Player support system, player support method, and player support program

The player support system provides feedback on mental state by correlating psychological data with gameplay and environmental factors, enhancing player performance.

JP7884686B2Inactive Publication Date: 2026-07-03NITTO DENKO CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
NITTO DENKO CORP
Filing Date
2025-03-10
Publication Date
2026-07-03
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing techniques for visualizing a player's mental state during a game do not provide feedback to improve play results.

Method used

A player support system that acquires time-series data on psychological state through facial image and vital data, correlates it with gameplay and environmental data, and provides visualization feedback to enhance performance.

Benefits of technology

Enables players to receive feedback on their psychological state, improving gameplay through enhanced understanding of their mental state and its correlation with gameplay outcomes.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

Provided is a mechanism for feeding back the mental state of a player who is mid-play to said player. This player support system comprises: a mental state information acquisition unit that acquires time-series data representing the mental state of a player who is mid-play in a game; a results analysis unit that analyzes play results of the player; and a visualization unit that visualizes, in association with the play results, the time-series data representing the mental state of the player who is mid-play.
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Description

Technical Field

[0001] The present disclosure relates to a player support system, a player support method, and a player support program.

Background Art

[0002] In various games, it is essential for a player (a game participant) to control their mental state during play in order to achieve the best play results. On the other hand, conventionally, techniques for visualizing the mental state of a player during a game have been proposed.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Patent Document 2

Patent Document 3

Patent Document 4

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, the above techniques do not provide feedback to the player on the visualized mental state of the player for the purpose of improving play results.

[0005] The present disclosure provides a mechanism for providing feedback to a player on the mental state of the player during a game.

Means for Solving the Problems

[0006] According to one aspect, a player support system A psychological state information acquisition unit acquires time-series data showing the psychological state of players while they are playing a game in which they compete to win or lose, As a result of the aforementioned player's play, the battle situation or battle outcome during the game However, this information is extracted as information that contributes to changes in time-series data indicating the psychological state of the aforementioned player. The results analysis department, The time-series data showing the psychological state of the player during gameplay, The aforementioned It includes a visualization unit that visualizes gameplay results in a corresponding manner. [Effects of the Invention]

[0007] According to this disclosure, it is possible to provide a mechanism that provides feedback to the player about their psychological state while playing the game. [Brief explanation of the drawing]

[0008] [Figure 1A] Figure 1A is the first diagram showing an example of an application scenario for the player support system. [Figure 1B] Figure 1B is a second diagram showing an example of an application scenario for the player support system. [Figure 2] Figure 2 shows an example of information acquired or identified by the player support device. [Figure 3] Figure 3 shows an example of the hardware configuration of a player support device. [Figure 4A] Figure 4A is the first diagram showing an example of the system configuration of the player support system and the functional configuration of the player support device. [Figure 4B] Figure 4B is a second diagram showing an example of the system configuration of the player support system and the functional configuration of the player support device. [Figure 5] Figure 5 is the first figure showing an example of a visualization of time-series data indicating the psychological state of players while playing a game. [Figure 6] Figure 6 is the second figure, showing an example of visualizing time-series data indicating the psychological state of players while they are playing a game. [Figure 7]FIG. 7 is a diagram showing an example of visualization of analysis results regarding a lifestyle. [Figure 8] FIG. 8 is a first flowchart showing the flow of player support processing. [Figure 9A] FIG. 9A is a first diagram showing an example of the system configuration of a player support system and the functional configurations of a player support device and a server device. [Figure 9B] FIG. 9B is a second diagram showing an example of the system configuration of a player support system and the functional configurations of a player support device and a server device. [Figure 10] FIG. 10 is a third diagram showing an example of the system configuration of a player support system and the functional configuration of a player support device. [Figure 11] FIG. 11 is a diagram showing an example of visualization of time-series data indicating the psychological state of a player in the middle of playing during a predetermined time period within a game. [Figure 12] FIG. 12 is a second flowchart showing the flow of player support processing.

MODE FOR CARRYING OUT THE INVENTION

[0009] Hereinafter, each embodiment will be described with reference to the accompanying drawings. In the present specification and the drawings, components having substantially the same functional configuration are denoted by the same reference numerals, and redundant description is omitted.

[0010] [First Embodiment] <Application Scene of Player Support System> First, an application scene to which the player support system according to the first embodiment is applied will be described. FIGS. 1A and 1B are first and second diagrams showing an example of an application scene of the player support system.

[0011] Among these, FIG. 1A shows an example of a scene in which the player support system is applied to a player 110_1 who is seated on an arcade game machine installed in an amusement facility or the like and playing a game on the game machine.

[0012] Figure 1A shows an example where player 110_1 is playing a competitive game against other players who are seated at the same type of arcade game machine.

[0013] The player support system according to the first embodiment includes a player support device 120, which acquires time-series data related to the psychological state of player 110_1 while playing the game. The time-series data related to the psychological state of player 110_1 while playing the game includes facial image data and vital data.

[0014] The method for acquiring facial image data is arbitrary, and facial image data may be acquired, for example, by taking a picture of the player 110_1 with an imaging device (not shown in Figure 1A) that is part of the player support system according to the first embodiment. The imaging device that is part of the player support system according to the first embodiment may be installed, for example, in an arcade game machine in which the player 110_1 plays a game, or in an amusement facility, etc.

[0015] Similarly, the method for acquiring vital data is also arbitrary. Vital data may be acquired, for example, by measuring the player 110_1 using a wearable device (not shown in Figure 1A) provided by the player support system according to the first embodiment. The wearable device provided by the player support system according to the first embodiment is, for example, attached to the player 110_1 playing the game. The vital data acquired by the wearable device includes, for example, pulse rate, blood pressure, respiration, body temperature, etc.

[0016] The player support device 120 generates and acquires time-series data indicating the psychological state of player 110_1 based on acquired facial image data and vital data. The psychological state of player 110_1 includes emotions such as joy, anger, sadness, etc., concentration / distraction, emotion classification based on Russell's cyclic model, emotion classification based on Plutchik's theory, affect, stress, tension, fatigue, arousal level, drowsiness, relaxation, excitement, etc.

[0017] Furthermore, as shown in Figure 1A, the player support device 120 acquires or identifies information about the game played by player 110_1. "Information about the game" includes: • Player 110_1's "play results" in the games played by Player 110_1, • The "game difficulty" of the game played by player 110_1. • "Surrounding Environment Information" is information about the environment surrounding player 110_1 when they played the game. It includes.

[0018] The player support device 120 obtains information about the game, specifically the player's (player's) performance, by, for example, acquiring play screen data, which is screen data from the arcade game machine during gameplay, and analyzing the play screen data.

