Game device and program

JP7936775B2Active Publication Date: 2026-10-16BANDAI CO LTD
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Patent Information

Application Number
JP2023079570
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-05-12
Publication Date
2026-10-16
Estimated Expiration
2042-09-26

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、ユーザを自発的な運動に好適に誘導することが可能となる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To suitably guide a user to voluntary movement.SOLUTION: A game device for executing a game of a first type growing a character includes: acquisition means for acquiring activity information showing a user's activity state; growing means for growing an object character by changing a parameter of the object character to be grown on the basis of activity information acquired by the acquisition means; and control means for controlling a growing method of an object character in the growing means according to a mode set to the game device. A growing method of an object character in the growing means includes: a first growing method for changing parameters pertaining to at least a game of a first type; and a second growing method for changing parameters pertaining to a game of a second type different from a game of a first type. The control means grows an object character by the first growing method on the basis of activity information when a first mode is set, and controls the growing means so as to grow an object character by the second growing method on the basis of activity information when a second mode is set.SELECTED DRAWING: Figure 6
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Description

Technical Field

[0001] The present invention relates to a game device and a program, and particularly to an electronic game having a character training function.

Background Art

[0002] There is a game device that executes an electronic game having a function of training a character according to the activity state of a user (Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of Invention

Problem to be Solved by the Invention

[0004] The game device of Patent Document 1 is provided with a battle game function for making trained characters battle against each other, and a mission function for encouraging the user to perform voluntary exercise. However, since the achievement result of the mission does not affect the parameters of the character in the battle game, there is a possibility that the user's voluntary exercise may not be suitably encouraged.

[0005] An aspect of the present invention aims to provide a game device and a program that suitably guide a user to perform voluntary exercise.

Means for Solving the Problem

[0006] One aspect of the present invention is a game device for running a first type of game for raising a character, comprising: an acquisition means for acquiring activity information indicating the user's activity state; a training means for raising a target character by changing the parameters of the target character, which is the target of training, based on the activity information acquired by the acquisition means; and a control means for controlling the method of raising the target character in the training means according to a mode set in the game device, wherein the method of raising the target character in the training means includes a first training method for changing at least the parameters related to the first type of game, and a second training method for changing the parameters related to a second type of game different from the first type of game, and the control means controls the training means to raise the target character using the first training method based on the activity information when the first mode is set, and to raise the target character using the second training method based on the activity information when the second mode is set. Another aspect of the present invention is a game device for running a character-raising game, comprising: acquisition means for acquiring activity information indicating the user's activity state; training means for raising a target character, which is the target of training in the training game, by changing the parameters of the target character based on the activity information acquired by the acquisition means; and control means for controlling the method of raising the target character in the training means according to a mode set in the game device, wherein the method of raising the target character in the training means includes: a first training method that changes at least parameters related to the training game; and a second training method that changes parameters related to a character participation game different from the training game, which is run with the target character participating, wherein the modes set in the game device include: a first mode which is set without requiring an operation input related to mode change and causes the acquisition means to acquire the first activity information; and a second mode which is set with an operation input related to mode change as a condition and causes the acquisition means to acquire second activity information different from the first activity information. The control means controls the training means to train the target character using a first training method based on first activity information when a first mode is set, and to train the target character using a second training method based on second activity information when a second mode is set. [Effects of the Invention]

[0007] According to the present invention, it is possible to suitably guide the user into spontaneous movement. [Brief explanation of the drawing]

[0008] [Figure 1] A diagram illustrating the external configuration of a game device 100 according to embodiments and modified examples of the present invention. [Figure 2] A diagram illustrating the functional configuration of a game device 100 according to embodiments and modifications of the present invention. [Figure 3] A diagram illustrating the display screen for the training mode according to embodiments and modified examples of the present invention. [Figure 4] This figure illustrates the data structure of various types of information managed by the game device 100 according to embodiments and modifications of the present invention. [Figure 5] This figure illustrates a status screen that displays the battle parameters of a character being trained according to an embodiment of the present invention. [Figure 6]A flowchart illustrating the update process performed in the game device 100 according to an embodiment of the present invention. [Figure 7] A diagram illustrating a screen that displays an evaluation of the activity history in training mode, according to Modification 1 of the present invention. [Modes for carrying out the invention]

[0009] [Embodiment] The embodiments will be described in detail below with reference to the attached drawings. Note that the following embodiments do not limit the invention as defined in the claims, and not all combinations of features described in the embodiments are essential to the invention. Two or more of the features described in the embodiments may be combined in any way. Furthermore, identical or similar configurations will be given the same reference numeral, and redundant descriptions will be omitted.

[0010] One embodiment described below illustrates an example of applying the present invention to a game device, which is worn by a user on their body and capable of running an electronic game in which a character is raised. However, the present invention is applicable to any device capable of running an electronic game in which a character is raised.

[0011] 《Game device configuration》 The configuration of the game device 100 of this embodiment will be described below with reference to Figures 1 and 2.

