WO2023120176A1 - Game program, information processing device, information processing method, and information processing system - Google Patents

Game program, information processing device, information processing method, and information processing system Download PDF

Info

Publication number
WO2023120176A1
WO2023120176A1 PCT/JP2022/045004 JP2022045004W WO2023120176A1 WO 2023120176 A1 WO2023120176 A1 WO 2023120176A1 JP 2022045004 W JP2022045004 W JP 2022045004W WO 2023120176 A1 WO2023120176 A1 WO 2023120176A1
Authority
WO
WIPO (PCT)
Prior art keywords
user
event
information
sleep
game
Prior art date
Application number
PCT/JP2022/045004
Other languages
French (fr)
Japanese (ja)
Inventor
要 小杉
まり江 首藤
佑貴 寺田
虎也 中畑
拓実 塚田
佳祐 宮川
Original Assignee
株式会社ポケモン
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社ポケモン filed Critical 株式会社ポケモン
Publication of WO2023120176A1 publication Critical patent/WO2023120176A1/en

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/16Devices for psychotechnics; Testing reaction times ; Devices for evaluating the psychological state
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

Definitions

  • the present disclosure relates to a game program, an information processing device, an information processing method, and an information processing system.
  • Patent Literature 1 discloses a technology capable of motivating a user to continuously measure health-related information and/or confirm analysis results.
  • Patent Literature 2 discloses a technique for evaluating the state of a user of a mobile terminal.
  • Patent Literature 1 and Patent Literature 2 allow the user to notify the health condition of the user who has a predetermined relationship with the user. was insufficient as a motivation for
  • the present disclosure has been made in view of the above problems, and the purpose thereof is to share the event contents and the like that occur based on the user's sleep habits at night with other users, and to By being able to refer to the information, the user can enjoy the game through communication, and motivate the user toward good sleeping habits.
  • a game program to be executed by a computer comprising a processor and a storage unit, the game program causing the processor to determine game parameters based on an acquisition step of acquiring sleep information of a user and a selection operation by the user.
  • a determining step, an event step of generating an event related to the user based on the sleep information of the user acquired in the acquiring step and the game parameter determined in the determining step, and the first sleep information of the first user and the first user in the event step a presentation step of presenting to the second user the first presentation information related to the first event that occurred based on the game parameters of the first presentation information presented to the second user in the presentation step
  • a game program comprising first sleep information of a user, information based on event content of a first event, and game parameters of the first user as information for generating the first event.
  • the first user and the second user can enjoy the game through communication, and can motivate the first user and the second user toward good sleep habits.
  • FIG. 1 is a diagram showing an overall configuration of an information processing system 1;
  • FIG. 3 is a block diagram showing the functional configuration of the server 10;
  • FIG. 2 is a block diagram showing a functional configuration of a user terminal 20;
  • FIG. 3 is a block diagram showing a functional configuration of a friend terminal 30;
  • FIG. 10 is a diagram showing the data structure of a user table 1012;
  • FIG. 10 is a diagram showing the data structure of an event log table 1013;
  • FIG. FIG. 10 is a diagram showing the data structure of a deck table 1014;
  • FIG. 10 is a diagram showing the data structure of a character master 1015;
  • 4 is a diagram showing the data structure of an item master 1016;
  • FIG. 10 is a diagram showing the data structure of an event master 1017; 4 is a flowchart showing the operation of event processing; It is a flowchart which shows operation
  • FIG. 1 is a diagram showing the overall configuration of an information processing system 1.
  • An information processing system 1 according to the present disclosure is an information processing system that provides a game service that progresses based on information about a sleep state of a user during sleep (for example, at night).
  • the information processing system 1 maintains motivation to send good sleep habits by promoting communication between users.
  • a breeding game will be described as an example in the present disclosure. Note that the present disclosure is applicable to arbitrary game services such as shooting games, action games, role-playing games, adventure games, racing games, puzzle games, simulation games, and table games.
  • FIG. 1 shows an information processing system 1 according to the present disclosure.
  • the information processing system 1 includes a server 10, a user terminal 20, and a friend terminal 30, which are connected via a network N.
  • FIG. 2 is a block diagram showing the functional configuration of the server 10.
  • FIG. 3 is a block diagram showing the functional configuration of the user terminal 20.
  • FIG. 4 is a block diagram showing the functional configuration of the friend terminal 30.
  • the server 10 is an information processing device that receives information about the user's nighttime sleep state and provides a game service that generates a predetermined in-game event.
  • the user terminal 20 is an information processing device operated by a user who uses the service.
  • the user terminal 20 may be, for example, a mobile terminal such as a smart phone or tablet, a stationary PC (Personal Computer), or a laptop PC. It may also be a wearable terminal such as an HMD (Head Mount Display) or a wristwatch type terminal.
  • the friend terminal 30 is an information processing device operated by a user who is in a friend relationship with the user of the user terminal 20 who uses the service (hereinafter referred to as "friend"). A friend relationship will be described later.
  • the hardware configuration of the friend terminal 30 is the same as that of the user terminal 20 .
  • Each information processing device is composed of a computer equipped with an arithmetic device and a storage device.
  • the basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later.
  • the server 10 the user terminal 20, and the friend terminal 30, a description that overlaps with the basic hardware configuration of the computer and the basic functional configuration of the computer, which will be described later, will be omitted.
  • the server 10 has a storage unit 101 and a control unit 104 .
  • Storage unit 101 of server 10 includes application program 1011 , user table 1012 , event log table 1013 , deck table 1014 , character master 1015 , item master 1016 and event master 1017 .
  • FIG. 5 is a diagram showing the data structure of the user table 1012.
  • FIG. 6 is a diagram showing the data structure of the event log table 1013.
  • FIG. 7 is a diagram showing the data structure of the deck table 1014.
  • FIG. 8 is a diagram showing the data structure of the character master 1015.
  • FIG. FIG. 9 is a diagram showing the data structure of the item master 1016.
  • FIG. 10 is a diagram showing the data structure of the event master 1017. As shown in FIG.
  • the user table 1012 is a table that stores and manages information on member users (hereinafter referred to as users) who use the service. By registering to use the service, the user's information is stored in a new record in the user table 1012 . This enables the user to use the service according to the present disclosure.
  • the user table 1012 is a table having user ID, user name, sleep information, reference sleep pattern, sleep score, possessed item ID, field, and friend ID columns with user ID as a primary key.
  • a user ID is an item that stores user identification information for identifying a user.
  • User identification information is an item in which a unique value is set for each user.
  • the user name is an item that stores the user's name. Any character string such as a nickname can be set as the user name instead of the full name.
  • the sleep information is an item that stores information about the user's sleep.
  • Sleep information may include information about sleep patterns indicating when the user goes to bed and wakes up.
  • the bedtime represents the time when the user falls asleep. For example, it may be the time when the user goes to bed, or the time when the user's consciousness transitions from an awake state to a sleeping state.
  • the wake-up time represents the time when the user wakes up, and may be, for example, the time when the user wakes up from bed, or the time when the user shifts from a sleeping state to an awake state.
  • a sleep pattern is defined as a pair of bedtime and wake-up time from falling asleep to waking up. Sleep information may include information regarding the user's sleep quality.
  • the information about sleep quality is the time of each sleep stage in the sleep cycle and the ratio of each sleep stage to the sleep time. For example, it is the time and ratio of "awakening", "light sleep”, “deep sleep”, and "REM sleep”, which are each sleep stage of the sleep cycle.
  • Sleep information may include a history of sleep patterns for a day or multiple days over a given period of time, such as a day, a week, a month, or the like. Also, the history of all sleep patterns from when the user started using the service to the present may be included. In addition, sleep information may include information obtained by performing arbitrary information processing on sleep information.
  • the reference sleep pattern is an item that stores a predetermined sleep pattern based on reference bedtime and wake-up time. Since there are individual differences in sleep patterns, it is also possible to automatically set a reference sleep pattern that matches the constitution of each user based on the user's sleep history stored in the sleep information.
  • the reference sleep pattern does not have to be one fixed sleep pattern, and for example, a plurality of reference sleep patterns may be stored for each day of the week, month, and season. In addition, a plurality of reference sleep patterns may be stored according to weekdays, holidays, holidays, and the like.
  • the reference sleep pattern may be set by the user inputting the bedtime and wake-up time through interaction with a predetermined in-game character.
  • it may be set by prompting the user to input a format in which a predetermined in-game character is promised a bedtime and a wake-up time.
  • the sleep score is an item that stores the user's sleep evaluation value.
  • the possessed item ID is an item in which the item IDs of one or more in-game items currently possessed by the user are stored.
  • a field is an item that stores information about the in-game field in which the user is currently operating the game.
  • the in-game field has information called in-game environment, in-game map, in-game area, and the like. Specifically, field names in the game, positions in the field names, coordinates, and the like are stored. In the present disclosure, fields are stored for each user, but may be stored for each character possessed by the user.
  • Friend ID is an item that stores the user IDs of other users called friends associated with the user. Users associated with each other by a friend ID are said to be in a friend relationship.
  • a friend relationship includes a state in which both users in a friend relationship are linked to the other user by a friend ID (mutually linked state). The friend relationship is defined when one user's friend ID is linked to the other user's user ID, or when the other user's friend ID is linked to the one user's user ID (linking from one state) may also be included.
  • the event log table 1013 is a table for storing information (event log) on events occurring for each user.
  • the event log table 1013 is a table having columns of log ID, user ID, event log, confirmed user ID, and event date and time, with log ID as a primary key.
  • a log ID is an item that stores event log identification information for identifying an event log.
  • Event log identification information is an item in which a unique value is set for each event log.
  • the user ID is an item that stores the user ID of the user for whom the event occurred.
  • the event log is an item that stores event contents of events that have occurred for each user and information related to the user used for event conditions.
  • the information related to the user includes the user's sleep information, sleep score, field, information of the held in-game character (deck ID of the deck table 1014 linked to the user), held and the selection state of the in-game character (the value of the selection state in the deck ID of the deck table 1014 associated with the user).
  • the selection state of the in-game character owned by the user includes, for example, information of the in-game character whose selection state value is equal to or greater than a predetermined value among the in-game characters owned by the user.
  • the information related to the user does not have to include all information, and may include at least one piece of information.
  • the confirmed user ID is an item that stores the user ID of the friend whose event log was displayed and confirmed.
  • the event date and time is an item that stores the date and time of the event that occurred for each user.
  • the deck table 1014 is a table for storing in-game characters owned by the user.
  • the user can operate the in-game character owned by himself/herself, perform a predetermined operation on the in-game character, apply an in-game item, or the like to advance the game.
  • a group of in-game characters owned by a user is called a deck in a card game or a party in an RPG (role-playing game).
  • a user can obtain an in-game character by completing an in-game event such as a quest or satisfying a predetermined condition through the progress of the game such as defeating an enemy character.
  • a predetermined in-game character may be possessed at the start of the game.
  • the obtained in-game character is stored in the deck table 1014 in association with the user ID of the user and the character ID of the character, thereby expressing that the user owns the character in the game.
  • the deck table 1014 is a table having columns of user ID, character ID, selection state, name, and performance value, with the deck ID as a primary key.
  • the deck ID is an item that stores deck identification information for identifying the character owned by the user.
  • the deck identification information is an item in which a unique value is set for each character possessed by the user.
  • the user ID is an item that stores the user identification information of the user who owns the deck.
  • the character ID is an item that stores character identification information of in-game characters owned by users registered in the deck.
  • the selection state is an item that stores information regarding the selection state between the user and the in-game character owned by the user. For example, five levels of level information are stored in the selection state.
  • the mode of use of the in-game character by the user during the progress of the game changes. For example, the user considers an in-game character whose selection state is equal to or greater than a predetermined value (e.g., 4 or more) to be in a state of being a "companion", and can operate the in-game character or apply items in the course of the game. can be done.
  • the selection state increases or decreases with the occurrence of a predetermined in-game event and the application of a predetermined in-game item.
  • the name is an item that stores the name of the in-game character owned by the user registered in the deck.
  • the user can freely set a name for the in-game character owned by the user.
  • the performance value is an item that stores the performance parameters of the in-game character owned by the user.
  • Performance parameters of in-game characters include parameters such as status, physical strength, maximum physical strength, attack power, defense power, speed, character attributes, and decoration.
  • Status is an item that stores performance parameters related to the activity status of in-game characters.
  • the physical strength value of the in-game character is 0 or less, information is stored indicating that the in-game character cannot act, such as fainting or death.
  • the physical strength value is an item that stores performance parameters related to the physical strength of the in-game character. When a character in the game receives damage, the physical strength value decreases according to the content of the damage. Also, when in-game items are applied to in-game characters, or when in-game events such as lodging and resting occur, physical strength increases (recovers) according to the items and event details.
  • the maximum physical strength value is an item that stores the upper limit of the performance parameter related to the physical strength of the in-game character.
  • the in-game character's physical strength can be recovered up to the maximum physical strength.
  • Attack power is an item that stores performance parameters related to the attack power of in-game characters. This is a parameter for calculating the damage inflicted by an in-game character when attacking an opponent's in-game character. The higher the attack power, the more damage you can do.
  • “Defensive power” is an item that stores performance parameters related to the in-game character's defensive power. This is a parameter for calculating the damage that an in-game character receives when attacked by an opponent's game character. The higher your defense, the less damage you take.
  • Agility is an item that stores performance parameters relating to the agility of in-game characters. This is a parameter for calculating the attack order in which an in-game character attacks or is attacked by an in-game character of an opponent. The greater the agility than the opponent's in-game character, the higher the probability that the attack order will be first. Also, it may be used as a parameter for calculating the probability of avoiding an attack (not receiving damage) when receiving an attack from an opponent. The greater the agility than the opponent's in-game character, the higher the probability of avoiding the opponent's attack.
  • Character attributes are items that store performance parameters related to the in-game attributes of in-game characters.
  • In-game attributes are information that defines the attack or defense compatibility between in-game characters and the compatibility between in-game characters and the in-game environment in the course of the game. By making it disadvantageous, the interest of the game is improved.
  • Decoration is an item that stores the decoration type related to the in-game decoration of the in-game character.
  • In-game decorations include clothing worn by in-game characters (shirts, pants, skirts, etc.), equipment worn (weapons such as swords and spears, armor such as armor and helmets, accessories such as rings, etc.), and other forms , posture, size, etc., that define the decoration of the in-game character when the user visually recognizes the in-game character.
  • a plurality of decorations are prepared in advance for each in-game character, and decoration code values and the like corresponding to the respective decorations are stored.
  • a decoration image and a decoration object corresponding to a code value are selectively applied to the in-game character, and decorated with the decoration image and the decoration object.
  • In-game characters make the game service more enjoyable.
  • the character master 1015 is a table that stores and manages in-game character information.
  • the character master 1015 is a table having a character ID as a primary key, character ID, character name, initial performance value, rarity, evolveable character ID, and evolution condition columns.
  • a character ID is an item that stores character identification information for identifying a character.
  • Character identification information is an item in which a unique value is set for each character.
  • the character name is an item that stores the name of the character (type name, race name, occupation name, occupation name, job name, etc. in RPG games, etc.).
  • the initial performance value is an item that stores the initial performance value of the in-game character.
  • the performance value of the in-game character is set based on the initial performance value.
  • Character rarity is an item that stores the rarity of in-game characters. For example, rarity values such as super rare, rare, and common are stored according to the acquisition difficulty. The character rarity need not be set for each in-game character, and may be set for each character attribute or decoration of the in-game character. The character rarity need not be set for each in-game character, and a different value may be set for each in-game character (different deck ID) owned by the user in the deck table 1014 .
  • the evolvable character ID is an item in which the ID of a predetermined character called "evolvable character" is stored.
  • evolvable character a predetermined character
  • the user can evolve the evolveable character by performing a predetermined operation (such as changing jobs, changing jobs in RPG games, etc.). , Also called a class change).
  • the user selects an evolveable character stored in his/her own deck table 1014 by performing a predetermined operation.
  • the character ID in the deck table 1014 for the selected evolveable character becomes the evolved character ID (linked to the evolveable character ID). character ID).
  • the performance value and experience value of the character may also be changed according to the performance value and experience value of the character before and after evolution.
  • the corresponding display information or decoration of the character may be changed so that the appearance of the character changes from before evolution to after evolution.
  • “Evolution conditions” is an item that stores the conditions necessary to evolve an evolveable character. Specifically, the level, performance value, experience value, etc. of the evolveable character must satisfy predetermined conditions. The user possesses a prescribed item. In addition, the user must have achieved in-game events such as predetermined quests. In addition, arbitrary conditions such as defeat of predetermined enemy characters and play time can be set as evolution conditions.
  • the item master 1016 is a table that stores and manages in-game item information.
  • the user can obtain in-game items by completing in-game events such as quests and satisfying predetermined conditions through the progress of the game such as defeating enemy characters. Also, on condition that the game is started, a predetermined in-game item may be possessed at the start of the game.
  • the obtained in-game item is stored in the user table in association with the user ID of the user and the item ID of the in-game item, for example, so that the user can own the in-game item in the game. expressed.
  • the item master 1016 is a table having item ID and item name columns with an item ID as a primary key.
  • the item ID is an item that stores item identification information for identifying in-game items.
  • Item identification information is an item in which a unique value is set for each in-game item.
  • the item name is an item that stores the name of the in-game item (type, race, etc.).
  • the event master 1017 is a table for storing events that occur to users.
  • the event master 1017 is a table having event ID as a primary key and columns of event ID, event content, and event condition.
  • Event ID is an item that stores event identification information for identifying an event.
  • Event identification information is an item in which a unique value is set for each event.
  • the event content is an item that stores the content of the event that occurs to the user.
  • the content of the event that occurs to the user may include an event related to the in-game character.
  • the content of the event that occurs to the user may include the user acquiring a new in-game character.
  • the selection state of the newly acquired in-game character may be set to 1 (minimum value).
  • the content of the event generated by the user may include increasing or decreasing the selection state of the in-game character owned by the user.
  • the content of the event that occurs to the user may include strengthening or weakening the performance value of the in-game character possessed by the user.
  • the content of the event may include changing the decoration of the in-game character owned by the user.
  • the content of the event that occurs to the user may include evolving an in-game character owned by the user (predetermined evolveable character).
  • the content of the event that occurs to the user may include granting an in-game item to the user.
  • the event condition is an item that stores the conditions under which an event occurs.
  • the event conditions include conditions for sleep-related information such as user sleep information and sleep scores.
  • Event conditions may include conditions for information about the user's in-game field.
  • the event conditions include information on the in-game character owned by the user (deck ID of the deck table 1014 linked to the user), selection state of the owned in-game character (deck ID of the deck table 1014 linked to the user), (selected state value in ).
  • the event conditions do not have to be exclusive conditions for each event content, and may be multiple overlapping conditions. In other words, a plurality of event conditions may be satisfied for one piece of sleep information, sleep score, or the like.
  • a plurality of event contents corresponding to a plurality of event conditions may be generated for the user according to one value such as sleep information and sleep score. Also, by setting priorities for event contents, only one event with a high priority among one or a plurality of events may be generated for the user.
  • event conditions and event contents do not need to be static rules
  • sleep information used for event conditions sleep score, in-game field, information on in-game characters owned by users, in-game characters owned by users
  • a parameter obtained by applying a predetermined algorithm to parameters such as the selection state of , may be reflected in the event content.
  • performance values such as in-game characters that can be obtained by the user or decorations of the in-game characters to be obtained may be determined according to the parameters.
  • the control unit 104 of the server 10 includes a user registration control unit 1041 , an event processing unit 1042 , a privilege provision unit 1043 , a sleep information storage unit 1044 and a sleep score calculation unit 1045 .
  • Control unit 104 implements each functional unit by executing application program 1011 stored in storage unit 101 .
  • FIG. 11 is a flow chart showing the operation of event processing.
  • FIG. 12 is a flow chart showing the operation of privilege provision processing.
  • FIG. 13 is an example of a screen showing an effect related to the operation of event processing.
  • FIG. 14 is an example of a screen regarding the operation of event processing.
  • FIG. 15 is an example of a list display screen showing the operation of the privilege provision process.
  • FIG. 16 is an example of a detailed display screen showing the operation of the privilege giving process.
  • the user registration control unit 1041 performs processing for storing information of users who wish to use the service according to the present disclosure in the user table 1012 .
  • the user name information stored in the user table 1012 is transmitted to the server 10 by the user opening a web page or the like operated by the service provider from any information processing terminal, entering the user name in a predetermined input form.
  • the user registration control unit 1041 of the server 10 stores the received user name in a new record of the user table 1012, and user registration is completed. As a result, the users stored in the user table 1012 can use the service.
  • the service provider may perform a predetermined examination to limit whether or not the user can use the service.
  • the user ID may be any character string or number that can identify the user, any character string or number desired by the user, or any character string or number automatically set by the user registration control unit 1041 of the server 10. can be
  • the event processing unit 1042 executes event processing. Details will be described later.
  • the privilege granting unit 1043 executes privilege granting processing. Details will be described later.
  • the sleep information storage unit 1044 executes sleep information storage processing. Details will be described later.
  • the sleep score calculation unit 1045 executes sleep score calculation processing. Details will be described later.
  • the user terminal 20 includes a storage unit 201, a control unit 204, a touch panel 206, a touch sensitive device 2061, a display 2062, a microphone 2081, a speaker 2082, a position information sensor 2083, a camera 2084, a motion sensor 2085, and a sleep sensor 2086.
  • the sleep sensor 2086 is various devices that detect various states of the user terminal 20 .
  • the sleep sensor 2086 includes, for example, an orientation sensor (acceleration sensor or gyro sensor) that detects the orientation and tilt of the terminal itself, a gaze sensor that detects the direction of the user's line of sight, an optical sensor that detects the brightness of the surroundings, and a user's movement. may include an infrared sensor for detecting the
  • the sleep sensor 2086 is a microphone that collects sounds around the user terminal 20, a humidity sensor that detects the humidity around the user terminal 20, a geomagnetic sensor that detects the magnetic field at the location of the user terminal 20, etc. may
  • the sleep sensor 2086 may detect various information using the sensor functions described above. For example, the sleep sensor 2086 may detect the number of steps of the user holding the user terminal 20 using the function of an acceleration sensor. In addition, the sleep sensor 2086 uses the function of an acceleration sensor to detect motion information indicating whether the user terminal 20 is operating or stationary at regular intervals or at each timing when the user terminal 20 operates. You may Sleep sensor 2086 can transmit sensing data detected as described above to control unit 204 .
  • the sleep sensor 2086 is provided as a separate body from the user terminal 20 and connected communicatively with the user terminal 20, such as a wristwatch type or ring type terminal, which can be worn by the user (so-called wearable terminal) ). At this time, the sleep sensor 2086 can detect the user's biological information and transmit it to the user terminal 20 .
  • the sleep sensor 2086 can determine the user's heart rate by, for example, photoplethysmography or the like, and transmit it to the control unit 204 as sensing data. Sensing data detected by the sleep sensor 2086 is not limited to these, and biometric information related to the user's sleep, such as brain waves, respiration, pulse, and body movement, may be detected.
  • the storage unit 201 of the user terminal 20 stores a user ID 2011 for identifying a user who uses the user terminal 20 and an application program 2012 .
  • the user ID is the user's account ID.
  • the user transmits the user ID 2011 from the user terminal 20 to the server 10 .
  • the server 10 identifies the user based on the user ID 2011 and provides the user with the service according to the present disclosure.
  • the user ID includes information such as a session ID temporarily assigned by the server 10 to identify the user using the user terminal 20 .
  • the application program 2012 may be stored in the storage unit 201 in advance, or may be downloaded from a web server or the like operated by the service provider via the communication IF.
  • Application program 2012 includes an interpreted programming language that runs on a web browser application stored on user terminal 20 .
  • the control unit 204 of the user terminal 20 has an input control unit 2041 and an output control unit 2042 .
  • the control unit 204 implements functional units of an input control unit 2041 and an output control unit 2042 .
  • the input control unit 2041 of the user terminal 20 is an input device such as the user's operation content to the touch-sensitive device 2061 of the touch panel 206, voice input to the microphone 2081, the position information sensor 2083, the camera 2084, the motion sensor 2085, and the sleep sensor 2086. Acquires information output from and executes various processes.
  • the input control unit 2041 of the user terminal 20 executes a process of transmitting the information acquired from the input device together with the user ID 2011 to the server 10 .
  • the output control unit 2042 of the user terminal 20 receives the user's operation on the input device and information from the server 10 , and executes control processing of the display content of the display 2062 and the audio output content of the speaker 2082 .
  • FIG. 30 A functional configuration realized by the hardware configuration of the friend terminal 30 is shown in FIG.
  • the functional configuration realized by the hardware configuration of the friend terminal 30 is the same as the functional configuration achieved by the hardware configuration of the user terminal 20 .
  • the storage unit of friend terminal 30 stores a user ID 3011 for identifying a user who uses friend terminal 30 .
  • Other configurations of the storage unit are the same as those of the storage unit of the user terminal 20 .
  • FIG. 1 The control unit 104 of the server 10 receives a request including the user ID from the user terminal 20 or the friend terminal 30, and starts providing various services.
  • the event process is a process of receiving information about the sleeping state of the user during sleep (for example, at night) and generating an in-game event (event) for the user. Details of the event processing will be described below with reference to the flow chart of FIG. 11 and display screen examples of FIGS.
  • Event processing calculates a sleep score based on sleep information, sleep score, information on the user's in-game field, information on the in-game character owned by the user, selection state of the in-game character owned, etc. Based on the in-game event It is a series of processes that specify the event content of the game and execute the in-game event.
  • step S101 the sleep information storage unit 1044 of the server 10 executes sleep information storage processing for storing the sleep information of the sleeping user.
  • the user terminal 20 may receive an input operation from the user indicating that he or she is going to bed, and use this as a trigger to start the sleep information storage process.
  • the input operation to go to bed may be, for example, an operation to interrupt the game or an operation to put the character to sleep (stroking the character via the touch panel 206, turning off the light used by the character, etc.).
  • the user terminal 20 constantly performs sensing with the sleep sensor 2086, and can detect the user's going to bed from sensing data (for example, movement of the terminal, ambient brightness, voice, etc.). Also, when a later-described reference bedtime approaches, the user may be encouraged to go to bed by making the character look sleepy or by changing the game world to night.
  • the control unit 204 of the user terminal 20 instructs the sleep sensor 2086 to perform sensing. Specifically, the sleep sensor 2086 senses the movement of the user terminal 20 and biological information such as the user's heart rate. The control unit 204 of the user terminal 20 acquires sensing data from the sleep sensor 2086.
  • the control unit 204 of the user terminal 20 transmits the sensing data sent from the sleep sensor 2086 to the server 10.
  • the sleep information storage unit 1044 of the server 10 stores a sleep pattern indicating bedtime and wake-up time in the sleep information column of the user's record in the user table 1012 based on the sensing data.
  • the sleep information may include information regarding the user's sleep quality.
  • the user terminal 20 calculates information about the user's sleep quality from the user's biological information detected by the sleep sensor 2086 .
  • Information about the user's sleep may be calculated by adopting a known sleep analysis function of an existing multifunction device functioning as the user terminal 20 .
  • the sleep information storage unit 1044 of the server 10 stores the information about sleep quality in the sleep information column of the record of the user in the user table 1012 .
  • the sleep score calculation unit 1045 of the server 10 executes sleep score calculation processing for calculating the sleep score based on the sleep information on the next morning.
  • the sleep score calculation process may be executed in any time zone such as when the user is awake (for example, during the daytime) other than during bedtime.
  • the sleep score calculation process may be executed when the user operates the user terminal 20 to start or operate an application or the like related to the game service according to the present disclosure.
  • the sleep score calculation unit 1045 of the server 10 may execute the sleep score calculation process when detecting the wake-up time of the user.
  • the sleep score calculation unit 1045 of the server 10 determines whether the sleep pattern included in the sleep information stored in the sleep information of the user table 1012 satisfies the reference sleep pattern.
  • the sleep score calculation unit 1045 of the server 10 searches the user table 1012 using the user ID received from the user terminal 20 as a search key, and acquires sleep information and reference sleep patterns.
  • the reference sleep pattern is set based on the reference bedtime and the reference wake-up time (hereinafter, the reference bedtime and/or the reference wake-up time may be referred to as the reference time), and the range in which the minimum sleep time is ensured
  • a range of 30 minutes before and 15 minutes after the reference time is provided.
  • the width of the reference time may be different before and after the reference time. For example, from the viewpoint of recommending early to bed and early to rise, the width of the time period before the reference time is set longer than that after the time period.
  • the minimum sleep time may be set according to the age of the user. For example, 7 hours for adults and 10 hours for children can be set by the user or the administrator of the game service.
  • sleep score calculation unit 1045 of the server 10 determines the sleep pattern A determines that it meets the reference sleep pattern.