[0019] Furthermore, the player support device 120 obtains information about the game, including the game difficulty level of the game played by player 110_1, for example, by obtaining game parameters from the arcade game machine after the game is played and analyzing those game parameters.

[0020] Furthermore, the player support device 120 identifies information about the surrounding environment when player 110_1 plays the game, for example, by acquiring various measurement data measured by various surrounding environment sensors installed in an amusement facility or the like.

[0021] Furthermore, as shown in Figure 1A, the player support device 120 acquires information about player 110_1's daily schedule. This "information about the daily schedule" includes information such as sleep time, meal times, rest times, and game time, as well as the time periods during which each item was performed and the content of each item. The player support device 120 acquires this information about the daily schedule, for example, by having the analyst 121 interview player 110_1 at any given time and receiving input from the analyst 121.

[0022] The player support device 120 uses the acquired time-series data indicating the psychological state of player 110_1, for example, • Analyzed gameplay results, • Analyzed game difficulty, • Identified surrounding environment information, • Information regarding the daily schedule that was submitted, The data is visualized in association with one or more of the following pieces of information. The method of associating the time-series data showing the psychological state of player 110_1 with various pieces of information (play results, game difficulty, surrounding environment information, information on daily schedule) is arbitrary. For example, the player support device 120 may be equipped with a multivariate analysis unit, and the multivariate analysis unit may perform multivariate analysis. In this case, information that contributes to the changes in the time-series data showing the psychological state of player 110_1 is extracted from the various pieces of information (play results, game difficulty, surrounding environment information, information on daily schedule). Therefore, the extracted information is associated with the time-series data showing the psychological state of player 110_1. The visualized data visualized by the player support device 120 is fed back to player 110_1. In addition, the visualized data visualized by the player support device 120 can be analyzed by, for example, an analyst 121. • Time-series data showing the psychological state of player 110_1, • Various information (play results, game difficulty, surrounding environment information, information on daily schedules, etc.) If the relationship is analyzed, the analysis results and other related information will be fed back to player 110_1.

[0023] In addition, in application scenarios where the player support system according to the first embodiment is applied, the game played by player 110_1 is not limited to those played via electronic devices as shown in Figure 1A, but may also be a so-called analog game. Analog games here include various games such as board games, card games, tile games, dice games, and 3D games.

[0024] Figure 1B shows an example of a scene in which a player support system is applied to player 110_2, who is sitting opposite another player on an indoor board (e.g., a shogi board) and playing a board game (e.g., shogi).

[0025] Figure 1B shows an example where player 110_2 is playing shogi against an opponent.

[0026] The player support system according to the first embodiment includes a player support device 120, which acquires time-series data related to the psychological state of player 110_2 while playing the game. The time-series data related to the psychological state of player 110_2 while playing the game includes facial image data and vital data.

[0027] Similar to Figure 1A, the method for acquiring facial image data is arbitrary, and facial image data may be acquired, for example, by taking a picture of player 110_2 with an imaging device (not shown in Figure 1B) that is part of the player support system according to the first embodiment. The imaging device that is part of the player support system according to the first embodiment is installed, for example, in a room where player 110_2 plays shogi.

[0028] Similarly, the method for acquiring vital data is also arbitrary. Vital data may be acquired, for example, by measuring the player 110_2 using a wearable device (not shown in Figure 1B) provided by the player support system according to the first embodiment. The wearable device provided by the player support system according to the first embodiment is, for example, attached to the player 110_2 playing the game. The vital data acquired by the wearable device includes, for example, pulse rate, blood pressure, respiration, body temperature, etc.

[0029] The player support device 120 generates and acquires time-series data indicating the psychological state of player 110_2 based on acquired facial image data and vital data. The psychological state of player 110_2 includes emotions such as joy, anger, sadness, etc., concentration / distraction, emotion classification based on Russell's cyclic model, emotion classification based on Plutchik's theory, affect, stress, tension, fatigue, arousal level, drowsiness, relaxation, excitement, etc.

[0030] Furthermore, as shown in Figure 1B, the player support device 120 acquires or identifies information about the game played by player 110_2. "Information about the game" includes: • Player 110_2's "play results" in the games played by Player 110_2, • The "game difficulty" of the game played by player 110_2. • "Surrounding Environment Information" is information about the surrounding environment when player 110_2 played the game. It includes.

[0031] The player support device 120 acquires information about the game, specifically the player's (player 110_2) gameplay results, for example, by analyzing board data. The board data is acquired, for example, by an imaging device (not shown in Figure 1B) of the player support system according to the first embodiment, which is installed in the room where player 110_2 plays shogi, and the imaging device takes a photograph of the board (for example, a shogi board).

[0032] Furthermore, the player support device 120 obtains information about the game, specifically the game difficulty level of the game played by player 110_2, by analyzing board data. Board data is obtained, for example, by an imaging device (not shown in Figure 1B) of the player support system according to the first embodiment, which is installed in the room where player 110_2 plays shogi, and the imaging device takes a picture of the board (for example, a shogi board).

[0033] The player support device 120 identifies information about the surrounding environment when player 110_2 plays the game, for example, by acquiring various measurement data measured by various surrounding environment sensors installed in the room where player 110_2 plays shogi.

[0034] Furthermore, as shown in Figure 1B, the player support device 120 acquires information about player 110_2's daily schedule. This "information about the daily schedule" includes information such as sleep time, meal times, rest times, and game time, as well as the time periods during which each item was performed and the content of each item. The player support device 120 acquires this information about the daily schedule, for example, by having analyst 121 interview player 110_2 at any given time and receiving input from analyst 121.

[0035] The player support device 120 uses the acquired time-series data indicating the psychological state of player 110_2, for example, • Analyzed gameplay results, • Analyzed game difficulty, • Identified surrounding environment information, • Information regarding the daily schedule that was submitted, The data is visualized in association with one or more of the following pieces of information. The visualization data visualized by the player support device 120 is fed back to the player 110_2. In addition, the visualization data visualized by the player support device 120 is, for example, analyzed by the analyst 121. • Time-series data showing the psychological state of player 110_2, • Various information (play results, game difficulty, surrounding environment information, information on daily schedules, etc.) If the relationship is analyzed, the analysis results and other related information will be fed back to player 110_2.

[0036] <Information acquired or identified by the player support device> Next, specific examples of information acquired or identified by the player support device 120 will be described. Figure 2 shows an example of information acquired or identified by the player support device. As mentioned above, the information acquired or identified by the player support device includes "information related to the game," "time-series data indicating psychological state," and "information related to daily schedule."

[0037] "Game-related information" further includes play results, game difficulty, and surrounding environment information. As mentioned above, play results are obtained by analyzing play screen data or game board data. As shown in Figure 2, play results include items such as score progression, battle situation progression, and win / loss. Note that score progression and battle situation progression refer to the play results for each time segment included from the start to the end of the game, while win / loss refers to the play results for the entire period from the start to the end of the game.

