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JP-2026075785-A - Game management system, game management method

JP2026075785AJP 2026075785 AJP2026075785 AJP 2026075785AJP-2026075785-A

Abstract

[Challenge] To prevent the game from dragging on too long while ensuring that players' satisfaction at the end of the game is not diminished. [Solution] The system includes an acquisition unit that acquires vital data of a player playing a game, obtained from vital sensor measurements; an emotion estimation unit that estimates the player's emotions based on the acquired vital data; and a determination unit that determines the timing to end the game based on the estimated emotions and emotions defined as game termination conditions. [Selection Diagram] Figure 1

Inventors

  • 舩山 拓也
  • 川村 翔
  • 黒木 陽子
  • 齊藤 淳

Assignees

  • 日本無線株式会社

Dates

Publication Date
20260511
Application Date
20241023

Claims (14)

  1. A unit that acquires vital data of a game player by obtaining measurement results measured by a vital sensor, Based on the acquired vital data, an emotion estimation unit estimates the player's emotions, A determination unit that determines the timing for ending the game based on the estimated emotion and the emotion defined as the game termination condition, A game management system that has [this feature].
  2. The game management system according to claim 1, wherein the determination unit extends the termination timing if the estimated emotion does not satisfy the game termination conditions.
  3. The aforementioned termination conditions are associated with an advance period, which is a period set earlier than the game's end time, and an event designated as a key event in the game. The game management system according to claim 1, wherein the decision unit decides to terminate the game if the event has ended within the advance period.
  4. The condition for ending the game is to extend the game's end time if the player is experiencing an emotion that corresponds to enjoying the game. The game management system according to claim 1, wherein the determination unit determines whether or not to extend the timing of the end of the game depending on whether or not the estimated emotion corresponds to the emotion of enjoying the game.
  5. The condition for ending the game is to end the game if the player is in a state of relaxation. The game management system according to claim 1, wherein the decision unit determines whether or not to terminate the game depending on whether or not the estimated emotion corresponds to being relaxed.
  6. The game termination condition is that the game is terminated when the result of counting values representing the emotion of enjoying the game during the period since the game started reaches a first threshold value. The game management system according to claim 1, wherein the determination unit determines whether or not to terminate the game depending on whether the estimated emotion value, which indicates that the player is enjoying the game, has reached a first reference value during the period since the game was started.
  7. The condition for ending the aforementioned game is that the game will not be extended if the fatigue level reaches the second threshold value. The game management system according to claim 1, wherein the determination unit determines the degree of fatigue based on the estimated emotion, and determines whether or not to extend the game depending on whether or not the determined degree of fatigue has reached the second reference value.
  8. The aforementioned determination unit, Depending on the degree based on the aforementioned indicator representing the estimated emotion, The game management system according to claim 1, which determines the timing to end the game based on the degree to which each player is likely to experience emotional changes.
  9. The aforementioned determination unit, The game management system according to claim 1, wherein the emotional state based on the vital data is input to a trained model that has learned the relationship between the emotional state corresponding to the measurement results of the vital data and termination data indicating whether or not the game should be terminated, thereby determining whether or not the game should be terminated.
  10. A unit that acquires vital data of a game player by obtaining measurement results measured by a vital sensor, Based on the acquired vital data, an emotion estimation unit estimates the player's emotions, A determination unit that determines the timing to end the game according to the progress of the game scenario when the estimated emotion matches a predetermined emotion, A game management system that has [this feature].
  11. The aforementioned scenario is data in which the execution order of multiple events is defined. The game management system according to claim 10, further comprising: the determination unit determines the timing for ending the game based on whether the estimated emotion is a predetermined emotion and whether the progress of the game corresponds to a condition for extending the timing of the game's end.
  12. A game management system according to any one of claims 1 to 11, further comprising a control unit that outputs instructions to change the state of the game so that the player's emotions become calm, based on vital data acquired by the acquisition unit.
  13. A game management method performed by a computer, The vital data of the game player is obtained from the measurement results of vital sensors. Based on the acquired vital data, the player's emotions are estimated. A game management method that includes determining the timing to terminate the game based on the estimated emotions and the emotions defined as conditions for terminating the game.
  14. A game management method performed by a computer, The vital data of the game player is obtained from the measurement results of vital sensors. Based on the acquired vital data, the player's emotions are estimated. A game management method that includes determining the timing to end the game according to the progress of the game scenario when the estimated emotion matches a predetermined emotion.

