Program, system, information processing device, server, and method
Patent Information
- Application Number
- PCT/JP2025/019359
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-05-30
- Filing Date
- 2025-05-28
- Publication Date
- 2025-12-04
AI Technical Summary
Conventional systems require users to intermittently draw blood for glucose measurement, leading to difficulty in maintaining motivation for continuous blood glucose monitoring and related activities.
A system that generates game effects based on continuously measured blood glucose levels, using a wearable device to automatically collect and analyze glucose data, integrating it with a game to provide real-time feedback and rewards.
Encourages users to maintain health awareness and motivation by transforming glucose level monitoring into an engaging game experience, providing immediate feedback on dietary and lifestyle adjustments.
Smart Images

Figure JP2025019359_04122025_PF_FP_ABST
Abstract
Description
Program, system, information processing device, server, and method
[0001] The present invention relates to a program, a system, an information processing device, a server, and a method, and more particularly to a program, a system, an information processing device, a server, and a method for generating a predetermined game effect using blood glucose level data of a user.
[0002] A measurement assistance system is known that includes a measuring device that measures the blood glucose level of a person being measured, an electronic device with a game function used by the person being measured, and a measurement assistance server that can be connected to both the measuring device and the electronic device via a communication medium. The measuring device transmits measurement data indicating the person's blood glucose level to the measurement assistance device via the communication medium. The measurement assistance server includes a point memory unit that stores the points earned by each person being measured, a point processing unit that, upon receiving measurement data indicating the person's blood glucose level from the measuring device via the communication medium, adds points awarded based on an evaluation of the received measurement data to the person's points stored in the point memory unit, an electronic reward memory unit that stores electronic rewards that are sent to the person's electronic device via the communication medium and used for the game function of the electronic device, and a reward issuing unit that transmits electronic rewards corresponding to the person's points from the electronic reward memory unit to the person's electronic device via the communication medium. The electronic device receives electronic rewards corresponding to the person's points from the measurement assistance server via the communication medium (see, for example, Patent Document 1). According to the measurement support system described in Patent Document 1, points are awarded to the person taking the measurement according to the measurement results, and a reward item is given to the person taking the measurement according to the points earned, thereby motivating the person to measure their blood glucose level correctly.
[0003] JP 2012-155766 A
[0004] However, in the measurement assistance system described in Patent Document 1, for example, "The blood glucose meter 1 uses a disposable sensor, and measures blood glucose levels electrically or optically by applying a small amount of blood collected from the diabetic patient's fingertip or the like to the sensor" (see, for example, paragraph
[0024] of Patent Document 1), the steps of drawing blood from the user and applying the collected blood to the disposable sensor are essential. Furthermore, in the measurement assistance system described in Patent Document 1, for example, "The patient uses the blood glucose meter 1 to perform self-measurement of their blood glucose level according to a predetermined procedure" (see, for example, paragraph
[0033] of Patent Document 1), the user must actively measure their own blood glucose level. In other words, in conventional systems including Patent Document 1, various processes cannot be performed unless the user intermittently draws blood and measures their blood glucose level. Furthermore, the sensor must be replaced for each blood glucose measurement. Therefore, in conventional systems, it is difficult for users to maintain motivation to continue performing predetermined processes, such as blood glucose measurement or a game based on blood glucose levels.
[0005] Therefore, an object of the present invention is to provide a program, a system, an information processing device, a server, and a method that are capable of executing a game in which a game effect is generated based on continuously measured biological information.
[0006] In order to achieve the above-mentioned object, the present invention provides a program to be executed by a computer having a processor and a memory, the program causing the processor to execute the steps of acquiring a user's continuous blood glucose level data associated with time information including an acquisition time prior to the acquisition time, and generating a predetermined game effect based on the continuous blood glucose level data within a predetermined time period.
[0007] The program, system, information processing device, server, and method according to the present invention can provide a program, system, information processing device, server, and method capable of executing a game in which game effects are generated based on continuously measured biometric information.
[0008] FIG. 1 is a schematic diagram of a system according to the present embodiment; FIG. 2 is a functional configuration diagram of each measuring device and information terminal provided in the system according to the present embodiment; FIG. 3 is a functional configuration diagram of a server provided in the system according to the present embodiment; FIG. 4 is a data configuration diagram of each storage section of a storage unit according to the present embodiment; FIG. 5 is a diagram of a blood glucose level curve created from blood glucose level data measured by a measuring device according to the present embodiment; and FIG. 6 is a flow chart of processing in the system according to the present embodiment.
[0009] [Embodiment] <Outline of System 1> Fig. 1 shows an outline of a system according to this embodiment. Specifically, Fig. 1(a) shows an outline of the configuration of the system 1, and Fig. 1(b) shows an example of an outline of the measurement state of a user's biological information in the system 1. In Fig. 1(b), the x-axis represents time and the y-axis represents blood glucose level, showing how the user's blood glucose level changes continuously over time.
[0010] The system 1 according to this embodiment is a gaming system that can be executed on an information terminal 30 such as a smartphone, and generates a predetermined game effect based on a user's biometric information that is automatically measured continuously in real time, rather than intermittently, using a predetermined measuring device 20. The biometric information may be at least one piece of information selected from the group consisting of blood glucose level, blood pressure, blood amino acids, blood flow velocity, blood flow rate, blood oxygen concentration, brain waves, cerebral blood flow, pulse wave, heart rate, pulse rate, sweating, body temperature, perceived temperature, respiratory activity, electromyography, electrooculography, pupil dilation, eye movement, voice, odor (the odor emitted by the user), user posture, and gestures indicating the user's body movements. In this embodiment, blood glucose level information is used as the biometric information for the following reasons.
[0011] (Characteristics of Blood Glucose Levels in the Game) Even in healthy people, blood glucose levels differ between fasting and post-meal. Furthermore, the range of blood glucose fluctuations, fasting blood glucose levels, and the manner in which blood glucose levels rise and fall vary depending on each person's health status, such as between healthy people, people with early-stage diabetes, and people with diabetes. Furthermore, blood glucose levels also fluctuate depending on the type of food a person eats and the way they eat. While blood glucose levels can be controlled to some extent by factors such as the length of time between meals, the type of food served, the order and speed at which food is eaten, and / or whether or not the person exercises, they cannot be controlled simply by being conscious of their blood glucose levels; they fluctuate with a certain degree of randomness. Furthermore, blood glucose levels that are too high or too low can have adverse effects on health, as can rapid fluctuations and blood glucose spikes. Blood glucose levels are considered normal when they fall within a specified range (e.g., fasting blood glucose levels of 60-110 mg / dL, post-meal blood glucose levels of 100-140 mg / dL).
[0012] Unlike other biometric information such as heart rate, blood glucose levels not only fluctuate randomly but also rapidly, and are considered normal when they fall within a predetermined range that varies depending on the person's condition. Furthermore, when an abnormal blood glucose level is observed by referring to a graph showing blood glucose level changes (a blood glucose curve graph), a person is likely to become conscious of the need to improve their blood glucose level. Therefore, using blood glucose levels as parameters and generating game effects in a predetermined game based on these parameters not only enables users to achieve unexpected game results, but also allows users to become aware of their own blood glucose level status and fluctuations through playing the game. As a result, even if a user is not conscious of their own health, playing the game can help them become more aware of their health and increase their health awareness. Therefore, in this embodiment, a user's blood glucose level information is used as biometric information that can help users become health-conscious while enjoying a game.
[0013] (Overview of the Configuration of System 1) The system 1 according to this embodiment is a system that executes a game using a user's blood glucose level, which is one piece of biometric information. As shown in FIG. 1( a), the system 1 includes a measuring device 20 that constantly measures the user's blood glucose level, a user's information terminal 30, and a server 40 that executes various game processes. The measuring device 20 and the information terminal 30 are connected to each other for bidirectional communication, for example, via a predetermined cable or short-range wireless communication such as Bluetooth (registered trademark) or Wi-Fi. Furthermore, the information terminal 30 and the server 40 are connected to each other for bidirectional communication via a communication network 5. In the system 1, the server 40 accepts information about the user's blood glucose level (hereinafter, sometimes referred to as "blood glucose level data") and progresses the game. Note that the system 1 may be a server-client type game system. The measuring device 20 may be a device separate from the information terminal 30, or may be built into the information terminal 30. In the following description, an example in which the measuring device 20 is a device separate from the information terminal 30 will be described.
[0014] 1(a) shows an example in which one information terminal 30 of a user is connected to the server 40 via the communication network 5, but multiple information terminals used by different users may each be connected to the server 40 via the communication network 5. In the following explanation, for the sake of simplicity, an example in which one information terminal 30 (user's information terminal 30) is connected to the server 40 via the communication network 5 will be mainly explained.
[0015] First, the measuring device 20 according to this embodiment is a device for simply and continuously measuring a user's blood glucose level. Specifically, the measuring device 20 is a device for invasively or non-invasively measuring or estimating a user's blood glucose level. Examples of devices for invasively measuring blood glucose levels include a continuous glucose monitoring (CGM) device and a flash glucose monitoring (FGM) device, which continuously measure the glucose concentration in interstitial fluid (interstitial glucose level) by inserting a thin sensor subcutaneously. Furthermore, examples of devices for non-invasively measuring or estimating blood glucose levels include devices that irradiate the blood in the user's blood vessels with light pulses or laser light of a predetermined wavelength and continuously estimate the blood glucose level by analyzing the reflected or scattered light. For example, the blood glucose level can be estimated by continuously measuring the glucose concentration in the user's interstitial fluid and converting the measured glucose concentration into a blood glucose level. In this embodiment, it is preferable to use a device that non-invasively measures or estimates blood glucose levels, so that users can easily play the game not only for medical purposes but also for health maintenance and management purposes. However, unless otherwise specified, in this embodiment, the method of measuring blood glucose levels using the measuring device 20 is not limited to non-invasive measurement. Whether the measurement method is for medical purposes, i.e., whether invasive measurement is used, depends on the balance between ease / convenience of measurement and the accuracy of the measurement value, and the measurement method can be selected appropriately depending on the user's health condition.
[0016] Furthermore, there are no limitations on the form of the measuring device 20 as long as it can be attached to the user's body or part of the body. For example, various forms such as a patch type, a belt type, a wristband type, an ankle band type, etc. are possible, and a form that is easy for the user to handle, such as a wristwatch type, is preferable. In this embodiment, an example will be described in which a wristwatch-type measuring device 20 or a specific wristwatch with a built-in measuring device 20 is used as the measuring device 20.
[0017] The measuring device 20 according to this embodiment is a device for simply measuring or estimating blood glucose levels in order to use blood glucose level data in a game. Therefore, in order to measure precise blood glucose levels for use in medical diagnosis, it is necessary to actually collect blood and apply the collected blood to a sensor of a predetermined medical measuring device to measure the blood glucose level, rather than measuring with the measuring device 20.
[0018] (Overview of the Game of System 1) The system 1 acquires blood glucose data of the user continuously measured by the measuring device 20 and determines a game effect based on the acquired blood glucose data. For example, the system 1 accumulates the acquired blood glucose data in chronological order and creates a blood glucose curve that represents fluctuations in the user's blood glucose level. The system 1 then generates a predetermined game effect based on the created blood glucose curve, the measured blood glucose level, the time of blood glucose measurement, and / or the presence or absence of a predetermined instruction from the user. The generated game effect may be, for example, the granting of a predetermined reward to the user (e.g., predetermined points, in-game virtual currency, a predetermined title, an object usable in the game, and / or a voucher redeemable for a real object), the progress of the game content in a predetermined game (e.g., in a training game, a predetermined character grows or collects items that can be used in the game, or in a role-playing game, a predetermined character performs a predetermined quest or battles an enemy character, or other predetermined game content progresses depending on the type of game), or the notification of predetermined information to the user (e.g., advice about the user's health, game-related announcements, etc.).
[0019] Specifically, first, the measuring device 20 is attached to the user's body. The measuring device 20 attached to the user's body continuously and automatically acquires the user's blood glucose level data in real time. The measuring device 20 stores the user's blood glucose level data in its memory in association with the time at which the blood glucose level was acquired (hereinafter, sometimes referred to as the "acquisition time"). Then, the information terminal 30 acquires the blood glucose level data stored in the memory together with the acquisition time in response to an instruction from the user. The information terminal 30 provides the blood glucose level data acquired from the measuring device 20 and the acquisition time to the server 40. The server 40 progresses a predetermined game and / or generates a predetermined game effect based on the blood glucose level data and acquisition time received from the information terminal 30. The server 40 outputs the game progress and / or the generated predetermined game effect to the information terminal 30. This allows the user to play a game on the information terminal 30 in which the game progress, game effect, etc. change depending on the user's blood glucose level data. The measuring device 20 may also provide the user's blood glucose level data to the information terminal 30 in real time, in association with the acquisition time.
[0020] Here, blood glucose levels fluctuate when a user eats a meal or ingests sugar, and have the characteristic that blood glucose level peaks occur on the blood glucose level curve tens of minutes to several hours after eating. For example, the blood glucose level curve 900 and the blood glucose level curve 910 in FIG. 1(b) show blood glucose level peaks occurring tens of minutes to several hours after a user eats meals at 6:00, 12:00, and 18:00, respectively. In conventional technology, blood glucose levels are measured intermittently, and therefore blood glucose level curves are created that do not show blood glucose level peaks or spikes depending on the measurement timing. However, the system 1 according to this embodiment continuously and uninterruptedly acquires the user's blood glucose level data, so a smooth blood glucose level curve can be created and blood glucose level peaks and spikes can also be appropriately represented on the blood glucose level curve.
[0021] In the game played by system 1, a predetermined game effect is generated based on predetermined characteristics derived from the blood glucose curve, such as whether the blood glucose curve is within a predetermined blood glucose range, whether a blood glucose spike has occurred in the blood glucose curve, whether the peak of the blood glucose spike is equal to or greater than a predetermined blood glucose level, and whether the slope of the blood glucose curve or the blood glucose spike is equal to or greater than a predetermined slope. For example, if a portion of the blood glucose curve is within a predetermined blood glucose range and another portion of the blood glucose curve is outside the range, system 1 generates a game effect of awarding the user points calculated based on the length of the blood glucose curve that is within the range minus the points calculated based on the length of the blood glucose curve that is outside the range. System 1 then generates a game effect of awarding the user a predetermined reward based on the cumulative value of the points earned by the user.
[0022] For example, as shown in FIG. 1(b), the predetermined range of blood glucose level is BG a (mg / dL) or more BG b(mg / dL) or less. The predetermined range may be a range of blood glucose levels generally considered normal. Here, if the entire blood glucose curve (blood glucose curve 900 in FIG. 1(b)) created from the user's blood glucose data measured by the measuring device 20 over a predetermined period (e.g., one day) is within the predetermined range, the system 1 awards points to the user calculated based on the length of the blood glucose curve 900 over the predetermined period (or the length of time the blood glucose curve 900 was within the predetermined range). On the other hand, if a part of the blood glucose curve (blood glucose curve 910 in FIG. 1(b)) created from the user's blood glucose data measured by the measuring device 20 over a predetermined period extends outside the predetermined range, the system 1 awards points to the user calculated based on the length of the blood glucose curve 910 over the predetermined period (or the length of time the blood glucose curve 910 was within the predetermined range) minus the length of the part extending outside the predetermined range (or the length of time the blood glucose curve 910 was outside the predetermined range). Therefore, in the example of FIG. 1B, the number of points calculated from the blood glucose level curve 900 is greater than the number of points calculated from the blood glucose level curve 910.
[0023] In this way, in system 1, based on predetermined characteristics of the blood glucose curve, for example, if the user's blood glucose curve falls within a blood glucose range that is normally considered desirable, a more advantageous effect in the game (for example, in the above example, more points are awarded) is generated compared to when the blood glucose curve does not fall within that range (conversely, if the user's blood glucose curve does not fall within the blood glucose range that is normally considered desirable, a less advantageous effect in the game may be generated compared to when the blood glucose curve falls within that range). This encourages users to be conscious of maintaining and improving their lifestyle habits, such as making dietary adjustments to keep their blood glucose levels within a predetermined range (for example, eating foods and drinks that are known to have the effect of suppressing blood glucose levels before eating foods with a high sugar content) or exercising after meals, in order to earn more points in the game.
[0024] Note that various data including blood glucose level data measured by the measuring device 20 may be supplied to the system 1 according to this embodiment via any of the following routes: Route 1) A predetermined health management app installed in the information terminal 30 acquires the various data measured by the measuring device 20, and then the system 1 acquires the various data from the health management app; Route 2) The system 1 directly acquires the various data measured by the measuring device 20.
[0025] Conventionally, users calculate the calories of the food they will eat or take photos of the food before eating, and then provide the results to a designated expert for advice. However, such methods require the user to perform many tasks, making it difficult for the user to maintain motivation, and the results of calorie calculations, etc., are not always accurate. Furthermore, health maintenance methods that involve maintaining body shape and adjusting weight through exercise do not immediately reflect the results in body shape or weight after exercising. On the other hand, blood glucose levels and blood glucose level fluctuations are closely related to the user's diet and whether or not they exercise. When a user takes an action such as eating or exercising, the results are reflected in the blood glucose level curve in real time or within a few tens of minutes to a few hours of the action. In addition, the system 1 according to this embodiment continuously and automatically acquires the user's blood glucose level data simply by wearing the measuring device 20, and a game effect is generated based on the acquired blood glucose level data and / or the blood glucose level curve created from the blood glucose level data. The system 1 can output the blood glucose curve to the information terminal 30 together with or separately from the game effect that is generated, so that the user can refer to the blood glucose curve immediately after taking an action and use the measurement results to improve their own health, etc.
[0026] In this way, system 1 continuously measures the user's blood glucose level, and when the blood glucose level data acquired through continuous measurement meets a predetermined condition, generates a game effect advantageous to the user in the game. Furthermore, system 1 not only generates a game effect for the user, but also presents the user's blood glucose level curve to the user. In other words, by combining continuously measured blood glucose level data with a game, system 1 not only allows the user to enjoy the game but also encourages the user to change their awareness of their diet and health. Furthermore, system 1 can acquire blood glucose level data simply by the user wearing the measuring device 20 to play the game, even if the user does not intend to measure their blood glucose level. Therefore, it is possible to present the user with various information related to blood glucose levels, diet, and / or health without placing an excessive burden on the user.
[0027] The information terminal 30 is a device that can be operated by a user. The information terminal 30 may be, for example, a portable information terminal such as a mobile phone, smartphone, or tablet compatible with a mobile communication system. Alternatively, the information terminal 30 may be, for example, a stationary personal computer (PC), a laptop PC, a notebook PC, a portable game console, and / or a home game console or dedicated game console, or an information terminal / head-mounted display / AR glasses with an augmented reality (AR) function. Furthermore, the communication network 5 is a communication network such as a mobile phone network and / or the Internet. The communication network 5 may also include communication networks such as a wired LAN and a wireless LAN. Details of the system 1 according to this embodiment will be described below. However, it should be noted that the names and numerical values in the above and following descriptions are merely examples, and the present invention is not limited to these proper names and numerical values, and that these proper names and numerical values do not necessarily relate to real proper names and numerical values.
[0028] <Details of System 1> Fig. 2 shows an example of the functional configuration of each of the measuring device and information terminal included in the system according to this embodiment. Specifically, Fig. 2(a) shows an example of the functional configuration of the measuring device 20 according to this embodiment, and Fig. 2(b) shows an example of the functional configuration of the information terminal 30 according to this embodiment. Fig. 3 also shows an example of the functional configuration of a server included in the system according to this embodiment. Specifically, Fig. 3(a) shows an example of the functional configuration of the server 40 according to this embodiment, and Fig. 3(b) shows an example of the functional configuration of the storage unit 402 according to this embodiment. Furthermore, Fig. 4 shows an example of the data configuration of each storage section of the storage unit according to this embodiment. Fig. 5 also shows an example of a blood glucose level curve created from blood glucose level data measured by the measuring device according to this embodiment.
[0029] [Overview of the configuration of system 1] The system 1 according to this embodiment includes a measuring device 20 that measures the user's blood glucose level and / or information on the surrounding environment (environmental information), an information terminal 30 that outputs the results of a game based on the user's blood glucose level data and / or the environmental information acquired from the measuring device 20, and a server 40 that controls the game and / or various information processes.
[0030] The measuring device 20 has a device control unit 200 that controls the operation of the measuring device 20, a device output unit 202 that outputs specified information, a device input unit 204 that accepts instructions from the user, a device side storage unit 206 that is a memory that stores blood glucose level data, etc., a device side communication unit 208 that communicates with an information terminal 30, etc., a biometric information measurement unit 210 that measures the user's biometric information, an environmental information measurement unit 212 that measures the environment around the measuring device 20, etc., a battery 214 that drives each component of the measuring device 20, and a charging control unit 216 that controls the charging of the battery 214.
