Game system, gameplay, and game program

The game system addresses passive wake-up experiences by allowing users to select and place objects before sleep, determining character appearances and actions based on sleep duration and field type, generating videos or images for post-wake viewing, thereby enhancing engagement and excitement.

JP7894476B2Active Publication Date: 2026-07-23THE POKEMON CO
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
THE POKEMON CO
Filing Date
2025-01-14
Publication Date
2026-07-23

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Patent Text Reader

Abstract

To provide a game system, a game method, and a game program for allowing a user to be capable of sleeping while looking forward to getting up.SOLUTION: A game system 1 includes: a sleep information reception part 16 for receiving a user's sleep information; an installation reception part 14 that can be installed in a field according to a user's operation before sleeping and receives setting of an object with which a parameter is correlated; a character determination part 17 for determining a display character as a character to be displayed in a field on the basis of at least a user's sleep information and a parameter of an object; an image generation part 24 for generating a display image for showing a situation of a field including an object installed in a field and a display character; and an output part 28 for outputting a display image after a user gets up.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a game system, a game method, and a game program. In particular, the present invention relates to a game system, a game method, and a game program that use information related to a user's sleep.

Background Art

[0002] Conventionally, there is known an information processing system that executes an application, the information processing system including an acquisition unit that acquires user information for calculating information related to a user's sleep, a sleep determination unit that determines a state related to a user's sleep based on the acquired user information, and a process execution unit that executes predetermined information processing in the application in association with the state related to the user's sleep (see, for example, Patent Document 1). According to the information processing system described in Patent Document 1, the operation of the user in the system that measures information related to the user's health can be simplified.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in the information processing system described in Patent Document 1, although predetermined processing can be executed based on the user's health information, for example, in order to wake up the user on the premise of presenting details of the user's health information, it is necessary to make the user execute a mini-game when waking up. That is, in the information processing system described in Patent Document 1, the user wakes up by a passive action for the user. Therefore, in the information processing system described in Patent Document 1, it is difficult to realize the user waking up in the morning with excitement.

[0005] Therefore, the object of the present invention is to provide a game system, a game method, and a game program that allow users to go to sleep looking forward to waking up. [Means for solving the problem]

[0006] To achieve the above objective, the present invention provides a program for causing a computer to run a sleep game, comprising a processor and memory, wherein the program includes the steps of: determining the start time and end time of sleep timing in response to user input; accepting an operation from the user to select one field from a plurality of fields before the start of timing; and calculating the elapsed time from the start time based on the start time and end time, and selecting the elapsed time information. Operation to perform A program is provided that performs a step of determining a predetermined character to appear in a field based on a field selected in a step of receiving a data entry. [Effects of the Invention]

[0007] The game system, game method, and game program according to the present invention provide a game system, game method, and game program that allows users to go to sleep looking forward to waking up. [Brief explanation of the drawing]

[0008] [Figure 1] This is a schematic diagram of the game system according to this embodiment. [Figure 2] This is a block diagram of the functional configuration of the game system according to this embodiment. [Figure 3] This is a block diagram showing the functional configuration of a storage unit included in the game system according to this embodiment. [Figure 4] This diagram shows the data configuration of each storage unit in this embodiment. [Figure 5] This is a flowchart of the processing in the game system according to this embodiment. [Figure 6] This is a diagram of a video generated by the image generation unit according to this embodiment. [Figure 7] This is a diagram showing the video generated by the image generation unit and hint generation unit according to this embodiment. [Figure 8] This is a flowchart of the processing in the game system according to this embodiment. [Figure 9] This figure shows a list of characters according to this embodiment. [Figure 10] This diagram shows the video selection screen and the image selection screen according to this embodiment. [Figure 11] This is a flowchart of the game system while the user is awake. [Figure 12] This is a flowchart of the control process of the movement control unit according to this embodiment. [Figure 13] This is a diagram showing a part of the functional configuration block of a game system according to a modified example of this embodiment. [Modes for carrying out the invention]

[0009] [Embodiment] <Overview of Game System 1> The game system 1 according to this embodiment is a game system in which various characters appear in each of the multiple fields included in the game map using the user's sleep information, the appearing characters take poses that are of interest to the user, and the system can output and / or record these poses as videos or still images. In game system 1, the user can observe the videos or still images after waking up.

[0010] For example, the user controls a user character representing the user within the game and moves (travels) to a desired field on the game map together with the main character. The game system 1 then receives the user's instructions and places or positions predetermined objects (for example, predetermined items or support characters that assist the user character in the game) in the destination field. The user then goes to sleep. Here, each character is associated with a character type that represents the character's characteristics, and each field is associated with a character type of character that is likely to appear in that field according to the field's characteristics. Furthermore, each object is associated with predetermined parameters. In addition, each character is associated with predetermined parameters that are the minimum necessary to perform a predetermined action within the field.

[0011] Game System 1 receives sleep information, which is information about the user's actual sleep. Sleep information includes, for example, sleep duration. Game System 1 receives sleep information from devices that acquire sleep information from the time the user goes to sleep until they wake up. Then, after the user wakes up, Game System 1 determines which characters appeared in the field based on the acquired sleep duration, the character type of the field, and the character type of the character. In other words, Game System 1 does not determine which characters appear in the field during the user's actual sleep, but rather, after the user wakes up, it determines which characters appear in the field as if they had appeared in the field during the user's sleep.

[0012] In addition, the game system 1 compares the predetermined parameters of the characters that appeared in the field with the predetermined parameters of the objects installed or arranged in the field, and determines whether the appeared characters executed a predetermined action (e.g., a sleeping action) above or around the main character. Also in this case, the game system 1 does not determine the predetermined action during the user's actual sleep, but after the user wakes up, determines whether the predetermined action was executed or not in the form that the predetermined action was executed or not during the user's sleep. Subsequently, the game system 1 generates a video including the characters that performed the predetermined action together with the main character in the field where the user character moved after the user went to bed. Here, the characters in the sleeping state can take various sleeping positions and postures based on the predetermined information associated with the field and the like. After waking up, the user can check what actions the characters that appeared in the field performed by referring to the video generated by the game system 1.

[0013] That is, after the user wakes up, the game system 1 generates, in response to a predetermined input operation of the user, a video including the state where the characters that appeared in the field and are sleeping are sleeping in a predetermined sleeping position or posture above or around the main character, and makes it displayable on a display unit such as an information terminal. Note that as the size of the main character increases, more characters can sleep above or around the main character. The game system 1 can record such a state as a video and / or a still image.

[0014] According to the game system 1 in this way, the user can devise various patterns of combinations of the features of the field and the objects installed or arranged in the field before going to bed or during the day, and by going to bed, observe various actions (for example, sleeping positions and postures) of various characters the next morning after waking up. That is, in the game system 1, the user can travel with the main character in the game, actually go to bed, and enjoy a journey in the game of observing and studying the predetermined actions of the characters that appear in the field that changes according to the user's sleep time after waking up the next morning. In the game system 1, since it is also possible to generate as a video the state of the user character going to bed with the main character, it is possible to make the user feel as if characters appear around the user while the user is actually sleeping and the user is sleeping.

[0015] FIG. 1 shows an overview of the game system according to the present embodiment. In the example of FIG. 1, a game is executed on the information terminal 2, and an example is shown in which the game content is displayed on the output unit 28 (for example, the display unit of the information terminal 2). FIG. 1(a) shows an example of the state of the field 100 before the user goes to bed, and FIG. 1(b) shows an example of the state of the field 100 after the user wakes up. Further, FIG. 1(c) shows an example of a图鉴 for collecting character images, and FIG. 1(d) shows an example of an enlarged view of the characters registered in the图鉴.

[0016] It should be noted that the Chinese character "图鉴" in the original text is directly retained in the translation as there is no exact equivalent in English. If a more appropriate English term needs to be used, it can be adjusted according to the specific context, such as "picture album" or "character collection book".In game system 1, the user selects a predetermined field 100 included in the game map before going to sleep. Then, as shown in Figure 1(a), game system 1 places the main character 102, who travels with the user character in the game, in a predetermined location in field 100 (for example, in the example in Figure 1, the sleeping main character 102 is placed near the center of the output unit 28). In addition, in game system 1, the user selects an object to be placed in field 100 during the next sleep before going to sleep, and places it in the desired location in field 100. The object is, for example, a predetermined item (in the example in Figure 1, a fan-shaped item 104, a mat-shaped item 104a) or a support character that supports the user character in the game (in the example in Figure 1, a support character 106).

[0017] The game system 1 then obtains the user's bedtime and wake-up time based on, for example, input from the user to the information terminal 2 and information about the user's movements obtained by the accelerometer sensor on the information terminal 2, and calculates the user's sleep time from the obtained bedtime and wake-up time. Subsequently, the game system 1 determines the characters that appeared in the field 100 while the user was sleeping (hereinafter referred to as "appearing characters").

[0018] In this game, the map displays various terrains and urban areas, and fields are set up in various locations on the map where the user character and main character 102 can visit or sleep in the game. Each field is assigned a field type based on its terrain. Examples of field types include grasslands, swamps, forests, volcanoes, beaches, towns, and cemeteries. Characters are also assigned character types, and the likelihood of a character appearing in a field is determined by the relationship between the field type and the character type. For example, character types include normal, grass, fire, water, electric, and ghost types, and fire-type characters are more likely to appear in volcanic fields, while ghost-type characters are more likely to appear in cemetery fields.

[0019] Game system 1 determines which characters appear in field 100 based on the type of field 100. For example, if the type of field 100 is a swamp, the frequency of appearance of water-type, normal-type, and electric-type characters in field 100 can be set to be high (for example, the characters can be set to appear in the order of water-type, normal-type, and electric-type). In other words, game system 1 can associate a predetermined character type with its appearance frequency in field 100. Here, game system 1 increases the number of times it determines whether or not a character having the character type associated with field 100 appeared in field 100 while the user was sleeping, for example, according to the length of sleep.

[0020] Game System 1 then determines the actions of the character that appears in Field 100. Game System 1 compares the parameters of the objects placed in Field 100 with the parameters of the appearing character and randomly determines the actions of the appearing character based on the comparison result. For example, if the type of parameters of the appearing character matches the type of parameters of the objects placed in Field 100, and the amount of the character's parameters is less than or equal to the amount of the object's parameters, Game System 1 decides with a predetermined probability whether or not to have the appearing character perform a predetermined action. On the other hand, if the type of parameters of the appearing character does not match the type of parameters of the objects, or if the type of parameters of the appearing character matches the type of parameters of the objects but the amount of the character's parameters exceeds the amount of the object's parameters, Game System 1 does not have the appearing character perform a predetermined action and has the appearing character leave Field 100.

[0021] For example, in the example shown in Figure 1(b), game system 1 causes character 108, character 108a, and multiple characters 108b to appear in field 100. Here, character 108 is associated with "3" parameters "P1", character 108a is associated with "2" parameters "P1", and character 108b is associated with "1" parameter "P1" and "3" parameters "P2". Also, item 104 is associated with "4" parameters "P1", and support character 106 is associated with "3" parameters "P2". In this case, the total number of parameters associated with the objects (item 104 and support character 106) in field 100 is "4" parameters "P1" and "3" parameters "P2". Note that parameters "P1" and "P2" are different types of parameters.

[0022] The game system 1 then compares the parameters of each character with the parameters of all objects placed or positioned in the field 100. In the example in Figure 1(b), both the types and quantities of parameters for characters 108 to 108b are within the range of all parameters associated with the objects in the field 100. Therefore, the game system 1 randomly selects and determines, for example, the action of sleeping as the action for these characters, and generates a video including the sleeping state of each selected character.

[0023] On the other hand, if a character not shown in the diagram has five parameters "P1" associated with it, or if a parameter "P3" of a different type than parameters "P1" and "P2" is associated with it, then the type and / or amount of parameters for that other character is outside the range of all the types and / or amounts of parameters associated with objects in field 100. In this case, game system 1 causes that other character to perform an action to leave field 100. Similarly, characters that did not win the lottery for the above action are also made to perform an action to leave.

[0024] The game system 1 then stores the generated video in a designated storage unit. After waking up, the user can refer to the video stored in the designated storage unit by the game system 1 on the information terminal 2 to see what kind of characters appeared in the field 100 while the user was sleeping, and what postures the characters were in while sleeping.

[0025] Furthermore, as shown in Figure 1(c), the game system 1 can record characters that appear for the first time in the field 100 in a picture book. For example, the game system 1 can output the support character 106 that the user first places in the field 100, and the characters that appear for the first time in the field 100 (e.g., character 108, character 108a, and character 108b) in picture book format to a predetermined location on the output unit 28 of the information terminal 2. In addition, as shown in Figure 1(d), the game system 1 can also enlarge each character recorded in the picture book according to user operation. In this case, the game system 1 may assign a serial number 110 to each character and display it near the character's image. For example, in the example in Figure 1(d), the game system 1 receives a selection instruction from the user for character 108b in the picture book, enlarges the image of character 108b, and displays the serial number 110 and the character's name 112 near the image. Furthermore, the game system 1 may also display, on the screen where the enlarged image of character 108b is displayed, other images 114 acquired for each type of sleeping position or posture that character 108b takes while sleeping, along with the name of the type of sleeping position or posture 116 of the character in image 114 and the number of times it has been captured so far 118 (i.e., the number of times it has appeared).