  • Sleep pattern B satisfies the reference bedtime at 21:00, but the wake-up time is after 7:15 and does not satisfy the reference wake-up time, the sleep score calculation unit 1045 of the server 10 The sleep pattern B determines that the reference sleep pattern is not met.
  • Sleep pattern C satisfies the reference wake-up time with the wake-up time between 7:00 and 7:15, but the bedtime is after 21:15 and does not meet the reference bedtime, sleep score of server 10 Calculation unit 1045 determines that sleep pattern C does not satisfy the reference sleep pattern.
  • the sleep score calculator 1045 of the server 10 determines whether the sleep pattern satisfies the reference sleep pattern.
  • the sleep score calculation unit 1045 of the server 10 calculates the sleep score as 10 points.
  • the sleep score calculation unit 1045 of the server 10 determines whether the sleep pattern continues to satisfy the reference sleep pattern for a predetermined period or more based on the sleep information. determine whether or not The sleep score calculation unit 1045 of the server 10 calculates the sleep score as 40 points when determining that the sleep pattern based on the sleep information does not satisfy the reference sleep pattern for a predetermined period or longer.
  • the sleep score calculation unit 1045 of the server 10 calculates a sleep score of 70 points when determining that the sleep pattern based on the sleep information satisfies the reference sleep pattern for a predetermined period or longer.
  • the sleep score calculator 1045 of the server 10 may add or subtract from the sleep score according to the degree of deviation of the sleep pattern based on the sleep information from the reference sleep pattern. That is, the closer the sleep pattern based on the sleep information to the reference sleep pattern, the higher the sleep score calculated, and the more deviated from the reference sleep pattern, the lower the sleep score calculated. This allows the user to be motivated toward good sleep habits based on regular sleep patterns.
  • the user or game service administrator may be able to set any predetermined time period.
  • the predetermined period may be three days or one week.
  • the predetermined period may be set by the user interacting with a predetermined in-game character.
  • it may be set by inputting in a format that promises a predetermined in-game character and a predetermined period of time.
  • the sleep score calculation unit 1045 of the server 10 adds or subtracts from the sleep score based on the sleep stage, based on the index that indicates whether the sleep is good or not. good. Sleep scores may be added or subtracted based on any algorithm to weight each sleep stage.
  • the sleep score may be added or subtracted from the sleep score according to the user's activity level, meals, location, humidity, operation time to the user terminal, operation time zone, etc. For example, if the location of a highly rated hotel (such as a five-star hotel) is detected as the location information of the user terminal, it may be added to the sleep score as a good sleep. Also, for example, if the user operates the user terminal after the reference bedtime, the sleep score may be reduced.
  • a highly rated hotel such as a five-star hotel
  • the sleep score calculator 1045 of the server 10 stores the calculated sleep score in the sleep score column of the record related to the user in the user table 1012 .
  • the event processing unit 1042 of the server 10 specifies event contents to be generated based on the sleep score.
  • the event processing unit 1042 of the server 10 searches for event conditions in the event master 1017 based on the calculated sleep score or the like. Specifically, records of event conditions that satisfy conditions such as the calculated sleep score are identified. Then, the event contents stored in the record are acquired.
  • the event conditions of the event master 1017 are not sleep scores, but sleep information, information on the user's in-game field, information on in-game characters owned by the user, and game parameters such as the selection state of the in-game characters owned. Arbitrary conditions can be set.
  • a user can determine a game parameter by performing an operation such as a predetermined selection operation on an input device such as the touch panel 206 of the user terminal 20 .
  • the game parameters may be determined independently of the user's operation.
  • the user can select arbitrary items from event contents, game parameters, etc., and present them to friends. In other words, it is possible to select arbitrary items from the event contents and game parameters and not present them to friends.
  • the event content is specified based on the sleep score, but the event content may be specified from the sleep information without calculating the sleep score.
  • step S104 the event processing unit 1042 of the server 10 generates an event for the user based on the acquired event content. Specifically, the event processing unit 1042 of the server 10 updates the record of the user in the user table 1012, the record of the character owned by the user in the deck table 1014, and the like in accordance with the details of the event that has occurred.
  • the event processing unit 1042 of the server 10 stores the user ID in the item of user ID in the event log table 1013, the information related to the user used in the item of event contents and event conditions in the item of event log, and the event date in the item of event date and time. Create a new record that stores the date and time when the event occurred.
  • step S105 the event processing unit 1042 of the server 10 displays the content of the event that has occurred to the user.
  • the event processing unit 1042 of the server 10 transmits information about the content of the event to the user terminal 20 .
  • the display 2062 of the user terminal 20 displays a display screen for conveying event details to the user.
  • FIG. 13 shows an example of a screen showing an effect related to the operation of event processing.
  • a plurality of in-game characters 501 are drawn on the game screen 50 of the display 2062 of the user terminal 20, and it is produced that the in-game characters come to greet the user who has woken up.
  • the in-game character that comes to say hello may include an in-game character that the user already owns.
  • the in-game character that comes to greet the user is set based on sleep information, sleep score, in-game field, information on the in-game character owned by the user, selection state of the in-game character owned by the user, and the like.
  • a user selects a desired in-game character from a plurality of in-game characters. Specifically, the user can select a desired in-game character by touching the in-game character 501 drawn on the touch panel 206 of the user terminal 20 .
  • a configuration in which a plurality of in-game characters are selected may be employed.
  • the character may be preferentially or automatically selected from a plurality of in-game characters based on the value of the character rarity of the in-game character.
  • the in-game character to be selected is determined by referring to the character rarity value of the character master 1015 of the server 10 . For example, one or more in-game characters with high character rarity may be preferentially or automatically selected.
  • an in-game character not possessed by the user is preferentially or automatically selected from a plurality of in-game characters.
  • the in-game character that comes to greet the user for the first time when he or she wakes up is selected.
  • the deck table 1014 of the server 10 may be referred to, and one or more in-game characters not associated with the user may be preferentially or automatically selected in the deck table 1014 .
  • one or more in-game characters possessed by the user may be preferentially or automatically selected from a plurality of in-game characters.
  • FIG. 14 shows an example of a screen showing the operation of event processing.
  • the display 2062 of the user terminal 20 switches to a game screen, an acquired character image 511, a field 512, a sleep score value 513, and a sentence about "sleeping type 514" indicating the user's sleep state determined based on the sleep score. is displayed.
  • sentences such as "sleeping", “drowsiness”, and "quickly" are displayed to express the user's sleeping state.
  • the selected in-game character is stored in the deck table 1014 of the server 10 in association with the user. If the user owns the selected in-game character, the value of the selection state of the in-game character is incremented by one.
  • the selection state of the in-game character is a value that expresses the degree of intimacy between the user and the in-game character, and the user selects the in-game character that comes to greet him when he wakes up, thereby allowing the user to enter the game. Intimacy with the inner character will increase. By increasing the degree of intimacy, the user can use the in-game character or apply the in-game items owned by the user in various game progressions provided by the game service according to the present disclosure. .
  • the privilege granting process is a series of processes in which a friend displays an event log that has occurred in a user who has a friend relationship with the friend, and grants a privilege to the user accordingly.
  • the details of the privilege giving process will be described below with reference to the flowchart of FIG. 12 and display screen examples of FIGS.
  • ⁇ Outline of privilege granting process In the privilege granting process, the friend displays a list of event logs that have occurred to users who have a friend relationship with themselves, selects an event log for detailed display from the listed event logs, and displays the event log according to the selection. It is a series of processes for giving a privilege to the confirmed user.
  • step S ⁇ b>301 the friend displays a friend screen on the display 3062 of the friend terminal 30 by operating the friend terminal 30 to activate or operate an application or the like related to the game service according to the present disclosure.
  • step S302 the display 3062 of the friend terminal 30 displays a list of event logs of friends and users who have a friend relationship.
  • FIG. 15 is an example of a list display screen.
  • information based on the event log is displayed in the form of a list 61 on the game screen 60 of the display 3062 of the friend terminal 30 .
  • Each item in the list displays a user name 601 of the user related to the event log, information 602 related to the event that occurred based on the content of the event included in the event log, event date and time 603, and event attribute 604.
  • friend terminal 30 transmits user ID 3011 to server 10 .
  • the privilege granting unit 1043 of the server 10 searches the friend ID column of the user table 1012 based on the received user ID 3011 to identify the user ID of the user who has a friend relationship.
  • the privilege granting unit 1043 of the server 10 searches the event log table 1013 based on the identified user ID to identify the event log.
  • the privilege granting unit 1043 of the server 10 transmits the identified event log to the friend terminal 30 .
  • Display 3062 of friend terminal 30 displays a list of received event logs.
  • the event log to be displayed includes information (game parameters) for generating events such as sleep information, sleep score, fields, information on owned in-game characters, selection status of owned in-game characters, etc. , may be displayed in a list including arbitrary items.
  • event logs for which a predetermined period of time has not elapsed may be excluded from list display targets.
  • the event logs displayed as a list may be event logs generated at predetermined intervals. For example, an event log that occurred during two hours from 6:00 to 8:00.
  • the privilege granting unit 1043 of the server 10 searches for and identifies targets for list display based on the event date and time column of the event log table 1013 . This prevents the friend from knowing when the user with whom they are friends has woken up. The user can safely communicate with friends.
  • the display 3062 of the friend terminal 30 may display the event logs arranged in order of priority according to the event attribute. For example, an event log with a high priority may be displayed at the top of the list, or when multiple event logs are displayed by carousel or page turning, the event log may be displayed at the top of the page. Further, the display 3062 of the friend terminal 30 may selectively display only predetermined event logs according to event attributes. For example, only event logs with predetermined event attributes may be displayed, or event logs with predetermined event attributes may not be displayed. As a result, it is possible to selectively display only the event logs of which the friend has a high degree of interest.
  • the event attribute is attribute information regarding the event log.
  • the event attribute may be the character rarity, character attribute, etc. of the in-game character when the event content included in the event log is an event related to the in-game character.
  • the event attribute may be sleep information contained in the event log. For example, event attributes may be wake-up time, bedtime, quality of sleep, and information on event date and time.
  • the event attribute may include information about the relationship between the user who generated the event related to the event log and the friend who displayed the event log. The information about the relationship increases the value of the relationship when the friend displays the details of the user's event log in step S304, which will be described later.
  • Other information related to the relationship includes the time and number of times the user played the game together with the friend, messages sent between the user and the friend, the number of reactions, and other friends common between the user and the friend. may be determined based on arbitrary information that defines the number of users and the relationship between the user and friends.
  • the event attribute may include information on the sleep relationship between the user who generated the event related to the event log and the friend who displayed the event log.
  • the sleep related information includes information related to the sleep information relationship between the user and the friend, such as the degree of divergence and similarity between the user's sleep information and the friend's sleep information.
  • the display 3062 of the friend terminal 30 gives higher priority to the rarer character rarity of the in-game character. may be arranged and displayed in the order of
  • the display 3062 of the friend terminal 30 may give higher priority to event logs of users with higher relationship values, and display the event logs arranged in order of priority.
  • the display 3062 of the friend terminal 30 may display the wake-up time of the user and the date and time of the event in order. For example, an event log with a newer wake-up time or event date and time may be given a higher priority, and the event logs may be arranged and displayed in order of priority.
  • step S303 the friend selects a desired event log from multiple event logs. Specifically, the friend can select a desired event log by touching the event log drawn on the touch panel 306 of the friend terminal 30 . Friend terminal 30 accepts an event log selection instruction.
  • step S304 the display 3062 of the friend terminal 30 displays (details display) the detailed information of the selected event log and presents it to the friend. With this, the friend can check the detailed information of the event log.
  • FIG. 16 is an example of a detailed display screen.
  • presentation information consisting of information (sleep score, information based on sleep type, etc.) for generating an event including event details and sleep information is presented to the friend. is presented.
  • the display 3062 of the friend terminal 30 shows the sleep information, sleep score, field, information of owned in-game characters, selected state of owned in-game characters, etc. included in the event log.
  • Any item from the information (game parameters) for generating the event may be presented to the friend as presentation information.
  • the user can select arbitrary items from event contents, game parameters, etc., and present them to friends. In other words, it is possible to select arbitrary items from the event contents and game parameters and not present them to friends.
  • the event content included in the selected event log is an event related to an in-game character
  • the game screen 60 displays a new in-game character image 611, field 612, sleep score 613, sleep type 614, possession
  • the in-game character 615 whose selection state is "fellow" among the in-game characters currently playing is drawn.
  • different images may be prepared according to the character attributes, decorations, and the like of the in-game character.
  • the display 3062 of the friend terminal 30 may not display the sleep information and information based on the sleep score (for example, sleep type) included in the event log. This prevents the friend from knowing when the user with whom they are friends has woken up. The user can safely communicate with friends.
  • the sleep score for example, sleep type
  • event logs for which a predetermined period of time has not elapsed may be excluded from detailed display targets.
  • the event log that can be displayed in detail may be an event log that occurs at predetermined intervals. For example, an event log that occurred during two hours from 6:00 to 8:00.
  • the privilege granting unit 1043 of the server 10 determines a detailed display target based on the event date and time column of the event log table 1013 . This prevents the friend from knowing when the user with whom they are friends has woken up. The user can safely communicate with friends.
  • only secondary information on sleep such as sleep type is displayed on the display 3062 of the friend terminal 30 without displaying primary information on sleep habits such as wake-up time, sleep time, and information on sleep quality. It is good as If only secondary information related to sleep, such as sleep type, is used, the user can safely communicate with his/her friend without the friend knowing the details of his or her sleep habits. Also, through the sleep type, the friend can know the user's approximate sleep state, and can enjoy the game service by comparing it with his/her own sleep type. In addition, the user may be able to set the information to be displayed to friends from the event log of the user. Specifically, among sleep information, sleep score, sleep type, etc., information that can be displayed by a friend may be restricted.
  • the user can selectively restrict sleep habits that the user does not want his or her friend to know about, while allowing the user to communicate with the friend at ease.
  • Information to be displayed to friends can be set from a setting screen (not shown) displayed when the user presses the setting button 609 .
  • a privilege is given to the user related to the event log whose details are displayed to the friend.
  • the content of the privilege may include giving an in-game item to the user.
  • the content of the privilege may include a privilege related to the in-game character.
  • the content of the privilege may include that the user newly acquires an in-game character. At this time, the selection state of the newly acquired in-game character may be set to 1 (minimum value).
  • the content of the privilege may include increasing or decreasing the selection state of in-game characters owned by the user.
  • the content of the privilege may include strengthening or weakening the performance value of the in-game character owned by the user.
  • the content of the privilege may include changing the decoration of the in-game character owned by the user.
  • the content of the privilege may include evolving an in-game character owned by the user (predetermined evolveable character).
  • the content of the privilege is to provide the user with an in-game item.
  • the type of in-game item if the event log displayed to the friend includes an event related to the in-game character, it is preferable to provide the user with the in-game item related to the in-game character.
  • it is an in-game item that strengthens or weakens the performance value of the in-game character.
  • users can obtain in-game items that strengthen or weaken the performance value of the in-game character by displaying the details of the event log of the friend. Interest can be improved. Users can be motivated to encourage friends to view event logs. That is, it is possible to encourage communication between the user and friends.
  • step S305 benefits may be given to friends in addition to users.
  • the privilege may be given only to the friend without giving the privilege to the user.
  • the event log displayed as a list or displayed in detail may be displayed in a different manner depending on the content of the event included in the event log. For example, an event log containing event details that have not yet occurred in a friend or user is displayed to the friend by applying an effect to the display of the event log. Specifically, based on the user ID of the event log table 1013 and the information of the event ID included in the event content included in the event log, the privilege granting unit 1043 of the server 10 determines that the log ID of the event log has been a friend in the past.
  • the privilege granting unit 1043 of the server 10 confirms whether or not the user IDs of the friends are included in the confirmed user IDs. It is possible to determine whether the event log of In the event log list display, by changing the display mode of the event logs, the friend can easily identify the event log containing the content of the event that has not yet occurred in the friend or the user from the listed event logs.
  • the applicability of the change in the display mode can be set in advance by the user for each list display and detailed display. Whether or not to apply the change in display mode may be determined according to the event attribute of the event log.
  • the settings can be made from a setting screen (not shown) displayed when the user presses the setting button 609 .
  • FIG. 17 is a block diagram showing the basic hardware configuration of the computer 90.
  • the computer 90 includes at least a processor 901, a main storage device 902, an auxiliary storage device 903, and a communication IF 991 (interface). These are electrically connected to each other by a communication bus 921 .
  • the processor 901 is hardware for executing the instruction set described in the program.
  • the processor 901 is composed of an arithmetic unit, registers, peripheral circuits, and the like.
  • the main storage device 902 is for temporarily storing programs and data processed by the programs.
  • it is a volatile memory such as a DRAM (Dynamic Random Access Memory).
  • the auxiliary storage device 903 is a storage device for storing data and programs. Examples include flash memory, HDD (Hard Disc Drive), magneto-optical disk, CD-ROM, DVD-ROM, and semiconductor memory.
  • the communication IF 991 is an interface for inputting and outputting signals for communicating with other computers via a network using a wired or wireless communication standard.
  • the network is composed of various mobile communication systems constructed by the Internet, LAN, wireless base stations, and the like.
  • networks include 3G, 4G, and 5G mobile communication systems, LTE (Long Term Evolution), wireless networks (for example, Wi-Fi (registered trademark)) that can be connected to the Internet through predetermined access points, and the like.
  • communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), and the like.
  • the network includes direct connection using a USB (Universal Serial Bus) cable or the like.
  • the computer 90 can be virtually realized by distributing all or part of each hardware configuration to a plurality of computers 90 and connecting them to each other via a network.
  • the computer 90 is a concept that includes not only the computer 90 housed in a single housing or case, but also a virtualized computer system.
  • the computer includes at least functional units of a control section, a storage section, and a communication section.
  • the functional units included in the computer 90 can be implemented by distributing all or part of each functional unit to a plurality of computers 90 interconnected via a network.
  • the computer 90 is a concept that includes not only a single computer 90 but also a virtualized computer system.
  • the control unit is implemented by the processor 901 reading various programs stored in the auxiliary storage device 903, developing them in the main storage device 902, and executing processing according to the programs.
  • the control unit can implement functional units that perform various information processing according to the type of program.
  • the computer is implemented as an information processing device that performs information processing.
  • the storage unit is realized by the main storage device 902 and the auxiliary storage device 903.
  • the storage unit stores data, various programs, and various databases.
  • the processor 901 can secure a storage area corresponding to the storage unit in the main storage device 902 or the auxiliary storage device 903 according to a program.
  • the control unit can cause the processor 901 to execute addition, update, and deletion processing of data stored in the storage unit according to various programs.
  • a database refers to a relational database, and is used to manage tabular tables structurally defined by rows and columns, and data sets called masters in association with each other.
  • a table is called a table
  • a master is called a column
  • a row is called a record.
  • relationships between tables and masters can be set and associated.
  • each table and each master has a primary key column for uniquely identifying a record, but setting a primary key to a column is not essential.
  • the control unit can cause the processor 901 to add, delete, and update records in specific tables and masters stored in the storage unit according to various programs.
  • the database and master in the present disclosure may include any data structure (list, dictionary, associative array, object, etc.) in which information is structurally defined.
  • the data structure also includes data that can be regarded as a data structure by combining data with functions, classes, methods, etc. written in any programming language.
  • the communication unit is realized by the communication IF 991.
  • the communication unit implements a function of communicating with another computer 90 via a network.
  • the communication section can receive information transmitted from another computer 90 and input it to the control section.
  • the control unit can cause the processor 901 to execute information processing on the received information according to various programs. Also, the communication section can transmit information output from the control section to another computer 90 .
  • a game program to be executed by a computer comprising a processor and a storage unit, the game program comprising: an acquisition step (S101) for acquiring sleep information of a user; and an event step of generating an event related to the user based on the sleep information of the user acquired in the acquiring step and the game parameters determined in the determining step (S104), and the first user's first a presentation step (S302, S304) of presenting to the second user the first presentation information related to the first event that occurred based on the sleep information and the game parameters of the first user;
  • the presented first presentation information includes first sleep information of the first user, information based on the event content of the first event, and game parameters of the first user as information for generating the first event.
  • appendix 2 The game program according to appendix 1, wherein in the presentation step, the first presentation information presented to the second user is first presentation information relating to a first event that has passed a predetermined time from the date and time of occurrence of the first event. This allows the first user to display the content of the event that has occurred to the second user without letting the second user know the wake-up time of the first user.
  • the first user can communicate with the second user with peace of mind. The user can enjoy the game through communication with peace of mind, and the user can be motivated toward good sleep habits.
  • the first sleep information includes information about the sleep time of the first user, the event step is a step of generating an event based on the sleep time and game parameters, and the presentation step is presented to the second user. 3.
  • the first sleep information includes information about the sleep quality of the first user, the event step is a step of generating an event based on the sleep quality and game parameters, and the presentation step is presented to the second user. 3.
  • Appendix 5 The game program according to any one of Appendices 1 to 4, wherein the event step is a step of generating a first event based on game parameters relating to an in-game field.
  • the first user can generate an event based on the information of the in-game field in the game operation in addition to sleeping at night.
  • the user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
  • (Appendix 6) The game program according to any one of appendices 1 to 5, wherein the event step is a step of generating a first event based on game parameters relating to an in-game character associated with the first user.
  • the first user in addition to sleeping at night, the first user can obtain information (deck ID) of the character owned by the first user, or information of the character selected from the characters owned by the first user.
  • An event can be generated based on (selected deck ID) or the like. The user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
  • the obtaining step includes obtaining third sleep information of a third user, the event step includes generating a third event for the third user based on the third sleep information, and the presenting step includes generating a third event for the third user based on the third sleep information.
  • the game program according to any one of 6.
  • the second user can display a list of event logs of events occurring in a plurality of his/her friends (first user, third user), and by selecting the displayed event log, the event log can be displayed.
  • the log can be displayed in detail and the contents can be confirmed.
  • the user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
  • the game program according to supplementary note 8 wherein the giving step includes a step of giving a benefit to the second user based on the presentation information selected in the receiving step. This can motivate the second user to check the event logs of his friends. The user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
  • the information presented to the second user includes information selected by the first user to be presented to the second user from among the event details and game parameters, 2.
  • the game program according to any one of appendices 7 to 9, which does not contain information that is selected not to be presented to the user.
  • the 1st user and the 3rd user can be made to display the content of the event which occurred to the 2nd user, without letting the 2nd user know own sleep information.
  • the first user can communicate with the second user with peace of mind. The user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
  • (Appendix 11) 11 The game according to any one of attachments 7 to 10, wherein the presentation step is a step of arranging and presenting a plurality of pieces of presentation information including the first presentation information and the third presentation information in an order according to an event attribute of an event related to the presentation information. program.
  • the second user can confirm the plurality of his/her own friends, starting with the event log having the highest priority according to the event attribute of the event log.
  • the user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
  • the event attributes related to the presentation information include, when the event content of the event related to the presentation information is an event related to an in-game character, the character rarity or character attributes of the in-game character, the sleep information of the user who generated the event related to the presentation information, 12.
  • the game program according to appendix 11 including at least one of the user who caused the event related to the presentation information and information related to the relationship with the second user. Thereby, the second user can confirm the plurality of his/her own friends, starting with the event log having the highest priority according to the event attribute of the event log. The user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
  • the presenting step includes presenting to the first user second presenting information related to a second event that occurred based on the second user's second sleep information and the second user's game parameters in the event step, and in the presenting step,
  • the second presentation information presented to the first user includes the second user's second sleep information, information based on the event content of the second event, and the second user's game as information for generating the second event.
  • the first user can display the details of the event logs of the events that have occurred in his/her own friends (second users) and check the contents.
  • the user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
  • An information processing apparatus comprising a processor and a storage unit, wherein the processor includes an acquisition step (S101) of acquiring user sleep information, a determination step of determining game parameters based on a user's selection operation, and an acquisition step.
  • an event step for generating an event related to the user, and the first sleep information of the first user and the game parameters of the first user in the event step and a presentation step (S302, S304) of presenting the second user with the first presentation information related to the first event that occurred based on the first presentation information presented to the second user in the presentation step,
  • An information processing device comprising first sleep information of a first user, information based on event content of a first event, and game parameters of the first user as information for generating the first event.
  • An information processing method executed by a computer comprising a processor and a storage unit, comprising an acquisition step (S101) of acquiring sleep information of a user and a determination of determining a game parameter based on a user's selection operation.
  • an event step of generating an event related to the user based on the sleep information of the user acquired in the acquisition step and the game parameters determined in the determination step (S104); a presentation step (S302, S304) of presenting to a second user first presentation information related to a first event that has occurred based on the game parameters of one user;
  • the 1 presentation information includes first sleep information of the first user, information based on the event content of the first event, and game parameters of the first user as information for generating the first event.
  • Method Thereby, it is possible to display the details of the event that occurred while the first user slept at night to the second user. The user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
  • An information processing system comprising an information processing device having a processor and a storage unit, a first user terminal, and a second user terminal, wherein the processor includes an acquisition step (S101) for acquiring sleep information of a user, and a selection by the user. a determination step of determining a game parameter based on an operation; an event step of generating an event related to the user based on the sleep information of the user acquired in the acquisition step and the game parameter determined in the determination step (S104); A presentation step (S302, S304) of presenting to the second user terminal the first presentation information related to the first event that occurred based on the first sleep information acquired from the first terminal and the game parameters of the first user.
  • the first presentation information presented to the second user terminal includes first sleep information of the first user, information based on the event content of the first event, and information for generating the first event and game parameters of the first user of the information processing system.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Health & Medical Sciences (AREA)
  • Life Sciences & Earth Sciences (AREA)
  • Physics & Mathematics (AREA)
  • Psychiatry (AREA)
  • Biophysics (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Computer Security & Cryptography (AREA)
  • Child & Adolescent Psychology (AREA)
  • Developmental Disabilities (AREA)
  • Educational Technology (AREA)
  • Hospice & Palliative Care (AREA)
  • Business, Economics & Management (AREA)
  • Psychology (AREA)
  • Social Psychology (AREA)
  • Optics & Photonics (AREA)
  • General Business, Economics & Management (AREA)
  • Pathology (AREA)
  • Biomedical Technology (AREA)
  • Heart & Thoracic Surgery (AREA)
  • Medical Informatics (AREA)
  • Molecular Biology (AREA)
  • Surgery (AREA)
  • Animal Behavior & Ethology (AREA)
  • General Health & Medical Sciences (AREA)
  • Public Health (AREA)
  • Veterinary Medicine (AREA)
  • Measurement Of The Respiration, Hearing Ability, Form, And Blood Characteristics Of Living Organisms (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

This game program involves carrying out an acquisition step of acquiring sleep information for a user, a determination step of determining a game parameter on the basis of an operation selected by the user, an event step of generating an event related to the user on the basis of the sleep information for the user acquired in the acquisition step and the game parameter determined in the determination step, and a presentation step of presenting to a second user first presentation information related to a first event that occurred on the basis of first sleep information for a first user and a game parameter for the first user in the event step. In the presentation step, the first presentation information presented to the second user includes the first sleep information for the first user, information based on event content of the first event, and the game parameter for the first user serving as information for generating the first event.