[0031] The information terminal 30 has a terminal control unit 300 that controls the operation of the information terminal 30, a terminal input unit 302 that accepts instructions from the user, a terminal output unit 308 that outputs information related to the game and the user's biometric information, a terminal storage unit 310 that stores various information, a terminal side communication unit 312 that communicates with the measuring device 20 and the server 40, a terminal side data acquisition unit 314 that acquires the user's biometric information and / or environmental information from the measuring device 20, an output control unit 316 that controls the output of the terminal output unit 308, and an imaging unit 318 that captures an image of the imaging area.
[0032] The server 40 includes a game control unit 400 that controls various operations related to the game, a storage unit 402 that stores various information related to the game and the user's biometric information and / or environmental information, an instruction receiving unit 404 that receives predetermined instructions from the user, a server-side data acquisition unit 406 that acquires the user's biometric information and / or environmental information measured by the measuring device 20, a server-side communication unit 408 that communicates with the measuring device 20 and / or the information terminal 30, an effect generation unit 410 that generates game effects, a notification unit 412 that notifies the user of predetermined information, and a path control unit 414 that controls paths available to the user within the game. The storage unit 402 also includes a user information storage unit 420 that stores information about the user, a game information storage unit 422 that stores information about the game, and an environmental information storage unit 424 that stores information about the environment surrounding the measuring device 20.
[0033] The system 1 may not only include the above-described multiple components in the same physical device or location, but also may have some of the multiple components located in physically separate locations (whether in Japan or outside Japan). In this case, the components may be connected via a communication network such as the Internet. For example, the system 1 may have some of the functions of the components performed by an external server. The system 1 may also be configured as one or more servers. In this case, the system 1 is configured by combining an information terminal, components of one server, and components of another server. In addition, in this embodiment, a collection of certain components can be considered as a single "information processing device," and the system 1 may be formed as a collection of multiple information processing devices. The allocation of the multiple functions required to realize the system 1 according to this embodiment to one or more pieces of hardware can be determined appropriately in consideration of the processing capabilities of each piece of hardware and / or the specifications required for the system 1. Furthermore, the various pieces of information stored in the storage unit 402 may be updated based on user instructions or information received via the terminal input unit 302, or may be updated as needed by obtaining certain information from a predetermined server external to the system 1.
[0034] The information terminal 30 may have part or all of the configurations and functions of the measuring device 20 and / or the server 40, and the measuring device 20 may have part or all of the configurations and functions of the information terminal 30 and / or the server 40. Furthermore, the server 40 may have part or all of the configurations and functions of the information terminal 30 and / or the measuring device 20.
[0035] [Details of the Configuration of System 1] In the following, a case will be described in which a user mainly plays a game provided by the system 1 using an information terminal 30 (for example, a smartphone, a tablet terminal, etc.).
[0036] <Measuring device 20> (Device control unit 200) The device control unit 200 controls various processes related to the measurement of the user's biometric information, the measurement of environmental information, and other functions in each component of the measuring device 20 (e.g., information acquisition process, input process of predetermined information, predetermined calculation process, output process of predetermined information, communication process with external devices, information terminals, servers, etc.). For example, the device control unit 200 controls the start, interruption, and / or stop of measurement of biometric information and / or environmental information in response to instructions from the user. Furthermore, the device control unit 200 may accept selection of one or more pieces of biometric information from multiple pieces of biometric information in response to instructions from the user, and control the start, interruption, and / or stop of measurement of the selected biometric information (note that multiple pieces of environmental information may also be controlled in the same way as the biometric information).
[0037] The measuring device 20 may have one or more of the following functions (hereinafter, sometimes referred to as "device functions"), and the device control unit 200 may control one or more of the following device functions of the measuring device 20: a clock function for displaying and measuring time; a music player function for causing the device output unit 202 to output music; a collision accident detection function for detecting when the user wearing the measuring device 20 collides with an object or the like (for example, a collision accident may be detected based on environmental parameters measured by the environmental information measurement unit 212, which will be described later); a sleep measurement function for measuring sleep information related to the user's sleep (such as sleep time and sleep quality) (for example, the user's sleep may be detected and analyzed based on biological information measured by the biological information measurement unit 210, which will be described later, and environmental parameters measured by the environmental information measurement unit 212, and a sleep app having such a function may be installed in the measuring device 20); a health care function for recording the user's health status (for example, heart rate, electrocardiogram, number of steps, walking stability, etc.) (for example, a health management app may be installed in the measuring device 20). A GPS function for measuring the position of the measuring device 20.
[0038] (Biological Information Measurement Unit 210) The biological information measurement unit 210 measures the biological information of the user wearing the measurement device 20. In this embodiment, the biological information measurement unit 210 continuously and automatically measures the user's blood glucose level. The biological information measurement unit 210 continuously measures the user's biological information 24 hours a day. That is, the biological information measurement unit 210 measures the user's biological information not only while the user is awake but also while the user is sleeping. Therefore, the biological information measurement unit 210 continuously measures the user's biological information under various activity states, such as while the user is sleeping, awake, exercising, working, studying, and / or eating. Here, the method for measuring the biological information is not limited, and the biological information measurement unit 210 measures the user's blood glucose level invasively or non-invasively. Examples include invasive measurement devices capable of continuous measurement, such as CGM devices and FGM devices, and non-invasive measurement devices (measurement devices without needles) that optically measure or estimate the user's blood glucose level continuously. The biological information measurement unit 210 continuously (i.e., continuously) measures the user's blood glucose level in real time. From the viewpoint of allowing the user to wear the measuring device 20 on their body without any resistance, the biological information measurement unit 210 is preferably a non-invasive measuring device, but is not limited to a non-invasive measuring device.
[0039] Here, the biological information measurement unit 210 acquires continuous blood glucose level data of the user associated with time information including the acquisition time prior to the acquisition of the biological information. Specifically, the biological information measurement unit 210 constantly measures the user's blood glucose level. The biological information measurement unit 210 can continuously measure the blood glucose level in real time. The biological information measurement unit 210 associates the measured blood glucose level data with time information including the acquisition time of the blood glucose level data. Conventional blood glucose measurement devices that collect blood and measure the blood glucose level in the collected blood are accurate, but the measurement is a "point" measurement. Therefore, when using a measurement device that requires actual blood collection, if blood is collected at a time when no blood glucose spike occurs on the blood glucose curve, the presence of a blood glucose spike cannot be recognized. In contrast, the biological information measurement unit 210 according to this embodiment continuously measures the user's blood glucose level, so the measurement is a "line" measurement, and blood glucose spikes and fluctuations can be clearly recognized (for example, the blood glucose curve can be made perceptible to the user). The biological information measurement unit 210 supplies the measured blood glucose level data together with time information to the device-side storage unit 206 and to the terminal-side data acquisition unit 314 via the device-side communication unit 208 and terminal-side communication unit 312 .
[0040] (Environmental Information Measurement Unit 212) The environmental information measurement unit 212 measures various environmental parameters related to the environment surrounding the measuring device 20 and acquires them as environmental information. Examples of environmental parameters include temperature, humidity, illuminance, volume, odor, vibration, tilt (tilt of the measuring device 20), acceleration (acceleration applied to the measuring device 20), and / or position / height (position / height at which the measuring device 20 is located). Therefore, the environmental information measurement unit 212 is configured with various sensors and measuring devices, such as a temperature sensor, a humidity sensor, an illuminance sensor, a volume sensor, an odor sensor, a gyro sensor or motion sensor that measures vibration and acceleration, and / or a GPS, and acquires the values of the environmental parameters measured by the various sensors and measuring devices as environmental information. The motion sensor may be configured to include an acceleration sensor, an angular velocity sensor, etc.
[0041] The environmental information measurement unit 212 can also measure information related to the user's sleep as environmental information using a motion sensor or the like. Examples of the sleep-related information (sleep information) include the user's wakefulness / sleep state, information about the user's movements, date information, bedtime, time of going to bed, time of falling asleep, time of waking up, sleep duration, the depth of the user's sleep, sleep quality, the user's sleep type determined based on the sleep quality and the duration of time during sleep during which a predetermined sleep quality continued, and / or environmental sounds during sleep. The environmental information measurement unit 212 supplies environmental information corresponding to the measured environmental parameters to the device-side storage unit 206 and the terminal-side data acquisition unit 314 via the device-side communication unit 208 and the terminal-side communication unit 312.
[0042] (Battery 214, Charging Control Unit 216) The battery 214 supplies power to one or more components of the measuring device 20 to operate and function them. The charging control unit 216 constantly monitors the charging status of the battery 214 in real time, controls the start and stop of charging the battery 214, and chronologically records information regarding the charging status and remaining charge of the battery 214. The charging control unit 216 outputs predetermined information (e.g., information indicating that the remaining charge is below or above a predetermined value) to the device output unit 202 depending on the remaining charge of the battery 214. This allows the user to charge the battery 214 as needed to prevent the measuring device 20 from running out of power. The charging control unit 216 supplies information regarding charging and / or stopping charging of the battery 214 (battery information) to the game control unit 400 via the device output unit 202, the device communication unit 208, and the terminal communication unit 312.
[0043] (Device Output Unit 202) The device output unit 202 is controlled by the device control unit 200 and outputs biometric information, environmental information, battery information, and / or various information generated by device functions measured by the measuring device 20. The device output unit 202 outputs various processing results in a manner that is perceptible to the user. For example, the device output unit 202 outputs various processing results of each component as data in a predetermined format, still images, moving images, and / or text or audio. The device output unit 202 may output information received from an external server. The device output unit 202 may be a display unit or the like included in the measuring device 20. The device output unit 202 may also be configured to include elements such as a display unit, an audio output unit that outputs audio, a vibration unit that emits vibrations, and / or a light-emitting unit that emits light.
[0044] (Device input unit 204) The device input unit 204 accepts input of predetermined instructions, operations, etc. from the user. The device input unit 204 supplies the instructions to predetermined components of the measurement device 20. Each component that accepts the instructions performs its predetermined function. For example, if the measurement device 20 is a touch panel or a wristwatch-type device, the device input unit 204 may be a button or a voice acquisition unit (microphone) provided on the side of the device.
[0045] (Device-side storage unit 206) The device-side storage unit 206 stores the biometric information measured by the biometric information measurement unit 210 and / or the environmental information measured by the environmental information measurement unit 212. The device-side storage unit 206 may store various information in association with a measuring device ID that identifies the measuring device 20. The device-side storage unit 206 stores the biometric information in association with the date and time when the biometric information was measured. The device-side storage unit 206 also stores the environmental information in association with the date and time when the environmental information was measured. The device-side storage unit 206 may also store the biometric information in association with location information (location information measured by GPS) indicating the location where the biometric information was measured (the same may be true for the environmental information). The device-side storage unit 206 supplies predetermined information to predetermined components in response to instructions from other components of the measuring device 20, predetermined components of the information terminal 30, and / or predetermined components of the server 40.
[0046] (Device-side communication unit 208) The device-side communication unit 208 enables bidirectional communication between the terminal-side communication unit 312 of the information terminal 30 and / or the server-side communication unit 408 of the server 40 and predetermined components of the measuring device 20. The device-side communication unit 208 supplies predetermined information from the predetermined components of the measuring device 20 to the predetermined components of the information terminal 30 and / or the predetermined components of the server 40 via a communication network such as short-range wireless communication or the Internet. The device-side communication unit 208 also receives predetermined information from the predetermined components of the information terminal 30 and / or the predetermined components of the server 40 and supplies the predetermined information to the predetermined components of the measuring device 20.
[0047] <Information terminal 30> (Terminal control unit 300) The terminal control unit 300 controls various processes (e.g., information acquisition process, predetermined information input process, predetermined calculation process, predetermined information output process, communication process with external devices including the measuring device 20, other information terminals, servers, etc.) in each component of the information terminal 30. For example, the terminal control unit 300 controls the start, interruption, and / or stop of acquisition of biological information and / or environmental information from the measuring device 20 in response to an instruction from the user. Furthermore, the terminal control unit 300 may accept selection of one or more pieces of biological information from multiple pieces of biological information in response to an instruction from the user, and control the start, interruption, and / or stop of measurement of the selected biological information by the measuring device 20 (note that multiple pieces of environmental information may also be controlled in the same way as the biological information).
[0048] Furthermore, the information terminal 30 may have one or more of the functions listed below (hereinafter, sometimes referred to as "terminal functions"), and the terminal control unit 300 may control one or more of the following terminal functions of the information terminal 30. Note that the information terminal 30 may have one or more device functions of the measuring device 20 as its terminal functions. - A call function with other information terminals, and / or a call content recording function. - A data communication function with the measuring device 20, and / or other information terminals or servers (for example, the server 40, and / or a server different from the server 40). - An update function for the program according to this embodiment used in the information terminal 30 (for example, a program version upgrade processing function or a bug fix patch application processing function, etc.).
[0049] (Terminal input unit 302, input surface 304, input control unit 306) The terminal input unit 302 accepts input of predetermined instructions, operations, etc. from the user. The terminal input unit 302 supplies the instructions to predetermined components of the system 1. Each component that accepts the instructions performs its predetermined function. For example, the terminal input unit 302 is a touch panel, a tablet, a mouse, a motion sensor, etc. In this embodiment, an example will be described in which the terminal input unit 302 is a touch panel provided in the information terminal 30. Note that the touch panel may be capable of detecting multi-touch. Specifically, the touch panel serving as the terminal input unit 302 has an input surface 304 onto which operations, etc. from the user are input, and an input control unit 306 that acquires information related to the operations input to the input surface 304. The touch panel is disposed overlaid on a display unit, which is the terminal output unit 308, and the surface of the touch panel corresponds to the input surface 304.
[0050] For example, the terminal output unit 308 is provided with an area for receiving a predetermined instruction, and the input surface 304 detects the predetermined instruction at a position designated by a user operation (e.g., touch operation, tap operation, swipe operation, drag operation, flick operation, etc.) on the area of the input surface 304. The input surface 304 supplies the detected information, i.e., information indicating the predetermined instruction at the detected position, to the input control unit 306. The input control unit 306 acquires the information indicating the predetermined instruction from the input surface 304 and supplies the information to a predetermined component of the system 1.
[0051] (Device Output Unit 308, Output Control Unit 316) The device output unit 308 is controlled by the output control unit 316, which is controlled by the device control unit 300, and outputs various information related to the game, including the user's biometric information (e.g., blood glucose level), the results of a predetermined game process, and / or other information. The device output unit 308 outputs various processing results, information stored in the device storage unit 310, and / or information stored in the storage unit 402 in a manner that is perceptible to the user. Specifically, the output control unit 316 causes the device output unit 308 to output various processing results in each component, information stored in the device storage unit 310, and / or information stored in the storage unit 402, etc., as data in a predetermined format, still images, moving images, and / or text, audio, etc. The device output unit 308 may output information received from an external server. Note that the device output unit 308 may be a display unit or the like included in the information terminal 30. Furthermore, the terminal output unit 308 may be configured to include elements such as a display unit, an audio output unit that outputs audio, a vibration unit that emits vibrations, and / or a light emitting unit that emits light.
[0052] (Terminal storage unit 310) The terminal storage unit 310 stores the biological information measured by the biological information measurement unit 210 and / or the environmental information measured by the environmental information measurement unit 212. The terminal storage unit 310 stores the biological information and / or environmental information acquired by the terminal-side data acquisition unit 314, which will be described later. The terminal storage unit 310 stores the biological information in association with the date, time, and minute when the biological information was measured. The terminal storage unit 310 also stores the environmental information in association with the date, time, and minute when the environmental information was measured. The terminal storage unit 310 supplies the stored predetermined information to the predetermined components in response to instructions from each component of the information terminal 30 and / or server 40. In addition, the terminal storage unit 310 may store the user's personal information (e.g., name, date of birth, address, telephone number, etc.), image data captured by the imaging unit 318, information about other users (e.g., other users' names, dates of birth, addresses, telephone numbers, etc.), and / or various other information (e.g., audio information, image data different from the captured image data, text data, and / or file data in various formats, etc.).
[0053] (Terminal-side communication unit 312) The terminal-side communication unit 312 enables bidirectional communication between the device-side communication unit 208 of the measuring device 20 and / or the server-side communication unit 408 of the server 40 and predetermined components of the information terminal 30. The terminal-side communication unit 312 supplies predetermined information from predetermined components of the information terminal 30 to predetermined components of the measuring device 20 and / or predetermined components of the server 40 via a communication network such as short-range wireless communication or the Internet. The terminal-side communication unit 312 also receives predetermined information from predetermined components of the measuring device 20 and / or predetermined components of the server 40 and supplies the predetermined information to predetermined components of the information terminal 30.
[0054] (Terminal-side data acquisition unit 314) The terminal-side data acquisition unit 314 acquires the biological information measured by the biological information measurement unit 210 and / or the environmental information measured by the environmental information measurement unit 212. The terminal-side data acquisition unit 314 can acquire the biological information and / or the environmental information via the device-side communication unit 208 and the terminal-side communication unit 312 in response to a user instruction (data acquisition instruction) received via the terminal input unit 302, or can automatically acquire the biological information and / or the environmental information via the device-side communication unit 208 and the terminal-side communication unit 312 at predetermined time intervals.
[0055] The biological information measurement unit 210 constantly measures the user's biological information, and the environmental information measurement unit 212 constantly measures environmental information. The measured biological information and / or environmental information are stored in the device-side storage unit 206. The measuring device 20 then works with the terminal-side data acquisition unit 314 to store the biological information and / or environmental information in the terminal storage unit 310. If the information terminal 30 has a healthcare function, the healthcare function may also have a function equivalent to that of the terminal-side data acquisition unit 314. In this case, the biological information and environmental information measured by the measuring device 20 are stored in the terminal storage unit 310 by the healthcare function. The server 40 (a server-side data acquisition unit 406, described later) then acquires the biological information and / or environmental information stored in the terminal storage unit 310 and controls the progress of the game and / or the generation of game effects using the acquired biological information and / or environmental information. Furthermore, even if the information terminal 30 has a healthcare function and the healthcare function also has a function equivalent to the terminal-side data acquisition unit 314, the terminal-side data acquisition unit 314 may be used separately from the healthcare function without using the healthcare function. In this case, the server 40 may directly acquire the biometric information and / or environmental information measured by the measuring device 20 and acquired by the terminal-side data acquisition unit 314, or the biometric information and / or environmental information stored in the terminal storage unit 310, and use the acquired biometric information and / or environmental information to control the progress of the game and / or the generation of game effects. The terminal-side data acquisition unit 314 supplies the acquired biometric information and / or environmental information to the terminal storage unit 310 and / or the server-side data acquisition unit 406.
[0056] (Image capture unit 318) The image capture unit 318 captures an image (including a still image and a video; hereinafter, this may be referred to as a "captured image") of the image capture area of the image capture unit 318 in response to an image capture instruction from the user received via the terminal input unit 302. The image capture unit 318 also acquires information (image capture attendant information) such as the date, time, and / or location information indicating the image capture location when the captured image was captured. The image capture unit 318 then supplies image data of the captured image area (captured image data) and the image capture attendant information to the terminal storage unit 310. The terminal storage unit 310 stores the captured image data and the image capture attendant information in association with a captured image ID that identifies the captured image data.
[0057] <Server 40> (Game Control Unit 400) The game control unit 400 controls the progress of a predetermined game, the generation of predetermined game effects, the output of predetermined game results, and the output of the user's physical and health conditions, based on the user's biometric information (e.g., blood glucose level data) and / or environmental information. For example, the game control unit 400 executes output of game effects generated based on the user's blood glucose level data to the information terminal 30 in response to a user's instruction, execution of a game in response to a user's operation, and output of the user's blood glucose level curve to the information terminal 30 in response to a user's instruction. The game control unit 400 also progresses the game in response to a user's operation. The game progress may include, for example, the following processes: - Log-in / log-out processing for the game. - Selection of a game stage or game field in which game play is executed. - Selection and progress of a game scenario that indicates the direction of game development. Selection of game elements used in the game (for example, selection of a user character or avatar operated by the user in the game, selection of a support character that supports the user character in the game, selection of a character that appears or has appeared in the game, selection of in-game objects such as items that can be used in the game, selection of a mini-game, selection of an opponent in a competitive game, etc.). Game play by the user (for example, playing a mini-game based on a blood glucose curve, control of a battle between the user and the user's opponent based on the blood glucose curve, control of predetermined quests and predetermined tasks, etc.). Control of the movements of characters (non-player characters (NPCs)) and objects that appear in the game but are not operated by the user. Processing of mini-games and missions within the game. Determination of a predetermined reward to the user based on the occurrence of a game effect. Granting of rewards to the user (including lottery processing). Predetermined processing of the user's biometric information and / or environmental information (for example, creation of a predetermined graph, predetermined calculation processing of numerical values extracted from biometric information or environmental information, etc.). Friend processing that sets and records other users as the user's friends (friend users) based on the user's designation of other users and the consent of the other users designated by the user.Game processing, information exchange processing, and object exchange processing between the user and friend users. Data communication processing with the measuring device 20. Other various game processing.