[0026] In this way, in game system 1, the characters that appear in field 100 are determined based on the field type, character type, and sleep duration, and the actions of the appearing characters in field 100 are determined based on the object parameters and the parameters of the appearing characters. These actions include, for example, the character sleeping or leaving field 100 without sleeping. Furthermore, when a character sleeps, their sleeping posture and position can be changed depending on the field type and object parameters. Therefore, from the perspective of wanting to observe the appearance of desired characters and the sleeping posture of desired characters, users can devise various combinations of desired field selections and the placement of various objects. As a result, users can gradually understand what kind of environment is more conducive to sleep for characters that may appear in field 100 by repeatedly sleeping and thinking about and devising various things while awake, and thus they can create a sleeping environment (sleep environment) for characters in the game. Furthermore, since it is not easy for users to predict what kind of characters slept in what posture as a result of their own efforts when they go to bed, a desire to check it out when they wake up arises, so users can wake up with excitement.

[0027] Furthermore, sleep information (such as sleep duration and quality) is not always something users can freely control; in fact, it is usually not something they can freely control. In other words, depending on the user's physical condition, daily stress levels, and lifestyle, even if they try to get the desired sleep (a predetermined amount of sleep or sleep of a predetermined quality), they are often unable to get the sleep they intended. Therefore, when game results are generated based on sleep information, users often cannot obtain the game results they desire, which reduces their motivation to continue playing. Thus, games that use sleep information generally have the property that the accuracy of the information improves by continuously acquiring health information, including sleep information, but they have the problem of low game retention rates.

[0028] However, in Game System 1, in addition to sleep information, the game screen is generated by utilizing elements that the user can control, such as the selection of the field and the selection of objects to place in the field (that is, the image of a predetermined character is displayed in a predetermined field along with predetermined objects). Although the user cannot know in advance how pre-sleep preparations will affect the game screen, they can recognize that their choices are influencing the game, thus providing the unique fun and enjoyment of a sleep game, allowing the user to enjoy the game without getting bored. Furthermore, by displaying the character along with the field and objects placed in the field selected by the user on the game screen, the user can easily understand the impact that pre-sleep settings had on the game screen through the game screen after waking up. Note that, since sleep quality is particularly difficult for the user to freely control compared to sleep duration, sleep quality information may be omitted, and only sleep duration may be used as sleep information. This will allow the user to enjoy the game without getting bored even more (however, unless otherwise specified below, sleep information will include sleep duration and sleep quality, etc.).

[0029] The game system 1 can be implemented using information terminals such as mobile communication terminals, smartphones, laptop computers, tablet PCs, PCs, portable game consoles, and / or home game consoles. However, from the viewpoint of ease of obtaining information regarding the user's sleep and wake-up times, the game system 1 is preferably a mobile communication terminal, smartphone, or small tablet terminal, or it may be a combination of the above-mentioned information terminals and an information acquisition device having a wearable device or a sensor that acquires the user's physical information, which is connected to the above-mentioned information terminals by wire or wireless. The details of the game system 1 according to this embodiment will be described below, but it should be noted that the names and numerical values ​​in the above and below descriptions are merely examples, and the present invention is not limited to these names and numerical values, and these names and numerical values ​​are not necessarily related to actual names and numerical values.

[0030] <Details of Game System 1> Figure 2 shows an example of the functional configuration of the game system according to this embodiment, and Figure 3 shows an example of the functional configuration of the storage unit included in the game system according to this embodiment. Figure 4 also shows an example of the data configuration of each storage unit included in this embodiment.

[0031] The game system 1 according to this embodiment is a game system 1 in which characters can appear in the game field, and accepts the selection of the next sleeping field and the setting of objects to be placed in that field before the user goes to sleep, and in response to the user's actions after waking up in the next sleep, the system determines the character to appear in the field using the user's sleep time in the next sleep, and compares the parameters of the field and objects with the parameters of the character to determine the actions of the character that satisfy predetermined conditions.

[0032] [Overview of Game System 1 Configuration] The game system 1 includes an input unit 10 that receives predetermined instructions, a movement control unit 12 that controls the movement of the character in the game, a placement reception unit 14 that receives instructions for placing objects, etc., a sleep information reception unit 16 that receives information about the user's sleep, a character determination unit 17 that determines the display character which is the character to be displayed on the field, a posture determination unit 22 that determines the posture of the character, an image generation unit 24 that generates images (videos and / or still images) including the field situation, a storage unit 26 that stores various information, and an output unit 28 that outputs images, etc. Here, the character determination unit 17 includes an appearance determination unit 18 that determines the appearance character which is the character that appears on the field, and a movement determination unit 20 that determines the actions of the appearance character. Furthermore, the game system 1 may also include a character registration unit 30 that stores characters that appear on the field in a predetermined storage unit, a reward granting unit 32 that grants rewards to users, a hint generation unit 34 that generates predetermined hints, an image acquisition unit 36 ​​that acquires video component images that make up a video, a character granting unit 38 that grants characters to users, an experience point granting unit 40 that grants experience points to users, a level setting unit 42 that sets the level of characters, and a size setting unit 44 that sets the size of the main character.

[0033] Furthermore, the game system 1 may include a mission control unit 46 that presents the user with predetermined missions in the game, a support character control unit 48 that controls the actions of support characters, an item control unit 50 that controls the actions of items in the game, a sensor 52 that detects the user's actions, and a share control unit 54 that uploads videos and the like to a predetermined external server. The storage unit 26 has a field information storage unit 260 that stores information about the field, a character information storage unit 262 that stores information about characters, an item information storage unit 264 that stores information about items, a main character information storage unit 265 that stores information about the main character, a user information storage unit 266 that stores information about the user, a generated image storage unit 268 that stores generated images, and an image storage unit 270 that stores images.

[0034] Examples of the sensor 52 include an illuminance sensor, an acceleration sensor, a gyroscope, a temperature sensor, a humidity sensor, a pressure sensor, a noise sensor, an odor sensor, and / or a biosensor. In this embodiment, an acceleration sensor can be used as the sensor 52 from the viewpoint of easily determining when the user goes to sleep or wakes up.

[0035] The game system 1 may have the above-mentioned multiple components physically in the same device or location, or some of the above-mentioned multiple components may be installed in physically separate locations. For example, the game system 1 may have some of the functions of its components handled by an external server. In this case, the game system 1 is composed of an information terminal, an external server, and a device having a sensor that acquires user sleep information as needed. The game system 1 may also be configured as one or more servers. In this case, the game system 1 is composed of an information terminal and the components of one server and the components of other servers. Furthermore, in this embodiment, a set of predetermined components can be understood as a single "information processing device," and the game system 1 may be formed as a set of multiple information processing devices. The way in which the multiple functions required to realize the game system 1 according to this embodiment are distributed to one or more hardware can be appropriately determined in consideration of the processing capacity of each hardware and / or the specifications required for the game system 1. The various types of information stored in the storage unit 26 may be updated by user instructions and information received via the input unit 10, or may be updated as needed by acquiring predetermined information from a predetermined server located outside the game system 1.

[0036] [Details of Game System 1 Configuration] In the following explanation, the game provided by the game system 1 will be described primarily as an example of a user executing the game using the information terminal 2. While the components are not particularly limited from the viewpoint of smooth game processing, it is preferable that the installation reception unit 14, appearance determination unit 18, action determination unit 20, posture determination unit 22, and / or image generation unit 24 be executed by an external server connected to the information terminal 2 via a communication network.

[0037] (Storage unit 26) The storage unit 26 stores various types of information related to the game. Each storage compartment of the storage unit 26 supplies predetermined information to a predetermined component in response to a request from another component of the game system 1.

[0038] (Storage unit 26: Field information storage unit 260) The field information storage unit 260 stores field information, character types of characters that may appear in the field, type appearance probability, character ID, character appearance probability, and / or posture information, associated with a field ID that identifies a field within the game map. Field information includes the name of the field (e.g., ○○ Volcano, △△ Grassland, etc.), the field type which is a characteristic of the field (e.g., volcano, grassland, etc.), the location of the field within the map, and the composition of the field. Character type is information that represents the characteristics of a character associated with a character appearing in the game, and character ID is an ID that identifies a character, as will be described later.

[0039] Here, character appearance probability refers to the probability that each of multiple characters will appear on the field. In other words, by associating the appearance probability of each character with the field ID, the likelihood of each character appearing on the field is set. In addition, each character has rarity information set individually, and the appearance probability of a high-rarity character is set lower than that of a low-rarity character, so that characters with higher rarity are less likely to appear.

[0040] Furthermore, type appearance probabilities may be associated with each field. Type appearance probability is the overall appearance probability of characters of a character type that is likely to appear in a field identified by a field ID. In other words, by associating one or more character types with a field ID and further associating the appearance probability of each character type in the field, the likelihood of each character type appearing in the field can be set. Note that each character type may contain one or more characters, each with its own unique characteristics, and a character appearance probability may be associated with each character. In this case, the character appearance probability determines which of the characters of a given character type is more likely to appear in the field.

[0041] Posture information refers to information about the posture a character takes when performing a predetermined action while appearing on the field. For example, if the predetermined action is a sleeping action, posture information includes information indicating what sleeping position or posture the character will adopt on the field, and / or information indicating the probability that the character will adopt that sleeping position or posture.

[0042] (Storage unit 26: Character information storage unit 262) The character information storage unit 262 stores character information, character type, operation parameters, support parameters, posture information, experience points, and / or level, associated with a character ID that identifies the character. Character information refers to information about the character, such as the character's name, gender, skills, and rarity. Character type refers to information that describes the character's characteristics (for example, normal type or fire type). Characters include characters that appear in the field (appearing characters) and support characters that support the user's activities in the game. Furthermore, if a character is a support character placed in the field, that character can be treated as a type of object. In this case, the support parameters of the support character perform the same function as the support parameters of items, which will be described later.

[0043] Operation parameters are information indicating the minimum types and / or quantities of parameters required to perform a given action within a field. Support parameters are parameters associated with the character ID according to the characteristics of the support character, etc., when the character is a support character, and are used for comparison with operation parameters. Operation parameters and support parameters may be the same or different. For example, when a character changes to a support character, the support parameters may be the same as or different from the operation parameters. Furthermore, the operation parameters of a high-rarity character may have more types and / or quantities than those of a low-rarity character, and the operation parameters of a high-rarity character may be associated with the requirement to use a certain consumable item.

[0044] The actions include actions while the character is sleeping in the field, and actions while the character is awake in the field. Specifically, actions during sleep include the character's sleeping movements, the character's sleeping posture and position with movement, and predetermined poses where the character is not moving (i.e., the character's sleeping posture and position in still images). Furthermore, for sleep actions, multiple types of sleep actions can be set depending on the depth of sleep (e.g., actions during deep sleep, actions during drowsy sleep). Additionally, actions during awake include actions that can be seen in videos, such as movements within the field and actions that leave the field, and / or actions that can be seen in still images, such as movements within the field and actions that leave the field.

[0045] Posture information refers to information indicating what posture a character assumes when performing a predetermined action, such as information about sleeping position or posture. Posture information can store information for multiple postures. Furthermore, if posture information includes information for multiple postures, a rarity level may be associated with each of the postures. In addition, conditions for the appearance of a character performing an action in that posture (for example, a condition such as including the character associated with that posture information in a predetermined number of videos) may be associated with the posture information that has a predetermined rarity level. Moreover, experience points are the value a character has gained in the game, and level is a numerical value determined according to the cumulative amount of experience points awarded, representing the character's rank. When a character's acquired experience points meet a predetermined condition (for example, exceeding a predetermined threshold), the character's level can be increased in stages.

[0046] There are no particular limitations on the types of action parameters, but the type can be determined according to the character type and characteristics of the character. For example, a "fire-type" character may be associated with an action parameter named "warm," an "electric-type" character may be associated with an action parameter named "sparkling," and a "water-type" character may be associated with an action parameter named "cool." Furthermore, a single character may be associated with multiple types of action parameters. There are no particular limitations on the types of action parameters, but other examples include "cute," "fluffy," "powerful," and "sparkling." In addition to the type of action parameter, the quantity of the action parameter is also associated with the character ID. For example, the character ID may be associated with the type of action parameter and the quantity of that type of action parameter (e.g., "warm" x 5).

[0047] (Storage unit 26: Item information storage section 264) The item information storage unit 264 stores item information, support parameters as object parameters, usage history, and / or level, associated with an item ID that identifies an object item. Items are various tools that the user can place in the field 100 or various tools that can be used in the field 100 (hereinafter sometimes referred to as "sleeping goods"). Item information is information about the item's type, name, properties, shape, etc. There are no particular limitations on items, but examples include items with shapes such as pillows, futons, cushions, mats, sheets, and pillows, as well as items with shapes such as fans, hand fans, stoves, and ornaments. Support parameters are parameters associated with the item ID according to the item's characteristics, etc., and are used for comparison with operation parameters. The types and quantities of support parameters are the same as the operation parameters described in the character information storage unit 262. The item ID is associated with the type of support parameter and the quantity of that type of support parameter as support parameters.