Description

ゲームプログラム、情報処理装置、情報処理方法及び情報処理システムGame program, information processing device, information processing method and information processing system
 本開示は、ゲームプログラム、情報処理装置、情報処理方法及び情報処理システムに関する。 The present disclosure relates to a game program, an information processing device, an information processing method, and an information processing system.
 近年、体の動きを検出する動き検出センサ等を用いることにより、人の行動や活動量を測定する活動測定機器が普及している。活動測定機器は、利用者に活動量等を提示することで、利用者の健康意識を高めるものであり、継続的に使用することが望まれる。
 例えば、特許文献1には、健康に関する情報の測定および/または分析結果の確認を継続的に行わせる動機付けをユーザに与えることができる技術が開示されている。特許文献2には、携帯端末のユーザの状態を評価する技術が開示されている。
2. Description of the Related Art In recent years, activity measuring devices that measure a person's behavior and amount of activity by using a motion detection sensor or the like that detects body motion have become widespread. An activity measuring device presents the amount of activity, etc., to the user, thereby raising the user's health awareness, and is desired to be used continuously.
For example, Patent Literature 1 discloses a technology capable of motivating a user to continuously measure health-related information and/or confirm analysis results. Patent Literature 2 discloses a technique for evaluating the state of a user of a mobile terminal.
特開2020―072800号公報Japanese Patent Application Laid-Open No. 2020-072800 特開2019―067431号公報JP 2019-067431 A
 しかしながら、特許文献1、特許文献2に記載された発明は、ユーザが、ユーザと所定の関係にあるユーザの健康状態を通知することができるが、ユーザにとっては興趣性が乏しく、良好な睡眠習慣に向けた動機づけとしては不十分であった。 However, the inventions described in Patent Literature 1 and Patent Literature 2 allow the user to notify the health condition of the user who has a predetermined relationship with the user. was insufficient as a motivation for
 そこで、本開示は、上記課題に鑑みてなされたものであり、その目的は、夜間のユーザの睡眠習慣に基づき発生するイベント内容等を、他のユーザと共有し、他のユーザが共有された情報を参考にできることにより、ユーザは、コミュニケーションを通じてゲームを楽しむことができ、ユーザに対し良好な睡眠習慣に向けた動機づけを行なうことである。 Therefore, the present disclosure has been made in view of the above problems, and the purpose thereof is to share the event contents and the like that occur based on the user's sleep habits at night with other users, and to By being able to refer to the information, the user can enjoy the game through communication, and motivate the user toward good sleeping habits.
 プロセッサと、記憶部とを備えるコンピュータに実行させるためのゲームプログラムであって、ゲームプログラムは、プロセッサに、ユーザの睡眠情報を取得する取得ステップと、ユーザの選択操作に基づき、ゲームパラメータを決定する決定ステップと、取得ステップにおいて取得したユーザの睡眠情報と決定ステップにおいて決定したゲームパラメータとに基づき、ユーザに関するイベントを発生させるイベントステップと、イベントステップにおいて第1ユーザの第1睡眠情報および第1ユーザのゲームパラメータに基づき発生した第1イベントに関する第1提示情報を、第2ユーザに提示する提示ステップと、を実行させ、提示ステップにおいて、第2ユーザに提示される第1提示情報は、第1ユーザの第1睡眠情報と、第1イベントのイベント内容に基づく情報と、第1イベントを発生させるための情報としての第1ユーザのゲームパラメータと、を含む、ゲームプログラム。 A game program to be executed by a computer comprising a processor and a storage unit, the game program causing the processor to determine game parameters based on an acquisition step of acquiring sleep information of a user and a selection operation by the user. A determining step, an event step of generating an event related to the user based on the sleep information of the user acquired in the acquiring step and the game parameter determined in the determining step, and the first sleep information of the first user and the first user in the event step a presentation step of presenting to the second user the first presentation information related to the first event that occurred based on the game parameters of the first presentation information presented to the second user in the presentation step A game program comprising first sleep information of a user, information based on event content of a first event, and game parameters of the first user as information for generating the first event.
 本開示によれば、第1ユーザおよび第2ユーザは、コミュニケーションを通じてゲームを楽しむことができ、第1ユーザおよび第2ユーザに対し良好な睡眠習慣に向けた動機づけを行なうことができる。 According to the present disclosure, the first user and the second user can enjoy the game through communication, and can motivate the first user and the second user toward good sleep habits.
情報処理システム1の全体の構成を示す図である。1 is a diagram showing an overall configuration of an information processing system 1; FIG. サーバ10の機能構成を示すブロック図である。3 is a block diagram showing the functional configuration of the server 10; FIG. ユーザ端末20の機能構成を示すブロック図である。2 is a block diagram showing a functional configuration of a user terminal 20; FIG. フレンド端末30の機能構成を示すブロック図である。3 is a block diagram showing a functional configuration of a friend terminal 30; FIG. ユーザテーブル1012のデータ構造を示す図である。FIG. 10 is a diagram showing the data structure of a user table 1012; FIG. イベントログテーブル1013のデータ構造を示す図である。FIG. 10 is a diagram showing the data structure of an event log table 1013; FIG. デッキテーブル1014のデータ構造を示す図である。FIG. 10 is a diagram showing the data structure of a deck table 1014; FIG. キャラクタマスタ1015のデータ構造を示す図である。FIG. 10 is a diagram showing the data structure of a character master 1015; アイテムマスタ1016のデータ構造を示す図である。4 is a diagram showing the data structure of an item master 1016; FIG. イベントマスタ1017のデータ構造を示す図である。FIG. 10 is a diagram showing the data structure of an event master 1017; イベント処理の動作を示すフローチャートである。4 is a flowchart showing the operation of event processing; 特典付与処理の動作を示すフローチャートである。It is a flowchart which shows operation|movement of privilege provision processing. イベント処理の動作に関する演出を示す画面例である。It is an example of a screen which shows the production|presentation regarding the operation|movement of event processing. イベント処理の動作を示す画面例である。It is an example of a screen showing the operation of event processing. 特典付与処理の動作を示す一覧表示の画面例である。It is an example of a screen of list display which shows operation|movement of privilege provision processing. 特典付与処理の動作を示す詳細表示の画面例である。It is an example of a screen of a detailed display which shows operation|movement of privilege provision processing. コンピュータ90の基本的なハードウェア構成を示すブロック図である。2 is a block diagram showing the basic hardware configuration of computer 90. FIG.
 以下、本開示の実施形態について図面を参照して説明する。実施形態を説明する全図において、共通の構成要素には同一の符号を付し、繰り返しの説明を省略する。なお、以下の実施形態は、特許請求の範囲に記載された本開示の内容を不当に限定するものではない。また、実施形態に示される構成要素のすべてが、本開示の必須の構成要素であるとは限らない。また、各図は模式図であり、必ずしも厳密に図示されたものではない。 Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. In all the drawings for explaining the embodiments, common constituent elements are denoted by the same reference numerals, and repeated explanations are omitted. It should be noted that the following embodiments do not unduly limit the content of the present disclosure described in the claims. Also, not all the components shown in the embodiments are essential components of the present disclosure. Each figure is a schematic diagram and is not necessarily strictly illustrated.
 <情報処理システム1の概要>
 図1は、情報処理システム1の全体の構成を示す図である。本開示における情報処理システム1は、ユーザの睡眠時(例えば、夜間)の睡眠状態に関する情報に基づき進行するゲームサービスを提供する情報処理システムである。情報処理システム1は、ユーザ間のコミュニケーションを図ることで、良い睡眠習慣を送ることへのモチベーションを維持させる。
 情報処理システム1が提供するゲームサービスとして、本開示においては育成ゲームを一例として説明する。なお、シューティングゲーム、アクションゲーム、ロールプレイングゲーム、アドベンチャーゲーム、レースゲーム、パズルゲーム、シミュレーションゲーム、テーブルゲームなどの任意のゲームサービスに対して本開示は適用可能である。
<Overview of information processing system 1>
FIG. 1 is a diagram showing the overall configuration of an information processing system 1. As shown in FIG. An information processing system 1 according to the present disclosure is an information processing system that provides a game service that progresses based on information about a sleep state of a user during sleep (for example, at night). The information processing system 1 maintains motivation to send good sleep habits by promoting communication between users.
As a game service provided by the information processing system 1, a breeding game will be described as an example in the present disclosure. Note that the present disclosure is applicable to arbitrary game services such as shooting games, action games, role-playing games, adventure games, racing games, puzzle games, simulation games, and table games.
 <情報処理システム1の基本構成>
 本開示における情報処理システム1を図1に示す。情報処理システム1は、ネットワークNを介して接続された、サーバ10、ユーザ端末20、フレンド端末30を備えて構成されている。図2は、サーバ10の機能構成を示すブロック図である。図3は、ユーザ端末20の機能構成を示すブロック図である。図4は、フレンド端末30の機能構成を示すブロック図である。通常、ユーザ端末20、フレンド端末30は、複数存在する。
<Basic Configuration of Information Processing System 1>
FIG. 1 shows an information processing system 1 according to the present disclosure. The information processing system 1 includes a server 10, a user terminal 20, and a friend terminal 30, which are connected via a network N. As shown in FIG. FIG. 2 is a block diagram showing the functional configuration of the server 10. As shown in FIG. FIG. 3 is a block diagram showing the functional configuration of the user terminal 20. As shown in FIG. FIG. 4 is a block diagram showing the functional configuration of the friend terminal 30. As shown in FIG. Usually, there are a plurality of user terminals 20 and friend terminals 30 .
 サーバ10は、ユーザの夜間の睡眠状態に関する情報を受け付けて、所定のゲーム内イベントを発生させるゲームサービスを提供する情報処理装置である。 The server 10 is an information processing device that receives information about the user's nighttime sleep state and provides a game service that generates a predetermined in-game event.
 ユーザ端末20は、サービスを利用するユーザが操作する情報処理装置である。ユーザ端末20は、例えば、スマートフォン、タブレット等の携帯端末でもよいし、据え置き型のPC(Personal Computer)、ラップトップPCであってもよい。また、HMD(Head Mount Display)、腕時計型端末等のウェアラブル端末であってもよい。 The user terminal 20 is an information processing device operated by a user who uses the service. The user terminal 20 may be, for example, a mobile terminal such as a smart phone or tablet, a stationary PC (Personal Computer), or a laptop PC. It may also be a wearable terminal such as an HMD (Head Mount Display) or a wristwatch type terminal.
 フレンド端末30は、サービスを利用する、ユーザ端末20のユーザとフレンド関係にあるユーザ(以下、フレンド)が操作する情報処理装置である。フレンド関係については、後述する。フレンド端末30のハードウェア構成は、ユーザ端末20と同様である。 The friend terminal 30 is an information processing device operated by a user who is in a friend relationship with the user of the user terminal 20 who uses the service (hereinafter referred to as "friend"). A friend relationship will be described later. The hardware configuration of the friend terminal 30 is the same as that of the user terminal 20 .
 各情報処理装置は演算装置と記憶装置とを備えたコンピュータにより構成されている。コンピュータの基本ハードウェア構成および、当該ハードウェア構成により実現されるコンピュータの基本機能構成は後述する。サーバ10、ユーザ端末20、フレンド端末30のそれぞれについて、後述するコンピュータの基本ハードウェア構成およびコンピュータの基本機能構成と重複する説明は省略する。 Each information processing device is composed of a computer equipped with an arithmetic device and a storage device. The basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later. For each of the server 10, the user terminal 20, and the friend terminal 30, a description that overlaps with the basic hardware configuration of the computer and the basic functional configuration of the computer, which will be described later, will be omitted.
 以下、各装置の構成およびその動作を説明する。 The configuration and operation of each device will be described below.
 <サーバ10の機能構成>
 サーバ10のハードウェア構成が実現する機能構成を図2に示す。サーバ10は、記憶部101、制御部104を備える。
<Functional Configuration of Server 10>
A functional configuration realized by the hardware configuration of the server 10 is shown in FIG. The server 10 has a storage unit 101 and a control unit 104 .
 <サーバ10の記憶部の構成>
 サーバ10の記憶部101は、アプリケーションプログラム1011、ユーザテーブル1012、イベントログテーブル1013、デッキテーブル1014、キャラクタマスタ1015、アイテムマスタ1016、イベントマスタ1017を備える。
 図5は、ユーザテーブル1012のデータ構造を示す図である。図6は、イベントログテーブル1013のデータ構造を示す図である。図7は、デッキテーブル1014のデータ構造を示す図である。図8は、キャラクタマスタ1015のデータ構造を示す図である。図9は、アイテムマスタ1016のデータ構造を示す図である。図10は、イベントマスタ1017のデータ構造を示す図である。
<Configuration of Storage Unit of Server 10>
Storage unit 101 of server 10 includes application program 1011 , user table 1012 , event log table 1013 , deck table 1014 , character master 1015 , item master 1016 and event master 1017 .
FIG. 5 is a diagram showing the data structure of the user table 1012. As shown in FIG. FIG. 6 is a diagram showing the data structure of the event log table 1013. As shown in FIG. FIG. 7 is a diagram showing the data structure of the deck table 1014. As shown in FIG. FIG. 8 is a diagram showing the data structure of the character master 1015. As shown in FIG. FIG. 9 is a diagram showing the data structure of the item master 1016. As shown in FIG. FIG. 10 is a diagram showing the data structure of the event master 1017. As shown in FIG.
 ユーザテーブル1012は、サービスを利用する会員ユーザ(以下、ユーザ)の情報を記憶し管理するテーブルである。ユーザは、サービスの利用登録を行うことで、当該ユーザの情報がユーザテーブル1012の新しいレコードに記憶される。これにより、ユーザは本開示にかかるサービスを利用できるようになる。
 ユーザテーブル1012は、ユーザIDを主キーとして、ユーザID、ユーザ名、睡眠情報、基準睡眠パターン、睡眠スコア、保有アイテムID、フィールド、フレンドIDのカラムを有するテーブルである。
The user table 1012 is a table that stores and manages information on member users (hereinafter referred to as users) who use the service. By registering to use the service, the user's information is stored in a new record in the user table 1012 . This enables the user to use the service according to the present disclosure.
The user table 1012 is a table having user ID, user name, sleep information, reference sleep pattern, sleep score, possessed item ID, field, and friend ID columns with user ID as a primary key.
 ユーザIDは、ユーザを識別するためのユーザ識別情報を記憶する項目である。ユーザ識別情報は、ユーザごとにユニークな値が設定される項目である。 A user ID is an item that stores user identification information for identifying a user. User identification information is an item in which a unique value is set for each user.
 ユーザ名は、ユーザの氏名を記憶する項目である。ユーザ名は、氏名ではなく、ニックネームなど任意の文字列を設定することができる。 The user name is an item that stores the user's name. Any character string such as a nickname can be set as the user name instead of the full name.
 睡眠情報は、ユーザの睡眠に関する情報を記憶する項目である。
 睡眠情報は、ユーザの就寝時刻および起床時刻を示す睡眠パターンに関する情報を含んでも良い。なお、就寝時刻とは、ユーザが眠りについた時刻を表し、例えば、ユーザが寝床に入った時刻でもよいし、ユーザの意識が覚醒した状態から睡眠の状態へ移行した時刻であってもよい。また、起床時刻とは、ユーザが起きた時刻を表し、例えば、ユーザが寝床から起きだした時刻であってもよいし、睡眠の状態から意識が覚醒した状態へ移行した時刻であってもよい。本実施形態では、眠りについてから起きるまでの就寝時刻と起床時刻の対を睡眠パターンという。
 睡眠情報は、ユーザの睡眠の質に関する情報を含んでも良い。睡眠の質に関する情報とは、睡眠周期の各睡眠ステージの時刻や、睡眠時刻に対する各睡眠ステージの割合である。例えば、睡眠周期の各睡眠ステージである、「覚醒」、「浅い睡眠」、「深い睡眠」、「レム睡眠」の時刻や割合である。
 睡眠情報は、1日、1週間単位、1ヶ月単位などの所定期間における1日または複数日の睡眠パターンの履歴を含んでも良い。また、ユーザがサービスを利用開始してから現在までのすべての睡眠パターンの履歴を含んでも良い。
 その他、睡眠情報は、睡眠情報に対して任意の情報処理を行うことにより得られた情報を含んでも良い。
The sleep information is an item that stores information about the user's sleep.
Sleep information may include information about sleep patterns indicating when the user goes to bed and wakes up. Note that the bedtime represents the time when the user falls asleep. For example, it may be the time when the user goes to bed, or the time when the user's consciousness transitions from an awake state to a sleeping state. The wake-up time represents the time when the user wakes up, and may be, for example, the time when the user wakes up from bed, or the time when the user shifts from a sleeping state to an awake state. . In the present embodiment, a sleep pattern is defined as a pair of bedtime and wake-up time from falling asleep to waking up.
Sleep information may include information regarding the user's sleep quality. The information about sleep quality is the time of each sleep stage in the sleep cycle and the ratio of each sleep stage to the sleep time. For example, it is the time and ratio of "awakening", "light sleep", "deep sleep", and "REM sleep", which are each sleep stage of the sleep cycle.
Sleep information may include a history of sleep patterns for a day or multiple days over a given period of time, such as a day, a week, a month, or the like. Also, the history of all sleep patterns from when the user started using the service to the present may be included.
In addition, sleep information may include information obtained by performing arbitrary information processing on sleep information.
 基準睡眠パターンは、基準となる就寝時刻および起床時刻に基づく所定の睡眠パターンを記憶する項目である。睡眠パターンには、個人差があるため、睡眠情報に記憶されたユーザの睡眠履歴に基づいてユーザごとに体質などに合わせた基準睡眠パターンを自動的に設定するものとしても良い。
 基準睡眠パターンは、1つの固定的な睡眠パターンである必要はなく、例えば曜日、月、季節ごとに複数の基準となる睡眠パターンを記憶してもよい。その他、平日、休日、祝日などに応じて複数の基準となる睡眠パターンを記憶してもよい。
 基準睡眠パターンは、ユーザが所定のゲーム内キャラクタと対話により就寝時刻および起床時刻を入力することにより設定するものとしても良い。例えば、所定のゲーム内キャラクタと就寝時刻および起床時刻を約束させるような形式で、ユーザに入力させることにより設定するものとしても良い。これにより、ユーザが子供のような場合であっても、ユーザに対して良好な睡眠習慣に向けた動機づけを自然に行なうことができる。
The reference sleep pattern is an item that stores a predetermined sleep pattern based on reference bedtime and wake-up time. Since there are individual differences in sleep patterns, it is also possible to automatically set a reference sleep pattern that matches the constitution of each user based on the user's sleep history stored in the sleep information.
The reference sleep pattern does not have to be one fixed sleep pattern, and for example, a plurality of reference sleep patterns may be stored for each day of the week, month, and season. In addition, a plurality of reference sleep patterns may be stored according to weekdays, holidays, holidays, and the like.
The reference sleep pattern may be set by the user inputting the bedtime and wake-up time through interaction with a predetermined in-game character. For example, it may be set by prompting the user to input a format in which a predetermined in-game character is promised a bedtime and a wake-up time. As a result, even if the user is a child, it is possible to naturally motivate the user toward good sleep habits.
 睡眠スコアは、ユーザの睡眠に関する評価値を記憶する項目である。 The sleep score is an item that stores the user's sleep evaluation value.
 保有アイテムIDは、ユーザが現在保有している単数または複数のゲーム内アイテムのアイテムIDが記憶される項目である。 The possessed item ID is an item in which the item IDs of one or more in-game items currently possessed by the user are stored.
 フィールドは、ユーザが現在ゲームを操作しているゲーム内フィールドに関する情報が記憶される項目である。ゲーム内フィールドには、ゲーム内環境、ゲーム内マップ、ゲーム内エリアなどと呼ばれる情報がある。具体的には、ゲーム内のフィールド名、フィールド名における位置、座標などが記憶される。本開示において、フィールドはユーザごとに記憶されるものとしたが、ユーザが保有するキャラクタごとに記憶されるものとしても良い。 A field is an item that stores information about the in-game field in which the user is currently operating the game. The in-game field has information called in-game environment, in-game map, in-game area, and the like. Specifically, field names in the game, positions in the field names, coordinates, and the like are stored. In the present disclosure, fields are stored for each user, but may be stored for each character possessed by the user.
 フレンドIDは、ユーザに関連付けられたフレンドと呼ばれる他のユーザのユーザIDを記憶する項目である。フレンドIDにより関連づけられたユーザ同士はフレンド関係にあるとよばれる。本開示における、フレンド関係は、フレンド関係にある双方のユーザが、他方のユーザに対してフレンドIDで紐付けられている状態(相互に紐付けられている状態)を含む。フレンド関係は、一方のユーザのフレンドIDに他方のユーザのユーザIDが紐付けられている場合、他方のユーザのフレンドIDに一方のユーザのユーザIDが紐付けられている場合(一方から紐付けられている状態)も含めても良い。  Friend ID is an item that stores the user IDs of other users called friends associated with the user. Users associated with each other by a friend ID are said to be in a friend relationship. In the present disclosure, a friend relationship includes a state in which both users in a friend relationship are linked to the other user by a friend ID (mutually linked state). The friend relationship is defined when one user's friend ID is linked to the other user's user ID, or when the other user's friend ID is linked to the one user's user ID (linking from one state) may also be included.
 イベントログテーブル1013は、ユーザごとに発生するイベントに関する情報(イベントログ)を記憶するためのテーブルである。
 イベントログテーブル1013は、ログIDを主キーとして、ログID、ユーザID、イベントログ、確認ユーザID、イベント日時のカラムを有するテーブルである。
The event log table 1013 is a table for storing information (event log) on events occurring for each user.
The event log table 1013 is a table having columns of log ID, user ID, event log, confirmed user ID, and event date and time, with log ID as a primary key.
 ログIDは、イベントログを識別するためのイベントログ識別情報を記憶する項目である。イベントログ識別情報は、イベントログごとにユニークな値が設定される項目である。 A log ID is an item that stores event log identification information for identifying an event log. Event log identification information is an item in which a unique value is set for each event log.
 ユーザIDは、イベントが発生したユーザのユーザIDを記憶する項目である。 The user ID is an item that stores the user ID of the user for whom the event occurred.
 イベントログは、ユーザごとに発生したイベントのイベント内容と、イベント条件に用いるユーザに関連する情報を記憶する項目である。具体的には、ユーザに関連する情報は、当該ユーザの睡眠情報、睡眠スコア、フィールド、保有しているゲーム内キャラクタの情報(ユーザに紐付けられたデッキテーブル1014のデッキID)、保有しているゲーム内キャラクタの選択状態(ユーザに紐付けられたデッキテーブル1014のデッキIDにおける選択状態の値)などである。
 保有しているゲーム内キャラクタの選択状態としては、例えば、ユーザが保有しているゲーム内キャラクタのうち、選択状態の値が所定値以上のゲーム内キャラクタの情報が含まれる。ユーザに関連する情報は、すべての情報を含んでいる必要はなく少なくとも1つの情報を含んで入れば良い。
The event log is an item that stores event contents of events that have occurred for each user and information related to the user used for event conditions. Specifically, the information related to the user includes the user's sleep information, sleep score, field, information of the held in-game character (deck ID of the deck table 1014 linked to the user), held and the selection state of the in-game character (the value of the selection state in the deck ID of the deck table 1014 associated with the user).
The selection state of the in-game character owned by the user includes, for example, information of the in-game character whose selection state value is equal to or greater than a predetermined value among the in-game characters owned by the user. The information related to the user does not have to include all information, and may include at least one piece of information.
 確認ユーザIDは、イベントログを表示、確認したフレンドのユーザIDを記憶する項目である。 The confirmed user ID is an item that stores the user ID of the friend whose event log was displayed and confirmed.
 イベント日時は、ユーザごとに発生したイベントのイベント発生日時を記憶する項目である。 The event date and time is an item that stores the date and time of the event that occurred for each user.
 デッキテーブル1014は、ユーザが保有するゲーム内キャラクタを記憶するためのテーブルである。ユーザは、自身が保有するゲーム内キャラクタを操作したり、ゲーム内キャラクタに対して所定の操作またはゲーム内アイテムの適用などを行い、ゲームを進行させることができる。ユーザが保有するゲーム内キャラクタのグループは、カードゲームなどにおいてはデッキ、RPG(ロールプレイイングゲーム)においてはパーティーなどとよばれる。
 ユーザは、クエストなどのゲーム内イベントを達成したり、敵キャラクタの討伐などのゲームの進行を通じて所定の条件を満たすことで、ゲーム内キャラクタを獲得することができる。また、ゲーム開始時に所定のゲーム内キャラクタを保有するものとしてもよい。
 獲得したゲーム内キャラクタは、ユーザのユーザIDと当該キャラクタのキャラクタIDとが紐づけられてデッキテーブル1014に記憶されることにより、ゲーム内においてユーザがキャラクタを保有することが表現される。
 デッキテーブル1014は、デッキIDを主キーとして、ユーザID、キャラクタID、選択状態、名称、性能値のカラムを有するテーブルである。
The deck table 1014 is a table for storing in-game characters owned by the user. The user can operate the in-game character owned by himself/herself, perform a predetermined operation on the in-game character, apply an in-game item, or the like to advance the game. A group of in-game characters owned by a user is called a deck in a card game or a party in an RPG (role-playing game).
A user can obtain an in-game character by completing an in-game event such as a quest or satisfying a predetermined condition through the progress of the game such as defeating an enemy character. Also, a predetermined in-game character may be possessed at the start of the game.
The obtained in-game character is stored in the deck table 1014 in association with the user ID of the user and the character ID of the character, thereby expressing that the user owns the character in the game.
The deck table 1014 is a table having columns of user ID, character ID, selection state, name, and performance value, with the deck ID as a primary key.
 デッキIDは、ユーザが保有するキャラクタを識別するためのデッキ識別情報を記憶する項目である。デッキ識別情報は、ユーザが保有するキャラクタごとにユニークな値が設定される項目である。 The deck ID is an item that stores deck identification information for identifying the character owned by the user. The deck identification information is an item in which a unique value is set for each character possessed by the user.
 ユーザIDは、デッキを保有するユーザのユーザ識別情報を記憶する項目である。 The user ID is an item that stores the user identification information of the user who owns the deck.
 キャラクタIDは、デッキに登録されているユーザが保有するゲーム内キャラクタのキャラクタ識別情報を記憶する項目である。 The character ID is an item that stores character identification information of in-game characters owned by users registered in the deck.
 選択状態は、ユーザと、ユーザが保有するゲーム内キャラクタとの間の選択状態に関する情報を記憶する項目である。選択状態には、例えば5段階のレベル情報が記憶される。ユーザが保有するゲーム内キャラクタの選択状態に応じて、ゲーム進行における、ユーザにおける当該ゲーム内キャラクタの使用態様が変化する。
 例えば、ユーザは、選択状態が所定値以上(例えば、4以上)のゲーム内キャラクタを「仲間」になっている状態とみなし、ゲーム進行にあたり当該ゲーム内キャラクタを操作したり、アイテムを適用することができるものとすることができる。選択状態は、所定のゲーム内イベントの発生、所定のゲーム内アイテムの適用に伴い、増加、減少する。
The selection state is an item that stores information regarding the selection state between the user and the in-game character owned by the user. For example, five levels of level information are stored in the selection state. Depending on the selection state of the in-game character owned by the user, the mode of use of the in-game character by the user during the progress of the game changes.
For example, the user considers an in-game character whose selection state is equal to or greater than a predetermined value (e.g., 4 or more) to be in a state of being a "companion", and can operate the in-game character or apply items in the course of the game. can be done. The selection state increases or decreases with the occurrence of a predetermined in-game event and the application of a predetermined in-game item.