[0058] The game control unit 400 also communicates between the information terminal 30 and the server 40, and controls and progresses the user's game play based on various information received from the information terminal 30. The game control unit 400 can also control the operation of each component included in the system 1. For example, the game control unit 400 controls the output processing of predetermined information to the information terminal 30, predetermined lottery processing, and / or processing of granting predetermined characters, items, etc. to the user based on various instructions from the user acquired as the game play progresses.
[0059] Furthermore, the game control unit 400 processes information about the user, processes the actions of in-game characters, and executes various game processes in response to user operation input received via the terminal input unit 302. For example, the game control unit 400 executes game processes such as storing information about the user himself / herself in the storage unit 402, storing information about rewards acquired by the user as game effects in the storage unit 402, acquiring objects such as items and characters by the user for a fee or free of charge, acquiring and using in-game virtual currency, consuming items owned by the user, and instructing the output control unit 316 to output predetermined information to the terminal output unit 308.
[0060] (Storage unit 402) The storage unit 402 stores various types of information supplied from other components of the system 1 and various types of information related to the system 1. Each storage section of the storage unit 402 supplies predetermined information to a predetermined component in response to a request from the other component of the system 1. Note that in the various IDs described below, if one ID is associated with another ID and another ID is associated with yet another ID, the predetermined information can be made available by tracing the ID.
[0061] (Storage unit 402: User information storage section 420) The user information storage section 420 stores, in association with a user ID that uniquely identifies a user, user information, the user's biometric information, play information related to the user's gameplay, picture book information that collects information about objects the user possesses and / or objects discovered in the game, possession information about various objects etc. that the user possesses, and / or friend information related to the user's friends.
[0062] Examples of user information include the user's name, a username set by the user, a login ID, a password, the user's gender, date of birth, height, weight, a target value for a predetermined biometric information (for example, if the biometric information is blood glucose level, the user's desired blood glucose level or a blood glucose level range defined by upper and lower blood glucose limits), the contents of meals eaten by the user, and / or information about in-game virtual currency held by the user (information about the amount of virtual currency held and consumed, including, for example, information about the amount of virtual currency held by the user provided free of charge and information about the amount of virtual currency held by the user provided for a fee), etc. User information also includes information about meals, foods, ingredients, etc. eaten by the user (including text information, image information, and images taken by the user), associated with information about the date and time when the user ate these meals, etc.
[0063] Examples of the biological information include the user's heart rate, blood glucose level, and other biological information continuously measured by the measuring device 20, and average values of the biological information calculated based on the user's past biological information (e.g., average blood glucose levels over a predetermined period). The date, time, and minute at which the biological information was measured are associated with the biological information (e.g., the year, month, day, hour, minute, and second at which the biological information was measured are associated with certain biological information). The user information storage unit 420 also associates and stores time information with the biological information so that a substantially seamless graph of the biological information can be created using the biological information (the biological information may be stored chronologically). Note that "substantially" does not only mean that the graph of the biological information is literally seamless, but also means that even if the measuring device 20 measures the biological information at a predetermined time interval, the predetermined time interval can be adjusted to a time interval that allows changes in the biological information to be appropriately captured, thereby making the graph of the biological information seamless in its content and essence.
[0064] Play information is information related to game play. Examples of this information include various information about the game currently being played, various information about games played, information about completed events, missions, and tasks, the cumulative number of points awarded to the user, the remaining number of points obtained by subtracting the points spent from the cumulative number of points, the results of matches against other users, the results of plays with friends, the level of intimacy with friends, play time, items acquired, in-game currency, etc. Note that points may be points that can be exchanged for objects such as characters and items in the game, and objects can be awarded to the user in exchange for spending points according to the user's instructions.
[0065] The pictorial book information is information that enables information about objects possessed by the user and objects discovered by the user in the game to be output in pictorial book format to the information terminal 30. The pictorial book information is information that enables information about objects (e.g., object names, object images, number of objects, etc.) to be output to the information terminal 30 in association with, for example, the date, time, minute, and place where the user possessed the object or the date, time, minute, and place where the user discovered the object in the game.
[0066] Possession information is information about objects such as characters and items that a user acquires during gameplay. Possession information includes, for example, information about characters (e.g., information about the character's type, character name, number of characters possessed, intimacy level, etc.) and / or information about objects (e.g., information about the object's type, object name, number of objects possessed, etc.). Examples of objects include characters, items consumed in the game, meals and berries eaten by characters in the game, and / or items that can be placed in a predetermined area of the in-game field (e.g., incense, etc.). Examples of characters include user characters controlled by the user, support characters that support the user characters, NPCs, etc. Examples of items include items that change the abilities of a user character or support character when used in the game, items that change the abilities of other users' user characters, and / or items that create advantageous or disadvantageous effects for the user when used in the game. Possession information also includes information about objects won by lottery, which is associated with meal data of the user's meal closest to the time the lottery was held.
[0067] Friend information is information about friend users who are other users registered as friends by the user. Information about friend users includes usernames set by friend users, information about the friend users' activity status to the extent that the friend users' personal information is not identified (e.g., information about game play time and whether or not they are logged in to the game), and / or the intimacy and relationship between the user and the friend users (e.g., the relationship is information indicating whether the relationship between the user and the friend users is that of friends or family, etc.).
[0068] (Storage unit 402: Game information storage section 422) The game information storage section 422 stores various types of game information, object information relating to objects used in the game, field information relating to the field on which the game is played, and / or reward information relating to rewards granted to users as a result of playing the game.
[0069] Game information includes, for example, information regarding the type of game (e.g., training game, racing game, role-playing game, puzzle game, fighting game, idle game, etc.), game scenario, mini-games executed within the game, various elements used to progress the game, events executed in a specific game, etc.
[0070] The object information is various information related to objects (e.g., characters and / or items) used in the system 1. Examples of object information include the following information associated with an object ID that uniquely identifies an object: the name of the object, the rarity of the object, characteristics of the object (e.g., the object's attributes, special skills, stamina (hit points), magic points, parameters related to the character's growth and evolution when the object is a character, parameters related to the character's intimacy with the user when the object is a character, audio information of the character's cries and lines when the object is a character, and / or various other parameters), an image of the object (including still images and moving images), a description of the object (including descriptions of the object's attributes, the object's skills, etc.), etc. Other examples of object information include information indicating the period during which an object is available in the game (availability period information), and information about the other object when the object is converted into another object after the availability period has elapsed.
[0071] The field information is information about a field, which is the in-game virtual space in which the game is executed. Examples of field information include the field name, field characteristics (e.g., information about the topography, climate, etc. of the field in the virtual space), conditions under which a character controlled by a user in the game can use the field (field opening conditions), and information about characters that can appear and disappear in the field.
[0072] Reward information is information about paid or free rewards that can be provided to users. Examples of rewards include characters that can be used in the game, items that can be consumed in the game, in-game virtual currencies that can be exchanged for characters or items (e.g., diamonds, gems, etc.), items that change the parameters of characters (user characters and / or support characters), and vouchers that can be exchanged for real-world goods. Reward information is information about these rewards (e.g., names of characters, items, etc. that are rewards, images of the characters, items, etc.).
[0073] (Storage unit 402: Environmental information storage section 424) The environmental information storage section 424 stores environmental information measured by the measuring device 20. The environmental information is information relating to the environment surrounding the measuring device 20, which is continuously measured by the measuring device 20. Information on the date, time, and / or measurement location at which the environmental information was measured is associated with the environmental information (for example, certain environmental information is associated with the year, month, date, and hour, minute, and second at which the environmental information was measured, as well as location information that indicates the location at which the environmental information was measured, as identified by GPS).
[0074] (Instruction Receiving Unit 404) The instruction receiving unit 404 receives a predetermined instruction from the user via the terminal input unit 302. The instruction receiving unit 404 supplies the received predetermined instruction to a predetermined component of the server 40. Each component that receives the predetermined instruction performs a predetermined function.
[0075] (Server-Side Data Acquisition Unit 406) The server-side data acquisition unit 406 acquires the biometric information measured by the biometric information measurement unit 210 and / or the environmental information measured by the environmental information measurement unit 212. Specifically, the server-side data acquisition unit 406 acquires the biometric information and / or the environmental information stored in the terminal storage unit 310 in response to a user's data acquisition instruction received via the terminal input unit 302. The server-side data acquisition unit 406 may also acquire the biometric information and / or the environmental information acquired by the terminal data acquisition unit 314 directly from the terminal data acquisition unit 314. The server-side data acquisition unit 406 may also acquire the biometric information and / or the environmental information directly from the device storage unit 206 via the device-side communication unit 208 and / or the terminal-side communication unit 312 in response to a user's data acquisition instruction received via the terminal input unit 302. The server-side data acquisition unit 406 supplies the acquired biometric information and environmental information to the game control unit 400, the effect generation unit 410, and the notification unit 412.
[0076] (Server-side communication unit 408) The server-side communication unit 408 enables bidirectional communication between the device-side communication unit 208 of the measuring device 20 and / or the terminal-side communication unit 312 of the information terminal 30 and predetermined components of the server 40. The server-side communication unit 408 supplies predetermined information from predetermined components of the server 40 to predetermined components of the measuring device 20 and / or predetermined components of the information terminal 30 via a communication network such as the Internet. The server-side communication unit 408 also receives predetermined information from predetermined components of the measuring device 20 and / or predetermined components of the information terminal 30 and supplies the predetermined information to predetermined components of the server 40.
[0077] (Effect Generation Unit 410) The effect generation unit 410 generates a predetermined game effect based on the user's biometric information and / or environmental information. The effect generation unit 410 generates the predetermined game effect based on continuously acquired biometric information and / or environmental information. The effect generation unit 410 may generate the game effect as a reward for the user. Here, an example is described in which the user's blood glucose level data is used as the biometric information. Specifically, the effect generation unit 410 generates the predetermined game effect based on blood glucose level data measured over a predetermined period (e.g., a fixed period such as one day) acquired by the server-side data acquisition unit 406, i.e., continuous blood glucose level data within the predetermined period. The effect generation unit 410 supplies information about the generated predetermined game effect to the game control unit 400. Then, the game control unit 400 executes game progress, various game processes, and / or output of the results of the game effect to the information terminal 30 based on the predetermined game effect.
[0078] The game effect may be, for example, the following effect: a) Effect of awarding predetermined points or in-game virtual currency to the user The system 1 may award at least predetermined points or in-game virtual currency to the user in the game. The user can accumulate and save points or in-game virtual currency, and in exchange for some or all of the accumulated points or in-game virtual currency, the user is awarded a predetermined object or the like according to the user's selection or by lottery. In this case, the game effect advantageous to the user may be that the user is awarded more points or in-game virtual currency by satisfying a predetermined condition than if the predetermined condition is not satisfied.
[0079] b) Effect of Granting a Predetermined Object to a User by Lottery The system 1 may, for example, hold a lottery for a predetermined object (such as a character or an item) and grant the user the object that is won. In this case, the game effect advantageous to the user may be that the object won by lottery when a predetermined condition is satisfied is an object with a higher rarity than the object won by lottery when the predetermined condition is not satisfied.
[0080] c) Effect of Applying a Predetermined Transformation to Objects and / or Fields Appearing in the Game A game executed in the system 1 is executed using predetermined objects (such as characters and items) in a predetermined game field, which is a virtual space. In this case, a game effect advantageous to the user may be a transformation of part or all of the game field and / or predetermined objects that makes it easier for the user to progress through the game by satisfying a predetermined condition. For example, an advantageous game effect may include an effect of applying a predetermined buff to the user character and / or the game field in which the user character is located so that the character controlled by the user (user character) can act more easily in the game field than other characters (e.g., enemy characters as NPCs), or an effect of transforming the shape of the game field in which the user character is located into a shape that makes it easier for the user character to act (e.g., removing obstacles from the game field).
[0081] d) Effect of Changing the Parameters of Objects Appearing in the Game Objects used in a game executed in the system 1, such as a user character operated by a user, other characters, and / or characters that operate autonomously without user operation (i.e., NPCs), are each associated with a predetermined parameter. Examples of predetermined parameters include experience points, level, hit points (HP), attack power, defense power, and speed. The effect generation unit 410 can also generate a game effect that changes the parameters of the objects. In this case, a game effect advantageous to the user may be changing the parameters of the user character or other characters to be advantageous for game progression by satisfying a predetermined condition, or changing the parameters of an NPC to be advantageous for game progression for the user. For example, when a user character or other character battles an NPC or another user's character, a game effect advantageous to the user may be increasing a predetermined parameter of the user character, increasing a predetermined parameter of another character, and / or decreasing a parameter of the NPC or another user's character.
[0082] e) Effect of Changing the Form of an Object Appearing in a Game A predetermined object whose form changes over the course of a predetermined time can appear in a game executed by the system 1. In this case, the game effect advantageous to the user may be an effect of shortening the predetermined time required for the object's form to change. For example, an "egg" from which a predetermined character will hatch appears in the game. This "egg" is an "egg" from which a predetermined character will hatch after a predetermined time has passed, and the character that emerges from the "egg" is given to the user or a predetermined NPC. In this case, the game effect advantageous to the user may be, for example, an effect of shortening the time required for a character to hatch from the "egg."
[0083] f) Effect of Changing Parameters of Opponent Characters A game executed in the system 1 may involve a battle between a user character and another character (an enemy character or a character of another user). In this case, a game effect advantageous to the user may be an effect that changes the parameters of the user character and / or the parameters of the opponent character to be advantageous to the user character. For example, the effect may be an effect that increases / decreases a predetermined parameter value of the user character or decreases / increases a parameter value of the other character.
[0084] g) Effect of Generating Objects The effect generation unit 410 may generate objects (characters and / or items) to be used in the game based on the blood glucose level data. For example, the effect generation unit 410 may determine character parameters based on the height of the peak or blood glucose spike of a blood glucose curve created from the blood glucose level data, and cause a character having the determined parameters to appear in the game. The character may then be assigned to the user. In this case, a game effect advantageous to the user may be an effect in which the parameters of the generated object are adjusted to be advantageous for the user's progress in the game.
[0085] An example of processing when the effect generation unit 410 generates a game effect will be described below.
[0086] (Processing Example 1) The effect generation unit 410 may generate a predetermined game effect based on a blood glucose curve that shows changes in blood glucose data over time, which is generated from blood glucose data. In this embodiment, the biological information measurement unit 210 continuously measures blood glucose levels. Therefore, the effect generation unit 410 generates a blood glucose curve using the continuous blood glucose levels and generates a game effect based on the generated blood glucose curve. For example, the effect generation unit 410 generates a first game effect based on a blood glucose curve that falls within a predetermined blood glucose range. On the other hand, the effect generation unit 410 generates a second game effect that is different from the first game effect based on a blood glucose curve that does not fall within the range. Here, the first game effect can be made to be more advantageous to the user in the game than the second game effect.
[0087] (Processing Example 2) The effect generating unit 410 may generate a predetermined game effect based on the shape of the blood glucose curve. For example, the effect generating unit 410 can generate a game effect based on the following criteria:
[0088] a) Length of Blood Glucose Curve The effect generation unit 410 may generate a game effect that is more advantageous to the user as the length of the blood glucose curve within a predetermined period is shorter. Note that the "predetermined period" may be, for example, a period with one day or one week as one unit. In this embodiment, the "predetermined period" may be a period with one day as one unit unless otherwise specified.
[0089] For example, comparing the lengths of the blood glucose curve 900 and the blood glucose curve 910 shown in FIG. 1B, the blood glucose curve 910 includes higher peaks than the blood glucose curve 900, and the length of the blood glucose curve 910 is longer than the length of the blood glucose curve 900. Therefore, in this case, the effect generation unit 410 determines that the game effect generated based on the blood glucose curve 900 is more advantageous than the game effect generated based on the blood glucose curve 910. Note that, in addition to determining the length of the blood glucose curve, the effect generation unit 410 may also determine whether the blood glucose curve includes a blood glucose spike. Because a user needs to eat to sustain life, a shorter blood glucose curve does not necessarily mean better for the user's health. Therefore, the effect generation unit 410 may determine the length of the blood glucose curve on the assumption that the blood glucose curve contains a predetermined number of blood glucose peaks and / or blood glucose spikes.
[0090] b) Slope of the Blood Glucose Level Curve The effect generation unit 410 may generate a game effect that is more advantageous to the user as the slope of the blood glucose level curve within a predetermined period and / or, if the blood glucose level curve includes a change such as a peak, the slope of the peak or the changed curve becomes gentler. For example, as shown in FIG. 5 , the blood glucose level curve 920 within a predetermined period has gentler blood glucose peaks, i.e., a gentler slope, than the blood glucose level curve 900 within the same period. In this case, the effect generation unit 410 sets the game effect generated based on the blood glucose level curve 920 to be more advantageous than the game effect generated based on the blood glucose level curve 900.
[0091] c) Area under Blood Glucose Rise The effect generation unit 410 may generate a game effect that is more advantageous to the user as the area under blood glucose rise within a predetermined period, i.e., the area of the increase in blood glucose over time, is smaller. For example, as shown in FIG. 5 , the area under blood glucose rise of the blood glucose curve 920 within a predetermined period is smaller than the area under blood glucose rise of the blood glucose curve 900 within the same period. In this case, the effect generation unit 410 sets the game effect generated based on the area under blood glucose rise of the blood glucose curve 920 to be more advantageous than the game effect generated based on the area under blood glucose rise of the blood glucose curve 900.
[0092] (Processing Example 3) The effect generation unit 410 may generate different game effects depending on whether the blood glucose curve contains a blood glucose spike or not. For example, the effect generation unit 410 may set a game effect when the blood glucose curve does not contain a blood glucose spike to be more advantageous than a game effect when the blood glucose curve contains a blood glucose spike. Furthermore, when a blood glucose curve contains a blood glucose spike within a predetermined period, the effect generation unit 410 may separate the predetermined period into a time when the blood glucose spike appears and a time when the blood glucose spike does not appear, and generate a game effect based on the time obtained by subtracting the time when the blood glucose spike appeared from the predetermined period. In this case, the longer the subtracted time, the more advantageous the game effect will be to the user.
[0093] (Processing Example 4) When the blood glucose curve contains multiple blood glucose spikes within a predetermined period, the effect generation unit 410 may generate a more advantageous game effect when the slope (or height) of the (n+1)th blood glucose spike after the measurement of the nth blood glucose spike (where n is an integer greater than or equal to 1) is smaller (or lower) than the slope (or height) of the nth blood glucose spike (i.e., when the (n+1)th blood glucose spike is gentler (or lower) than the nth blood glucose spike) than when the slope (or height) of the (n+1)th blood glucose spike is equal to or greater than the slope (or height) of the nth blood glucose spike. This is because it can be assumed that the user recognized the nth blood glucose spike and subsequently attempted to improve their blood glucose level by taking certain measures (e.g., by changing their diet or exercising).
[0094] (Processing Example 5) The effect generation unit 410 may include at least a portion of the shape of the blood glucose curve in the configuration of at least one game element selected from the group consisting of objects used in the game and a field on which the game is played. That is, the effect generation unit 410 may use the blood glucose curve for at least a portion of the objects and / or game field in the game. For example, if the game played by the system 1 is a racing game, the effect generation unit 410 extracts the shape of a peak or a blood glucose spike in the blood glucose curve and generates obstacles including the extracted shape. In a racing game, the shorter the time it takes for a character or avatar controlled by a user to travel from the start to the finish line (i.e., the better the time), the more advantageous the game effect for the user will be. The effect generation unit 410 then places the generated obstacles on the racing game course. In this case, the lower the height of the peak or the blood glucose spike in the blood glucose curve, the more likely it is that a good time will be achieved in the race, resulting in the generation of a game effect advantageous to the user.
[0095] Furthermore, the effect generating unit 410 may use part or all of a rotating body formed by rotating the time axis of the blood glucose curve (for example, the x-axis in FIG. 5 ) or a predetermined line segment on the blood glucose curve excluding peaks or spikes (or a line segment connecting predetermined two points on the curve excluding peaks or spikes) as a rotation axis as part of an object or field used in the game. In this case, the lower the height of the blood glucose curve peak or blood glucose spike, the smaller the volume of the rotating body generated, and the smaller the volume of the rotating body, the more advantageous the game effect to the user will be generated.
[0096] (Processing Example 6) The effect generation unit 410 can also generate a predetermined game effect based on a user instruction received by the instruction receiving unit 404 via the terminal input unit 302. Specifically, first, the instruction receiving unit 404 receives a predetermined instruction (e.g., an instruction to output a blood glucose curve created from the user's blood glucose data measured by the measuring device 20 to the terminal output unit 308) from the user via the terminal input unit 302 within a predetermined time period (or within a predetermined time period). In response to the predetermined instruction received by the instruction receiving unit 404, the game control unit 400 creates a blood glucose curve using the user's blood glucose data stored in the user information storage unit 420 (or the device-side storage unit 206 or the terminal storage unit 310). Then, the game control unit 400 controls the output control unit 316 to output the created blood glucose curve and / or blood glucose data to the terminal output unit 308. The effect generating unit 410 generates a predetermined game effect (hereinafter referred to as "game effect A" in this section) in response to the output of the blood glucose curve and / or blood glucose data. On the other hand, when the blood glucose curve and / or blood glucose data are output to the terminal output unit 308 based on the instruction receiving unit 404 receiving a predetermined instruction from the user via the terminal input unit 302 outside a predetermined time, or when the blood glucose curve and / or blood glucose data are output to the terminal output unit 308 without the instruction receiving unit 404 receiving a predetermined instruction from the user via the terminal input unit 302, the effect generating unit 410 generates a predetermined game effect (hereinafter referred to as "game effect B" in this section) different from game effect A.
