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JP-2026075827-A - Game management system, game management method

JP2026075827AJP 2026075827 AJP2026075827 AJP 2026075827AJP-2026075827-A

Abstract

[Challenge] To incorporate player data into the game from a different perspective than before. [Solution] The system includes an acquisition unit that acquires measurement results of vital data measured by a vital sensor, a status generation unit that generates status data used in the game based on the acquired vital data, and an output unit that outputs the status data to the game. [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 (7)

  1. An acquisition unit that acquires measurement results by measuring the player's vital data using a vital sensor, A status generation unit that generates status data used in the game based on acquired vital data, An output unit that outputs status data to the game, A game management system that has [this feature].
  2. It has an emotion estimation unit that estimates the player's emotions based on acquired vital data, The status generation unit, The game management system according to claim 1, which generates the status data based on the estimated emotions.
  3. The status generation unit, The game management system according to claim 2, which generates the probability used in events occurring within the game as the status data.
  4. The status generation unit, The game management system according to claim 2, which generates the ability values of the character controlled by the player as the status data.
  5. The status generation unit, The game management system according to claim 2, which generates the probability of winning in a lottery conducted within the game as status data.
  6. A message generation unit that generates a message corresponding to the status data generated by the status generation unit, A game management system according to any one of claims 1 to 5, further comprising: a message output unit that outputs the generated message.
  7. A game management method performed by a computer, The vital data of the player is measured using a vital sensor, and the measurement results are obtained. Based on the acquired vital data, status data used in the game is generated. A game management method that includes outputting status data to the aforementioned game.

Description

This invention relates to a game management system and a game management method. Traditionally, game consoles and similar devices have been widely available, allowing players to enjoy games using them. While there are various ways to play games, some enjoy achieving high scores, collecting rare items, or clearing new stages. Players can experience thrilling moments through gaming. Furthermore, improving a player's knowledge, strategy, operational skills, and overall level of improvement can sometimes give them an advantage in the game. Patent Document 1 discloses a game in which a player manipulates a racket and scores points when the ball passes through a score gate. Players can gain an advantage in the game and enjoy it more by improving their racket manipulation skills and studying procedures to aim for high scores. Japanese Patent Publication No. 2002-000928 This is a schematic block diagram showing the configuration of a game system S using a game management system SS 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 vital signs effect data.This diagram shows the relationship between the emotion data group and the ability score group.This is a flowchart illustrating the operation of the information processing device 30 in the game management system SS.This figure shows an example of a screen displayed on the game display screen of game console G.This figure shows an example of a screen displayed on the game display screen of game console G. A game management system according to one embodiment of the present invention will be described below with reference to the drawings. Figure 1 is a schematic block diagram showing the configuration of a game system S using a game management system SS according to one embodiment of the present invention. The game system S includes a game console G and a game management system SS, and the game console G and the game management system SS are connected in a way that allows them to communicate with each other. The game console G has a display device and an input device, and progresses the game according to the operation inputs made by the user U from the input device, and displays the progress of the game on the display device. The game console G may be, for example, a stationary game console, a portable game console, or a PC that functions as a game console by running a game program. The game management system SS includes a terminal device 10, a vital sensor 15, a learning device 20, an information processing device 30, and an output 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 contacting a part of the user's body, or a non-contact type that detects vital signs without contacting the user. In the case of a non-contact type vital sensor 15, for example, a Doppler sensor may be used to irradiate the user being measured with microwaves, and vital signs are detected based on the reflected waves. The distance to the user that a non-contact vital sensor 15 can measure is arbitrary, but a model capable of measuring from a distance of, for example, 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 not integrated into watches, they may be wearable devices that can be attached to the wrist, arm, chest, abdomen,