[0038] As mentioned above, the game difficulty is obtained by analyzing game parameters or board data. As shown in Figure 2, the game difficulty includes items such as the abilities of the enemy and allies, the difficulty of the game itself, and handicaps (e.g., the initial placement of pieces on the board).

[0039] Furthermore, as mentioned above, ambient environmental information is identified by acquiring measurement data from various ambient environmental sensors. As shown in Figure 2, ambient environmental information includes items such as temperature, sound, light, and the presence or absence of people.

[0040] "Time-series data indicating psychological state" includes time-series data indicating psychological state, generated and acquired based on time-series data related to psychological state, including facial image data and vital data. As mentioned above, time-series data indicating psychological state includes emotions such as joy, anger, sadness, and pleasure, concentration / distraction, emotion classification based on Russell's cyclic model, emotion classification based on Plutchik's theory, affect, stress, tension, fatigue, arousal level, drowsiness, relaxation, excitement, etc. An example in Figure 2 is shown below. • Basic emotions (anger, disgust, fear, joy, sadness, surprise, neutral), Two-dimensional data defined based on axes representing concentration and distraction, and axes representing tension and relaxation, This shows how it was generated and retrieved.

[0041] "Lifestyle information" includes player 110_2's daily schedule (the time period in which each item was performed) and information indicating the content of each item. As mentioned above, this information is obtained by accepting manual input from analyst 121 or a third party. Specifically, as shown in Figure 2, "lifestyle information" includes items such as sleep time, sleep duration, sleep quality, meal time, meal duration, meal content, rest time, rest duration, rest content, game time, game duration, clothing, and equipment.

[0042] Alternatively, at least some of this information may be obtained by automatic input using sensors. For example, the sleep time of player 110_1 may be calculated by analyzing logs of player 110_1's biosignals acquired by a wearable device such as a smartwatch, and the calculated sleep time may be obtained by automatic input. Similarly, the meal time of player 110_1 may be estimated by analyzing changes in player 110_1's blood glucose level measured by a blood glucose sensor, and the estimated meal time may be obtained by automatic input.

[0043] <Hardware configuration of the player support device> Next, the hardware configuration of the player support device 120 according to the first embodiment will be described. Figure 3 is a diagram showing an example of the hardware configuration of the player support device. As shown in Figure 3, the player support device 120 includes a processor 301, memory 302, auxiliary storage device 303, I / F (Interface) device 304, communication device 305, and drive device 306. The hardware components of the player support device 120 are interconnected via a bus 307.

[0044] The processor 301 has various computing devices such as a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit). The processor 301 reads various programs (for example, player support programs, etc.) into the memory 302 and executes them.

[0045] Memory 302 has main memory devices such as ROM (Read Only Memory) and RAM (Random Access Memory). The processor 301 and memory 302 form a so-called computer, and the computer realizes various functions by the processor 301 executing various programs read from memory 302.

[0046] The auxiliary storage device 303 stores various programs and various data used when those programs are executed by the processor 301.

[0047] The I / F device 304 receives operations from the analyst 121 to the player support device 120 via the operation device 311. The I / F device 304 also outputs the results of internal processing by the player support device 120 and displays them to the analyst 121 or players 110_1 and 110_2 via the display device 312.

[0048] The communication device 305 is a communication device that connects to a network (not shown) and communicates with imaging devices, wearable devices, ambient environment sensors, arcade game machines, etc.

[0049] The drive device 306 is a device for setting the recording medium 313. The recording medium 313 here includes media that record information optically, electrically, or magnetically, such as CD-ROMs, flexible disks, and magneto-optical disks. The recording medium 313 may also include semiconductor memory that records information electrically, such as ROMs and flash memory.

[0050] The various programs to be installed on the auxiliary storage device 303 are installed, for example, when the distributed recording medium 313 is set in the drive device 306 and the various programs recorded on the recording medium 313 are read by the drive device 306. Alternatively, the various programs to be installed on the auxiliary storage device 303 may be installed by downloading them from the network via the communication device 305.

[0051] <System configuration of the player support system and functional configuration of the player support device> Next, the system configuration of the player support system and the functional configuration of the player support device 120 will be described. Note that the system configuration of the player support system and the functional configuration of the player support device 120 differ depending on whether the target is a player 110_1 playing an arcade game or a player 110_2 playing a board game. Therefore, the two will be explained separately here.

[0052] (1) System configuration of the player support system and functional configuration of the player support device 1 First, we will describe the system configuration of the player support system and the functional configuration of the player support device 120 when targeting a player 110_1 playing an arcade game machine. Figure 4A is the first diagram showing an example of the system configuration of the player support system and the functional configuration of the player support device.

[0053] As shown in Figure 4A, the player support system 400A includes an imaging device 411, a wearable device 412, and a player support device 120. In the player support system 400A, the imaging device 411 and the wearable device 412 are communicated with the player support device 120.

[0054] Furthermore, the player support device 120 of the player support system 400A is connected to a surrounding environment sensor 413 installed in an amusement facility or the like in a communication manner. In addition, the player support device 120 of the player support system 400A is connected to a game control unit 421 of the arcade game machine 420 in a communication manner.

[0055] The imaging device 411 photographs the player 110_1 and transmits the facial image data of the player 110_1 to the player support device 120.

[0056] The wearable device 412 measures the vital data of player 110_1 and transmits the measured vital data to the player support device 120.

[0057] As described above, the player support device 120 has a player support program installed, and when this program is executed, the player support device 120 functions as a psychological state information acquisition unit 401 and an environmental information acquisition unit 402. Furthermore, the player support device 120 functions as an outcome analysis unit 403, a difficulty level analysis unit 404, a daily schedule information collection unit 405, and a visualization unit 406.

[0058] The psychological state information acquisition unit 401 acquires facial image data of player 110_1 while he is playing the game from the imaging device 411. The psychological state information acquisition unit 401 acquires vital data of player 110_1 while he is playing the game from the wearable device 412 that player 110_1 wears while he is playing the game. Based on the acquired facial image data and vital data, the psychological state information acquisition unit 401 generates and acquires time-series data (basic emotions, 2D data of concentration / distraction and tension / relaxation) that indicates the psychological state of player 110_1 while he is playing the game. The psychological state information acquisition unit 401 notifies the visualization unit 406 of the acquired time-series data indicating the psychological state of player 110_1.

[0059] The environmental information acquisition unit 402 acquires measurement data measured by the surrounding environment sensor 413 installed in the amusement facility, etc., while the player 110_1 is playing the game. Based on the acquired measurement data, the environmental information acquisition unit 402 identifies the surrounding environment information and notifies the visualization unit 406.

