Player support system, player support method, and player support program
Patent Information
- Application Number
- JP2025532195
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-03-14
- Filing Date
- 2025-03-10
- Publication Date
- 2025-09-18
- Estimated Expiration
- 2045-03-10
AI Technical Summary
Existing technologies fail to provide feedback to players regarding their visualized psychological states during gameplay, which hinders optimal performance improvement.
A player support system that includes a psychological state information acquisition unit, performance analysis unit, and visualization unit to analyze and visualize the player's psychological state through facial image data, vital signs, and game-related information, providing feedback to enhance performance.
Enables players to receive feedback on their psychological states, allowing for improved gameplay by correlating psychological data with game performance and lifestyle factors, thereby enhancing overall gaming experience and results.
Abstract
Description
Player support system, player support method, and player support program
[0001] The present disclosure relates to a player support system, a player support method, and a player support program.
[0002] In various games, controlling the psychological state of a player while playing is essential for achieving optimal results. Meanwhile, technologies have been proposed to visualize the psychological state of a player while playing a game.
[0003] International Publication No. WO 2022 / 23440 JP 2019-54547 A International Publication No. WO 2022 / 158160 International Publication No. WO 2021 / 221140
[0004] However, the above technology does not provide feedback to the player about the visualized psychological state of the player with the aim of improving the player's performance.
[0005] The present disclosure provides a mechanism for providing feedback to a player about the player's psychological state while playing a game.
[0006] According to one embodiment, the player support system includes a psychological state information acquisition unit that acquires time-series data indicating the psychological state of a player while playing a game, a performance analysis unit that analyzes the player's performance, and a visualization unit that visualizes the time-series data indicating the player's psychological state while playing a game in association with the performance.
[0007] According to the present disclosure, it is possible to provide a mechanism for providing feedback to a player about the player's psychological state while playing a game.
[0008] FIG. 1A is a first diagram showing an example of an application scene of the player support system. FIG. 1B is a second diagram showing an example of an application scene of the player support system. FIG. 2 is a diagram showing an example of information acquired or identified by a player support device. FIG. 3 is a diagram showing an example of a hardware configuration of a player support device. FIG. 4A is a first diagram showing an example of a system configuration of a player support system and a functional configuration of a player support device. FIG. 4B is a second diagram showing an example of a system configuration of a player support system and a functional configuration of a player support device. FIG. 5 is a first diagram showing an example of a visualization of time-series data showing a psychological state of a player while playing a game. FIG. 6 is a second diagram showing an example of a visualization of time-series data showing a psychological state of a player while playing a game. FIG. 7 is a diagram showing an example of a visualization of an analysis result of a lifestyle. FIG. 8 is a first flowchart showing the flow of a player support process. FIG. 9A is a first diagram showing an example of a system configuration of a player support system and a functional configuration of a player support device and a server device. Fig. 9B is a second diagram showing an example of the system configuration of the player support system and the functional configuration of the player support device and server device. Fig. 10 is a third diagram showing an example of the system configuration of the player support system and the functional configuration of the player support device. Fig. 11 is a diagram showing an example of visualization of time-series data indicating the psychological state of a player playing a predetermined time segment in a game. Fig. 12 is a second flowchart showing the flow of player support processing.
[0009] Hereinafter, each embodiment will be described with reference to the accompanying drawings. In this specification and drawings, components having substantially the same functional configurations are designated by the same reference numerals, and redundant description will be omitted.
[0010] [First embodiment] <Scenes in which the player support system is applied> First, a description will be given of scenes in which the player support system according to the first embodiment is applied. Figures 1A and 1B are first and second diagrams showing an example of a scene in which the player support system is applied.
[0011] Of these, FIG. 1A shows an example of a scene in which the player support system is applied to a player 110_1 who is seated at an arcade game machine installed in an amusement facility or the like and playing a game on the game machine.
[0012] The example of FIG. 1A shows a state in which a player 110_1 is playing a competitive game against other players who are seated at the same type of arcade game machine.
[0013] The player support system according to the first embodiment includes a player support device 120, which acquires time-series data relating to the psychological state of a player 110_1 while playing a game. The time-series data relating to the psychological state of the player 110_1 while playing a game includes face image data and vital sign data.
[0014] The facial image data may be acquired by any method, for example, by capturing an image of the player 110_1 using an imaging device (not shown in FIG. 1A) included in the player support system according to the first embodiment. Note that the imaging device included in the player support system according to the first embodiment may be installed in an arcade game machine where the player 110_1 plays a game, or may be installed in an amusement facility or the like.
[0015] Similarly, the method of acquiring vital data is also arbitrary, and the vital data may be acquired, for example, by measuring the player 110_1 using a wearable device (not shown in FIG. 1A ) included in the player support system according to the first embodiment. Note that the wearable device included in the player support system according to the first embodiment is attached to the player 110_1 playing the game, for example. The vital data acquired by the wearable device includes, for example, pulse, blood pressure, respiration, body temperature, etc.
[0016] The player support device 120 generates and acquires time-series data indicating the psychological state of the player 110_1 based on the acquired facial image data and vital data. The psychological state of the player 110_1 includes emotions such as joy, anger, sadness, and pleasure, concentration / distraction, emotion classification based on the Russell Circumplex model, emotion classification based on the Plutchik theory, emotion, stress, tension, fatigue, arousal level, drowsiness, relaxation, excitement, and the like.
[0017] 1A, the player support device 120 acquires or identifies information related to the game played by the player 110_1. The "information related to the game" includes: - the "playing results" of the player 110_1 in the game played by the player 110_1; - the "game difficulty level" of the game played by the player 110_1; and - "surrounding environment information" that is information about the surrounding environment when the player 110_1 played the game.
[0018] The player support device 120 obtains the playing results of the player 110_1 from among the information about the game, for example, by obtaining play screen data, which is screen data of the arcade game machine during play, from the arcade game machine and analyzing the play screen data.
[0019] In addition, the player support device 120 acquires, from among the information about the game, the game difficulty level of the game played by the player 110_1, for example, by acquiring game parameters from the arcade game machine after playing and analyzing the game parameters.
[0020] In addition, the player support device 120 identifies, from among the information related to the game, information about the surrounding environment when the player 110_1 plays the game, for example, by acquiring various measurement data measured by various surrounding environment sensors installed in an amusement facility or the like.
[0021] 1A , the player support device 120 acquires information about the daily life schedule of the player 110_1. The "information about the life schedule" includes information indicating the player 110_1's daily life schedule (the time periods when each item was performed), such as sleeping time, meal time, rest time, and game time, as well as the content of each item. The player support device 120 acquires the information about the life schedule, for example, by having the analyst 121 interview the player 110_1 at an arbitrary timing and accepting input from the analyst 121.