[0097] Here, the predetermined time is a time when it is preferable to acquire blood glucose level data. For example, the predetermined time may be a time before the user eats (e.g., a time 30 to 45 minutes before the mealtime, with a predetermined margin (about ± several minutes to ± 10 minutes)) or a time after the user eats (e.g., a time two hours after the meal, with a predetermined margin (about ± several minutes to ± 10 minutes)). The effect generation unit 410 may then make game effect A more advantageous than game effect B. The game control unit 400 may also cause the terminal output unit 308 to output game effect A, which is assumed to occur when the user issues a predetermined command within the predetermined time, and game effect B, which is assumed to occur when the user issues a predetermined command outside the predetermined time, so that they can be compared. This allows the user to recognize that a more advantageous game effect in the game can be generated by outputting the blood glucose level curve and / or blood glucose level data to the terminal output unit 308 within the predetermined time.
[0098] (Processing Example 7) The effect generation unit 410 can also generate a predetermined game effect based on the time (occurrence time) when a blood glucose spike and / or a peak with a predetermined slope or greater occurs in the user's blood glucose curve after the user has eaten. That is, if the occurrence time is within a predetermined time period, the effect generation unit 410 generates a game effect that is more advantageous in the game than if the occurrence time is outside the predetermined time period. For example, if a blood glucose peak or blood glucose spike occurs in the user's blood glucose curve after the user has eaten, a game effect that is usually disadvantageous to the user is generated. However, if the time of the blood glucose spike or blood glucose peak occurs within a predetermined time period as described above, the effect generation unit 410 may not generate a game effect that is disadvantageous to the user, or may generate a game effect that is less disadvantageous than the disadvantageous game effect that is usually generated, even if a blood glucose peak and / or blood glucose spike occurs in the blood glucose curve.
[0099] Here, for example, the predetermined time period may be a time period estimated based on the user's past meal start timing and the time of blood glucose spikes and / or blood glucose peaks measured after the meal, i.e., a time period during which blood glucose spikes and / or blood glucose peaks occur after the user eats. Alternatively, the predetermined time period may be a time period a predetermined time after a time period including a time generally considered preferable for eating. However, since meal timings vary from user to user, the predetermined time period may be estimated or set for each user. In this way, the effect generation unit 410 can differentiate the first game effect when a blood glucose spike and / or blood glucose peak occurs within the predetermined time period from the second game effect when a similar blood glucose spike and / or blood glucose peak occurs outside the predetermined time period (e.g., by making the first game effect more advantageous to the user than the second game effect), thereby encouraging the user to adjust the timing of blood glucose spikes and blood glucose peaks by devising meal timings.
[0100] (Processing Example 8) The effect generation unit 410 can also generate a predetermined game effect based on a predetermined declaration of the user received via the terminal input unit 302. The predetermined declaration is, for example, at least one of the following declarations regarding meal timing.
[0101] a) A declaration to start eating from the time of the declaration (hereinafter referred to as "Declaration A"). b) A declaration to start fasting from the time of the declaration (hereinafter referred to as "Declaration B"). c) A declaration to start eating with other users from the time of the declaration (hereinafter referred to as "Declaration C"). d) A declaration to not eat at the time of the declaration or within a specified period from the time of the declaration (hereinafter referred to as "Declaration D").
[0102] Specifically, first, the instruction receiving unit 404 receives a predetermined declaration from the user via the terminal input unit 302. The effect generating unit 410 generates a predetermined game effect based on a comparison result between the content of the predetermined declaration received by the instruction receiving unit 404 and the blood glucose level data measured by the measuring device 20. That is, the effect generating unit 410 generates a predetermined game effect based on a comparison between information about the user's meal input received via the terminal input unit 302 and the blood glucose level data. For example, the effect generating unit 410 generates a game effect that is more advantageous in the game than a game effect that is more advantageous in the game when the blood glucose level is below a predetermined value than a game effect that is more advantageous in the game when the blood glucose level exceeds the predetermined value. Then, when a declaration A is made, even if the blood glucose level data indicates an increase in blood glucose level within a predetermined time after the time when the declaration A is made and the blood glucose level exceeds the predetermined value, the effect generating unit 410 generates a game effect that is more advantageous in the game than a game effect that is more advantageous in the game when the blood glucose level exceeds the predetermined value without the declaration A being made.
[0103] Furthermore, when declaration B is made, if the blood glucose level data is equal to or lower than a predetermined value within a predetermined time period after the time when declaration B is made, the effect generation unit 410 generates a more advantageous game effect than when the blood glucose level is equal to or lower than the predetermined value when declaration B is not made. Note that if a blood glucose level spike is included in the user's blood glucose level curve within a predetermined time period after declaration B is made, the effect generation unit 410 may not generate a game effect. Furthermore, when declaration B is made, the effect generation unit 410 may generate a special game effect for declaration B (for example, an effect of granting a special reward to the user (fasting bonus)), or may perform predetermined processing on the blood glucose level curve used to generate the game effect (for example, processing to shorten the length of the blood glucose level curve so as to generate a game effect advantageous to the user).
[0104] Furthermore, when the declaration C is made, the effect generation unit 410 generates a game effect based on the distance between the user and the other user, etc. For example, even if the user's blood glucose level data indicates an increase in blood glucose level within a predetermined time after the time the declaration C is made and the blood glucose level exceeds a predetermined value, if the distance between the user and the other user is within a predetermined distance, the effect generation unit 410 generates a more advantageous game effect than if the distance exceeds the predetermined distance. Note that the distance between the user and the other user may be calculated by the game control unit 400 based on the location information of each information terminal indicated by the GPS function of the user's information terminal 30 and the other user's information terminal. Alternatively, if the information terminal 30 indicates that short-range wireless communication is possible between the user's information terminal 30 and the other user's information terminal, the effect generation unit 410 may determine that the user and the other user are within a predetermined distance.
[0105] Furthermore, the effect generation unit 410 generates a predetermined effect based on the presence or absence of the declaration D and the user's blood glucose curve. That is, the effect generation unit 410 generates a game effect advantageous to the user when the declaration D is made and no blood glucose spikes or blood glucose peaks occur in the blood glucose curve, compared to when no declaration D is made and no blood glucose spikes or blood glucose peaks occur in the user's blood glucose curve. If the user does not actually eat a meal, no blood glucose spikes or blood glucose peaks occur in the blood glucose curve created based on the user's blood glucose data. However, in the system 1, it is preferable to request some kind of action from the system 1 in order to make the user aware of their own health condition. Therefore, even if the user does not actually eat a meal, the system 1 requires the user to declare that they will not eat (declaration D), and generates an advantageous game effect when the user makes the declaration D, thereby making the user more aware of their own health condition through the system 1.
[0106] (Processing Example 9) The measuring device 20 continues to measure the user's biological information, including the blood glucose level, even when not attached to the user's body. Therefore, the blood glucose level data while the measuring device 20 is not attached to the user's body will indicate that the blood glucose level is "zero" and / or that there is no change in the blood glucose level. In addition, the measuring operation of the user's biological information may stop due to a dead battery in the measuring device 20 or an abnormality in the sensor, etc. In this case, since the measuring operation by the measuring device 20 has stopped, data indicating that the time during which the measuring operation was stopped was a time during which it was not possible to measure the user's biological information is stored in the measuring device 20. Therefore, from the viewpoint of providing the user with an incentive to wear the measuring device 20 on their body and an opportunity to confirm that the measuring device 20 is operating normally, the effect generation unit 410 may generate a game effect based on blood glucose level data while the user's blood glucose level data is not being measured by the measuring device 20 (e.g., while the measuring device 20 is not worn on the user's body or while the measuring device 20 has stopped operating due to a dead battery, etc.) that is more unfavorable than a game effect based on blood glucose level data while the measuring device 20 is worn on the user's body (i.e., while the measuring device 20 is measuring blood glucose level data). For example, suppose that the biological information measurement unit 210 measures biological information such as heart rate, electrocardiogram, and body temperature, which cannot be measured unless the measuring device 20 is worn on the user's body, along with the blood glucose level. The effect generation unit 410 may determine whether the measuring device 20 is worn on the user's body based on the biological information such as heart rate, electrocardiogram, and body temperature. In addition, if the measurement operation of biometric information in the measuring device 20 has stopped and biometric information cannot be obtained from the measuring device 20, the effect generating unit 410 may determine that the measuring device 20 is not measuring the user's biometric information.When the effect generation unit 410 determines that blood glucose level data has not been measured by the measuring device 20 or that the measuring device 20 is not worn by the user, the effect generation unit 410 generates a game effect based on blood glucose level data measured during times when blood glucose level data was not measured by the measuring device 20 or when the user was not wearing the measuring device 20 that is less favorable to the user than a game effect based on blood glucose level data measured during times when the user was wearing the measuring device 20. For example, when a blood glucose level curve created based on the user's blood glucose level data contains a sudden change in blood glucose level, such as a blood glucose spike, the effect generation unit 410 typically generates a game effect that is less favorable to the user than when such a change is not included. On the other hand, as long as blood glucose level data is measured by the measuring device 20, the effect generation unit 410 generates a predetermined game effect that is favorable to the user (e.g., awarding to the user predetermined points determined according to the time the blood glucose level was measured), even if the blood glucose level curve contains a change such as a blood glucose spike that would generate a game effect unfavorable to the user, and does not generate such an advantageous game effect when blood glucose level data has not been measured.
[0107] (Processing Example 10) When the terminal-side data acquisition unit 314 acquires biometric information (at biometric information acquisition time) or when the user logs in to the game (at login time), the effect generation unit 410 compares the blood glucose curve from the previous biometric information acquisition time or previous login time to the current biometric information acquisition time or current login time (current blood glucose curve) with the flattest blood glucose curve (first reference curve) or a blood glucose curve generally considered normal (second reference curve) among blood glucose curves for a predetermined period created based on the biometric information stored in the user information storage unit 420. Then, the effect generation unit 410 generates a game effect that awards a predetermined number of points to the user depending on the deviation of the current blood glucose curve from the first reference curve or the second reference curve. The smaller the deviation, the more advantageous the effect to the user, i.e., the more points the game effect that awards to the user may be generated.
[0108] (Processing Example 11) When generating a predetermined game effect based on a blood glucose curve that is generated from blood glucose data and indicates changes in blood glucose data over time, the effect generation unit 410 may output to the terminal output unit 308 a blood glucose curve (recommended curve) that is considered to be recommended to the user based on the blood glucose fluctuation range calculated from the user's past blood glucose data. The effect generation unit 410 then compares the blood glucose curve generated using continuous blood glucose levels with the recommended curve, and generates a predetermined game effect based on the degree of agreement between the blood glucose curve and the recommended curve. The effect generation unit 410 generates a game effect that awards predetermined points to the user depending on the amount of deviation of the blood glucose curve from the recommended curve. The smaller the deviation, the more advantageous the effect that the effect generation unit 410 generates, i.e., the more points the user is awarded.
[0109] (Notification unit 412) The notification unit 412 notifies the user of predetermined information in a perceptible manner via the terminal output unit 308. For example, the notification unit 412 refers to the user's blood glucose level data acquired by the server-side data acquisition unit 406, and when the blood glucose level exceeds a predetermined value and / or falls below a predetermined value, the notification unit 412 causes the terminal output unit 308 to output information that alerts the user to the blood glucose level. This makes it possible to draw the user's attention to the blood glucose level even when the user is not aware of their own blood glucose level.
[0110] The notification unit 412 may also notify an information terminal of a user other than the user of the user's blood glucose level information, including the user's blood glucose level data acquired by the server-side data acquisition unit 406 and the blood glucose level curve created by the game control unit 400 based on the blood glucose level data, along with time information when the blood glucose level data was measured. For example, the game control unit 400 pre-registers information terminals (other information terminals) that can provide the user's blood glucose level information. The notification unit 412 then notifies the other information terminal of the user's blood glucose level information at a predetermined timing, either in response to a user's instruction to provide the user's blood glucose level information to the other information terminal via the terminal input unit 302, or automatically without such instruction. For example, if the user is the child of another user (i.e., if the other user is the user's parent), the parent may want to view the child's blood glucose level. The notification unit 412 can notify the other communication terminal of the user's user blood glucose level information in order to address such a situation.
[0111] (Pass control unit 414) The system 1 can grant users passes that grant predetermined benefits to users by playing a game. Two types of passes can be set: a "normal pass" for non-paying users and a "premium pass" for paying users.
[0112] (Normal Pass) The game control unit 400 may grant a normal pass to a user when the user starts the game. A user who possesses a normal pass may be granted, for example, the following privileges: - Privilege a): A predetermined number of points are added to the game effect generated by the effect generation unit 410. - Privilege b): The user's blood glucose level data can be referenced for a predetermined number of days (for example, the past 60 days). In other words, with privilege b), the user can only reference a predetermined number of days of their own blood glucose level data recorded in the biometric information in the user information storage unit 420. Note that the blood glucose level data in the user information storage unit 420 records all blood glucose level data from the time the user starts the game, but a user with a normal pass can only reference blood glucose level data up to a predetermined number of days prior to the present, rather than all blood glucose level data.
[0113] The game control unit 400 can provide an exchange within the game where users can acquire predetermined items in exchange for spending points they possess. A user who possesses a normal pass can acquire predetermined items in exchange for spending points at the "normal exchange." The "normal exchange" can be used by any user who possesses a pass, regardless of the type of pass.
[0114] (Premium Pass) The game control unit 400 grants a Premium Pass to a user in response to the user's payment of real currency (purchase price). Users who possess a Premium Pass are granted the following benefits. Note that a Premium Pass may be a subscription plan. The usage fee may be paid, for example, monthly or every six months. Benefit a): This benefit is the same as benefit a) of the Normal Pass. Benefit b'): The user's blood glucose level data and blood glucose level statistical data can be accessed without time limit. Benefit c): A predetermined number of points (e.g., 100 points) are granted every day. Benefit d): A predetermined item can be acquired in exchange for points at the "Premium Exchange," which is available only to users who possess a Premium Pass. The "Premium Exchange" is an exchange where items that cannot be acquired at the "Normal Exchange" can be acquired. Benefit e): Once a month, a predetermined amount of points (e.g., 1,000 points) is granted, along with a predetermined item that is advantageous to the progress of the game. Benefit f): A specified item is awarded each time the Premium Pass is used continuously for a specified period (e.g., three months). Benefit g): The blood glucose memo function, which allows any memo to be recorded, is enabled in response to a single reference in the terminal output unit 308 to the blood glucose data measured by the measuring device 20 and / or the blood glucose curve created based on the blood glucose data. Note that information regarding the blood glucose memo is stored, for example, in the information terminal 30 and not on the server, and the stored blood glucose memo can be output to the terminal output unit 308 only if the user has a Premium Pass.
[0115] [Processing Flow 1 of System 1] FIG. 6 shows an example of a processing flow in the system according to this embodiment.
[0116] First, the user wears the measuring device 20 on their body. The biological information measuring unit 210 of the measuring device 20 starts continuous measurement of the blood glucose level in response to, for example, a measurement start instruction from the user received via the device input unit 204 (step 10; hereinafter, step will be abbreviated as "S"). Note that the biological information measuring unit 210 may start continuous measurement of the blood glucose level in response to the measurement device 20 starting operation, even without a measurement start instruction. Note that the environmental information measuring unit 212 also starts measuring environmental information in the same manner as the biological information measuring unit 210. Then, the biological information measuring unit 210 stores the measured blood glucose level data of the user in the device-side storage unit 206. Furthermore, the environmental information measuring unit 212 stores the measured environmental information in the device-side storage unit 206.
[0117] Next, when the instruction accepting unit 404 accepts a predetermined instruction from the user via the device input unit 204 or the terminal input unit 302 (Yes in S12), the effect generating unit 410 generates a predetermined game effect (S14). For example, in response to the instruction accepting unit 404 accepting a login instruction to the game as the predetermined instruction, the game control unit 400 starts the game, and the effect generating unit 410 generates a predetermined game effect based on blood glucose level data from the time of the login instruction up to a predetermined period of time prior to the time of the login instruction. Specifically, in response to the instruction accepting unit 404 accepting a login instruction from the user, the server-side data acquiring unit 406 acquires blood glucose level data and / or environmental information, which are biometric information stored in the device-side storage unit 206 or the terminal storage unit 310. The game control unit 400 then executes a predetermined game process based on the acquired blood glucose level data and / or environmental information, and the effect generating unit 410 generates a game effect based on the acquired blood glucose level data, environmental information, and / or processing results by the game control unit 400. The game control unit 400 then progresses the game based on the predetermined game processing result and / or the generated game effect, and presents the result to the user by outputting it to the terminal output unit 308 of the information terminal 30 (S16). Thereafter, the steps from S10 onwards are repeated. On the other hand, if the instruction receiving unit 404 does not receive the predetermined instruction (No in S12), the biological information measurement unit 210 continues measuring the blood glucose level, and the environmental information measurement unit 212 also continues measuring the environmental information. The biological information measurement unit 210 and the environmental information measurement unit 212 continue measuring at all times, regardless of whether the instruction receiving unit 404 receives a predetermined instruction.
[0118] Here, in the system 1 according to this embodiment, different game effects can be generated depending on various specifications and various games. Examples of game effects generated by the effect generation unit 410 in various specifications and games will be described below. Note that in the following description, when the effect generation unit 410 generates a game effect from blood glucose level data and / or a blood glucose level curve, it may execute one or more of the processes of "Processing Example 1" to "Processing Example 10" described above.
[0119] [Game Effect Example 1: Example of a Farmer Game] An example of a game executed by the system 1 is a game in which characters are raised in a virtual space (hereinafter, sometimes referred to as a "farmer game"). This farmer game features eggs that hatch from characters that act in the virtual space, a user character that a user can control in the virtual space, and a customer character that entrusts eggs to the user character and requests that the eggs be hatched. The farmer game may also feature a support character that supports the user character's various actions and the egg hatching. For example, a user can travel to various areas in the virtual space by bicycle. However, the areas that can be visited may be limited if the user is not using a support character, and expanded if the user is using a support character. For example, by using a support character, a user can travel to various areas (e.g., areas such as rivers, lakes, mountains, and oceans) in the virtual space of the game.
[0120] Each egg is associated with an incubation time required for a character to hatch from the egg. A countdown of the incubation time begins when the egg is deposited with a user or in response to a specific instruction (instruction to start incubation) from the user who has deposited the egg, and the character hatches when the countdown reaches zero. In the egg-raising game, the user character holding the egg rides a bicycle that can move within the virtual space from the time the egg is deposited until the character hatches (i.e., from the time the incubation countdown begins until the character hatches), and a game effect occurs in which the incubation time increases or decreases based on the user's blood sugar level data. When a character hatches from the egg, various pieces of information about the hatched character are registered in the user's illustrated book, and the hatched character is either handed over to a customer character or acquired by the user.
[0121] Specifically, the game control unit 400 accepts a user's login instruction to the game via the terminal input unit 302, thereby enabling the user to play the game. The game control unit 400 controls the output control unit 316 to output a virtual space to the terminal output unit 308. Furthermore, the game control unit 400 outputs to the terminal output unit 308 an image of a user character and a customer character appearing in the virtual space and an egg being deposited from the customer character to the user character. The game control unit 400 may output an image of the customer character depositing one egg to the user character every day. The game control unit 400 also stores information about the egg deposited with the user character (e.g., various information such as the type of egg, the hatching time of the egg, and the character that will hatch from the egg) as possession information in the user information storage unit 420. Furthermore, if information indicating that the user possesses multiple eggs is stored in the user information storage unit 420, the game control unit 400 may select an egg possessed by the user character in response to an egg selection instruction received from the user via the terminal input unit 302.
[0122] Next, the game control unit 400 references the device-side storage unit 206, the terminal storage unit 310, or the user information storage unit 420, and references blood glucose level data from at least a predetermined time prior to the time the login instruction was received to create a blood glucose level curve. The game control unit 400 outputs a road in the virtual space along which the user character rides a bicycle, the road being created based on the shape of the blood glucose level curve. For example, the game control unit 400 outputs a road using the shape of the blood glucose level curve (as an example, if the user's blood glucose level curve is the blood glucose level curve 910 shown in FIG. 1(b) , the road may be on the blood glucose level curve 910). The game control unit 400 outputs to the terminal output unit 308 a scene in which the user character rides a bicycle along this road. Then, the game control unit 400 outputs to the terminal output unit 308 a scene in which the character hatches from the egg after the hatching time has elapsed, and / or a scene in which the hatched character appears in the virtual space. The game control unit 400 registers information about the hatched character in the picture book information in the user information storage unit 420, and causes the terminal output unit 308 to output a video of the character being handed over to the customer character.
