WO2023120176A1 - 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 - Google Patents
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 Download PDFInfo
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- 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
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- user
- event
- information
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- game
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- A—HUMAN NECESSITIES
- A61—MEDICAL OR VETERINARY SCIENCE; HYGIENE
- A61B—DIAGNOSIS; SURGERY; IDENTIFICATION
- A61B5/00—Measuring for diagnostic purposes; Identification of persons
- A61B5/16—Devices for psychotechnics; Testing reaction times ; Devices for evaluating the psychological state
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating 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
- A63F13/65—Generating 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating 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
- A63F13/69—Generating 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game 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.
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| JP6563579B1 (ja) | 2018-09-27 | 2019-08-21 | 株式会社Cygames | 情報処理プログラム、サーバ、情報処理システム、及び情報処理装置 |
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| JP7817205B2 (ja) | 2026-02-18 |
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