[0012] Figure 1 is an illustrative diagram of the external appearance of the game device 100 of this embodiment. The game device 100 is configured as a bracelet that can be worn, for example, on the user's wrist. The game device 100 is equipped with various sensors that can detect and measure the user's activity status while being worn, and can measure various items. In this embodiment, in order to facilitate the user's confirmation of the display content of the display unit 120 of the game device 100 (described later), the game device 100 will be described as being worn on the wrist. However, the implementation of the present invention is not limited to this, and the game device 100 may be worn on any part of the user's body, such as the fingers, upper arm, waist, or legs.

[0013] The game device 100 is configured to execute two types of games according to the present invention: a first type of game, an electronic game related to character development (a character development game), and a second type of game, an electronic game in which the developed character competes against other characters (a competitive game). While the game device 100 is running, it controls the progress of the character development game according to the results of activity status measurement. Details of the character development game will be described later, but it goes without saying that the input for developing a character in the implementation of the present invention is not limited to the results of activity status measurement. The form of the game device 100 and the elements for advancing the character development game shown in this embodiment are merely examples.

[0014] <Functional Configuration of Game Devices> Figure 2 is a block diagram illustrating the functional configuration of the game device 100 in this embodiment.

[0015] The control unit 101 is, for example, a microcomputer, and controls the operation of each block of the game device 100. Specifically, the control unit 101 controls the operation of each block by reading the operation program of each block recorded in the storage device 102, loading it into memory 103, and executing it.

[0016] The storage device 102 is a device capable of permanently retaining data, such as a non-volatile memory. The storage device 102 stores, in addition to the operation programs of each block included in the game device 100, parameters and the like required for the operation of each block. The storage device 102 also includes an area for holding various information on a character currently being raised in the raising game and characters that can be raised in the game device 100. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 is used not only as an expansion area for the operation programs of each block, but also as a storage area for temporarily storing data and the like output during the operation of each block.

[0017] The detection unit 104 uses the sensor 110 to detect various types of information indicating the user's activity state, and outputs the detection result. The sensor 110 may be, for example, an acceleration sensor or a heart rate sensor, and detects information on movement occurring in the game device 100 and the user's heart rate as activity state information. The sensor 110 is configured to output detection results at predetermined time intervals, and may output information such as the number of steps and heart rate detected after the most recent output at each output timing.

[0018] The acquisition unit 105 acquires various types of information related to the raising game from a memory card (not shown) mounted on the game device 100. The game device 100 of the present embodiment is configured to be capable of raising a plurality of types of characters. In the game device 100, information on some types of characters is stored in the storage device 102 in advance, and can be selected as a raising target, or can be selected as a raising target to start the raising game by satisfying a condition. On the other hand, the information on the remaining types of characters is configured to be obtainable via the acquisition unit 105 by mounting a memory card, so as to expand the entertaining elements.

[0019] The display control unit 106 is responsible for controlling information display in the game device 100. The display control unit 106 uses the display information recorded in the storage device 102 for the character being trained to configure various screens related to the training game to be displayed on the display unit 120, which may be, for example, an LCD or the like.

[0020] The operation input unit 107 is a user interface included in the game device 100, such as physical operation members (buttons) and the like. When detecting that an operation input to the operation member is performed, the operation input unit 107 outputs a control signal corresponding to the operation input to the control unit 101.

[0021] The communication unit 108 is a communication interface for performing information communication with an external device provided in the game device 100. The communication unit 108 does not need to be in a state of constant communication connection, and may be configured to transition to a state of performing communication connection only in some modes that are shifted to during the process of the training game, or that are shifted to triggered by a user's menu selection or the like. The communication method of the communication unit 108 may include, for example, short-range wireless communication and proximity wireless communication.

[0022] 《Overview of Training Game》 Hereinafter, an overview of the training game executed in the game device 100 of the present embodiment having such a configuration will be described.

[0023] The game device 100 is configured such that a plurality of types of characters can be selected as training targets. The user can set one of these characters as a training target and perform training of the character. That is, the training game executed in the game device 100 is configured such that one character can be set as a training target at a time.

[0024] The character to be trained may be selected, for example, by a lottery process from among the selectable characters, or based on conditions met while using the game device 100. Alternatively, the character to be trained may be selected in response to user input or when the acquisition unit 105 acquires the relevant information from the memory card.

[0025] Character development is basically carried out according to the activity status of the user wearing the game device 100. In the character development game of this embodiment, each character is provided with multiple development stages in order to represent character growth, and the character's development stages progress sequentially when predetermined growth conditions are met. In other words, the character development game for one character progresses through multiple development stages, and the game is configured to progress to the next development stage when predetermined growth conditions are met in each development stage.

[0026] Each character has multiple defined appearances (forms) at least for certain stages of development, and which appearance the character will have is determined by the user's activity status in previous development stages. In other words, by changing the character's appearance as the development stages progress, the development game presents the user with the representation of "character evolution." In this way, the development game can provide a non-fixed and engaging character development experience by changing the manner of character evolution according to the activities performed by the user wearing the game device 100 as multiple development stages progress.

