a rechargeable battery that can be charged by power supplied from the right controller 4.

[0135] Figure 11 shows an example of a belt-type expansion device. The belt-type expansion device 6 is used by fastening it to the user's leg with the left controller 3 attached to it (see Figure 12). As shown in Figure 11, the belt-type expansion device 6 comprises a storage section 301 and a belt section 302. The storage section 301 has a planar shape and is capable of accommodating the left controller 3. Specifically, the storage section 301 has a pocket section 303. The pocket section 303 is formed in the shape of a bag large enough to accommodate the left controller 3. In this embodiment, the left controller 3 is attached to the belt-type expansion device 6 by the storage section 301 accommodating the left controller. In other embodiments, the configuration for attaching the left controller 3 to the belt-type expansion device 6 is arbitrary.

[0136] The storage section 301 is provided with a through-hole 304 on the side of the pocket section 303. The belt section 302 is provided on the side of the pocket section 303 within the storage section 301, on the opposite side of the through-hole 304 with respect to the pocket section 303. The belt section 302 is in the shape of a strip, and one end of it is fixed to the storage section 301. In this embodiment, the belt section 302 is made of an elastic material (for example, woven rubber).

[0137] On the belt portion 302, a first hook-and-loop fastener 305 and a second hook-and-loop fastener 306 are provided on the same side as the side of the storage portion 301 where the pocket portion 303 is provided. The first hook-and-loop fastener 305 is provided near the end opposite to the side that is fixed to the storage portion 301. The second hook-and-loop fastener 306 is provided on the same side as the first hook-and-loop fastener 305, but closer to the storage portion 301 than the first hook-and-loop fastener 305. The first hook-and-loop fastener 305 and the second hook-and-loop fastener 306 are detachable from each other. For example, the first hook-and-loop fastener 305 is a hook-and-loop fastener, and the second hook-and-loop fastener 306 is a loop-type hook-and-loop fastener.

[0138] When fastening the belt-type expansion device 6, the user wraps the belt portion 302 around their leg once, passes the belt portion 302 through the hole 304, and then fastens the first hook-and-loop fastener 305 and the second hook-and-loop fastener 306 together. This allows the user to fasten the belt-type expansion device 6, to which the left controller 3 is attached, to their leg (see Figure 12).

[0139] Figure 12 shows an example of how a user uses the ring-type expansion device 5 and the belt-type expansion device 6. As shown in Figure 12, a user can play the game using the two expansion devices 5 and 6 in addition to the game device (i.e., the main unit 2 and the controllers 3 and 4). For example, a user can use the ring-type expansion device 5 and the belt-type expansion device 6 as a set.

[0140] For example, as shown in Figure 12, the user grasps the ring-shaped expansion device 5 to which the right controller 4 is attached with both hands, and fastens the belt-shaped expansion device 6 to which the left controller 3 is attached to their leg. At this time, the user can play the game by operating on the ring-shaped expansion device 5 (for example, bending the ring-shaped expansion device 5 and moving the ring-shaped expansion device 5) and by moving the leg to which the belt-shaped expansion device 6 is fastened.

[0141] Figure 12 illustrates how a user can bend the ring-shaped expansion device 5 by grasping the grip covers 203 and 204. This action allows the user to perform a fitness exercise to strengthen both arms as a game operation. The user can perform various actions on the ring-shaped expansion device 5 to control the game. For example, the user can grasp one grip cover with both hands and place the other grip cover against their abdomen while bending the ring-shaped expansion device 5. This action allows the user to perform a fitness exercise to strengthen both their arms and abdominal muscles as a game operation. The user can also place the grip covers 203 and 204 against the inner thighs of both legs and hold the ring-shaped expansion device 5 between their legs while bending it. This action allows the user to perform a fitness exercise to strengthen their leg muscles as a game operation.

[0142] When game processing is executed in the main unit 2, the right controller 4 receives ring operation data from the ring-shaped expansion device 5. The ring operation data includes information indicating the distortion value. Specifically, the processing unit 213 of the ring-shaped expansion device 5 transmits the ring operation data to the right controller 4 via terminal 214. For example, the processing unit 213 repeatedly transmits the ring operation data at a rate of once every predetermined time.

[0143] In the above case, the communication control unit 111 of the right controller 4 transmits the ring operation data received from the ring-type expansion device 5 via terminal 64 to the main unit 2. The communication control unit 111 also transmits the right controller operation data to the main unit 2, which includes information acquired from each input unit included in the right controller 4 (specifically, each button 113, analog stick 52, and each sensor 114 and 115). When the right controller 4 is attached to the ring-type expansion device 5, communication from the right controller 4 to the main unit 2 is performed wirelessly. The communication control unit 111 may transmit the right controller operation data and the ring operation data together to the main unit 2, or it may transmit them separately to the main unit 2. Furthermore, the communication control unit 111 may transmit the received ring operation data to the main unit 2 as is, or it may perform some processing on the received ring operation data (for example, data format conversion and / or calculation processing for strain values) before transmitting it to the main unit 2.

[0144] On the other hand, when game processing is executed in the main unit 2, the communication control unit 101 of the left controller 3 transmits left controller operation data to the main unit 2, which includes information acquired from each input unit in the left controller 3 (specifically, each button 103, analog stick 32, and each sensor 104 and 105). When the left controller 3 is attached to the belt-type expansion device 6, communication from the left controller 3 to the main unit 2 is performed wirelessly.

[0145] [2. Information Processing in Games] Next, the information processing in the game executed in game system 1 will be described. In the game of this embodiment, the player (in other words, the user) can give instructions in the game by performing fitness movements. Fitness movements are any exercises that contribute to maintaining or improving health and physical fitness. Fitness movements may be exercises that train muscles, such as squats, leg raises, push-ups, sit-ups, or movements that deform the ring-shaped expansion device 5; they may be exercises that burn fat; or they may be exercises that improve flexibility, such as stretching or yoga. In this embodiment, when the player character controlled by the player engages in combat with an enemy character in the game, the player can make the player character attack and defend by performing fitness movements. Below, as an example of a game event, the flow of the game in a combat event, which is a game event in which the player character engages in combat with an enemy character, will be described. A game event is any event that occurs during the game. In a game event, for example, a game image showing how the game is progressing is displayed in response to the player's game operations.

[0146] [2-1. Game flow in combat events] Figure 13 shows an example of a game image during a battle event. The condition for completing a battle event is to win the battle event (i.e., defeat all enemy characters). When a battle event begins, the game system 1 displays the game image shown in Figure 13 on a display device. The display device on which the game image is displayed may be the display 12 described above, or the stationary monitor described above.

[0147] The game image shown in Figure 13 includes a player character 401 and enemy characters 403-405. In this embodiment, the player character 401 has a ring object 402 that resembles a ring-shaped expansion device 5. In Figure 13, three enemy characters 403-405 appear, but the number of enemy characters that appear in a battle event may be any number.

[0148] Figure 14 shows an example of the game flow in a battle event. As shown in Figure 14, in this embodiment, battles proceed in a turn-based system. That is, battles proceed by alternating between attack turns in which player character 401 attacks an enemy character and defense turns in which player character 401 defends against attacks from the enemy character. In this embodiment, when a battle event starts, (after the game image shown in Figure 13 is displayed,) an attack turn takes place, but a defense turn may take place first. Furthermore, the method of conducting a battle event is not limited to a turn-based system and may be any method. For example, in another embodiment, a character (i.e., player character 401 and enemy character) may attack after a set waiting time has elapsed for that character.

[0149] First, let's explain the game flow during the attack turn of player character 401. When the attack turn begins, a selection event is executed in which the player selects the fitness action to be performed during the attack turn (step S1 shown in Figure 14). During the selection event, the game system 1 displays a selection image on the display device. The selection image is a UI (user interface) image that allows the player to select a fitness action.

[0150] Figure 15 shows an example of a selection image. The selection image includes images 411-413 for the player to select one fitness movement from several types of available fitness movements. These images 411-413 are superimposed on an image of the game space, which includes enemy characters 403-405 in combat. Image 411 shows a message prompting the player to select a fitness movement (specifically, the message "Choose a fitness movement").

[0151] In the game of this embodiment, multiple types of fitness movements are provided that players can perform to give instructions during their attack turn. The content of these multiple types of fitness movements is arbitrary. In this embodiment, the multiple types of fitness movements include actions such as pushing in and deforming the ring-shaped expansion device 5, moving the player's feet while wearing the belt-shaped expansion device 6, and having the player assume a predetermined pose.

[0152] Furthermore, in the game of this embodiment, the actions that the player character 401 takes in response to the player performing a fitness action (i.e., in response to instructions from the fitness action) are associated with each type of fitness action. In this embodiment, the player character can take actions such as a single-target attack, which is an action that attacks one enemy character; a multi-target attack, which is an action that attacks multiple enemy characters at once; and a heal, which is an action that restores the player character 401's health. Note that the actions of the player character 401 associated with a fitness action may differ for each type of fitness action, or the same action of the player character 401 may be associated with several types of fitness actions. In a selection event, the player may choose a fitness action they want to perform, or they may choose a fitness action associated with an action they want the player character 401 to perform (for example, a multi-target attack).

[0153] The selected action image 412 shows one of several selectable fitness actions. In Figure 15, the selected action image 412 shows an image representing the fitness action "upward push" and the name of that fitness action. In the selection event, the game system 1 receives a switching instruction from the player. In response to the switching instruction, the game system 1 switches the fitness action shown in the selected action image 412. In this embodiment, the selectable fitness actions are given in a set order. When the first switching instruction is given (for example, by tilting the analog stick 52 of the right controller 4 to the left), the game system 1 switches the fitness action shown in the selected action image 412 in the order described above. When the second switching instruction is given (for example, by tilting the analog stick 52 of the right controller 4 to the right), the game system 1 switches the fitness action shown in the selected action image 412 in the reverse order of the above order. In this embodiment, instructions given by the player during a combat event (excluding instructions given through fitness movements) may be given by operating the buttons or analog sticks on the controller, or by operating the ring-shaped expansion device 5.

[0154] As described above, in a selection event, multiple types of fitness movements are presented as options. In this embodiment, a selection movement image 412 showing one of the multiple types of fitness movements that are options is displayed, but in other embodiments, each selection movement image showing one of the multiple types of fitness movements that are options may be displayed simultaneously.

[0155] Explanatory image 413 illustrates the fitness action shown in the currently displayed selection action image 412. In this embodiment, the magnitude of the effect of the player character 401's action (i.e., attack or heal) associated with the fitness action (specifically, the amount of damage or healing from the attack; hereinafter referred to as "effect amount") is calculated based on the base effect value set for that fitness action. As will be described in detail later, the effect amount from the player character 401's action is calculated based on the above base effect value and the evaluation results of the fitness action. Explanatory image 413 shows the above base effect value set for the fitness action. For example, in Figure 15, Explanatory image 413 shows that the base effect value (in this case, attack power) set for the "upward push" fitness action is 25.

[0156] Furthermore, in this embodiment, a waiting turn count is set for fitness movements. As will be described in detail later, the waiting turn count is the number of turns from when the player performs a fitness movement until that fitness movement becomes selectable again. Explanatory image 413 shows the waiting turn count set for the fitness movement indicated by the currently displayed selection movement image 412. For example, in Figure 15, explanatory image 413 shows that the waiting turn count set for the "upward push" fitness movement is 2.