[0022] The player support device 120 visualizes the acquired time-series data indicating the psychological state of the player 110_1 in association with one or more of the following information: analyzed play results; analyzed game difficulty; identified surrounding environment information; and information regarding the daily schedule for which input has been received. Any method can be used to associate the time-series data indicating the psychological state of the player 110_1 with various information (play results, game difficulty, surrounding environment information, and information regarding the daily schedule). For example, the player support device 120 may be provided with a multivariate analysis unit, which may perform multivariate analysis. In this case, information that contributes to changes in the time-series data indicating the psychological state of the player 110_1 is extracted from the various information (play results, game difficulty, surrounding environment information, and information regarding the daily schedule). Therefore, the extracted information is associated with the time-series data indicating the psychological state of the player 110_1. The visualization data visualized by the player support device 120 is fed back to the player 110_1. Furthermore, when the analyst 121 analyzes the relationship between the time-series data indicating the psychological state of the player 110_1, and various information (play results, game difficulty, surrounding environment information, information on daily schedule), the visualized data visualized by the player support device 120 is correlated with the analysis results, etc., and fed back to the player 110_1.
[0023] In a scenario where the player support system according to the first embodiment is applied, the game played by the player 110_1 is not limited to that played via an electronic device as shown in Fig. 1A, but may be a so-called analog game. The analog game here includes various games such as board games, card games, tile games, dice games, and three-dimensional games.
[0024] FIG. 1B shows an example of a scene in which the player support system is applied to a player 110_2 who is sitting across from another player across an indoor board (e.g., a shogi board) and playing a board game (e.g., shogi).
[0025] The example in FIG. 1B shows a state in which a player 110_2 is playing shogi with an opponent.
[0026] The player support system according to the first embodiment includes a player support device 120, which acquires time-series data relating to the psychological state of a player 110_2 while playing a game. The time-series data relating to the psychological state of the player 110_2 while playing a game includes face image data and vital sign data.
[0027] 1A, the facial image data may be acquired by any method, and may be acquired, for example, by capturing an image of the player 110_2 using an imaging device (not shown in FIG. 1B) included in the player support system according to the first embodiment. The imaging device included in the player support system according to the first embodiment is installed, for example, in a room where the player 110_2 plays shogi.
[0028] Similarly, the method of acquiring vital data is also arbitrary, and the vital data may be acquired, for example, by measuring the player 110_2 using a wearable device (not shown in FIG. 1B ) included in the player support system according to the first embodiment. The wearable device included in the player support system according to the first embodiment is attached to the player 110_2 playing the game, for example. The vital data acquired by the wearable device includes, for example, pulse, blood pressure, respiration, body temperature, etc.
[0029] The player support device 120 generates and acquires time-series data indicating the psychological state of the player 110_2 based on the acquired facial image data and vital data. The psychological state of the player 110_2 includes emotions such as joy, anger, sadness, and pleasure, concentration / distraction, emotion classification based on the Russell Circumplex model, emotion classification based on the Plutchik theory, emotion, stress, tension, fatigue, arousal level, drowsiness, relaxation, excitement, and the like.
[0030] 1B , the player support device 120 acquires or identifies information related to the game played by the player 110_2. The "information related to the game" includes: - the "playing results" of the player 110_2 in the game played by the player 110_2; - the "game difficulty level" of the game played by the player 110_2; and - "surrounding environment information" that is information about the surrounding environment when the player 110_2 played the game.
[0031] The player support device 120 acquires the playing results of the player 110_2 from among the information about the game by, for example, analyzing board state data. The board state data is acquired by, for example, an imaging device (not shown in FIG. 1B ) included in the player support system according to the first embodiment, which is installed in a room where the player 110_2 plays shogi, capturing an image of the board (for example, a shogi board).
[0032] Furthermore, the player support device 120 acquires the game difficulty level of the game played by the player 110_2 from among the information about the game by analyzing the board state data. The board state data is acquired by, for example, an imaging device (not shown in FIG. 1B ) included in the player support system according to the first embodiment, which is installed in a room where the player 110_2 plays shogi, capturing an image of a board (e.g., a shogi board).
[0033] The player support device 120 identifies, from among the information related to the game, information about the surrounding environment when the player 110_2 plays the game, by acquiring various measurement data measured by various surrounding environment sensors installed in, for example, the room where the player 110_2 plays shogi.
[0034] 1B , the player support device 120 acquires information about the daily life schedule of the player 110_2. The "information about the life schedule" includes information indicating the daily life schedule of the player 110_2 (the time periods when each item was performed), such as sleeping time, meal time, rest time, and game time, as well as the content of each item. The player support device 120 acquires the information about the life schedule, for example, by having the analyst 121 interview the player 110_2 at an arbitrary timing and accepting input from the analyst 121.
[0035] The player support device 120 visualizes the acquired time-series data indicating the psychological state of the player 110_2 in association with one or more of the following information: analyzed play results, analyzed game difficulty level, identified surrounding environment information, and information related to the daily schedule whose input has been received. The visualized data visualized by the player support device 120 is fed back to the player 110_2. Furthermore, when the analyst 121 analyzes the relationship between the time-series data indicating the psychological state of the player 110_2 and various information (play results, game difficulty level, surrounding environment information, information related to the daily schedule), the visualized data visualized by the player support device 120 is correlated with the analysis results, etc., and fed back to the player 110_2.
[0036] <Information Acquired or Identified by the Player Support Device> Next, a specific example of information acquired or identified by the player support device 120 will be described. Fig. 2 is a diagram showing an example of information acquired or identified by the player support device. As described above, the information acquired or identified by the player support device includes "information related to the game," "time-series data indicating a psychological state," and "information related to a daily schedule."
[0037] "Game-related information" further includes play results, game difficulty, and surrounding environment information. As described above, play results are obtained by analyzing play screen data or game board data. As shown in FIG. 2, play results include items such as score progress, battle progress, and win / loss. Note that score progress and battle progress refer to play results for each time segment included in the game from the start to the end, and win / loss refers to play results for the entire game from the start to the end.
[0038] As described above, the game difficulty level is obtained by analyzing game parameters or game board data. As shown in Figure 2, the game difficulty level includes, for example, the abilities of the opponent and allies, the difficulty of the game itself, handicaps (for example, the initial placement of pieces on the game board), etc.
[0039] As described above, the surrounding environment information is determined by acquiring measurement data measured by various surrounding environment sensors. As shown in Fig. 2, the surrounding environment information includes, for example, items such as temperature, sound, light, and the presence or absence of people.