[0027] The multiple types of forms defined in the raising stage are set not only to differ in appearance, but also to have different parameters (battle parameters) used when participating in the battle game described later. Here, the battle parameters may be, for example, physical strength, attack power, defense power (or ability related to evasion such as agility), etc., and are referred to when determining the progress of the battle game. Therefore, a user who wishes to advance the battle game advantageously may wear the game apparatus 100 and perform planned activities so as to grow the character into a form defined with more advantageous battle parameters.

[0028] Which form the character evolves into during the progress of its raising stage is determined based on the transition of activities that the user has routinely performed while wearing the game apparatus 100. In the game apparatus 100 of the present embodiment, since information on the user's step count and heart rate is acquired by the detection unit 104, the evolution destination form is determined, for example, by scoring and accumulating the results of measuring this over a predetermined period, and according to the accumulated amount. Here, the scoring method and the score required to evolve into each form may be defined for each character being raised and for each current form of the character.

[0029] In addition, the acquired activity state information (activity information) can also be used to control the state of the character displayed on the display unit 120 of the game apparatus 100 in real time. For example, the activity information is also used to determine the condition (physical state) of the character in the raising game, and the display control unit 106 controls the image of the character to be displayed on the display unit 120 in a manner that reflects the condition.

[0030] <Battle Game> Next, the battle game executed on the game apparatus 100 will be described.

[0031] As described above, the competitive game is a game in which the user participates with a character that they have raised in the game device 100 (hereinafter referred to as "the user's character"). In other words, the user can not only enjoy watching the appearance and actions of the character they have raised in the raising game, but can also enjoy playing by having that character participate in the competitive game and battling against an opponent's character (hereinafter referred to as "the opponent's character"). In the competitive game, the user's character and the opponent's character take turns performing actions, and the character that first reduces the opponent's character's health to 0 wins, or the character with more health remaining after a predetermined number of turns wins. The content of the competitive game is not limited to this type of turn-based game, and can be changed to other competitive games as appropriate.

[0032] The versus game may be executed when, for example, an operation input related to the execution request of the versus game is acquired by the operation input unit 107, a predetermined condition in the training game is met, or information about the versus character is acquired. Here, the information about the versus character in the versus game may be stored in the storage device 102 in advance, or it may be received when, for example, a memory card is inserted into the game device 100, or communication with an external communication device is made.

[0033] In this embodiment of the training game, all characters have six training stages, and the battle game is configured to be available from the third training stage onwards. That is, users cannot use their characters in battle games until they reach the second training stage. On the other hand, once a character reaches the third training stage or later, it becomes possible to use that character in battle games. Accordingly, events within the training game related to the execution of battle games are controlled so that they do not occur until the user's character reaches a stage beyond the second training stage.

[0034] <Factors that change battle parameters> As described above, in the training game of the present embodiment, the form of the player's own character changes as the training stage progresses, whereby the battle parameters of the character change. That is, the battle parameters of the player's own character include a fixed value portion that is determined regardless of the difference between users in response to the form of the player's own character being determined. In other words, the battle parameters of the fixed value portion corresponding to the form of the character (hereinafter referred to as basic parameters) are predetermined according to the features and characteristics of the character, and a basic battle game play experience using the character is guaranteed for all users. Accordingly, the user wears the game apparatus 100 to perform daily activities, and accumulates a score that satisfies the evolution condition for the specific form of the character, thereby training the player's own character in the training game to bring it into a state having the basic parameters related to the form.

[0035] On the other hand, if the progress of the battle game is determined only by such basic parameters unique to the (form of the) character, the result of the battle game may be fixed. That is, at the stage where the characters to battle in the battle game are determined, which character will have an advantageous development in the battle game can be determined based on the basic parameters of the participating characters, so the entertaining nature of the battle game may be lost. From another perspective, as long as the user trains the character into a form having basic parameters that can make the progress of the battle game advantageous, the user can obtain a favorable result of the battle game, which reduces the necessity of further character training, and as a result, the user may lose interest in performing exercise or the like while wearing the game apparatus 100. That is, the function of the game apparatus 100 to arouse the user's willingness to exercise may not operate appropriately.

[0036] Therefore, in the competitive game of this embodiment, each character's competitive parameters include additional parameters in addition to basic parameters. Like the basic parameters, the additional parameters are parameters whose values ​​change based on activity information acquired in the training game. However, the user actions that are measured for the basic parameters and the additional parameters are different, and in order to clearly measure and differentiate them, the game device 100 of this embodiment is provided with the following two types of operation modes related to the training game, which can be switched according to the user's input.

[0037] The first mode, as mentioned above, is the normal mode (hereinafter referred to as the normal mode) in which the user's basic parameters are changed by accumulating a score based on activity information measured on a daily basis, such as walking, and progressing through the development stages based on that score. In normal mode, the user does not need to consciously perform any specific actions; by performing everyday actions, including running, the user's heart rate increase pattern, step count, walking speed, etc., are acquired as activity information and used to accumulate a score for progressing through the development stages of the user's character and for identifying the form of its next evolution.