 名称は、デッキに登録されているユーザが保有するゲーム内キャラクタの名前を記憶する項目である。ユーザは自身が保有するゲーム内キャラクタに自由に名前を設定することができる。 The name is an item that stores the name of the in-game character owned by the user registered in the deck. The user can freely set a name for the in-game character owned by the user.
 性能値は、ユーザが保有するゲーム内キャラクタの性能パラメータを記憶する項目である。ゲーム内キャラクタの性能パラメータとして、ステータス、体力値、最大体力値、攻撃力、防御力、すばやさ、キャラクタ属性、装飾などのパラメータがある。 The performance value is an item that stores the performance parameters of the in-game character owned by the user. Performance parameters of in-game characters include parameters such as status, physical strength, maximum physical strength, attack power, defense power, speed, character attributes, and decoration.
 ステータスは、ゲーム内キャラクタの活動状況に関する性能パラメータを記憶する項目である。ゲーム内キャラクタの体力値が0以下の場合は、気絶、死亡など、ゲーム内キャラクタが活動することができないことを示す情報が記憶される。  Status is an item that stores performance parameters related to the activity status of in-game characters. When the physical strength value of the in-game character is 0 or less, information is stored indicating that the in-game character cannot act, such as fainting or death.
 体力値は、ゲーム内キャラクタの体力に関する性能パラメータを記憶する項目である。ゲーム内キャラクタがダメージを受けると、ダメージの内容に応じて体力値が減る。また、ゲーム内アイテムをゲーム内キャラクタへ適用したり、宿泊・休憩といったゲーム内イベントが起きるとアイテムおよびイベント内容に応じて体力値が増加(回復)する。 The physical strength value is an item that stores performance parameters related to the physical strength of the in-game character. When a character in the game receives damage, the physical strength value decreases according to the content of the damage. Also, when in-game items are applied to in-game characters, or when in-game events such as lodging and resting occur, physical strength increases (recovers) according to the items and event details.
 最大体力値は、ゲーム内キャラクタの体力に関する性能パラメータの上限値を記憶する項目である。ゲーム内キャラクタの体力値は、最大体力値を上限として回復することができる。 The maximum physical strength value is an item that stores the upper limit of the performance parameter related to the physical strength of the in-game character. The in-game character's physical strength can be recovered up to the maximum physical strength.
 攻撃力は、ゲーム内キャラクタの攻撃力に関する性能パラメータを記憶する項目である。ゲーム内キャラクタが、対戦相手のゲーム内キャラクタへ攻撃を行った際に与えるダメージを算出するためのパラメータである。攻撃力が大きいほど、より大きなダメージを与えることができる。 "Attack power" is an item that stores performance parameters related to the attack power of in-game characters. This is a parameter for calculating the damage inflicted by an in-game character when attacking an opponent's in-game character. The higher the attack power, the more damage you can do.
 防御力は、ゲーム内キャラクタの防御力に関する性能パラメータを記憶する項目である。ゲーム内キャラクタが、対戦相手のゲームキャラクタから攻撃を受けた際に受けるダメージを算出するためのパラメータである。防御力が大きいほど、受けるダメージをより小さくすることができる。 "Defensive power" is an item that stores performance parameters related to the in-game character's defensive power. This is a parameter for calculating the damage that an in-game character receives when attacked by an opponent's game character. The higher your defense, the less damage you take.
 すばやさは、ゲーム内キャラクタのすばやさに関する性能パラメータを記憶する項目である。ゲーム内キャラクタが、対戦相手のゲーム内キャラクタへ攻撃をする際、または攻撃を受ける際の攻撃順序を算出するためのパラメータである。対戦相手のゲーム内キャラクタよりもすばやさが大きいほど、攻撃順序が先になる確率が高くなる。
 また、相手から攻撃を受ける際に攻撃を回避(ダメージを受けない)する確率を算出するパラメータとしても良い。対戦相手のゲーム内キャラクタよりもすばやさが大きいほど、相手からの攻撃を回避する確率が高くなる。
Agility is an item that stores performance parameters relating to the agility of in-game characters. This is a parameter for calculating the attack order in which an in-game character attacks or is attacked by an in-game character of an opponent. The greater the agility than the opponent's in-game character, the higher the probability that the attack order will be first.
Also, it may be used as a parameter for calculating the probability of avoiding an attack (not receiving damage) when receiving an attack from an opponent. The greater the agility than the opponent's in-game character, the higher the probability of avoiding the opponent's attack.
 キャラクタ属性は、ゲーム内キャラクタのゲーム内属性に関する性能パラメータを記憶する項目である。ゲーム内属性とは、ゲームの進行においてゲーム内キャラクタ同士の攻撃または防御における相性や、ゲーム内キャラクタとゲーム内環境との相性を規定する情報であり、相性の組み合わせによりゲームの進行を有利にしたり不利にすることでゲームの興趣性を向上させるものである。  Character attributes are items that store performance parameters related to the in-game attributes of in-game characters. In-game attributes are information that defines the attack or defense compatibility between in-game characters and the compatibility between in-game characters and the in-game environment in the course of the game. By making it disadvantageous, the interest of the game is improved.
 装飾は、ゲーム内キャラクタのゲーム内装飾に関する装飾種類を記憶する項目である。ゲーム内装飾とは、ゲーム内キャラクタが着用する衣服(シャツ、ズボン、スカートなど)、装着する装備(剣、槍などの武器、鎧、兜などの防具、指輪などのアクセサリなど)、その他、形態、姿勢、大きさなどユーザがゲーム内キャラクタを視認する際のゲーム内キャラクタの装飾を規定する情報である。
 通常、装飾には、ゲーム内キャラクタごとに複数の装飾が予め用意されており、それぞれの装飾に応じた装飾コード値などが記憶される。ユーザが、ゲーム内キャラクタが登場するゲームサービスを利用する場合に、当該ゲーム内キャラクタに対しコード値に応じた装飾画像、装飾オブジェクトが選択的に適用され、当該装飾画像、装飾オブジェクトにより装飾されたゲーム内キャラクタによりゲームサービスをより楽しむことができる。
Decoration is an item that stores the decoration type related to the in-game decoration of the in-game character. In-game decorations include clothing worn by in-game characters (shirts, pants, skirts, etc.), equipment worn (weapons such as swords and spears, armor such as armor and helmets, accessories such as rings, etc.), and other forms , posture, size, etc., that define the decoration of the in-game character when the user visually recognizes the in-game character.
Usually, a plurality of decorations are prepared in advance for each in-game character, and decoration code values and the like corresponding to the respective decorations are stored. When a user uses a game service in which an in-game character appears, a decoration image and a decoration object corresponding to a code value are selectively applied to the in-game character, and decorated with the decoration image and the decoration object. In-game characters make the game service more enjoyable.
 キャラクタマスタ1015は、ゲーム内キャラクタの情報を記憶し管理するテーブルである。
 キャラクタマスタ1015は、キャラクタIDを主キーとして、キャラクタID、キャラクタ名、初期性能値、レアリティ、進化可能キャラクタID、進化条件のカラムを有するテーブルである。
The character master 1015 is a table that stores and manages in-game character information.
The character master 1015 is a table having a character ID as a primary key, character ID, character name, initial performance value, rarity, evolveable character ID, and evolution condition columns.
 キャラクタIDは、キャラクタを識別するためのキャラクタ識別情報を記憶する項目である。キャラクタ識別情報は、キャラクタごとにユニークな値が設定される項目である。 A character ID is an item that stores character identification information for identifying a character. Character identification information is an item in which a unique value is set for each character.
 キャラクタ名は、キャラクタの名称(種類名、種族名のほか、RPGゲームなどにおいては職業名、職種名、ジョブ名など)を記憶する項目である。 The character name is an item that stores the name of the character (type name, race name, occupation name, occupation name, job name, etc. in RPG games, etc.).
 初期性能値は、ゲーム内キャラクタの性能値の初期値を記憶する項目である。ユーザが、ゲーム内キャラクタを適用された場合において、当該ゲーム内キャラクタの性能値は、初期性能値に基づき設定される。 The initial performance value is an item that stores the initial performance value of the in-game character. When the user applies an in-game character, the performance value of the in-game character is set based on the initial performance value.
 キャラクタレアリティは、ゲーム内キャラクタのレアリティを記憶する項目である。入手難易度に応じて、例えば、スーパーレア、レア、コモンなどのレアリティ値が記憶される。
 キャラクタレアリティは、ゲーム内キャラクタごとに設定される必要はなく、ゲーム内キャラクタのキャラクタ属性、装飾ごとに設定されていても良い。キャラクタレアリティは、ゲーム内キャラクタごとに設定される必要はなく、デッキテーブル1014におけるユーザが保有するゲーム内キャラクタ(異なるデッキID)ごとに異なる値が設定されていても良い。
Character rarity is an item that stores the rarity of in-game characters. For example, rarity values such as super rare, rare, and common are stored according to the acquisition difficulty.
The character rarity need not be set for each in-game character, and may be set for each character attribute or decoration of the in-game character. The character rarity need not be set for each in-game character, and a different value may be set for each in-game character (different deck ID) owned by the user in the deck table 1014 .
 進化可能キャラクタIDは、「進化可能キャラクタ」とよばれる所定のキャラクタのIDが記憶される項目である。ユーザが、進化可能キャラクタを保有している場合において、後述する進化条件を満たしている場合に、ユーザは所定の操作を行なうことにより進化可能キャラクタを進化(RPGゲームなどにおいては、転職、ジョブチェンジ、クラスチェンジなどともよばれる)させることができる。
 具体的には、ユーザは所定の操作を行なうことにより自身のデッキテーブル1014に記憶された進化可能キャラクタを選択する。進化条件が満たされている場合において、ユーザが進化を行わせる操作を実行すると、選択された進化可能キャラクタにかかるデッキテーブル1014におけるキャラクタIDが進化後のキャラクタID(進化可能キャラクタIDに紐づけられたキャラクタID)により上書きされる。その際に、当該キャラクタの性能値、経験値も進化前後のキャラクタの性能値、経験値に応じて変化させても良い。また、当該キャラクタの外観が進化前と進化後で変化させるように、対応する表示情報または、当該キャラクタの装飾を変更してもよい。
The evolvable character ID is an item in which the ID of a predetermined character called "evolvable character" is stored. When the user has an evolveable character, and if the evolution conditions described later are satisfied, the user can evolve the evolveable character by performing a predetermined operation (such as changing jobs, changing jobs in RPG games, etc.). , Also called a class change).
Specifically, the user selects an evolveable character stored in his/her own deck table 1014 by performing a predetermined operation. When the evolution condition is satisfied and the user executes an operation to evolve, the character ID in the deck table 1014 for the selected evolveable character becomes the evolved character ID (linked to the evolveable character ID). character ID). At that time, the performance value and experience value of the character may also be changed according to the performance value and experience value of the character before and after evolution. Also, the corresponding display information or decoration of the character may be changed so that the appearance of the character changes from before evolution to after evolution.
 進化条件は、進化可能キャラクタを進化させるのに必要な条件が記憶される項目である。具体的には、進化可能キャラクタのレベル、性能値、経験値などが所定の条件を満たしていること。ユーザが所定のアイテムを保有していること。その他、ユーザが所定のクエストなどのゲーム内イベントを達成していること。その他、所定の敵キャラクタの討伐、プレイ時間など任意の条件を進化条件に設定することができる。 "Evolution conditions" is an item that stores the conditions necessary to evolve an evolveable character. Specifically, the level, performance value, experience value, etc. of the evolveable character must satisfy predetermined conditions. The user possesses a prescribed item. In addition, the user must have achieved in-game events such as predetermined quests. In addition, arbitrary conditions such as defeat of predetermined enemy characters and play time can be set as evolution conditions.
 アイテムマスタ1016は、ゲーム内アイテムの情報を記憶し管理するテーブルである。
ユーザは、クエストなどのゲーム内イベントを達成したり、敵キャラクタの討伐などのゲームの進行を通じて所定の条件を満たすことで、ゲーム内アイテムを獲得することができる。また、ゲーム開始を条件として、ゲーム開始時に所定のゲーム内アイテムを保有するものとしてもよい。
 獲得されたゲーム内アイテムは、例えば、ユーザのユーザIDと当該ゲーム内アイテムのアイテムIDとが紐づけられてユーザテーブルに記憶されることにより、ゲーム内においてユーザがゲーム内アイテムを保有することが表現される。
 アイテムマスタ1016は、アイテムIDを主キーとして、アイテムID、アイテム名のカラムを有するテーブルである。
The item master 1016 is a table that stores and manages in-game item information.
The user can obtain in-game items by completing in-game events such as quests and satisfying predetermined conditions through the progress of the game such as defeating enemy characters. Also, on condition that the game is started, a predetermined in-game item may be possessed at the start of the game.
The obtained in-game item is stored in the user table in association with the user ID of the user and the item ID of the in-game item, for example, so that the user can own the in-game item in the game. expressed.
The item master 1016 is a table having item ID and item name columns with an item ID as a primary key.
 アイテムIDは、ゲーム内アイテムを識別するためのアイテム識別情報を記憶する項目である。アイテム識別情報は、ゲーム内アイテムごとにユニークな値が設定される項目である。 The item ID is an item that stores item identification information for identifying in-game items. Item identification information is an item in which a unique value is set for each in-game item.
 アイテム名は、ゲーム内アイテムの名称(種類、種族など)を記憶する項目である。 The item name is an item that stores the name of the in-game item (type, race, etc.).
 イベントマスタ1017は、ユーザに発生するイベントを記憶するためのテーブルである。
 イベントマスタ1017は、イベントIDを主キーとして、イベントID、イベント内容、イベント条件のカラムを有するテーブルである。
The event master 1017 is a table for storing events that occur to users.
The event master 1017 is a table having event ID as a primary key and columns of event ID, event content, and event condition.
 イベントIDは、イベントを識別するためのイベント識別情報を記憶する項目である。イベント識別情報は、イベントごとにユニークな値が設定される項目である。 "Event ID" is an item that stores event identification information for identifying an event. Event identification information is an item in which a unique value is set for each event.
 イベント内容は、ユーザに発生するイベントの内容を記憶する項目である。
 ユーザに発生するイベントの内容は、ゲーム内キャラクタに関するイベントを含んでも良い。
 ユーザに発生するイベントの内容は、ユーザがゲーム内キャラクタを新たに獲得することを含んでも良い。このとき、新たに獲得したゲーム内キャラクタの選択状態は1(最低値)としても良い。
 ユーザに発生するイベントの内容は、ユーザが保有するゲーム内キャラクタの選択状態を増加、減少させることを含んでも良い。
 ユーザに発生するイベントの内容は、ユーザが保有するゲーム内キャラクタの性能値を強化または弱体化させることを含んでも良い。また、イベントの内容は、ユーザが保有するゲーム内キャラクタの装飾を変化させることを含んでも良い。
 ユーザに発生するイベントの内容は、ユーザが保有するゲーム内キャラクタ(所定の進化可能キャラクタ)を進化させることを含んでも良い。 
 ユーザに発生するイベントの内容は、ユーザに対してゲーム内アイテムを付与することを含んでも良い。
The event content is an item that stores the content of the event that occurs to the user.
The content of the event that occurs to the user may include an event related to the in-game character.
The content of the event that occurs to the user may include the user acquiring a new in-game character. At this time, the selection state of the newly acquired in-game character may be set to 1 (minimum value).
The content of the event generated by the user may include increasing or decreasing the selection state of the in-game character owned by the user.
The content of the event that occurs to the user may include strengthening or weakening the performance value of the in-game character possessed by the user. Also, the content of the event may include changing the decoration of the in-game character owned by the user.
The content of the event that occurs to the user may include evolving an in-game character owned by the user (predetermined evolveable character).
The content of the event that occurs to the user may include granting an in-game item to the user.
 イベント条件は、イベントが発生する際の条件を記憶する項目である。イベント条件には、ユーザの睡眠情報、睡眠スコアなどの睡眠に関する情報に対する条件が含まれる。
 イベント条件には、ユーザのゲーム内フィールドに関する情報に対する条件を含んでも良い。
 イベント条件には、ユーザが保有するゲーム内キャラクタの情報(ユーザに紐付けられたデッキテーブル1014のデッキID)、保有するゲーム内キャラクタの選択状態(ユーザに紐付けられたデッキテーブル1014のデッキIDにおける選択状態の値)に対する条件を含んでも良い。
 なお、イベント条件は、イベント内容ごとに排他的な条件である必要はなく、複数の重畳的な条件であっても良い。つまり、1の睡眠情報、睡眠スコアなどに対して、複数のイベント条件が満たされるものとしても良い。このとき、1の睡眠情報、睡眠スコアなどの値に応じて、ユーザに対して複数のイベント条件に応じた複数のイベント内容が発生するものとしても良い。
 また、イベント内容に対して優先順位を設定することにより、1または複数のイベントのうち、優先順位の高い1のイベント内容のみをユーザに対して発生させるものとしても良い。
The event condition is an item that stores the conditions under which an event occurs. The event conditions include conditions for sleep-related information such as user sleep information and sleep scores.
Event conditions may include conditions for information about the user's in-game field.
The event conditions include information on the in-game character owned by the user (deck ID of the deck table 1014 linked to the user), selection state of the owned in-game character (deck ID of the deck table 1014 linked to the user), (selected state value in ).
Note that the event conditions do not have to be exclusive conditions for each event content, and may be multiple overlapping conditions. In other words, a plurality of event conditions may be satisfied for one piece of sleep information, sleep score, or the like. At this time, a plurality of event contents corresponding to a plurality of event conditions may be generated for the user according to one value such as sleep information and sleep score.
Also, by setting priorities for event contents, only one event with a high priority among one or a plurality of events may be generated for the user.
 また、イベント条件およびイベント内容は静的なルールである必要はなく、イベント条件に用いられる睡眠情報、睡眠スコア、ゲーム内フィールド、ユーザが保有するゲーム内キャラクタの情報、ユーザが保有するゲーム内キャラクタの選択状態などのパラメータに対して所定のアルゴリズムを適用することにより得られるパラメータを、イベント内容に反映しても良い。具体的には、パラメータに応じて、ユーザが獲得できるゲーム内キャラクタ、または、獲得するゲーム内キャラクタの装飾などの性能値を決めても良い。 In addition, event conditions and event contents do not need to be static rules, sleep information used for event conditions, sleep score, in-game field, information on in-game characters owned by users, in-game characters owned by users A parameter obtained by applying a predetermined algorithm to parameters such as the selection state of , may be reflected in the event content. Specifically, performance values such as in-game characters that can be obtained by the user or decorations of the in-game characters to be obtained may be determined according to the parameters.
 <サーバ10の制御部の構成>
 サーバ10の制御部104は、ユーザ登録制御部1041、イベント処理部1042、特典付与部1043、睡眠情報記憶部1044、睡眠スコア算定部1045を備える。制御部104は、記憶部101に記憶されたアプリケーションプログラム1011を実行することにより、各機能ユニットが実現される。
 図11は、イベント処理の動作を示すフローチャートである。図12は、特典付与処理の動作を示すフローチャートである。図13は、イベント処理の動作に関する演出を示す画面例である。図14は、イベント処理の動作に関する画面例である。図15は、特典付与処理の動作を示す一覧表示の画面例である。図16は、特典付与処理の動作を示す詳細表示の画面例である。
<Configuration of Control Unit of Server 10>
The control unit 104 of the server 10 includes a user registration control unit 1041 , an event processing unit 1042 , a privilege provision unit 1043 , a sleep information storage unit 1044 and a sleep score calculation unit 1045 . Control unit 104 implements each functional unit by executing application program 1011 stored in storage unit 101 .
FIG. 11 is a flow chart showing the operation of event processing. FIG. 12 is a flow chart showing the operation of privilege provision processing. FIG. 13 is an example of a screen showing an effect related to the operation of event processing. FIG. 14 is an example of a screen regarding the operation of event processing. FIG. 15 is an example of a list display screen showing the operation of the privilege provision process. FIG. 16 is an example of a detailed display screen showing the operation of the privilege giving process.
 ユーザ登録制御部1041は、本開示に係るサービスの利用を希望するユーザの情報をユーザテーブル1012に記憶する処理を行う。
 ユーザテーブル1012に記憶される、ユーザ名の情報は、ユーザが任意の情報処理端末からサービス提供者が運営するウェブページなどを開き、所定の入力フォームにユーザ名を入力しサーバ10へ送信する。サーバ10のユーザ登録制御部1041は、受信したユーザ名をユーザテーブル1012の新しいレコードに記憶し、ユーザ登録が完了する。これにより、ユーザテーブル1012に記憶されたユーザはサービスを利用することができるようになる。
 ユーザ登録制御部1041によるユーザ情報のユーザテーブル1012への登録に先立ち、サービス提供者は所定の審査を行いユーザによるサービス利用可否を制限しても良い。
 ユーザIDは、ユーザを識別できる任意の文字列または数字で良く、ユーザが希望する任意の文字列または数字、もしくはサーバ10のユーザ登録制御部1041が自動的に任意の文字列または数字を設定しても良い。
The user registration control unit 1041 performs processing for storing information of users who wish to use the service according to the present disclosure in the user table 1012 .
The user name information stored in the user table 1012 is transmitted to the server 10 by the user opening a web page or the like operated by the service provider from any information processing terminal, entering the user name in a predetermined input form. The user registration control unit 1041 of the server 10 stores the received user name in a new record of the user table 1012, and user registration is completed. As a result, the users stored in the user table 1012 can use the service.
Prior to registration of user information in the user table 1012 by the user registration control unit 1041, the service provider may perform a predetermined examination to limit whether or not the user can use the service.
The user ID may be any character string or number that can identify the user, any character string or number desired by the user, or any character string or number automatically set by the user registration control unit 1041 of the server 10. can be
 イベント処理部1042は、イベント処理を実行する。詳細は後述する。
 特典付与部1043は、特典付与処理を実行する。詳細は後述する。
 睡眠情報記憶部1044は、睡眠情報記憶処理を実行する。詳細は後述する。
 睡眠スコア算定部1045は、睡眠スコア算定処理を実行する。詳細は後述する。
The event processing unit 1042 executes event processing. Details will be described later.
The privilege granting unit 1043 executes privilege granting processing. Details will be described later.
The sleep information storage unit 1044 executes sleep information storage processing. Details will be described later.
The sleep score calculation unit 1045 executes sleep score calculation processing. Details will be described later.
 <ユーザ端末20の機能構成>
 ユーザ端末20のハードウェア構成が実現する機能構成を図3に示す。ユーザ端末20は、記憶部201、制御部204、タッチパネル206、タッチセンシティブデバイス2061、ディスプレイ2062、マイク2081、スピーカ2082、位置情報センサ2083、カメラ2084、モーションセンサ2085、睡眠センサ2086を備える。
<Functional Configuration of User Terminal 20>
A functional configuration realized by the hardware configuration of the user terminal 20 is shown in FIG. The user terminal 20 includes a storage unit 201, a control unit 204, a touch panel 206, a touch sensitive device 2061, a display 2062, a microphone 2081, a speaker 2082, a position information sensor 2083, a camera 2084, a motion sensor 2085, and a sleep sensor 2086.
 睡眠センサ2086は、ユーザ端末20の種々の状態を検知する各種機器である。睡眠センサ2086は、例えば、端末自体の姿勢や傾きを検知する姿勢センサ(加速度センサやジャイロセンサ)、ユーザの視線方向を検知する注視センサや、周囲の明るさを検知する光センサ、ユーザの動作を検知する赤外線センサを含んでも良い。また、睡眠センサ2086は、ユーザ端末20の周囲の音を収集するマイクロフォンや、ユーザ端末20の周囲の湿度を検知する湿度センサや、ユーザ端末20の所在位置における磁場を検知する地磁気センサ等であってもよい。 The sleep sensor 2086 is various devices that detect various states of the user terminal 20 . The sleep sensor 2086 includes, for example, an orientation sensor (acceleration sensor or gyro sensor) that detects the orientation and tilt of the terminal itself, a gaze sensor that detects the direction of the user's line of sight, an optical sensor that detects the brightness of the surroundings, and a user's movement. may include an infrared sensor for detecting the In addition, the sleep sensor 2086 is a microphone that collects sounds around the user terminal 20, a humidity sensor that detects the humidity around the user terminal 20, a geomagnetic sensor that detects the magnetic field at the location of the user terminal 20, etc. may
 また、睡眠センサ2086は、上記のセンサ機能を用いて、種々の情報を検知するようにしてもよい。例えば、睡眠センサ2086は、加速度センサの機能を用いて、ユーザ端末20を保有するユーザの歩行数を検知してもよい。また、睡眠センサ2086は、加速度センサの機能を用いて、ユーザ端末20が動作しているか、静止しているか、などを示す動作情報を一定時間ごとや、ユーザ端末20が動作したタイミングごとに検知してもよい。睡眠センサ2086は、上述のように検知したセンシングデータを制御部204へ送信することができる。 In addition, the sleep sensor 2086 may detect various information using the sensor functions described above. For example, the sleep sensor 2086 may detect the number of steps of the user holding the user terminal 20 using the function of an acceleration sensor. In addition, the sleep sensor 2086 uses the function of an acceleration sensor to detect motion information indicating whether the user terminal 20 is operating or stationary at regular intervals or at each timing when the user terminal 20 operates. You may Sleep sensor 2086 can transmit sensing data detected as described above to control unit 204 .
 また、睡眠センサ2086は、腕時計型、指輪型の端末のように、ユーザ端末20と別体として設けられユーザ端末20と通信可能に接続される、ユーザに装着可能な情報処理端末(いわゆるウェアラブル端末)であってもよい。このとき、睡眠センサ2086は、ユーザの生体情報を検知してユーザ端末20へ送信することができる。睡眠センサ2086は、例えば、光電式容積脈波記録法などによりユーザの心拍数を決定し、センシングデータとして制御部204へ送信することができる。なお、睡眠センサ2086が検知するセンシングデータはこれらに限られず、ユーザの睡眠に関する生体情報、例えば、脳波、呼吸、脈拍、体動などを検知しても良い。 In addition, the sleep sensor 2086 is provided as a separate body from the user terminal 20 and connected communicatively with the user terminal 20, such as a wristwatch type or ring type terminal, which can be worn by the user (so-called wearable terminal) ). At this time, the sleep sensor 2086 can detect the user's biological information and transmit it to the user terminal 20 . The sleep sensor 2086 can determine the user's heart rate by, for example, photoplethysmography or the like, and transmit it to the control unit 204 as sensing data. Sensing data detected by the sleep sensor 2086 is not limited to these, and biometric information related to the user's sleep, such as brain waves, respiration, pulse, and body movement, may be detected.
 <ユーザ端末20の記憶部の構成>
 ユーザ端末20の記憶部201は、ユーザ端末20を利用するユーザを識別するためのユーザID2011、アプリケーションプログラム2012を記憶する。
 ユーザIDはユーザのアカウントIDである。ユーザは、ユーザ端末20からユーザID2011を、サーバ10へ送信する。サーバ10は、ユーザID2011に基づきユーザを識別し、本開示にかかるサービスをユーザに対して提供する。なお、ユーザIDには、ユーザ端末20を利用しているユーザを識別するにあたりサーバ10から一時的に付与されるセッションIDなどの情報を含む。
 アプリケーションプログラム2012は、記憶部201に予め記憶されていても良いし、通信IFを介してサービス提供者が運営するウェブサーバ等からダウンロードする構成としても良い。アプリケーションプログラム2012は、ユーザ端末20に記憶されているウェブブラウザアプリケーション上で実行されるインタープリター型プログラミング言語を含む。
<Configuration of Storage Unit of User Terminal 20>
The storage unit 201 of the user terminal 20 stores a user ID 2011 for identifying a user who uses the user terminal 20 and an application program 2012 .
The user ID is the user's account ID. The user transmits the user ID 2011 from the user terminal 20 to the server 10 . The server 10 identifies the user based on the user ID 2011 and provides the user with the service according to the present disclosure. The user ID includes information such as a session ID temporarily assigned by the server 10 to identify the user using the user terminal 20 .