[0157] While the selection image is displayed, the game system 1 accepts selection instructions from the player. Selection instructions are made, for example, by pressing a predetermined button on the right controller 4. The game system 1 designates the fitness action shown in the selection action image 412 displayed at the time the selection instruction is made as the fitness action selected by the player. It should also be said that designating a fitness action is the designation of a fitness event that causes the player to perform that fitness action.

[0158] As described above, in this embodiment, the game system 1 designates one type of fitness movement from among several types based on the player's selection instruction. Then, a fitness event is executed that causes the player to perform the designated fitness movement (details will be described later). In this way, in this embodiment, the player can choose the fitness movement to perform. In other embodiments, the game system 1 may designate multiple fitness movements from among several types according to the player's selection instruction, and the fitness event may cause the player to perform the designated multiple fitness movements.

[0159] The multiple types of fitness movements presented as options may be fixed or variable. The fitness movement options may change depending on at least one of the following: game progression, player settings, and game situation (specifically, the type of enemy character or the items owned by player character 401). Specifically, game system 1 may increase the number of fitness movement options as the game progresses, or may increase the number of fitness movement options depending on when player character 401 acquires (or uses) a predetermined item.

[0160] When the player selects a fitness movement while the selection image is displayed, the game system 1 terminates the selection event and executes a preparation event (step S2 shown in Figure 14). The preparation event is a game event that prompts the player to assume the starting position for the selected fitness movement (referred to as the "starting position").

[0161] Furthermore, if the action of player character 401 associated with the selected fitness movement is a single-target attack as described above, and there are multiple enemy characters in combat, game system 1 will display an image on the display device for the player to select an attack target before the preparation event begins. If the above image is displayed, game system 1 will identify the enemy character to be attacked from among the enemy characters according to the player's instructions. After the target enemy character has been identified, the preparation event will begin.

[0162] During the preparation event, game system 1 displays a preparatory image for the selected fitness movement on the display device. The preparatory image is intended to prompt the player to assume the starting position for the fitness movement.

[0163] Figure 16 shows an example of a preparation image. As shown in Figure 16, the preparation image includes an image 421 that shows the fitness movement selected by the player (specifically, the name of the fitness movement). The preparation image also includes an image 422 that shows a message prompting the player to assume a starting position (specifically, a message such as "Let's imitate the example"). Furthermore, the preparation image includes a starting example image 423 that shows an example of the starting position for the fitness movement. The game system 1 can use the starting example image 423 to inform the player in an intuitive and easy-to-understand manner what position the player should assume as the starting position.

[0164] As shown in Figure 16, the preparation images include partial posture images 424 and 425. The partial posture images show the position that a part of the player's body should be in during the starting position (referred to as the "partial starting position"). In Figure 16, partial posture image 424 shows the partial starting position with respect to the player's feet (i.e., "feet shoulder-width apart"), and partial posture image 425 shows the partial starting position with respect to the player's hands (i.e., "both arms raised").

[0165] In this embodiment, the partial starting position includes a checked position in which the game system 1 performs a check, and an unchecked position in which no check is performed. In the example shown in Figure 16, the partial starting position shown in partial starting position image 425 is the checked position, and the partial starting position shown in partial starting position image 424 is the unchecked position. Note that partial starting position image 425, which shows the checked position, includes a checkbox (see Figure 16).

[0166] During the preparation event, the game system 1 determines whether the player has assumed a checked posture. This determination is made, for example, based on the tilt of the controller, which is calculated based on the output of the inertial sensor provided in the controller. For example, whether the player has assumed the partial starting posture shown in the partial posture image 425 can be determined by determining whether the right controller 4 attached to the ring-shaped extension device 5 has reached the tilt shown in the starting example image 423.

[0167] During the preparation event, if the player maintains the checked position for a predetermined length of time (for example, 3 seconds), the game system 1 determines that the player has assumed the starting position. In this case, the game system 1 changes the image so that the checkbox on the partial position image 425 is checked, and then ends the preparation event. The game system 1 may also display a countdown image on the display device indicating the elapsed time from the moment the player starts to assume the checked position (or the remaining time until the game system determines that the player has assumed the starting position). Following the end of the preparation event, the fitness event described later begins.

[0168] The number of partial starting positions included in the starting position, and the type of the partial starting position (specifically, whether it is a checked position or an unchecked position) are set for each type of fitness movement. In this embodiment, the starting position for each fitness movement is set to include at least one checked position. When a preparatory motion image is displayed for a fitness movement in which a partial starting position including multiple checked positions is set, the game system 1 starts counting the elapsed time in accordance with the player assuming all of the multiple checked positions. Furthermore, how the starting position for each fitness movement is set is arbitrary. For example, in another embodiment, for a particular fitness movement, only partial starting positions that do not include checked positions may be set. When a preparatory motion image is displayed for a fitness movement in which only partial starting positions that do not include checked positions are set, the game system 1 may start the fitness event after displaying the preparatory motion image for a predetermined time (e.g., 5 seconds). In the above case, the game system 1 may also start the fitness event in accordance with the player's start command.

[0169] As described above, in this embodiment, the game system 1 determines whether the player's posture is the same as the posture at the start of the fitness movement before a fitness event occurs in which the player performs the fitness movement. The game system 1 then starts the fitness event in response to the determination that the player has assumed the posture at the start of the fitness movement. This reduces the possibility that a fitness event may start when the player is not ready to perform the fitness movement. Furthermore, depending on the posture at the start of the fitness movement, it may be difficult to give the instruction to start the fitness event. In contrast, in this embodiment, the player does not need to give the above instruction when they are ready to perform the fitness movement, so they can easily start the fitness movement from the starting posture in the fitness event.

[0170] Game system 1 executes a fitness event after the preparation event described above (step S3 shown in Figure 14). The fitness event is a game event that prompts the player to perform a fitness movement. During the fitness event, game system 1 prompts the player to perform a fitness movement and displays an image on the display device to notify the player of the status of the fitness movement performed by the player (for example, the number of times the fitness movement was performed).

[0171] Figure 17 shows an example of images displayed during a fitness event. During the fitness event, game system 1 displays image 431, which shows the game space including player character 401 and enemy characters 403-405. Game system 1 also displays image 432, which shows a message prompting the player to perform a fitness exercise (specifically, the message "Press down"). Furthermore, game system 1 displays an example movement image 433, an image of the number of movements 434, an image of the remaining movements 435, and an image of calories burned 436.

[0172] The example action image 433 shows an example of the fitness movement to be performed by the player (i.e., the fitness movement selected in the selection event). In the example shown in Figure 17, the example action image 433 includes an image showing the movement of bending the ring-shaped expansion device 5 as if pushing it over the head, as an example of the "upward push" fitness movement. The example action image 433 allows the player to be notified of the content of the fitness movement in an intuitive and easy-to-understand manner.

[0173] The action count image 434 is a gauge image that shows the number of times the player should perform the fitness action selected in the selection event (referred to as the "unit action count") and the remaining number of times the player should perform the fitness action at the present time. The remaining count image 435 shows the numerical value of the remaining count. In the example shown in Figure 17, the action count image 434 shows that the unit action count is 5 and the remaining count is 4. In other embodiments, the game system 1 may display an image showing the numerical value of the unit action count and the numerical value of the remaining count instead of (or together with) the action count image 434.

[0174] The calorie consumption image 436 shows the calories consumed by the fitness activities performed by the player. In this embodiment, the calorie consumption image 436 shows the calories consumed by fitness activities during one attack turn. However, in other embodiments, the calorie consumption image 436 may show the calories consumed by fitness activities during one combat event, or it may show the cumulative calories consumed since the start of the game.

[0175] Game system 1 calculates the calories burned based on the fitness movements performed by the player and displays a calorie burn image 436 showing the calculated calories burned. The method for calculating calories burned based on fitness movements is arbitrary. In this embodiment, the calories burned do not need to be calculated precisely and can be approximate. For example, a baseline value for calories burned per fitness movement is set, and game system 1 may calculate the calories burned by adding the baseline value set for calories burned for that fitness movement to the calories burned up to that point each time a fitness movement is performed.

[0176] In a fitness event, the player performs fitness movements while looking at the example movement image 433 as needed. In this embodiment, the game system 1 controls the player character 401 to perform the same fitness movements as the player in response to the fitness movements performed by the player during the fitness event.

[0177] The "upward push" fitness action described above involves deforming the ring-shaped expansion device 5 by pushing it in, maintaining the deformed state for a certain period of time, and then returning the ring-shaped expansion device 5 to its original state. For example, when the "upward push" fitness action is performed, the game system 1 calculates the deformation state of the ring-shaped expansion device 5 (specifically, the direction and amount of deformation) and controls the actions of the player character 401 to deform the ring object 402 according to the calculated deformation state. Specifically, the game system 1 controls the actions of the player character 401 so that the calculated deformation state of the ring-shaped expansion device 5 matches the deformation state of the ring object 402. Therefore, when the player performs the "upward push" fitness action, the player character 401 is controlled to perform the "upward push" fitness action in the same way as the player.

[0178] Furthermore, when the above-mentioned "upward push" fitness movement is performed, the game system 1 displays image 432 with the message "Push in" as described above, when the ring-shaped expansion device 5 is not deformed. In this state, the game system 1 also displays an image 433 as a demonstration movement image showing the action of pushing in the ring-shaped expansion device 5 (see Figure 17). Although not shown, when the ring-shaped expansion device 5 is deformed by a predetermined amount or more, the game system 1 displays an image with the message "Keep!" and displays an image 433 as a demonstration movement image showing the action of maintaining the pushed-in state of the ring-shaped expansion device 5. Moreover, if the deformed state of the ring-shaped expansion device 5 is maintained for a certain period of time, the game system 1 displays an image with the message "Return to original position" and displays an image 433 as a demonstration movement image showing the action of returning the push-in to the original position of the ring-shaped expansion device 5. In this way, the game system 1 displays images that prompt the player to take the next action according to the player's movement state during the fitness movement. This allows the player to be notified of how to perform the movements in the fitness movement in more detail.

[0179] Furthermore, as shown in Figure 17, during a fitness event, the game system 1 highlights the part of the player character 401 corresponding to the fitness movement compared to other parts. The "part of the body corresponding to the fitness movement" refers to the part of the body primarily used by the player during the fitness movement (this can also be described as the part that is strengthened by the fitness movement, or the part that is affected by the fitness movement). In this embodiment, it is assumed that a fitness movement is associated with a part of the body corresponding to that fitness movement. In the example shown in Figure 17, the part of the player character 401 corresponding to the upper arm, which is the part of the body used by the player during the "upward push" fitness movement, is highlighted (in Figure 17, the highlighted state of this part is indicated by diagonal lines).

[0180] Furthermore, as shown in Figure 17, the demonstration movement image 433 includes a speech bubble image 437 that points to the part of the person modeled after the player in the demonstration movement image 433 that corresponds to the fitness movement. In this embodiment, the speech bubble image 437 also indicates the name of the muscle used in the fitness movement (in this case, "deltoid muscle").

[0181] As described above, in this embodiment, during a fitness event, the game system 1 displays images of the player's body (i.e., example movement images 433) and images of the player character 401's body on the display device. Then, among these body images, the system highlights and displays the parts corresponding to the fitness movements that the player is to perform during the fitness event (for example, by changing the color of the relevant part or by pointing to the relevant part with a speech bubble image). This makes it easy for the player to understand which parts of the body are affected by the fitness movements.