[0038] The second mode, unlike the normal mode, is a training mode that evaluates activity information measured by having the user consciously perform movements related to specific exercises, and modifies the character's additional parameters based on that evaluation. More specifically, in training mode, unlike the normal mode, the measurement time is limited, and the frequency with which the relevant exercise was performed within that time is evaluated, and the value of the corresponding additional parameter increases by a numerical value corresponding to the evaluation.

[0039] In this embodiment of the versus game, to facilitate understanding of the invention, it is explained that each character referenced in the versus game has three types of battle parameters: health, attack power, and defense power. In training mode, different exercises are associated with each of these items, and activity information is acquired and evaluated for the exercises specified by the user for measurement.

[0040] For example, when switching to training mode, the display unit 120 of the game device 100 displays a screen for selecting the exercise to be measured (trained), as shown in Figure 3(a). In the example shown in the figure, the exercises to be measured are shown as crunches (button 301), which are abdominal exercises; punches (button 302), which are punches that are thrown alternately to the left and right; and dashes (button 303), which are running. The user can start measuring the exercise by selecting the button corresponding to any one of these exercises. Each exercise may be one that intuitively evokes an item of additional parameters, for example. In the example shown in the figure, crunches correspond to physical strength, punches to attack power, and dashes to defense power (or evasion ability).

[0041] Once an exercise type is selected, the display unit 120 screen displays a countdown to indicate the start of measurement, and then transitions to a measurement screen. When the measurement period ends, the content (number of repetitions) of the activity performed is evaluated based on the activity information acquired during the measurement period, and the evaluation result 311 and the value of the additional parameter 312 that increases as a result of the exercise are included and displayed on the results screen, for example, as shown in Figure 3(b). The increase in the additional parameter is evaluated in three stages, "±0", "+1", and "+2", based on a predetermined repetition threshold and the number of repetitions of the relevant exercise performed during the measurement period. After the results screen is displayed, if an operation input related to confirmation is made, or after a predetermined display time has elapsed, the game device 100 mode is switched from training mode to the default normal mode. The display unit 120 screen also transitions from the training mode screen to the character display screen for the normal mode training game.

[0042] Thus, in normal mode, the base parameters, which are determined by the change in the character's form, are fixed values, while in training mode, the additional parameters, which increase as the user performs exercises, are variable values ​​that increase depending on how well the exercise was evaluated. Furthermore, while the base parameters change for each form as the character progresses through the training stages, the additional parameters accumulate sequentially based on the number of times the user performs exercises in training mode, regardless of the training stage, and are maintained regardless of changes in form. In other words, the base parameters are fixed base parameters determined regardless of the user, depending on how the character is evolved in the training game, while the additional parameters are user-dependent parameters added on top of the base parameters, designed to reward users who perform many exercises in training mode. In other words, when a battle game is played using your character, the battle parameters of that character are (Battle parameters) = (Base parameters) + (Additional parameters) This is derived from the following.

[0043] This approach allows for changes in battle parameters even with identical characters of the same form, thereby increasing the motivation of users who want to gain an advantage in battle games to engage in exercises related to training mode. Furthermore, the additional parameters are maintained even as the character's development progresses, thus always generating an effect that increases battle parameters (if the value is not 0) during the character's development.

[0044] Information regarding battle parameters is provided, for example, by storing the following information in the storage device 102 or memory 103.

[0045] The memory device 102 manages configuration information (form information) for each character form, for example, as shown in Figure 4(a). In the example shown in the figure, the form information is associated with a character ID 401 that uniquely identifies the character, and manages stage information 402 that indicates the stage of development, a form ID 403 that uniquely identifies the form, and basic parameters 404 for that form. The basic parameters 404 also include stamina 411, attack power 412, and defense power 413 related to that form. Here, stamina 411, attack power 412, and defense power 413 included in the basic parameters 404 are fixed values ​​that are invariantly defined for each form.

[0046] Furthermore, for the user's character currently being trained, information about that character (training information) is managed in memory 103 in a configuration as shown in Figure 4(b). The training information is associated with a training ID 421 that identifies the user's character currently being trained among the characters the user has trained, and manages the character's own character ID 422, stage information 423 indicating the training stage, form ID 424 that uniquely identifies the form, accumulated score 425 related to the transition of activity information, basic parameters 426 related to the user's character, and additional parameters 427 related to the user's character. In addition, the basic parameters 426 and additional parameters 427 include health 431, attack power 432 and defense power 433, or health 441, attack power 442 and defense power 443, respectively.

[0047] Here, the value stored in the accumulated score 425 is updated by sequentially adding scores derived based on activity information acquired in normal mode. More specifically, in normal mode, activity information acquired sequentially is aggregated at predetermined time intervals to evaluate the amount of physical activity related to actions performed daily by the user, and a score is derived by applying a predetermined calculation formula. The derived score is reflected by sequentially adding it to the value of the accumulated score 425. The accumulated score 425 is used, for example, to determine whether it is possible to advance the character's development stage, or to determine which form the character will evolve into in the next development stage. Since the accumulated score 425 is basically used to determine the form of the character in the next development stage, it may be configured to be reset after the development stage has progressed, and to start accumulating again for the development stage after the progress.