[0048] Here, the types of support parameters are the same as the types of operation parameters. For example, the types of support parameters include "warm," "shiny," "cool," "cute," "fluffy," "powerful," and "sparkling." Similar to characters, items are associated with one or more support parameters and the amount of each support parameter. For example, the item ID is associated with the type of support parameter and the amount of that type of support parameter (e.g., "cute" x 5). The usage history is information about the number of times and duration that the item has been used in the game. The level is a numerical value determined according to the usage history, etc., and represents the rank of the item. Game system 1 may, for example, change the type or amount of support parameters when the item levels up, update the changed type and amount as new support parameters, and store them in the item information storage unit 264.

[0049] (Storage unit 26: Main character information storage unit 265) The main character information storage unit 265 stores main character information, main character size, posture information, experience points, level, and / or gauge information, associated with a character ID that identifies the main character. Main character information refers to information about the main character's name, gender, skills, etc. Main character size refers to information indicating the main character's size in the game, and posture information refers to information indicating what posture the main character takes when performing a predetermined action, and in the case of the main character, it is particularly preferable to have information such as sleeping position and posture while sleeping. Posture information can include information about multiple postures. Experience points and level are the same as described in the character information storage unit 262. Gauge information refers to information about predetermined parameter values ​​of the main character, and the parameter values ​​increase or decrease according to information such as the user's sleep time (for example, the parameter value increases according to the length of sleep). The parameter values ​​of the gauge information may be increased, for example, by using paid items.

[0050] (Storage unit 26: User information storage unit 266) The user information storage unit 266 stores user information, character IDs of characters owned by the user and / or the main character, posture information of the character corresponding to the character ID, item IDs of items owned by the user, the user's experience points, the user's level, and / or mileage information, all associated with a user ID that identifies the user. User information includes the user's nickname, information about the user character used by the user in the game (appearance, gender, etc.), information specific to the user (date of birth, information about favorite foods, etc.), and / or information about rewards given to the user. Posture information refers to the character of the character ID stored in the user information storage unit 266, associated with the user ID, and indicates the character's posture, such as sleeping position or sleeping posture. Experience points and level are described in the same way as in the character information storage unit 262. Mileage information refers to the user's actual sleep information, for example, information about points given to the user according to their sleep duration.

[0051] (Storage unit 26: generated image storage unit 268, image storage unit 270) The generated image storage unit 268 stores generated image information and / or generated image data related to an image (generated image) generated by the game system 1, associated with a generated image ID that identifies the generated image. Generated images include still images and videos. Generated image information includes, for example, if the generated image is a video, information such as the date and time the video was created, the video size, and hint information about characters included in the video or characters that appeared on the field but did not perform a predetermined action. Also, if the generated image is a still image, generated image information includes, for example, the date and time the still image was acquired, the still image size, and hint information about characters included in the still image or characters that appeared on the field but did not perform a predetermined action. The generated image storage unit 268 can also store generated images as albums. In this case, the generated image storage unit 268 can set an upper limit on the number of albums. However, the generated image storage unit 268 can also increase this upper limit in exchange for the consumption of in-game virtual currency, etc.

[0052] Furthermore, the image storage unit 270 is a storage unit for storing various images (videos and / or still images) used in the game system 1, and stores image information and / or image data associated with an image ID that identifies the image. The image information includes, for example, the name of the image, the image size, etc.

[0053] (Input section 10, Output section 28) The input unit 10 receives various information and predetermined instructions from the user. The input unit 10 is, for example, the touch panel, keyboard, mouse, microphone, motion sensor, etc. of the information terminal 2. The input unit 10 supplies the predetermined instructions to predetermined components of the game system 1. Each component that receives the predetermined instructions performs its predetermined function.

[0054] The output unit 28 outputs the results of various processes performed in the game system 1. The output unit 28 outputs the various processing results and stored information in a way that is perceptible to the user. Specifically, the output unit 28 outputs the various processing results and stored information as still images, moving images, sounds, text, and / or physical phenomena such as vibrations. For example, the output unit 28 is the display unit, speaker, vibration unit (a device installed in the information terminal that generates vibrations by a predetermined electrical signal), light-emitting unit, etc. The output unit 28 can also output images generated by the image generation unit 24 in response to user instructions. In addition, the output unit 28 can output various information stored in the storage unit 26, and / or information received from an external server.

[0055] (Movement control unit 12) The movement control unit 12 controls the movement of the user character, which represents the user running the game, and the main character, which acts together with the user character, within the game map, according to user instructions received via the input unit 10. For example, the map may have multiple fields, and the movement control unit 12 moves the user character and the main character to one of the fields on the map according to the selection of the awake user. In this case, the movement control unit 12 can, in principle, move the user character and the main character from one field to another field adjacent to that field. On the other hand, if the main character is in a specific state (for example, if the main character's gauge information shows the maximum value), the movement control unit 12 may move the user character and the main character from one field to a field located at a distance that is not adjacent to the first field. This allows the user character, which can be controlled by the user, to act together with the main character in the game within the field, and to act within the destination field. The movement control unit 12 supplies the field ID of the destination field to the appearance determination unit 18, the character determination unit 17, the action determination unit 20, and / or the posture determination unit 22.

[0056] (Installation reception desk 14) The installation reception unit 14 accepts the setting of objects that can be placed in the field and to which parameters are associated, in response to user operations before sleep. For example, the installation reception unit 14 accepts the setting of objects to be placed in the field during the next sleep before the user goes to sleep. That is, before the user goes to sleep (typically during the day or daytime), the installation reception unit 14, in response to user instructions received via the input unit 10, sets the objects to be placed in the field during the next sleep and sets the main character to move to the field with the user, under the control of the movement control unit 12. Examples of objects include sleep goods and / or support characters. Note that there may be one or more sleep goods and support characters to be placed in the field. When multiple support characters are placed in the field, a deck of multiple support characters may be formed. The installation reception unit 14 supplies information about the objects placed in the field (e.g., item ID, character ID, and the number of items and / or characters placed) to the character determination unit 17, the operation determination unit 20, and / or the posture determination unit 22.

[0057] (Sleep Information Reception Department 16) The sleep information receiving unit 16 receives sleep information, which is information relating to the user's sleep. That is, the sleep information receiving unit 16 receives sleep information for the user's next sleep. The sleep information receiving unit 16 may receive sleep information from sleep information acquisition means that acquire sleep information. Sleep information includes sleep duration, bedtime, time getting into bed, time falling asleep, wake-up time, wake-up time, and / or sleep quality. The sleep information receiving unit 16 can receive sleep information from various known sleep information acquisition means. For example, the sleep information receiving unit 16 can receive information detected by sensors 52 such as an acceleration sensor on the user's information terminal 2 and calculate sleep duration from the user's bedtime (e.g., bedtime) and wake-up time (e.g., wake-up time). As an example, the information terminal 2 with an acceleration sensor can be placed on the user's pillow, and the time when the acceleration sensor detects a predetermined state can be set as the bedtime, and the time when the acceleration sensor detects a predetermined movement after a predetermined time has elapsed can be set as the wake-up time. Furthermore, the sleep information receiving unit 16 may receive measurement results when the acceleration sensor measures the user's movements such as turning over in their sleep and generate information relating to the quality of sleep. The sleep information receiving unit 16 may also calculate the sleep duration from the user's bedtime and wake-up time received via the input unit 10. The sleep information receiving unit 16 supplies the received sleep information, or the generated or calculated sleep information, to the character determination unit 17, the appearance determination unit 18, the posture determination unit 22, the image generation unit 24, the reward granting unit 32, and / or the experience point granting unit 40.

[0058] Furthermore, when the inventors verified sleep quality using a commercially available information terminal 2 equipped with an acceleration sensor, they found that the sleep information receiving unit 16 is not always able to receive precise sleep quality information. Therefore, in this embodiment, since obtaining precise sleep quality information is not required, and from the viewpoint of allowing users to simply engage with the game, sleep time may be used primarily as sleep information, and sleep quality may be used only as supplementary information.

[0059] (Character determination section 17) The character determination unit 17 determines the display character, which is the character to be displayed in the field, based on at least the user's sleep information and the object's parameters. The character determination unit 17 determines the display mode of the display character based on the user's sleep information and the object's parameters. Specifically, the character determination unit 17 determines the display character based on at least the user's sleep information, the object's parameters, and the parameters of the character associated with the field.

[0060] For example, the character determination unit 17 randomly selects a display character based on the user's sleep time received from the sleep information reception unit 16. As an example, the character determination unit 17 randomly selects a display character to be displayed on the field from the characters stored in the character information storage unit 262, using the character appearance probability stored in the field information storage unit 260 in association with that field. In this case, the character determination unit 17 may determine the number of draws and / or the winning probability according to the user's sleep time. The character determination unit 17 then compares the field parameters and / or object parameters with the display character parameters and, based on the comparison result, determines the operation of the display character in the field that satisfies predetermined conditions with a predetermined probability. The character determination unit 17 can also determine the time when the display character appeared on the field based on the sleep information.

[0061] Here, each character is associated with an action parameter, which is the condition required for the character to perform one of several predetermined types of actions (including at least one of moving actions and stationary actions) within the field. The character determination unit 17 retrieves the action parameter of the displayed character stored in the character information storage unit 262, associated with the character ID. The character determination unit 17 then compares the parameters of the object present in the field with the action parameter of the displayed character to determine the action of the displayed character (for example, an action based on the posture information stored in the character information storage unit 262, associated with the character ID of the displayed character). For example, if the comparison result shows that the action parameter matches or is included in the parameters of the object, the character determination unit 17 determines a predetermined action from among several types of actions as the action of the displayed character. Specifically, the character determination unit 17 can determine the display mode of the displayed character based on the information of the appearing character determined by the appearance determination unit 18 and the information of the appearing character's action determined by the action determination unit 20. Note that the displayed character refers to the appearing character determined by the appearance determination unit 18 and whose action has been determined by the action determination unit 20.

[0062] (Appearance determining section 18) The appearance determination unit 18 determines the character that will appear on the field based on the user's sleep duration during the next sleep period. In other words, the appearance determination unit 18 uses the sleep duration received from the sleep information reception unit 16 to randomly determine the character that will appear. The appearance determination unit 18 performs the random drawing for the character that will appear a predetermined number of times, determined according to the sleep duration. The appearance determination unit 18 may also start the random drawing in response to a predetermined input from the user upon waking up. Furthermore, the appearance determination unit 18 may increase the probability of drawing a character with a higher rarity the longer the sleep duration.

[0063] Specifically, the appearance determination unit 18 retrieves the character type, type appearance probability, character ID, and character appearance probability stored in the field information storage unit 260, associated with the field ID received from the movement control unit 12. Then, the appearance determination unit 18 first draws a lottery (first lottery) to determine which character of which character type to make appear, based on the character type and type appearance probability associated with the field ID. This determines the character type to appear on the field. Next, after determining the character type to appear, the appearance determination unit 18 draws a lottery (second lottery) to determine which of the one or more characters included in that character type to make appear, based on the character IDs of the characters included in that character type and the character appearance probability corresponding to the character ID. This determines the character to appear. Note that the appearance determination unit 18 may also determine the character to appear by only the second lottery without determining the character type.

[0064] The appearance determination unit 18 then performs the first and second draws a number of times determined according to the sleep duration. For example, the appearance determination unit 18 can perform the first and second draws using the number obtained by dividing the sleep duration by the unit time (rounding down or rounding up any fractions). For example, if the sleep duration is 8 hours and the unit time is set to 2 hours, the appearance determination unit 18 can perform 4 sets of draws if the first and second draws are set to 1 set. In other words, the longer the sleep duration, the more draws are performed in the first and second draws. This increases the number of characters that appear on the field. As a result, the number of characters that perform predetermined actions in the action determination unit 20 (described later) also increases, as does the number of characters that the character assignment unit 38 assigns to the user. Although it depends on the setting of the unit time, the number of draws performed in the first and second draws by the appearance determination unit 18 is only a few times a day.

[0065] Furthermore, the appearance determination unit 18 may determine the time when the character appeared on the field (that is, the time is not the current time, but a past time). In other words, the appearance determination unit 18 performs the first and second draws after acquiring sleep time, that is, after the user wakes up. Therefore, when determining the character to appear, the appearance determination unit 18 separately determines the time when the character appeared on the field. The appearance determination unit 18 can determine the time when the character appeared on the field randomly, or it can determine it according to the character type and operation parameters of the character. The appearance determination unit 18 supplies information about the determined character to the character determination unit 17, the operation determination unit 20, the posture determination unit 22, the image generation unit 24, the reward granting unit 32, and / or the hint generation unit 34.