[0123] (Game Effects in the Daycare Game) The effect generation unit 410 can generate one or more of the following game effects based on the user's blood glucose curve. The daycare game runs using blood glucose data from the time of login instruction up to a predetermined time going back. This predetermined time is not limited, and may be, for example, 6 hours, 12 hours, 18 hours, 24 hours, etc.
[0124] a) The effect of increasing or decreasing the hatching time according to the length of the user's blood glucose curve. The effect generation unit 410 makes the egg hatching time proportional to the length of the blood glucose curve over a predetermined period. That is, the longer the length of the blood glucose curve over a predetermined period, the slower the speed of the bicycle ridden by the user character to increase the hatching time, and the shorter the length of the blood glucose curve, the faster the speed of the bicycle ridden by the user character to decrease the hatching time. For example, the length of the blood glucose curve 900 shown in FIG. 1( b) is shorter than the length of the blood glucose curve 910. Therefore, the effect generation unit 410 decreases the hatching time when the user's blood glucose data indicates the blood glucose curve 900 compared to when the blood glucose curve 910 indicates the blood glucose curve 910. That is, if the blood glucose curve has a sharp peak, the length of the blood glucose curve will be longer than if there is no sharp peak, and as a result, the hatching time will also increase. Therefore, the user can perceive whether the blood glucose curve has sharp peaks or spikes, whether the blood glucose curve is flat, etc., through the way the player character's bicycle travels along the blood glucose curve and the increase or decrease in the egg hatching time. Furthermore, since the shorter the length of the blood glucose curve, the shorter the hatching time, the more likely the user is to be conscious of keeping their blood glucose level within a certain range. Furthermore, the egg hatching time may be increased or decreased based on the distance traveled by the user character on the bicycle along the blood glucose curve or the shape of the blood glucose curve. For example, the effect generation unit 410 may increase or decrease the hatching time for a blood glucose curve with more undulations, including peaks and spikes, than for a flat blood glucose curve. That is, suppose there is one blood glucose curve and another blood glucose curve, and the one blood glucose curve has sharper peaks and spikes than the other blood glucose curve. In this case, even if the distance traveled by the user character's bicycle along one blood glucose level curve is the same as the distance traveled by the user character's bicycle along another blood glucose level curve, the effect generation unit 410 makes the egg hatching time when the user character's bicycle travels along one blood glucose level curve longer than the egg hatching time when the user character's bicycle travels along another blood glucose level curve.In other words, in the game presentation, when a user character rides a bicycle along one blood glucose curve with many ups and downs, the user character becomes more likely to tire than when riding along another flat blood glucose curve, and therefore pedals the bicycle more slowly.
[0125] b) An effect of increasing or decreasing the incubation time depending on the proportion of the user's blood glucose curve that falls within a preset blood glucose range (hereinafter referred to as the "optimum range"). The effect generation unit 410 generates a game effect that increases the speed of the bicycle ridden by the user character on roads corresponding to blood glucose curves that fall within the optimum range, thereby decreasing the incubation time, and decreases the speed of the bicycle ridden by the user character on roads corresponding to blood glucose curves that do not fall within the optimum range, thereby increasing the incubation time. Therefore, the greater the proportion of the blood glucose curve that falls within the optimum range during a specified period, the greater the decrease in the incubation time.
[0126] c) An effect of increasing or decreasing the incubation time according to the number of peaks on the blood glucose curve that exceed the appropriate blood glucose range. The effect generation unit 410 reduces the speed of the bicycle ridden by the user character according to the number of peaks on the blood glucose curve that exceed the appropriate range, thereby increasing the incubation time. In other words, the effect generation unit 410 generates a game effect of slowing down the bicycle speed in inverse proportion to the number of peaks and increasing the incubation time in proportion to the number of peaks. Therefore, the more blood glucose peaks (or blood glucose spikes) there are on the blood glucose curve, the longer the incubation time.
[0127] d) An effect of increasing or decreasing the incubation time depending on the height or area of the portion of the blood glucose curve that exceeds the appropriate blood glucose range. The effect generation unit 410 reduces the speed of the bicycle ridden by the user character to increase the incubation time depending on the height of the peak of the blood glucose curve that exceeds the appropriate range or the area enclosed by the upper limit of the appropriate range and the blood glucose curve that exceeds the appropriate range (area outside the appropriate range). In other words, the effect generation unit 410 generates a game effect that slows the bicycle speed in inverse proportion to the height of the peak or the area outside the appropriate range, and increases the incubation time in proportion to the height of the peak or the area outside the appropriate range. Therefore, the higher the height of the blood glucose peak (or blood glucose spike) included in the blood glucose curve and the wider the area outside the appropriate range, the longer the incubation time.
[0128] e) An effect of changing the output mode of the user character when the hatching time is increased in any of a) to d) above. As described above, the game control unit 400 causes the terminal output unit 308 to output an image of the user character riding a bicycle along a road that represents a blood glucose curve created based on the user's blood glucose data. Here, when generating an effect of increasing the hatching time in any of a) to d) above, the effect generation unit 410 may generate an output mode of the user character, such as an image of the player character riding the bicycle looking tired, or an image of the player character resting on the road for a certain period of time due to fatigue and then getting back on the bicycle and moving forward, and output this image to the terminal output unit 308. In this case, the effect generation unit 410 also stops the countdown of the egg hatching time while the player character is stationary on the bicycle.
[0129] f) An effect of granting a reward to the user according to the percentage of the user's blood glucose curve that falls within a predetermined appropriate blood glucose range. The effect generation unit 410 can grant a predetermined reward to the user according to the percentage of the blood glucose curve that falls within the appropriate range among the blood glucose curves over a predetermined period of time, i.e., the time during which the blood glucose curve fell within the appropriate range. The effect generation unit 410 may grant the user a reward such as a rarer item or character and / or an item that changes the parameters of a character (user character or character owned by the user) (e.g., an item that increases the character's experience points or restores stamina), the more the percentage of the blood glucose curve that falls within the appropriate range over the predetermined period of time.
[0130] g) The effect of reducing the hatching time in response to consumption of a predetermined item. In response to a user's instruction to use a predetermined item received via the terminal input unit 302, the effect generation unit 410 may generate an effect that reduces the length of the blood glucose curve, the proportion of the blood glucose curve that falls outside the appropriate range, the number of peaks in the blood glucose curve, and / or the height or area of the portion of the blood glucose curve that exceeds the appropriate range. This allows the user to shorten the egg hatching time compared to when the predetermined item is not used. Furthermore, if the user recognizes that they have eaten a meal that is likely to raise their blood glucose levels, using the predetermined item can raise their awareness that their blood glucose levels are likely to rise and encourage them to take certain measures (e.g., exercise) after eating. At the time of using the predetermined item, the effect generation unit 410 can also output a blood glucose curve based on an ideal blood glucose level (e.g., a blood glucose level generally considered to be in the normal range) to the terminal output unit 308. For example, the effect generation unit 410 may output to the terminal output unit 308 an ideal blood glucose curve (for example, a blood glucose curve in which no blood glucose spikes or peaks occur or their occurrence is suppressed) for the user when making efforts to lower blood glucose levels (for example, taking foods, drinks, supplements, etc. that have the effect of lowering blood glucose levels, or exercising), and may make the user aware that by putting the efforts into practice, their own blood glucose curve can be brought closer to the ideal blood glucose curve.
[0131] The appropriate blood glucose range may be preset in the system 1 or may be set by the game control unit 400 in response to a user's specification received via the terminal input unit 302. For example, the appropriate blood glucose range may be changed as appropriate depending on the user's health condition and constitution. Furthermore, the effect generation unit 410 may generate a game effect of stopping the bicycle for a certain period of time to stop the countdown of the hatching time, instead of slowing down the bicycle's speed to increase the hatching time. The system 1 also associates hatching conditions with eggs. The hatching conditions may include the time required for hatching (hatching time) and / or the temperature required for hatching. The system 1 may also introduce multiple types of eggs with different hatching conditions (e.g., hatching time). As an example, the hatching time, which is a hatching condition, may be set as appropriate depending on the type of egg (e.g., the type may be determined based on the rarity of the character hatched from the egg), and may be set to, for example, 12 hours, 24 hours, 36 hours, etc.
[0132] Furthermore, in the farming game, the user may use a support character to support the actions of the user character. For example, information about characters owned by the user may be stored as possession information in the user information storage unit 420. Then, in response to a user instruction (output instruction) received via the terminal input unit 302, the game control unit 400 causes the terminal output unit 308 to output a list of characters owned by the user. Next, the game control unit 400 sets a character selected from the characters output to the terminal output unit 308 received via the terminal input unit 302 in response to a user instruction to select a character as a support character. The game control unit 400 causes the support character to appear in the virtual space of the game together with the user character, execute a predetermined process, and generate a predetermined effect (character effect) according to the characteristics of the support character.
[0133] (Character Effects of Support Characters in the Daycare Game) Examples of character effects that the game control unit 400 generates for support characters include the following effects.
[0134] a) Effect of Changing Egg Hatching Time Based on the Characteristics of a Support Character For example, if a support character is associated with a predetermined characteristic, the hatching time of an egg owned by a user character may be shortened. Specifically, an "attribute" may be associated with a character. The "attribute" may be, for example, fire, water, grass, rock, ground, fighting, or other various attributes. Each attribute may be associated with a predetermined character effect (e.g., a hatching time shortening effect, an attribute designation effect for the character to be hatched, etc.). For example, if the "fire" attribute is associated with a hatching time shortening effect and a user selects a character with the "fire" attribute as a support character, the game control unit 400 shortens the hatching time of an egg owned by the user character. Furthermore, for example, if the "grass" attribute is associated with an effect designating the attribute of the character to be hatched and a user selects a character with the "grass" attribute as a support character, the game control unit 400 may set the attribute of the character hatched from the user character's egg to "grass" with a predetermined probability.
[0135] Note that each character may be associated with at least a level and experience points, and the character's level increases each time the accumulated experience points reach a predetermined value. The game control unit 400 increases the character's experience points when the user gives the character a predetermined item (e.g., an item that increases the character's experience points) acquired in the game. Furthermore, when a character owned by the user is used as a support character, the game control unit 400 may grant the support character experience points based on the support character's activity time in the game, etc. As the support character's level increases, the game control unit 400 may increase the character effect generated based on the characteristics of the support character (for example, in the case of a character associated with an effect that shortens the hatching time, the amount of shortening the hatching time may be increased).
[0136] b) Effect of granting the user an item that is advantageous for progressing through the game based on the characteristics of the support character. For example, if a support character is associated with a predetermined characteristic (e.g., a "picking up" characteristic) that is different from the attributes, the game control unit 400 causes the support character to acquire a predetermined item that can be used in the game as the game progresses. Then, the game control unit 400 causes the support character to hand over the acquired item to the user character. The game control unit 400 associates the item accepted by the user character with the user ID and stores it as possession information in the user information storage unit 420. As a result, the user acquires and possesses the item.
[0137] c) The Effect of Support Character Growth Based on a Captured Meal When a user captures a meal, food, or ingredient using the imaging unit 318 of the information terminal 30, the game control unit 400 references the captured image data and converts the image data of the meal, food, or ingredient contained in the captured image into an item for the support character (e.g., an item such as feed or berries that the support character eats). For example, the game control unit 400 may randomly determine the converted item, or may determine the converted item based on the shape, color, etc. of the meal or food contained in the image data. The game control unit 400 stores the converted item as possession information in the user information storage unit 420. The game control unit 400 selects a converted item based on an instruction (selection instruction, assignment instruction) from the user received via the terminal input unit 302 and assigns the selected item to the support character. The item is associated with a predetermined increase in a parameter, and the game control unit 400 adds the increased value to the parameter value of the support character to which the item is assigned, and assigns the new parameter value to the support character. As a result, the support character's parameter value (e.g., experience points) increases. The game control unit 400 causes the terminal output unit 308 to output the state in which the support character has grown, on the condition that the increased value of the predetermined parameter reaches a predetermined standard.
[0138] d) Effect of Generating a Predetermined Bonus Based on an Image of a Meal When a user captures an image of a meal, food, or ingredient using the imaging unit 318 of the information terminal 30, the game control unit 400 references the captured image data and generates a predetermined bonus if an image of a predetermined meal, food, or ingredient (hereinafter referred to as a "bonus ingredient") is included in the captured image. For example, the game control unit 400 may generate a predetermined bonus by increasing a predetermined parameter value (e.g., experience points, level, hit points, etc.) of a support character. For example, when the game control unit 400 generates a bonus, the game control unit 400 increases the predetermined parameter value of a character set as a support character based on a user's selection instruction received via the terminal input unit 302 and / or a character owned by the user that is not set as a support character. Furthermore, the bonus ingredient may be, for example, an ingredient randomly determined every predetermined period (e.g., every day, every week, etc.), an ingredient that has a blood sugar-lowering effect, an ingredient that does not increase blood sugar levels, and / or an ingredient containing predetermined nutrients (e.g., protein, lipids, dietary fiber, predetermined vitamins, etc.).
[0139] The game control unit 400 may also determine a bonus ingredient based on the results of comparing captured image data (new captured image data) of a meal, food, or ingredient (hereinafter collectively referred to as "ingredient") captured by the imaging unit 318 (e.g., at the start of the most recent meal) with captured image data (old captured image data) of the ingredient captured at a time before the capture (e.g., at the start of the previous meal). Note that the old captured image data may include image data captured at the start of multiple meals, as long as the image data was captured at the start of the previous meal. For example, if the game control unit 400 determines that the ingredients included in the old captured image data do not contain an ingredient containing nutrients the user should ingest, it may determine that ingredient as a bonus ingredient. If the game control unit 400 determines that the image data of the determined bonus ingredient is included in the new captured image data, it may generate a predetermined bonus.
[0140] e) Effects Based on Intimacy Between a User Character and a Support Character In a farming game, a support character's intimacy with a user character may be associated with the user character. The game control unit 400 may increase the intimacy based on, for example, the amount of time the user character and the support character spend together. Specifically, the game control unit 400 may increase the intimacy based on the amount of time the user character and the support character, selected by the user and appearing together with the user character in the game's virtual space, spent together during a predetermined period (e.g., one day), assuming that the user's blood glucose level has changed over that predetermined period. The game control unit 400 may then increase the character effects or characteristics of the support character based on the intimacy between the user character and the support character. For example, if a hatching time reduction effect is associated with the attribute of the support character, the game control unit 400 may enhance the hatching time reduction effect based on the intimacy (i.e., the higher the intimacy, the more the hatching time is reduced). Also, for example, if a support character is assigned the "picking up" characteristic, the amount of items the support character acquires is increased (i.e., the higher the intimacy level, the greater the amount of items the support character acquires).
[0141] (Effect of Customer Character in Daycare Game) In the daycare game, the intimacy level of a customer character with a user character may be associated with the user character. The game control unit 400 may increase the intimacy level of the customer character with the user character based on the number of times the customer character has deposited eggs with the user character. The game control unit 400 may also increase the intimacy level when the user character receives an egg from the customer character and successfully hatches the character within a time equal to or shorter than the hatching time previously associated with the egg. When the user character receives an egg from the customer character, the game control unit 400 may decrease the hatching time of the egg based on the intimacy level with the customer character. For example, if the intimacy level is equal to or greater than a predetermined value, the game control unit 400 decreases the egg hatching time by a predetermined time.
[0142] In the daycare game, the user can observe on the terminal output unit 308 how the user character holding an egg rides a bicycle along a path that is the shape of the user's own blood glucose curve or a path that reflects that shape, and can view the character that appears when the egg hatches on the terminal output unit 308. In the system 1, the measuring device 20 automatically measures the user's blood glucose level at all times, and the path the bicycle takes reflects the user's own blood glucose level. Therefore, even if the user is not aware that their blood glucose level, which has an impact on their health, is being measured, they will naturally become more aware of their own health and blood glucose level as they enjoy playing the game.
[0143] [Game Effect Example 2: Example of Reward Granting] The system 1 can generate a game effect based on receiving a predetermined instruction before or after a meal during the user's daily routine (e.g., the time from when the user wakes up to when the user goes to bed) every time the user eats. For example, before eating, the user inputs an instruction to start eating (hereinafter referred to as a "start instruction") as a predetermined instruction to the terminal input unit 302. In response to the instruction receiving unit 404 receiving the start instruction, the game control unit 400 starts a predetermined game. Furthermore, upon receiving a start instruction, the game control unit 400 creates a blood glucose curve using blood glucose level data stored in the device-side storage unit 206, the terminal storage unit 310, or the user information storage unit 420, or blood glucose level data measured in real time by the biological information measurement unit 210. (Hereinafter, when simply described as "the game control unit 400 creates a blood glucose level curve," this refers to the game control unit 400 creating a blood glucose level curve using blood glucose level data stored in the device-side storage unit 206, the terminal storage unit 310, or the user information storage unit 420, or blood glucose level data measured in real time by the biological information measurement unit 210.) The game control unit 400 then outputs the created blood glucose level curve to the terminal output unit 308 (first output). Next, the user inputs a first blood glucose level check instruction (hereinafter referred to as a "check instruction") as a predetermined instruction to the terminal input unit 302 a predetermined time after the meal (e.g., one hour after the meal). In response to the instruction receiving unit 404 receiving the first confirmation instruction, the game control unit 400 creates a blood glucose curve based on the blood glucose data from at least the time of the start instruction to the time of the first confirmation instruction, similar to the output when a start instruction is given, and outputs the created blood glucose curve to the terminal output unit 308 (second output). Furthermore, the user inputs a second confirmation instruction to the terminal input unit 302 when a predetermined time has elapsed after eating (e.g., two hours after eating). In response to the instruction receiving unit 404 receiving the second confirmation instruction, the game control unit 400 creates a blood glucose curve based on the blood glucose data from at least the time of the start instruction to the time of the second confirmation instruction, similar to the output when a start instruction is given, and outputs the created blood glucose curve to the terminal output unit 308 (third output).The effect generating section 410 generates a predetermined game effect at the timing of each of the first output, the second output, and the third output, or at the timing of the third output assuming that the first and second outputs have been made.
[0144] Here, when the blood glucose curve within a predetermined time period includes a peak or a blood glucose spike, the effect generation unit 410 generates a more disadvantageous game effect in the game than when the blood glucose curve does not include a peak or a blood glucose spike. Therefore, when a blood glucose peak or a blood glucose spike occurs in the user's blood glucose curve after the user eats a meal, a game effect (adverse game effect a) that is disadvantageous to the user is normally generated. However, as described above, when the user issues a start instruction once before eating and executes a first output, and then issues a total of two confirmation instructions a predetermined time after eating and executes a second and third output, the effect generation unit 410 may not generate a game effect that is disadvantageous to the user, or may generate a game effect (game effect b) that is less disadvantageous than the normally generated adverse game effect a, even if a blood glucose peak and / or a blood glucose spike occurs in the blood glucose curve.
[0145] In this way, system 1 can generate a game effect that does not put the user at a disadvantage in the game when the user checks their blood glucose level before and after eating. Therefore, system 1 is expected to help the user naturally develop the habit of checking their blood glucose level before and after each meal through gameplay.
[0146] The game control unit 400 may acquire the time at which the user inputs a start instruction into the terminal input unit 302, and may cause the terminal output unit 308 to output information prompting the user to input a first confirmation instruction and a second confirmation instruction each time a predetermined time has elapsed from that time. For example, if the user inputs a start instruction into the terminal input unit 302 at 7:00 a.m., the game control unit 400 may cause the terminal output unit 308 to output information prompting the user to input a first confirmation instruction at 8:00 a.m., and to output information prompting the user to input a second confirmation instruction at 9:00 a.m. This prevents the user from forgetting to check their blood glucose level after a meal.
[0147] Furthermore, the game control unit 400 may cause the terminal output unit 308 to output information prompting the user to input a start command and / or one or two confirmation commands based on the user's past blood glucose level data (chronological blood glucose level data). For example, the game control unit 400 references the user's past blood glucose level data as biometric information stored in the user information storage unit 420 and estimates the time the user will eat a meal (average meal start time). The game control unit 400 then causes the terminal output unit 308 to output information prompting the user to input a start command at the estimated average time or a time that is a predetermined time before the estimated average time. Furthermore, the game control unit 400 causes the terminal output unit 308 to output information prompting the user to input a first confirmation command and / or a second confirmation command at a time that is a predetermined time after the estimated average time. The game control unit 400 may previously receive an instruction (extension instruction) to extend the input of the first confirmation instruction and / or the second confirmation instruction from the user via the terminal input unit 302, and may delay the input timing of the first confirmation instruction and / or the second confirmation instruction by a predetermined time. This allows the system 1 to notify the user of the timing at which it is recommended that the user check the blood glucose level data and / or the blood glucose curve, or allows the user to adjust the recommended timing to a different timing in advance.