[0048] Therefore, the activity information acquired in normal mode updates the accumulated score 425 necessary to advance the training stage and evolve the character, and when the accumulated score 425 meets predetermined conditions, it realizes a training element for growth that causes the character to change form (evolve). At this time, the form information of HP 411, attack power 412, and defense power 413 managed in the memory device 102 related to the changed form is read out, and the values ​​of HP 431, attack power 432, and defense power 433 in the training information are replaced with the read out values. In addition, when a form change occurs, the character's base parameters are replaced with the base parameters of the changed form, so the activity information acquired in normal mode also realizes a training element for growth that indirectly changes the character's base parameters.

[0049] On the other hand, the additional parameter 427 is updated by sequentially adding values ​​corresponding to the evaluation results based on activity information related to the exercises corresponding to each item performed in the training mode described above. That is, if the user selects crunches in training mode and takes measurements, the acquired activity information is evaluated in three stages, and then the value corresponding to that evaluation (±0 / +1 / +2) is added to the stamina 441 in the training information. Similarly, if punches are selected and measurements are taken, the attack power 442 in the training information is updated according to the evaluation result, and if dashes are selected and measurements are taken, the defense power 443 in the training information is updated according to the evaluation result. Thus, the activity information acquired in training mode directly updates the additional parameter 427, realizing a training element for growth that changes the additional parameters of the player character.

[0050] In this way, the battle parameters that change sequentially in the training game are configured to be viewable on the player's character status screen shown in Figure 5, which can be accessed by menu selection or other input when the game is set to normal mode. As shown in the figure, the status screen displays an image 501 showing the player's character's appearance, along with the name 502 related to the character's form and the battle parameters 503. In the battle parameters 503, the base parameters and additional parameters are separated and displayed separately for each item (health, attack power, defense power). Therefore, by referring to the status screen, the user can understand the base parameters specific to their character's form and the additional parameters for each item that have increased as a result of performing exercises related to training mode.

[0051] Note that in the training game of the present embodiment, the description is given on the assumption that the player's own character cannot participate in the battle game (cannot play the battle game) unless the training stage reaches the third stage, but the status screen is configured to be displayable at any training stage. This is to ensure that all users have the opportunity to perform planned training so that even in a training stage where the battle game is not yet playable, the battle game that becomes playable later can be advantageously progressed. It is also to allow the user to grasp to what extent the parameters of each item of the player's own character have been enhanced by using the training mode.

[0052] <Differences Between Modes> In summary, the game device 100 of the present embodiment differentiates the processing contents between the normal mode and the training mode as follows during execution of the training game.

[0053] First, in each mode, the activity information acquired by the detection unit 104 related to the development of the user's character changes. The detection unit 104 is set to normal mode by default (normal state) and is controlled to acquire activity information related to the everyday actions performed by the user while wearing the game device 100, which is the first activity information according to the present invention. When the training mode is set by an operation input related to mode setting, the acquisition of activity information related to everyday actions is stopped, and in response to an operation input related to the selection of an exercise to be performed for training, the detection unit 104 is controlled to acquire activity information related to the actions of the selected exercise, which is the second activity information according to the present invention. The detection unit 104 also stops acquiring activity information again when the measurement related to the selected exercise is completed and the acquisition of activity information related to the measurement period is complete. At this time, when the display of results etc. which are performed in response to the end of measurement is completed, the mode of the game device 100 is reset to normal mode. In other words, the detection unit 104 differs from the normal mode in that, in normal mode, it acquires information related to everyday activities from the information measured by the sensor 110, and in training mode, it acquires information related to the selected exercise type, which is different from the information related to everyday activities, from the information measured by the sensor 110, and thus the two modes are different.

[0054] Also, in the training game, the player's own character is trained from different perspectives (training methods) according to the activity information acquired in each mode. In the normal mode, the training of the player's own character is performed by changing the accumulated score 425 of the training information, which is a parameter for advancing the training stage, based on the acquired activity information. Further, the game device 100 of the present embodiment is configured to allow the user to decide whether or not to advance the training stage of the player's own character when the accumulated score 425 satisfies a predetermined condition, and when it is decided to advance, the form of the evolution destination is uniquely specified by the accumulated score 425, and the stage information 423, form ID 424, and basic parameter 426 of the training information are changed. In contrast, in the training mode, the acquired activity information is evaluated for the corresponding exercise event, and the additional parameter 427 of the training information is changed, whereby the player's own character is trained. That is, in the training mode, instead of changing the parameter related to the training game (accumulated score 425) for the player's own character, the parameter related to the battle game (additional parameter 427) is changed. Therefore, while both the normal mode and the training mode acquire the activity information of the user wearing the game device 100, the former changes parameters involved in both the training game and the battle game, and the latter differs in that it only changes parameters involved in the battle game.