[0182] In this embodiment, the game system 1 displayed both an image showing a body part of the player character 401 and an image showing a body part of the player (i.e., a demonstration movement image 433) as images indicating the body parts corresponding to the fitness movements. In other embodiments, the game system 1 may display only one of the two images, and the same effect as in this embodiment can be achieved by doing so.

[0183] Furthermore, the highlighting of body parts corresponding to fitness movements may be displayed continuously during the fitness event, or it may be displayed only during a predetermined period of time during the fitness event (for example, while the player is performing fitness movements).

[0184] The fitness event ends when the player completes one fitness movement. Each time the player completes a fitness movement, the game system 1 updates the movement count image 434 and the remaining movement image 435.

[0185] Game system 1 executes an attack event after the fitness event (step S4 shown in Figure 14). The attack event is a game event in which player character 401 attacks an enemy character. In the attack event, game system 1 displays an image on the display device showing the damage taken by the enemy character as a result of the attack by player character 401. As described above, in this embodiment, the player character 401 attacks the enemy character in response to the fitness movements performed by the player during the fitness event. In other words, in this embodiment, the fitness movements performed by the player during the fitness event represent attack instructions, and the player character 401 attacks the enemy character in response to these attack instructions from the fitness movements.

[0186] Figure 18 shows an example of an image displayed during an attack event. During an attack event, the game system 1 displays an effect image 441 indicating an attack on an enemy character by the player character 401. In this embodiment, the game system 1 causes the player character 401 to perform an attack action against the enemy character through actions different from the fitness actions performed in response to the player's fitness actions during a fitness event. For example, during a fitness event, the game system 1 controls the actions of the player character 401 so that the player character 401 accumulates magical power in response to the player's fitness actions, and during an attack event, the game system 1 controls the actions of the player character 401 so that the accumulated magical power is released from the ring object 402 to attack the enemy character with magic.

[0187] Game System 1 also displays a numerical value (in Figure 18, "114") indicating the amount of damage dealt to the enemy character. The method for calculating the amount of damage (in other words, the amount of health lost) will be described later. Game System 1 also displays a gauge image 442 indicating the health of the enemy character that has been attacked. The gauge image 442 changes and is displayed so that the health decreases by the amount of damage mentioned above.

[0188] Furthermore, if the action of player character 401 associated with a fitness movement is recovery, during the attack event, game system 1 displays an effect image indicating that player character 401's health is being recovered, and displays a numerical value indicating the amount of recovery. In addition, game system 1 changes the gauge image showing player character 401's health so that the health increases by the amount of recovery. With this, the attack event ends.

[0189] If an enemy character takes damage during an attack event, Game System 1 determines whether that enemy character has been defeated (i.e., whether their health value has reached 0). If all enemy characters have been defeated, Game System 1 ends the battle event. In this case, Player Character 401 wins the battle, and the achievement conditions set for the battle event are met.

[0190] On the other hand, if there are enemy characters that have not been defeated, and the fitness actions described above have not been performed for the specified number of actions (in other words, if the fitness events have not been executed for the specified number of actions), the fitness events will be executed again (see Figure 14). In this case, the fitness events and attack events will be executed repeatedly until the specified number of actions have been performed, or until all enemy characters have been defeated.

[0191] If the fitness and attack events for the specified number of actions have been executed and there are still enemy characters that have not been defeated, Game System 1 ends the attack turn (see Figure 14). Once the attack turn ends, the defense turn begins. The following describes the game flow during the defense turn of player character 401.

[0192] When the defensive turn begins, the game system 1 executes a fitness event (step S5 shown in Figure 14). In this embodiment, the fitness action that the player should perform during the defensive turn is predetermined (in this case, the "abdominal push-in" fitness action). In other words, the selection event in which the player selects a fitness action is not executed during the defensive turn. Also, the preparation event in which a preparation action image is displayed is not executed during the defensive turn. However, in other embodiments, the preparation event may be executed during the defensive turn, just as it is during the offensive turn. Also, in other embodiments, the selection event may be executed during the defensive turn, just as it is during the offensive turn.

[0193] Figure 19 shows an example of an image displayed during a fitness event in a defensive turn. Similar to fitness events in offensive turns, the game system 1 displays an image 431 on the display device that shows the game space including the player character 401 and enemy characters 403-405. The game system 1 also displays an image 432 showing a message prompting the player to perform a fitness action (in the example shown in Figure 19, the message is "push in"), an example action image 433, an action count image 434, a remaining action count image 435, and a calorie consumption image 436. In the example shown in Figure 19, the example action image 433 includes an example image of the "abdominal push-in" fitness action. Furthermore, for the "abdominal push-in" fitness action performed in a defensive turn, the unit number of actions is set to 2, and the action count image 434 shows that the unit number of actions is 2 and there are 2 actions remaining.

[0194] Furthermore, during the defensive turn, just as during the offensive turn, if the player performs a fitness movement, the game system 1 controls the player character 401 to perform the same fitness movement as the player. In addition, the game system 1 highlights the part of the player character 401 corresponding to the fitness movement (in Figure 19, the abdomen) compared to other parts. The demonstration movement image 433 also includes a speech bubble image 437 that points to the part of the person modeled after the player in the demonstration movement image 433 that corresponds to the fitness movement. The speech bubble image 437 also shows the name of the muscle moved during the fitness movement (in this case, "rectus abdominis").

[0195] The "abdominal pressing" fitness action described above involves deforming the ring-shaped expansion device 5 by pressing one side against the abdomen and the other side inward, and maintaining this deformed state for a certain period of time. In a fitness event during a defensive turn, the fitness event ends when the player finishes the fitness action. Specifically, the fitness event ends when the player maintains the state in which the ring-shaped expansion device 5 is deformed by pressing one side against the abdomen and the other side inward for a certain period of time. In other words, the game system 1 determines whether the deformed state of the ring-shaped expansion device 5 has been maintained for a certain period of time, and if it determines that it has been maintained, it ends the fitness event. Following the fitness event, the game system 1 executes a defensive event (step S6 shown in Figure 14).

[0196] Figure 20 shows an example of an image displayed during a defense event in a defense turn. During a defense event, Game System 1 displays a game image showing an enemy character (in this case, enemy character 404) attacking player character 401. At this time, Game System 1 displays an effect image 451 showing the enemy character's attack on player character 401. Game System 1 also calculates the amount of damage dealt to player character 401 and displays a numerical value (in Figure 20, "54") indicating that amount of damage. The method for calculating the amount of damage (in other words, the amount of health lost) will be described later. In addition, during a defense event, Game System 1 displays a gauge image 452 showing the health of player character 401 that has been attacked. The gauge image 452 changes and is displayed so that the health decreases by the amount of damage mentioned above. After the above displays are finished, the defense event ends.

[0197] If player character 401 takes damage during the defense event described above, game system 1 determines whether player character 401 has been defeated (i.e., whether their health value has reached 0). If player character 401 is defeated, game system 1 terminates the combat event. In this case, player character 401 loses the battle, and the achievement conditions set for the combat event are not met.

[0198] On the other hand, if player character 401 is not defeated, and the fitness events (in other words, fitness actions) for the unit number of actions described above have not been performed, the fitness events will be performed again (see Figure 14). In this case, the fitness events and defense events will be repeatedly performed until the unit number of actions have been performed, or until player character 401 is defeated.

[0199] If the fitness event for the unit number of actions is executed and player character 401 is not defeated, the defense turn ends (see Figure 14). Once the defense turn ends, the attack turn begins again. From this point onward, attack turns and defense turns alternate repeatedly until player character 401 is defeated or all enemy characters are defeated.

[0200] As described above, in this embodiment, the game system 1 executes an attack event to attack an enemy character in response to the fitness actions performed by the player during the first fitness event in the attack turn, and executes a second fitness event (i.e., a fitness event in the defense turn) that is different from the first fitness event during the battle event. Then, the game system 1 executes a defense event to defend against attacks from enemy characters in response to the fitness actions performed by the player during the second fitness event. As a result, fitness actions are reflected in both attack and defense during the battle event, increasing the opportunities for the player to perform fitness actions.

[0201] Furthermore, in this embodiment, the fitness action performed by the player in the second fitness event is determined independently of the player's instructions (or, more accurately, determined without any player instructions). In other words, the second fitness event is determined independently of the player's instructions. Therefore, during a defensive turn, the fitness event begins without the player selecting a fitness action. This ensures that the game flow, in which player character 401 defends against attacks from enemy characters, is not interrupted by selection events, and the game system 1 can maintain a smooth flow throughout the game.

[0202] In this embodiment, the player performs only one type of fitness action during the defense turn. However, in other embodiments, one of several types of fitness actions may be selected. In this case, as in this embodiment, the fitness action may be determined independently of player instructions. Specifically, the fitness action may be specified according to an algorithm defined in the game program and may not be selected by the player. This also allows for a smooth game flow, similar to this embodiment, where the player character 401 defends against attacks from enemy characters. Furthermore, in other embodiments, the user may select the fitness action during the defense turn, similar to the attack turn.

[0203] [2-2. Game progression according to combat events] In the game of this embodiment, the combat events described above are repeatedly executed. For example, the game system 1 executes a combat event each time the player character 401 encounters an enemy character while moving on the map. The game system 1 also advances the game in accordance with the completion of combat events. For example, the game system 1 advances the game in accordance with the victory of the player character 401 in battle against a specific enemy character. Note that "advancing the game" can be any process that advances the game situation, for example, it may be enabling the player character 401 to advance to a new stage, advancing the game's story, or granting the player character 401 new abilities or items. As described above, in this embodiment, the player advances the game by repeatedly performing combat events. In other words, the player advances the game by repeatedly performing fitness movements in the game.

[0204] [2-3. Game processing based on fitness movements] As described above, in this embodiment, the game system 1 performs game processing based on fitness movements performed by the player. Specifically, the game system 1 evaluates the fitness movements performed by the player and, based on the evaluation results, calculates the effect amount (i.e., damage amount or recovery amount) of the actions of the player character 401 associated with the fitness movement. The method for calculating the effect amount based on fitness movements will be described below.

[0205] First, let's explain how to evaluate fitness movements. In this embodiment, multiple types of fitness movements can be divided into three groups: a holding movement group, a repetition movement group, and a pose movement group. Game System 1 evaluates fitness movements in different ways depending on these three groups. In this embodiment, Game System 1 calculates an evaluation score as the result of the fitness movement evaluation. A high evaluation score means a good evaluation.

[0206] Fitness movements belonging to the "Keep Movement Group" are movements in which the player maintains a predetermined position (referred to as the "Keep Position") from the starting position described above for a certain period of time. For example, the "Upward Push" and "Abdominal Push" described above are fitness movements belonging to the Keep Movement Group. Note that fitness movements belonging to the Keep Movement Group are not limited to fitness movements in which the player moves their arms. For example, a fitness movement in which the player starts from an upright starting position, maintains a Keep Position with bent knees (like a squat) for a certain period of time, and then returns to the starting position is also a fitness movement belonging to the Keep Movement Group.

[0207] For fitness movements belonging to the holding movement group, Game System 1 evaluates whether the player is maintaining the correct holding posture and for a sufficient amount of time, and calculates an evaluation score. Specifically, the evaluation score is calculated as follows:

[0208] First, game system 1 calculates an evaluation coefficient based on the difference between the tilt of a part of the player's body while they are maintaining their balance and the set ideal value. The evaluation coefficient is calculated within a predetermined range (for example, between 0 and 1), such that the closer the tilt of the player's body part is to the ideal value, the larger the value.