[0040] The "time-series data indicating psychological states" includes time-series data indicating psychological states that is generated and acquired based on time-series data related to psychological states, including facial image data and vital data. As described above, the time-series data indicating psychological states includes emotions such as joy, anger, sadness, and pleasure, concentration / distraction, emotion classification based on the Russell Circle model, emotion classification based on the Plutchik theory, emotion, stress, tension, fatigue, arousal, drowsiness, relaxation, excitement, and the like. The example in Figure 2 shows how the following are generated and acquired: basic emotions (anger, disgust, fear, joy, sadness, surprise, neutral); and two-dimensional data defined based on an axis indicating concentration and distraction and an axis indicating tension and relaxation.
[0041] The "information about lifestyle" includes information indicating the player 110_2's daily schedule (the time period when each item was performed) and the content of each item, and as described above, this information is acquired by accepting manual input from the analyst 121 or a third party. Specifically, as shown in Fig. 2, the "information about lifestyle" includes items such as sleeping time period, sleeping duration, sleep quality, meal time period, meal time, meal content, rest time period, rest time, rest content, game time period, game time, clothing, equipment, etc.
[0042] Alternatively, at least a part of this information may be acquired by automatic input using a sensor. For example, the sleeping time of the player 110_1 may be calculated by analyzing a log of biosignals of the player 110_1 acquired by a wearable device such as a smartwatch, and the calculated sleeping time may be acquired by automatically inputting. Furthermore, the mealtimes of the player 110_1 may be estimated by analyzing changes in the blood glucose level of the player 110_1 measured by a blood glucose sensor, and the estimated mealtimes may be acquired by automatically inputting.
[0043] <Hardware Configuration of Player Support Device> Next, the hardware configuration of the player support device 120 according to the first embodiment will be described. Fig. 3 is a diagram showing an example of the hardware configuration of the player support device. As shown in Fig. 3, the player support device 120 includes a processor 301, a memory 302, an auxiliary storage device 303, an I / F (Interface) device 304, a communication device 305, and a drive device 306. Note that the various hardware components of the player support device 120 are connected to each other via a bus 307.
[0044] The processor 301 has various computing devices such as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 301 reads various programs (for example, a player assistance program, etc.) into the memory 302 and executes them.
[0045] The memory 302 has a main storage device such as a read-only memory (ROM) or a random access memory (RAM). The processor 301 and the memory 302 form a so-called computer, and the computer realizes various functions by the processor 301 executing various programs read onto the memory 302.
[0046] The auxiliary storage device 303 stores various programs and various data used when the processor 301 executes the various programs.
[0047] The I / F device 304 accepts operations of the analyst 121 on the player support device 120 via an operation device 311. The I / F device 304 also outputs results of internal processing by the player support device 120 and displays them via a display device 312 to the analyst 121 or the players 110_1 and 110_2.
[0048] The communication device 305 is a communication device that connects to a network (not shown) and communicates with an imaging device, a wearable device, a surrounding environment sensor, an arcade game machine, and the like.
[0049] The drive device 306 is a device for loading a recording medium 313. The recording medium 313 here includes media that record information optically, electrically, or magnetically, such as a CD-ROM, a flexible disk, a magneto-optical disk, etc. The recording medium 313 may also include semiconductor memories that record information electrically, such as ROMs, flash memories, etc.
[0050] The various programs to be installed in the auxiliary storage device 303 are installed, for example, by setting the distributed recording medium 313 in the drive device 306 and reading the various programs recorded on the recording medium 313 by the drive device 306. Alternatively, the various programs to be installed in the auxiliary storage device 303 may be installed by being downloaded from a network via the communication device 305.
[0051] <System Configuration of Player Support System and Functional Configuration of Player Support Device> Next, the system configuration of the player support system and the functional configuration of the player support device 120 will be described. Note that the system configuration of the player support system and the functional configuration of the player support device 120 differ depending on whether they are intended for a player 110_1 playing a game on an arcade game machine or a player 110_2 playing a board game. For this reason, the two will be described separately here.
[0052] (1) System Configuration of Player Support System and Functional Configuration of Player Support Device 1 First, a system configuration of a player support system and a functional configuration of a player support device 120 for a player 110_1 playing a game on an arcade game machine will be described. Fig. 4A is a first diagram showing an example of the system configuration of the player support system and the functional configuration of the player support device.
[0053] 4A, the player support system 400A includes an imaging device 411, a wearable device 412, and a player support device 120. In the player support system 400A, the imaging device 411 and the wearable device 412 are communicatively connected to the player support device 120.
[0054] The player support device 120 of the player support system 400A is communicatively connected to a surrounding environment sensor 413 installed in an amusement facility, etc. Furthermore, the player support device 120 of the player support system 400A is communicatively connected to a game control unit 421 of an arcade game machine 420.
[0055] The imaging device 411 captures an image of the player 110_1 and transmits face image data of the player 110_1 to the player support device 120.
[0056] The wearable device 412 measures vital data of the player 110_1 and transmits the measured vital data to the player support device 120.
[0057] As described above, the player support device 120 has a player support program installed, and by executing this program, the player support device 120 functions as a psychological state information acquisition unit 401 and an environmental information acquisition unit 402. Furthermore, the player support device 120 functions as a performance analysis unit 403, a difficulty level analysis unit 404, a daily schedule information collection unit 405, and a visualization unit 406.
[0058] The psychological state information acquisition unit 401 acquires facial image data of the player 110_1 while playing a game from an imaging device 411. The psychological state information acquisition unit 401 acquires vital data of the player 110_1 while playing a game from a wearable device 412 worn by the player 110_1 while playing a game. The psychological state information acquisition unit 401 generates and acquires time-series data (two-dimensional data of basic emotions, concentration / distraction, and tension / relaxation) indicating the psychological state of the player 110_1 while playing a game based on the acquired facial image data and vital data. The psychological state information acquisition unit 401 notifies the visualization unit 406 of the acquired time-series data indicating the psychological state of the player 110_1.
[0059] The environmental information acquisition unit 402 acquires measurement data measured by a surrounding environment sensor 413 installed in an amusement facility or the like while the player 110_1 is playing a game. The environmental information acquisition unit 402 identifies surrounding environment information based on the acquired measurement data and notifies the visualization unit 406 of the information.
[0060] The result analysis unit 403 acquires play screen data of the player 110_1 playing the game from the game control unit 421 of the arcade game machine 420, and analyzes the acquired play screen data to acquire play results (score progress, win / loss). The result analysis unit 403 notifies the visualization unit 406 of the analyzed play results (score progress, win / loss).