[0055] Further, when the training stage advances, in the normal mode, the basic parameter 426 of the training information is changed according to the form of the player's own character after the advance, whereas in the training mode, the additional parameter 427 of the training information is maintained regardless of the change in the form of the player's own character, which is another difference between the two modes.

[0056] 《Update Processing》 The following describes the process of updating training information, which is performed when a training game is played in the game device 100 of this embodiment, using the flowchart in Figure 6. The process corresponding to the flowchart can be realized by the control unit 101 reading the corresponding processing program stored in the storage device 102, for example, loading it into memory 103 and executing it. This update process is described as starting when the power of the game device 100 is turned ON and predetermined initialization and setting processes are completed, and is repeatedly performed each time information is acquired from the sensor 110 while the training game is running.

[0057] In S601, the control unit 101 determines whether the mode currently set on the game device 100 is the normal mode. If the currently set mode is the normal mode, the control unit 101 moves the process to S602. If the currently set mode is not the normal mode, that is, if the training mode has been set due to an operation input related to a mode change, the control unit 101 moves the process to S607.

[0058] In S602, the detection unit 104, under the control of the control unit 101, acquires activity information related to daily activities from the information measured by the sensor 110. Activity information related to daily activities may include, for example, the number of steps and heart rate over a predetermined period of time.

[0059] In S603, the control unit 101 derives an additional amount of accumulated score based on the activity information acquired in S602. The control unit 101 then updates the training information by adding the derived additional amount to the accumulated score 425 of the training information related to the character.

[0060] In S604, the control unit 101 determines whether the conditions for progressing to the training stage have been met. Here, the conditions for progressing to the training stage may be set for the current form of the player character, or for forms that can be evolved from the current form of the player character. Alternatively, the conditions for progressing may be defined in common for all evolution stages, regardless of the character or form. If the control unit 101 determines that the conditions for progressing to the training stage have been met, it moves the process to S605; otherwise, it completes this update process.

[0061] In S605, the control unit 101 determines whether or not the user has made an operation input related to a request to advance the training stage, that is, a request for the evolution of its own character. If the control unit 101 determines that an operation input related to a request to advance the training stage has been made, it moves the process to S606; otherwise, it completes this update process.

[0062] In S606, the control unit 101 determines the target form and updates the breeding information. More specifically, the control unit 101 identifies one form that satisfies the conditions for progression in the breeding stage as the target form, and updates the form ID 424 and stage information 423 of the breeding information based on that target form. The control unit 101 also refers to the form information related to the target form and updates the basic parameters 426 of the breeding information based on the basic parameters 404 of the breeding information, thereby completing the update process.

[0063] On the other hand, if in S601 the control unit 101 determines that the currently set mode is training mode, then in S607 the control unit 101 determines whether or not an operation input related to the selection of the exercise type to be measured has been made. If the control unit 101 determines that an operation input related to the selection of the exercise type has been made, it moves the process to S608; otherwise, it repeats the process in this step.

[0064] In S608, the detection unit 104, under the control of the control unit 101, acquires activity information related to the selected exercise from the information measured by the sensor 110. The acquisition of activity information in this step may be performed for a measurement period defined for the exercise. Once the acquisition of activity information for the measurement period is complete, the control unit 101 moves the process to S609.

[0065] In S609, the control unit 101 evaluates the activity information acquired in S608 based on the evaluation criteria established for the selected exercise type. The control unit 101 then updates the training information by adding the value derived from the evaluation result to the additional parameter 427 of the training information.

[0066] In S610, the control unit 101 sets the mode of the game device 100 to normal mode and completes the update process.

[0067] As described above, the game device of this embodiment provides a function that allows for increasing battle parameters in training mode, thus effectively guiding users who particularly want to gain an advantage in battle games to engage in voluntary exercise. Furthermore, this configuration allows for a richer gameplay experience as the progression of the battle game is not dependent on the character, thereby increasing the enjoyment of both the training game and the battle game. Additionally, since users can strengthen their battle parameters while maintaining their preferred appearance, it is possible to create a suitable battle game with their desired character against other characters with high base parameters.

[0068] [Example 1] In the above-described embodiment, a mode has been described in which the activity history in the training mode performed by the user is made known to the user by presenting the parameters of each item on the status screen shown in FIG. 5, but the implementation of the present invention is not limited to this. For example, as shown in FIG. 7, based on the total value of each item (the sum of physical strength 441, attack power 442, and defense power 443) included in the additional parameter 427 of the raising information, the activity history in the training mode related to the raising of the player's own character may be evaluated, and the obtained evaluation result may be presented to the user as an index for character raising. The evaluation of the activity history in the training mode may be performed, for example, by five levels of evaluation: Rank D, Rank C, Rank B, Rank A, and Rank S.

[0069] Note that the additional parameter 427 is information that is accumulated and managed regardless of the progress of the raising stage, so the total value of each item tends to be higher as the raising period is longer. For this reason, the evaluation criteria for the total value may be controlled such that the upper limit of the total value classified into each rank becomes higher as the raising stage is more advanced. That is, even for the same rank, the upper limit for being classified into that rank is set higher as the raising stage progresses, so immediately after the raising stage is advanced, the evaluation may be a lower rank than before the progression. Therefore, a user who desires an increase in evaluation can be guided to perform more voluntary exercise.