[0209] Next, during the period in which the player maintains a hold position, if the player maintains a slope corresponding to the calculated evaluation coefficient for a duration corresponding to that evaluation coefficient, the game system 1 adds evaluation points. The game system 1 accumulates evaluation points during the above period, and the accumulated evaluation points become the evaluation result. Here, the duration is set according to the evaluation coefficient, and the higher the evaluation coefficient, the shorter the duration. For example, the duration is set as follows: • If the evaluation coefficient a=1, the duration t=3 (frame time). • If the evaluation coefficient 1 > a ≥ 0.9, the duration t = 5 (frame time). • If the evaluation coefficient is 0.9 > a ≥ 0.6, the duration t = 10 (frame time). • If the evaluation coefficient is 0.6 > a ≥ 0.3, the duration t = 20 (frame time). • If the evaluation coefficient is 0.3 > a ≥ 0, the duration t = 40 (frame time). Therefore, during the period in which the player maintains a holding position, if a part of the player's body is tilted close to the ideal value, evaluation points will be added quickly. Conversely, if a part of the player's body is tilted far from the ideal value, evaluation points will not be added for a long time. Consequently, in this embodiment, if the player maintains a good posture (i.e., a posture with an tilt close to the ideal value) during the period in which they maintain a holding position, more evaluation points will be added, resulting in a higher total evaluation score. Furthermore, assuming that the player maintains a holding position at a certain tilt, the longer the time the holding position is maintained, the more evaluation points will be added than if the time the holding position is shortened, resulting in a higher total evaluation score.

[0210] Fitness movements belonging to the repetitive movement group are movements in which a predetermined exercise is performed a predetermined number of times in a single fitness activity. For example, exercises such as raising the knees a predetermined number of times, or twisting the body from side to side a predetermined number of times, are fitness movements belonging to the repetitive movement group.

[0211] For fitness movements belonging to the repetitive movement group, the game system 1 calculates an evaluation score based on the tilt of a part of the player's body and the acceleration of that part of the body when the predetermined movement is performed. Specifically, the game system 1 calculates the evaluation score so that it increases in proportion to the magnitude of the tilt when the predetermined movement is performed relative to a predetermined standard. The game system 1 also calculates the evaluation score so that it increases in proportion to the magnitude of the acceleration when the predetermined movement is performed. In other words, for fitness movements belonging to the repetitive movement group, the player can obtain a high evaluation score by performing the predetermined movement with momentum (i.e., so that the acceleration is large) and firmly (i.e., so that the tilt relative to the standard is large). In this embodiment, the game system 1 calculates an evaluation score for each predetermined movement and calculates the evaluation score for one fitness movement by summing the evaluation scores from multiple predetermined movements.

[0212] In other embodiments, for fitness movements belonging to the repetitive movement group, the game system 1 may calculate an evaluation score based on the speed at which the predetermined exercise is performed a predetermined number of times (in other words, based on the time required to perform the predetermined exercise a predetermined number of times). Specifically, the game system 1 may calculate the evaluation score so that it increases as the speed increases (in other words, as the time decreases). In this case, for fitness movements belonging to the repetitive movement group, the player can obtain a high evaluation score by performing the exercise quickly.

[0213] Fitness movements belonging to the posing movement group are movements in which the player changes from a predetermined first posture to a second posture that is different from the first posture. For example, a fitness movement in which the player changes from a first posture in which they are standing upright to a second posture in which they bend their knees and extend their arms upwards is a fitness movement belonging to the posing movement group.

[0214] For fitness movements that involve changing posture, the game system 1 calculates an evaluation score based on the time it takes for the player to change from the first posture to the second posture. Specifically, the game system 1 calculates the evaluation score so that it increases as the time of change increases. In other words, for fitness movements that involve changing posture, the player can obtain a high evaluation score by performing the posture change slowly. In this embodiment, an upper limit is set on the evaluation score. Therefore, if the time of change exceeds a certain time, the evaluation score will be capped at the upper limit, and the evaluation score will not increase even if the time of change is longer than that time.

[0215] For any fitness movement belonging to any of the three groups described above, the game system 1 acquires motion data based on the output of a sensor (e.g., strain gauge or inertial sensor) corresponding to the fitness movement performed by the player, and calculates an evaluation score based on this motion data. The motion data is data that indicates the content corresponding to the fitness movement performed by the player. In this embodiment, the motion data is data that indicates the output of the strain gauge and / or inertial sensor. In other embodiments, the motion data may be data obtained by performing some processing on the output of the strain gauge and / or inertial sensor (e.g., conversion of data format and / or calculation processing on the output value).

[0216] For fitness movements belonging to the above-mentioned "Keep" movement group, the game system 1 can calculate the tilt of a part of the player's body while they are in the "Keep" position based on the deformation of the ring-shaped extension device 5 or the tilt of the controller. The deformation of the ring-shaped extension device 5 is calculated based on the output of the strain gauge indicated by the operation data (specifically, the ring operation data). The tilt of the controller is calculated based on the output of the inertial sensor indicated by the operation data (specifically, the left controller operation data or the right controller operation data). If the "Keep" position is one in which the player is pushing in the ring-shaped extension device 5, the game system 1 can calculate the tilt of a part of the player's body (in this case, the arm) based on the deformation of the ring-shaped extension device 5. If the "Keep" position is one in which the player is bending their knees, the game system 1 can calculate the tilt of a part of the player's body (in this case, the foot) based on the tilt of the left controller 3 attached to the player's foot. Game system 1 can then calculate an evaluation score based on the calculated tilt of a part of the player's body using the method described above.

[0217] Furthermore, for fitness movements belonging to the repetitive movement group, the game system 1 can calculate the tilt and acceleration of a part of the player's body when the predetermined movement is performed a predetermined number of times, based on the tilt and acceleration of the controller. The tilt of the controller can be calculated based on the output of the angular velocity sensor indicated by the movement data. The acceleration of the controller can be calculated based on the output of the acceleration sensor indicated by the movement data. For example, if the predetermined movement is leg raises, the game system 1 can calculate the tilt of a part of the player's body (in this case, the thigh) based on the tilt of the left controller 3 attached to the player's foot, and can calculate the acceleration of that part of the body based on the acceleration of the left controller 3.

[0218] Furthermore, for fitness movements that involve changing poses, the game system 1 can determine whether the player has assumed a first posture and a second posture based on the tilt of the controllers. For example, if the player assumes the second posture by bending their knees and extending their arms upwards, the game system 1 can determine that the player has bent their knees based on the tilt of the left controller 3 attached to the player's feet, and that the player has extended their arms upwards based on the tilt of the right controller 4 attached to the ring-shaped extension device 5 held by the player. Based on these determinations, the game system 1 can calculate the time of change from when the player assumed the first posture to when they assumed the second posture, and calculate an evaluation score.

[0219] Furthermore, if, for example, the player has low flexibility or is in pain, it may be difficult for the player to assume the first or second posture. Therefore, in this embodiment, if a predetermined time has elapsed without the player being determined to have assumed the first or second posture, the game system 1 changes the threshold to make it easier to determine that the player has assumed the first or second posture. For example, consider a case where, in the process of calculating the evaluation result of a certain fitness movement, the player is determined to have assumed the second posture when the angle of the right controller 4 in a certain direction exceeds a threshold (specifically, 90°). In this example, if the predetermined time has elapsed with the angle of the right controller 4 in the aforementioned direction being less than 90°, the game system 1 changes the threshold for determination from 90° to a value that is reduced by a predetermined amount (for example, 80°). As a result, the player is determined to have assumed the second posture when the player assumes a posture where the angle of the right controller 4 in the aforementioned direction is 80°. From this point forward, the game system 1 uses the modified threshold to make a determination in the process of calculating the evaluation result of the fitness movement. However, even when the game system 1 makes a determination using the modified threshold, if a predetermined time has elapsed without determining that the player has assumed the first or second posture, the modified threshold may be further reduced by the predetermined value. A lower limit may also be set for the threshold.

[0220] In other embodiments, the game system 1 may set a modified threshold based on the player's posture if the player has not reached the predetermined target posture. For example, in the above example, if the game system 1 determines that the player has maintained a posture where the angle of the right controller 4 in the above direction is 70° for a certain period of time, the game system 1 may change the threshold for determination from 90° to 70°. In this way, the game system 1 may change the threshold based on the posture actually taken by the player so that it can be determined that the target posture has been reached.

[0221] Furthermore, consider an example where, in a process for calculating the evaluation result of a certain fitness movement, the system determines that the player has assumed a second posture when the player deforms the ring-shaped expansion device 5 by a predetermined amount A. In this example, if the amount of deformation of the ring-shaped expansion device 5 remains below the predetermined amount A for a certain period of time, the game system 1 changes the threshold for determination to a value B smaller than the predetermined amount A. As a result, the system determines that the player has assumed the second posture when the deformation of the ring-shaped expansion device 5 is B.

[0222] In the above example, we described an example of changing the threshold when determining the second posture in a fitness movement belonging to a pose change movement. However, in other embodiments, the game system 1 may also change the threshold in the same manner as in the above example when determining a posture in a fitness movement belonging to a group other than a pose change movement.

[0223] As described above, in this embodiment, in a fitness event in which the player performs a fitness movement to assume a predetermined target posture, if the game system 1 determines, based on the movement data, that the player has not reached the predetermined target posture for a predetermined period of time, it updates the threshold used for determination so that it is easier to determine that the player has assumed the target posture. In other words, in a fitness event, if the movement data acquired during the fitness event has not reached the value corresponding to the target posture for a predetermined period of time, the game system 1 updates the threshold related to the target posture so that it is easier for the movement data to reach the value corresponding to the target posture. This allows the player to perform fitness movements without assuming an unnatural posture. Furthermore, in this embodiment, since the threshold is automatically changed during the period in which the fitness event is performed, the player does not need to perform any setting changes, thus saving the player time and effort.

[0224] Furthermore, game system 1 may consider a player to have adopted the target posture if the player's posture when not yet in the target posture is reasonably close to the "target posture" (for example, the difference between the tilt of a part of the player's body when not in the target posture and the tilt of a part of the body in the "target posture" is less than or equal to a predetermined value). This reduces the possibility that the threshold may be changed if the player adopts a posture that is completely different from the original target posture defined in the fitness movement.

[0225] The evaluation method described above is merely an example, and the game system 1 may evaluate fitness movements in any way it chooses. For example, in other embodiments, the game system 1 may evaluate fitness movements based on the calories burned by those movements, or it may evaluate fitness movements based on their exercise intensity.

[0226] Game system 1 calculates the effect amount of the player character 401's actions based on the evaluation results calculated as described above. In this embodiment, the effect amount is calculated based on at least the following information. • Evaluation results of fitness movements • Basic effect values ​​set for each type of fitness exercise. Player parameters

[0227] By calculating the effect size based on the above evaluation results, game system 1 can change the amount by which it reduces the enemy character's health value according to the evaluation results of the fitness movements performed by the player. This can motivate the player to improve the quality of their fitness movements in order to obtain good evaluation results.

[0228] The above base effect values ​​are set for each type of fitness action. As mentioned above, the explanatory image 413 displayed in the selection event shows the base effect values ​​set for the fitness action. If the player character 401's action is an attack, the base effect value is the attack power of that action; if the player character 401's action is a heal, the base effect value is the heal power of that action; and if the player character 401's action is a defense, the base effect value is the defense power of that action.

[0229] By using the above base effect values, game system 1 can change the amount that reduces the enemy character's health depending on the type of fitness action the player performs (in other words, depending on the type of fitness event). This improves the strategic aspect of the game. Also, since the in-game effects differ depending on the type of fitness action, it can motivate the player to perform various types of fitness actions.