[0061] The difficulty analysis unit 404 acquires game parameters when the player 110_1 plays the game from the game control unit 421 of the arcade game machine 420. The difficulty analysis unit 404 analyzes the acquired game parameters to acquire the game difficulty (the abilities of the enemy and ally, and the difficulty of the game itself). The difficulty analysis unit 404 notifies the visualization unit 406 of the analyzed game difficulty.
[0062] The life schedule information collecting unit 405 acquires information about the life schedule that the analyst 121 has obtained by interviewing the player 110_1 by accepting input from the analyst 121. The life schedule information collecting unit 405 notifies the visualization unit 406 of the information about the life schedule of the player 110_1 that has been accepted as input.
[0063] The visualization unit 406 stores the acquired time-series data indicating the psychological state of the player 110_1 in the visualization data storage unit 407 in association with: the analyzed play results; the analyzed game difficulty level; the identified surrounding environment information; and information relating to the daily schedule whose input has been accepted.
[0064] The visualization unit 406 generates visualization data by visualizing the time-series data indicating the psychological state of the player 110_1, which is stored in the visualization data storage unit 407, in association with, for example, one or more of the following stored in the visualization data storage unit 407: analyzed play results; analyzed game difficulty; identified surrounding environment information; and information related to the daily schedule, the input of which has been accepted, and outputs the generated visualization data.
[0065] (2) System Configuration of Player Support System and Functional Configuration of Player Support Device 2 Next, a system configuration of the player support system and a functional configuration of the player support device 120 for a player 110_2 playing a board game will be described. Fig. 4B is a second diagram showing an example of the system configuration of the player support system and the functional configuration of the player support device.
[0066] 4B , the player support system 400B includes an imaging device 411, a wearable device 412, an imaging device 440, and a player support device 120. In the player support system 400B, the imaging device 411, the wearable device 412, and the imaging device 440 are communicatively connected to the player support device 120.
[0067] Furthermore, the player support device 120 of the player support system 400B is communicably connected to an ambient environment sensor 413 installed in, for example, a room where the player 110_2 plays shogi.
[0068] The imaging device 411 captures an image of the player 110_2 and transmits facial image data of the player 110_2 to the player support device 120.
[0069] The wearable device 412 measures vital data of the player 110_2 and transmits the measured vital data to the player support device 120.
[0070] The imaging device 440 captures an image of the board of the board game 430 and transmits the board data to the player support device 120 .
[0071] The player support device 120 has the same functional units when it is intended for the player 110_2 playing the board game 430 as when it is intended for the player 110_1 playing the game on the arcade game machine 420. However, the functions of the achievement analysis unit 403 and the difficulty level analysis unit 404 are different from when it is intended for the player 110_1 playing the game on the arcade game machine 420. For this reason, here, the functions of the achievement analysis unit 403′ and the difficulty level analysis unit 404′ will be described as functional units of the player support device 120 when it is intended for the player 110_2 playing the board game 430.
[0072] The result analysis unit 403′ acquires board state data during play by the player 110_2 from the imaging device 440 that photographs the board of the board game 430, and acquires the play results (progression of the battle situation, victory or defeat) by analyzing the acquired board state data. The result analysis unit 403′ notifies the visualization unit 406 of the analyzed play results (progression of the battle situation, victory or defeat).
[0073] The difficulty level analysis unit 404′ acquires board state data at the start of play by the player 110_2 from an imaging device 440 that photographs the board of the board game 430, and acquires the game difficulty level (handicaps such as the initial placement of pieces on the board) by analyzing the acquired board state data. The difficulty level analysis unit 404′ notifies the visualization unit 406 of the analyzed game difficulty level.
[0074] <Visualization Example 1> Next, a description will be given of a visualization example by the visualization unit 406. Fig. 5 is a first diagram showing a visualization example of time-series data indicating the psychological states of players while playing a game. The example in Fig. 5 shows how the visualization unit 406 visualizes, in association with each other, the following: time-series data indicating the psychological states of player 110_1 (each rectangle in the figure), play results (here, score progression (reference numeral 511 in the figure)), and game difficulty (here, the difficulty of the game itself (reference numeral 521)).
[0075] 5, the horizontal axis represents time, which indicates a time range from the start to the end of the game played by the player 110_1. In Fig. 5, the left vertical axis represents items (basic emotions) of time-series data indicating the psychological state of the player 110_1 while playing the game, and the right vertical axis represents the playing results (score value) of the player 110_1 while playing the game.
[0076] In the example of FIG. 5, time-series data indicating the psychological state of the player 110_1, which is generated based on the facial image data, and time-series data indicating the psychological state of the player 110_1, which is generated based on the vital data, are visualized separately.
[0077] As described above, in the case of FIG. 5, the time-series data indicating the psychological state includes the following items as basic emotions: anger, disgust, fear, surprise, sadness, happiness, and neutral.
[0078] 5 shows that anger, joy, and neutrality occurred during game play as time-series data indicating the psychological state of the player 110_1 generated based on face image data. Also, the example of Fig. 5 shows that neutrality, joy, and anger occurred during game play as time-series data indicating the psychological state of the player 110_1 generated based on vital data.
[0079] The reason why the time-series data indicating the psychological state of the player 110_1 generated based on the facial image data and the time-series data indicating the psychological state of the player 110_1 generated based on the vital data do not match is as follows: - The time-series data indicating the psychological state of the player 110_1 generated based on the facial image data is suitable for capturing momentary changes in the psychological state, but has the characteristic that it is difficult to capture the psychological state when the player 110_1 is pretending to be someone else. - The time-series data indicating the psychological state of the player 110_1 generated based on the vital data is suitable for capturing the inner psychological state of the player 110_1 that is not reflected in the facial expression, but has the characteristic that it is difficult to capture momentary changes in the psychological state.
[0080] According to visualization example 1 shown in Fig. 5, the player 110_1 can analyze the progress of his / her score during the game in association with his / her own psychological state while taking into account the difficulty level of the game itself, with the aim of improving his / her playing results. In this case, according to visualization example 1 shown in Fig. 5, the player 110_1 can analyze his / her own psychological state from the perspective of both momentary changes and changes in his / her internal psychological state.
[0081] <Visualization Example 2> Fig. 6 is a second diagram showing a visualization example of time-series data indicating the psychological states of players while playing a game. The example of Fig. 6 shows how the visualization unit 406 visualizes the following in association with each other: time-series data indicating the psychological states of the player 110_1 (rectangles in the figure or curves in the figure (reference numeral 621)); play results (here, score progression (reference numeral 611) and win / loss (reference numeral 612)); and game difficulty (here, the ability of the opponent (reference numeral 613) and the difficulty of the game itself (reference numeral 614)). The difference from Fig. 5 is that, in order to analyze psychological states over a long period of time, time-series data indicating the psychological states of the player 110_1 while playing is visualized for each of multiple games played on the same day.