[0070] [Modification 2] In the raising game of the above-described embodiment, it has been described that a plurality of types of forms are provided at each raising stage related to one character, and the character can evolve into any of them according to the accumulated score, but the implementation of the present invention is not limited to this. That is, in a raising game that expresses the growth of a character through the progress of raising stages, it is not essential that variations in forms are provided at each raising stage, and the mode of character evolution may be fixed regardless of the user. Further, a change in the appearance of the character when the raising stage progresses is not essential, and only the basic parameters may be changed without changing the appearance.

[0071] [Modification 3] In the embodiments described above, a competitive game was explained as being executed on the game device 100, but the implementation of the present invention is not limited to this. The competitive game may also be executed on an external device such as a mobile terminal configured to communicate with the game device 100, or on a server that receives information acquired from the game device 100 from the mobile terminal, etc.

[0072] [Differentiation Example 4] In the embodiments described above, the user selects the type of exercise to be measured when the training mode is set, but the present invention is not limited to this. The type of exercise to be measured as a training mode is identified based on information acquired by the sensor 110, and the control unit 101 may evaluate the activity information acquired during the measurement period based on evaluation criteria for the identified type of exercise.

[0073] [Difference 5] In the embodiments described above, exercises corresponding to each item of the battle parameters are provided as selectable exercises in training mode, and the additional parameters 427 of the corresponding items are updated by the activity information measured in training mode. However, the implementation of the present invention is not limited to this. The selectable exercises in training mode may also include those whose evaluation results do not change the additional parameters 427. For example, in one embodiment, an exercise may be provided that awards points that must be consumed in order to progress through the training stages. In this way, it is possible to encourage not only users who wish to increase the additional parameters 427, but all users who play the training game to perform exercises related to training mode.

[0074] [Summary of Embodiments] The above embodiments disclose at least the following game device and program.

[0075] (1) A game device that runs a first type of game in which a character is raised, A means for acquiring activity information that indicates the user's activity status, A training means for training a target character by changing the parameters of the target character, based on the activity information acquired by the acquisition means, A control means for controlling the method of raising the target character in the training means according to the mode set in the game device, Equipped with, The method for raising the target character in the said training means includes at least a first training method that changes parameters related to the first type of game, and a second training method that changes parameters related to a second type of game that is different from the first type of game. The control means is When the first mode is set, the target character is trained using the first training method based on the activity information. When the second mode is set, the target character is trained using the second training method based on the activity information. A game device that controls the aforementioned training means.

[0076] (2) The parameters relating to the second type of game consist of basic parameters and additional parameters, The training means, when the second mode is set, changes the additional parameters based on the activity information, as described in (1), the game device.

[0077] (3) The second mode involves causing the acquisition means to acquire the activity information for a predetermined number of types of exercises, The parameters relating to the second type of game include multiple types of parameters, and each type has the basic parameters and the additional parameters. The training means, when the second mode is set, changes the type of additional parameter corresponding to the exercise for which the activity information was acquired, as described in (2) of the game device.

[0078] (4) When the second mode is set, the system further includes a selection means for accepting the selection of one exercise from among the multiple types of exercises for which to acquire the activity information, The training means, when the second mode is set, changes the type of additional parameter corresponding to the one exercise type selected by the selection means based on the activity information, as described in (3).

[0079] (5) The game device according to any one of (2) to (4), wherein the training means changes the additional parameter by adding a value based on the evaluation result of the activity information when the second mode is set.

[0080] (6) The first type of game is a game in which characters grow through multiple stages of development, The first training method modifies the basic parameters related to the second type of game in addition to the parameters related to the first type of game based on the activity information, while the second training method modifies the additional parameters related to the second type of game based on the activity information without changing the parameters related to the first type of game. The training means, when changing the training stage of the target character, changes the basic parameters of the target character to predetermined fixed values ​​for the training stage after the change, as described in any one of (2) to (5).

[0081] (7) The game device according to (6), wherein the training means changes the training stage of the target character, changing the basic parameters from the values ​​of the previous training stage, while maintaining the additional parameters at the values ​​of the previous training stage.

[0082] (8) The system further includes a display means for displaying parameters related to the second type of game for the target character, The game device according to (6) or (7), wherein the display means displays the parameters of the target character relating to the second type of game in a way that allows the basic parameters and the additional parameters to be distinguished.

[0083] (9) The second type of game described above is a game that can only be played when the character's development stage is later than a predetermined development stage, The game device according to (8), wherein the display means displays the parameters of the target character relating to the second type of game, regardless of the character's development stage.

[0084] (10) The game device according to any one of (6) to (9), further comprising evaluation means for evaluating and displaying the user's activity history related to the second mode based on the additional parameters.

[0085] (11) The game device according to (10), wherein the evaluation means provides different evaluation criteria for the user's activity history related to the second mode for each stage of character development.