[0060] The results analysis unit 403 acquires play screen data from the game control unit 421 of the arcade game machine 420 while player 110_1 is playing the game, and analyzes the acquired play screen data to obtain play results (score progression, win / loss). The results analysis unit 403 notifies the visualization unit 406 of the analyzed play results (score progression, win / loss).

[0061] The difficulty analysis unit 404 obtains game parameters from the game control unit 421 of the arcade game machine 420 when player 110_1 plays the game. The difficulty analysis unit 404 analyzes the obtained game parameters to obtain the game difficulty (enemy and ally abilities, and the difficulty of the game itself). The difficulty analysis unit 404 notifies the visualization unit 406 of the analyzed game difficulty.

[0062] The lifestyle schedule information collection unit 405 acquires information about the lifestyle schedule obtained by the analyst 121 through interviews with the player 110_1 by receiving input from the analyst 121. The lifestyle schedule information collection unit 405 then notifies the visualization unit 406 of the lifestyle schedule information of the player 110_1 that it has received input from.

[0063] The visualization unit 406 displays the acquired time-series data showing the psychological state of player 110_1. • Analyzed gameplay results, • Analyzed game difficulty, Identified surrounding environment information, • Information regarding the daily schedule that was submitted, The data is then associated with and stored in the visualization data storage unit 407.

[0064] The visualization unit 406 displays time-series data indicating the psychological state of player 110_1, stored in the visualization data storage unit 407, for example, stored in the visualization data storage unit 407. • Analyzed gameplay results, • Analyzed game difficulty, Identified surrounding environment information, • Information regarding the daily schedule that was submitted, Visualization data is generated by associating it with one or more of the following, and the generated visualization data is output.

[0065] (2) System configuration of the player support system and functional configuration of the player support device 2 Next, we will describe the system configuration of the player support system and the functional configuration of the player support device 120 when targeting a player 110_2 who plays a board game. Figure 4B is a second diagram showing an example of the system configuration of the player support system and the functional configuration of the player support device.

[0066] As shown in Figure 4B, the player support system 400B includes an imaging device 411, a wearable device 412, an imaging device 440, and a player support device 120. In the player support system 400B, the imaging device 411, the wearable device 412, the imaging device 440, and the player support device 120 are communicated with each other.

[0067] Furthermore, the player support device 120 of the player support system 400B is connected to a surrounding environment sensor 413 installed, for example, in a room where player 110_2 plays shogi, so as to be able to communicate with it.

[0068] The imaging device 411 photographs the player 110_2 and transmits the facial image data of the player 110_2 to the player support device 120.

[0069] The wearable device 412 measures the vital data of player 110_2 and transmits the measured vital data to the player support device 120.

[0070] The imaging device 440 photographs the board of the board game 430 and transmits the board data to the player support device 120.

[0071] The player support device 120 has the same functional components when targeting player 110_2 playing the board game 430 as it does when targeting player 110_1 playing a game on the arcade game machine 420. However, the functions of the result analysis unit 403 and the difficulty analysis unit 404 differ from those when targeting player 110_1 playing a game on the arcade game machine 420. Therefore, this section will describe the functions of the result analysis unit 403' and the difficulty analysis unit 404' as functional components of the player support device 120 when targeting player 110_2 playing the board game 430.

[0072] The results analysis unit 403' acquires board data from the imaging device 440 that photographs the board of the board game 430, and analyzes the acquired board data to obtain the results of the game (progress of the game, win / loss). The results analysis unit 403' notifies the visualization unit 406 of the analyzed results of the game (progress of the game, win / loss).

[0073] The difficulty analysis unit 404' acquires board data from the imaging device 440 that photographs the board of the board game 430, at the start of play by player 110_2, and analyzes the acquired board data to obtain the game difficulty (handicap such as the initial placement of pieces on the board). The difficulty analysis unit 404' notifies the visualization unit 406 of the analyzed game difficulty.

[0074] <Visualization example 1> Next, we will explain an example of visualization by the visualization unit 406. Figure 5 is the first figure showing an example of visualization of time-series data indicating the psychological state of a player while playing a game. In the example in Figure 5, the visualization unit 406... • Time-series data showing the psychological state of player 110_1 (each rectangle in the figure), • Play results (here, score progression (symbol 511 in the figure)) and • Game difficulty (here, the difficulty of the game itself (symbol 521)) and This shows the visualization of the data points in correspondence.

[0075] In Figure 5, the horizontal axis represents time, showing a single time range from the start to the end of the game played by player 110_1. In Figure 5, the left vertical axis shows time-series data items (basic emotions) indicating player 110_1's psychological state during the game, and the right vertical axis shows player 110_1's performance (score value) during the game.

[0076] In the example shown in Figure 5, the time-series data representing the psychological state of player 110_1, generated based on facial image data, and the time-series data representing the psychological state of player 110_1, generated based on vital data, are visualized separately.

[0077] As mentioned above, in the case of Figure 5, the time-series data showing the psychological state includes, as a basic emotion, Angry, • Disgust ·Fear, Surprise, Sadness, • Joy (Happiness) ·Neutral, This includes all of the following items.

[0078] Furthermore, the example in Figure 5 shows time-series data representing the psychological state of player 110_1, generated based on facial image data, indicating that anger, joy, and neutrality occurred during gameplay. Also, the example in Figure 5 shows time-series data representing the psychological state of player 110_1, generated based on vital data, indicating that neutrality, joy, and anger occurred during gameplay.

[0079] The time-series data showing the psychological state of player 110_1, generated based on facial image data, and the time-series data showing the psychological state of player 110_1, generated based on vital data, do not match for the following reasons. The time-series data representing the psychological state of player 110_1, generated based on facial image data, is suitable for capturing instantaneous changes in psychological state, but it has the characteristic that it is difficult to capture the psychological state when player 110_1 is faking their facial expressions. The time-series data showing the psychological state of player 110_1, generated based on vital data, is difficult to capture instantaneous changes in psychological state, but it has the characteristic of being suitable for capturing the inner psychological state of player 110_1 that does not show in facial expressions.

[0080] As shown in Visualization Example 1 in Figure 5, Player 110_1 can analyze the score progression during the game, taking into account the difficulty of the game itself, in relation to their own psychological state, with the aim of improving their gameplay performance. In this case, as shown in Visualization Example 1 in Figure 5, Player 110_1 can analyze their own psychological state from the perspective of both instantaneous changes and changes in their inner psychological state.