[0082] In the graph 610, the horizontal axis represents time, and includes each time range from the start to the end of three games played by the player 110_1. In the graph 610, the left vertical axis represents items (basic emotions) of time-series data that indicate the psychological state of the player 110_1 while playing the game, which are generated based on the facial image data, and the right vertical axis represents the playing results (score value) of the player 110_1 while playing.
[0083] Similarly, in graph 620, the horizontal axis represents time, and includes each of the time ranges from the start to the end of three games played by player 110_1. In graph 620, the left vertical axis represents the level (level of concentration) of time-series data indicating the psychological state of player 110_1, which is generated based on vital data, and the right vertical axis represents the play results (score value) of player 110_1 during play.
[0084] According to visualization example 2 shown in Fig. 6, the player 110_1 can analyze the progress of scores and wins / losses of multiple games played on the same day in association with his / her own psychological state, while taking into account the difficulty of the games themselves and the abilities of the opponents, with the aim of improving his / her playing results. In other words, according to visualization example 2 shown in Fig. 6, the player 110_1 can analyze his / her own psychological state from a long-term perspective.
[0085] <Visualization Example 3> Fig. 7 is a diagram showing a visualization example of the analysis results of a lifestyle. A graph 710 shows how the visualization unit 406 visualizes the following in association with each other: time-series data indicating the psychological state of the player 110_1 while playing a game (i.e., during a gaming time period) (here, the concentration level (curve in the figure)); and information regarding the lifestyle schedule of the day on which the player 110_1 played the game (here, sleeping time periods, meal time periods, and gaming time periods for multiple days (rectangles in the figure)). In the graph 710, the horizontal axis represents time, and the vertical axis represents the level of the time-series data indicating the psychological state of the player 110_1 while playing a game (level of concentration level).
[0086] Due to space limitations, graph 710 omits information such as sleep time, sleep quality, meal time, meal content, break time, break time, break content, and game time, but this information may be visualized in graph 710.
[0087] Graph 720 is a graph for comparison, showing a visualization of the typical daily schedule of a player with a morning lifestyle and the typical daily schedule of a player with an evening lifestyle.
[0088] In this way, by displaying the graph 710 in association with the comparison graph 720, the analyst 121 can analyze whether the lifestyle of the player 110_1 is closer to the lifestyle of a morning player or a night player. In other words, it is possible to analyze the relationship between the time-series data indicating the psychological state of the player while playing the game and the information stored in the visualization data storage unit 407.
[0089] Graph 730 is a graph showing an optimal life schedule for player 110_1 based on the analysis results of the life style, proposed by analyst 121. The example of graph 730 shows that, based on a comparison between graphs 710 and 720, it has been analyzed that player 110_1 has a life style similar to that of a night-owl player, and a life schedule in line with the life style of a night-owl player has been proposed.
[0090] In the above description, the analyst 121 analyzes the lifestyle and proposes a life schedule, but the analyst 121 may analyze the lifestyle and propose a life schedule, for example, by using a machine-learned model. The machine-learned model here refers to a model generated by machine learning the relationship between the concentration level and the life schedule (the relationship between time-series data indicating the psychological state of the player while playing the game and the information stored in the visualization data storage unit 407).
[0091] <Flow of Player Support Processing> Next, the flow of player support processing by the player support system will be described. Fig. 8 is a first flowchart showing the flow of the player support processing.
[0092] In step S801, the player support device 120 acquires time-series data relating to the psychological state of the player while playing the game.
[0093] In step S802, the player support device 120 generates and acquires time-series data indicating the psychological state of the player playing the game based on the acquired time-series data related to the psychological state. The player support device 120 also stores the acquired time-series data indicating the psychological state of the player in the visualization data storage unit 407.
[0094] In step S803, the player support device 120 acquires play screen data or board state data, and analyzes the acquired play screen data or board state data to acquire play results (score transition, battle situation transition) as information related to the game. The player support device 120 also stores the analyzed play results (score transition, battle situation transition) in the visualization data storage unit 407.
[0095] In step S804, the player support device 120 acquires various measurement data measured by the various surrounding environment sensors, and identifies surrounding environment information as information related to the game. The player support device 120 also stores the identified surrounding environment information in the visualization data storage unit 407.
[0096] In step S805, the player support device 120 determines whether the game has ended. If it is determined in step S805 that the game has not ended (NO in step S805), the process returns to step S801. On the other hand, if it is determined in step S805 that the game has ended (YES in step S805), the process proceeds to step S806.
[0097] In step S806, the player support device 120 acquires play screen data and game parameters, or board state data. The player support device 120 also analyzes the acquired play screen data, game parameters, or board state data to acquire game information, such as play results (win or loss) and game difficulty. The player support device 120 also stores the analyzed play results (win or loss) and game difficulty in the visualization data storage unit 407.
[0098] In step S807, the player support device 120 acquires information about the player's daily schedule by accepting input of information about the player's daily schedule from the analyst 121. The player support device 120 also stores the accepted input information about the daily schedule in the visualization data storage unit 407.
[0099] In step S808, the player support device 120 visualizes the time-series data indicating the psychological state of the player while playing the game, in association with the information stored in the visualization data storage unit 407.
[0100] In step S809, the player support device 120 analyzes the relationship between the time-series data indicating the psychological state of the player while playing the game and the information stored in the visualization data storage unit 407, and visualizes the analysis results, etc.
[0101] <Summary> As is clear from the above explanation, the player support systems 400A, 400B according to the first embodiment: The player support device 120 acquires time-series data indicating the psychological state of a player while playing a game. The player support device 120 stores information related to the player's playing results, game difficulty, surrounding environment information, and daily schedule. The player support device 120 visualizes the time-series data indicating the player's psychological state while playing a game, by associating it with the stored information. The player support device 120 analyzes the relationship between the time-series data indicating the player's psychological state while playing a game and the stored information, and visualizes the analysis results, etc.
[0102] In this way, according to the first embodiment, it is possible to provide a mechanism for correlating the psychological state of a player playing a game with various types of information and providing the player with feedback.
