US 12,083,424 B2
Gamification of health awareness based on sleep patterns
Takayuki Shindo, Tokyo (JP); Satoshi Ogawa, Tokyo (JP); Kaname Kosugi, Tokyo (JP); Marie Shuto, Tokyo (JP); and Koya Nakahata, Tokyo (JP)
Assigned to THE POKEMON COMPANY, Tokyo (JP)
Filed by The Pokemon Company, Tokyo (JP)
Filed on Aug. 1, 2022, as Appl. No. 17/878,045.
Application 17/878,045 is a continuation of application No. 17/206,193, filed on Mar. 19, 2021, granted, now 11,433,303.
Application 17/206,193 is a continuation of application No. PCT/JP2019/036820, filed on Sep. 19, 2019.
Claims priority of application No. 2018-176957 (JP), filed on Sep. 21, 2018.
Prior Publication US 2022/0362665 A1, Nov. 17, 2022
This patent is subject to a terminal disclaimer.
Int. Cl. A63F 13/42 (2014.01); A61B 5/00 (2006.01); A63F 13/65 (2014.01); A63F 13/69 (2014.01); A63F 13/825 (2014.01)
CPC A63F 13/42 (2014.09) [A63F 13/65 (2014.09); A63F 13/69 (2014.09); A63F 13/825 (2014.09); A61B 5/4812 (2013.01); A61B 5/4815 (2013.01); A61B 2503/12 (2013.01)] 20 Claims
OG exemplary drawing
 
1. An information processing apparatus that manages progress of a game using sleep information executed on a user terminal, the information processing apparatus comprising:
circuitry configured to
acquire sleep information including information on a ratio of each sleep stage in a sleep cycle relative to a total sleep time, wherein the sleep cycle includes a plurality of sleep stages,
control an appearance of a character in the game according to the information on the ratio of each sleep stage to the total sleep time, and
in response to a determination that a problem has occurred acquiring the sleep information, determine a sleep pattern based on an amount of daytime activity of the user, wherein the sleep pattern is based on a previous sleep history corresponding to the amount of daytime activity of the user.