[0148] Note that the game control unit 400 may combine this with the "egg farming game" described above when outputting information prompting the user to input a start command and / or one or two confirmation commands to the terminal output unit 308. For example, the game control unit 400 may output information prompting the user to input a start command and / or information prompting the user to input a first or second confirmation command to the terminal output unit 308 in a format indicating that the customer character has come to deposit an egg at a predetermined location in the virtual space (e.g., a location where the user character is present).
[0149] The effect generation unit 410 then grants the user a predetermined reward as a predetermined game effect each time the user issues a start instruction and / or a confirmation instruction. Therefore, if the user eats or snacks x times (x is an integer greater than or equal to 1) during a predetermined period (e.g., one day), a total of x start instructions and (x × 2) confirmation instructions are issued. Therefore, the effect generation unit 410 can grant the user a maximum of (x + 2x) predetermined rewards. The timing of meals varies from user to user. Therefore, by generating a predetermined game effect based on the user's start instruction and confirmation instruction, the user can enjoy the game without having to time their mealtimes to coincide with the progress of the game. Furthermore, by continuing to measure blood glucose levels and issuing start instructions and confirmation instructions, the user can receive a predetermined reward, which can motivate the user to eat an appropriate number of meals. The game control unit 400 may also cause the instruction reception unit 404 to prohibit the reception of a next start instruction before a predetermined time has elapsed after the instruction reception unit 404 has received a start instruction. This allows the system 1 to ensure the time between one meal of the user and the next meal.
[0150] The game control unit 400 may acquire a setting instruction from the user in advance via the terminal input unit 302 for the number of meals and snacks the user will have in a day (number of meals). The game control unit 400 may be able to accept the setting instruction daily or at predetermined intervals. The effect generation unit 410 may adjust the game effect to be generated based on the number of meals acquired by the game control unit 400 (number of meals set by the user) and the user's blood glucose curve. For example, the game effect generated by the effect generation unit 410 may be the awarding of points to the user. As an example, the effect generation unit 410 may initially award a predetermined number of points (e.g., 300 points) when blood glucose data measurement is continued for a predetermined period (e.g., one day), and deduct a predetermined number of points from the awarded points each time a blood glucose spike occurs in the blood glucose curve within this predetermined period. Here, the effect generation unit 410 may reduce the degree of deduction when blood glucose spikes occur for the number of meals set by the user, and may increase the degree of deduction when blood glucose spikes occur for a number of meals exceeding the number of meals set by the user.
[0151] Furthermore, when the user issues a start instruction and a confirmation instruction, the effect generation unit 410 may grant a predetermined reward to the user as a predetermined game effect when the confirmation instruction (e.g., the first and / or second confirmation instruction) or the blood glucose curve is output (e.g., the second and / or third output). That is, the effect generation unit 410 generates a predetermined game effect when the user starts the game before eating and issues a confirmation instruction a predetermined time after eating. For example, the game effect may be an effect of granting the user a character selected by lottery. In this case, the effect generation unit 410 may hold a lottery at the time of the first and / or second confirmation instruction (or the time of the second and / or third output) based on the height, slope, etc. of the blood glucose peak and / or blood glucose spike included in the user's blood glucose curve from the time of the start instruction to the time of the first and / or second confirmation instruction. As an example, the effect generation unit 410 may increase the winning probability of a character with a high rarity above a predetermined winning probability when the height of the blood glucose peak and / or blood glucose spike is equal to or less than a predetermined height, or when the slope of the blood glucose peak and / or blood glucose spike is equal to or less than a predetermined slope. On the other hand, the effect generation unit 410 may decrease the winning probability of a character with a high rarity below a predetermined winning probability when the height exceeds a predetermined height, or when the slope exceeds a predetermined slope. The effect generation unit 410 may output to the terminal output unit 308 the relationship between one or more characters that will be selected by lottery and the winning probability (hereinafter referred to as a "lottery table"). For example, the effect generation unit 410 can obtain a setting instruction for the number of meals and snacks (number of meals) that the user will have during a predetermined period (e.g., one day) when the game is launched for the first time in that period, and after obtaining the setting instruction, output a lottery table for the number of meals to the terminal output unit 308, or can cause the terminal output unit 308 to output a lottery table each time a start instruction is received from the user within the predetermined period.This allows the user to check the probability of winning the character they desire, and if the probability of winning the character is higher than a predetermined probability (i.e., if the character is easy to win), they will be more conscious of what they eat and how they eat during the predetermined period than if the probability of winning is lower than the predetermined probability, thereby adding variety to their daily diet.
[0152] Furthermore, the effect generation unit 410 may execute a lottery at the time of the second confirmation instruction for the n+1th meal based on the results of a comparison between a blood glucose peak or blood glucose spike (the nth blood glucose peak or blood glucose spike; hereinafter referred to as the “nth spike”) included in the blood glucose curve from the instruction to start the nth meal to the second confirmation instruction after the nth meal, and a blood glucose peak or blood glucose spike (the n+1th blood glucose peak or blood glucose spike; hereinafter referred to as the “n+1th spike”) included in the blood glucose curve from the instruction to start the next meal (the n+1th meal) to the second confirmation instruction for the n+1th meal. In this case, if the height of the n+1th spike is lower than the height of the nth spike, the effect generation unit 410 increases the probability of winning a character with a higher rarity than a predetermined probability. On the other hand, when the height of the (n+1)th spike is higher than the height of the nth spike, the effect generating unit 410 lowers the winning probability of a character with high rarity below a predetermined winning probability.
[0153] Alternatively, when a start instruction for the nth meal (the nth start instruction) is given for the n+1th meal of a day (the nth start instruction) and then a start instruction for the n+1th meal (the nth+1th start instruction) is given (where n is an integer greater than or equal to 1), the effect generation unit 410 may grant the user a predetermined reward determined by lottery based on the blood glucose level data and / or blood glucose curve from the nth start instruction to the nth+1th start instruction. In this embodiment, the measuring device 20 constantly measures the user's blood glucose level. Therefore, the effect generation unit 410 can generate a predetermined game effect simply by receiving a start instruction from the user at the start of each meal.
[0154] Furthermore, the game control unit 400 may receive a start instruction via the terminal input unit 302, or alternatively, may receive information on a meal menu, recipe, and / or calorie information calculated from the meal menu or recipe from the user via the terminal input unit 302. The effect generation unit 410 may compare the received menu, recipe, and / or calorie information with a blood glucose level curve at a predetermined time after the start instruction to determine whether a change in blood glucose level corresponding to the received meal or calorie is reflected in the blood glucose level curve. If the effect generation unit 410 determines that a change in blood glucose level corresponding to the received calories is reflected in the blood glucose level curve, the effect generation unit 410 generates a game effect b that is not disadvantageous to the user. If the effect generation unit 410 determines that a change in blood glucose level corresponding to the received calories is not reflected in the blood glucose level curve, the effect generation unit 410 generates a game effect a that is disadvantageous to the user, or outputs a predetermined notification (e.g., if the user inputs a start instruction via the terminal input unit 302 even though they have not actually eaten, a notification that informs the user that an incorrect instruction was made because no change in blood glucose level is reflected in the blood glucose level curve) to the terminal output unit 308 via the notification unit 412. This allows system 1 to prevent the user from behaving as if they have eaten a meal when they have not. Note that game information storage unit 422 may store, as game information, meal menus, recipes, and / or information on calories calculated from meal menus and recipes, and effect generation unit 410 may use the information stored in game information storage unit 422 to perform a comparison with the blood glucose curve. Alternatively, effect generation unit 410 may access an external predetermined server via server-side communication unit 408, and use information on meal menus, recipes, and / or information on calories calculated from meal menus and recipes stored on the predetermined server to perform a comparison with the blood glucose curve.
[0155] In this way, by having the user give a start instruction before a meal and / or a confirmation instruction after a meal, the system 1 allows the user to perceive their own blood glucose curve while they are still remembering what they ate. This allows the system 1 to increase the user's awareness of changes in their blood glucose level. Furthermore, if the height of a second blood glucose spike at a second meal following a first meal is lower than the height of a first blood glucose spike at a first meal in the user's blood glucose curve within a predetermined time period, the system 1 can increase the probability of winning a character with a high rarity in the lottery. For example, a user who recognizes that a blood glucose spike occurred at a first meal can determine that they have a high probability of winning a character with a high rarity if they can lower their blood glucose level before the second meal, thereby motivating the user to lower their blood glucose level by exercising or the like between the first and second meals.
[0156] The system 1 can acquire meal data (e.g., data on the meal contents and ingredients) via the device input unit 302 and / or the imaging unit 318 at the timing when the user gives a pre-meal instruction or around the timing. Assume that the game effect is an effect of awarding a predetermined object to the user by lottery. In this case, if the effect generation unit 410 receives a confirmation instruction from the user a predetermined time after the user's meal and draws a lottery for an object, the system 1 may associate the meal data of the meal corresponding to the lottery (i.e., the meal data of the meal closest to the time of the lottery) with the won object and store it in the user information storage unit 420 when awarding the won object to the user. The game control unit 400 can output the information stored in the user information storage unit 420 to the device output unit 308 as needed in response to a user instruction. This allows the user to refer to the won object and the meal data associated with the object, making it easier for the user to develop an attachment to the object.
[0157] Furthermore, the game control unit 400 may change the parameters of the object based on the meal data acquired via the device input unit 302 and / or the imaging unit 318 at the timing when the user gives a pre-meal instruction or before or after the timing. For example, the game control unit 400 may refer to the meal data and, if the meal contains ingredients that lower or suppress the rise of the user's blood sugar level, change the parameters of the object to be more advantageous in the game than if the meal does not contain such ingredients. Note that, if the object is a character, the parameters may be various parameters such as the character's level, experience points, hit points, etc. Also, if the object is an item, the parameters may be parameters indicating various characteristics of the item (e.g., attack power if the item is a weapon, or an ability that changes the character's characteristics when attached to a character if the item is a tool or the like).
[0158] Furthermore, users cannot completely control the occurrence of blood glucose peaks or spikes. In other words, blood glucose spikes do not occur simply because a person eats a large amount of food; the timing and magnitude of blood glucose spikes vary depending on the type of food and the order in which foods are eaten during a meal. However, checking the blood glucose curve is of great importance for the user's health. System 1 can present changes in the user's own blood glucose level to the user through a start command, one or two confirmation commands, and / or one to three outputs of the blood glucose curve, all of which are actively performed by the user during gameplay, thereby making the user more aware of their own health and blood glucose level.
[0159] [Game Effect Example 3: Example of Reward Granting Timing] The system 1 can repeat a predetermined game every predetermined period (e.g., half a day, one day, one week, etc.). As described above in "Game Effect Example 2: Example of Reward Granting," the system 1 can generate a predetermined game effect based on the user's blood glucose level data each time the user eats during the predetermined period, or can generate a predetermined game effect based on the user's blood glucose level data during the predetermined period when transitioning from one predetermined period to the next. Since the system 1 continuously measures the user's blood glucose level data at all times, when the user finishes playing a game during one predetermined period and starts playing a game during the next predetermined period, the system 1 can process the blood glucose level data during the predetermined period collectively to generate a game effect.
[0160] Specifically, the game control unit 400 receives a start instruction when the user has their first meal during a given period after the start of the given period. After the game control unit 400 receives the start instruction, when the given period ends or when the given period transitions to the next given period, the game control unit 400 receives an instruction to end the game for the given period (an end instruction) from the user via the terminal input unit 302. Then, triggered by the game control unit 400 receiving the end instruction, the effect generation unit 410 generates a given game effect based on a blood glucose level curve created by the game control unit 400 from the user's blood glucose level data during the given period.
[0161] For example, when the effect generation unit 410 generates a predetermined game effect based on the user's blood glucose curve during a certain predetermined period, the game control unit 400 generates different game effects depending on whether or not the game control unit 400 has received a start instruction. As an example, the effect generation unit 410 may set the game effect when the user has issued a start instruction to be more advantageous in the game than the game effect when the user has not issued a start instruction. This allows the system 1 to generate a game effect advantageous to the user, provided that a start instruction from the user has been received in advance, without knowing the number of meals the user has eaten during a certain predetermined period (i.e., without being based on the number of meals). Therefore, according to the system 1, a user can generate an advantageous effect in the game simply by declaring once that they will eat during a certain predetermined period. Therefore, the user does not need to increase the number of meals in order to gain an advantage in the game, and can enjoy the game while being conscious of their blood glucose level by checking their blood glucose data at the end of a certain predetermined period.
[0162] The game control unit 400 may set eating a predetermined number of meals during a predetermined period as a task. That is, a task may be set separately from the game executed in the system 1. The effect generation unit 410 may then determine the number of meals the user has taken during the predetermined period based on the blood glucose level data measured by the measuring device 20 and / or the blood glucose level curve created by the game control unit 400, determine whether the user has completed the task, and generate a game effect that grants the user a predetermined reward based on the determination result. For example, the task may be "eating n meals" during a predetermined period (where n is an integer greater than or equal to 1), or multiple tasks (e.g., "eating one meal," "eating three meals," etc.) may be set. Thus, even if the user is unable to eat three meals during a predetermined period, if the user manages to eat one meal, the user will have completed the task of "eating one meal" and will be able to receive a predetermined reward. Furthermore, when multiple tasks are set, the effect generation unit 410 can make the game effects generated upon the completion of the tasks the same for all tasks, different for all tasks, or different for at least one or more tasks. This allows the system 1, when various tasks are set, to generate the same game effects or to generate a variety of game effects.
[0163] [Game Effect Example 4: Example of Setting a Change Condition for a Game Effect] The system 1 may control the content of the game effect by using the user's blood glucose level data without relying on a predetermined instruction from the user. Specifically, the system 1 sets a change condition that changes the content of the game effect by time, and generates the game effect based on the set change condition and the user's blood glucose level data. In this case, the user controls the time of mealtime and eats, and a predetermined game effect is generated based on the time of meal, the change condition set for that time, and the user's blood glucose level data at that time. That is, when the server-side data acquisition unit 406 acquires blood glucose level data, the effect generation unit 410 generates a predetermined game effect based on the change condition for the game effect by time, the value of the blood glucose level data, and the time information corresponding to that value. Note that the "time" in "by time" may be a time with a range, such as the time from a first time to a second time after the first time.
[0164] For example, the system 1 divides a day into multiple time slots, from a first time slot to an nth time slot (n is an integer equal to or greater than 1). The lengths of the time slots may be the same or different. A predetermined change condition is associated with each time slot. The game control unit 400 refers to the user's blood glucose level data continuously measured by the measuring device 20 and the time at which the blood glucose level data was measured, and identifies a time slot that includes that time. The effect generation unit 410 then generates a game effect based on the change condition associated with the identified time slot and the measured blood glucose level data.
[0165] The change conditions include, for example, the following conditions: Note that the effect generation section 410 may use one change condition or a combination of multiple change conditions.
[0166] a) Change Condition for Generating Different Game Effects for Different Time Periods Even When Blood Glucose Levels are the Same For example, suppose the effect generation unit 410 generates a predetermined game effect based on the user's blood glucose level. Here, there may be multiple times or time periods in a day when the user's blood glucose level is the same, or multiple time periods when the blood glucose level range is the same. As an example, suppose the user's blood glucose level is x (mg / dL) at one time and the user's blood glucose level is also x (mg / dL) at another time. In this case, if no change condition is set, the game effect generated by the effect generation unit 410 is the same at both the one time and the other times. On the other hand, if one change condition is set at one time and another change condition (a condition different from the one change condition) is set at another time, or if no change condition is set at another time, the game effect generated by the effect generation unit 410 can be different between the one time and the other times.
[0167] For example, the change condition may be a condition in which the effect generating unit 410 uses a value obtained by multiplying the measured blood glucose level by a coefficient that varies for each time period. In this case, the change condition may be a condition in which the coefficient for the first time period is multiplied by a 1 , the coefficient of the nth time period is a n The value obtained by multiplying the blood glucose level measured in each time period by the coefficient for that time period may be the condition used by the effect generation unit 410. For example, if the coefficient for one time period that includes 9:00 AM is set to "1" and the coefficient for another time period that includes 1:00 AM is set to "5," even if the user's blood glucose level in each time period is "150 (mg / dL)," the value used by the effect generation unit 410 in one time period will be different from the value used by the effect generation unit 410 in the other time periods (the value used in one time period will be smaller than the value used in the other time periods), and as a result, the game effects generated by the effect generation unit 410 will also be different.
[0168] b) Change Condition for Setting Objects More Likely to be Winned for Each Time Period: Suppose the game effect is an effect of granting a user an object won by a predetermined lottery. In this case, the change condition may be the probability of winning an object associated with a time period. For example, a win probability of an object may be associated with each of multiple time periods in a day, with different win probabilities associated with each time period. Specifically, suppose the objects are characters, and a predetermined attribute is associated with each character. In this case, the change condition may be a condition that increases the win probability of an nth character that wins in an nth time period (where n is an integer greater than or equal to 1) compared to the win probability of other characters. For example, in a first time period (e.g., between 7:11 AM and 7:20 AM), the win probability of a character with a "grass" attribute may be set higher than the win probability of characters with other attributes, and in a second time period (e.g., between 7:21 AM and 7:30 AM), the win probability of a character with a "water" attribute may be set higher than the win probability of characters with other attributes. In this way, the attributes of characters that are more likely to be winnable for each time period may be set.
[0169] In addition, the effect generating unit 410 may change the preset change condition to a condition corresponding to a predetermined item based on a user's instruction to use the predetermined item. The predetermined item may, for example, be an item that specifies the characteristics of an object to be won by lottery. By using the predetermined item, the user can reliably obtain an object with specific characteristics. Specifically, assume that the object is a character, and that the character is associated with a predetermined attribute. The change condition is a condition that increases the probability of winning a character with the nth attribute in an nth time period compared to the probability of winning characters with other attributes. For example, similar to the above, assume that the probability of winning a character with a "grass" attribute is set higher than the probability of winning characters with other attributes in a first time period, and the probability of winning a character with a "water" attribute is set higher than the probability of winning characters with other attributes in a second time period. However, some users may encounter circumstances that prevent them from eating or participating in a lottery during the second time period, even if they want to obtain a "water" character. As a remedy for such a situation, the effect generating unit 410 can change the change condition set for the first time period by, for example, accepting the user's use of a predetermined item via the terminal input unit 302 when the user eats a meal during the first time period. As an example, while the winning probability of a character with a "grass" type attribute is originally set higher than the winning probability of characters with other attributes during the first time period, by using a predetermined item (in this case, an item that limits the attribute of the winning character to a specific attribute, such as "water"), it is possible to ensure that a "water" type character wins the lottery even during the first time period. This eliminates the need for the user to adjust meal times to increase the winning probability of a desired character.
[0170] c) Change Condition Depending on Presence or Absence of a Predetermined Declaration by the User The system 1 may set, as a change condition, a condition under which a game effect changes based on the presence or absence of a predetermined declaration or instruction (hereinafter simply referred to as a "declaration") by the user received via the terminal input unit 302. Specifically, the effect generation unit 410 generates different game effects based on the user's blood glucose level data and / or blood glucose level curve depending on whether or not the user has made a declaration. For example, the effect generation unit 410 references the user's blood glucose level curve and uses the peak-top value of a blood glucose spike included in the blood glucose level curve to generate a game effect. In this case, the effect generation unit 410 treats the peak-top value of a blood glucose spike occurring after the user has made a declaration as a different value from the peak-top value occurring without the user's declaration. In other words, the effect generation unit 410 generates a game effect using the peak-top value without the declaration that is more unfavorable than a game effect using the peak-top value with the declaration. As an example, the effect generation unit 410 can generate different game effects based on blood glucose levels measured at 9:00 a.m. after the user declares that they will start eating at 8:00 a.m. from game effects based on blood glucose levels measured at 9:00 a.m. when the user does not declare that they will start eating.
[0171] d) Change Conditions Based on User's Past Blood Glucose Data The system 1 can change the game effect based on the difference between the time of a blood glucose peak and / or blood glucose spike and the average time of blood glucose peak and / or blood glucose spike calculated based on the user's past blood glucose data, referring to the user's blood glucose data used to generate the game effect. Specifically, the effect generation unit 410 refers to the blood glucose data in the user's past biological information stored in the user information storage unit 420 and calculates the average time of blood glucose spikes occurring after the user eats. The effect generation unit 410 then refers to the blood glucose data measured by the measuring device 20 and stored in the user information storage unit 420 to extract the time of the blood glucose peak and / or blood glucose spike. The effect generation unit 410 compares the extracted time with the average time, and generates a game effect that is disadvantageous to the user when the difference between the two is within a predetermined time, compared to a game effect that is disadvantageous to the user when the difference between the two is outside the predetermined time. As an example, if the average time at which the user starts eating is 9:00 a.m. and the time at which the blood glucose peak and / or blood glucose spike extracted from the blood glucose data stored in the user information storage unit 420 occurred is also 9:00 a.m., the effect generation unit 410 determines that the user has a regular diet and generates a predetermined game effect (game effect A). On the other hand, if the average time at which the user starts eating is 7:00 a.m. and the time at which the blood glucose peak and / or blood glucose spike extracted from the blood glucose data stored in the user information storage unit 420 occurred is 9:00 a.m., the effect generation unit 410 determines that the user does not have a regular diet and generates a predetermined game effect (game effect B that is more unfavorable to game effect A).