[0066] The appearance determination unit 18 may, in response to instructions from the user after waking up following the next sleep, divide the sleep time into predetermined unit time intervals and determine which character will appear on the field in each interval. That is, the appearance determination unit 18 may perform a first lottery and a second lottery for each interval. In this case, the appearance determination unit 18 may determine the time corresponding to each interval as the time the character appears. For example, if the sleep time is 8 hours and the unit time is 2 hours, the appearance determination unit 18 will perform the first lottery and the second lottery four times each. In this case, the appearance determination unit 18 will define that each lottery was performed 2 hours, 4 hours, 6 hours, and 8 hours after the user went to sleep, and will determine the time each character appears on the field. For example, if the user goes to sleep at 11 p.m. and wakes up at 7 a.m., the lottery in the appearance determination unit 18 will be performed after waking up, but the time the character appears will be determined to be one of the following times: 1 a.m., 3 a.m., 5 a.m., or 7 a.m.

[0067] (Operation determination unit 20) The action determination unit 20 compares the parameters of the field and / or the parameters of the object with the parameters of the appearing character in response to the user's actions after waking up during the next sleep, and determines, with a predetermined probability, the actions of the appearing character that satisfy predetermined conditions based on the comparison result.

[0068] The operation determination unit 20 retrieves the support parameters stored in the character information storage unit 262, associated with the character ID (i.e., the character ID of the support character), which is information about the object received from the installation reception unit 14, and / or the support parameters stored in the item information storage unit 264, associated with the item ID, which is information about the object. The operation determination unit 20 also retrieves the operation parameters stored in the character information storage unit 262, associated with the character ID of the appearing character, which is received from the appearance determination unit 18. Then, the operation determination unit 20 compares the support parameters of the item and / or support character with the operation parameters of the appearing character.

[0069] Specifically, the action determination unit 20 determines the type and amount of support parameters (hereinafter sometimes referred to as "object parameters") of items and / or support characters, and the type and amount of action parameters of the appearing character. The action determination unit 20 then determines the action of the appearing character with a predetermined probability if either (a) or (b) below is met. If neither (a) nor (b) below is met, the action determination unit 20 determines that the appearing character will leave the field. In this case, the action determination unit 20 also determines the time at which the departure action will be performed.

[0070] (a) When the type of operation parameter matches the type of object parameter, and the amount of the operation parameter is less than or equal to the amount of the object parameter. If there are multiple types of operation parameters and multiple types of object parameters, when the types of the multiple object parameters match the types of the multiple operation parameters, and the amount of each of the multiple types of operation parameters is less than or equal to the amount of each of the corresponding multiple types of object parameters. (b) When there are multiple types of object parameters, and the multiple types of object parameters include types of behavioral parameters, and the amount of behavioral parameters of each type included in the object parameter types is less than or equal to the amount of object parameters.

[0071] For example, the action determination unit 20 classifies object parameters by type and determines the quantity of each type. For instance, if an item has support parameters such as "warm" (quantity, for example, "3") and "sparkling" (quantity, for example, "1"), and a support character has support parameters such as "warm" (quantity, for example, "1") and "cool" (quantity, for example, "2"), the action determination unit 20 determines that the field contains an amount of "4" for the "warm" parameter, an amount of "1" for the "sparkling" parameter, and an amount of "2" for the "cool" parameter.

[0072] Furthermore, the motion determination unit 20 grasps the motion parameters of each appearing character. For example, let's consider a case where there are three appearing characters. As an example, suppose the motion parameter of the first appearing character is "warm" (amount, for example, "4"), the motion parameters of the second appearing character are "warm" (amount, for example, "4") and "sparkling" (amount, for example, "5"), and the motion parameter of the third appearing character is "sparkling" (amount, for example, "1"). In this case, the motion determination unit 20 determines that the first appearing character is associated with an amount of "4" for the "warm" parameter, the second appearing character is associated with an amount of "4" for the "warm" parameter and an amount of "5" for the "sparkling" parameter, and the third appearing character is associated with an amount of "1" for the "sparkling" parameter.

[0073] In this case, the operation determination unit 20 determines that the operation parameters of the first and third appearing characters satisfy either condition (a) or (b) above, because there are amounts of "4" for the "warm" parameter, "1" for the "sparkling" parameter, and "2" for the "cool" parameter in the field. The operation parameters of the second appearing character do not satisfy either condition (a) or (b) above (that is, the amount of the second appearing character's "warm" parameter matches the amount of the "warm" parameter in the field, but the amount of the "sparkling" parameter exceeds the amount of the "sparkling" parameter in the field).

[0074] The action determination unit 20 then determines the action of the appearing character with a predetermined probability when a predetermined condition (condition (a) or (b) in the above example) is met (i.e., it conducts a lottery when the predetermined condition is met, and if it wins, it causes the appearing character to perform the predetermined action). In other words, in the above example, the action determination unit 20 determines by lottery whether or not to cause the first appearing character and the third appearing character to perform a predetermined action on the field. If it wins, the action that the action determination unit 20 causes to perform is, for example, the action of the appearing character moving within the field, and / or the action of the appearing character sleeping within the field (sleeping action). In this case, the action determination unit 20 may also cause the displayed character to perform the sleeping action on or around the main character on the field, or in the vicinity, that is, within a predetermined range centered on the main character. On the other hand, if it does not win the lottery, the action that the action determination unit 20 causes to perform is, for example, the action of the appearing character leaving the field without sleeping. The motion determination unit 20 supplies information indicating the determination content to the character determination unit 17, posture determination unit 22, image generation unit 24, character registration unit 30, reward granting unit 32, and / or hint generation unit 34.

[0075] Furthermore, the action determination unit 20 may, when certain conditions (condition (a) or (b) in the above example) are met, determine the action of the appearing character without using a lottery (i.e., not determine the action of leaving the field as the action of the appearing character), and cause the appearing character to perform a predetermined action. Similarly, the action determination unit 20 may, when either (c) or (d) below is met, determine the action of the appearing character without using a lottery, and cause the appearing character to perform a predetermined action.

[0076] (c) When the type of operation parameter matches the type of object parameter, and the amount of the operation parameter is less than the amount of the object parameter. (d) When there are multiple types of object parameters, and the multiple types of object parameters include types of behavioral parameters, and the amount of behavioral parameters of each type included in the object parameter types is less than the amount of object parameters.

[0077] For example, if the action parameter of the fourth appearing character is "sparkle" (for example, the amount is "5"), and the "sparkle" parameter of the field is "5", the action determination unit 20 will determine the action of the appearing character by lottery. On the other hand, for example, if the "sparkle" parameter of the field is "10", the action determination unit 20 may decide to have the appearing character perform an action without lottery (or make the decision by performing a lottery with a 100% probability of success).

[0078] The character determination unit 17 can determine the display mode of the displayed character based on the information received from the appearance determination unit 18 and the action determination unit 20. In this case, the character determination unit 17 supplies information indicating the determination made by the action determination unit 20, and information regarding the appearing character determined by the appearance determination unit 18, to the posture determination unit 22, the image generation unit 24, the character registration unit 30, the reward granting unit 32, and / or the hint generation unit 34. The following describes examples of how the appearance determination unit 18 and the action determination unit 20 each supply predetermined information to predetermined components.

[0079] (Posture determination unit 22) The posture determination unit 22 determines the posture (e.g., sleeping position, sleeping posture) of the appearing character that the action determination unit 20 has decided to perform a sleep action on, based on the user's sleep time, the elapsed time since the user went to bed, the actual time, the quality of the user's sleep, posture information associated with the field ID, item information associated with the item ID, and / or posture information associated with the support character's character ID. The posture determination unit 22 can also determine the posture of the support character and / or the main character in field 100 based on the user's sleep time, the elapsed time since the user went to bed, the actual time, the quality of the user's sleep, posture information associated with the field ID, item information associated with the item ID, posture information associated with the support character's character ID, and / or posture information associated with the main character's character ID. Furthermore, if the sleep information received by the sleep information receiving unit 16 includes information about the user's sleep quality (for example, information about sleep stages such as light sleep or deep sleep), the posture determination unit 22 may change the posture of the main character 102 (for example, sleeping position or posture) to match that quality. In other words, although the game system 1 does not, in principle, acquire an image that includes only the posture of the main character 102, unlike in the case of display characters, it can change the image of the field (image of the entire field) or the atmosphere of the image by changing the posture of the main character 102 according to the quality of sleep. Thus, the game system 1 may use sleep quality as an auxiliary factor.

[0080] For example, the posture determination unit 22 can determine that a character that has been determined to perform a sleeping action should assume a predetermined sleeping posture or position, based on posture information stored in the field information storage unit 260 in association with a field ID received from the movement control unit 12. Alternatively, the posture determination unit 22 may determine that a predetermined posture should be assumed based on the interaction between the character that has been determined to perform a sleeping action and other characters that are present around the character that has been determined to perform a sleeping action and objects placed or positioned in the field and / or other characters that have been determined to perform a sleeping action. The posture determination unit 22 supplies information indicating the determination to the image generation unit 24, the character registration unit 30, and / or the reward granting unit 32.

[0081] (Image generation unit 24) The image generation unit 24 generates a display image that shows the state of the field, including objects placed in the field and display characters. The display image generated by the image generation unit 24 is a still image and / or a video. For example, the image generation unit 24 can generate a video of a length determined according to the sleep time, showing the state of the field 100, including at least one of the characters that have appeared in the field 100 and the characters whose actions have been determined. Conceptually, the images generated by the image generation unit 24 are a video and / or a still image captured by an imaging device that has the field contained in its imaging area and continuously records while the user is sleeping. The video and / or still image are selected to be viewable at the time when a character appears in the field and / or when the character performs a predetermined action. When the image generation unit 24 receives a user selection instruction for a character included in the video and / or still image, it may enlarge the image of the character and generate a video of several seconds including the enlarged character. The following explanation will primarily use the case where the image generated by the image generation unit 24 is a video as an example.

[0082] Specifically, the image generation unit 24 generates an image that includes the appearance character determined by the appearance determination unit 18 performing the action determined by the action determination unit 20, and / or the character performing the action determined by the action determination unit 20 while also assuming the posture determined by the posture determination unit 22. Furthermore, when generating a video, the image generation unit 24 can also shorten the length of the generated video by a predetermined percentage to the sleep time, or generate a digest version of the video, depending on the sleep time calculated from the user's bedtime and wake-up time included in the user's sleep information received from the sleep information reception unit 16.

[0083] Here, the image generation unit 24 can generate multiple videos during a single sleep period of the user. That is, for each of the one or more appearance times of the characters determined by the appearance determination unit 18, and / or the one or more execution times of the actions of the characters that performed the actions determined by the action determination unit 20, the image generation unit 24 may generate a video of a predetermined length that includes each execution time. For example, the image generation unit 24 may generate a video of a predetermined length that includes each execution time of the characters determined by the appearance determination unit 18 at times t1, t2, t3... n If it is determined that a character has appeared at each of the following times (where n is a positive integer), the image generation unit 24 will generate the image at time t1, time t2, time t3...time t n The image generation unit 24 may generate a video of a predetermined length (preferably a few minutes or less, from the viewpoint of making it easy for the user to view) that includes predetermined time before and after each time point, as well as a thumbnail image for each time point. This eliminates the need for the image generation unit 24 to generate a video for the entire sleep time, and allows it to generate a video that includes the timing when the character appears in the field 100 and the timing when the appearing character performs a sleep action.

[0084] Furthermore, the image generation unit 24 may provide multiple divisions by dividing the time from bedtime to wake-up time into several predetermined time intervals, and generate a video, a digest video, or a digest version of a still image for each division. For example, the image generation unit 24 can generate multiple videos by generating a video for a predetermined time after bedtime, and then generating a video for a predetermined time after that time, repeating this operation until wake-up time. Therefore, the longer the sleep time, or the shorter the division time, the more videos the image generation unit 24 will generate. Note that each of these multiple videos may include the timing when a character appears in the field 100 or the timing when the appearing character performs a sleep action, and may include predetermined time before and after these timings.

[0085] Furthermore, the image generation unit 24 can generate a video showing the field conditions at the time the user wakes up, and can also generate a video showing a sleeping character waking up in the field in response to the user's input. This generated video is output from the output unit 28. In addition, the image generation unit 24 may generate a video after changing the field environment according to the actual time of day. For example, the image generation unit 24 may generate a video by changing the background image of the field to a night field, a sunrise field, a morning field, or a daytime field according to the actual time of day. The image generation unit 24 can also acquire information about the user's sleep quality at a predetermined time as sleep information from the sleep information receiving unit 16, generate a video that includes that predetermined time, and include information indicating the user's sleep quality (e.g., sleep stage) (e.g., text information, information represented by graphs, etc.) in the video.

[0086] The image generation unit 24 supplies the generated image to the generated image storage unit 268. The generated image storage unit 268 stores the generated image data of the generated image along with the generated image information, associating it with the generated image ID. The generated image information may include, for example, the user's bedtime, wake-up time, and bedtime at the time the generated image was created. The image generation unit 24 also supplies the generated display image to the output unit 28, which outputs the display image.

[0087] (Character Registration Section 30) The character registration unit 30 stores the character ID of the display character determined by the character determination unit 17, and / or the character ID of the appearing character for which the sleep action has been decided by the action determination unit 20, which is included for the first time in the image generated by the image generation unit 24, in the user information storage unit 266, associating it with the user ID. Specifically, the character registration unit 30 compares the character ID of the character owned by the user, which is stored in the user information storage unit 266 as associated with the user ID, with the character ID of the appearing character that has performed the sleep action, as determined by the action determination unit 20. If the character ID of the appearing character that has performed the sleep action is not stored in the user information storage unit 266, the character registration unit 30 stores the character ID of the appearing character as a newly appearing character that has performed the sleep action, associating it with the user ID.