The application program 2012 may be stored in the storage unit 201 in advance, or may be downloaded from a web server or the like operated by the service provider via the communication IF. Application program 2012 includes an interpreted programming language that runs on a web browser application stored on user terminal 20 .
 <ユーザ端末20の制御部の構成>
 ユーザ端末20の制御部204は、入力制御部2041および出力制御部2042を備える。制御部204は、記憶部201に記憶されたアプリケーションプログラム2012を実行することにより、入力制御部2041、出力制御部2042の機能ユニットが実現される。
 ユーザ端末20の入力制御部2041は、ユーザによるタッチパネル206のタッチセンシティブデバイス2061への操作内容、マイク2081への音声入力、位置情報センサ2083、カメラ2084、モーションセンサ2085、睡眠センサ2086などの入力装置から出力される情報を取得し各種処理を実行する。ユーザ端末20の入力制御部2041は、入力装置から取得した情報をユーザID2011とともにサーバ10へ送信する処理を実行する。
 ユーザ端末20の出力制御部2042は、入力装置に対するユーザによる操作およびサーバ10から情報を受信し、ディスプレイ2062の表示内容、スピーカ2082の音声出力内容の制御処理を実行する。
<Configuration of Control Unit of User Terminal 20>
The control unit 204 of the user terminal 20 has an input control unit 2041 and an output control unit 2042 . By executing the application program 2012 stored in the storage unit 201 , the control unit 204 implements functional units of an input control unit 2041 and an output control unit 2042 .
The input control unit 2041 of the user terminal 20 is an input device such as the user's operation content to the touch-sensitive device 2061 of the touch panel 206, voice input to the microphone 2081, the position information sensor 2083, the camera 2084, the motion sensor 2085, and the sleep sensor 2086. Acquires information output from and executes various processes. The input control unit 2041 of the user terminal 20 executes a process of transmitting the information acquired from the input device together with the user ID 2011 to the server 10 .
The output control unit 2042 of the user terminal 20 receives the user's operation on the input device and information from the server 10 , and executes control processing of the display content of the display 2062 and the audio output content of the speaker 2082 .
 <フレンド端末30の機能構成>
 フレンド端末30のハードウェア構成が実現する機能構成を図4に示す。フレンド端末30のハードウェア構成が実現する機能構成は、ユーザ端末20のハードウェア構成が実現する機能構成と同様である。
<Functional Configuration of Friend Terminal 30>
A functional configuration realized by the hardware configuration of the friend terminal 30 is shown in FIG. The functional configuration realized by the hardware configuration of the friend terminal 30 is the same as the functional configuration achieved by the hardware configuration of the user terminal 20 .
 <フレンド端末30の記憶部の構成>
 フレンド端末30の記憶部は、フレンド端末30を利用するユーザを識別するためのユーザID3011を記憶する。その他の記憶部の構成は、ユーザ端末20の記憶部の構成と同様である。
<Structure of Storage Unit of Friend Terminal 30>
The storage unit of friend terminal 30 stores a user ID 3011 for identifying a user who uses friend terminal 30 . Other configurations of the storage unit are the same as those of the storage unit of the user terminal 20 .
 <情報処理システム1の動作>
 以下、図11、図12を参照しながら、情報処理システム1の各処理について説明する。
 サーバ10の制御部104は、ユーザ端末20またはフレンド端末30からユーザIDを含むリクエストを受信し、各種サービスの提供を開始する。
<Operation of information processing system 1>
Hereinafter, each process of the information processing system 1 will be described with reference to FIGS. 11 and 12. FIG.
The control unit 104 of the server 10 receives a request including the user ID from the user terminal 20 or the friend terminal 30, and starts providing various services.
 <イベント処理>
 イベント処理は、ユーザの睡眠時(例えば、夜間)の睡眠状態に関する情報を受け付けて、当該ユーザに対するゲーム内イベント(イベント)を発生させる処理である。以下、イベント処理の詳細を図11のフローチャートおよび図13、図14の表示画面例を用いて説明する。
<Event processing>
The event process is a process of receiving information about the sleeping state of the user during sleep (for example, at night) and generating an in-game event (event) for the user. Details of the event processing will be described below with reference to the flow chart of FIG. 11 and display screen examples of FIGS.
 <イベント処理の概要>
 イベント処理は、睡眠情報に基づき睡眠スコアを算定し、睡眠スコア、ユーザのゲーム内フィールドに関する情報、ユーザが保有するゲーム内キャラクタの情報、保有するゲーム内キャラクタの選択状態などに基づき、ゲーム内イベントのイベント内容を特定し、ゲーム内イベントを実行する一連の処理である。
<Outline of event processing>
Event processing calculates a sleep score based on sleep information, sleep score, information on the user's in-game field, information on the in-game character owned by the user, selection state of the in-game character owned, etc. Based on the in-game event It is a series of processes that specify the event content of the game and execute the in-game event.
 <イベント処理の詳細> <Details of event processing>
 <睡眠情報記憶処理>
 ステップS101において、サーバ10の睡眠情報記憶部1044は、就寝中のユーザの睡眠情報を記憶する睡眠情報記憶処理を実行する。
<Sleep information memory processing>
In step S101, the sleep information storage unit 1044 of the server 10 executes sleep information storage processing for storing the sleep information of the sleeping user.
 ユーザ端末20は、ユーザからの就寝する旨の入力操作を受け付け、睡眠情報記憶処理を開始するトリガとしてもよい。就寝する旨の入力操作は、例えば、ゲームを中断する操作やキャラクタを寝かしつける操作(キャラクタをタッチパネル206を介してなでる、キャラクタの利用している電気を消す等)であってもよい。また、ユーザ端末20は、睡眠センサ2086によりセンシングを常に実行しており、センシングデータ(例えば、端末の動き、周囲の明るさや音声等)からユーザの就寝を検知することもできる。また、後述の基準就寝時刻が近付くと、キャラクタが眠そうな様子にしたり、ゲームの世界も夜にすることで、ユーザに就寝を促すようにしてもよい。 The user terminal 20 may receive an input operation from the user indicating that he or she is going to bed, and use this as a trigger to start the sleep information storage process. The input operation to go to bed may be, for example, an operation to interrupt the game or an operation to put the character to sleep (stroking the character via the touch panel 206, turning off the light used by the character, etc.). In addition, the user terminal 20 constantly performs sensing with the sleep sensor 2086, and can detect the user's going to bed from sensing data (for example, movement of the terminal, ambient brightness, voice, etc.). Also, when a later-described reference bedtime approaches, the user may be encouraged to go to bed by making the character look sleepy or by changing the game world to night.
 ユーザ端末20の制御部204は、睡眠センサ2086に対し、センシングを実行するよう指示する。具体的には、睡眠センサ2086は、ユーザ端末20の動きや、ユーザの心拍数などの生体情報をセンシングする。ユーザ端末20の制御部204は、睡眠センサ2086からセンシングデータを取得する。 The control unit 204 of the user terminal 20 instructs the sleep sensor 2086 to perform sensing. Specifically, the sleep sensor 2086 senses the movement of the user terminal 20 and biological information such as the user's heart rate. The control unit 204 of the user terminal 20 acquires sensing data from the sleep sensor 2086.
 ユーザ端末20の制御部204は、睡眠センサ2086から送られたセンシングデータをサーバ10へ送信する。サーバ10の睡眠情報記憶部1044は、センシングデータに基づいて、就寝時刻および起床時刻を示す睡眠パターンをユーザテーブル1012における当該ユーザのレコードの睡眠情報のカラムに記憶する。 The control unit 204 of the user terminal 20 transmits the sensing data sent from the sleep sensor 2086 to the server 10. The sleep information storage unit 1044 of the server 10 stores a sleep pattern indicating bedtime and wake-up time in the sleep information column of the user's record in the user table 1012 based on the sensing data.
 睡眠情報にユーザの睡眠の質に関する情報を含めても良い。このとき、ユーザ端末20は、睡眠センサ2086によって検知したユーザの生体情報から、ユーザの睡眠の質に関する情報を算定する。ユーザの睡眠に関する情報は、ユーザ端末20として機能する既存の多機能デバイスの睡眠を分析する公知の機能を採用して算定してもよい。
 サーバ10の睡眠情報記憶部1044は、睡眠の質に関する情報をユーザテーブル1012における当該ユーザのレコードの睡眠情報のカラムに記憶する。
The sleep information may include information regarding the user's sleep quality. At this time, the user terminal 20 calculates information about the user's sleep quality from the user's biological information detected by the sleep sensor 2086 . Information about the user's sleep may be calculated by adopting a known sleep analysis function of an existing multifunction device functioning as the user terminal 20 .
The sleep information storage unit 1044 of the server 10 stores the information about sleep quality in the sleep information column of the record of the user in the user table 1012 .
 <睡眠スコア算定処理>
 ステップS102において、サーバ10の睡眠スコア算定部1045は、翌日の朝に、睡眠情報に基づき睡眠スコアを算定する睡眠スコア算定処理を実行する。
 睡眠スコア算定処理は、就寝時間帯以外のユーザが覚醒時(例えば、日中)の時間帯などの任意の時間帯に実行しても良い。睡眠スコア算定処理は、ユーザが、ユーザ端末20を操作して本開示にかかるゲームサービスに関するアプリケーション等を起動または操作した際に実行するものとしても良い。サーバ10の睡眠スコア算定部1045は、ユーザの起床時刻を検知した場合に、睡眠スコア算定処理を実行するものとしても良い。
<Sleep score calculation processing>
In step S102, the sleep score calculation unit 1045 of the server 10 executes sleep score calculation processing for calculating the sleep score based on the sleep information on the next morning.
The sleep score calculation process may be executed in any time zone such as when the user is awake (for example, during the daytime) other than during bedtime. The sleep score calculation process may be executed when the user operates the user terminal 20 to start or operate an application or the like related to the game service according to the present disclosure. The sleep score calculation unit 1045 of the server 10 may execute the sleep score calculation process when detecting the wake-up time of the user.
 サーバ10の睡眠スコア算定部1045は、ユーザテーブル1012の睡眠情報に記憶された睡眠情報に含まれる睡眠パターンが基準睡眠パターンを満たすか否かを判定する。 The sleep score calculation unit 1045 of the server 10 determines whether the sleep pattern included in the sleep information stored in the sleep information of the user table 1012 satisfies the reference sleep pattern.
 サーバ10の睡眠スコア算定部1045は、ユーザ端末20から受信したユーザIDを検索キーとしてユーザテーブル1012を検索し、睡眠情報および基準睡眠パターンを取得する。 The sleep score calculation unit 1045 of the server 10 searches the user table 1012 using the user ID received from the user terminal 20 as a search key, and acquires sleep information and reference sleep patterns.
 以下、基準就寝時刻は21時、基準起床時刻は7時として本開示について説明する。
 基準睡眠パターンは、基準就寝時刻および基準起床時刻(以下、基準就寝時刻および/または基準起床時刻を、基準時刻と記載する場合がある。)に基づいて設定され、最低睡眠時間が確保される範囲で時間帯の幅を持たせてもよい。基準時刻の前30分、後15分の範囲で幅を持たせている。基準時刻の幅は基準時刻より前と後とで異ならせてもよい。例えば、早寝早起きを推奨する観点から、基準時刻より前については時間帯の幅を時間帯の後よりも長く設定する。また、最低睡眠時間は、ユーザの年齢に応じて設定を変更してよい。例えば、成人は7時間、子供は10時間などユーザまたはゲームサービスの管理者が設定することができる。
Hereinafter, the present disclosure will be described assuming that the standard bedtime is 21:00 and the standard wake-up time is 7:00.
The reference sleep pattern is set based on the reference bedtime and the reference wake-up time (hereinafter, the reference bedtime and/or the reference wake-up time may be referred to as the reference time), and the range in which the minimum sleep time is ensured You can give the width of the time zone with . A range of 30 minutes before and 15 minutes after the reference time is provided. The width of the reference time may be different before and after the reference time. For example, from the viewpoint of recommending early to bed and early to rise, the width of the time period before the reference time is set longer than that after the time period. Also, the minimum sleep time may be set according to the age of the user. For example, 7 hours for adults and 10 hours for children can be set by the user or the administrator of the game service.
 睡眠パターンAが、就寝時刻が基準就寝時刻(時間帯)に含まれており、起床時刻も基準起床時刻(時間帯)に含まれている場合、サーバ10の睡眠スコア算定部1045は、睡眠パターンAは、基準睡眠パターンを満たすと判定する。 In sleep pattern A, when the bedtime is included in the reference bedtime (time period) and the wake-up time is also included in the reference wake-up time (time period), the sleep score calculation unit 1045 of the server 10 determines the sleep pattern A determines that it meets the reference sleep pattern.
 睡眠パターンBが、就寝時刻は21時であり基準就寝時刻を満たすが、起床時刻は7時15分以降であり、基準起床時刻を満たさない場合、サーバ10の睡眠スコア算定部1045は、睡眠パターンBは、基準睡眠パターンを満たさないと判定する。 Sleep pattern B satisfies the reference bedtime at 21:00, but the wake-up time is after 7:15 and does not satisfy the reference wake-up time, the sleep score calculation unit 1045 of the server 10 The sleep pattern B determines that the reference sleep pattern is not met.
 睡眠パターンCが、起床時刻は7時から7時15分の間であり基準起床時刻を満たすが、就寝時刻が21時15分以降であり、基準就寝時刻を満たさない場合、サーバ10の睡眠スコア算定部1045は、睡眠パターンCは、基準睡眠パターンを満たさないと判定する。 Sleep pattern C satisfies the reference wake-up time with the wake-up time between 7:00 and 7:15, but the bedtime is after 21:15 and does not meet the reference bedtime, sleep score of server 10 Calculation unit 1045 determines that sleep pattern C does not satisfy the reference sleep pattern.
 以上のようにして、サーバ10の睡眠スコア算定部1045は睡眠パターンが基準睡眠パターンを満たすか否かを判定する。 As described above, the sleep score calculator 1045 of the server 10 determines whether the sleep pattern satisfies the reference sleep pattern.
 サーバ10の睡眠スコア算定部1045は、基準睡眠パターンを満たさないと判定した場合、サーバ10の睡眠スコア算定部1045は、睡眠スコアを10点と算定する。 When the sleep score calculation unit 1045 of the server 10 determines that the reference sleep pattern is not satisfied, the sleep score calculation unit 1045 of the server 10 calculates the sleep score as 10 points.
 サーバ10の睡眠スコア算定部1045は、基準睡眠パターンを満たすと判定した場合、サーバ10の睡眠スコア算定部1045は、睡眠情報に基づいて睡眠パターンが基準睡眠パターンを所定期間以上継続して満たすか否かを判定する。
 サーバ10の睡眠スコア算定部1045は、睡眠情報に基づく睡眠パターンが基準睡眠パターンを所定期間以上満たさないと判定した場合、睡眠スコアを40点と算定する。
When the sleep score calculation unit 1045 of the server 10 determines that the reference sleep pattern is satisfied, the sleep score calculation unit 1045 of the server 10 determines whether the sleep pattern continues to satisfy the reference sleep pattern for a predetermined period or more based on the sleep information. determine whether or not
The sleep score calculation unit 1045 of the server 10 calculates the sleep score as 40 points when determining that the sleep pattern based on the sleep information does not satisfy the reference sleep pattern for a predetermined period or longer.
 サーバ10の睡眠スコア算定部1045は、睡眠情報に基づく睡眠パターンが基準睡眠パターンを所定期間以上満たすと判定した場合、睡眠スコアを70点と算定する。 The sleep score calculation unit 1045 of the server 10 calculates a sleep score of 70 points when determining that the sleep pattern based on the sleep information satisfies the reference sleep pattern for a predetermined period or longer.
 サーバ10の睡眠スコア算定部1045は、睡眠情報に基づく睡眠パターンが基準睡眠パターンからの乖離度に応じて、睡眠スコアに加算、減算しても良い。つまり、睡眠情報に基づく睡眠パターンが基準睡眠パターンに近いほど睡眠スコアを高いものとして算定し、基準睡眠パターンから乖離するほど睡眠スコアを低いものとして算定しても良い。これにより、ユーザに対して規則正しい睡眠パターンに基づく良好な睡眠習慣に向けた動機づけを行なうことができる。 The sleep score calculator 1045 of the server 10 may add or subtract from the sleep score according to the degree of deviation of the sleep pattern based on the sleep information from the reference sleep pattern. That is, the closer the sleep pattern based on the sleep information to the reference sleep pattern, the higher the sleep score calculated, and the more deviated from the reference sleep pattern, the lower the sleep score calculated. This allows the user to be motivated toward good sleep habits based on regular sleep patterns.
 ユーザまたはゲームのサービスの管理者は、任意の所定期間を設定できるとしても良い。例えば、所定期間は3日間や1週間などでも良い。
 ユーザが所定のゲーム内キャラクタと対話により入力することにより所定期間を設定するものとしても良い。例えば、所定のゲーム内キャラクタと所定期間を約束させるような形式で入力することにより設定するものとしても良い。これにより、ユーザが子供のような場合であっても、ユーザに対して良好な睡眠習慣に向けた動機づけを自然に行なうことができる。
The user or game service administrator may be able to set any predetermined time period. For example, the predetermined period may be three days or one week.
The predetermined period may be set by the user interacting with a predetermined in-game character. For example, it may be set by inputting in a format that promises a predetermined in-game character and a predetermined period of time. As a result, even if the user is a child, it is possible to naturally motivate the user toward good sleep habits.
 また、サーバ10の睡眠スコア算定部1045は、睡眠情報に睡眠の質に関する情報が含まれる場合、睡眠ステージに基づいて、良い睡眠か否かが分かる指標に基づき睡眠スコアに加算、減算しても良い。睡眠スコアは、各睡眠ステージへの重み付けに対して、任意のアルゴリズムに基づき加算、減算しても良い。 In addition, when the sleep information includes information about the quality of sleep, the sleep score calculation unit 1045 of the server 10 adds or subtracts from the sleep score based on the sleep stage, based on the index that indicates whether the sleep is good or not. good. Sleep scores may be added or subtracted based on any algorithm to weight each sleep stage.
 ユーザの活動量や、食事、位置、湿度、ユーザ端末への操作時間、操作時間帯等に応じて睡眠スコアに加算、減算してもよい。例えば、ユーザ端末の位置情報として、評価の高いホテル(5つ星ホテルなど)の場所を検知した場合、良い睡眠が得られるとして、睡眠スコアに加算してもよい。また、例えば、基準就寝時刻より後にユーザ端末を操作すると睡眠スコアを減らすようにしてもよい。 It may be added or subtracted from the sleep score according to the user's activity level, meals, location, humidity, operation time to the user terminal, operation time zone, etc. For example, if the location of a highly rated hotel (such as a five-star hotel) is detected as the location information of the user terminal, it may be added to the sleep score as a good sleep. Also, for example, if the user operates the user terminal after the reference bedtime, the sleep score may be reduced.
 サーバ10の睡眠スコア算定部1045は、ユーザテーブル1012のユーザに関するレコードの睡眠スコアのカラムに、算定した睡眠スコアを記憶する。 The sleep score calculator 1045 of the server 10 stores the calculated sleep score in the sleep score column of the record related to the user in the user table 1012 .
 ステップS103において、サーバ10のイベント処理部1042は、睡眠スコアに基づき発生させるイベント内容を特定する。
 サーバ10のイベント処理部1042は、算定した睡眠スコアなどに基づき、イベントマスタ1017のイベント条件を検索する。具体的には、算定した睡眠スコアなどの条件を充足するイベント条件のレコードを特定する。そして、当該レコードに記憶されているイベント内容を取得する。なお、イベントマスタ1017のイベント条件は、睡眠スコアではなく、睡眠情報、ユーザのゲーム内フィールドに関する情報、ユーザが保有するゲーム内キャラクタの情報、保有するゲーム内キャラクタの選択状態などのゲームパラメータに基づく任意の条件を設定することができる。
 ユーザは、ユーザ端末20のタッチパネル206などの入力装置において所定の選択操作などの操作を行うことによりゲームパラメータを決定することができる。また、ゲームパラメータは、ユーザの操作によらず決定される構成としても構わない。ユーザは、イベント内容、ゲームパラメータなどから任意の項目を選択し、フレンドに対して提示することができる。つまり、イベント内容、ゲームパラメータのうち任意の項目を選択し、フレンドに対して提示しないようにすることができる。
 なお、本開示においては睡眠スコアに基づきイベント内容を特定する構成としたが、睡眠スコアを算定せずに、睡眠情報からイベント内容を特定する構成としても構わない。
In step S103, the event processing unit 1042 of the server 10 specifies event contents to be generated based on the sleep score.
The event processing unit 1042 of the server 10 searches for event conditions in the event master 1017 based on the calculated sleep score or the like. Specifically, records of event conditions that satisfy conditions such as the calculated sleep score are identified. Then, the event contents stored in the record are acquired. Note that the event conditions of the event master 1017 are not sleep scores, but sleep information, information on the user's in-game field, information on in-game characters owned by the user, and game parameters such as the selection state of the in-game characters owned. Arbitrary conditions can be set.
A user can determine a game parameter by performing an operation such as a predetermined selection operation on an input device such as the touch panel 206 of the user terminal 20 . Also, the game parameters may be determined independently of the user's operation. The user can select arbitrary items from event contents, game parameters, etc., and present them to friends. In other words, it is possible to select arbitrary items from the event contents and game parameters and not present them to friends.
In the present disclosure, the event content is specified based on the sleep score, but the event content may be specified from the sleep information without calculating the sleep score.
 ステップS104において、サーバ10のイベント処理部1042は、取得したイベント内容に基づき、ユーザに対してイベントを発生させる。
 具体的には、サーバ10のイベント処理部1042は、発生したイベント内容に応じて、ユーザテーブル1012における当該ユーザのレコード、デッキテーブル1014における当該ユーザが保有するキャラクタのレコードなどを更新する。サーバ10のイベント処理部1042は、イベントログテーブル1013における、ユーザIDの項目に、ユーザのユーザID、イベントログの項目にイベント内容およびイベント条件に用いるユーザに関連する情報、イベント日時の項目にイベントが発生した日時、を記憶した新たなレコードを作成する。
In step S104, the event processing unit 1042 of the server 10 generates an event for the user based on the acquired event content.
Specifically, the event processing unit 1042 of the server 10 updates the record of the user in the user table 1012, the record of the character owned by the user in the deck table 1014, and the like in accordance with the details of the event that has occurred. The event processing unit 1042 of the server 10 stores the user ID in the item of user ID in the event log table 1013, the information related to the user used in the item of event contents and event conditions in the item of event log, and the event date in the item of event date and time. Create a new record that stores the date and time when the event occurred.
 ステップS105において、サーバ10のイベント処理部1042は、ユーザに対して発生したイベント内容を表示する。サーバ10のイベント処理部1042は、イベント内容に関する情報をユーザ端末20に対して送信する。ユーザ端末20のディスプレイ2062は、イベント内容を伝えるための表示画面をユーザに対して表示する。 In step S105, the event processing unit 1042 of the server 10 displays the content of the event that has occurred to the user. The event processing unit 1042 of the server 10 transmits information about the content of the event to the user terminal 20 . The display 2062 of the user terminal 20 displays a display screen for conveying event details to the user.
 ユーザに表示されるイベントの演出としては次のようなものが考えられる。
 イベント処理の動作に関する演出を示す画面例の一例を図13に示す。まず、ユーザ端末20のディスプレイ2062のゲーム画面50には、複数のゲーム内キャラクタ501が描画され、起床したユーザに対してゲーム内キャラクタが挨拶に来る様子が演出される。挨拶に来るゲーム内キャラクタは、ユーザが既に保有しているゲーム内キャラクタを含んでも良い。
 挨拶に来るゲーム内キャラクタは、睡眠情報、睡眠スコア、ゲーム内フィールド、ユーザが保有するゲーム内キャラクタの情報、ユーザが保有するゲーム内キャラクタの選択状態などに基づき設定される。
The following are conceivable presentations of events displayed to the user.
FIG. 13 shows an example of a screen showing an effect related to the operation of event processing. First, a plurality of in-game characters 501 are drawn on the game screen 50 of the display 2062 of the user terminal 20, and it is produced that the in-game characters come to greet the user who has woken up. The in-game character that comes to say hello may include an in-game character that the user already owns.
The in-game character that comes to greet the user is set based on sleep information, sleep score, in-game field, information on the in-game character owned by the user, selection state of the in-game character owned by the user, and the like.
 ユーザは、複数のゲーム内キャラクタから、所望のゲーム内キャラクタを選択する。具体的に、ユーザは、ユーザ端末20のタッチパネル206に描画されたゲーム内キャラクタ501をタッチすることにより所望のゲーム内キャラクタを選択することができる。複数のゲーム内キャラクタが選択される構成としても構わない。
 また、複数のゲーム内キャラクタから、当該ゲーム内キャラクタのキャラクタレアリティの値などに基づいて優先的または自動的に選択される構成としても良い。具体的には、サーバ10のキャラクタマスタ1015のキャラクタレアリティの値を参照して選択されるゲーム内キャラクタを判定する。例えば、キャラクタレアリティの希少度が高い1または複数のゲーム内キャラクタが優先的または自動的に選択されるものとしても良い。
 また、複数のゲーム内キャラクタから、ユーザが保有していないゲーム内キャラクタが優先的または自動的に選択される構成としても良い。つまり、本演出においては、起床時に初めて挨拶に来たゲーム内キャラクタが選択される。具体的には、サーバ10のデッキテーブル1014を参照し、デッキテーブル1014においてユーザと紐付けられていない1または複数のゲーム内キャラクタが優先的または自動的に選択されるものとしても良い。同様に、複数のゲーム内キャラクタから、ユーザが保有している1または複数のゲーム内キャラクタが優先的または自動的に選択されるものとしても良い。
A user selects a desired in-game character from a plurality of in-game characters. Specifically, the user can select a desired in-game character by touching the in-game character 501 drawn on the touch panel 206 of the user terminal 20 . A configuration in which a plurality of in-game characters are selected may be employed.
Alternatively, the character may be preferentially or automatically selected from a plurality of in-game characters based on the value of the character rarity of the in-game character. Specifically, the in-game character to be selected is determined by referring to the character rarity value of the character master 1015 of the server 10 . For example, one or more in-game characters with high character rarity may be preferentially or automatically selected.
Further, a configuration may be adopted in which an in-game character not possessed by the user is preferentially or automatically selected from a plurality of in-game characters. In other words, in this production, the in-game character that comes to greet the user for the first time when he or she wakes up is selected. Specifically, the deck table 1014 of the server 10 may be referred to, and one or more in-game characters not associated with the user may be preferentially or automatically selected in the deck table 1014 . Similarly, one or more in-game characters possessed by the user may be preferentially or automatically selected from a plurality of in-game characters.
 ユーザは、選択された所望のゲーム内キャラクタを獲得することができる。イベント処理の動作を示す画面例の一例を図14に示す。ユーザ端末20のディスプレイ2062には、ゲーム画面が切り替わり、獲得したキャラクタの画像511、フィールド512、睡眠スコアの値513、睡眠スコアに基づき判定されたユーザの睡眠状態を示す「ねむりタイプ514」に関する文章が表示される。ねむりタイプには、ユーザの睡眠状態を表現する「すやすや」、「うとうと」、「ぐっすり」などの文章が表示される。 The user can acquire the desired in-game character selected. FIG. 14 shows an example of a screen showing the operation of event processing. The display 2062 of the user terminal 20 switches to a game screen, an acquired character image 511, a field 512, a sleep score value 513, and a sentence about "sleeping type 514" indicating the user's sleep state determined based on the sleep score. is displayed. In the sleep type, sentences such as "sleeping", "drowsiness", and "quickly" are displayed to express the user's sleeping state.
 ユーザが、選択されたゲーム内キャラクタを保有していない場合は、選択されたゲーム内キャラクタが、サーバ10のデッキテーブル1014にユーザと紐付けられて記憶される。ユーザが、選択されたゲーム内キャラクタを保有している場合は、当該ゲーム内キャラクタの選択状態の値を1増やす。つまり、本演出においては、ゲーム内キャラクタの選択状態は、ユーザとゲーム内キャラクタとの親密度を表現する値となり、ユーザは、起床時に挨拶に来たゲーム内キャラクタを選択することにより、当該ゲーム内キャラクタとの親密度が増すことになる。