Description

This invention relates to a game management system and a game management method. In recent years, game consoles capable of playing video games have become widespread. These consoles include, for example, home consoles that connect to a television set, and portable electronic devices. Furthermore, it's also possible to play games by downloading and running game programs onto a personal computer (PC), effectively turning the PC into a game console. To prevent excessively long play times for games using such game consoles, a game management function has been proposed that uses a timer or similar mechanism to automatically turn off the game after a certain period of time has elapsed (see, for example, Patent Document 1). Game management features, for example, allow parents to set a time limit for when their children are playing games before the device is turned off. Japanese Patent Application Publication No. 6-333479 This is a schematic block diagram showing the configuration of a game system S using a game management system KS according to one embodiment of this invention.This is a functional block diagram showing the general functions of the information processing device 30.This figure shows an example of termination condition data.This is a flowchart illustrating the operation of the information processing device 30 in the game management system KS.This is a flowchart illustrating the operation of the information processing device 30 when deciding whether or not to change the end time based on the degree of fatigue.This is a flowchart illustrating the operation of the information processing device 30 in another embodiment.This is a flowchart illustrating the operation of the information processing device 30 in another embodiment. Hereinafter, a game management system KS according to one embodiment of the present invention will be described with reference to the drawings. Figure 1 is a schematic block diagram showing the configuration of a game system S using the game management system KS according to one embodiment of the present invention. The game system S includes a game console G and a game management system KS, and the game console G and the game management system KS are connected in a way that allows them to communicate with each other. The game console G progresses the game according to the operation input from the user U's input device and displays the game progress on a display device. The game console G may be a stationary game console, a portable game console, or a PC that functions as a game console by running a game program on it. The game management system KS includes a terminal device 10, a vital sensor 15, a learning device 20, an information processing device 30, and an emotion control device C. The terminal device 10 is used by user U and may be, for example, a smartphone, tablet, or personal computer. The terminal device 10 is connected to the network NW in a communication-enabled manner and communicates with other devices connected to the network NW. The vital sensor 15 is used by user U. For example, it performs biological sensing based on the user U's body surface movements, targeting pulse, respiration, etc., and generates vital data representing the sensing results. Vital data is data in which the values representing the measurement results are arranged in chronological order. The vital sensor 15 may be a contact type that detects vital signs by making contact with a part of the user's body, or a non-contact type that detects vital signs without touching the user. If the vital sensor 15 is a non-contact type, for example, a Doppler sensor may be used to irradiate the user being measured with microwaves and perform vital sign detection based on the reflected waves. The distance to the user that the non-contact vital sensor 15 can measure is arbitrary, but a model that can measure from a distance of, for example, about 10 cm to several meters may be used. Non-contact vital sensors, for example, when installed indoors, may be attached to a wall, ceiling, fixture, furniture, table, etc., to measure the user U being measured. Non-contact vital signs sensors are increasingly being installed in homes and businesses, and the environment for their easy use is becoming more readily available. When using non-contact vital sensors, there is no need for the user to wear the sensor in order to estimate their emotions, thus eliminating the inconvenience of wearing it. For example, there is a technology that uses sensors attached to the head to measure brain waves and estimate emotions based on those brain waves, but when using non-contact vital sensors, there is no need to attach such sensors to the head. Contact-type vital signs sensors may utilize existing electronic devices, such as those sold integrated into watches. Such watch-type vital signs sensors are widely available, and the number of users who already own them is increasing. Alternatively, even if contact-type vital signs sensors are no