[0088] Furthermore, the character registration unit 30 compares the character ID and posture information of the user's characters stored in the user information storage unit 266 in association with the user ID with the character ID of the character that appeared after performing a sleeping action, as determined by the action determination unit 20, and the posture of that character, as determined by the posture determination unit 22. Even if the character ID of the character that appeared after performing the sleeping action and taking the posture determined by the posture determination unit 22 is not stored in the user information storage unit 266, the character registration unit 30 stores the character ID of that character as a newly appearing character that performed a sleeping action, in association with the user ID. In other words, even if the character ID is the same, if the posture during the sleeping action (i.e., sleeping position or posture) is different, the character registration unit 30 can treat each posture as a different character.

[0089] (Reward distribution section 32) The reward granting unit 32 grants a predetermined reward to the user. For example, the reward granting unit 32 grants mileage to the user according to the sleep time received by the sleep information receiving unit 16. The reward granting unit 32 uses the mileage information it has decided to grant to the user to update the mileage information stored in the user information storage unit 266, which is associated with the user ID. The reward granting unit 32 may also grant a reward to the user if the character ID of the character that appears, as determined by the appearance determination unit 18, is not stored in the user information storage unit 266. Furthermore, the reward granting unit 32 may also grant a reward to the user even if the character ID of the character that appears, as determined by the appearance determination unit 18, is stored in the user information storage unit 266. However, in this case, the amount of reward may be less than in the case where the character ID is not stored in the user information storage unit 266.

[0090] Furthermore, the reward granting unit 32 may grant a reward to the user if the character ID of the appearing character whose sleep action has been determined by the action determination unit 20 is not stored in the user information storage unit 266. Moreover, the reward granting unit 32 may grant a reward to the user even if the character ID of the appearing character whose sleep action has been determined by the action determination unit 20 is stored in the user information storage unit 266. However, in this case, the amount of the reward may be less than in the case where the character ID is not stored in the user information storage unit 266. Furthermore, even if the character ID of the appearing character whose sleep action has been determined by the action determination unit 20 is stored in the user information storage unit 266, if the posture information indicating the posture determined by the posture determination unit 22 is not stored in the user information storage unit 266 in association with the character ID, the reward granting unit 32 may consider that a new sleeping character has appeared and grant a reward to the user.

[0091] The rewards awarded by the reward distribution unit 32 to the user can be stored in the user information storage unit 266 as user information, associated with the user ID. There are no particular limitations on the form of the rewards. For example, the rewards may be predetermined points (for example, research points), in-game virtual currency, or coins or predetermined items used in the game. There are also no particular limitations on how the reward distribution unit 32 determines the amount of rewards awarded to the user. For example, the reward amount can be determined by the number of characters that appeared in the field 100, by the number of characters that performed the sleep action among the appearing characters, by the number of characters that correspond to character IDs not stored in the user information storage unit 266 among the appearing characters or characters that performed the sleep action, or by the reward amount uniquely associated with the appearing characters or characters that performed the sleep action. The reward amount can be determined in various ways.

[0092] (Hint generation unit 34) The hint generation unit 34 informs the user of information regarding the action parameters and / or object parameters required to make the displayed character perform actions other than those determined by the character determination unit 17. For example, the hint generation unit 34 generates hints for the parameters required for an appearing character who has left the field without sleeping to perform a sleep action or a predetermined action (for example, one or more of several types of sleep actions (sleeping posture and position, i.e., actions in a deep sleep state, actions in a drowsy state, etc.)) in the field, i.e., support parameters for objects that should be placed and / or positioned in the field. Specifically, the hint generation unit 34 acquires information on the appearing characters determined by the appearance determination unit 18 that have been determined to leave the field by the action determination unit 20 (characters that have left, i.e., characters that did not sleep in the field). The hint generation unit 34 then acquires the action parameters stored in the character information storage unit 262, associated with the character ID of the acquired character that has left. The hint generation unit 34 uses the acquired action parameters to generate hint information that informs the user of the type and amount of support parameters necessary for the character that has left the field to perform a sleep action and / or a predetermined action. The hint generation unit 34 does not need to generate hint information for characters that have been determined to leave the field by the action determination unit 20, even though the character has met the predetermined conditions (conditions (a) or (b) in the above description) in the lottery. This is because the character has already met the parameters that are the conditions for performing the predetermined action in that field.

[0093] The hint generation unit 34 then supplies the generated hint information to the image generation unit 24. The image generation unit 24 generates a video or still image by superimposing the received hint information onto an image that includes the time when the departure action was performed. When the output unit 28 outputs the video or still image generated by the image generation unit 24 in response to the user's instructions, the hint information is output along with the video or still image. If the user, while awake, selects a field to move the user character and the main character to a predetermined field, and the selected field is a field for which a hint has already been output, the output unit 28 may output the hint information that was already output when the field was selected.

[0094] (Image acquisition unit 36) The image acquisition unit 36 ​​acquires at least a portion of the video generated by the image generation unit 24, or the multiple frame images (video constituent images) that constitute the video, according to the user's instructions. The images acquired by the image acquisition unit 36 ​​are stored in the image storage unit 270 as image data, associated with an image ID that identifies the image. In other words, the image acquisition unit 36 ​​has the function of acquiring captured images of videos and still images output from the output unit 28.

[0095] (Character assignment unit 38) When the image generation unit 24 generates a video showing the state of the field when the user wakes up, and the video is output from the output unit 28, the character assignment unit 38 generates a video showing a sleeping character waking up in response to the user's input, and the waking character is assigned to the user with a predetermined probability. The character that the user has acquired can be used as a support character, depending on the user's selection. For example, suppose the image generation unit 24 generates a video including a sleeping character in the field, and the video is output from the output unit 28. In this case, the user selects a sleeping character included in the video. The image generation unit 24 receives this selection via the input unit 10 and generates a video showing the sleeping character waking up. Then, when the character assignment unit 38 receives this selection via the input unit 10, it associates the character ID of the sleeping character with the user ID with a predetermined probability (i.e., draws a lottery). If the character assignment unit 38 decides to associate the character ID of the character that appeared while sleeping with a predetermined probability, it stores the character ID in the user information storage unit 266 in association with the user ID. As a result, a character that appeared on the field while sleeping becomes a character owned by the user with a predetermined probability.

[0096] (Experience point granting unit 40) The experience point granting unit 40 grants experience points to the user, main character, and / or support character based on the sleep information received by the sleep information receiving unit 16. The experience points are determined, for example, according to the length of sleep. Specifically, the experience point granting unit 40 adds the experience points determined according to the length of sleep to the experience points stored in the user information storage unit 266, which are associated with the user ID, and updates the experience points stored in the user information storage unit 266 to the added experience points. The experience point granting unit 40 similarly updates the experience points stored in the character information storage unit 262, which are associated with the character ID of the support character, and / or the experience points stored in the main character information storage unit 265, which are associated with the character ID of the main character.

[0097] (Level setting section 42) The level setting unit 42 compares the experience points of the user, main character, and support character with predetermined thresholds for each, and if the experience points exceed the predetermined thresholds, it gradually increases the levels of the user, main character, and support character. As the level increases, the level setting unit 42 can, for example, increase the number and types of items that the user can possess, or add or increase the types and / or amounts of support parameters for the support character. For example, if a given character's support parameter at "Level 1" is the "Warmth" parameter with an amount of "2", the level setting unit 42 can increase the amount of the "Warmth" parameter to "4" when the character reaches "Level 5", and when the character reaches "Level 10", it can change the amount of the "Warmth" parameter to "5" and add a "Sparkle" parameter (for example, with an amount of "1"). The level setting unit 42 updates the support parameters in the character information storage unit 262 with the changed support parameters.

[0098] (Size setting section 44) The size setting unit 44 gradually increases the size of the main character in accordance with the increase in the level set by the level setting unit 42. The size setting unit 44 can also increase the size of the main character in accordance with the sleep time received by the sleep information receiving unit 16. Furthermore, the size setting unit 44 can also increase the size of the main character by providing the main character with a predetermined item in the game. The size setting unit 44 updates the size information stored in the main character information storage unit 265 to the increased size. The appearance determination unit 18 can set an upper limit on the number of characters that appear on the field according to the level and size of the main character. The action determination unit 20 can also set an upper limit on the number of characters that perform sleep actions on the field according to the level and size of the main character. In other words, the higher the level of the main character or the larger the size, the more the number of characters that appear on the field, the number of characters that perform sleep actions on the field, and / or the size of characters that can perform sleep actions on the field may be increased. An upper limit may be set on the size of the main character.

[0099] (Mission control unit 46) The mission control unit 46 controls the generation of missions that the user can undertake within the game, the acquisition of missions from external servers, etc., and the presentation of the generated or acquired missions to the user. In other words, the mission control unit 46 presents the user with missions, quests, etc. that the user can execute within the game via the output unit 28. The user can then execute the game in order to complete the presented missions, quests, etc.

[0100] (Support Character Control Unit 48) The support character control unit 48 controls the actions and growth of the support character. For example, the support character control unit 48 controls the actions of the support character during times other than sleep time (typically during the daytime). As an example, various items exist in and around the game field, and the support character control unit 48 controls the support character to automatically collect various items. The support character control unit 48 stores the item IDs of the items collected by the support character in the user information storage unit 266, associating them with the user ID. The support character control unit 48 may also grow the support character based on the sleep time and predetermined items (such as tools or predetermined materials) received by the sleep information receiving unit 16. Growth includes leveling up and evolution of the support character (characters can change in stages by using predetermined materials, and in this embodiment, such changes are referred to as "evolution").

[0101] (Item control unit 50) The item control unit 50 controls the acquisition, use, and enhancement of items within the game. For example, the item control unit 50 controls the acquisition of a predetermined item by a user in exchange for in-game virtual currency or other predetermined items in the in-game shop, and the level-up of an item by a user using predetermined items or materials. When a user acquires an item, the item control unit 50 stores the item ID of that item in the user information storage unit 266, associating it with the user ID. The item control unit 50 may also increase the level of a predetermined item if predetermined materials are applied to it in response to the user's instructions. The item control unit 50 changes the type and amount of support parameters in accordance with the item level-up, updates the changed type and amount as new support parameters, and stores them in the item information storage unit 264.

[0102] (Share control unit 54) The share control unit 54 receives instructions from the user via the input unit 10 and supplies still images, videos, albums, and / or images stored in the generated image storage unit 268 and / or image storage unit 270 to a predetermined server (for example, a social networking service (SNS) server). Furthermore, if the share control unit 54 receives a predetermined instruction from the user via the input unit 10 while the output unit 28 is outputting a video, it may supply the video composition images (frame images) of the video being output to the predetermined server. This allows videos and still images, including the main character and a character sleeping, to be uploaded to the predetermined server.

[0103] [Processing flow of Game System 1] Figures 5 and 8 show an example of the processing flow in the game system according to this embodiment. In the following flow description, the order of each step may be changed as appropriate, as long as it does not cause inconsistencies in the operation of the game system 1. That is, if there is a step and a step that follows that step, the order of the step and the next step may be swapped, or the step may be executed before or after other steps. The same applies to Figures 11 and 12.

[0104] First, the game includes multiple fields. The game system 1 accepts the selection of a predetermined field from among the multiple fields in response to the user's pre-sleep actions received via the input unit 10. The placement reception unit 14 then receives instructions from the user via the input unit 10 to place a predetermined object at a predetermined location in the selected game field. The placement reception unit 14 then places or positions the object selected by the user at the predetermined location in the field in response to these instructions (step 10; hereafter, steps will be referred to as "S"). The objects include items (including consumable items) and support characters, each with associated support parameters. The user intends for a desired character to appear in the field and perform a sleep action, and considers combinations of the types and / or quantities of support parameters for one or more items and / or one or more support characters, and places or positions the desired object in the field. For example, the user can devise various combinations of objects to place or position in the field to suit their objectives, such as "I want to recruit a character I don't currently possess" or "I want to collect many characters of a predetermined character type." Furthermore, the user can freely place or position objects in the field regardless of whether they have a specific objective.

[0105] Furthermore, the placement locations and number of items on the field may differ from those of support characters. Similarly, the placement locations and number of items on a field may differ for each item, and the placement locations and number of support characters may differ for each support character. Moreover, the number of items and / or support characters that can be placed may differ for each field. In other words, the number of items and / or support characters that can be placed in one field may differ from the number of items and / or support characters that can be placed in other fields. And, the placement locations of items and / or support characters may also differ for each field, and users may freely choose between them. This allows, for example, a predetermined number of items and / or support characters to be placed in the first field, while a second field can accommodate more than that predetermined number of items and / or support characters.