[0081] <Visualization example 2> Figure 6 is the second figure showing an example of visualizing time-series data indicating the psychological state of a player while playing a game. In the example in Figure 6, the visualization unit 406, • Time-series data showing the psychological state of player 110_1 (rectangle or curve in the figure (symbol 621)), • Play results (here, score progression (symbol 611 in the figure), wins and losses (symbol 612)) and • Game difficulty (here, enemy abilities (symbol 613), the difficulty of the game itself (symbol 614)) and This figure shows the data visualized in correspondence. The difference from Figure 5 is that, in order to analyze long-period psychological states, time-series data showing the psychological state of player 110_1 during each of the multiple games played on the same day is visualized.

[0082] In Graph 610, the horizontal axis represents time, including each set of time ranges from the start to the end of the three games played by Player 110_1. In Graph 610, the left vertical axis shows time-series data items (basic emotions) that represent Player 110_1's psychological state while playing the game, generated based on facial image data, and the right vertical axis shows Player 110_1's gameplay results (score values) during the game.

[0083] Similarly, in Graph 620, the horizontal axis represents time and includes each set of time ranges from the start to the end of the three games played by Player 110_1. In Graph 620, the left vertical axis shows the level of time-series data (level of concentration) indicating Player 110_1's psychological state, generated based on vital data, and the right vertical axis shows Player 110_1's performance (score value) during gameplay.

[0084] As shown in Visualization Example 2 in Figure 6, player 110_1 can analyze the score progression and win / loss record of multiple games played on the same day, taking into account the difficulty of the game itself and the abilities of the opponents, in relation to their own psychological state, with the aim of improving their playing performance. In other words, as shown in Visualization Example 2 in Figure 6, player 110_1 can analyze their own psychological state from a long-term perspective.

[0085] <Visualization example 3> Figure 7 shows an example of visualization of the analysis results regarding lifestyle. Of these, graph 710 shows that the visualization unit 406 is... • Time-series data showing the psychological state of player 110_1 while playing the game (i.e., during the game time) (here, concentration level (curve in the figure)), • Information regarding the daily schedule of player 110_1 on the days they played the game (here, sleep times, meal times, and game times (rectangles in the diagram) for multiple days), This shows a visualization of the data in correspondence. In Graph 710, the horizontal axis represents time, and the vertical axis represents the level of time-series data (level of concentration) indicating the psychological state of player 110_1 while playing the game.

[0086] Note that, due to space limitations, information such as sleep duration, sleep quality, meal times, meal content, break times, break duration, break content, and game time is omitted in Graph 710, but this information could be visualized in Graph 710.

[0087] Graph 720 is a comparison graph that visualizes the typical daily schedule of a player with a morning lifestyle and a player with a night lifestyle.

[0088] In this way, by displaying graph 710 in correspondence with comparison graph 720, analyst 121 can analyze whether player 110_1's lifestyle is similar to that of a morning player or a night owl player. In other words, it is possible to analyze the relationship between time-series data showing the psychological state of the player while playing the game and the information stored in the visualization data storage unit 407.

[0089] Graph 730 shows the optimal daily schedule for player 110_1, as proposed by analyst 121 based on the lifestyle analysis results. The example in Graph 730 shows that, compared with Graphs 710 and 720, the analysis revealed that player 110_1's lifestyle is similar to that of a night owl player, and a daily schedule aligned with the lifestyle of a night owl player was proposed.

[0090] In the above explanation, it was assumed that the analysis of lifestyle and the proposal of a lifestyle schedule would be performed by analyst 121. However, analyst 121 may, for example, use a machine learning model to perform the analysis of lifestyle and propose a lifestyle schedule. The machine learning model referred to here refers to a model generated by machine learning the relationship between the level of concentration and the lifestyle schedule (the relationship between time-series data showing the psychological state of the player while playing the game and the information stored in the visualization data storage unit 407).

[0091] <Player support processing flow> Next, we will explain the flow of player support processing by the player support system. Figure 8 is the first flowchart showing the flow of player support processing.

[0092] In step S801, the player support device 120 acquires time-series data related to the psychological state of the player while they are playing the game.

[0093] In step S802, the player support device 120 generates and acquires time-series data indicating the player's psychological state while playing the game, based on the acquired time-series data related to the player's psychological state. The player support device 120 also stores the acquired time-series data indicating the player's psychological state in the visualization data storage unit 407.

[0094] In step S803, the player support device 120 acquires play screen data or board data, and analyzes the acquired play screen data or board data to obtain play results (score progression, battle situation progression) as information related to the game. The player support device 120 also stores the analyzed play results (score progression, battle situation progression) in the visualization data storage unit 407.

[0095] In step S804, the player support device 120 acquires various measurement data measured by various ambient environment sensors and identifies ambient environment information as information related to the game. The player support device 120 also stores the identified ambient environment information in the visualization data storage unit 407.

[0096] In step S805, the player support device 120 determines whether the game has ended or not. If it is determined in step S805 that the game has not ended (if the answer is NO in step S805), the process returns to step S801. On the other hand, if it is determined in step S805 that the game has ended (if the answer is YES in step S805), the process proceeds to step S806.

[0097] In step S806, the player support device 120 acquires play screen data and game parameters, or board data. The player support device 120 also analyzes the acquired play screen data and game parameters, or board data, to acquire information about the game, such as play results (win / loss) and game difficulty. The player support device 120 then stores the analyzed play results (win / loss) and game difficulty in the visualization data storage unit 407.

[0098] In step S807, the player support device 120 receives input information regarding the player's daily schedule from the analyst 121 and acquires information regarding the player's daily schedule. The player support device 120 also stores the received information regarding the daily schedule in the visualization data storage unit 407.

[0099] In step S808, the player support device 120 visualizes time-series data indicating the psychological state of the player while playing the game, in correspondence with the information stored in the visualization data storage unit 407.

[0100] In step S809, the player support device 120 analyzes the relationship between time-series data indicating the psychological state of the player while playing the game and the information stored in the visualization data storage unit 407, and visualizes the analysis results.

[0101] <Summary> As is clear from the above description, the player support systems 400A and 400B according to the first embodiment are The player support device 120 acquires time-series data that shows the psychological state of the player while they are playing the game. The player support device 120 stores information about the player's gameplay results, game difficulty, surrounding environment, and daily schedule. The player support device 120 visualizes time-series data showing the psychological state of the player while playing the game, correlating it with stored information. The player support device 120 analyzes the relationship between time-series data showing the psychological state of the player while playing the game and the stored information, and visualizes the analysis results.

[0102] Thus, according to the first embodiment, it is possible to provide a mechanism that provides feedback to the player on their psychological state while playing the game, in association with various types of information.

[0103] [Second Embodiment] In the first embodiment described above, the case in which the player support device 120 functions as a psychological state information acquisition unit 401 to a visualization unit 406 was explained. However, some of these functional units may be implemented in a server device, for example. Furthermore, the server device may constitute a cloud server. By using such a cloud server for advanced analysis processing, it becomes possible to reduce the processing load on the terminal operated by the player without impairing the functionality of the player support device 120, and to achieve miniaturization, weight reduction, and simplification of the terminal. As a result, it becomes possible to prevent failures caused by the precision / complexity of the device, etc., and to reduce the cost of the terminal operated by the player.