[0230] As described above, in this embodiment, the game system 1 changes the amount by which it reduces the enemy character's health value according to the content of the fitness movement. Note that "changing (the above amount) according to the content of the fitness movement" may mean changing it according to an evaluation of the movement data acquired during the battle event (for example, an evaluation of whether the movement data indicates an effective fitness movement, i.e., the evaluation result of the fitness movement), or it may mean changing it according to the type of fitness movement.

[0231] Furthermore, "changing (the above amount) according to the content of the fitness movement" may also mean changing it according to the load of the fitness movement. The load of the fitness movement may be a value set in advance before the fitness event (for example, a value set for the fitness event that indicates the load of the fitness movement corresponding to the fitness event), or a value calculated based on the fitness movement performed by the player during the fitness event. For example, game system 1 may increase the amount that reduces the enemy character's health when the load of the fitness movement is high (for example, when the number of unit movements is high, or when the standard value of calories burned set for the fitness movement is high) compared to when the load of the fitness movement is low. For example, game system 1 may set the above base effect value set for each type of fitness movement according to the load set for that fitness movement (specifically, the base effect value should be higher for fitness movements with a higher load). Additionally, game system 1 may calculate the load of the fitness movement actually performed by the player, and increase the amount that reduces the enemy character's health when the calculated load is high. For example, when evaluating fitness movements, game system 1 may evaluate them in such a way that a higher calculated load results in a higher score. According to the above, players can obtain good game results by performing fitness movements properly, thus motivating them to improve the quality of their fitness movements.

[0232] The above player parameters are parameters associated with the player (or, more precisely, with the player character). Game System 1 sets the player parameters to increase as the game progresses. For example, the above player parameters may increase as the player defeats enemy characters in combat events, or as the game's story progresses. An example of the game's story progressing is when player character 401 advances to a new game stage. Furthermore, if player character 401 is assigned experience points and a level, and the player character 401's level increases as the experience points increase, the player parameters may also increase in accordance with that level and / or increase in experience points.

[0233] The effect size of player character 401's actions is calculated such that it increases as the three parameters mentioned above (i.e., evaluation result, base effect value, and player parameters) increase. For example, the effect size may be calculated by multiplying the base effect value by the evaluation score and the player parameters.

[0234] Furthermore, in addition to the three parameters mentioned above, the game system 1 may calculate the effect amount of the player character 401's actions based on other parameters. In this embodiment, the effect amount is also calculated based on physical information (specifically, athletic ability information) described later. For example, if the player character 401's action is an attack, the game system 1 may calculate the amount of damage dealt to the enemy character based on the enemy character's defense power in addition to the three parameters mentioned above. For example, if the player character 401's action is a defense, the game system 1 may calculate the amount of damage dealt to the player character 401 based on the enemy character's attack power in addition to the three parameters mentioned above.

[0235] As described above, in this embodiment, the effect amount of the actions of the player character 401 is determined based on the evaluation results of the fitness movements performed by the player. Furthermore, the effect amount is determined based on the player parameters described above. In this embodiment, the game system 1 makes it easier to introduce stronger enemy characters (for example, characters with high health, high attack power, and / or high defense) in battle events as the game progresses. Specifically, after the player has completed a battle event in which a first enemy character appears, the game system 1 executes a battle event in which a second enemy character with a higher health value than the first enemy character appears. This is to allow the player to fully experience a sense of accomplishment in the game.

[0236] In order to defeat strong enemy characters, it is necessary to perform fitness exercises in a way that maximizes the above-mentioned effect amount. However, in reality, the player's athletic ability does not necessarily increase noticeably. In fact, the player's athletic ability may increase only slightly, or it may not change much at all. Therefore, if the above-mentioned effect amount is determined solely based on the evaluation results of fitness exercises, as the game progresses and stronger enemy characters appear, the effect amount may not increase much, and the player may become unable to defeat the enemy characters. Also, if the strength of the enemy characters does not change as the game progresses, the player may get bored with the game and stop performing fitness exercises.

[0237] Therefore, in this embodiment, the game system 1 increases the player parameters as the game progresses and calculates the effect amount based on the player parameters. As a result, even if the evaluation results of the fitness movements by the player are the same, the effect amount increases as the game progresses, making it easier to defeat strong enemy characters. According to this embodiment, even if the player's actual athletic ability has not improved significantly, the player can gain a sense of accomplishment from their own growth in the game, and the game system 1 can give the player the motivation to continue performing fitness movements by continuing to play the game. Furthermore, the game system 1 can also give the player the motivation to continue playing the game by giving them a sense of accomplishment from defeating strong enemy characters.

[0238] As described above, in this embodiment, the game system 1 determines whether the achievement condition (i.e., winning a battle event) has been met based on the game result (specifically, the enemy character's health value reduced by the amount of damage) based on the above-mentioned action data and player parameters. The game system 1 then progresses the game according to the achievement of the battle event and updates the player parameters so that the achievement condition is more likely to be met as the game progresses (i.e., increases the value to make it easier to defeat enemy characters). In other words, the game system 1 updates the player parameters so that the amount of reduction in the enemy character's health value increases as the game progresses, when the action data acquired during the battle event is the same (for example, when the content of the fitness movements performed by the player is the same). This provides the player with the motivation to continue performing fitness movements by continuing to play the game.

[0239] [2-4. Setting the number of waiting turns] As described above, in this embodiment, a waiting turn count is set for fitness actions. If a fitness action is selected in the selection event during the attack turn described above, the game system 1 will prevent the player from selecting that fitness action again during the period from the current turn until the waiting turn count set for that fitness action has elapsed. For example, the waiting turn count for the "upward push" fitness action is set to 2. In this case, if the player selects "upward push," the game system 1 will not present "upward push" as an option in the selection events of the two attack turns following the attack turn in which the "upward push" fitness action was performed. In other words, during those two attack turns, the player will select a fitness action from an option other than "upward push."

[0240] Furthermore, if, during an attack turn, all fitness actions that would be selectable under the assumption of a waiting turn limit are unavailable due to the waiting turn limit, the game system 1 may skip that attack turn and proceed to a defense turn. Additionally, if a fitness action is subject to a waiting turn limit, the player character 401 may use a predetermined item to remove the limit and make that fitness action selectable.

[0241] In this embodiment, if a fitness action is specified once as a fitness action to be performed in a fitness event, the game system 1 will impose a waiting turn limit on that fitness action. In other embodiments, the game system 1 may impose a waiting turn limit on a fitness action if it is specified two or more predetermined times. The predetermined number of times may be set for each type of fitness action, or it may be the same number for all fitness actions.

[0242] As described above, in this embodiment, the game system 1 restricts the designation of a fitness action (in other words, a fitness event) for a predetermined number of times (1 time in this embodiment) until the conditions for designation again (i.e., the number of waiting turns has elapsed) are met. If the player performs the same fitness action repeatedly, they may end up using only the muscles in the same area, potentially leading to fatigue. In contrast, this embodiment reduces the possibility of the player becoming fatigued from repeatedly performing a specific fitness action. Furthermore, since the player cannot repeatedly perform the same fitness action, they will have to consider sets of fitness actions to be performed in multiple attack turns when conducting combat events. This improves the tactical aspect of the game.

[0243] In this embodiment, the condition for a fitness action to become selectable again is the number of times a fitness event related to a different fitness action has been executed since the last execution of the fitness event related to that fitness action. In other embodiments, the condition for a fitness action to become selectable again may be the elapsed time since the last execution of the fitness event related to that fitness action. For example, a waiting time may be set for a fitness action instead of the number of waiting turns. In this case, if a fitness action is selected in a selection event, the game system 1 will prevent the player from selecting that fitness action during the period from the end of the fitness event related to that fitness action until the waiting time has elapsed. This also reduces the risk of the player becoming fatigued by performing only a specific fitness action, similar to this embodiment. Furthermore, by having the player perform many different types of fitness actions, the player can be made to use their whole body in a balanced way while performing fitness actions.

[0244] In other embodiments, the conditions under which a fitness activity can be specified again may include at least one of the above-mentioned conditions regarding the number of repetitions and the above-mentioned conditions regarding the elapsed time.

[0245] Furthermore, in other embodiments, the conditions under which a fitness action can be re-specified may be conditions other than those described above. The conditions under which a fitness action can be re-specified may be, for example, conditions relating to the amount of damage dealt by the player character 401 to the enemy character, or the amount of damage received by the player character 401 from the enemy character. Specifically, the game system 1 may display a gauge indicating the amount of damage on a display device, and when the gauge is full, the fitness action may be re-specified. Even with such conditions, as in this embodiment, the possibility of the player repeatedly performing a specific fitness action can be reduced.

[0246] Furthermore, the condition for a fitness movement to become available again may be that the player performs a different fitness movement. For example, the condition for a fitness movement using the arms to become available again may be that the player performs a fitness movement using the legs. Even with such conditions, as in this embodiment, the possibility of the player performing only a specific fitness movement can be reduced.

[0247] In this embodiment, the conditions that can be specified again (specifically, the number of waiting turns) are set for each type of fitness activity (in other words, for each type of fitness event). This allows for setting conditions that take into account the burden on the player caused by each type of fitness activity, thus enabling the setting of appropriate conditions for each type of fitness activity.

[0248] In this embodiment, during a selection event, the game system 1 specifies one of several types of fitness movements according to the player's selection instruction. In contrast, in other embodiments, during a selection event, the game system 1 may automatically specify one of several types of fitness movements without instruction from the player. In such embodiments as well, conditions may be set for the fitness movement that allow it to be selected again. This also reduces the risk of the player becoming fatigued by repeatedly performing a specific fitness movement, similar to this embodiment.

[0249] [2-5. Setting physical information] In this embodiment, the game system 1 sets physical information indicating the player's physical abilities and / or physical condition before a combat event is executed. The game system 1 then uses this physical information to execute the combat event. For example, the game system 1 executes a fitness event or calculates the evaluation results of fitness movements based on the player's physical information. As a result, combat events are executed according to each player's physical information, making it easier for players to perform fitness movements that are appropriate to their own physical abilities and physical condition. The details of the processing using physical information will be described below.

[0250] (Exercise intensity information) In this embodiment, the game system 1 sets exercise intensity information as physical information. Exercise intensity information indicates the exercise intensity that is estimated to be appropriate for the player. In this embodiment, the exercise intensity information indicates one of the following: "light," "normal," or "hard."

[0251] Exercise intensity information is set before the start of a combat event. For example, Game System 1 sets the exercise intensity information at the start of the game after the game program is launched. At this time, Game System 1 asks the player questions about their physical condition for the day. For example, Game System 1 asks questions such as, "How are you feeling?", "Are you tired?", and "Do you have any injuries?". Based on the player's answers to the above questions, Game System 1 sets the exercise intensity information. For example, if the player gives answers that suggest they are not feeling well or are tired, Game System 1 sets the exercise intensity information to "light".

[0252] In this embodiment, the game system 1 sets the number of unit movements for each fitness movement performed in a combat event based on the exercise intensity information. Specifically, if the exercise intensity information is "normal", the game system 1 sets the number of unit movements for each fitness movement to a standard value defined in the game program. If the exercise intensity information is "light", the game system 1 sets the number of unit movements for each fitness movement to a value smaller than the standard value, and if the exercise intensity information is "hard", the game system 1 sets the number of unit movements for each fitness movement to a value larger than the standard value.