[0106] Furthermore, by devising combinations of objects placed in the field, it is possible to make characters that would normally rarely appear in that field (i.e., characters with an extremely low probability of appearing in that field) appear more easily than when no objects are placed. However, since these are characters that would not normally appear in that field, it is preferable that even with the objects placed, the probability of them appearing is lower than that of characters that would normally appear in that field. This would, for example, make it possible for ice-type characters that would not normally appear in a volcano-type field to appear. If a user were to obtain an image of an ice-type character sleeping in a volcano-type field, such an image would be rare and therefore very entertaining for the user.

[0107] Then the user goes to sleep. In this case, the sleep information receiving unit 16 receives the user's timing for going to sleep (S12). For example, if the information terminal 2 has an acceleration sensor as a sensor 52, and the user places the information terminal 2 near the bedding or by the pillow, and the acceleration sensor does not detect any movement of the information terminal 2 for a predetermined time, or if the acceleration sensor detects a predetermined state, the sleep information receiving unit 16 receives the timing at which it determines that no movement has been detected by the acceleration sensor as the timing for going to sleep. Alternatively, the sleep information receiving unit 16 may receive information from the user indicating that they are going to sleep via the input unit 10 when the user gets into bed (for example, displaying a "go to sleep button" on the output unit 28 and having the user press the "go to sleep button" to input that they have gone to sleep), and receive the timing of this acquisition as the timing for going to sleep. Furthermore, when the sleep information receiving unit 16 receives information about the timing of going to sleep, the image generation unit 24 may generate a video showing the user character and main character going to sleep in the field, or a video showing the user character going to sleep after the user character has put the main character to sleep, store the video in the generated image storage unit 268, and / or output it to the output unit 28.

[0108] Next, the user wakes up. In this case, the sleep information receiving unit 16 receives the user's wake-up timing (S14). For example, if the acceleration sensor of the information terminal 2 placed by the user near the bedding or by the pillow detects movement of the information terminal 2 for a predetermined time, the sleep information receiving unit 16 receives the timing when the acceleration sensor detects movement as the wake-up timing. Alternatively, the sleep information receiving unit 16 may receive information from the user indicating that they have woken up via the input unit 10 when the user wakes up (for example, displaying a "wake-up button" on the output unit 28 and having the user press the "wake-up button" to input that they have woken up), and receive the timing of this acquisition as the wake-up timing. The sleep information receiving unit 16 then receives the user's sleep information, which is the sleep time, from the bedtime and wake-up timing (S16). Note that if the sleep information receiving unit 16 receives the wake-up timing, the image generation unit 24 may generate a video showing the user character waking up in the field and output this video to the output unit 28. The sleep information receiving unit 16 may then output the user's sleep information to the output unit 28 at this time, presenting the user with its own sleep information. Furthermore, if the sleep time calculated from the bedtime and wake-up time received by the sleep information receiving unit 16 is less than a certain amount of time, the game system 1 may terminate processing when the sleep information receiving unit 16 receives the wake-up time (i.e., it will not perform the character lottery in the later stage, but will perform the process of setting the sleep time to zero).

[0109] Furthermore, if the sleep information receiving unit 16 receives sleep information, it can set a predetermined length of continuous sleep time (for example, 8 hours) as the sleep time to be received. If the sleep information receiving unit 16 receives sleep time exceeding the predetermined length, it may round down the time exceeding the predetermined length (that is, in this case, the maximum sleep time that the sleep information receiving unit 16 will receive will be the predetermined length of sleep time). In addition, after receiving continuous sleep time (for example, a time that is less than or equal to the predetermined length of sleep time and is greater than or equal to the predetermined time), the sleep information receiving unit 16 may stop receiving the next sleep information for a predetermined period of time.

[0110] Next, the character determination unit 17 uses the user's sleep information and the object's parameters to determine the character to be displayed on the field. In this case, if the sleep information receiving unit 16 receives the user's wake-up timing, the character determination unit 17 may determine the display character even without user operation (i.e., without any predetermined instructions from the user). Specifically, the appearance determination unit 18 and the action determination unit 20 perform the following processes.

[0111] First, the appearance determination unit 18 uses the sleep time received by the sleep information receiving unit 16 to determine the character that appeared in the field (appearing character) and the time of appearance of the appearing character (S18). The appearance determination unit 18 refers to the field information storage unit 260 and determines the character type that appeared in the field by drawing lots using the type appearance probability of each character type associated with the field ID of the field. Next, the appearance determination unit 18 determines the appearing character that appeared in the field by drawing lots using the character appearance probability of each character among the characters included in the determined character type. The appearance determination unit 18 performs the character type determination lottery and the appearance character determination lottery a number of times determined according to the length of sleep time.

[0112] The appearance determination unit 18 may perform the lottery using the character appearance probability of each character, rather than using the type appearance probability associated with the field ID of the field in question. In this case, the field information storage unit 260 stores in advance the character types of characters that are likely to appear in the field in association with the field ID. The appearance determination unit 18 may then perform the lottery by increasing the character appearance probability of characters of the character types that are likely to appear, which are pre-associated with the field ID of the field, compared to the character appearance probability of characters of other character types.

[0113] Furthermore, the appearance determination unit 18 determines the time when each character appears on the field. This time is the time between the bedtime and wake-up time received by the sleep information receiving unit 16 (it may include the bedtime and wake-up time). There are no particular limitations on the method of determining the time. For example, the appearance determination unit 18 may determine the appearance time of each character randomly.

[0114] The action determination unit 20 compares the action parameters of the appearing character with the object parameters of objects placed or positioned in the field (i.e., the support parameters of items and / or support parameters of support characters), and determines the action of the appearing character based on the comparison result (S20). If the type and amount of the appearing character's action parameters are included in the type and amount of the object parameters, the action determination unit 20 randomly determines whether or not the appearing character will perform a predetermined action (e.g., sleeping). On the other hand, if the type and amount of the appearing character's action parameters are not included in the type and amount of the object parameters, the action determination unit 20 determines that the appearing character will perform an action to leave the field. Furthermore, if the action determination unit 20 randomly determines that the appearing character will not perform a predetermined action, it decides that the action of the appearing character will be to leave the field.

[0115] The posture determination unit 22 determines the posture of the appearing character that the action determination unit 20 has decided to have sleep (S22). The posture determination unit 22 can, for example, refer to posture information associated with the field ID of the field and decide that the appearing character should take a posture specific to that field. For example, if the field type is a volcano type field, the field information storage unit 260 can store as posture information that the character will take a sleeping posture with its stomach exposed, associated with the field ID. In this case, the posture determination unit 22 can refer to this posture information and decide that the sleeping posture with the stomach exposed is the posture of the appearing character that has been decided to have sleep. The posture determination unit 22 can also determine the posture of the main character based on the user's sleep duration and sleep quality, etc. The posture determination unit 22 may also determine the posture by lottery.

[0116] The image generation unit 24 generates an image (e.g., a video) showing the state of the field, including at least one of the characters that have appeared in the field and the characters whose actions have been determined (S24). In other words, the image generation unit 24 generates a video that appears to be a video of the characters that have appeared in the field, captured while the user was sleeping. The image generation unit 24 can generate various types of videos, such as a video of the entire time the user was asleep, a digest video that includes videos of the moments when the characters appeared or when the characters performed sleep actions while the user was asleep, and a video that appears to be a recording of the state of the field at predetermined intervals during the time the user was asleep. The image generation unit 24 stores the generated video in the generated image storage unit 268.

[0117] Furthermore, when the image generation unit 24 generates a video of the appearance time of the character determined by the appearance determination unit 18, and a video of a predetermined length before and after this appearance time, it can set the start and end times of the video. For example, if the appearance determination unit 18 determines that the appearance time of the character is 3:00 AM, the image generation unit 24 will generate a video of the 5 minutes before 3:00 AM and the 5 minutes after 3:00 AM, that is, a video of the length from 2:55 AM to 3:05 AM. When generating a video, the image generation unit 24 may also change the field environment in the video according to the time when the video is assumed to have been captured. For example, the image generation unit 24 can change the field environment to a night field, a sunrise field, a morning field, a daytime field, etc., to match the appearance time of the character determined by the appearance determination unit 18, and generate a video.

[0118] Furthermore, if the sleep information received by the sleep information receiving unit 16 includes the user's sleep quality, the image generation unit 24 may also display the information regarding the user's sleep quality received by the sleep information receiving unit 16 when generating a video of the character's appearance time. This allows, for example, the user to understand what state of sleep (light sleep, deep sleep, etc.) the user was in at the time a certain character appeared. Alternatively, S48, described later, may be executed first after S24.

[0119] Figure 6 shows an example of a scene from a video generated by the image generation unit according to this embodiment. Figure 6(a) is an example of a scene from a video when the user goes to sleep, Figure 6(b) is an example of a scene from a video after a predetermined time has elapsed since the user went to sleep, and Figure 6(c) is an example of a scene from a video after a further predetermined time has elapsed from the point in Figure 6(b).

[0120] For example, as shown in Figure 6(a), the image generation unit 24 generates a video showing the main character 102 sleeping near the center of the field 100, with item 104, item 104a, and support character 106 placed or positioned around it, immediately after the user goes to sleep (or falls asleep). These items and support character are objects that the user placed or positioned in the field in S10. This video can be output from the output unit 28 of the information terminal 2 after the user wakes up, according to the user's instructions.

[0121] Furthermore, the image generation unit 24 generates a video as of a predetermined time after the user falls asleep, as shown in Figure 6(b), in which the main character 102 is sleeping near the center of the field 100, with objects placed or arranged around it, and also includes characters that have appeared in the field 100 that are in a sleeping state (in the example of Figure 6(b), this includes character 108 and character 108a).The image generation unit 24 then generates a video as of a predetermined time after the time shown in Figure 6(b), as shown in Figure 6(c), in which the main character 102 is sleeping near the center of the field 100, with objects placed or arranged around it, and also includes characters that have appeared in the field 100 that are in a sleeping state (in the example of Figure 6(c), this includes character 108, character 108a, multiple characters 108b, and character 108c).Note that in the example of Figure 6(c), character 108c is shown sleeping on the stomach of the main character 102.

[0122] Here, the posture determination unit 22 may change the posture of the main character 102 according to, for example, the elapsed time since the user went to sleep or the quality of the user's sleep (or sleep stage) at the appearance time determined by the appearance determination unit 18 of character 108b that appeared in the field 100. For example, if the user is in deep sleep, the posture determination unit 22 may change the posture of the main character 102 to that of a deep sleep state; if the user is in light sleep, it may slightly change the posture of the main character 102 from the initial posture when it was placed in the field 100; and if the user is awake, it may change the posture of the main character 102 to that of an upright position. The image generation unit 24 may then generate a video including the main character 102 whose posture has been changed by the posture determination unit 22, as shown in Figure 6(c), for example.

[0123] Then, if the character registration unit 30 finds a character whose character ID is not stored in the user information storage unit 266 in association with the user ID in the video generated by the image generation unit 24, it determines that the character is appearing in the field 100 for the first time and has fallen asleep (Yes in S26). The character registration unit 30 then stores the character's character ID in the user information storage unit 266 in association with the user ID. For example, the character registration unit 30 registers the characters that appear in the field 100 in the format of an electronic encyclopedia for registering characters (S28). The image generation unit 24 may also generate a video that focuses on the situation of the character in the field 100 that the character registration unit 30 registers in the user information storage unit 266 (that is, a video that shows the situation of the character appearing in the field 100 and falling asleep, with the character at the center).

[0124] The reward distribution unit 32 then grants a predetermined reward to the user if there are any newly appearing characters in the field 100, and / or any appearing characters that have appeared and are sleeping (S30). The reward distribution unit 32 may also grant a predetermined reward to the user if there are no newly appearing characters in the field 100, and / or any appearing characters that have appeared and are sleeping (No. in S26) (S30). In addition, the reward distribution unit 32 may grant a predetermined reward (for example, mileage) to the user according to the length of sleep time received by the sleep information receiving unit 16. The amount of reward granted to the user may be increased according to the charge.

[0125] Next, the hint generation unit 34 determines whether or not there are any characters that appeared in the field 100 but left without performing a predetermined action (S32). If the hint generation unit 34 determines that there are characters that have left (Yes in S32), it generates a predetermined hint that includes information about the type and / or amount of support parameters necessary for the character to perform a predetermined action (S34).

[0126] Figure 7 shows an example of a scene from a video generated by the image generation unit and hint generation unit according to this embodiment.

[0127] For example, the hint generation unit 34 obtains information from the action determination unit 20 about the characters that have been determined by the appearance determination unit 18 to leave the field 100. The hint generation unit 34 then obtains the action parameters stored in the character information storage unit 262, which are associated with the character ID of the character in question. Using the obtained action parameters, the hint generation unit 34 generates hint information indicating the type and amount of support parameters necessary for the character to perform the sleep action. The image generation unit 24 then generates a video that includes the hint information generated by the hint generation unit 34 in a video that includes the time when the character left the field. As an example, as shown in Figure 7, the image generation unit 24 generates a video that includes a predetermined image (a silhouette of the character that left, or an image such as a simple figure that does not allow it to be determined what kind of character the character that left is) in the area 120 of the appearance position of the character that left, and also includes a hint 122 (in the example in Figure 7, it displays "Cute 5 is needed") near the image.