[0103] Second Embodiment In the first embodiment, the case where the player support device 120 functions as the psychological state information acquisition unit 401 to the visualization unit 406 has been described. However, some of these functional units may be implemented, for example, in a server device. Furthermore, the server device may constitute a cloud server. By using such a cloud server for advanced analytical processing, etc., it is possible to reduce the processing load on the device operated by the player without impairing the functionality of the player support device 120, and to realize a smaller, lighter, and simpler device. As a result, it is possible to prevent malfunctions due to the precision / complexity of the device, and to reduce the cost of the device operated by the player.
[0104] In the second embodiment, a case will be described below in which, in a system including a player support device and a server device, the server device functions as the psychological state information acquisition unit 401 to the difficulty level analysis unit 404 and the visualization unit 406. The description will focus on the differences from the first embodiment.
[0105] <System Configuration of Player Support System, and Functional Configurations of Player Support Device and Server Device> First, a description will be given of the system configuration of the player support system, and the functional configurations of the player support device and server device according to the second embodiment. Note that, in this embodiment as well, the system configuration of the player support system differs depending on whether it is for a player 110_1 playing a game on an arcade game machine or a player 110_2 playing a board game, and therefore the two will be described separately.
[0106] (1) System Configuration of the Player Support System, and Functional Configurations of the Player Support Device and Server Device 1 FIG. 9A is a first diagram showing an example of the system configuration of the player support system and the functional configurations of the player support device and server device, and illustrates a case in which a player 110_1 playing a game on an arcade game machine is the target. As shown in FIG. 9A , the player support system 900A includes an imaging device 411, a wearable device 412, a player support device 910, and a server device 920. In the player support system 900A, the imaging device 411 and the wearable device 412 are communicatively connected to the server device 920. In addition, in the player support system 900A, the player support device 910 is communicatively connected to the server device 920.
[0107] The server device 920 included in the player support system 900A is communicatively connected to the surrounding environment sensor 413. Furthermore, the server device 920 included in the player support system 900A is communicatively connected to the game control unit 421 of the arcade game machine 420.
[0108] A first player support program is installed in the server device 920. Execution of this program causes the server device 920 to function as a psychological state information acquisition unit 401, an environmental information acquisition unit 402, a performance analysis unit 403, a difficulty level analysis unit 404, and a visualization unit 406. Note that the psychological state information acquisition unit 401, the environmental information acquisition unit 402, the performance analysis unit 403, the difficulty level analysis unit 404, and the visualization unit 406 of the server device 920 in Fig. 9A are the same as the corresponding functional units of the player support device 120 in Fig. 4A. Therefore, a description of each functional unit will be omitted here.
[0109] A second player support program is installed in the player support device 910. By executing this program, the player support device 910 functions as a daily schedule information collection unit 405 and a display unit 911. Of these, the daily schedule information collection unit 405 is the same as the corresponding functional unit of the player support device 120 in Fig. 4A. Therefore, a description of this functional unit will be omitted here.
[0110] The display unit 911 receives visualization data generated in the server device 920 from the server device 920 and displays it to the analyst 121 or the player 110_1. For example, the display unit 911 receives the visualization data of the player 110_1 from the server device 920 by requesting the visualization data of the player 110_1 from the server device 920 and displays it to the analyst 121 or the player 110_1.
[0111] (2) System Configuration of the Player Support System, and Functional Configurations of the Player Support Device and Server Device 2 FIG. 9B is a second diagram showing an example of the system configuration of the player support system and the functional configurations of the player support device and server device, and illustrates a case in which a player 110_2 playing a board game is the target. As shown in FIG. 9B , the player support system 900B includes an imaging device 411, a wearable device 412, an imaging device 440, a player support device 910, and a server device 920. In the player support system 900B, the imaging device 411 and the wearable device 412 are communicatively connected to the server device 920. In addition, in the player support system 900B, the imaging device 440 is communicatively connected to the server device 920. In addition, in the player support system 900B, the player support device 910 is communicatively connected to the server device 920.
[0112] Furthermore, the server device 920 included in the player support system 900B is communicatively connected to the surrounding environment sensor 413 .
[0113] A first player support program is installed in the server device 920. By executing this program, the server device 920 functions as a psychological state information acquisition unit 401, an environmental information acquisition unit 402, a performance analysis unit 403', a difficulty level analysis unit 404', and a visualization unit 406. Note that the psychological state information acquisition unit 401, the environmental information acquisition unit 402, the performance analysis unit 403', the difficulty level analysis unit 404', and the visualization unit 406 of the server device 920 in FIG. 9B are the same as the corresponding functional units of the player support device 120 in FIG. 4B. Therefore, a description of each functional unit will be omitted here.
[0114] A second player support program is installed in the player support device 910. Execution of this program causes the player support device 910 to function as a daily schedule information collection unit 405 and a display unit 911. Of these, the daily schedule information collection unit 405 is the same as the corresponding functional unit of the player support device 120 in FIG. 4A . Therefore, a description of this functional unit will be omitted here. Furthermore, the display unit 911 is the same as the corresponding functional unit of the player support device 120 in FIG. 9A . Therefore, a description of this functional unit will be omitted here.
[0115] <Summary> As is clear from the above explanation, the player support systems 900A, 900B according to the second embodiment have a server device 920, and the server device 920 acquires time-series data indicating the psychological state of a player while playing a game. The server device 920 stores information related to the player's playing results, game difficulty, surrounding environment information, and daily schedule. The server device 920 visualizes the time-series data indicating the player's psychological state while playing a game, by correlating it with the stored information. The server device 920 analyzes the relationship between the time-series data indicating the player's psychological state while playing a game and the stored information, and visualizes the analysis results, etc. The player support device 910 displays the visualized data.
[0116] In this way, according to the second embodiment, it is possible to provide a mechanism for providing feedback to a player about the psychological state of the player while playing a game in association with various types of information.
[0117] [Third Embodiment] In the above-described first embodiment, a case has been described in which the player 110_1 plays a game on an arcade game machine 420 as a game on a game machine separate from the player support device 120. However, the game played by the player 110_1 is not limited to a game on a game machine separate from the player support device 120, and may be, for example, a game within the player support device 120. In other words, a game program may be installed in the player support device 120, and the player 110_1 may play the game on the player support device 120.
[0118] In the first embodiment, the time-series data indicating the psychological state of a player playing a game is visualized in association with the player's performance after one or more games have been completed. However, the timing of visualization is not limited to this. For example, the time-series data indicating the psychological state of a player may be visualized in real time while the player is playing the game. Furthermore, in a case where a game is composed of multiple stages (time segments), the time-series data indicating the psychological state of a player may be visualized in the gap between the time when the player finishes one stage and the time when the player starts the next stage. The third embodiment will be described below, focusing on the differences from the first embodiment.