[0253] In other embodiments, the game system 1 may use information indicating the number of unit movements as exercise intensity information. In this case, instead of asking the player questions about their physical condition today, the game system 1 may have the player input the number of unit movements.

[0254] As described above, in this embodiment, the game system 1 changes the amount of fitness movements (specifically, the number of unit movements) that the player is required to perform during combat events, according to physical information (specifically, exercise intensity information). This allows the player to perform fitness movements with a load appropriate to their physical condition on that day.

[0255] In other embodiments, the amount of fitness movement performed by the player during a fitness event may be the time spent maintaining the holding posture in the fitness movement belonging to the aforementioned holding movement group. That is, the game system 1 may change the above time according to the player's physical information. This also allows the player to perform fitness movements with a load appropriate to their physical condition on that day, similar to this embodiment.

[0256] (Athletic ability information) In this embodiment, the game system 1 sets physical ability information, which indicates the player's athletic ability. In this embodiment, the physical ability information is information that shows a numerical value that becomes larger the higher the athletic ability.

[0257] Athletic ability information is set before the start of a combat event. For example, after the game program is launched, when the player first starts the game (for example, when creating save data), the game system 1 sets the athletic ability information for that player. At this time, the game system 1 has the player actually perform fitness exercises and calculates the evaluation result of the player's fitness exercises. Based on the calculated evaluation result, the game system 1 sets the numerical value indicated by the athletic ability information. Specifically, the athletic ability information is set so that a higher evaluation result indicates a larger numerical value. In this way, the physical information may be determined based on movement data based on fitness movements performed by the player before the combat event is executed. According to this, the game system 1 can obtain accurate physical information based on the fitness movements actually performed by the player. Note that the method of setting the athletic ability information is arbitrary. For example, in another embodiment, the game system 1 may ask the player questions to estimate athletic ability (for example, asking about age) and set the athletic ability information based on the player's answers to those questions.

[0258] In this embodiment, the game system 1 calculates the amount of effect (i.e., the amount of damage or recovery amount) caused by the actions of the player character 401 associated with the fitness actions based on the above-described exercise ability information. The game system 1 calculates the amount of effect such that the higher the numerical value indicated by the exercise ability information, the smaller the amount of effect. Note that the specific method for changing the amount of effect according to the exercise ability information is arbitrary. For example, the game system 1 may change the above-described basic effect value according to the exercise ability information, or may change the evaluation method of the fitness actions according to the exercise ability information (specifically, the higher the numerical value indicated by the exercise ability information, the more difficult it may be to obtain a good evaluation). Further, the game system 1 may calculate the final evaluation point by multiplying the evaluation point calculated by the evaluation method described in the above "[2-3. Game processing based on fitness actions]" by a coefficient according to the exercise ability information.

[0259] As described above, in this embodiment, the game system 1 reduces the physical strength value of the enemy character based on the action data acquired during the fitness event and the above-described physical information (specifically, exercise ability information). According to this, the game system 1 can adjust the game result according to the physical ability of the player. For example, even a player with low exercise ability can easily proceed with the game, so the player can be given the motivation to continuously perform the fitness actions by continuously playing the game.

[0260] Note that in other embodiments, the game system 1 may change the amount of fitness actions (specifically, the number of unit actions) to be performed by the player during the fitness event based on the exercise ability information. According to this, the player can perform the fitness actions with a load according to his / her physical ability.

[0261] (Action reference value) Also, in the present embodiment, the game system 1 sets operation reference values as physical information. In the present embodiment, the operation reference values include a pushing reference value and a bending reference value. The pushing reference value is a value used to evaluate the pushing operation on the ring-shaped expansion device 5 in a combat event. The bending reference value is a value used to evaluate the operation of bending the knees like a squat in a combat event.

[0262] The process of setting the above operation reference values is executed before the start of a combat event. For example, the process of setting the operation reference values is executed at the start of the game after the game program is launched.

[0263] In the process of setting the operation reference values, the game system 1 causes the player to perform an operation of pushing the ring-shaped expansion device 5. For example, the game system 1 displays a message "Please push the ring" on the display device and prompts the player to perform the operation of pushing the ring-shaped expansion device 5. In response, the player performs an operation of pushing the grip covers 203 and 204 of the ring-shaped expansion device 5 with both hands. When the above operation is performed, the game system 1 calculates the deformation amount of the ring-shaped expansion device 5. The game system 1 sets the pushing reference value based on the calculated deformation amount. For example, the pushing reference value may be set to the maximum value of the deformation amount during the above operation, or may be set to a value obtained by multiplying the maximum value by a predetermined coefficient (for example, 0.8).

[0264] Furthermore, in the process of setting the motion reference value, the game system 1 prompts the player to perform a knee-bending motion. For example, the game system 1 displays the message "Please bend your knees" on the display device and prompts the player to bend their knees. In response, the player performs a motion of bending both knees, like a squat. When the above motion is performed, the game system 1 calculates the tilt of the left controller 3. Based on the calculated tilt, the game system 1 sets the bending reference value. For example, the bending reference value may be set to the maximum value of the tilt during the above motion, or it may be set to a value obtained by multiplying the maximum value by a predetermined coefficient (for example, 0.8).

[0265] In combat events, the game system 1 uses the push-in reference value in the following processes, for example. First, when a push-in motion of the ring-shaped expansion device 5 is performed as a predetermined exercise in a fitness movement belonging to the aforementioned repetitive movement group, the game system 1 uses the push-in reference value in the process of calculating the evaluation score for that fitness movement. That is, the game system 1 determines whether or not a push-in motion of the ring-shaped expansion device 5 has been performed based on whether or not the amount of deformation of the ring-shaped expansion device 5 is equal to or greater than the push-in reference value. Furthermore, the game system 1 uses the push-in reference value in the process of calculating the evaluation score for a fitness movement belonging to the aforementioned keep-movement group. That is, the game system 1 uses the push-in reference value as the ideal value used when calculating the evaluation coefficient mentioned above.

[0266] Furthermore, in combat events, Game System 1 uses the bending reference value in the following processes, for example. First, when a knee-bending motion is performed as a predetermined exercise in a fitness movement belonging to the aforementioned repetitive movement group, Game System 1 uses the bending reference value in the process of calculating the evaluation score for that fitness movement. That is, Game System 1 determines whether or not a knee-bending motion has been performed based on whether or not the tilt of the left controller 3 is greater than or equal to the above bending reference value. Also, Game System 1 uses the bending reference value in the process of calculating the evaluation score for a fitness movement belonging to the aforementioned keep-motion group. That is, Game System 1 uses the bending reference value as an ideal value used when calculating the above-mentioned evaluation coefficient.

[0267] As described above, for example, if the player's muscle strength is weak, the pushing threshold value is set to a small value, or the bending threshold value is set to a value where the knee is not bent very much. Therefore, in a combat event, the game system 1 can determine that a pushing action has been performed on the ring-shaped expansion device 5 when the player slightly deforms the ring-shaped expansion device 5, or that a knee bending action has been performed when the player slightly bends their knee. On the other hand, if the player's muscle strength is strong, the pushing threshold value is set to a large value, or the bending threshold value is set to a value where the knee is deeply bent. Therefore, in a combat event, the game system 1 can determine that a pushing action has been performed on the ring-shaped expansion device 5 when the player significantly deforms the ring-shaped expansion device 5, or that a knee bending action has been performed when the player deeply bends their knee. Thus, according to this embodiment, the game system 1 can appropriately determine and evaluate the pushing action and knee bending action of the ring-shaped expansion device 5 according to the player's strength.

[0268] As described above, in this embodiment, the game system 1 calculates an evaluation result of the fitness movements performed by the player during a fitness event based on the motion data acquired during the fitness event and physical information (i.e., motion reference values). The game system 1 also determines whether or not the conditions for achieving the combat event have been met based on the game results derived from the evaluation results. In this way, the game system 1 can accurately evaluate fitness movements by taking into account the player's physical abilities.

[0269] In other embodiments, the game system 1 may change the load (specifically, the number of unit movements) of the fitness movements performed by the player during combat events according to physical information (specifically, movement reference values). This allows the player to perform fitness movements with a load that takes into account their own physical abilities. As an example of changing the load, the game system 1 may change the threshold for determining that a fitness movement has been performed. For example, if the fitness movement involves pushing in the ring-shaped expansion device 5, the game system 1 may change the threshold related to the amount of pushing required to determine that a fitness movement has been performed. Also, for example, if the fitness movement involves squats, the game system 1 may change the threshold related to the angle at which the knees are bent to determine that a fitness movement has been performed. The load of the fitness movements performed by the player can also be changed by changing these thresholds.

[0270] [3. Specific examples of information processing in game systems] Next, we will explain specific examples of information processing in game system 1 with reference to Figures 21 to 25.

[0271] [3-1. Data used in information processing] Figure 21 shows an example of various data used for information processing in the game system 1. The various types of information shown in Figure 21 are stored in a storage medium accessible by the main unit 2 (for example, flash memory 84, DRAM 85, and / or a memory card installed in slot 23).

[0272] As shown in Figure 21, the game system 1 stores a game program. The game program is a game program for executing the game application in this embodiment, and is stored, for example, in the flash memory 84 and / or in a memory card inserted in slot 23.

[0273] Furthermore, as shown in Figure 21, the game system 1 stores fitness movement data. The fitness movement data may be stored on a storage medium together with the game program. The fitness movement data provides information indicating the content of each fitness movement. For example, for fitness movements belonging to the hold movement group, the fitness movement data includes data indicating thresholds for determining that the player has assumed the starting and holding positions (e.g., thresholds related to the tilt of the controller), as well as the time to maintain the holding position. Also, for example, for fitness movements belonging to the repetition movement group, the fitness movement data includes data indicating thresholds for determining that the player has performed a predetermined exercise to be repeated, as well as the number of times the exercise is repeated. Also, for example, for fitness movements belonging to the pose movement group, the fitness movement data includes data indicating thresholds for determining that the player has assumed the first and second positions. The fitness movement data also includes data indicating the number of unit movements for each fitness movement. In this embodiment, the fitness movement data includes data indicating three types of unit movement counts for each fitness movement, corresponding to the content of the exercise intensity information (i.e., "light," "normal," and "hard"). The fitness movement data also includes data indicating the "body part corresponding to the fitness movement" associated with each fitness movement.

[0274] Furthermore, the fitness movement data includes information (including the above-mentioned base effect values) indicating the actions of player character 401 associated with the fitness movement, for each fitness movement.

[0275] Furthermore, as shown in Figure 21, the game system 1 includes physical information data, player parameter data, player character data, and enemy character data. This data is generated and used in the information processing performed by the game program (see Figures 22 to 25). In addition to the data shown in Figure 21, the storage medium stores various other data used in the information processing performed by the game program.

[0276] Body information data shows the body information described above. In this embodiment, body information includes the exercise intensity information and the push-in reference value described above. Player parameter data shows the player parameters described above. Player character data shows various parameters (specifically, parameters such as physical strength) related to player character 401. Enemy character data shows various parameters (specifically, parameters such as physical strength) related to enemy characters for each enemy character.

[0277] [3-2. Processes executed in the game system] Figures 22 to 25 are flowcharts illustrating an example of information processing performed by game system 1. The series of processes shown in Figures 22 to 25 begin after the execution of the game program has started, for example, when the player gives an instruction to start the game.