[0086] (12) The second type of game described above is a competitive game, The game device according to any one of (2) to (11), wherein the parameters of the target character related to the second type of game, which are referenced when the second type of game is executed, are the sum of the basic parameters and the additional parameters.

[0087] (13) The activity information includes a first activity information and a second activity information different from the first activity information, The aforementioned breeding means is When the first mode is set, the parameters related to the first type of game are changed based on the first activity information among the activity information. The game device according to any one of (1) to (12), wherein, when the second mode is set, the parameters relating to the second type of game are changed based on the second activity information among the activity information.

[0088] (14) The game device described in (13), wherein the first activity information and the second activity information differ in the measurement items of the user's activity status.

[0089] (15) The game device further comprises setting means for receiving setting operations to set the game device to the second mode, The aforementioned game device, In normal conditions, it is set to the first mode described above. When the setting operation is received by the setting means, the system is set to the second mode. A game device according to any one of (1) to (14), which is reset to the first mode on the condition that predetermined activity information relating to the second mode has been acquired.

[0090] (16) The game device according to any one of (1) to (15), further comprising means for executing the second type of game.

[0091] (17) A program for causing a computer to function as one of the means of a game device described in any one of (1) through (16).

[0092] [Other embodiments] The invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of the gist of the invention. [Explanation of symbols]

[0093] 100: Game device, 101: Control unit, 102: Storage device, 103: Memory, 104: Detection unit, 105: Acquisition unit, 106: Display control unit, 107: Operation input unit, 108: Communication unit, 110: Sensor, 120: Display unit

Claims

1. A game device that runs a character-raising game, A means for acquiring activity information that indicates the user's activity status, A training means for training a target character, which is the target of training in the training game, by changing the parameters of the target character based on the activity information acquired by the acquisition means, A control means for controlling the method of raising the target character in the training means according to the mode set in the game device, Equipped with, The method for raising the target character in the aforementioned training means includes at least a first training method that modifies parameters related to the training game, and a second training method that modifies parameters related to a different character participation game, which is performed with the participation of the target character. The modes set in the game device include a first mode which is set without requiring an operation input related to mode change and causes the acquisition means to acquire first activity information, and a second mode which is set with the operation input related to mode change as a condition and causes the acquisition means to acquire second activity information different from the first activity information. The control means is When the first mode is set, the target character is trained using the first training method based on the first activity information. When the second mode is set, the target character is trained using the second training method based on the second activity information. A game device that controls the aforementioned training means.

2. The parameters related to the aforementioned character participation game consist of basic parameters and additional parameters. The cultivation means changes the additional parameters based on the second activity information when the second mode is set. The game device according to claim 1.

3. The second mode involves causing the acquisition means to acquire the second activity information for a predetermined number of types of exercises. The parameters relating to the aforementioned character participation game include multiple types of parameters, and each type has the basic parameters and the additional parameters. When the second mode is set, the training means changes the type of additional parameter corresponding to the type of exercise for which the second activity information was acquired. The game device according to claim 2.

4. when the second mode is set, the game device further comprises a selection unit that accepts a selection of one exercise event for acquiring the second activity information from the plurality of types of exercise events, the training unit, when the second mode is set, changes the additional parameter of the type corresponding to the one exercise event whose selection has been accepted by the selection unit, based on the second activity information The game device according to claim 3.

5. The game device according to claim 2, wherein the training unit changes the additional parameter by adding a value based on an evaluation result of the second activity information when the second mode is set.

6. The training game is a game in which a character grows through a plurality of training stages, the first training method changes the basic parameter related to the character-participating game in addition to the parameter related to the training game, based on the first activity information, while the second training method changes the additional parameter related to the character-participating game without changing the parameter related to the training game, based on the second activity information, the training unit, when changing the training stage of the target character, changes the basic parameter of the target character to a fixed value predetermined for the changed training stage The game device according to claim 2.

7. The game device according to claim 6, wherein when changing the training stage of the target character, the training unit changes the basic parameter from the value of the immediately preceding training stage, and maintains the additional parameter at the value of the immediately preceding training stage.

8. The game device further comprises a display unit that displays parameters related to the character-participating game for the target character, the display unit displays the parameters related to the character-participating game of the target character in a manner that allows the basic parameter and the additional parameter to be distinguished The game device according to claim 6.

9. The character-participating game is a game that can be executed only when the training stage of the character is a stage after a predetermined training stage, the display unit displays the parameters related to the character-participating game of the target character regardless of the training stage of the target character The game device according to claim 8.

10. The game device according to claim 6, further comprising evaluation means for evaluating and displaying the user's activity history related to the second mode based on the additional parameters.

11. The game device according to claim 10, wherein the evaluation means provides different evaluation criteria for the user's activity history related to the second mode for each stage of character development.

12. The parameters of the target character related to the character participation game, which are referenced when the character participation game is executed, are the sum of the basic parameters and the additional parameters. The game device according to claim 2.

13. The game device according to claim 1, further comprising means for executing the character participation game.

14. A program for causing a computer to function as one of the means of a game device according to any one of claims 1 to 13.

Citation Information

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