[0128] Then, after the hint generation unit 34 has generated a hint, or if the hint generation unit 34 determines that there are no characters that have left (No. in S32), the image generation unit 24, if it receives a predetermined instruction via the input unit 10 after the user wakes up, generates a video of field 100 at the time the user wakes up. Then, the output unit 28 outputs the video in response to a predetermined input from the user who has woken up (S36 in Figure 8).

[0129] The user can view the video on the output unit 28. The image generation unit 24 then, if there is a character performing a predetermined action (e.g., sleeping) in the field 100 of the video (Yes in S38), and if it receives a user selection instruction for that character in the field 100 via the input unit 10 (Yes in S40), it causes the output unit 28 to output a video including the selected character performing the predetermined action (e.g., waking up) (S42). For example, the image generation unit 24 can display a user character in the field, generate a video showing the user character waking up a sleeping character, and output this video to the output unit 28. The character assignment unit 38 then assigns the character that performed the predetermined action to the user with a predetermined probability (i.e., by lottery) (S44).

[0130] Next, the experience point granting unit 40 grants experience points to the user, main character, and / or support character based on the sleep information received by the sleep information receiving unit 16 (S46). Also, if there is no character performing a sleeping action in field 100 in the video of the user waking up (No. of S38), and if the user does not select a character in field 100 via the input unit 10 (No. of S40), the experience point granting unit 40 will grant a predetermined amount of experience points (in this case, the experience point granting unit 40 may grant a smaller amount of experience points than the amount granted in S46).

[0131] Then, when the output unit 28 receives a predetermined instruction from the user via the input unit 10, it outputs the video generated by the image generation unit 24, the video stored in the generated image storage unit 268, and / or a list of characters that slept in the field 100 while the user was asleep (S48). The output unit 28 can receive instructions from the user to output a video and / or to output a list at any time. This allows the user to refer to a list of characters that appeared in multiple videos, characters that performed sleeping actions, and the actions of these characters, so if there is no time after waking up, the user can check the game results by the list rather than by watching the videos.

[0132] Figure 9 shows an example of displaying a list of characters according to this embodiment.

[0133] More specifically, the output unit 28 can generate and output a list showing which characters appeared in the field 100, when, and in what sleeping position during the user's sleep on a given day, based on the decision results of the appearance decision unit 18, the decision results of the action decision unit 20, the decision results of the posture decision unit 22, and the video generated by the image generation unit 24. For example, as shown in Figure 9, the output unit 28 can output a list in chronological order of titles 124 including the time when a character performing a sleeping action appeared, and explanatory text 126 of the sleeping position of the character that appeared in the field 100 at that time, a description of the character, and / or the reward given to the user, and titles 124a including the time when a character performing a sleeping action appeared after the time of title 124, and explanatory text 126a of the sleeping position of the character that appeared in the field 100 at that time, a description of the character, and / or the reward given to the user. Furthermore, this list can be used to count the number of times the user has recorded the sleeping positions of characters that appeared in the field 100 while they were sleeping. Therefore, users can use this list to see the total and breakdown of the rewards they have received.

[0134] Furthermore, when the output unit 28 receives a user selection instruction via the input unit 10 for an area where a character in the list is displayed (for example, a character image displayed adjacent to the description 126 or description 126a), it may play a video that has been generated for the character in that area, or a video of a predetermined length that includes that character, which is stored in the generated image storage unit 268. Furthermore, for characters displayed in the list that the user did not possess up to the previous day (i.e., characters corresponding to character IDs not stored in the user information storage unit 266), the output unit 28 may display a predetermined mark or the like in the area where the character is displayed, for example, so that it is not clear what kind of character it is. Then, after playing a video including the character in response to the user's instruction, the output unit 28 may erase the predetermined mark or the like and display the character in the area where the character is displayed so that it is clear what kind of character it is.

[0135] Figure 10 shows an example of the video selection screen and image selection screen according to this embodiment.

[0136] The image generation unit 24 temporarily stores the generated image in the generated image storage unit 268 on the day the image is generated. The storage period is, for example, 24 hours, and the stored image may be deleted after 24 hours have elapsed. If the image is, for example, a video, the image generation unit 24 outputs each of the thumbnail images of the generated videos to the output unit 28. In this case, the image generation unit 24 may use as the time determined by the appearance determination unit 18 for the character that appeared in the video at the earliest timing in the video, and which performed a sleeping action (if the appearance determination unit 18 determines the character each time during sleep, it may be the actual time when the character was determined, or if the appearance determination unit 18 determines the character each time upon waking, it may determine a time different from the actual time, including the time when the character is said to have appeared). The image generation unit 24 then determines the capture time for each video and outputs thumbnail images of each video to the output unit 28 in chronological order of capture time, referencing the determined capture time. Here, if the capture time determined by the image generation unit 24 is to be the actual time, it is determined to be a time after the time the user goes to sleep and before the time they wake up. This makes it appear as if the character appears and the user sleeps while the user is actually asleep.

[0137] For example, as shown in Figure 10(a), the image generation unit 24 arranges the thumbnail images 130 of multiple videos generated on a predetermined day in chronological order and outputs them to the output unit 28. The output unit 28 can then output the video corresponding to the thumbnail image selected by the user, according to the thumbnail image selection received by the user via the input unit 10. The image generation unit 24 can also store the thumbnail images selected by the user as an album in the generated image storage unit 268, according to the thumbnail image selection received by the user via the input unit 10.

[0138] As shown in Figure 10(b), the output unit 28 can output album thumbnails 140 of multiple albums. Albums can be classified according to features such as characters appearing during sleep included in the video, or according to user instructions. The output unit 28 can then output the video of the album corresponding to the album thumbnail selected by the user, based on the user's album thumbnail selection received via the input unit 10. Videos generated by the image generation unit 24 and stored as albums in the generated image storage unit 268 will not be deleted unless instructed otherwise by the user. Therefore, the user can leisurely enjoy their favorite videos and still images at any time and on any day after waking up.

[0139] (User is in a waking flow state) Figure 11 shows an example of the game system flow while the user is awake. Note that steps S50 to S60 in Figure 11 can be executed in this order, some steps can be omitted, or one step can be placed before or after another. In this embodiment, steps S50 to S60 will be described as an example.

[0140] After the user wakes up, the game system 1 can automatically execute steps S18 to S34 (S50). For example, there are not only diurnal characters but also nocturnal characters. Therefore, in the game system 1, if the user is awake, steps S18 to S34 are automatically executed. That is, while the user is awake, the game system 1 performs the following actions: determining which characters will appear in the field 100, determining which of the appearing characters have performed sleep actions, determining the sleeping posture of the characters that performed sleep actions, generating a video including characters that came to sleep in the field 100 while the user was awake, registering newly appearing characters in the field 100 in the user information storage unit 266, granting rewards to the user, and / or generating hints regarding characters that appeared but did not perform sleep actions.

[0141] In S50, the image generation unit 24 generates shorter or fewer videos compared to the videos generated while the user is asleep. Furthermore, the rewards given to the user by the reward granting unit 32 are set to be less than the rewards given after the user has fallen asleep. This is because the user is not asleep in S50.

[0142] Furthermore, the support character control unit 48 grows the support character based on the sleep time received by the sleep information receiving unit 16 (for example, by leveling up or evolving the support character) (S52). For example, the support character control unit 48 can grow the support character using the experience points given to the support character by the experience point granting unit 40 according to the length of sleep time. Also, the size setting unit 44 can grow the main character by increasing the size of the main character based on the sleep time received by the sleep information receiving unit 16 (S52). In addition, the size setting unit 44 can also grow the main character (i.e., increase its size) by giving the main character items that serve as food for the main character (for example, predetermined berries in the game) in response to user instructions received via the input unit 10.

[0143] Furthermore, the item control unit 50 enhances items possessed by the user (i.e., items corresponding to item IDs stored in the user information storage unit 266 in association with the user ID) and / or grants predetermined items to the user in response to user instructions received via the input unit 10 (i.e., stores the item ID of the predetermined item in the user information storage unit 266 in association with the user ID) (S54). For example, items are associated with support parameters. The item control unit 50 can enhance items by increasing the types and / or amounts of support parameters in exchange for the consumption of predetermined materials or in-game virtual currency. The item control unit 50 may also increase the level of items possessed by the user in accordance with the length of the user's sleep time (i.e., increase the types and / or amounts of support parameters of the item). In addition, if the user possesses a predetermined item, the item control unit 50 may increase the level of that item in accordance with the number of times and / or the duration of use of that item.

[0144] Furthermore, the item control unit 50 can grant predetermined items to the user in exchange for the consumption of in-game virtual currency or rewards given to the user. For example, the game system 1 can have an item shop in the game, and the user can acquire predetermined items in this item shop in exchange for in-game virtual currency, etc. Items can be either items that are usable substantially permanently or for a predetermined period, or items that can only be used a predetermined number of times. In addition, items may include not only items with associated support parameters, but also items without associated support parameters. Items without associated support parameters may have functions that increase probabilities used in various draws, such as the type appearance probability and character appearance probability in the appearance determination unit 18, and / or the draw probability in the action determination unit 20. Examples of such items include "incense" and "accessories" that a particular character likes.

[0145] Furthermore, the setup reception unit 14 can assemble a deck of multiple support characters in response to user instructions received via the input unit 10 while the user is awake (S56). The user can consider various combinations of support characters and assemble a deck with the aim of making it easier for the character they wish to appear on the field during their next sleep. In other words, the user can consider combinations of the types and amounts of support parameters of one support character and the types and amounts of support parameters of other support characters, and assemble a deck that suits their desired purpose.

[0146] Furthermore, while the user is awake, the support character control unit 48 automatically instructs the support character to collect various items (for example, berries, which are the main character's food) and materials in and around the game field (S58). In this case, if the installation reception unit 14 has assembled a deck of support characters, the support character control unit 48 can utilize the individual characteristics of the assembled support characters to collect items and materials.

[0147] Furthermore, the mission control unit 46 requests the user to perform gameplay tasks that are required to be completed within the game. Specifically, the mission control unit 46 outputs a predetermined mission to the user in a way that is perceptible to the user from the output unit 28, and sets the predetermined mission as a mission that the user should complete in response to the user's instructions received via the input unit 10 (S60). When the mission set by the user is completed, the mission control unit 46 supplies information to the reward distribution unit 32 indicating that the mission has been completed. The reward distribution unit 32 can then award the user a reward based on the content of the mission and the degree to which the mission was completed, according to this information. Examples of missions include predetermined missions, sub-missions, story-based missions, and event-based missions. For example, a mission could be set as appropriate, such as recording images of a predetermined type of character sleeping or recording images of a predetermined character sleeping in accordance with a predetermined story.

[0148] (Movement between fields) Figure 12 shows an example of the control processing flow of the motion control unit according to this embodiment.

[0149] The movement control unit 12 controls the movement of the user character and the main character within the game map, that is, movement from one field to another. This movement can be performed at any time while the user is awake. First, the mission control unit 46 generates a predetermined mission for the user and outputs it to the output unit 28 (S70). This mission may be, for example, a mission to record a specific character sleeping on video, a mission to move to a field where a large number of specific characters appear, a mission to move to a predetermined field and record a predetermined character sleeping on video, or a predetermined event. Therefore, depending on the content of the mission, it may not be possible to complete the mission in the field where the user character is currently located. So the user considers moving the user character and the main character to a field where they think they can complete the mission, and attempts to move the user character and the main character to the desired field.

[0150] Here, the movement control unit 12 can, in principle, limit the movement of the user character and the main character to once per day. The movement control unit 12 may determine the passage of a day based on real time, or it may determine that a day has passed when the user goes from a waking state to a sleeping state, sleeps for a predetermined period of time or longer, and then becomes waking again. Furthermore, the movement control unit 12 can limit the distance traveled within the map to fields adjacent to the field where the user character and the main character are currently located. Under these restrictions, the user moves the user character and the main character to a predetermined field in order to complete the mission. However, depending on the mission content presented by the mission control unit 46 to the output unit 28, it may not be possible to move to the desired field.

[0151] Therefore, in this embodiment, when the state of the main character reaches a predetermined state, the movement control unit 12 removes the movement restrictions imposed on the user character and the main character, allowing them to move freely within the map. For example, the movement control unit 12 refers to the gauge information of the main character and checks whether the parameter value indicated by the gauge information is at its maximum value (S72). If the movement control unit 12 determines that the parameter value is at its maximum value (Yes in S72) and receives an instruction from the user via the input unit 10 to move to a desired field (Yes in S74), it moves the user character and the main character to the desired field (S76). After that, the steps of S10 or S50 are executed.

[0152] On the other hand, if the movement control unit 12 determines that the parameter value is not the maximum value (No. in S72), or if the parameter value is the maximum value but the user has not given an instruction to move to a desired field via the input unit 10 (No. in S74), it moves the user character and main character to a field adjacent to the current field that the user desires (S77). Depending on the user's instructions, the movement control unit 12 may keep the user character and main character in the current field. After that, steps S10 or S50 are executed.

[0153] Furthermore, the item control unit 50 can also expand the size of the field in exchange for the consumption of in-game virtual currency, etc. Expanding the field increases the number of objects that can be placed or positioned on the field, and also increases the number of characters that appear on the field, including characters that perform sleeping actions.