 親密度が増すことにより、ユーザは、本開示にかかるゲームサービスが提供する各種ゲーム進行において、当該ゲーム内キャラクタを使用することができたり、保有するゲーム内アイテムを適用することができるようになる。
If the user does not own the selected in-game character, the selected in-game character is stored in the deck table 1014 of the server 10 in association with the user. If the user owns the selected in-game character, the value of the selection state of the in-game character is incremented by one. In other words, in this production, the selection state of the in-game character is a value that expresses the degree of intimacy between the user and the in-game character, and the user selects the in-game character that comes to greet him when he wakes up, thereby allowing the user to enter the game. Intimacy with the inner character will increase.
By increasing the degree of intimacy, the user can use the in-game character or apply the in-game items owned by the user in various game progressions provided by the game service according to the present disclosure. .
 <特典付与処理>
 特典付与処理は、フレンドが自身とフレンド関係にあるユーザに発生したイベントログを表示し、それに応じてユーザに対して特典を付与する一連の処理である。以下、特典付与処理の詳細を図12のフローチャートおよび図15、図16の表示画面例を用いて説明する。
<Benefit Granting Process>
The privilege granting process is a series of processes in which a friend displays an event log that has occurred in a user who has a friend relationship with the friend, and grants a privilege to the user accordingly. The details of the privilege giving process will be described below with reference to the flowchart of FIG. 12 and display screen examples of FIGS.
 <特典付与処理の概要>
 特典付与処理は、フレンドが自身とフレンド関係にあるユーザに発生したイベントログを一覧表示し、当該一覧表示されたイベントログから詳細表示を行うイベントログを選択し、選択に伴いイベントログを表示し確認したユーザに対して特典付与を実行する一連の処理である。
<Outline of privilege granting process>
In the privilege granting process, the friend displays a list of event logs that have occurred to users who have a friend relationship with themselves, selects an event log for detailed display from the listed event logs, and displays the event log according to the selection. It is a series of processes for giving a privilege to the confirmed user.
 <特典付与処理の詳細>
 ステップS301において、フレンドは、自身のフレンド端末30を操作して本開示にかかるゲームサービスに関するアプリケーション等を起動または操作することにより、フレンド画面をフレンド端末30のディスプレイ3062に表示させる。
<Details of privilege grant processing>
In step S<b>301 , the friend displays a friend screen on the display 3062 of the friend terminal 30 by operating the friend terminal 30 to activate or operate an application or the like related to the game service according to the present disclosure.
 ステップS302において、フレンド端末30のディスプレイ3062には、フレンドとフレンド関係にあるユーザのイベントログが一覧表示される。
 図15は、一覧表示の画面例である。一覧表示において、フレンド端末30のディスプレイ3062のゲーム画面60には、イベントログに基づく情報がリスト61の形式で一覧表示される。リストの各項目には、イベントログに関するユーザのユーザ名601、イベントログに含まれるイベント内容に基づき発生したイベントに関する情報602、イベント日時603、イベント属性604が表示される。
 具体的に、フレンド端末30は、ユーザID3011をサーバ10へ送信する。サーバ10の特典付与部1043は、受信したユーザID3011に基づき、ユーザテーブル1012のフレンドIDのカラムを検索し、フレンド関係にあるユーザのユーザIDを特定する。
 サーバ10の特典付与部1043は、特定したユーザIDに基づきイベントログテーブル1013を検索し、イベントログを特定する。サーバ10の特典付与部1043は、特定されたイベントログをフレンド端末30に送信する。フレンド端末30のディスプレイ3062は、受信したイベントログを一覧表示する。
 一覧表示するイベントログには、睡眠情報、睡眠スコア、フィールド、保有しているゲーム内キャラクタの情報、保有しているゲーム内キャラクタの選択状態などのイベントを発生させるための情報(ゲームパラメータ)から、任意の項目を含めて一覧表示しても良い。
In step S302, the display 3062 of the friend terminal 30 displays a list of event logs of friends and users who have a friend relationship.
FIG. 15 is an example of a list display screen. In the list display, information based on the event log is displayed in the form of a list 61 on the game screen 60 of the display 3062 of the friend terminal 30 . Each item in the list displays a user name 601 of the user related to the event log, information 602 related to the event that occurred based on the content of the event included in the event log, event date and time 603, and event attribute 604. FIG.
Specifically, friend terminal 30 transmits user ID 3011 to server 10 . The privilege granting unit 1043 of the server 10 searches the friend ID column of the user table 1012 based on the received user ID 3011 to identify the user ID of the user who has a friend relationship.
The privilege granting unit 1043 of the server 10 searches the event log table 1013 based on the identified user ID to identify the event log. The privilege granting unit 1043 of the server 10 transmits the identified event log to the friend terminal 30 . Display 3062 of friend terminal 30 displays a list of received event logs.
The event log to be displayed includes information (game parameters) for generating events such as sleep information, sleep score, fields, information on owned in-game characters, selection status of owned in-game characters, etc. , may be displayed in a list including arbitrary items.
 このとき、所定時間が経過していないイベントログを一覧表示の対象から除外しても良い。また、一覧表示されるイベントログは、所定期間ごとに発生したイベントログとしても良い。例えば、6:00から8:00までの2時間の間に発生したイベントログなどである。具体的には、サーバ10の特典付与部1043は、イベントログテーブル1013のイベント日時のカラムに基づき一覧表示の対象を検索し特定する。
 これにより、フレンドは、フレンド関係にあるユーザがいつ起床したのか知ることができなくなる。ユーザは、安心してフレンドとの間のコミュニケーションを行うことができる。
At this time, event logs for which a predetermined period of time has not elapsed may be excluded from list display targets. Also, the event logs displayed as a list may be event logs generated at predetermined intervals. For example, an event log that occurred during two hours from 6:00 to 8:00. Specifically, the privilege granting unit 1043 of the server 10 searches for and identifies targets for list display based on the event date and time column of the event log table 1013 .
This prevents the friend from knowing when the user with whom they are friends has woken up. The user can safely communicate with friends.
 フレンド端末30のディスプレイ3062は、イベントログをイベント属性に応じた優先順位の順番に並べて表示しても良い。例えば、優先順位が高いイベントログをリストの上位に表示させたり、複数のイベントログをカルーセルまたはページ送りにより表示する場合にはより先頭のページにイベントログを表示させることが考えられる。
 また、フレンド端末30のディスプレイ3062は、イベントログをイベント属性に応じて所定のイベントログのみを選択的に表示しても良い。例えば、所定のイベント属性のイベントログのみ表示したり、所定のイベント属性のイベントログを表示しないようにしても良い。これにより、フレンドにとって興味関心の度合いが高いイベントログのみを選択的に表示することができる。
The display 3062 of the friend terminal 30 may display the event logs arranged in order of priority according to the event attribute. For example, an event log with a high priority may be displayed at the top of the list, or when multiple event logs are displayed by carousel or page turning, the event log may be displayed at the top of the page.
Further, the display 3062 of the friend terminal 30 may selectively display only predetermined event logs according to event attributes. For example, only event logs with predetermined event attributes may be displayed, or event logs with predetermined event attributes may not be displayed. As a result, it is possible to selectively display only the event logs of which the friend has a high degree of interest.
 イベント属性は、イベントログに関する属性情報である。
 イベント属性は、イベントログに含まれるイベント内容が、ゲーム内キャラクタに関するイベントである場合において、当該ゲーム内キャラクタのキャラクタレアリティ、キャラクタ属性などとしても良い。
 イベント属性は、イベントログに含まれる睡眠情報としても良い。例えば、イベント属性は起床時刻、就寝時刻、睡眠の質、イベント日時に関する情報をイベント属性としても良い。
 イベント属性は、イベントログに関連するイベントを発生させたユーザと、当該イベントログを表示させるフレンドとの関係性に関する情報を含んでも良い。関係性に関する情報とは、後述するステップS304において、フレンドが、ユーザのイベントログの詳細を表示させた場合に関係性の値が増加する。その他、関係性に関する情報は、ユーザがフレンドと一緒にゲームをプレイした時間、回数、ユーザとフレンドとの間で行われたメッセージ、リアクションの回数、ユーザとフレンドとの間で共通する他のフレンドの人数、ユーザとフレンドとの関係性を規定する任意の情報に基づき定めても構わない。
 イベント属性は、イベントログに係るイベントを発生させたユーザと、当該イベントログを表示するフレンドとの睡眠に関する関係性の情報を含んでも良い。睡眠に関する関係性の情報とは、ユーザの睡眠情報とフレンドの睡眠情報との乖離度、類似度など、ユーザとフレンドとの間の睡眠情報の関係性に関する情報を含む。
The event attribute is attribute information regarding the event log.
The event attribute may be the character rarity, character attribute, etc. of the in-game character when the event content included in the event log is an event related to the in-game character.
The event attribute may be sleep information contained in the event log. For example, event attributes may be wake-up time, bedtime, quality of sleep, and information on event date and time.
The event attribute may include information about the relationship between the user who generated the event related to the event log and the friend who displayed the event log. The information about the relationship increases the value of the relationship when the friend displays the details of the user's event log in step S304, which will be described later. Other information related to the relationship includes the time and number of times the user played the game together with the friend, messages sent between the user and the friend, the number of reactions, and other friends common between the user and the friend. may be determined based on arbitrary information that defines the number of users and the relationship between the user and friends.
The event attribute may include information on the sleep relationship between the user who generated the event related to the event log and the friend who displayed the event log. The sleep related information includes information related to the sleep information relationship between the user and the friend, such as the degree of divergence and similarity between the user's sleep information and the friend's sleep information.
 フレンド端末30のディスプレイ3062は、イベントログに含まれるイベント内容が、ゲーム内キャラクタに関するイベントである場合において、当該ゲーム内キャラクタのキャラクタレアリティが希少なものほど優先順位を大きくし、イベントログを優先順位の順番に並べて表示しても良い。
 フレンド端末30のディスプレイ3062は、関係性の値が大きいユーザのイベントログほど優先順位を大きくし、イベントログを優先順位の順番に並べて表示しても良い。
 フレンド端末30のディスプレイ3062は、ユーザの起床時刻、イベント日時の順番に並べて表示しても良い。例えば、起床時刻、イベント日時が新しいイベントログほど優先順位を大きくし、イベントログを優先順位の順番に並べて表示しても良い。
When the event content included in the event log is an event related to an in-game character, the display 3062 of the friend terminal 30 gives higher priority to the rarer character rarity of the in-game character. may be arranged and displayed in the order of
The display 3062 of the friend terminal 30 may give higher priority to event logs of users with higher relationship values, and display the event logs arranged in order of priority.
The display 3062 of the friend terminal 30 may display the wake-up time of the user and the date and time of the event in order. For example, an event log with a newer wake-up time or event date and time may be given a higher priority, and the event logs may be arranged and displayed in order of priority.
 ステップS303において、フレンドは、複数のイベントログから、所望のイベントログを選択する。具体的には、フレンドは、フレンド端末30のタッチパネル306に描画されたイベントログをタッチすることにより所望のイベントログを選択することができる。フレンド端末30は、イベントログの選択指示を受け付ける。 In step S303, the friend selects a desired event log from multiple event logs. Specifically, the friend can select a desired event log by touching the event log drawn on the touch panel 306 of the friend terminal 30 . Friend terminal 30 accepts an event log selection instruction.
 ステップS304において、フレンド端末30のディスプレイ3062は、選択されたイベントログの詳細情報を表示(詳細表示)しフレンドに対し提示する。これにより、フレンドは、イベントログの詳細情報を確認することができる。
 図16は、詳細表示の画面例である。詳細表示において、フレンド端末30のディスプレイ3062のゲーム画面60には、イベント内容、睡眠情報を含むイベントを発生させるための情報(睡眠スコア、ねむりタイプに基づく情報など)からなる提示情報がフレンドに対して提示される。
 なお、詳細表示において、フレンド端末30のディスプレイ3062には、イベントログに含まれる、睡眠情報、睡眠スコア、フィールド、保有しているゲーム内キャラクタの情報、保有しているゲーム内キャラクタの選択状態などのイベントを発生させるための情報(ゲームパラメータ)から、任意の項目を提示情報として、フレンドに対して提示しても構わない。
 ユーザは、イベント内容、ゲームパラメータなどから任意の項目を選択し、フレンドに対して提示することができる。つまり、イベント内容、ゲームパラメータのうち任意の項目を選択し、フレンドに対して提示しないようにすることができる。
 例えば、選択されたイベントログに含まれるイベント内容が、ゲーム内キャラクタに関するイベントである場合、ゲーム画面60には、新たなゲーム内キャラクタの画像611、フィールド612、睡眠スコア613、ねむりタイプ614、保有しているゲーム内キャラクタのうち選択状態が「仲間」であるゲーム内キャラクタ615が描画される。ゲーム内キャラクタの画像611は、当該ゲーム内キャラクタのキャラクタ属性、装飾などに応じて異なる画像が用意されていても良い。
In step S304, the display 3062 of the friend terminal 30 displays (details display) the detailed information of the selected event log and presents it to the friend. With this, the friend can check the detailed information of the event log.
FIG. 16 is an example of a detailed display screen. In the detailed display, on the game screen 60 of the display 3062 of the friend terminal 30, presentation information consisting of information (sleep score, information based on sleep type, etc.) for generating an event including event details and sleep information is presented to the friend. is presented.
In the detailed display, the display 3062 of the friend terminal 30 shows the sleep information, sleep score, field, information of owned in-game characters, selected state of owned in-game characters, etc. included in the event log. Any item from the information (game parameters) for generating the event may be presented to the friend as presentation information.
The user can select arbitrary items from event contents, game parameters, etc., and present them to friends. In other words, it is possible to select arbitrary items from the event contents and game parameters and not present them to friends.
For example, if the event content included in the selected event log is an event related to an in-game character, the game screen 60 displays a new in-game character image 611, field 612, sleep score 613, sleep type 614, possession The in-game character 615 whose selection state is "fellow" among the in-game characters currently playing is drawn. For the in-game character image 611, different images may be prepared according to the character attributes, decorations, and the like of the in-game character.
 なお、詳細表示において、フレンド端末30のディスプレイ3062には、イベントログに含まれる、睡眠情報、睡眠スコアに基づく情報(例えば、ねむりタイプ)を表示しないものとしても良い。
 これにより、フレンドは、フレンド関係にあるユーザがいつ起床したのか知ることができなくなる。ユーザは、安心してフレンドとの間のコミュニケーションを行うことができる。
Note that in the detailed display, the display 3062 of the friend terminal 30 may not display the sleep information and information based on the sleep score (for example, sleep type) included in the event log.
This prevents the friend from knowing when the user with whom they are friends has woken up. The user can safely communicate with friends.
 このとき、一覧表示の場合と同様に、所定時間が経過していないイベントログを詳細表示の対象から除外しても良い。また、詳細表示できるイベントログは、所定期間ごとに発生したイベントログとしても良い。例えば、6:00から8:00までの2時間の間に発生したイベントログなどである。具体的には、サーバ10の特典付与部1043は、イベントログテーブル1013のイベント日時のカラムに基づき詳細表示の対象を判定する。
 これにより、フレンドは、フレンド関係にあるユーザがいつ起床したのか知ることができなくなる。ユーザは、安心してフレンドとの間のコミュニケーションを行うことができる。
At this time, as in the case of the list display, event logs for which a predetermined period of time has not elapsed may be excluded from detailed display targets. Also, the event log that can be displayed in detail may be an event log that occurs at predetermined intervals. For example, an event log that occurred during two hours from 6:00 to 8:00. Specifically, the privilege granting unit 1043 of the server 10 determines a detailed display target based on the event date and time column of the event log table 1013 .
This prevents the friend from knowing when the user with whom they are friends has woken up. The user can safely communicate with friends.
 このとき、起床時刻、睡眠時刻、睡眠の質に関する情報などの睡眠習慣に関する一次的情報は表示させずに、ねむりタイプなどの睡眠に関する二次的情報のみをフレンド端末30のディスプレイ3062に表示するものとしても良い。ねむりタイプなどの睡眠に関する二次的情報のみであれば、ユーザは自身の睡眠習慣の詳細をフレンドに知られることなしに、安心してフレンドとの間のコミュニケーションを行うことができる。また、ねむりタイプを通じて、フレンドはユーザのおおよその睡眠状態を知ることができ、自身のねむりタイプと比較することにより、ゲームサービスを楽しむことができる。
 また、ユーザは、自身のイベントログのうち、フレンドに表示する情報を設定できるものとしても良い。具体的には、睡眠情報、睡眠スコア、ねむりタイプなどのうち、フレンドが表示することができる情報を制限しても良い。ユーザは、フレンドに知られたくない睡眠習慣を選択的に制限しつつ、ユーザは、安心してフレンドとの間のコミュニケーションを行うことができる。フレンドに表示する情報の設定は、ユーザが設定ボタン609を押下することにより表示される不図示の設定画面から設定することができる。
At this time, only secondary information on sleep such as sleep type is displayed on the display 3062 of the friend terminal 30 without displaying primary information on sleep habits such as wake-up time, sleep time, and information on sleep quality. It is good as If only secondary information related to sleep, such as sleep type, is used, the user can safely communicate with his/her friend without the friend knowing the details of his or her sleep habits. Also, through the sleep type, the friend can know the user's approximate sleep state, and can enjoy the game service by comparing it with his/her own sleep type.
In addition, the user may be able to set the information to be displayed to friends from the event log of the user. Specifically, among sleep information, sleep score, sleep type, etc., information that can be displayed by a friend may be restricted. The user can selectively restrict sleep habits that the user does not want his or her friend to know about, while allowing the user to communicate with the friend at ease. Information to be displayed to friends can be set from a setting screen (not shown) displayed when the user presses the setting button 609 .
 ステップS305において、フレンドに詳細表示されたイベントログに係るユーザに対して特典が付与される。
 特典の内容は、ユーザに対してゲーム内アイテムを付与することを含んでも良い。
 特典の内容は、ゲーム内キャラクタに関する特典を含んでも良い。
 特典の内容は、ユーザがゲーム内キャラクタを新たに獲得することを含んでも良い。このとき、新たに獲得したゲーム内キャラクタの選択状態は1(最低値)としても良い。
 特典の内容は、ユーザが保有するゲーム内キャラクタの選択状態を増加、減少させることを含んでも良い。
 特典の内容は、ユーザが保有するゲーム内キャラクタの性能値を強化または弱体化させることを含んでも良い。また、特典の内容は、ユーザが保有するゲーム内キャラクタの装飾を変化させることを含んでも良い。
 特典の内容は、ユーザが保有するゲーム内キャラクタ(所定の進化可能キャラクタ)を進化させることを含んでも良い。 
In step S305, a privilege is given to the user related to the event log whose details are displayed to the friend.
The content of the privilege may include giving an in-game item to the user.
The content of the privilege may include a privilege related to the in-game character.
The content of the privilege may include that the user newly acquires an in-game character. At this time, the selection state of the newly acquired in-game character may be set to 1 (minimum value).
The content of the privilege may include increasing or decreasing the selection state of in-game characters owned by the user.
The content of the privilege may include strengthening or weakening the performance value of the in-game character owned by the user. Also, the content of the privilege may include changing the decoration of the in-game character owned by the user.
The content of the privilege may include evolving an in-game character owned by the user (predetermined evolveable character).
 本開示においては、一例として特典の内容が、ユーザに対してゲーム内アイテムを付与する場合について説明する。ゲーム内アイテムの種類としては、フレンドに表示されたイベントログがゲーム内キャラクタに関するイベントを含む場合には、当該ゲーム内キャラクタに関するゲーム内アイテムをユーザに対して付与することが好適である。例えば、当該ゲーム内キャラクタの性能値を強化または弱体化させるゲーム内アイテムである。
 ユーザは、イベントを通じて獲得したゲーム内キャラクタについて、フレンドがイベントログを詳細表示することで、当該ゲーム内キャラクタの性能値を強化または弱体化させるゲーム内アイテムを入手することができ、ユーザにとってゲームの興趣性をより向上させることができる。ユーザがフレンドに対してイベントログの表示を働きかけるよう動機づけることができる。つまり、ユーザとフレンド間とのコミュニケーションを促すことができる。
In the present disclosure, as an example, a case will be described in which the content of the privilege is to provide the user with an in-game item. As for the type of in-game item, if the event log displayed to the friend includes an event related to the in-game character, it is preferable to provide the user with the in-game item related to the in-game character. For example, it is an in-game item that strengthens or weakens the performance value of the in-game character.
For in-game characters acquired through events, users can obtain in-game items that strengthen or weaken the performance value of the in-game character by displaying the details of the event log of the friend. Interest can be improved. Users can be motivated to encourage friends to view event logs. That is, it is possible to encourage communication between the user and friends.
 ステップS305において、ユーザに加えてフレンドに対して特典が付与されるものとしても良い。また、ユーザに特典を付与せずに、フレンドに対してのみ特典が付与されるものとしても良い。 In step S305, benefits may be given to friends in addition to users. Alternatively, the privilege may be given only to the friend without giving the privilege to the user.
 <イベントログ一覧表示、イベントログ詳細表示の変形例>
 一覧表示または詳細表示されるイベントログは、イベントログに含まれるイベント内容に応じて、表示態様を変化させても良い。
 例えば、フレンドまたはユーザにおいて未発生のイベント内容を含むイベントログについては、当該イベントログの表示にエフェクトを適用してフレンドに表示する。具体的には、サーバ10の特典付与部1043は、イベントログテーブル1013のユーザIDおよび、イベントログに含まれるイベント内容に含まれるイベントIDの情報に基づき、イベントログのログIDが、過去にフレンドまたはユーザが発生させたイベントのイベントIDに含まれているか否かを確認することにより、フレンドまたはユーザにとって未発生のイベント内容か否かを判定することができる。
 同様に、フレンドが表示したことがないイベントログについては、当該イベントログの表示にエフェクトを適用してフレンドに表示する。具体的には、サーバ10の特典付与部1043は、イベントログテーブル1013の確認ユーザIDに基づき、確認ユーザIDにフレンドのユーザIDが含まれているか否かを確認することにより、フレンドにとって未表示のイベントログか否かを判定することができる。
 イベントログ一覧表示において、イベントログの表示態様を変化させることにより、フレンドは、フレンドまたはユーザにおいて未発生のイベント内容を含むイベントログを、一覧表示されたイベントログから容易に識別することができる。
 イベントログ詳細表示において、イベントログの表示態様を変化させることにより、フレンドによるイベントログの表示において興趣性を向上させることができる。
 なお、表示態様の変化の適用可否は、一覧表示、詳細表示ごとにユーザが予め設定することができる。表示態様の変化の適用可否は、イベントログのイベント属性などに応じて判定しても良い。設定は、ユーザが設定ボタン609を押下することにより表示される不図示の設定画面から設定することができる。
<Modified example of event log list display and event log detail display>
The event log displayed as a list or displayed in detail may be displayed in a different manner depending on the content of the event included in the event log.
For example, an event log containing event details that have not yet occurred in a friend or user is displayed to the friend by applying an effect to the display of the event log. Specifically, based on the user ID of the event log table 1013 and the information of the event ID included in the event content included in the event log, the privilege granting unit 1043 of the server 10 determines that the log ID of the event log has been a friend in the past. Alternatively, by confirming whether or not the event ID of the event generated by the user is included, it is possible to determine whether or not the content of the event has not yet occurred for the friend or the user.
Similarly, an event log that has never been viewed by a friend is displayed to the friend after applying an effect to the display of the event log. Specifically, based on the confirmed user IDs in the event log table 1013, the privilege granting unit 1043 of the server 10 confirms whether or not the user IDs of the friends are included in the confirmed user IDs. It is possible to determine whether the event log of
In the event log list display, by changing the display mode of the event logs, the friend can easily identify the event log containing the content of the event that has not yet occurred in the friend or the user from the listed event logs.
By changing the display mode of the event log in the event log detail display, it is possible to improve the interest in the display of the event log by the friend.
It should be noted that the applicability of the change in the display mode can be set in advance by the user for each list display and detailed display. Whether or not to apply the change in display mode may be determined according to the event attribute of the event log. The settings can be made from a setting screen (not shown) displayed when the user presses the setting button 609 .
 <コンピュータの基本ハードウェア構成>
 図17は、コンピュータ90の基本的なハードウェア構成を示すブロック図である。コンピュータ90は、プロセッサ901、主記憶装置902、補助記憶装置903、通信IF991(インタフェース、Interface)を少なくとも備える。これらは通信バス921により相互に電気的に接続される。
<Basic computer hardware configuration>
FIG. 17 is a block diagram showing the basic hardware configuration of the computer 90. As shown in FIG. The computer 90 includes at least a processor 901, a main storage device 902, an auxiliary storage device 903, and a communication IF 991 (interface). These are electrically connected to each other by a communication bus 921 .
 プロセッサ901とは、プログラムに記述された命令セットを実行するためのハードウェアである。プロセッサ901は、演算装置、レジスタ、周辺回路等から構成される。 The processor 901 is hardware for executing the instruction set described in the program. The processor 901 is composed of an arithmetic unit, registers, peripheral circuits, and the like.
 主記憶装置902とは、プログラム、及びプログラム等で処理されるデータ等を一時的に記憶するためのものである。例えば、DRAM(Dynamic Random Access Memory)等の揮発性のメモリである。 The main storage device 902 is for temporarily storing programs and data processed by the programs. For example, it is a volatile memory such as a DRAM (Dynamic Random Access Memory).
 補助記憶装置903とは、データ及びプログラムを保存するための記憶装置である。例えば、フラッシュメモリ、HDD(Hard Disc Drive)、光磁気ディスク、CD―ROM、DVD―ROM、半導体メモリ等である。 The auxiliary storage device 903 is a storage device for storing data and programs. Examples include flash memory, HDD (Hard Disc Drive), magneto-optical disk, CD-ROM, DVD-ROM, and semiconductor memory.
 通信IF991とは、有線又は無線の通信規格を用いて、他のコンピュータとネットワークを介して通信するための信号を入出力するためのインタフェースである。
 ネットワークは、インターネット、LAN、無線基地局等によって構築される各種移動通信システム等で構成される。例えば、ネットワークには、3G、4G、5G移動通信システム、LTE(Long Term Evolution)、所定のアクセスポイントによってインターネットに接続可能な無線ネットワーク(例えばWi-Fi(登録商標))等が含まれる。無線で接続する場合、通信プロトコルとして例えば、Z―Wave(登録商標)、ZigBee(登録商標)、Bluetooth(登録商標)等が含まれる。有線で接続する場合は、ネットワークには、USB(Universal Serial Bus)ケーブル等により直接接続するものも含む。
The communication IF 991 is an interface for inputting and outputting signals for communicating with other computers via a network using a wired or wireless communication standard.
The network is composed of various mobile communication systems constructed by the Internet, LAN, wireless base stations, and the like. For example, networks include 3G, 4G, and 5G mobile communication systems, LTE (Long Term Evolution), wireless networks (for example, Wi-Fi (registered trademark)) that can be connected to the Internet through predetermined access points, and the like. When connecting wirelessly, communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), and the like. In the case of wired connection, the network includes direct connection using a USB (Universal Serial Bus) cable or the like.