[0119] <System Configuration of Player Support System> First, a description will be given of the system configuration of the player support system according to the third embodiment. Fig. 10 is a third diagram showing an example of the system configuration of the player support system and the functional configuration of the player support device.
[0120] 10 , the player support system 1000 includes an imaging device 411, a wearable device 412, a surrounding environment sensor 413, and a player support apparatus 1010. In the player support system 1000, the imaging device 411, the wearable device 412, and the surrounding environment sensor 413 are communicatively connected to the player support apparatus 1010.
[0121] A player support program and a game program are installed in the player support device 1010. When the player support program is executed, the player support device 1010 functions as a psychological state information acquisition unit 401, an environmental information acquisition unit 402, a performance analysis unit 403, a difficulty level analysis unit 404, a daily schedule information collection unit 405, and a visualization unit 406.
[0122] The psychological state information acquisition unit 401 to the visualization unit 406 of the player support device 1010 in Fig. 10 are the same as the corresponding functional units of the player support device 120 in Fig. 4A, and therefore a description of each of these functional units will be omitted here.
[0123] Furthermore, by executing the game program, the player support device 1010 functions as a game application 1011 .
[0124] When the game program is executed, the game application 1011 generates play screen data and notifies the performance analysis unit 403. The game application 1011 also notifies the difficulty analysis unit 404 of game parameters when the game program is executed.
[0125] <Visualization Example> Next, a description will be given of a visualization example by the visualization unit 406 of the player support system 1000 according to the third embodiment. Fig. 11 is a diagram showing a visualization example of time-series data indicating the psychological state of a player playing a predetermined time segment in a game. The example in Fig. 11 shows how the visualization unit 406 visualizes in real time on the play screen during the game: Time-series data indicating the psychological state of the player 110_1 (basic emotions, concentration level, etc. (reference numeral 1110_1 in the figure)), and Surrounding environment information (here, room temperature, presence or absence of surrounding people (reference numeral 1110_1 in the figure)).
[0126] The example in FIG. 11 shows how the visualization unit 406 associates the following on the play screen after the end of stage 1: time-series data indicating the psychological state of the player 110_1 (each rectangle in the graph 1111_1 in the figure), and play results (here, score progress (symbol 511 in the graph 1111_1 in the figure)).
[0127] 11, reference numeral 1100 represents play screen data for one game generated by the game application 1011. Also, in FIG. 11, reference numeral 1110 represents play screen data for stage 1, and reference numeral 1111 represents play screen data from the end of stage 1 to the start of stage 2.
[0128] In the example of reference numeral 1110_1 in FIG. 11 , the time-series data indicating the psychological state of the player 110_1, which is visualized in real time by the visualization unit 406 for each play screen data of stage 1 indicated by reference numeral 1110, includes: the average, maximum, and minimum values of basic emotions (anger, disgust, fear, joy, sadness, surprise, neutral) at each time; the average, maximum, and minimum values of concentration level at each time; and the length of time during which a state of high concentration level (a state above a threshold) continued.
[0129] Furthermore, in the example of reference numeral 1110_1 in FIG. 11 , the surrounding environment information visualized in real time by the visualization unit 406 for each play screen data of stage 1 indicated by reference numeral 1110 includes: - room temperature at each time; - whether or not there are people in the vicinity at each time.
[0130] In the example of graph 1111_1 in FIG. 11 , the time-series data indicating the psychological state of player 110_1 playing in stage 1, which is visualized by the visualization unit 406 for the play screen data from the end of stage 1 to the start of stage 2, includes: Time-series data generated and acquired based on facial image data in stage 1 (time-series data indicating anger, disgust, fear, surprise, sadness, joy, and neutrality), and Time-series data generated and acquired based on vital data in stage 1 (time-series data indicating anger, disgust, fear, surprise, sadness, joy, and neutrality), and the play results for stage 1 include: Score transitions obtained by analyzing the play screen data for stage 1.
[0131] According to the visualization example shown in Fig. 11, the player 110_1 can grasp his / her own psychological state in real time while playing each stage. Furthermore, according to the visualization example shown in Fig. 11, each time a stage is completed, the player 110_1 can analyze the progress of the score during the game in the completed stage in association with his / her own psychological state, with the aim of improving his / her playing results.
[0132] <Flow of Player Support Processing> Next, the flow of player support processing by the player support system 1000 according to the third embodiment will be described. Fig. 12 is a second flowchart showing the flow of player support processing. The differences from the first flowchart described using Fig. 8 are steps S1201 and S1202 to S1204.
[0133] In step S1201, the player support device 1010 generates and acquires time-series data indicating the psychological state of the player playing a predetermined time segment in the game based on the acquired time-series data related to the psychological state. The player support device 1010 also displays the acquired time-series data indicating the psychological state of the player on the play screen and stores it in the visualization data storage unit 407.
[0134] In step S1202, the player support device 1010 acquires various measurement data measured by various ambient environment sensors and identifies ambient environment information as information related to the game. The player support device 1010 displays the identified ambient environment information on the play screen and stores it in the visualization data storage unit 407.
[0135] In step S1203, the player support device 1010 determines whether a predetermined time period in the game has ended. If it is determined in step S1203 that the predetermined time period has not ended (NO in step S1203), the process returns to step S801.
[0136] On the other hand, if it is determined in step S1203 that the predetermined time segment has ended (YES in step S1203), the process proceeds to step S1204.
[0137] In step S1204, the player support device 1010 visualizes time-series data indicating the psychological state of the player playing the immediately preceding time segment in the game, in association with the stored information.
[0138] <Summary> As is clear from the above explanation, the player support system 1000 according to the third embodiment has a player support device 1010 having a game program installed, and visualizes, in real time on the play screen, time-series data indicating the psychological state of a player playing a predetermined time segment in a game, together with information about the surrounding environment. - Correlates the time-series data indicating the psychological state of a player playing a predetermined time segment in a game with the play results for that time segment, and visualizes it on the play screen at the timing when that time segment ends.
[0139] As a result, the player support system 1000 according to the third embodiment allows a player playing a game to grasp his or her own psychological state in real time. Furthermore, the player support system 1000 according to the third embodiment allows, each time a predetermined time segment in the game ends, the progress of the score during the game in the ended time segment to be correlated with the player's own psychological state and analyzed.
[0140] [Other Embodiments] In the first embodiment, the arcade game machine 420 is given as an example of a game machine separate from the player support device 120, but the game machine separate from the player support device 120 is not limited to the arcade game machine 420. For example, the game machine separate from the player support device 120 may be a home game machine.