[0154] [Modified examples of embodiments] Figure 13 shows an example of a partial overview of the functional configuration of a game system according to a modified example of this embodiment. Note that the modified game system 3 may have all or part of the configuration of game system 1 described in Figures 2 and 3. Furthermore, since game system 3 has substantially the same configuration and functions as game system 1 according to this embodiment, a detailed explanation will be omitted except for the differences.

[0155] A modified version of this embodiment, Game System 3, is a game system capable of displaying characters and objects in a game field selected by the user. Specifically, Game System 3 comprises a storage unit 62 that stores a first parameter associated with each of a plurality of fields and a second parameter associated with each of a plurality of objects; a sleep information receiving unit 16 that receives the user's sleep information; a receiving unit 60 that receives the setting of one field selected from a plurality of fields and at least one object selected from a plurality of objects in response to the user's operation before sleep; an image generation unit 24 that generates a display image showing the state of the field, including characters, based on at least the user's sleep information, the first parameter associated with the selected field, and the second parameter associated with the selected object; and an output unit 28 that outputs the display image after the user wakes up.

[0156] (Variation 1) As an example of the game system 3 related to Modification 1, a specific example is the system being configured as a battle game. For example, a game system can be configured in which the user's own avatar, as a character, can fight against opponent characters (enemies, enemy monsters, etc.) that appear on a predetermined field. The field in which the avatar can move is associated with an appearance parameter, which is a first parameter that is the condition for the opponent character to appear on the field. In Modification 1, the avatar can also equip equipment and items such as swords, shields, and armor as objects, and a second parameter is associated with the equipment and items. If the type and amount of the first parameter are within the range of the type and amount of the second parameter, the opponent character can appear on the field. The second parameter may include, for example, a parameter that activates a predetermined skill.

[0157] First, the memory unit 62 stores a first parameter associated with the field ID, and a second parameter associated with the object ID. Then, the reception unit 60 accepts the selection of one field from multiple fields in response to the user's actions before sleep, and sets the selected field as the field where the game will be executed. The reception unit 60 also accepts the setting of objects such as equipment and items used by the user's avatar in the selected field.

[0158] The image generation unit 24 then generates a display image that includes the user's sleep information, a first parameter, and a second parameter received by the sleep information reception unit 16, along with the opponent character and the user's avatar, and includes a battle scene between the opponent character and the avatar. The number of times an opponent character is drawn to appear on the field and the level of the opponent character may be determined based on the user's sleep information (e.g., sleep duration).

[0159] In this case, the image generation unit 24 generates a display image that includes a battle scene between the opponent character and an avatar equipped with equipment and items. This display image including the battle scene includes scenes such as the avatar defeating the opponent character, the avatar losing to the opponent character, or a scene where the battle between the avatar and the opponent character was a close one, based on the correspondence between the opponent character and the avatar equipped with equipment, etc. The output unit 28 then outputs the display image generated by the image generation unit 24 to the display unit of the information terminal, etc.

[0160] In variation 1, users can have their own avatar fight against enemy characters in a battle game simply by sleeping. Furthermore, the enemy characters that appear on the field change depending on the equipment, and the content of the battle changes accordingly, so users can wake up feeling excited about what kind of battle will take place.

[0161] (Modification 2) As an example of the game system 3 related to Modification 2, a specific example is the system being configured as a farm game. For example, a game system can be configured in which vegetables, as characters, grow in a predetermined field, such as in a greenhouse or fields. A first parameter, which is a condition that determines what kind of vegetables will grow, is associated with the field. In Modification 2, objects are, for example, greenhouses, heating equipment, cooling equipment, scarecrows, fertilizers, etc., that can be placed in the field, and a second parameter is associated with each object. If the type and amount of the first parameter are within the range of the type and amount of the second parameter, the vegetables determined by the first parameter can grow in the greenhouse, etc., in that field.

[0162] First, the memory unit 62 stores a first parameter associated with the field ID, and a second parameter associated with the object ID. Then, the reception unit 60 accepts the selection of one field from multiple fields in response to the user's actions before sleep, and sets the selected field as the field where the game will be executed. The reception unit 60 also accepts the setting of objects such as greenhouses and fertilizers used for growing vegetables in the selected field.

[0163] The image generation unit 24 then generates a display image that includes the vegetables that have been determined to grow in the field using the user's sleep information, a first parameter, and a second parameter received by the sleep information reception unit 16, and shows the vegetables growing. The number of draws to determine which vegetables grow in the field and the growth speed of the vegetables may be determined by the user's sleep information (e.g., sleep duration). In this case, the image generation unit 24 generates a display image that includes the vegetables that have grown in the field (e.g., vegetables grown in a greenhouse) and the state of the vegetables' growth. The output unit 28 then outputs the display image generated by the image generation unit 24 to the display unit of an information terminal or the like.

[0164] In variation 2, the user can grow vegetables in the farm game simply by sleeping, and the types of vegetables that grow vary depending on the objects placed in the field, so the user can wake up with excitement wondering what kind of vegetables will grow.

[0165] (Variation 3) As an example of the game system 3 related to Modification 3, a specific example is that the system is configured as an amusement park game. For example, a game system can be configured in which guests, as characters, visit an amusement park on a designated amusement park field and play on amusement park rides such as a Ferris wheel and a roller coaster. A first parameter (guest appearance parameter), which is a condition that determines what kind of guests visit the amusement park, is associated with the amusement park field. In Modification 3, the objects are, for example, a Ferris wheel, a roller coaster, a merry-go-round, a haunted house, etc., which can be installed in an amusement park, and a second parameter is associated with the objects. If the type and amount of the first parameter are within the range of the type and amount of the second parameter, the guests determined by the first parameter will be able to play on the Ferris wheel, etc., in the amusement park.

[0166] First, the memory unit 62 stores a first parameter associated with the field ID, and a second parameter associated with the object ID. Then, the reception unit 60 accepts the user's input before sleep, allowing them to select one field from multiple fields, and sets the selected field as the field where the game will be run. The reception unit 60 also accepts the setting of objects, such as a Ferris wheel or roller coaster, to be placed in the selected field.

[0167] The image generation unit 24 then generates a display image that includes guests who have been determined to visit the field using the user's sleep information, a first parameter, and a second parameter received by the sleep information reception unit 16, and shows the guests playing at designated facilities in the amusement park. The number of times a guest will be selected by lottery to determine which guests will visit the amusement park, the rarity of the guests, etc., may be determined by the user's sleep information (e.g., sleep duration). In this case, the image generation unit 24 generates a display image that includes guests who have visited the field (i.e., the amusement park) and the guests playing. The output unit 28 then outputs the display image generated by the image generation unit 24 to the display unit of an information terminal or the like.

[0168] In variation 3, the user can have various guests visit the amusement park simply by sleeping, and the guests who visit will change depending on the objects placed on the field, so the user can wake up feeling excited wondering who will visit (or has visited) the amusement park at night as a guest.

[0169] [Effects of the embodiment] The game system 1 according to this embodiment determines which characters appear on the field and which characters perform predetermined actions such as sleeping, using the user's sleep time, field parameters, and object parameters, and can generate a video that includes the state in which the characters are performing predetermined actions such as sleeping on the field. The user can then watch this video after waking up. Therefore, according to game system 1, each time the user wakes up in the morning, they can watch a video that is different from the previous day. Furthermore, since the content displayed in the video also changes according to the length of sleep time, it is possible to provide a gameplay experience that offers conflicting desires: "I want to wake up early and watch the video" and "I want to sleep longer and gain more results." In this way, the game system can provide a game that makes waking up something to look forward to for the user (in other words, a game that encourages the user to wake up proactively).

[0170] For example, in game system 1, users can go to sleep looking forward to seeing what characters will be on the field the next morning, making waking up in the morning something to look forward to. Furthermore, it offers the enjoyment of potentially being able to own the characters that visited the field, the enjoyment of watching videos to see which characters appeared on the field and slept there, and the enjoyment of being able to observe the field looking different each morning than the previous day.

[0171] Furthermore, in Game System 1, the main character grows based on sleep time, and as the main character grows larger, the number of characters that come to sleep in the field also increases accordingly. This creates a conflicting feeling in the user: the desire to wake up early to observe the field and the desire to sleep longer, allowing for a more enjoyable gameplay experience. In addition, in Game System 1, the user can view videos containing characters that appeared in the field or characters that slept while the user was sleeping, at any time while awake. This allows the user to enjoy observing the characters' behavior, such as how they live at night and how they sleep.

[0172] Furthermore, in Game System 1, users can acquire research points and in-game virtual currency by registering characters who have slept in the field, as well as their sleeping positions and postures, in the "Encyclopedia." These acquired research points and virtual currency can then be used for various purposes within the game, thus offering a variety of ways to enjoy sleep-related activities. Moreover, in Game System 1, users only need to sleep, and Game System 1 simply needs to acquire the sleep duration to run the game. This eliminates the need for complex operations or other gameplay elements, allowing people of all ages to enjoy a sleep-centered game.

[0173] [Game Program] Each component of the game system 1 according to this embodiment, as shown in Figures 1 to 13, can be realized by having a processing unit such as a Central Processing Unit (CPU) execute a program (i.e., a game program), that is, by software processing. Alternatively, it can be realized by pre-writing a program to hardware such as an integrated circuit (IC) as an electronic component. It is also possible to use both software and hardware in combination.

[0174] The game program according to this embodiment can be pre-installed in, for example, an IC or ROM. Alternatively, the game program can be provided as a computer program by recording it as an installable or executable file on a computer-readable recording medium such as a magnetic recording medium, optical recording medium, or semiconductor recording medium. The recording medium storing the program may be a non-transient recording medium such as a CD-ROM or DVD. Furthermore, the game program can be pre-stored on a computer connected to a communication network such as the Internet, and made available for download via the communication network.

[0175] The game program according to this embodiment interacts with the CPU and the like to cause the game program to function as the input unit 10, movement control unit 12, installation reception unit 14, sleep information reception unit 16, character determination unit 17, appearance determination unit 18, action determination unit 20, posture determination unit 22, image generation unit 24, storage unit 26, output unit 28, character registration unit 30, reward granting unit 32, hint generation unit 34, image acquisition unit 36, character granting unit 38, experience point granting unit 40, level setting unit 42, size setting unit 44, mission control unit 46, support character control unit 48, item control unit 50, sensor 52, share control unit 54, reception unit 60, memory unit 62, field information storage unit 260, character information storage unit 262, item information storage unit 264, main character information storage unit 265, user information storage unit 266, generated image storage unit 268, and image storage unit 270, as described in Figures 1 to 13.

[0176] Although embodiments of the present invention have been described above, the embodiments described above do not limit the invention as defined in the claims. Furthermore, it should be noted that not all combinations of features described in the embodiments are necessarily essential for solving the problem of the invention. Moreover, the technical elements of the embodiments described above may be applied individually or divided into multiple parts, such as program components and hardware components, and applied accordingly. [Explanation of symbols]

[0177] 1.3 Game System 2. Information terminals 10 Input section 12 Movement Control Unit 14 Installation Reception Department 16 Sleep Information Reception Department 17 Character Determination Section 18 Appearance determining section 20 Operation determination unit 22 Attitude determining section 24 Image generation unit 26 Storage Unit 28 Output section 30 Character Registration Section 32 Reward Distribution Department 34 Hint generation unit 36 Image acquisition unit 38 Character Assignment Section 40 Experience Point Granting Section 42 Level setting section 44 Size setting section 46 Mission Control Unit 48 Supporting the mission control unit 50 Item Control Unit 52 sensors 54 Share Control Unit 60 Reception Department 62 Memory section 100 fields 102 Main Characters 104, 104a items 106 Support Characters 108, 108a, 108b, 108c character 110 Serial Number 112 Name 114 images 116 Types 118 number of imaging sessions 120 areas 122 Hints 124, 124a Title 126, 126a Description 130 thumbnail images 140 Album Thumbnails 260 Field Information Storage Unit 262 Character Information Storage Unit 264 Item Information Storage Section 265 Main Character Information Storage Unit 266 User Information Storage Unit 268 Image storage unit 270 Image storage unit

Claims

1. A program comprising a processor and memory, for causing a computer to run a sleep-related game, The program is provided to the processor: The steps include determining the start time and end time of sleep timing in response to user operations, Before the start of the aforementioned timing, the user is required to select one field from a plurality of fields in response to the user's operation. A step of calculating the elapsed time from the start time based on the start time and the end time, and determining a predetermined character to appear in the field based on the information of the elapsed time and the field selected in the step of accepting the selection operation. A program that executes the command.

2. The program according to claim 1, wherein each of the plurality of fields is assigned a predetermined type, and the predetermined character appearing in one field is determined based on the type of one of the fields.

3. A step of changing one field to another field in response to the user's operation before the start of the timing. The program according to claim 1, which further executes the following.

4. A game system comprising means for performing all steps performed in the invention according to any one of claims 1 to 3.

5. A method to be performed on a computer comprising a processor and memory, wherein the processor performs all steps performed in the invention according to any one of claims 1 to 3.

6. A server comprising means for performing all steps performed in the invention according to any one of claims 1 to 3.