[0172] e) Change Condition Based on a Predetermined Event The effect generation unit 410 may differentiate the game effect that is generated during a period or time of a predetermined event executed in the game (event game effect) from the game effect that is generated outside of that period or time (normal game effect). For example, the effect generation unit 410 may set the content of the event game effect to be more advantageous to the user than the content of the normal game effect.
[0173] f) Different Change Conditions for Each User The effect generation unit 410 may set different change conditions for each user. For example, for a first user, a change condition may be set that generates a game effect advantageous to the first user when a blood glucose peak and / or blood glucose spike occurs in a predetermined time period, and for a second user, a change condition may be set that generates a game effect advantageous to the second user when a blood glucose peak and / or blood glucose spike occurs in a time period different from the predetermined time period.
[0174] By using the user's blood glucose level data, system 1 can grasp the user's eating status (e.g., whether the user ate, and if so, the time of meal), and can reflect the grasped results in the game content. Therefore, with system 1, even if the user's meal content and post-meal blood glucose level values and changes are the same, the game effect generated can change if, for example, the time of meal is changed, making it easier for the user to maintain interest in the game. For example, the game effect generated when a user eats at a certain time may differ from the game effect generated when the user eats five minutes after that time, so the user can enjoy changing the content of the game effect generated by controlling the time of meal. In other words, system 1 allows the user to control the content of the game effect generated to some extent by controlling the time of meal.
[0175] In conventional games, users are able to recognize changes in their blood glucose levels by self-reporting the contents of their meals or by taking photos of their meals and receiving advice from external experts. However, system 1 according to the present embodiment uses automatically measured blood glucose level data to grasp the user's dietary status and can reflect the results in the game, allowing users to recognize changes in their blood glucose levels simply by playing the game. Furthermore, blood glucose levels do not change immediately after a user eats, but are a random parameter that is reflected in blood glucose levels over the course of a predetermined period of time. Therefore, system 1, which can run a game based on blood glucose levels, can ensure gameplay that users will not tire of.
[0176] [Game Effect Example 5: Racing Game Example] The system 1 can also generate a game effect by reflecting the characteristics of the blood glucose curve created from the user's blood glucose data in the game. For example, the game control unit 400 starts a predetermined game in response to receiving an instruction to start a game from the user via the instruction receiving unit 404 (hereinafter referred to as a "game start instruction"). Then, upon receiving the game start instruction, the game control unit 400 creates a blood glucose curve using blood glucose data stored in the device-side storage unit 206, the terminal storage unit 310, or the user information storage unit 420, which is blood glucose data from the time the game start instruction was received up to a predetermined time prior.
[0177] The effect generation unit 410 generates game effects based on parameters such as the length, slope, peak height, area under the blood glucose curve, the rotating body formed based on the blood glucose curve, the average value of blood glucose change, and / or the time from when the blood glucose level starts to rise until it returns to the original blood glucose level. For example, assume that the predetermined game is a racing game in which the blood glucose curve is used as a course. In this racing game, the user controls a character owned by the user and competes against other characters (e.g., NPCs) to see who can get the character from the start point of the course to the finish point in the fastest time. The game control unit 400 outputs a course based on the generated blood glucose curve to the terminal output unit 308, and also outputs to the terminal output unit 308 an image of the character moving in response to user operation instructions received via the terminal input unit 302. In this case, the effect generation unit 410 generates obstacles on the course according to the height of the blood glucose peak or blood glucose spike. The higher the blood glucose peak or blood glucose spike, the more disadvantageous the course becomes for the character. By playing the racing game while recognizing the shape of the user's own blood glucose curve on the terminal output unit 308, the user can enjoy the game and also gain insight into their own eating habits, etc.
[0178] [Game Effect Example 6: Example of Setting a Special Period] The effect generation unit 410 can generate a special game effect when biological information is measured by the measuring device 20 within a predetermined, randomly determined special period. For example, when the game control unit 400 launches a predetermined game in response to the instruction acceptance unit 404 accepting an instruction for the user to log in to the game during a user's day, the effect generation unit 410 grants the user a predetermined reward as a predetermined game effect if blood glucose level data from the time the game was launched until a predetermined time prior is stored in the device-side storage unit 206, the terminal storage unit 310, and / or the user information storage unit 420. The predetermined reward may be, for example, points exchangeable for objects usable in the game or in-game virtual currency.
[0179] On the other hand, if the biometric information is measured by the measuring device 20 within a special period, the effect generation unit 410 may grant the user a reward (special reward) exceeding the predetermined reward as a special game effect, together with or instead of the predetermined reward. For example, the game control unit 400 launches the game in response to the instruction receiving unit 404 receiving a user's instruction to log in to the game. Then, when the game is launched, the effect generation unit 410 grants the user a special reward if a special period is included between the time the game is launched and a predetermined time prior, and blood glucose level data measured within the special period is stored in the device-side storage unit 206, the terminal storage unit 310, and / or the user information storage unit 420. The special reward may be more points than the predetermined reward (for example, the special reward may be x times the number of points as the predetermined reward (where x is a positive number greater than 1)). Note that one or more special periods may be set per day. However, the special period may start randomly without notifying the user of the start timing of the special period. Therefore, since constantly measuring blood glucose levels using the measuring device 20 is advantageous for obtaining special rewards, users are more likely to develop a conscious attitude toward constantly measuring their blood glucose levels.
[0180] [Game Effect Example 7: Example of Whether or Not the Measuring Device 20 is Wearing] The user's blood glucose level is measured while the user is wearing the measuring device 20. Therefore, to play the game in the system 1, the user must wear the measuring device 20 on their body. On the other hand, the effect generation unit 410 can generate a game effect advantageous to the user by referring to the user's blood glucose level curve. For example, if the blood glucose level curve has few indentations (i.e., if the blood glucose level peaks or blood glucose level spikes are gentle) or if the blood glucose level curve does not contain any blood glucose level peaks or blood glucose level spikes, the effect generation unit 410 can generate a game effect that is advantageous to the user. Therefore, from the perspective of appropriately generating game effects, the effect generation unit 410 can generate different game effects depending on whether or not the measuring device 20 is worn on the user's body. Note that whether or not the measuring device 20 is worn on the user's body and / or the time the measuring device 20 is worn on or removed from the user's body can be determined based on, for example, biological information measured by the biological information measurement unit 210, such as heart rate, electrocardiogram, and body temperature.
[0181] For example, when generating a game effect that awards a predetermined number of points to a user, the effect generating unit 410 may award the predetermined number of points to the user depending on the time (reattachment time) between when the measuring device 20 is removed from the user's body and when it is reattached to the user's body. As an example, the effect generating unit 410 may award the nth point to the user if the reattachment time is within the nth specified time (where n is an integer greater than or equal to 1), and may award the n+1th point to the user if the reattachment time is greater than the nth specified time but within the n+1th specified time. Here, the amount of points may be set to a value greater than the nth point > the n+1th point. Furthermore, the effect generating unit 410 may generate a game effect that does not award points to the user if it determines that the user has not worn the measuring device 20 on their body for a predetermined period of time. Note that the effect generating unit 410 may not generate a disadvantageous effect to the user until a predetermined period of time has elapsed if it has received a command from the user via the terminal input unit 302 to remove the measuring device 20.
[0182] [Game Effect Example 8: Example of Whether or Not to Charging the Measuring Device 20] As the measuring device 20 continues to operate, the remaining charge of the battery 214 gradually decreases. Therefore, the battery 214 needs to be charged at a predetermined timing. When the battery 214 needs to be charged, the measuring device 20 is removed from the user's body, and the user's biological information cannot be measured. Therefore, the system 1 may notify the user when it is time to charge the battery 214, or may allow the user to specify the charging timing.
[0183] Specifically, the game control unit 400 outputs information regarding the timing of charging the battery 214 to the user via the device output unit 308 based on the battery information acquired from the charging control unit 216. For example, the game control unit 400 calculates the average time at which the user goes to bed and the average sleeping duration based on the biometric information stored in the user information storage unit 420. Then, the game control unit 400 references the battery information and estimates whether the remaining charge of the battery 214 will be zero when the user goes to bed at the average time and the average sleeping duration has elapsed. If it determines that the remaining charge will be zero, the game control unit 400 causes the terminal output unit 308 to output a message indicating that the battery 214 needs to be charged a predetermined time before the average bedtime.
[0184] Furthermore, the game control unit 400 may receive a command (charge command) from the user via the terminal input unit 302 and cause the charge control unit 216 to start charging the battery 214. In this case, since the measuring device 20 does not measure biological information, the effect generation unit 410 stops generating the game effect while the battery 214 is charging.
[0185] Furthermore, the game control unit 400 estimates a time period during which the user normally does not eat, based on the biometric information stored in the user information storage unit 420. The game control unit 400 may then cause the terminal output unit 308 to output information prompting the user to charge the battery 214 during the estimated time period.
[0186] [Game Effect Example 9: Example of Blood Glucose Level Prediction] The game control unit 400 may acquire a predicted blood glucose level increase due to a meal from the user via the terminal input unit 302 and compare the acquired predicted value with the blood glucose level data measured by the measuring device 20. The effect generation unit 410 may then generate a predetermined game effect based on the comparison result. For example, the effect generation unit 410 may assign a full score (reference score) when the predicted value matches the measured blood glucose level data, and convert the score obtained by subtracting a score determined according to the deviation of the actually measured blood glucose level data from the predicted value from the reference score into points to be awarded to the user. The effect generation unit 410 may then award the converted points to the user. Therefore, if the predicted value matches the actually measured blood glucose level data, the user can earn the most points.
[0187] [Game Effect Example 10: Friend Example] The effect generation unit 410 may generate a game effect that grants a predetermined reward to the user and one or more friends when the user eats a meal with a preset friend. Specifically, the game control unit 400 registers the user and other users (hereinafter simply referred to as "friend users") as friends on the condition that the user designates the other users and the other users accepts an instruction to become friends with the user. Then, if the blood glucose level curves of the user and the other users show similar blood glucose level increases from a certain time until a predetermined time has elapsed (e.g., if the time at which the blood glucose level curves of the user and the friend users start to rise / decline and / or the slopes of the blood glucose level curves fall within a predetermined range), the effect generation unit 410 grants a predetermined reward to the user and the friend users. In this way, in the system 1, the user and the friend users are granted a predetermined reward when they eat a meal while conversing with each other via a web conference system at the same place or at the same time while being far away from each other. In the system 1, a user may be a video distributor in a video distribution service, and a friend may be a viewer of a video distributed by the video distributor. In this case, if the video distributor and one or more viewers have a meal while talking at the same time, a predetermined reward is awarded to the video distributor and one or more viewers.
[0188] The effect generation unit 410 may grant a predetermined reward to the user and the friend user on the condition that the game control unit 400 determines that both the user's information terminal 30 and the friend user's information terminal are within a predetermined distance at a certain time. In this case, the game control unit 400 may estimate the distance between the user's information terminal 30 and the friend user's information terminal using the GPS function of each information terminal, and may also estimate that the information terminal 30 and the friend user's information terminal are within a predetermined distance when short-range wireless communication is possible between the information terminal 30 and the friend user's information terminal. The effect generation unit 410 also generates a game effect in the same manner as above when the user and multiple friend users eat a meal together. This allows the system 1 to grant a game reward to the user and the friend user simply by enjoying a meal by eating together.
[0189] [Game Effect Example 11: Example of Same Meal Timing] When another user eats a meal at approximately the same timing as the user (e.g., within a predetermined time period (e.g., within a few minutes to a few dozen minutes before or after the reference time) based on the timing of the user's meal), the effect generation unit 410 may generate a game effect in which the user matches the other user, makes the other user a pseudo-friend, and awards a predetermined reward to the user and the other user. Specifically, the game control unit 400 acquires start instructions to start eating from each of multiple information terminals (the user's information terminal 30 and one or more other user's information terminals) via the communication network 5, in association with the date and time of the instruction. Then, the game control unit 400 causes the terminal output unit 308 to output information indicating that one or more other users have issued start instructions within a predetermined time period before or after the user's meal start timing (user timing). The game control unit 400 matches the user with other users (hereinafter simply referred to as "pseudo friends") and sets the other users as pseudo friends, on the condition that the user specifies one or more other users and receives an instruction from the other users to agree to become pseudo friends with the user at least while the user is eating.The effect generation unit 410 then awards a predetermined reward to the user and the pseudo friends if the blood glucose level rise indicated by the user's blood glucose level curve and the pseudo friend's blood glucose level curve from a certain time until a predetermined time has elapsed is similar.This allows the user to enjoy the game in the system 1 even when eating alone.
[0190] [Game Effect Example 12: Example of a Battle Game] In the system 1, when the user has a meal with a friend user, the game control unit 400 may execute a battle between the user character and the friend user's user character (friend user character). Then, the effect generation unit 410 outputs the battle result to the user's information terminal 30 and the friend user's information terminal a predetermined time after the user and friend user have eaten, and grants a reward based on the battle result to the user and / or friend user. Note that the setting of the friend user and the determination of whether the user and friend user have eaten a meal together are the same as those explained in "Game Effect Example 10: Example of a Friend."
[0191] The effect generation unit 410 determines the outcome of a match between a user character and a friend user character based on, for example, the blood glucose level data of each user and friend user from the time when both the user and friend user started eating until a predetermined time has elapsed. For example, the effect generation unit 410 determines the outcome of the match based on the height of the blood glucose peak or blood glucose spike included in the blood glucose curve, and / or the width of the area under the blood glucose rise in the blood glucose curve. As an example, the effect generation unit 410 compares the height of the user's blood glucose spike with the height of the friend user's blood glucose spike, and determines that the user character of the user or friend user whose blood glucose curve includes a lower blood glucose spike is victorious. The effect generation unit 410 then awards a predetermined reward to the winning user or friend user.
[0192] Even if the user and friend users eat the same food at the same time, the way the blood glucose curve rises, the timing of the blood glucose spike, and / or the height of the blood glucose spike can vary randomly depending on the health condition and constitution of both users, the speed at which they eat the food, the amount of food eaten, etc. Therefore, when a user character and a friend user character battle based on the blood glucose curves of the user and friend user, the battle outcome will vary due to this randomness. As a result, the user and friend user can enjoy their meal while also having fun checking the outcome of the battle between their character and the opponent's character after the meal.
[0193] Furthermore, when one or more pseudo-friends are set by matching the user with one or more other users, the game control unit 400 may execute a battle between the user character and the pseudo-friend's user character (pseudo-friend character). The effect generation unit 410 may then output the battle results to the user's information terminal 30 and the pseudo-friend's information terminal a predetermined time after the user and pseudo-friend have eaten, and may also award a reward based on the battle results to the user and / or the pseudo-friend. The battle may be conducted in the same manner as described above. This allows the user to enjoy the battle game in the system 1 even when eating alone.
[0194] Furthermore, in the system 1, when a user has a meal with a friend user, the game control unit 400 may execute a match between a character owned by the user (a character different from the user character) and a character owned by the friend user (a character different from the friend user character). Then, the effect generation unit 410 outputs the match result to the user's information terminal 30 and the friend user's information terminal a predetermined time after the user and friend user have eaten, and grants a reward based on the match result to the user and / or friend user.
[0195] Here, the game control unit 400 can change the predetermined parameters of a character possessed by a user to be advantageous in a competitive game based on the user's usual diet and blood glucose level data (hereinafter, changing to be advantageous may be referred to as "growing"). For example, as described in the game effects generated by the effect generation unit 410 (see "d) Effect of Changing Parameters of Objects Appearing in the Game" above), the effect generation unit 410 grows the character as an object based on the user's blood glucose level data and environmental information. As an example, if the height or number of blood glucose spikes and / or the slope of the blood glucose peaks included in the blood glucose level curve created based on the user's blood glucose level data are below a predetermined standard, the effect generation unit 410 can increase the character's growth rate compared to when the height or number of blood glucose spikes and / or the slope of the blood glucose level peaks exceed the predetermined standard. The game control unit 400 stores information about the grown character (such as information about the character's various parameters) in the game information storage unit 422 as object information. When the user eats a meal with a friend user, the game control unit 400 executes a match between the user's character and the friend user's character by applying a predetermined correction process to the parameters of the user's character and the parameters of the friend user's character based on the object information stored in the game information storage unit 422, and the user's blood glucose level data and the friend user's blood glucose level data from when the user and friend user started eating until a predetermined time has elapsed.
[0196] For example, the effect generation unit 410 corrects the parameters of the user's character and the friend user's character based on the height of blood glucose peaks or blood glucose spikes included in the blood glucose curves created from the blood glucose data of the user and the friend user, and / or the area under the blood glucose rise in the blood glucose curve, and determines the outcome of the match. As an example, the effect generation unit 410 compares the height of the user's blood glucose spikes with the height of the friend user's blood glucose spikes, corrects the parameters of the user's character or the friend user's character with a blood glucose curve containing lower blood glucose spikes to be advantageous for the match (or corrects the parameters of the user's character or the friend user's character with a blood glucose curve containing higher blood glucose spikes to be disadvantageous for the match), and executes the match. Here, the character of a user who regularly practices reducing the height and number of blood glucose spikes, etc. included in the blood glucose curve is progressing to be advantageous in a match game. Therefore, even if the parameters are corrected to be disadvantageous for the match, they do not necessarily become disadvantageous compared to the parameters of the opponent's character. In other words, even if a user has a constitution that puts them at a disadvantage in a competitive game, such as a user who is prone to high blood sugar levels, or a user who has difficulty winning a competitive game for some reason, if they pay attention to their diet and develop their character, they will not necessarily end up at a disadvantage in the competitive game. Therefore, the system 1 can execute a competitive game that is less likely to feel unfair. The effect generation unit 410 then awards a predetermined reward to the winning user or friend user.
[0197] [Game Effect Example 13: RPG Example] The system 1 may execute a role-playing game (RPG) as the game. For example, the game control unit 400 organizes a party consisting of one or more characters owned by the user (characters stored in the user information storage unit 420) in response to a user's selection instruction received via the terminal input unit 302. The game control unit 400 automatically causes the party to carry out a predetermined adventure or a predetermined quest in the virtual space within the game. In other words, in the RPG according to this embodiment, the user does not need to control the characters belonging to the party after organizing the party. Note that the quest may be, for example, an attempt to obtain an object such as an item or character present in the virtual space, a battle with an enemy character, a search to the goal of a predetermined labyrinth, or a battle with an enemy boss character in the labyrinth.
[0198] The effect generation unit 410 then generates a game effect that determines the success or failure of a quest based on the user's blood glucose curve. Specifically, the effect generation unit 410 determines the success or failure of a quest based on the length, slope, and height of the blood glucose spike of the blood glucose curve, assuming that the blood glucose curve contains blood glucose peaks and blood glucose spikes. For example, the effect generation unit 410 determines the success or failure of the quest if the length of the blood glucose curve is equal to or shorter than a predetermined length, and determines the failure or partial success of the quest if the length exceeds the predetermined length. Furthermore, when a character in a party battles an enemy character, the effect generation unit 410 may set parameters of the enemy character, such as attack power and defense power, to be more disadvantageous to the user as the blood glucose spike in the blood glucose curve becomes sharper (i.e., the steeper the slope of the spike). Alternatively, when a character in a party battles an enemy character, the effect generation unit 410 may add a value proportional to the area under the blood glucose rise of the user's blood glucose curve to a predetermined parameter of the enemy character (e.g., hit points, attack power, etc.). This makes the user aware of sudden increases in their blood sugar level, etc., in order to progress through the quest with an advantage.
[0199] After forming a party as described above, the game control unit 400 may start executing a predetermined quest upon receiving a start instruction from the user via the terminal input unit 302 to begin eating. The game control unit 400 causes the party to execute a predetermined adventure or quest in the in-game virtual space from the time the start instruction is received until a predetermined time has elapsed (e.g., several hours until the user's blood glucose level rises due to eating after receiving the start instruction and then drops back down to a predetermined value). The content of the adventure or quest may be similar to that described above. The effect generation unit 410 then generates a game effect that changes the parameters (e.g., hit points, etc.) of the characters in the party based on the user's blood glucose curve. Specifically, the effect generation unit 410 decreases the character parameters if the length or slope of the blood glucose curve or the height of a blood glucose spike exceeds a predetermined standard. The game control unit 400 slows down the party's adventure or quest execution speed based on the decrease in the character parameters. As a result, if the user's blood glucose curve has a sudden peak or spike in blood glucose level, or if the number of blood glucose spikes is greater than a predetermined number, the parameters of the characters in the party will decrease and their execution speed will also decrease, which will slow down the party's adventure or quest progress, reduce the number of objects acquired, make them more likely to be defeated in battle with enemy characters or enemy boss characters, and make it impossible to explore the labyrinth to the goal. This will make the user aware of fluctuations in their own blood glucose level from the perspective of advancing their party's exploration or quest more advantageously.