[0104] In the following description of the second embodiment, we will explain a case in which the server device functions as a psychological state information acquisition unit 401 to a difficulty analysis unit 404 and a visualization unit 406 in a system including a player support device and a server device. The explanation will focus on the differences from the first embodiment.

[0105] <System configuration of the player support system, and functional configuration of the player support device and server device> First, the system configuration of the player support system according to the second embodiment, and the functional configurations of the player support device and server device will be described. In this embodiment as well, the system configuration of the player support system differs depending on whether the target is a player 110_1 playing an arcade game or a player 110_2 playing a board game, so the two will be described separately.

[0106] (1) System configuration of the player support system, and functional configuration of the player support device and server device 1 Figure 9A is the first diagram showing an example of the system configuration of a player support system and the functional configuration of the player support device and server device, and it shows the case where the target is a player 110_1 playing an arcade game machine. As shown in Figure 9A, the player support system 900A has an imaging device 411, a wearable device 412, a player support device 910, and a server device 920. In the player support system 900A, the imaging device 411 and the wearable device 412 and the server device 920 are connected in a communicative manner. Also, in the player support system 900A, the player support device 910 and the server device 920 are connected in a communicative manner.

[0107] Furthermore, the server device 920 of the player support system 900A is connected to the surrounding environment sensor 413 in a communicative manner. In addition, the server device 920 of the player support system 900A is connected to the game control unit 421 of the arcade game machine 420 in a communicative manner.

[0108] The server device 920 has a first player support program installed. When this program is executed, the server device 920 functions as a psychological state information acquisition unit 401, an environmental information acquisition unit 402, an outcome analysis unit 403, a difficulty level analysis unit 404, and a visualization unit 406. Note that the psychological state information acquisition unit 401, environmental information acquisition unit 402, outcome analysis unit 403, difficulty level analysis unit 404, and visualization unit 406 of the server device 920 in Figure 9A are the same as the corresponding functional units of the player support device 120 in Figure 4A. Therefore, a description of each functional unit is omitted here.

[0109] The player support device 910 has a second player support program installed. When this program is executed, the player support device 910 functions as a lifestyle schedule information collection unit 405 and a display unit 911. Of these, the lifestyle schedule information collection unit 405 is the same as the corresponding functional unit of the player support device 120 in Figure 4A. Therefore, a description of this functional unit is omitted here.

[0110] The display unit 911 receives the visualization data generated by the server device 920 from the server device 920 and displays it to the analyst 121 or player 110_1. The display unit 911, for example, requests the visualization data of player 110_1 from the server device 920, receives the visualization data of player 110_1 from the server device 920, and displays it to the analyst 121 or player 110_1.

[0111] (2) System configuration of the player support system, and functional configuration of the player support device and server device 2 Figure 9B is a second diagram showing an example of the system configuration of the player support system and the functional configuration of the player support device and server device, and shows the case where player 110_2 plays a board game. As shown in Figure 9B, the player support system 900B has an imaging device 411, a wearable device 412, an imaging device 440, a player support device 910, and a server device 920. In the player support system 900B, the imaging device 411 and the wearable device 412 are connected to the server device 920 in a communicative manner. Also, in the player support system 900B, the imaging device 440 and the server device 920 are connected in a communicative manner. Furthermore, in the player support system 900B, the player support device 910 and the server device 920 are connected in a communicative manner.

[0112] Furthermore, the server device 920 of the player support system 900B is connected to the surrounding environment sensor 413 in a way that allows communication.

[0113] The server device 920 has a first player support program installed. When this program is executed, the server device 920 functions as a psychological state information acquisition unit 401, an environmental information acquisition unit 402, an outcome analysis unit 403', an difficulty level analysis unit 404', and a visualization unit 406. Note that the psychological state information acquisition unit 401, environmental information acquisition unit 402, outcome analysis unit 403', difficulty level analysis unit 404', and visualization unit 406 of the server device 920 in Figure 9B are the same as the corresponding functional units of the player support device 120 in Figure 4B. Therefore, a description of each functional unit is omitted here.

[0114] The player support device 910 has a second player support program installed. When this program is executed, the player support device 910 functions as a lifestyle schedule information collection unit 405 and a display unit 911. Of these, the lifestyle schedule information collection unit 405 is the same as the corresponding function unit of the player support device 120 in Figure 4A. Therefore, a description of this function unit is omitted here. Similarly, the display unit 911 is the same as the corresponding function unit of the player support device 120 in Figure 9A. Therefore, a description of this function unit is omitted here.

[0115] <Summary> As is clear from the above description, the player support systems 900A and 900B according to the second embodiment have a server device 920, Server device 920 acquires time-series data showing the psychological state of players while they are playing the game. Server device 920 stores information about the player's gameplay results, game difficulty, surrounding environment, and daily schedule. The server device 920 visualizes time-series data showing the psychological state of players while they are playing the game, correlating it with stored information. The server device 920 analyzes the relationship between time-series data showing the psychological state of players while they are playing the game and the stored information, and visualizes the analysis results. The player support device 910 displays the visualized data.

[0116] Thus, according to the second embodiment, it is possible to provide a mechanism that provides feedback to the player regarding the player's psychological state while playing the game, in correspondence with various types of information.

[0117] [Third Embodiment] In the first embodiment described above, the case was explained in which player 110_1 plays a game on the arcade game machine 420 as a game on a separate game machine from the player support device 120. However, the game that player 110_1 plays is not limited to a game on a separate game machine from the player support device 120, and may be, for example, a game on the player support device 120. In other words, the player support device 120 may have a game program installed, and player 110_1 may play a game on the player support device 120.

[0118] Furthermore, in the first embodiment described above, a case was described in which time-series data indicating the psychological state of the player during gameplay is visualized in association with gameplay results, etc., after one or more games have been completed. However, the timing of visualization is not limited to this, and for example, the system may be configured to visualize time-series data indicating the player's psychological state in real time while the player is playing the game. Moreover, if the game consists of multiple stages (time segments), the system may be configured to visualize time-series data indicating the player's psychological state during the gap between when the player finishes one stage and when they start the next stage. The third embodiment will now be described, focusing on the differences from the first embodiment.

[0119] <System Configuration of the Player Support System> First, the system configuration of the player support system according to the third embodiment will be described. Figure 10 is the third diagram showing an example of the system configuration of the player support system and the functional configuration of the player support device.

[0120] As shown in Figure 10, the player support system 1000 includes an imaging device 411, a wearable device 412, a surrounding environment sensor 413, and a player support device 1010. In the player support system 1000, the imaging device 411, the wearable device 412, the surrounding environment sensor 413, and the player support device 1010 are communicated with each other.