 なお、各ハードウェア構成の全部または一部を複数のコンピュータ90に分散して設け、ネットワークを介して相互に接続することによりコンピュータ90を仮想的に実現することができる。このように、コンピュータ90は、単一の筐体、ケースに収納されたコンピュータ90だけでなく、仮想化されたコンピュータシステムも含む概念である。 It should be noted that the computer 90 can be virtually realized by distributing all or part of each hardware configuration to a plurality of computers 90 and connecting them to each other via a network. Thus, the computer 90 is a concept that includes not only the computer 90 housed in a single housing or case, but also a virtualized computer system.
 <コンピュータ90の基本機能構成>
 コンピュータ90の基本ハードウェア構成(図17)により実現されるコンピュータの機能構成を説明する。コンピュータは、制御部、記憶部、通信部の機能ユニットを少なくとも備える。
<Basic Functional Configuration of Computer 90>
A functional configuration of the computer realized by the basic hardware configuration (FIG. 17) of the computer 90 will be described. The computer includes at least functional units of a control section, a storage section, and a communication section.
 なお、コンピュータ90が備える機能ユニットは、それぞれの機能ユニットの全部または一部を、ネットワークで相互に接続された複数のコンピュータ90に分散して設けても実現することができる。コンピュータ90は、単一のコンピュータ90だけでなく、仮想化されたコンピュータシステムも含む概念である。 It should be noted that the functional units included in the computer 90 can be implemented by distributing all or part of each functional unit to a plurality of computers 90 interconnected via a network. The computer 90 is a concept that includes not only a single computer 90 but also a virtualized computer system.
 制御部は、プロセッサ901が補助記憶装置903に記憶された各種プログラムを読み出して主記憶装置902に展開し、当該プログラムに従って処理を実行することにより実現される。制御部は、プログラムの種類に応じて様々な情報処理を行う機能ユニットを実現することができる。これにより、コンピュータは情報処理を行う情報処理装置として実現される。 The control unit is implemented by the processor 901 reading various programs stored in the auxiliary storage device 903, developing them in the main storage device 902, and executing processing according to the programs. The control unit can implement functional units that perform various information processing according to the type of program. Thereby, the computer is implemented as an information processing device that performs information processing.
 記憶部は、主記憶装置902、補助記憶装置903により実現される。記憶部は、データ、各種プログラム、各種データベースを記憶する。また、プロセッサ901は、プログラムに従って記憶部に対応する記憶領域を主記憶装置902または補助記憶装置903に確保することができる。また、制御部は、各種プログラムに従ってプロセッサ901に、記憶部に記憶されたデータの追加、更新、削除処理を実行させることができる。 The storage unit is realized by the main storage device 902 and the auxiliary storage device 903. The storage unit stores data, various programs, and various databases. Also, the processor 901 can secure a storage area corresponding to the storage unit in the main storage device 902 or the auxiliary storage device 903 according to a program. In addition, the control unit can cause the processor 901 to execute addition, update, and deletion processing of data stored in the storage unit according to various programs.
 データベースは、リレーショナルデータベースを指し、行と列によって構造的に規定された表形式のテーブル、マスタと呼ばれるデータ集合を、互いに関連づけて管理するためのものである。データベースでは、表をテーブル、マスタ、表の列をカラム、表の行をレコードと呼ぶ。リレーショナルデータベースでは、テーブル、マスタ同士の関係を設定し、関連づけることができる。
 通常、各テーブル、各マスタにはレコードを一意に特定するための主キーとなるカラムが設定されるが、カラムへの主キーの設定は必須ではない。制御部は、各種プログラムに従ってプロセッサ901に、記憶部に記憶された特定のテーブル、マスタにレコードを追加、削除、更新を実行させることができる。
A database refers to a relational database, and is used to manage tabular tables structurally defined by rows and columns, and data sets called masters in association with each other. In a database, a table is called a table, a master is called a column, and a row is called a record. In a relational database, relationships between tables and masters can be set and associated.
Normally, each table and each master has a primary key column for uniquely identifying a record, but setting a primary key to a column is not essential. The control unit can cause the processor 901 to add, delete, and update records in specific tables and masters stored in the storage unit according to various programs.
 なお、本開示におけるデータベース、マスタは、情報が構造的に規定された任意のデータ構造体(リスト、辞書、連想配列、オブジェクトなど)を含み得る。データ構造体には、データと、任意のプログラミング言語により記述された関数、クラス、メソッドなどを組み合わせることにより、データ構造体と見なし得るデータも含むものとする。 Note that the database and master in the present disclosure may include any data structure (list, dictionary, associative array, object, etc.) in which information is structurally defined. The data structure also includes data that can be regarded as a data structure by combining data with functions, classes, methods, etc. written in any programming language.
 通信部は、通信IF991により実現される。通信部は、ネットワークを介して他のコンピュータ90と通信を行う機能を実現する。通信部は、他のコンピュータ90から送信された情報を受信し、制御部へ入力することができる。制御部は、各種プログラムに従ってプロセッサ901に、受信した情報に対する情報処理を実行させることができる。また、通信部は、制御部から出力された情報を他のコンピュータ90へ送信することができる。 The communication unit is realized by the communication IF 991. The communication unit implements a function of communicating with another computer 90 via a network. The communication section can receive information transmitted from another computer 90 and input it to the control section. The control unit can cause the processor 901 to execute information processing on the received information according to various programs. Also, the communication section can transmit information output from the control section to another computer 90 .
 <付記>
 以上の各実施形態で説明した事項を以下に付記する。
<Appendix>
The items described in the above embodiments will be added below.
 (付記1)
 プロセッサと、記憶部とを備えるコンピュータに実行させるためのゲームプログラムであって、ゲームプログラムは、プロセッサに、ユーザの睡眠情報を取得する取得ステップ(S101)と、ユーザの選択操作に基づき、ゲームパラメータを決定する決定ステップと、取得ステップにおいて取得したユーザの睡眠情報と決定ステップにおいて決定したゲームパラメータとに基づき、ユーザに関するイベントを発生させるイベントステップと(S104)、イベントステップにおいて第1ユーザの第1睡眠情報および第1ユーザのゲームパラメータに基づき発生した第1イベントに関する第1提示情報を、第2ユーザに提示する提示ステップ(S302、S304)と、を実行させ、提示ステップにおいて、第2ユーザに提示される第1提示情報は、第1ユーザの第1睡眠情報と、第1イベントのイベント内容に基づく情報と、第1イベントを発生させるための情報としての第1ユーザのゲームパラメータと、を含む、ゲームプログラム。
 これにより、第1ユーザにおいて夜間の睡眠に応じて発生したイベント内容を第2ユーザに表示させることができる。
 また、第1ユーザの睡眠に関する情報は個人情報であるため、例え知人であったとしても自身の睡眠に関する情報を知られることには抵抗感がある場合がある。一方、本開示によれば、夜間の睡眠に応じて発生したイベントという、睡眠に関する間接的な情報を第2ユーザに表示する。
 ユーザは、コミュニケーションを通じたゲームを安心して楽しむことができ、ユーザに対し良好な睡眠習慣に向けた動機づけを行なうことができる。
(Appendix 1)
A game program to be executed by a computer comprising a processor and a storage unit, the game program comprising: an acquisition step (S101) for acquiring sleep information of a user; and an event step of generating an event related to the user based on the sleep information of the user acquired in the acquiring step and the game parameters determined in the determining step (S104), and the first user's first a presentation step (S302, S304) of presenting to the second user the first presentation information related to the first event that occurred based on the sleep information and the game parameters of the first user; The presented first presentation information includes first sleep information of the first user, information based on the event content of the first event, and game parameters of the first user as information for generating the first event. Including, game programs.
Thereby, it is possible to display the details of the event that occurred while the first user slept at night to the second user.
Moreover, since the information regarding the sleep of the first user is personal information, even if the first user is an acquaintance, he/she may be reluctant to know the information regarding his/her own sleep. On the other hand, according to the present disclosure, indirect information regarding sleep, that is, events occurring in response to sleep during the night, is displayed to the second user.
The user can enjoy the game through communication with peace of mind, and the user can be motivated toward good sleep habits.
 (付記2)
 提示ステップにおいて、第2ユーザに提示する第1提示情報は、第1イベントの発生日時から所定時間経過した第1イベントに関する第1提示情報である、付記1記載のゲームプログラム。
 これにより、第1ユーザは自身の起床時刻を第2ユーザに知られることなしに、発生したイベント内容を第2ユーザに表示させることができる。第1ユーザは安心して、第2ユーザとの間のコミュニケーションを行うことができる。ユーザは、コミュニケーションを通じたゲームを安心して楽しむことができ、ユーザに対し良好な睡眠習慣に向けた動機づけを行なうことができる。
(Appendix 2)
The game program according to appendix 1, wherein in the presentation step, the first presentation information presented to the second user is first presentation information relating to a first event that has passed a predetermined time from the date and time of occurrence of the first event.
This allows the first user to display the content of the event that has occurred to the second user without letting the second user know the wake-up time of the first user. The first user can communicate with the second user with peace of mind. The user can enjoy the game through communication with peace of mind, and the user can be motivated toward good sleep habits.
 (付記3)
 第1睡眠情報は、第1ユーザの睡眠の時間に関する情報を含み、イベントステップは、睡眠の時間とゲームパラメータとに基づき、イベントを発生させるステップであり、提示ステップにおいて、第2ユーザに提示される第1提示情報は、第1睡眠情報のうち、第1ユーザの睡眠の時間に関する情報は含まない付記1または2記載のゲームプログラム。
 ユーザは、コミュニケーションを通じてゲームを楽しむことができ、ユーザに対し良好な睡眠習慣に向けた動機づけを行なうことができる。
(Appendix 3)
The first sleep information includes information about the sleep time of the first user, the event step is a step of generating an event based on the sleep time and game parameters, and the presentation step is presented to the second user. 3. The game program according to Supplementary Note 1 or 2, wherein the first presentation information does not include, among the first sleep information, information relating to sleep time of the first user.
The user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
 (付記4)
 第1睡眠情報は、第1ユーザの睡眠の質に関する情報を含み、イベントステップは、睡眠の質とゲームパラメータとに基づき、イベントを発生させるステップであり、提示ステップにおいて、第2ユーザに提示される第1提示情報には、第1睡眠情報のうち、第1ユーザの睡眠の質に関する情報は含まない付記1または2記載のゲームプログラム。
 ユーザは、コミュニケーションを通じてゲームを楽しむことができ、ユーザに対し良好な睡眠習慣に向けた動機づけを行なうことができる。
(Appendix 4)
The first sleep information includes information about the sleep quality of the first user, the event step is a step of generating an event based on the sleep quality and game parameters, and the presentation step is presented to the second user. 3. The game program according to Supplementary Note 1 or 2, wherein the first presentation information does not include information regarding the quality of sleep of the first user among the first sleep information.
The user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
 (付記5)
 イベントステップは、ゲーム内フィールドに関するゲームパラメータに基づき、第1イベントを発生させるステップである、付記1から4のいずれか記載のゲームプログラム。
 これにより、第1ユーザは夜間の睡眠に加えて、ゲーム操作におけるゲーム内フィールドの情報に基づきイベントを発生させることができる。ユーザは、コミュニケーションを通じてゲームを楽しむことができ、ユーザに対し良好な睡眠習慣に向けた動機づけを行なうことができる。
(Appendix 5)
5. The game program according to any one of Appendices 1 to 4, wherein the event step is a step of generating a first event based on game parameters relating to an in-game field.
Thereby, the first user can generate an event based on the information of the in-game field in the game operation in addition to sleeping at night. The user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
 (付記6)
 イベントステップは、第1ユーザに関連付けられたゲーム内キャラクタに関するゲームパラメータに基づき、第1イベントを発生させるステップである、付記1から5のいずれか記載のゲームプログラム。
 これにより、第1ユーザは夜間の睡眠に加えて、第1ユーザの保有しているキャラクタの情報(デッキID)、または、第1ユーザの保有しているキャラクタのうち選択されているキャラクタの情報(選択デッキID)などに基づきイベントを発生させることができる。ユーザは、コミュニケーションを通じてゲームを楽しむことができ、ユーザに対し良好な睡眠習慣に向けた動機づけを行なうことができる。
(Appendix 6)
6. The game program according to any one of appendices 1 to 5, wherein the event step is a step of generating a first event based on game parameters relating to an in-game character associated with the first user.
As a result, in addition to sleeping at night, the first user can obtain information (deck ID) of the character owned by the first user, or information of the character selected from the characters owned by the first user. An event can be generated based on (selected deck ID) or the like. The user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
 (付記7)
 取得ステップは、第3ユーザの第3睡眠情報を取得するステップを含み、イベントステップは、第3睡眠情報に基づき、第3ユーザに関する第3イベントを発生させるステップを含み、提示ステップは、第3イベントに関する第3提示情報を第2ユーザに提示するステップを含み、ゲームプログラムは、プロセッサに、提示ステップにおいて提示された第1提示情報および第3提示情報のうち少なくとも1の提示情報の選択を第2ユーザから受け付ける受付ステップ(S303)と、受付ステップにおいて選択された提示情報に関するイベントを、提示ステップとは異なる態様で第2ユーザに提示する確認ステップ(S304)と、を実行させる、付記1から6のいずれか記載のゲームプログラム。
 これにより、第2ユーザは、自身の複数のフレンド(第1ユーザ、第3ユーザ)に発生したイベントのイベントログを一覧表示することができるとともに、表示されたイベントログを選択することにより、イベントログを詳細表示し内容を確認することができる。ユーザは、コミュニケーションを通じてゲームを楽しむことができ、ユーザに対し良好な睡眠習慣に向けた動機づけを行なうことができる。
(Appendix 7)
The obtaining step includes obtaining third sleep information of a third user, the event step includes generating a third event for the third user based on the third sleep information, and the presenting step includes generating a third event for the third user based on the third sleep information. presenting third presentation information about the event to the second user, wherein the game program instructs the processor to select at least one of the first presentation information and the third presentation information presented in the presentation step; a receiving step (S303) of receiving information from two users; and a confirming step (S304) of presenting an event related to the presentation information selected in the receiving step to the second user in a manner different from that of the presenting step. 7. The game program according to any one of 6.
As a result, the second user can display a list of event logs of events occurring in a plurality of his/her friends (first user, third user), and by selecting the displayed event log, the event log can be displayed. The log can be displayed in detail and the contents can be confirmed. The user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
 (付記8)
 ゲームプログラムは、プロセッサに、受付ステップにおいて選択された提示情報に基づき、提示情報に関するイベントを発生させたユーザに対して特典を付与する付与ステップ(S305)と、を実行させる、付記7記載のゲームプログラム。
 これにより、ユーザは、コミュニケーションを通じてゲームを楽しむことができ、ユーザに対し良好な睡眠習慣に向けた動機づけを行なうことができる。
(Appendix 8)
The game according to Supplementary Note 7, wherein the game program causes the processor to execute a granting step (S305) of granting a benefit to the user who generated the event related to the presentation information based on the presentation information selected in the receiving step. program.
As a result, the user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
 (付記9)
 付与ステップは、受付ステップにおいて選択された提示情報に基づき、第2ユーザに対して特典を付与するステップを含む、付記8記載のゲームプログラム。
 これにより、第2ユーザに、自身のフレンドのイベントログを確認することを動機づけることができる。ユーザは、コミュニケーションを通じてゲームを楽しむことができ、ユーザに対し良好な睡眠習慣に向けた動機づけを行なうことができる。
(Appendix 9)
9. The game program according to supplementary note 8, wherein the giving step includes a step of giving a benefit to the second user based on the presentation information selected in the receiving step.
This can motivate the second user to check the event logs of his friends. The user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
 (付記10)
 提示ステップまたは確認ステップにおいて、第2ユーザに提示される情報は、イベント内容およびゲームパラメータのうち第1ユーザにより第2ユーザに対して提示することが選択された情報を含み、第1ユーザにより第2ユーザに対して提示しないことが選択された情報を含まない、付記7から9のいずれか記載のゲームプログラム。
 これにより、第1ユーザおよび第3ユーザは自身の睡眠情報を第2ユーザに知られることなしに、発生したイベント内容を第2ユーザに表示させることができる。第1ユーザは安心して、第2ユーザとの間のコミュニケーションを行うことができる。ユーザは、コミュニケーションを通じてゲームを楽しむことができ、ユーザに対し良好な睡眠習慣に向けた動機づけを行なうことができる。
(Appendix 10)
In the presentation step or the confirmation step, the information presented to the second user includes information selected by the first user to be presented to the second user from among the event details and game parameters, 2. The game program according to any one of appendices 7 to 9, which does not contain information that is selected not to be presented to the user.
Thereby, the 1st user and the 3rd user can be made to display the content of the event which occurred to the 2nd user, without letting the 2nd user know own sleep information. The first user can communicate with the second user with peace of mind. The user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
 (付記11)
 提示ステップは、第1提示情報および第3提示情報を含む複数の提示情報を、提示情報に関するイベントのイベント属性に応じた順番に並べて提示するステップである、付記7から10のいずれか記載のゲームプログラム。
 これにより、第2ユーザは、自身の複数のフレンドについて、イベントログのイベント属性に応じて優先順位が高いイベントログから確認することができる。ユーザは、コミュニケーションを通じてゲームを楽しむことができ、ユーザに対し良好な睡眠習慣に向けた動機づけを行なうことができる。
(Appendix 11)
11. The game according to any one of attachments 7 to 10, wherein the presentation step is a step of arranging and presenting a plurality of pieces of presentation information including the first presentation information and the third presentation information in an order according to an event attribute of an event related to the presentation information. program.
Thereby, the second user can confirm the plurality of his/her own friends, starting with the event log having the highest priority according to the event attribute of the event log. The user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
 (付記12)
 提示情報に関するイベント属性は、提示情報に関するイベントのイベント内容が、ゲーム内キャラクタに関するイベントである場合において、当該ゲーム内キャラクタのキャラクタレアリティまたはキャラクタ属性、提示情報に関するイベントを発生させたユーザの睡眠情報、提示情報に関するイベントを発生させたユーザと、第2ユーザとの関係性に関する情報、の少なくともいずれか1つを含む、付記11記載のゲームプログラム。
 これにより、第2ユーザは、自身の複数のフレンドについて、イベントログのイベント属性に応じて優先順位が高いイベントログから確認することができる。ユーザは、コミュニケーションを通じてゲームを楽しむことができ、ユーザに対し良好な睡眠習慣に向けた動機づけを行なうことができる。
(Appendix 12)
The event attributes related to the presentation information include, when the event content of the event related to the presentation information is an event related to an in-game character, the character rarity or character attributes of the in-game character, the sleep information of the user who generated the event related to the presentation information, 12. The game program according to appendix 11, including at least one of the user who caused the event related to the presentation information and information related to the relationship with the second user.
Thereby, the second user can confirm the plurality of his/her own friends, starting with the event log having the highest priority according to the event attribute of the event log. The user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
 (付記13)
 提示ステップは、イベントステップにおいて第2ユーザの第2睡眠情報と第2ユーザのゲームパラメータに基づき発生した第2イベントに関する第2提示情報を、第1ユーザに提示するステップを含み、提示ステップにおいて、第1ユーザに提示される第2提示情報は、第2ユーザの第2睡眠情報と、第2イベントのイベント内容に基づく情報と、第2イベントを発生させるための情報としての第2ユーザのゲームパラメータと、を含む、付記1から12のいずれか記載のプログラム。
 これにより、第1ユーザは、自身の複数のフレンド(第2ユーザ)に発生したイベントのイベントログを詳細表示し内容を確認することができる。ユーザは、コミュニケーションを通じてゲームを楽しむことができ、ユーザに対し良好な睡眠習慣に向けた動機づけを行なうことができる。
(Appendix 13)
The presenting step includes presenting to the first user second presenting information related to a second event that occurred based on the second user's second sleep information and the second user's game parameters in the event step, and in the presenting step, The second presentation information presented to the first user includes the second user's second sleep information, information based on the event content of the second event, and the second user's game as information for generating the second event. 13. A program according to any one of Appendixes 1 to 12, comprising parameters.
Thereby, the first user can display the details of the event logs of the events that have occurred in his/her own friends (second users) and check the contents. The user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
 (付記14)
 プロセッサと、記憶部とを備える情報処理装置であって、プロセッサに、ユーザの睡眠情報を取得する取得ステップ(S101)と、ユーザの選択操作に基づき、ゲームパラメータを決定する決定ステップと、取得ステップにおいて取得したユーザの睡眠情報と決定ステップにおいて決定したゲームパラメータとに基づき、ユーザに関するイベントを発生させるイベントステップと(S104)、イベントステップにおいて第1ユーザの第1睡眠情報および第1ユーザのゲームパラメータに基づき発生した第1イベントに関する第1提示情報を、第2ユーザに提示する提示ステップ(S302、S304)と、を実行させ、提示ステップにおいて、第2ユーザに提示される第1提示情報は、第1ユーザの第1睡眠情報と、第1イベントのイベント内容に基づく情報と、第1イベントを発生させるための情報としての第1ユーザのゲームパラメータと、を含む、情報処理装置。
 これにより、第1ユーザにおいて夜間の睡眠に応じて発生したイベント内容を第2ユーザに表示させることができる。ユーザは、コミュニケーションを通じてゲームを楽しむことができ、ユーザに対し良好な睡眠習慣に向けた動機づけを行なうことができる。
(Appendix 14)
An information processing apparatus comprising a processor and a storage unit, wherein the processor includes an acquisition step (S101) of acquiring user sleep information, a determination step of determining game parameters based on a user's selection operation, and an acquisition step. Based on the sleep information of the user acquired in and the game parameters determined in the determination step, an event step (S104) for generating an event related to the user, and the first sleep information of the first user and the game parameters of the first user in the event step and a presentation step (S302, S304) of presenting the second user with the first presentation information related to the first event that occurred based on the first presentation information presented to the second user in the presentation step, An information processing device comprising first sleep information of a first user, information based on event content of a first event, and game parameters of the first user as information for generating the first event.
Thereby, it is possible to display the details of the event that occurred while the first user slept at night to the second user. The user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
 (付記15)
 プロセッサと、記憶部とを備えるコンピュータにより実行される情報処理方法であって、プロセッサに、ユーザの睡眠情報を取得する取得ステップ(S101)と、ユーザの選択操作に基づき、ゲームパラメータを決定する決定ステップと、取得ステップにおいて取得したユーザの睡眠情報と決定ステップにおいて決定したゲームパラメータとに基づき、ユーザに関するイベントを発生させるイベントステップと(S104)、イベントステップにおいて第1ユーザの第1睡眠情報および第1ユーザのゲームパラメータに基づき発生した第1イベントに関する第1提示情報を、第2ユーザに提示する提示ステップ(S302、S304)と、を実行させ、提示ステップにおいて、第2ユーザに提示される第1提示情報は、第1ユーザの第1睡眠情報と、第1イベントのイベント内容に基づく情報と、第1イベントを発生させるための情報としての第1ユーザのゲームパラメータと、を含む、情報処理方法。
 これにより、第1ユーザにおいて夜間の睡眠に応じて発生したイベント内容を第2ユーザに表示させることができる。ユーザは、コミュニケーションを通じてゲームを楽しむことができ、ユーザに対し良好な睡眠習慣に向けた動機づけを行なうことができる。
(Appendix 15)
An information processing method executed by a computer comprising a processor and a storage unit, comprising an acquisition step (S101) of acquiring sleep information of a user and a determination of determining a game parameter based on a user's selection operation. an event step of generating an event related to the user based on the sleep information of the user acquired in the acquisition step and the game parameters determined in the determination step (S104); a presentation step (S302, S304) of presenting to a second user first presentation information related to a first event that has occurred based on the game parameters of one user; The 1 presentation information includes first sleep information of the first user, information based on the event content of the first event, and game parameters of the first user as information for generating the first event. Method.
Thereby, it is possible to display the details of the event that occurred while the first user slept at night to the second user. The user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
 プロセッサと、記憶部とを備える情報処理装置、第1ユーザ端末および第2ユーザ端末からなる情報処理システムであって、プロセッサに、ユーザの睡眠情報を取得する取得ステップ(S101)と、ユーザの選択操作に基づき、ゲームパラメータを決定する決定ステップと、取得ステップにおいて取得したユーザの睡眠情報と決定ステップにおいて決定したゲームパラメータとに基づき、ユーザに関するイベントを発生させるイベントステップと(S104)、イベントステップにおいて第1端末から取得した第1睡眠情報および第1ユーザのゲームパラメータに基づき発生した第1イベントに関する第1提示情報を、第2ユーザ端末に提示する提示ステップ(S302、S304)と、を実行させ、提示ステップにおいて、第2ユーザ端末に提示される第1提示情報は、第1ユーザの第1睡眠情報と、第1イベントのイベント内容に基づく情報と、第1イベントを発生させるための情報としての第1ユーザのゲームパラメータと、を含む、情報処理システム。
 これにより、第1ユーザにおいて夜間の睡眠に応じて発生したイベント内容を第2ユーザに表示させることができる。ユーザは、コミュニケーションを通じてゲームを楽しむことができ、ユーザに対し良好な睡眠習慣に向けた動機づけを行なうことができる。
An information processing system comprising an information processing device having a processor and a storage unit, a first user terminal, and a second user terminal, wherein the processor includes an acquisition step (S101) for acquiring sleep information of a user, and a selection by the user. a determination step of determining a game parameter based on an operation; an event step of generating an event related to the user based on the sleep information of the user acquired in the acquisition step and the game parameter determined in the determination step (S104); A presentation step (S302, S304) of presenting to the second user terminal the first presentation information related to the first event that occurred based on the first sleep information acquired from the first terminal and the game parameters of the first user. , In the presentation step, the first presentation information presented to the second user terminal includes first sleep information of the first user, information based on the event content of the first event, and information for generating the first event and game parameters of the first user of the information processing system.
Thereby, it is possible to display the details of the event that occurred while the first user slept at night to the second user. The user can enjoy the game through communication, and the user can be motivated toward good sleep habits.
 1 情報処理システム、10 サーバ、101 記憶部、103 制御部、20 ユーザ端末、201 記憶部、204 制御部、30 フレンド端末、 301 記憶部、304 制御部
 