[0141] 9A and 9B, the allocation of functional units of the player support device 910 and the server device 920 in the player support systems 900A and 900B having the server device 920 has been described. However, the allocation of functional units of the player support device 910 and the server device 920 shown in FIGS. 9A and 9B is merely an example, and a player support system may be configured with an allocation different from that shown in FIGS. 9A and 9B.
[0142] In the second embodiment, it has been described that information other than information related to daily schedules is directly acquired by the server device 920. However, the method of acquiring information by the server device 920 is not limited to this, and information other than information related to daily schedules may also be acquired via the player support device 910.
[0143] Furthermore, in the third embodiment described above, a stage was given as an example of a time division within a game, but the time division within a game is not limited to a stage, and may be any play period between when the player's play temporarily stops and when the player's play temporarily stops again.
[0144] In the above embodiments, the time-series data indicating the psychological state based on the facial image data and the time-series data indicating the psychological state based on the vital data are generated and visualized separately. However, the method of generating and visualizing the time-series data by the player support device 120, 910, 1010 is not limited to this.
[0145] For example, it may be configured to generate time-series data indicating psychological states using both face image data and vital data (that is, to generate multimodal time-series data) and visualize them.
[0146] Furthermore, in the above embodiments, the game difficulty is exemplified by the abilities of the opponent and allies, the difficulty of the game itself, handicaps, etc. However, the game difficulty is not limited to information obtained by analyzing game parameters, board data, etc. For example, the game difficulty may include information indicating the situation in which the player is placed. Information indicating the situation in which the player is placed includes, for example, information indicating the difference in strength (difference in rating or ranking) between the player and the opposing player in the game, and information that the game is a relegation or promotion match for the player.
[0147] Although the above embodiments have not mentioned details of game parameters, the game parameters include any information that can be acquired. The any information that can be acquired includes information that can be acquired from the game control unit 421. The information that can be acquired from the game control unit 421 includes information that can be acquired by working in advance with the game developer.
[0148] Furthermore, the arbitrary information that can be obtained includes information that can be obtained by image analysis of the play screen data or board state data. The information that can be obtained by image analysis of the play screen data or board state data includes information that can be obtained by image analysis of a screenshot or capture image of the play screen data or board state data.
[0149] In addition, the optional information that can be obtained includes information that is analyzed and recorded by a person (in the case of a game in which multiple people participate as a team, the team leader of that team or an analyst accompanying that team) based on the play screen data or board data.
[0150] Specific examples of the optional information that can be acquired include the absolute value or amount of change of the game gauge, the number of game gauges, the distance to the wall, the time, the number of rounds acquired, the number of sets, the number of items, and the type of item.
[0151] Furthermore, in the second embodiment, the server device constitutes a cloud server. However, when the server device constitutes a cloud server, the server device may be configured to provide a psychological state analysis cloud service. In this case, for example, serial information may be embedded in the hardware of a terminal operated by a player. When the terminal operated by the player is connected to a player support device, the server device recognizes the serial information. Then, if the recognized serial information indicates a player who can use the psychological state analysis cloud service, the server device provides the psychological state analysis cloud service to the player.
[0152] In addition, in each of the above embodiments, for example, an imaging device that captures facial image data is connected to the player support device, and the player support device acquires facial image data directly from the imaging device. However, the method of acquiring facial image data by the player support device is not limited to this. For example, if facial image data (including video data) of players during a game tournament is stored in an operation server owned by the organizer of the game tournament, the player support device may acquire the facial image data of the players by accessing the operation server. In this case, the operation server functions as another storage unit.
[0153] The present invention is not limited to the configurations described in the above embodiments, but may be combined with other elements, etc. These aspects can be changed without departing from the spirit of the present invention, and can be appropriately determined depending on the application form.
[0154] This application claims priority based on Japanese Patent Application No. 2024-040262 filed on March 14, 2024, the entire contents of which are incorporated herein by reference.
[0155] 110_1, 110_2: Player 120: Player support device 400A, 400B: Player support system 401: Mental state information acquisition unit 402: Environmental information acquisition unit 403, 403′: Performance analysis unit 404, 404′: Difficulty analysis unit 405: Life schedule information collection unit 406: Visualization unit 411: Imaging device 412: Wearable device 413: Surrounding environment sensor 420: Arcade game machine 430: Board game 440: Imaging device 900A, 900B: Player support system 910: Player support device 911: Display unit 920: Server device 1000: Player support system 1010: Player support device 1011: Game application
Claims
1. A player support system having a psychological state information acquisition unit that acquires time-series data indicating the psychological state of a player while playing a game, a performance analysis unit that analyzes the playing results of said player, and a visualization unit that visualizes the time-series data indicating the psychological state of said player while playing in association with the playing results.
2. The player support system according to claim 1, wherein the player's play results include a play result for a whole period from the start to the end of the game and a play result for each time segment included in the period from the start to the end of the game.
3. The player support system according to claim 2, wherein the visualization unit associates time-series data indicating the psychological state of the player playing the time segment in the game with the play results for the time segment, and visualizes the data on the play screen at the end of the time segment.
4. The player support system according to claim 2, wherein the visualization unit visualizes time-series data indicating the psychological state of the player during play in real time on the play screen.
5. The player support system according to claim 1, wherein the visualization unit further visualizes time-series data indicating the psychological state of the player during play in association with game difficulty or surrounding environment information.
6. The player support system according to claim 5, wherein the game difficulty level includes information obtained by analyzing information obtained from the terminal operated by the player and information indicating the situation in which the player operating the terminal is placed.
7. The player support system according to claim 1, wherein the visualization unit further visualizes time-series data indicating the psychological state of the player while playing the game in association with information regarding the player's daily schedule.
8. The player support system according to claim 7, wherein the information relating to the daily schedule includes any one of sleeping time periods, meal time periods, and gaming time periods, and the visualization unit further analyzes the relationship between time-series data indicating the psychological state of the player during play and the information relating to the daily schedule, and visualizes the analysis results.
9. The player support system according to claim 1, wherein time-series data indicating the psychological state of the player while playing the game is generated based on facial image data of the player while playing the game.
10. The player support system according to claim 1, wherein time-series data indicating the psychological state of the player while playing the game is generated based on vital data of the player while playing the game.
11. The player support system according to claim 2, wherein the game is a game played by a player sitting down.
12. A player support method in which a computer executes the steps of: acquiring time-series data indicating the psychological state of a player while playing a game; analyzing the playing results of said player; and visualizing the time-series data indicating the psychological state of said player while playing in association with the playing results.
13. A player support program executed by a computer to acquire time-series data indicating the psychological state of a player while playing a game, analyze the player's playing results, and visualize the time-series data indicating the player's psychological state while playing in association with the playing results.
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