[0121] The player support device 1010 has a player support program and a game program installed. When the player support program is executed, the player support device 1010 functions as a psychological state information acquisition unit 401, an environmental information acquisition unit 402, an outcome analysis unit 403, a difficulty level analysis unit 404, a daily schedule information collection unit 405, and a visualization unit 406.

[0122] Note that the psychological state information acquisition unit 401 to visualization unit 406 of the player support device 1010 in Figure 10 are the same as the corresponding functional units of the player support device 120 in Figure 4A. Therefore, a description of these functional units will be omitted here.

[0123] Furthermore, when the game program is executed, the player support device 1010 functions as a game application 1011.

[0124] The game application 1011 generates play screen data when the game program is executed and notifies the results analysis unit 403. The game application 1011 also notifies the difficulty analysis unit 404 of the game parameters at the time the game program was executed.

[0125] <Visualization example> Next, an example of visualization by the visualization unit 406 of the player support system 1000 according to the third embodiment will be described. Figure 11 is a diagram showing an example of visualization of time-series data indicating the psychological state of a player during gameplay over a predetermined time period. In the example in Figure 11, the visualization unit 406... • Time-series data showing the psychological state of player 110_1 (basic emotions, level of concentration, etc. (symbol 1110_1 in the figure)), • Surrounding environmental information (here, room temperature, presence or absence of people nearby (symbol 1110_1 in the figure)), This shows how it is visualized in real time on the gameplay screen.

[0126] Furthermore, in the example shown in Figure 11, the visualization unit 406 is • Time-series data showing the psychological state of player 110_1 (each rectangle in graph 1111_1 in the figure), • Play results (here, the score progression (indicated as 511 in graph 1111_1 in the figure)) and The diagram shows the corresponding elements, visualized on the gameplay screen after the completion of Stage 1.

[0127] In Figure 11, reference numeral 1100 represents the gameplay screen data for one game generated by the game application 1011. Also in Figure 11, reference numeral 1110 represents the gameplay screen data for Stage 1, and reference numeral 1111 represents the gameplay screen data from the end of Stage 1 until the start of Stage 2.

[0128] In the example of reference numeral 1110_1 in Figure 11, for each play screen data of Stage 1 shown by reference numeral 1110, the visualization unit 406 visualizes in real time the time-series data showing the psychological state of player 110_1, which includes: • Average, maximum, and minimum values ​​of basic emotions (anger, disgust, fear, joy, sadness, surprise, neutral) for each time period. • Average, maximum, and minimum levels of concentration for each time period. • The duration of time during which a state of high concentration (a state above the threshold) persists. It includes.

[0129] Furthermore, in the example of reference numeral 1110_1 in Figure 11, the surrounding environment information visualized in real time by the visualization unit 406 for each play screen data of Stage 1 shown by reference numeral 1110 includes: • Room temperature at each time • Presence or absence of people in the surrounding area at each time It includes.

[0130] Furthermore, in the example of graph 1111_1 in Figure 11, the time-series data showing the psychological state of player 110_1 during gameplay in Stage 1, which is visualized by the visualization unit 406 for the gameplay screen data between the end of Stage 1 and the start of Stage 2, • Based on facial image data from Stage 1, time-series data (time-series data indicating anger, disgust, fear, surprise, sadness, joy, and neutrality) is generated and acquired, • Time-series data generated and acquired based on vital data in Stage 1 (time-series data showing anger, disgust, fear, surprise, sadness, joy, and neutrality), This includes, and the results of playing Stage 1 include, • Score progression obtained by analyzing gameplay screen data from Stage 1. It includes.

[0131] As shown in the visualization example in Figure 11, player 110_1 can grasp their own psychological state in real time while playing each stage. Furthermore, as shown in the visualization example in Figure 11, after each stage is completed, player 110_1 can analyze the score progression during the completed stage in relation to their own psychological state, with the aim of improving their playing performance.

[0132] <Player support processing flow> Next, the flow of player support processing by the player support system 1000 according to the third embodiment will be described. Figure 12 is a second flowchart showing the flow of player support processing. The difference from the first flowchart explained using Figure 8 is in steps S1201, S1202 to S1204.

[0133] In step S1201, the player support device 1010 generates and acquires time-series data indicating the player's psychological state during a predetermined time segment within the game, based on the acquired time-series data related to the player's psychological state. The player support device 1010 also displays the acquired time-series data indicating the player's psychological state on the play screen and stores it in the visualization data storage unit 407.

[0134] In step S1202, the player support device 1010 acquires various measurement data measured by various ambient environment sensors and identifies ambient environment information as information related to the game. The player support device 1010 also displays the identified ambient environment information on the play screen and stores it in the visualization data storage unit 407.

[0135] In step S1203, the player support device 1010 determines whether a predetermined time interval in the game has ended. If it is determined in step S1203 that the predetermined time interval has not ended (i.e., the answer in step S1203 is NO), the process returns to step S801.

[0136] On the other hand, if it is determined in step S1203 that a predetermined time interval has ended (i.e., if the answer in step S1203 is YES), the process proceeds to step S1204.

[0137] In step S1204, the player support device 1010 visualizes time-series data representing the psychological state of the player during gameplay, corresponding it with the stored information.

[0138] <Summary> As is clear from the above description, the player support system 1000 according to the third embodiment has a player support device 1010 on which a game program is installed, • Time-series data showing the player's psychological state during gameplay, along with surrounding environmental information, is visualized in real time on the gameplay screen for predetermined time segments within the game. • Time-series data showing the psychological state of a player during a predetermined time segment within the game is displayed on the gameplay screen at the end of that time segment, in conjunction with the results of the gameplay during that segment.

[0139] As a result, according to the player support system 1000 of the third embodiment, a player playing a game can grasp their own psychological state in real time. Furthermore, according to the player support system 1000 of the third embodiment, each time a predetermined time segment in the game ends, the score progression during the game in the completed time segment can be analyzed in relation to the player's own psychological state.

[0140] [Other embodiments] In the first embodiment described above, an arcade game machine 420 was given as an example of a game machine separate from the player support device 120, but the game machine separate from the player support device 120 is not limited to an arcade game machine 420. For example, the game machine separate from the player support device 120 may be a home game machine.

[0141] Furthermore, in the second embodiment described above, the allocation of functions between the player support device 910 and the server device 920 in player support systems 900A and 900B having a server device 920 was explained using Figures 9A and 9B. However, the allocation of functions between the player support device 910 and the server device 920 shown in Figures 9A and 9B is merely an example, and the player support system may be configured with a different allocation than that shown in Figures 9A and 9B.