1 information processing system 10 server 101 storage unit 103 control unit 20 user terminal 201 storage unit 204 control unit 30 friend terminal 301 storage unit 304 control unit

Claims (16)

  1. プロセッサと、記憶部とを備えるコンピュータに実行させるためのゲームプログラムであって、
    前記ゲームプログラムは、前記プロセッサに、
     ユーザの睡眠情報を取得する取得ステップと、
     前記ユーザの選択操作に基づき、ゲームパラメータを決定する決定ステップと、
     前記取得ステップにおいて取得した前記ユーザの睡眠情報と前記決定ステップにおいて決定した前記ゲームパラメータとに基づき、前記ユーザに関するイベントを発生させるイベントステップと、
     前記イベントステップにおいて第1ユーザの第1睡眠情報および第1ユーザのゲームパラメータに基づき発生した第1イベントに関する第1提示情報を、第2ユーザに提示する提示ステップと、
    を実行させ、
     前記提示ステップにおいて、第2ユーザに提示される第1提示情報は、
      第1ユーザの第1睡眠情報と、
      第1イベントのイベント内容に基づく情報と、
      第1イベントを発生させるための情報としての第1ユーザの前記ゲームパラメータと、
     を含む、
    ゲームプログラム。
    A game program to be executed by a computer comprising a processor and a storage unit,
    The game program causes the processor to:
    an obtaining step of obtaining sleep information of the user;
    a determination step of determining a game parameter based on the user's selection operation;
    an event step of generating an event related to the user based on the sleep information of the user obtained in the obtaining step and the game parameters determined in the determining step;
    a presentation step of presenting to a second user first presentation information related to a first event that occurred based on the first user's first sleep information and the first user's game parameters in the event step;
    and
    In the presentation step, the first presentation information presented to the second user is
    the first sleep information of the first user;
    information based on the event content of the first event;
    the game parameters of the first user as information for generating a first event;
    including,
    game program.
  2.  前記提示ステップにおいて、第2ユーザに提示する第1提示情報は、第1イベントの発生日時から所定時間経過した第1イベントに関する第1提示情報である、
    請求項1記載のゲームプログラム。
    In the presentation step, the first presentation information to be presented to the second user is first presentation information related to a first event that has passed a predetermined time from the date and time of occurrence of the first event,
    The game program according to claim 1.
  3.  第1睡眠情報は、第1ユーザの睡眠の時間に関する情報を含み、
     前記イベントステップは、前記睡眠の時間とゲームパラメータとに基づき、前記イベントを発生させるステップであり、
     前記提示ステップにおいて、第2ユーザに提示される第1提示情報は、第1睡眠情報のうち、第1ユーザの前記睡眠の時間に関する情報は含まない
    請求項1または2記載のゲームプログラム。
    The first sleep information includes information about sleep time of the first user,
    the event step is a step of generating the event based on the sleep time and game parameters;
    3. The game program according to claim 1, wherein the first presentation information presented to the second user in the presentation step does not include the information regarding the sleep time of the first user among the first sleep information.
  4.  第1睡眠情報は、第1ユーザの睡眠の質に関する情報を含み、
     前記イベントステップは、前記睡眠の質とゲームパラメータとに基づき、前記イベントを発生させるステップであり、
     前記提示ステップにおいて、第2ユーザに提示される第1提示情報には、第1睡眠情報のうち、第1ユーザの前記睡眠の質に関する情報は含まない
    請求項1または2記載のゲームプログラム。
    The first sleep information includes information about the quality of sleep of the first user,
    The event step is a step of generating the event based on the sleep quality and game parameters;
    3. The game program according to claim 1, wherein the first presentation information presented to the second user in the presentation step does not include the information regarding the sleep quality of the first user among the first sleep information.
  5.  前記イベントステップは、ゲーム内フィールドに関する前記ゲームパラメータに基づき、第1イベントを発生させるステップである、
    請求項1から4のいずれか記載のゲームプログラム。
    The event step is a step of generating a first event based on the game parameters related to the in-game field.
    5. A game program according to any one of claims 1 to 4.
  6.  前記イベントステップは、第1ユーザに関連付けられたゲーム内キャラクタに関する前記ゲームパラメータに基づき、第1イベントを発生させるステップである、
    請求項1から5のいずれか記載のゲームプログラム。
    The event step is a step of generating a first event based on the game parameters related to the in-game character associated with the first user.
    A game program according to any one of claims 1 to 5.
  7.  前記取得ステップは、第3ユーザの第3睡眠情報を取得するステップを含み、
     前記イベントステップは、第3睡眠情報に基づき、第3ユーザに関する第3イベントを発生させるステップを含み、
     前記提示ステップは、第3イベントに関する第3提示情報を第2ユーザに提示するステップを含み、
    前記ゲームプログラムは、前記プロセッサに、
     前記提示ステップにおいて提示された第1提示情報および第3提示情報のうち少なくとも1の提示情報の選択を第2ユーザから受け付ける受付ステップと、
     前記受付ステップにおいて選択された前記提示情報に関するイベントを、前記提示ステップとは異なる態様で第2ユーザに提示する確認ステップと、
    を実行させる、
    請求項1から6のいずれか記載のゲームプログラム。
    The obtaining step includes obtaining third sleep information of a third user,
    The event step includes generating a third event for a third user based on the third sleep information;
    the presenting step includes presenting third presentation information about a third event to a second user;
    The game program causes the processor to:
    a receiving step of receiving from a second user a selection of at least one of the first presentation information and the third presentation information presented in the presentation step;
    a confirmation step of presenting an event related to the presentation information selected in the reception step to a second user in a manner different from that of the presentation step;
    to run
    A game program according to any one of claims 1 to 6.
  8. 前記ゲームプログラムは、前記プロセッサに、
     前記受付ステップにおいて選択された前記提示情報に基づき、前記提示情報に関するイベントを発生させたユーザに対して特典を付与する付与ステップと、
    を実行させる、
    請求項7記載のゲームプログラム。
    The game program causes the processor to:
    a granting step of granting a benefit to a user who has caused an event related to the presentation information based on the presentation information selected in the reception step;
    to run
    8. A game program according to claim 7.
  9.  前記付与ステップは、前記受付ステップにおいて選択された前記提示情報に基づき、第2ユーザに対して特典を付与するステップを含む、
    請求項8記載のゲームプログラム。
    The giving step includes a step of giving a privilege to the second user based on the presentation information selected in the receiving step,
    9. A game program according to claim 8.
  10.  前記提示ステップまたは前記確認ステップにおいて、第2ユーザに提示される情報は、
      前記イベント内容および前記ゲームパラメータのうち第1ユーザにより第2ユーザに対して提示することが選択された情報を含み、第1ユーザにより第2ユーザに対して提示しないことが選択された情報を含まない、
    請求項7から9のいずれか記載のゲームプログラム。
    The information presented to the second user in the presentation step or the confirmation step includes:
    Includes information selected by the first user to be presented to the second user from among the event content and the game parameter, and includes information selected not to be presented to the second user by the first user do not have,
    A game program according to any one of claims 7 to 9.
  11.  前記提示ステップは、第1提示情報および第3提示情報を含む複数の提示情報を、前記提示情報に関するイベントのイベント属性に応じた順番に並べて提示するステップである、
    請求項7から10のいずれか記載のゲームプログラム。
    The presentation step is a step of arranging and presenting a plurality of pieces of presentation information including first presentation information and third presentation information in an order according to an event attribute of an event related to the presentation information.
    A game program according to any one of claims 7 to 10.
  12.  前記提示情報に関するイベント属性は、
      前記提示情報に関するイベントのイベント内容が、ゲーム内キャラクタに関するイベントである場合において、当該ゲーム内キャラクタのキャラクタレアリティまたはキャラクタ属性、
      前記提示情報に関するイベントを発生させたユーザの前記睡眠情報、
      前記提示情報に関するイベントを発生させたユーザと、第2ユーザとの関係性に関する情報、
     の少なくともいずれか1つを含む、
    請求項11記載のゲームプログラム。
    Event attributes related to the presentation information are:
    character rarity or character attributes of the in-game character when the event content of the event related to the presentation information is an event related to an in-game character;
    The sleep information of the user who caused the event related to the presentation information,
    information on the relationship between the user who generated the event related to the presentation information and the second user;
    including at least one of
    12. The game program according to claim 11.
  13.  前記提示ステップは、前記イベントステップにおいて第2ユーザの第2睡眠情報と第2ユーザのゲームパラメータに基づき発生した第2イベントに関する第2提示情報を、第1ユーザに提示するステップを含み、
     前記提示ステップにおいて、第1ユーザに提示される第2提示情報は、
      第2ユーザの第2睡眠情報と、
      第2イベントのイベント内容に基づく情報と、
      第2イベントを発生させるための情報としての第2ユーザの前記ゲームパラメータと、
     を含む、
    請求項1から12のいずれか記載のゲームプログラム。
    The presenting step includes presenting to the first user second presentation information regarding a second event that occurred based on the second user's second sleep information and the second user's game parameters in the event step;
    In the presentation step, the second presentation information presented to the first user is
    the second sleep information of the second user;
    information based on the event content of the second event;
    said game parameter of a second user as information for generating a second event;
    including,
    A game program according to any one of claims 1 to 12.
  14. プロセッサと、記憶部とを備える情報処理装置であって、
    前記プロセッサに、
     ユーザの睡眠情報を取得する取得ステップと、
     前記ユーザの選択操作に基づき、ゲームパラメータを決定する決定ステップと、
     前記取得ステップにおいて取得した前記ユーザの睡眠情報と前記決定ステップにおいて決定した前記ゲームパラメータとに基づき、前記ユーザに関するイベントを発生させるイベントステップと、
     前記イベントステップにおいて第1ユーザの第1睡眠情報および第1ユーザのゲームパラメータに基づき発生した第1イベントに関する第1提示情報を、第2ユーザに提示する提示ステップと、
    を実行させ、
     前記提示ステップにおいて、第2ユーザに提示される第1提示情報は、
      第1ユーザの第1睡眠情報と、
      第1イベントのイベント内容に基づく情報と、
      第1イベントを発生させるための情報としての第1ユーザの前記ゲームパラメータと、
     を含む、
    情報処理装置。
    An information processing device comprising a processor and a storage unit,
    to the processor;
    an obtaining step of obtaining sleep information of the user;
    a determination step of determining a game parameter based on the user's selection operation;
    an event step of generating an event related to the user based on the sleep information of the user obtained in the obtaining step and the game parameters determined in the determining step;
    a presentation step of presenting to a second user first presentation information related to a first event that occurred based on the first user's first sleep information and the first user's game parameters in the event step;
    and
    In the presentation step, the first presentation information presented to the second user is
    the first sleep information of the first user;
    information based on the event content of the first event;
    the game parameters of the first user as information for generating a first event;
    including,
    Information processing equipment.
  15. プロセッサと、記憶部とを備えるコンピュータにより実行される情報処理方法であって、
    前記プロセッサに、
     ユーザの睡眠情報を取得する取得ステップと、
     前記ユーザの選択操作に基づき、ゲームパラメータを決定する決定ステップと、
     前記取得ステップにおいて取得した前記ユーザの睡眠情報と前記決定ステップにおいて決定した前記ゲームパラメータとに基づき、前記ユーザに関するイベントを発生させるイベントステップと、
     前記イベントステップにおいて第1ユーザの第1睡眠情報および第1ユーザのゲームパラメータに基づき発生した第1イベントに関する第1提示情報を、第2ユーザに提示する提示ステップと、
    を実行させ、
     前記提示ステップにおいて、第2ユーザに提示される第1提示情報は、
      第1ユーザの第1睡眠情報と、
      第1イベントのイベント内容に基づく情報と、
      第1イベントを発生させるための情報としての第1ユーザの前記ゲームパラメータと、
     を含む、
    情報処理方法。
    An information processing method executed by a computer comprising a processor and a storage unit,
    to the processor;
    an obtaining step of obtaining sleep information of the user;
    a determination step of determining a game parameter based on the user's selection operation;
    an event step of generating an event related to the user based on the sleep information of the user obtained in the obtaining step and the game parameters determined in the determining step;
    a presentation step of presenting to a second user first presentation information related to a first event that occurred based on the first user's first sleep information and the first user's game parameters in the event step;
    and
    In the presentation step, the first presentation information presented to the second user is
    the first sleep information of the first user;
    information based on the event content of the first event;
    the game parameters of the first user as information for generating a first event;
    including,
    Information processing methods.
  16. プロセッサと、記憶部とを備える情報処理装置、第1ユーザ端末および第2ユーザ端末からなる情報処理システムであって、
    前記プロセッサに、
     ユーザの睡眠情報を取得する取得ステップと、
     前記ユーザの選択操作に基づき、ゲームパラメータを決定する決定ステップと、
     前記取得ステップにおいて取得した前記ユーザの睡眠情報と前記決定ステップにおいて決定した前記ゲームパラメータとに基づき、前記ユーザに関するイベントを発生させるイベントステップと、
     前記イベントステップにおいて第1端末から取得した第1睡眠情報および第1ユーザのゲームパラメータに基づき発生した第1イベントに関する第1提示情報を、第2ユーザ端末に提示する提示ステップと、
    を実行させ、
     前記提示ステップにおいて、第2ユーザ端末に提示される第1提示情報は、
      第1ユーザの第1睡眠情報と、
      第1イベントのイベント内容に基づく情報と、
      第1イベントを発生させるための情報としての第1ユーザの前記ゲームパラメータと、
     を含む、
    情報処理システム。 
    An information processing system comprising an information processing device having a processor and a storage unit, a first user terminal, and a second user terminal,
    to the processor;
    an obtaining step of obtaining sleep information of the user;
    a determination step of determining a game parameter based on the user's selection operation;
    an event step of generating an event related to the user based on the sleep information of the user obtained in the obtaining step and the game parameters determined in the determining step;
    a presentation step of presenting, to a second user terminal, first presentation information relating to a first event that occurred based on the first sleep information acquired from the first terminal in the event step and the game parameters of the first user;
    and
    In the presentation step, the first presentation information presented to the second user terminal is
    the first sleep information of the first user;
    information based on the event content of the first event;
    the game parameters of the first user as information for generating a first event;
    including,
    Information processing system.
PCT/JP2022/045004 2021-12-20 2022-12-07 Game program, information processing device, information processing method, and information processing system WO2023120176A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2021-206526 2021-12-20
JP2021206526A JP7230164B1 (en) 2021-12-20 2021-12-20 Game program, information processing device, information processing method and information processing system

Publications (1)

Publication Number Publication Date
WO2023120176A1 true WO2023120176A1 (en) 2023-06-29

Family

ID=85330598

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2022/045004 WO2023120176A1 (en) 2021-12-20 2022-12-07 Game program, information processing device, information processing method, and information processing system

Country Status (2)

Country Link
JP (2) JP7230164B1 (en)
WO (1) WO2023120176A1 (en)

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP7400143B1 (en) 2023-06-03 2023-12-18 株式会社ポケモン Game program, game system, game method, information processing device, and generation method
JP7353529B1 (en) 2023-06-03 2023-09-29 株式会社ポケモン Game program, game system, information processing device, server, game method, and generation method

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2014199601A (en) * 2013-03-29 2014-10-23 株式会社コナミデジタルエンタテインメント Application control program, application control method, and application control device
WO2016021235A1 (en) * 2014-08-07 2016-02-11 任天堂株式会社 Information processing system, information processing device, information processing program, and information processing method
JP2018000577A (en) * 2016-07-01 2018-01-11 株式会社コーエーテクモゲームス Information processing method and system
JP2019175086A (en) * 2018-03-28 2019-10-10 株式会社バンダイナムコエンターテインメント Program and server device
JP2020194314A (en) * 2019-05-27 2020-12-03 株式会社ポケモン Game program, method, and information processing device

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2014199601A (en) * 2013-03-29 2014-10-23 株式会社コナミデジタルエンタテインメント Application control program, application control method, and application control device
WO2016021235A1 (en) * 2014-08-07 2016-02-11 任天堂株式会社 Information processing system, information processing device, information processing program, and information processing method
JP2018000577A (en) * 2016-07-01 2018-01-11 株式会社コーエーテクモゲームス Information processing method and system
JP2019175086A (en) * 2018-03-28 2019-10-10 株式会社バンダイナムコエンターテインメント Program and server device
JP2020194314A (en) * 2019-05-27 2020-12-03 株式会社ポケモン Game program, method, and information processing device

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
ANONYMOUS: "System of Note 1: Interactions with Other Players", WEEKLY FAMITSU, no. 3, 12 January 2012 (2012-01-12), pages 38 - 39, XP009547259 *

Also Published As

Publication number Publication date
JP2023091781A (en) 2023-06-30
JP2023091664A (en) 2023-06-30
JP7230164B1 (en) 2023-02-28

Similar Documents

Publication Publication Date Title
US10981054B2 (en) Player biofeedback for dynamically controlling a video game state
WO2023120176A1 (en) Game program, information processing device, information processing method, and information processing system
JP5529184B2 (en) GAME CONTROL DEVICE, PROGRAM, GAME SYSTEM
US10016687B2 (en) Game system, server device, control method for server device, program, and information recording medium
JP2023182820A (en) Game apparatus and program
JP2021058261A (en) Information processing program, information processing system, information processing device, and information processing method
JP7295932B1 (en) Game program, information processing device, information processing method and information processing system
JP2023091666A (en) Game program, information processing device, and information processing method
JP7128227B2 (en) Control program, control method and computer
JP7383769B1 (en) Game program, information processing device, information processing system, information processing method
JP7372406B1 (en) Game program, information processing device, information processing system, information processing method
JP6698761B2 (en) Control program, control method and computer
JP7317192B1 (en) Game program, information processing device, information processing system, information processing method
JP2020205112A (en) Control method, computer, and control program
WO2024070167A1 (en) Information processing device, program, and game system
JP2014133153A (en) Game system, server device, control method of server device, and program
KR101781179B1 (en) Method for game service and apparatus executing the method
JP7458542B2 (en) GAME SYSTEM, GAME METHOD, GAME PROGRAM, AND INFORMATION PROCESSING DEVICE
JP7316740B1 (en) Game system, game method, and game program
KR101833750B1 (en) Method for game service and apparatus executing the method
JP2023063358A (en) Information processing system, information processing method and program - technology for supporting digital twin environment -
JP5752305B1 (en) Program, information processing apparatus control method, and information processing apparatus
KR20240009319A (en) Server for supproting activity bundle including in-application activity and outdoor activity and method for operating thereof
JP2016221292A (en) Control method, computer and control program

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 22910888

Country of ref document: EP

Kind code of ref document: A1