[0278] In this embodiment, the processor 81 of the main unit 2 executes the game program stored in the game system 1, thereby executing the processing of each step shown in Figures 22 to 25. However, in other embodiments, some of the processing of each step may be executed by a processor other than the processor 81 (for example, a dedicated circuit). Also, if the game system 1 can communicate with other information processing devices (for example, a server), some of the processing of each step shown in Figures 22 to 25 may be executed by the other information processing device. For example, if the game system 1 can communicate with a server, some of the game processing (for example, the game control processing in step S12 described later) may be executed by the server. Also, for example, some of the processing that determines the player's actions based on the action data may be executed by the controller that transmits the action data. Furthermore, the processing of each step shown in Figures 22 to 25 is merely an example, and the processing order of each step may be changed, or other processing may be executed in addition to (or instead of) the processing of each step, as long as similar results can be obtained.

[0279] Furthermore, the processor 81 executes the processing of each step shown in Figures 22 to 25 using memory (for example, DRAM 85). That is, the processor 81 stores the information (in other words, data) obtained by each processing step in memory, and when it is necessary to use that information in subsequent processing steps, it reads the information from memory and uses it.

[0280] In step S11 shown in FIG. 22, the processor 81 sets body information. Specifically, the processor 81 identifies exercise intensity information and a pressing reference value as body information by the method described in "[2-5. Setting of body information]", and stores body information data indicating the identified body information in the memory. Further, the processor 81 refers to the fitness exercise content data stored in the memory, and identifies the number of unit exercises for each fitness exercise based on the set exercise intensity information. Next to step S11, the process of step S12 is executed. After step S12, the game is started.

[0281] In step S12, the processor 81 executes game control processing. As game control processing, the processor 81 receives an instruction from the player, executes game processing based on the instruction, and displays a game image indicating the result of the game processing on the display device. As game control processing, for example, the processor 81 executes a process of moving the player character 401 on the game map based on an instruction from the player. Also, when the player character 401 wins in a predetermined battle event, the processor 81 executes a process of advancing the game as game control processing. The game control processing is temporarily interrupted at an appropriate timing, and the process of step S13 is executed.

[0282] In step S13, the processor 81 determines whether to start a battle event. For example, in the above game control processing, when the player character 401 encounters an enemy character on the game map, the processor 81 determines to start a battle event. On the other hand, when the player character 401 has not encountered an enemy character on the game map, the processor 81 determines not to start a battle event. If the determination result in step S13 is affirmative, the process of step S14 is executed. On the other hand, if the determination result in step S13 is negative, the process of step S16 described later is executed.

[0283] In step S14, the processor 81 executes battle event processing, which is game processing for executing a battle event. The details of the battle event processing will be explained below with reference to Figures 23 to 25.

[0284] Figure 23 is a subflowchart showing an example of a detailed flow of the combat event processing in step S14 shown in Figure 22. In combat event processing, first, as game processing during the attack turn, a series of processes from steps S20 to S26 are executed.

[0285] In step S20, the processor 81 executes the selection event described above. That is, the processor 81 displays the selected image (see Figure 15) on the display device, accepts switching and selection instructions from the player, and specifies the fitness action selected by the player. Following step S20, the processing in step S21 is executed.

[0286] In step S21, the processor 81 executes the preparation event described above. During the preparation event, the processor 81 displays a preparation operation image (see Figure 16) on the display device and acquires operation data. In this embodiment, the processor 81 acquires operation data from each of the controllers 3 and 4. Specifically, the processor 81 acquires right controller operation data, left controller operation data, and ring operation data, which include operation data.

[0287] Furthermore, during the preparation event, the processor 81 determines, based on the motion data, whether the player has assumed the starting position for the fitness movement. As described above, in this embodiment, this determination is made based on whether the player has assumed the checked position. When making the above determination, the processor 81 refers to the fitness movement content data stored in memory as needed. If it is determined that the player has assumed the starting position for the fitness movement, the processor 81 terminates the processing in step S21 and executes the processing in step S22.

[0288] In step S22, the processor 81 executes attack-time fitness event processing. Attack-time fitness event processing is the process for executing fitness events during the attack turn. The details of attack-time fitness event processing will be explained below with reference to Figure 24.

[0289] Figure 24 is a subflowchart showing an example of a detailed flow of the attack fitness event processing in step S22 shown in Figure 23. In attack fitness event processing, first in step S41, the processor 81 acquires operation data in the same manner as in step S21. Following step S41, the processing in step S42 is executed.

[0290] In step S42, the processor 81 determines the player's actions based on the action data acquired in step S41. For example, the processor 81 determines how far the player is pushing in the ring-shaped expansion device 5 and / or how far the player is bending their legs. In step S42 and step S44, which will be described later, the processor 81 refers to the fitness action data and body information data stored in memory as needed. Following step S42, the process in step S43 is executed.

[0291] In step S43, the processor 81 displays a game image (see Figure 17) from the fitness event on the display device. At this time, the processor 81 operates the player character 401 according to the player's actions determined in step S42 and displays an image showing the game space including the player character 401. The processor 81 also displays the example action image 433, the action count image 434, the remaining action count image 435, and the calories consumed image 436. Following step S43, the processing in step S44 is executed.

[0292] In step S44, the processor 81 determines whether the player has completed one fitness action. This determination can be made based on the player's actions determined in step S42. If the result of the determination in step S44 is negative, the process in step S41 is executed again. Thereafter, the series of processes in steps S41 to S43 are repeatedly executed until the result of the determination in step S44 becomes positive. In this embodiment, the series of processes in steps S41 to S43 are executed at a rate of once per predetermined time (for example, 1 frame time). On the other hand, if the result of the determination in step S44 is positive, the processor 81 terminates the attack fitness event processing shown in Figure 24.

[0293] Returning to the explanation of Figure 23, in the next step S23 following step S22, the processor 81 evaluates the fitness movements performed by the player in the fitness event in step S22. Specifically, the processor 81 calculates the evaluation result (specifically, the evaluation score) of the fitness movements according to the method described in "[2-3. Game processing based on fitness movements]" above. After step S23, the processing in step S24 is executed.

[0294] In step S24, the processor 81 executes the attack event described above. In the attack event, the processor 81 calculates the amount of damage dealt to the enemy character by the attack by the player character 401 and displays an image (see Figure 18) showing the enemy character taking damage on the display device. The damage amount is calculated according to the method described in "[2-3. Game Processing Based on Fitness Movement]" above. At this time, the processor 81 reduces the health of the attacked enemy character according to the amount of damage and updates the enemy character data stored in memory to show the health after the reduction. After step S24, the processing in step S25 is executed.

[0295] In step S25, the processor 81 refers to the enemy character data stored in memory and determines whether all enemy characters appearing in the battle event have been defeated. If the result of the determination in step S25 is positive, the processor 81 terminates the battle event processing shown in Figure 23. On the other hand, if the result of the determination in step S25 is negative, the processing in step S26 is executed.

[0296] In step S26, the processor 81 determines whether a unit number of fitness events were performed during the current attack turn. The unit number of actions used in this determination is the unit number of actions identified in step S11. If the result of the determination in step S26 is negative, the processor 81 repeats the process in step 22. On the other hand, if the result of the determination in step S26 is positive, the process in step S27 is executed. After the game processing for the attack turn is performed by the series of processes in steps S20 to S26, the series of processes in steps S27 to S29 are executed as game processing for the defense turn.

[0297] In step S27, the processor 81 executes defensive fitness event processing. Defensive fitness event processing is the process for executing fitness events during a defensive turn. The details of defensive fitness event processing will be explained below with reference to Figure 25.

[0298] Figure 25 is a subflowchart showing an example of a detailed flow of the defense fitness event processing in step S27 shown in Figure 23. In the defense fitness event processing, first in step S51, the processor 81 acquires motion data. Next, in step S52, the processor 81 determines the player's motion. Furthermore, in step S53, the processor 81 displays the game image (see Figure 19) for the fitness event on the display device. The series of processes in steps S51 to S53 are executed in the same way as the series of processes in S41 to S43 described above. After step S53, the process in step S54 is executed.

[0299] In step S54, the processor 81 determines whether the player has completed one fitness action. This determination can be made based on the player's actions determined in step S52. If the result of the determination in step S54 is negative, the process in step S51 is executed again. Thereafter, the series of processes from steps S51 to S54 are repeatedly executed until the result of the determination in step S54 becomes positive. On the other hand, if the result of the determination in step S54 is positive, the processor 81 terminates the defense fitness event processing shown in Figure 25.

[0300] Returning to the explanation of Figure 23, in the next step S28 following step S27, the processor 81 evaluates the fitness actions performed by the player in the fitness event during the defense fitness event processing in step S27. The processing in step S28 is performed in the same way as the processing in S23 described above. Following step S28, the processing in step S29 is performed.

[0301] In step S29, the processor 81 executes a defense event. In the defense event, the processor 81 calculates the amount of damage dealt to the player character 401 by an attack from an enemy character and displays an image (see Figure 20) showing the damage taken by the player character 401 on the display device. The damage amount is calculated according to the method described in "[2-3. Game Processing Based on Fitness Movement]" above. At this time, the processor 81 reduces the player character 401's health according to the amount of damage and updates the player character data stored in memory to show the reduced health. After step S29, the processing in step S30 is executed.

[0302] In step S30, the processor 81 refers to the player character data stored in memory to determine whether or not the player character has been defeated. If the result of the determination in step S30 is positive, the processor 81 terminates the battle event processing shown in Figure 23. On the other hand, if the result of the determination in step S30 is negative, the processing in step S31 is executed.

[0303] In step S31, the processor 81 determines whether a unit number of fitness events were performed during the current defense turn. The unit number of actions used in this determination is the unit number of actions identified in step S11. If the result of the determination in step S31 is negative, the processor 81 repeats the process in step S27. On the other hand, if the result of the determination in step S31 is positive, the process in step S20 repeats. In other words, the defense turn ends and the attack turn begins again. This concludes the explanation of the combat event processing in step S14.

[0304] Returning to the explanation of Figure 22, in the next step S15 following step S14, the processor 81 increases the player parameters under certain conditions. The conditions for updating the player parameters are arbitrary. As mentioned above, the player parameters may be increased on the condition that the player character 401 defeats an enemy character in a battle event, or on the condition that the game story progresses (for example, that the player character 401 advances to a new game stage). If the player parameters are increased in the processing of step S15, the processor 81 updates the player parameter data stored in memory to show the increased value. After step S15, the processing of step S16 is executed.

[0305] In step S16, the processor 81 determines whether or not to terminate the game. For example, the processor 81 determines whether or not the user has given an instruction to terminate the game. If the result of the determination in step S16 is negative, the process in step S12 is executed again. Thereafter, the series of processes from steps S11 to S16 are repeatedly executed until it is determined in step S16 that the game should be terminated. On the other hand, if the result of the determination in step S16 is positive, the processor 81 terminates the information processing in the game application.

[0306] [4. Effects and Modifications of the Above Embodiments] In the above embodiment, the information processing program (specifically, the game program) executed by the computer (specifically, the processor 81) of the information processing device (specifically, the main unit 2) causes the computer to function by the following means. - Acquisition means (steps S31, S41) for acquiring motion data based on the output of sensors (specifically, strain gauges, acceleration sensors, and / or angular velocity sensors) corresponding to fitness movements performed by the player. • A game event execution means (step S14) that executes a game event (specifically, a battle event) for which achievement conditions are set. Furthermore, the means for executing game events include the following: A fitness event that causes the player to perform a fitness action, wherein the action designation means (step S20) specifies at least one type of fitness event from among multiple types of fitness events. - A first fitness event execution means (step S22) that executes a first fitness event (specifically, a combat event during an attack turn) during a game event, which causes the player to perform fitness actions corresponding to a designated fitness event until the termination condition is met. • Achievement determination means (step S25) that determines whether or not the achievement conditions have been met based on the motion data acquired during the first fitness event. Furthermore, the game event execution mechanism repeatedly specifies and executes the first fitness event until it is determined that the achievement conditions have been met (see Figure 23).