[0142] Furthermore, in the second embodiment described above, information other than information related to the daily schedule was described as being directly acquired by the server device 920. However, the method of acquiring information by the server device 920 is not limited to this, and information other than information related to the daily schedule may also be configured to be acquired via the player support device 910.

[0143] Furthermore, in the third embodiment described above, stages were given as an example of time divisions within the game, but the time divisions within the game are not limited to stages; any play time period between a temporary pause in the player's gameplay and the next temporary pause is acceptable.

[0144] Furthermore, in each of the above embodiments, we have described cases in which time-series data indicating psychological state based on facial image data and time-series data indicating psychological state based on vital data are generated and visualized separately. However, the methods for generating and visualizing time-series data by the player support devices 120, 910, and 1010 are not limited to these.

[0145] For example, the system may be configured to generate time-series data indicating psychological state using both facial image data and vital data (i.e., to generate multimodal time-series data) and then visualize it.

[0146] Furthermore, while the above embodiments exemplify game difficulty by considering factors such as the abilities of allies and opponents, the difficulty of the game itself, and handicaps, game difficulty is not limited to this information obtained by analyzing game parameters and board data. For example, game difficulty may include information indicating the player's situation. This information could include, for instance, the difference in skill level (rating, ranking) between the player and their opponent in the game, or whether the game is a demotion or promotion match for the player.

[0147] Furthermore, although the details of the game parameters were not mentioned in the above embodiments, the game parameters include any information that can be obtained. This information includes information that can be obtained from the game control unit 421. This information includes information that can be obtained by coordinating with the game developer in advance.

[0148] Furthermore, any information that can be obtained includes information that can be obtained by image analysis of gameplay screen data or game board data. Information that can be obtained by image analysis of gameplay screen data or game board data includes information that can be obtained by image analysis of screenshots or captured images of gameplay screen data or game board data.

[0149] Furthermore, any information that can be obtained includes information that is analyzed and recorded by a person (in the case of a game played by a team of multiple people, by the team leader of that team or an analyst accompanying that team) based on gameplay screen data or board data.

[0150] Specific examples of obtainable information include the absolute value or change in the game's gauge, the number of gauges in the game, the distance to the wall, time, rounds won, number of sets won, number of items won, and item types won.

[0151] Furthermore, while the second embodiment described above refers to the case where the server device constitutes a cloud server, in such cases, the server device may be configured to provide a psychological state analysis cloud service. In this case, for example, serial information is embedded in the hardware of the terminal operated by the player, and when the terminal operated by the player is connected to the player support device, the server device recognizes the serial information. Then, if the recognized serial information indicates that the player is eligible to use the psychological state analysis cloud service, the server device provides the psychological state analysis cloud service to that player.

[0152] Furthermore, in each of the above embodiments, for example, an imaging device for capturing facial image data and a player support device are connected, and the player support device is described as directly acquiring facial image data from the imaging device. However, the method of acquiring facial image data by the player support device is not limited to this. For example, if facial image data (including video image data) of players during a game tournament is stored on an operation server owned by the organizer of the game tournament, the player support device may acquire the player's facial image data by accessing the operation server. In this case, the operation server functions as another storage unit.

[0153] It should be noted that the present invention is not limited to the configurations shown in the above embodiments, including combinations with other elements. These aspects can be modified without departing from the spirit of the present invention and can be appropriately determined according to their application.

[0154] This application claims priority based on Japanese Patent Application No. 2024-040262, filed on 14 March 2024, which is incorporated herein by reference to the entire contents of the said Japanese Patent Application. [Explanation of Symbols]

[0155] 110_1, 110_2: Player 120: Player support device 400A, 400B: Player support system 401: Psychological State Information Acquisition Department 402:Environmental information acquisition department 403, 403': Results analysis department 404, 404': Difficulty analysis department 405: Lifestyle Schedule Information Collection Department 406 :Visualization part 411: Imaging device 412: Wearable devices 413: Surrounding environment sensor 420: Arcade game machine 430: Board Games 440: Imaging device 900A, 900B: Player support system 910: Player support device 911:Display section 920: Server device 1000: Player Support System 1010: Player support device 1011: Game app

Claims

1. A psychological state information acquisition unit acquires time-series data showing the psychological state of players while they are playing a game in which they compete to win or lose, An outcome analysis unit analyzes the battle situation or battle conditions during gameplay, as a result of the player's play, so that it can be extracted as information that contributes to changes in time-series data indicating the player's psychological state. A visualization unit visualizes time-series data showing the psychological state of the player during gameplay, in correspondence with the gameplay results. A player support system that has [the following features].

2. The aforementioned player's performance includes the performance for the entire period from the start to the end of the game, and the performance for each time segment included within that period. The player support system according to claim 1.

3. The visualization unit visualizes time-series data showing the psychological state of the player during the time segment in the game, in association with the gameplay results of the time segment, on the gameplay screen at the time the time segment ends. The player support system according to claim 2.

4. The visualization unit visualizes time-series data showing the psychological state of the player during gameplay in real time on the gameplay screen. The player support system according to claim 2.

5. The visualization unit further visualizes time-series data indicating the psychological state of the player during gameplay, in association with game difficulty or surrounding environment information. The player support system according to claim 1.

6. The visualization unit further visualizes time-series data showing the psychological state of a player while playing a game, in association with information related to their daily schedule. The player support system according to claim 1.

7. The aforementioned information regarding the daily schedule includes either sleep time, meal time, or gaming time. The visualization unit further analyzes the relationship between time-series data indicating the psychological state of the player during gameplay and information regarding the player's daily schedule, and visualizes the analysis results. The player support system according to claim 6.

8. Based on facial image data of a player playing the game, time-series data indicating the psychological state of the player during gameplay is generated. The player support system according to claim 1.

9. Based on the vital data of the player while playing the game, time-series data indicating the psychological state of the player during gameplay is generated. The player support system according to claim 1.

10. The player support system according to claim 2, wherein the game is a game played by a player while seated.

11. The process involves acquiring time-series data that shows the psychological state of players while they are playing a game in which they compete to win or lose, and The process involves analyzing the player's gameplay results so that the battle situation or circumstances during gameplay are extracted as information that contributes to changes in time-series data indicating the player's psychological state, The process involves visualizing time-series data showing the psychological state of the player during gameplay, in correspondence with the gameplay results. A method of assisting the player by having a computer perform the actions.

12. The process involves acquiring time-series data that shows the psychological state of players while they are playing a game in which they compete to win or lose, and The process involves analyzing the player's gameplay results so that the battle situation or circumstances during gameplay are extracted as information that contributes to changes in time-series data indicating the player's psychological state, The process involves visualizing time-series data showing the psychological state of the player during gameplay, in correspondence with the gameplay results. A player support program run by a computer.