[0200] [Game Effect Example 14: Ranking] The game control unit 400 may determine the ranking of users using a predetermined value (ranking value) calculated based on the number of eggs that the user successfully hatched within a predetermined period, the rarity of the hatched characters, and / or the flatness of the user's blood glucose curve within the predetermined period. That is, the game control unit 400 calculates a ranking value for each of multiple users and determines the rankings of the multiple users. The effect generation unit 410 may then generate a game effect that awards a reward to the user according to the user's ranking. Note that there is no particular limitation on the method of calculating the ranking value. For example, the game control unit 400 may use the number of eggs that the user has added within a predetermined period (e.g., one week) as the ranking value.
[0201] [Game Effect Example 15: Example of a Training Game] The system 1 may execute a training game as a game. The training game is, for example, a game in which a predetermined character is trained in a virtual space. Specifically, the game control unit 400 outputs to the terminal output unit 308 an image of the predetermined character existing in the virtual space. The effect generation unit 410 then generates a predetermined game effect for growing the character based on the user's blood glucose curve. For example, the effect generation unit 410 generates, as the predetermined game effect, an effect of increasing a first parameter associated with the character. The character grows in accordance with the increase in the first parameter. For example, the character may gradually increase in size on the condition that the value of the first parameter reaches a predetermined value, and the game control unit 400 outputs to the terminal output unit 308 an image of the character's increasing size.
[0202] The game control unit 400 may increase the first parameter by adding points determined based on a blood glucose curve that changes due to the user's meals during the user's active period (a period excluding periods during which the user is sleeping). The game control unit 400, for example, receives a declaration of the start of a meal from the user via the terminal input unit 302 and creates a blood glucose curve using blood glucose data from the time of receipt of the declaration until a predetermined time has elapsed. The effect generation unit 410 then calculates predetermined points based on the created blood glucose curve. The effect generation unit 410 updates the first parameter by cumulatively adding the calculated points to the first parameter associated with the character at the time of the declaration of the start of a meal. One or more thresholds may be associated with the first parameter, and each time the updated first parameter reaches a predetermined threshold, the effect generation unit 410 gradually increases the size of the character. The game control unit 400 outputs to the terminal output unit 308 an image of the character growing larger due to the effect generated by the effect generation unit 410, and the enlarged character itself.
[0203] In this way, in the training game, the first parameter of the character increases every time the user eats. Then, the character grows every time the first parameter reaches a predetermined value. Therefore, in the training game executed by system 1, the user can observe the character growing as the user eats via terminal output unit 308.
[0204] [Game Effect Example 16: Example of Sleep Game] The system 1 may execute a sleep game in which the game progresses based on a first parameter that increases based on whether or not the user performs a predetermined operation during a time period when the user is awake and active, based on the user's meals, etc., a sleep parameter that is determined based on sleep information related to the user's sleep, and a second parameter that is obtained by adding or multiplying the sleep parameter to the first parameter. The system 1 determines game events to be generated in the virtual space based on the second parameter. Note that the active period may be a time period that differs depending on the user.
[0205] The game control unit 400 increases the first parameter by adding points determined based on the blood glucose level curve that changes due to the user's meals during the user's activity period. The effect generation unit 410 calculates points in the same manner as described in "Game Effect Example 15: Example of a Training Game" and updates the first parameter by cumulatively adding the calculated points to the first parameter at the time the user declares the start of a meal. The game control unit 400 also determines a sleep parameter based on the user's sleep information (e.g., sleep time) measured by the environmental information measurement unit 212. For example, the sleep parameter may be a value that increases according to the user's sleep time. The effect generation unit 410 then generates a predetermined game effect based on a second parameter calculated by multiplying the first parameter at the time the user starts sleeping by a sleep parameter determined based on the user's sleep time at the time the user wakes up. The predetermined game effect may be, for example, an effect in which a character appears in a virtual space within the game based on the magnitude of the second parameter. The effect generation unit 410 may cause a character with a higher rarity to appear as the second parameter increases.
[0206] [Game Effect Example 17: Real-time Example] The measuring device 20 measures the user's blood glucose level in real time. The game control unit 400 can then acquire the user's blood glucose level data in real time and execute a predetermined game in real time. The effect generation unit 410 then generates a predetermined game effect in real time.
[0207] Specifically, the game control unit 400 can create a blood glucose curve using the user's blood glucose data acquired in real time, and can update and output the created blood glucose curve to the terminal output unit 308 in real time. The game control unit 400 starts outputting the blood glucose curve to the terminal output unit 308 in real time when a predetermined instruction is received from the user. In addition, while the game control unit 400 executes a predetermined game, the effect generation unit 410 can also generate a predetermined game effect based on the blood glucose curve that is updated in real time and output to the terminal output unit 308. This allows the user to play the game while being aware of changes in their own blood glucose level in real time.
[0208] For example, the blood glucose curve of the user playing the game is output in real time to the terminal output unit 308, and the user plays the game while recognizing his or her own blood glucose curve. Then, when a blood glucose peak or blood glucose spike occurs in the user's blood glucose curve, the user can recognize the occurrence in real time. Here, the effect generation unit 410 generates a game effect that is disadvantageous to the user in the game in response to the occurrence of a blood glucose peak or blood glucose spike. This makes it easier for the user to progress through the game advantageously and, as a result, to be motivated to exercise or the like to suppress an increase in blood glucose level.
[0209] Furthermore, the game control unit 400 may cause the terminal output unit 308 to output a virtual space and a predetermined character existing in the virtual space. Then, the effect generation unit 410 may generate a game effect of outputting to the terminal output unit 308 a scene in which the character performs a predetermined action based on the user's blood glucose curve, which changes in real time. For example, when the user's blood glucose curve begins to rise, the effect generation unit 410 may output a scene in which the character begins to eat food such as berries, and when a blood glucose spike occurs in the user's blood glucose curve, the effect generation unit 410 may output a scene in which the character furiously eats berries and the like, as well as an image of the character appearing to be in poor health.
[0210] [Game Effect Example 18: Sandbox Game Example] The system 1 can determine the state of a predetermined character in a predetermined virtual space based on the user's blood glucose level data and environmental information measured by the measuring device 20, and output the determined state to the terminal output unit 308. Specifically, the game control unit 400 controls the output control unit 316 to output a virtual space (sandbox space) in which one or more predetermined characters live to the terminal output unit 308. The effect generation unit 410 then generates a game effect that determines the state of one or more characters in the sandbox space based on parameters (state parameters) indicating the state of the character that are determined based on a blood glucose curve created using blood glucose level data for a predetermined period acquired by the server-side data acquisition unit 406, and on environmental information for the predetermined period acquired by the server-side data acquisition unit 406.
[0211] The character's status parameter indicates, for example, the character's hunger level, which is determined based on the user's blood glucose level data. As an example, the effect generation unit 410 increases the character's status parameter when the user's blood glucose level data is equal to or greater than a predetermined value. The effect generation unit 410 changes the appearance of the character (e.g., the character's size, posture, etc.) output in the sandbox space when the status parameter reaches the predetermined value. The effect generation unit 410 may also use temperature information as environmental information and set the temperature of the sandbox space according to the temperature indicated by the temperature information. When the temperature of the sandbox space is equal to or greater than a predetermined temperature, the effect generation unit 410 changes the appearance of the character (e.g., changing the character's posture to one that indicates the character looks hot). When the temperature of the sandbox space is within a predetermined temperature range, the effect generation unit 410 may also generate an object (e.g., a berry, etc.) in the sandbox space that increases the character's parameters (e.g., experience points, hit points, etc.) and generate a game effect that gives the object to a character present in the sandbox space. Furthermore, the effect generation unit 410 may cause a character other than the characters already present in the sandbox space to appear based on the state parameters and / or environmental information. For example, environmental information such as the character's preferred temperature and humidity is set for each character, and the effect generation unit 410 causes a character to appear in the sandbox space whose preferred temperature and humidity settings match the temperature and humidity of the sandbox space determined based on the environmental information.
[0212] [Game Effect Example 19: Example of Object Guessing Game] The game control unit 400 controls the output control unit 316 to output a predetermined image (background image) on the device output unit 308, and also controls the output control unit 316 to output a blood glucose curve created using blood glucose data for a predetermined period acquired by the server-side data acquisition unit 406, superimposed on the background image. The background image may include a predetermined object. Here, the game control unit 400, for example, fills in the lower part of the blood glucose curve (i.e., the area between the x-axis and the blood glucose curve in the blood glucose curve graph as shown in FIG. 1( b)) with a predetermined color, image, or the like. As a result, the device output unit 308 outputs a state in which part of the background image and / or part or all of a predetermined object in the background image is hidden by the blood glucose curve. The effect generation unit 410 then acquires data specifying the name of the object hidden by the blood glucose curve from the user via the device input unit 302. If the data matches the name of the object, the effect generation unit 410 grants the user a predetermined reward as a predetermined game effect.
[0213] The game control unit 400 also references all or part of the blood glucose curve created using blood glucose data for a predetermined period acquired by the server-side data acquisition unit 406, and identifies a character having a voice waveform most similar to the shape of the referenced blood glucose curve by referring to the voice information stored in the game information storage unit 422. Based on the voice information of the identified character, the game control unit 400 controls the output control unit 316 to output at least a part of the voice waveform of the character's cry or lines to the terminal output unit 308. The effect generation unit 410 then acquires data specifying the name of the character corresponding to the voice waveform from the user who has referenced the output via the terminal input unit 302, and if the data matches the name of the character, it can also grant a predetermined reward to the user as a predetermined game effect.
[0214] [Game Effect Example 20: Puzzle Game Example] The game control unit 400 controls the output control unit 316 to output to the terminal output unit 308 a blood glucose curve created using blood glucose data for a predetermined period acquired by the server-side data acquisition unit 406. The game control unit 400 then places objects (puzzle objects) of a predetermined shape on the blood glucose curve in response to user instructions received via the terminal input unit 302. For example, the game control unit 400 can make it possible for multiple puzzle objects to be stacked on flat portions of the blood glucose curve, and when a puzzle object is placed on a blood glucose spike portion, it can slide down from the blood glucose spike. The effect generation unit 410 generates a game effect that awards a predetermined reward to the user, for example, based on the number of puzzle objects placed on the blood glucose curve without collapsing.
[0215] [Game Effect Example 21: Example of Meal Content Input] In response to a user input instruction received via the terminal input unit 302, the game control unit 400 may store the user's meal content (e.g., menu, etc.) along with meal time information in the user information storage unit 420. For example, the game control unit 400 causes the terminal output unit 308 to output the user's blood glucose curve, and then stores information about the meal content received from the user in the user information storage unit 420. The effect generation unit 410 may generate a game effect that awards a predetermined reward to the user in response to the user's input of the meal content. Then, in response to a user instruction to output blood glucose data, the game control unit 400 causes the terminal output unit 308 to output the user's blood glucose curve and blood glucose data history, or separately, to output the meal content at a predetermined time. Note that this predetermined time may be specified by the user.
[0216] For example, when a blood glucose level curve created from continuously measured blood glucose level data includes a blood glucose level spike that reaches a predetermined blood glucose level, the game control unit 400 causes the terminal output unit 308 to output a message indicating that a blood glucose level spike has occurred. The game control unit 400 then stores the user's meal details and meal time information in the user information storage unit 420 in response to a user's input instruction that references the output received via the terminal input unit 302. Furthermore, when the game control unit 400 receives a declaration from the user via the terminal input unit 302 that the user has started eating, it may store the user's meal details in the user information storage unit 420 in response to the user's input instruction.
[0217] [Program] Each of the components of the system 1 according to this embodiment shown in FIGS. 1 to 6 can be realized by having a central processing unit (CPU) or other processor execute a program (i.e., a program capable of executing a game), that is, by software processing. Alternatively, the components can be realized by writing the program in advance to hardware such as an integrated circuit (IC), an electronic component. The processor is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, registers, peripheral circuits, etc. Alternatively, software and hardware can be used together.
[0218] That is, the program according to this embodiment is a program for causing a computer having a processor and memory to play a predetermined game based on blood glucose level data. The program according to this embodiment can be pre-installed in, for example, an IC or ROM. The program can also be provided as a computer program by recording it in an installable or executable file format on a computer-readable recording medium such as a magnetic recording medium, optical recording medium, or semiconductor recording medium. The recording medium storing the program may be a non-transitory recording medium such as a CD-ROM or DVD. Furthermore, the program can be pre-stored on a computer connected to a communication network such as the Internet, and provided by downloading it via the communication network.
[0219] The program according to this embodiment acts on a CPU or the like to cause the program to function as the device control unit 200, device output unit 202, device input unit 204, device-side storage unit 206, device-side communication unit 208, biological information measurement unit 210, environmental information measurement unit 212, charging control unit 216, terminal control unit 300, terminal input unit 302, terminal output unit 308, terminal storage unit 310, terminal-side communication unit 312, terminal-side data acquisition unit 314, output control unit 316, imaging unit 318, game control unit 400, storage unit 402, instruction acceptance unit 404, server-side data acquisition unit 406, server-side communication unit 408, effect generation unit 410, notification unit 412, and path control unit 414, which are described in connection with FIGS. 1 to 6 .
[0220] [Effects of the Embodiment] The system 1 according to the present embodiment continuously measures the user's blood glucose level and generates a predetermined game effect based on the measured blood glucose level data. The system 1 then generates a game effect advantageous to the user based on predetermined characteristics of the blood glucose level curve, such as the higher the percentage of blood glucose level curves created from the blood glucose level data that fall within a predetermined blood glucose level range, the lower the occurrence of blood glucose level spikes, the lower the height of blood glucose level spikes, or the smaller the area under the blood glucose level rise. Therefore, the system 1 allows the user to be conscious of keeping their blood glucose level within a predetermined range and preventing blood glucose level spikes through game play, and can also help them pay more attention to their own diet.
[0221] Although the embodiments of the present invention have been described above, the above-described embodiments do not limit the scope of the invention as claimed. It should be noted that not all of the combinations of features described in the embodiments are necessarily essential to the means for solving the problems of the invention. Furthermore, the technical elements of the above-described embodiments may be applied independently, or may be divided into multiple parts, such as program components and hardware components, and then applied.
[0222] Additionally, the functions performed by the components described herein may be implemented in circuitry or processing circuitry, including general-purpose processors, application-specific processors, integrated circuits, Application Specific Integrated Circuits (ASICs), a Central Processing Unit (CPU), conventional circuits, and / or combinations thereof, programmed to perform the described functions. A processor includes transistors and other circuits and is considered to be circuitry or processing circuitry. A processor may also be a programmed processor that executes a program stored in memory. In this specification, circuitry, units, and means refer to hardware that is programmed to perform the described functions or that executes the described functions. The hardware may be any hardware disclosed herein or any hardware known to be programmed or capable of performing the described functions. If the hardware is a processor, the circuitry, means, or unit is a combination of the hardware and software used to configure the hardware and / or processor.
[0223] The program, system, information processing device, server, and method according to the present embodiment can also be referred to in the following appended clauses, which should not be confused with the claims.
[0224] (Supplementary Item 1) A program to be executed by a computer having a processor and a memory, the program causing the processor to execute the following steps: acquiring continuous blood glucose level data of a user associated with time information, and when the blood glucose level data is acquired, generating a predetermined game effect based on a condition for changing the game effect for each hour, the value of the blood glucose level data, and the time information corresponding to the value. (Supplementary Item 2) A program to be executed by a computer having a processor and a memory, the program causing the processor to execute the following steps: acquiring continuous bioinformation data of a user associated with time information including an acquisition time, and generating a predetermined game effect based on the bioinformation data within a predetermined time. (Supplementary Item 3) The program according to Supplementary Item 2, wherein the step of acquiring bioinformation data acquires the bioinformation data in association with time information including an acquisition time of the bioinformation data. (Supplementary Item 4) A system comprising: a battery-powered measuring device that is worn on a user's body and can automatically and continuously measure the user's biometric data; a biometric information storage unit that stores the user's biometric data measured by the measuring device in association with a time at which the biometric data was acquired; a data acquisition unit that acquires the biometric data associated with the acquisition time; and an effect generation unit that generates a predetermined game effect based on the biometric data within a predetermined time. (Supplementary Item 5) The system according to Supplementary Item 3, wherein the predetermined time is a period from a first time to a second time, and the effect generation unit generates the predetermined game effect based on the continuous biometric data from the first time to the second time. (Supplementary Item 6) A program to be executed by a computer comprising a processor and a memory, the program causing the processor to execute the following steps: acquiring continuous blood glucose level data of a user; generating a blood glucose curve showing changes in the blood glucose data over time from the acquired blood glucose level data; and generating a predetermined game effect based on the blood glucose curve.
[0225] 1 System 5 Communication network 20 Measurement device 30 Information terminal 40 Server 200 Device control unit 202 Device output unit 204 Device input unit 206 Device side storage unit 208 Device side communication unit 210 Biometric information measurement unit 212 Environmental information measurement unit 214 Battery 216 Charging control unit 300 Terminal control unit 302 Terminal input unit 304 Input surface 306 Input control unit 308 Terminal output unit 310 Terminal storage unit 312 Terminal side communication unit 314 Terminal side data acquisition unit 316 Output control unit 318 Imaging unit 400 Game control unit 402 Storage unit 404 Instruction acceptance unit 406 Server side data acquisition unit 408 Server side communication unit 410 Effect generation unit 412 Notification unit 414 Path control unit 420 User information storage unit 422 Game information storage unit 424 Environmental information storage unit 900, 910, 920 Blood glucose curve
Claims
1. A program to be executed by a computer having a processor and a memory, the program causing the processor to execute the steps of: acquiring continuous blood glucose level data of a user associated with time information including an acquisition time prior to the acquisition time; and generating a predetermined game effect based on the continuous blood glucose level data within a predetermined time period.
2. The program according to claim 1, wherein the step of generating the game effect generates the predetermined game effect based on a blood glucose curve that shows the change over time of the blood glucose data, which is created from the blood glucose data.
3. The program according to claim 2, wherein the step of generating the game effect generates a first game effect based on the blood glucose level curve that falls within a predetermined blood glucose level range, and generates a second game effect different from the first game effect based on the blood glucose level curve that does not fall within the range.
4. The program according to claim 2, wherein the step of generating a game effect generates the predetermined game effect based on the shape of the blood glucose curve.
5. The program according to claim 2, wherein the step of generating a game effect generates different game effects depending on whether the blood glucose curve includes a blood glucose spike or does not include the blood glucose spike.
6. The program according to claim 2, wherein the step of generating the game effect includes incorporating at least a part of the shape of the blood glucose curve into the configuration of at least one game element selected from the group consisting of objects used in the game and a field on which the game is played.
7. The program of claim 1, further comprising the step of outputting the blood glucose level data to an output unit of an information terminal, wherein the step of generating a game effect differs from at least one of the game effect when a specified instruction is received from the user within a specified time and the blood glucose level data is output to the output unit, the game effect when a specified instruction is received from the user outside the specified time and the blood glucose level data is output to the output unit, and the game effect when a specified instruction is not received from the user.
8. The program of claim 1, further comprising: a step of receiving input from the user regarding the user's meals; and wherein the step of generating a game effect generates the predetermined game effect based on a comparison between the input information and the blood glucose level data.
9. The program according to claim 1, wherein the blood glucose level data is constantly measured by a measuring device that is attached to the user's body and does not have a sensor that is inserted subcutaneously into the user's body, and the step of generating a game effect generates a game effect while the blood glucose level data is not being measured by the measuring device that is less favorable than the game effect while the measuring device is attached to the user's body.
10. A system comprising means for executing all the steps performed in the invention according to any one of claims 1 to 9.
11. An information processing device comprising a control unit and a storage unit, wherein the control unit executes all of the steps executed in the invention according to any one of claims 1 to 9.
12. A server comprising a control unit and a storage unit, wherein the control unit executes all of the steps executed in the invention according to any one of claims 1 to 9.
13. A method implemented on a computer having a processor and a memory, wherein the processor executes all of the steps performed in the invention according to any one of claims 1 to 9.
14. A program to be executed by a computer having a processor and a memory, the program causing the processor to execute the steps of: acquiring a user's continuous blood glucose level data associated with time information including the acquisition time; and generating a predetermined game effect based on the length of a blood glucose curve created from the continuous blood glucose level data within a predetermined time period.
Citation Information
Patent Citations
Virtual world operation device and method utilizing biometric information
JP2013540454A
Personal wellness device
JP2015529474A
Information processing system, information processing method and program - technology for supporting digital twin environment -
JP2023063358A
Virtual space movement device, virtual space movement method, and virtual space movement program
JP2024018447A