[0307] As described above, players can be instructed to perform fitness exercises during game events with the goal of achieving those events. This provides players with motivation to perform fitness exercises, as they are working towards the goal of achieving the game event.

[0308] In the above embodiment, the game event was a combat event in which the player engages in battle with an enemy character, but it may be any game event. In other embodiments, the game event may be, for example, a game event in which the player character performs a predetermined task.

[0309] The achievement conditions set for a game event are the conditions under which the player is judged to have achieved (or succeeded in) the game event. In the above embodiment, the achievement condition was winning the battle. In other words, the game system 1 determined whether or not the conditions related to the enemy character's health value were met as the achievement condition. This allows the player to perform fitness exercises toward the game goal of defeating the enemy character, thus providing the player with motivation to perform fitness exercises.

[0310] The achievement condition may be any condition determined based on the motion data acquired during the fitness event. For example, in another embodiment, if a game event is executed in which the player character acquires items in response to the player's fitness movements, the achievement condition may be that the player character acquires a predetermined number of items. By setting game-related conditions as achievement conditions, players can be made to perform fitness movements in a game-like manner. The achievement condition is not limited to game-related conditions; for example, it may be that the fitness event is executed a predetermined number of times during the game event. The phrase "determined based on motion data" includes both modes of determination that directly uses motion data (for example, determining whether the motion data satisfies a condition) and modes of determination that indirectly uses motion data (for example, determining whether the game result calculated using the motion data satisfies a condition).

[0311] In the above embodiment, the information processing program (specifically, the game program) executed by the computer (specifically, the processor 81) of the information processing device (specifically, the main unit 2) can also be said to cause the computer to function as follows. - Acquisition means (steps S31, S41) for acquiring motion data based on the output of sensors (specifically, the output of strain gauges, acceleration sensors, and / or angular velocity sensors) corresponding to fitness movements performed by the player. A game processing means (steps S12-S16) that executes a combat event in which the player engages in battle with an enemy character, and advances the game according to the completion of the combat event. Furthermore, the means for executing game events include the following: • Fitness event execution means (step S22) that executes a fitness event that causes the player to perform fitness movements during a combat event. - If the motion data acquired during a fitness event satisfies the conditions corresponding to that fitness event (for example, if it is determined from the motion data that a fitness action was performed by the player), a means for updating the health value of the enemy character (step S24) reduces the health value of the enemy character. The game processing means proceeds with the game if the enemy character's health value meets a predetermined condition (specifically, if the health value becomes 0), assuming that the battle event has been completed (step S25). The health value of the enemy character may be the value indicated by data used as a parameter of the enemy character in the information processing performed during the game, or it may be the value indicated by information that is explicitly or implicitly presented to the player in the game as indicating the health value of the enemy character (for example, the length of the health gauge).

[0312] As described above, in the above embodiment, a fitness movement, which is a movement different from an attack, is used as an instruction to perform an attack in the game. Conventionally, there are games in which the player character performs a sword attack in response to the player swinging the controller like a sword, or games in which the player character performs a punch attack in response to the player moving the controller as if punching. In contrast to such conventional games, where the player in the real world performs the same or similar movements as the attack movements performed by the player character in the game as an attack instruction, the above embodiment differs from conventional games in that it instructs the player to perform a fitness movement, which is different from the attack movements in the game, as an attack instruction, and is something that cannot be conceived from conventional games.

[0313] Furthermore, according to the above embodiment, by using fitness movements as instructions for performing attacks in the game, the in-game motivation of "defeating enemy characters to advance the game" becomes the motivation for the player to perform fitness movements. This makes it possible to provide the player with the motivation to perform fitness movements in the game.

[0314] Furthermore, in the above embodiment, the game system 1 reduces the player's physical strength value in accordance with the fitness movements performed by the player during the fitness event (step S46). Then, if the physical strength value corresponding to the player meets a predetermined condition, the game system 1 determines that the player has lost the battle event and terminates the battle event (step S28). This allows the player to perform fitness movements while maintaining a sense of tension that cannot be obtained by simply performing fitness movements. Therefore, according to the above embodiment, the enjoyment of a game involving fitness movements can be improved, and the player will perform the fitness movements more diligently, thus more effectively obtaining the exercise effects from the fitness movements.

[0315] The "health value corresponding to the player" mentioned above may be the health value of the player character, or it may be a health value associated with the player. In this embodiment, the player character appears in the game, but in other embodiments, the player character does not have to appear in the game. If the player character does not appear in the game, the player's health value may be set within the game, and in combat events, the player's health value may be changed in response to attacks from enemy characters.

[0316] (Variations related to fitness events) In the above embodiment, the attack event, which is a game event that displays the game results based on the fitness movements performed in the fitness event, was executed after the fitness event ended. As a result, the game results based on the fitness movements are not displayed during the fitness movements, so the player can perform the fitness movements without worrying about the game results. Therefore, according to the above embodiment, the player can concentrate more easily on the fitness movements.

[0317] In contrast, in other embodiments, fitness events and attack events do not need to be executed separately in time, and the game system 1 may execute an attack event in the middle of a fitness event. For example, the game system 1 may control player character 401 to perform an attack action against an enemy character in the middle of a fitness action performed by the player.

[0318] During a fitness event, game system 1 acquires the above-mentioned motion data and determines whether a player is performing a fitness action based on that data. In other words, the period during which game system 1 determines whether a player is performing a fitness action can be said to be the period of the fitness event (even if other game events such as attack events are executed during that period).

[0319] Furthermore, in the above embodiment, during a fitness event, the player could start the fitness activity at any time. In other words, during a fitness event, the game system 1 waited until the player performed the fitness activity and ended the fitness event when the player completed the activity. This allows the player to start and end the fitness activity at their own pace, making it easier for the player to perform the fitness activity.

[0320] In contrast, in other embodiments, the game system 1 may cause the player to perform fitness movements at predetermined timings in the game. For example, during a defensive turn in a combat event, the game system 1 may cause the enemy character to initiate an attack movement at a timing independent of the player's fitness movements, and cause the player to initiate a fitness movement at a timing corresponding to the attack movement. For example, the game system 1 may start a fitness event at a timing corresponding to the attack movement, and end the fitness event (for example, end the process of determining fitness movements) when a predetermined time has elapsed from the start of the fitness event. [Industrial applicability]

[0321] The above embodiment can be used, for example, in a game program or game system, with the aim of providing players with the motivation to perform fitness exercises. [Explanation of symbols]

[0322] 1. Game System 2. Main unit 3 Left controller 4 Right controller 5. Ring-type expansion device 6. Belt-type expansion device 81 processors 401 Player Characters 403-405 Enemy Characters

Claims

1. A means of selecting one of several fitness movements, An acquisition means for acquiring operation data based on sensor output corresponding to user actions, A guidance means for instructing the user to assume a preparatory posture corresponding to the selected fitness movement, A determination means for determining whether the operation data satisfies the preparation conditions corresponding to the prepared state, In accordance with the fulfillment of at least the aforementioned preparation conditions, the computer is configured to function as an event progression means for proceeding with a fitness event that causes the user to perform the selected fitness movement, based on the movement data. When the aforementioned preparation conditions include multiple conditions for one user, The determination means determines whether each of the multiple conditions for the one user is met, The guidance means is a program that guides the user through a plurality of condition items, each of which corresponds to a plurality of conditions for a single user used to determine the preparation conditions, and each condition item includes an image that indicates whether or not the condition corresponding to each item has been met based on the determination.

2. The aforementioned preparation conditions include the time during which the operation data shows a predetermined value reaching a predetermined time. The program according to claim 1.

3. The guidance means provides guidance that the operation data indicates the predetermined value. The program according to claim 2.

4. The guidance means provides information on the elapsed time from the point in time when the operation data shows the predetermined value, or the remaining time until the elapsed time from that point in time reaches the predetermined time. The program according to either claim 2 or 3.

5. The event management means automatically starts the fitness event when the preparation conditions are met. The program according to any one of claims 1 to 4.

6. The guidance means guides the condition items and the non-condition items that do not correspond to the conditions used to determine the preparation conditions. The program according to claim 1.

7. The guidance means guides the conditional item and the non-conditional item in different ways. The program according to claim 6.

8. The determination means is, For all of the aforementioned multiple condition items, if the corresponding condition is met, the time count is performed. When the time being counted reaches a predetermined time, it is determined that the preparation conditions have been met. The program according to claim 1.

9. The event management means, in the fitness event, evaluates the selected fitness movement performed by the user based on the movement data. The program according to any one of claims 1 to 8.

10. In a combat event in which combat progresses by switching between an attack turn in which the player character attacks an enemy character and a defense turn in which the player character defends against an attack from an enemy character, the computer is further configured to function as a game result determination means that determines the game result, at least during the attack turn, based on the result of the fitness event. The program according to any one of claims 1 to 9.

11. The selection means selects the fitness activity based on the user's instructions. The program according to any one of claims 1 to 10.

12. A means of selecting one of several fitness movements, An acquisition means for acquiring operation data based on sensor output corresponding to user actions, A guidance means for instructing the user to assume a preparatory posture corresponding to the selected fitness movement, A determination means for determining whether the operation data satisfies the preparation conditions corresponding to the prepared state, At least in accordance with the fulfillment of the aforementioned preparation conditions The system includes an event progression means that causes a fitness event to proceed based on the motion data, in which the user performs the selected fitness movement, When the aforementioned preparation conditions include multiple conditions for one user, The determination means determines whether each of the multiple conditions for the one user is met, The guidance means is an information processing system that provides guidance on a plurality of condition items, each of which corresponds to a plurality of conditions for a single user used to determine the preparation conditions, and which includes an image that indicates whether or not the condition corresponding to each item has been met based on the determination.

13. An information processing method performed by an information processing system, A selection step in which one of several fitness movements is selected, An acquisition step to acquire operation data based on sensor output corresponding to user actions, A guidance step that guides the user to a preparatory posture corresponding to the selected fitness movement, A determination step of determining whether the operation data satisfies the preparation conditions corresponding to the prepared state, At least in accordance with the fulfillment of the aforementioned preparation conditions The system includes an event progression step that causes a fitness event to proceed based on the motion data, in which the user performs the selected fitness action, When the aforementioned preparation conditions include multiple conditions for one user, In the determination step, it is determined whether each of the multiple conditions for the single user is met, An information processing method that, in the guidance step, provides guidance on a plurality of condition items, each corresponding to a plurality of conditions for a single user used to determine the preparation conditions, and each condition item includes an image that indicates whether or not the conditions corresponding to each item have been met based on the determination.

Citation Information

Patent Citations

  • Portable terminal, and operation method for portable terminal

    JP2006139537A

  • Step count calculation program, step count calculation apparatus, and step count calculation system

    JP2009134572A

  • Game apparatus, game program, game control method and game system

    JP2012249726A

  • Game system, game device, game program, operation determination method, and information processor

    JP2017217229A

  • Information processing system, information processing program, information processing device, and information processing method

    JP2018032295A