Exemplary communication system 1 includes communication terminal 10, game device 20, and setting management server 30, each of which is connectable to network 50. Communication terminal 10 includes a processing requesting unit configured to request to setting management server 30 execution of processing on game device 20. Setting management server 30 includes a processing instruction unit configured to instruct game device 20 to perform the requested execution of processing. Game device 20 is a communication terminal not always connected to network 50, which device includes a network connection control unit configured to control connection to network 50, and a processing execution unit configured to perform the instructed execution of processing, upon detecting that game device 20, which was not connected to network 50, has been caused to connect to the network by the network connection control unit.

CROSS REFERENCE TO RELATED APPLICATIONS

The disclosure of Japanese Patent Application No. 2017-2750, filed on Jan. 11, 2017, is incorporated herein by reference.

FIELD

An exemplary embodiment relates to a technique for causing, via a network, a not-always-connected terminal to execute processing.

BACKGROUND AND SUMMARY

There are known in the art parental controls that function to enable a parent to monitor and restrict use of an information-processing device by a child.

An exemplary embodiment provides a communication system including a first communication terminal, a second communication terminal, and a server device, each of which is connectable to a network. The first communication terminal includes a processing requesting unit configured to request to the server device for execution of processing on the second communication terminal. The server device includes a processing instruction unit configured to instruct the second communication terminal to perform the requested execution of processing. The second communication terminal is a communication terminal not always connected to the network, and includes a network connection control unit configured to control connection to the network, and a processing execution unit configured to perform the instructed execution of processing, upon detecting that the second communication terminal, which was not connected to the network, has been caused to connect to the network by the network connection control unit.

DETAILED DESCRIPTION OF NON-LIMITING EXEMPLARY EMBODIMENTS

1-1-1. Configuration of Communication System1

FIG. 1is a diagram showing an example of a configuration of communication system1according to an embodiment, which includes communication terminal10, game device20, setting management server30, and notification server40. It is of note that for the purpose of illustration, only one communication terminal10and one game device20are shown in the drawing; however, two or more communication terminals10and game devices20may be included in communication system1. The devices included in communication system1may be connected via network50, which is the Internet.

1-1-2. Configuration of Communication Terminal10

Communication terminal10, which is an example of a first communication terminal, is a portable computer device with a communication function, and is, specifically, a smartphone. It is of note that in a modification, communication terminal10may be a mobile terminal such as a mobile phone or a tablet device, or a stationary computer device. Communication terminal10is a terminal always connected to network50; specifically, communication terminal10, in an environment that enables connection to network50, always remains connected to the network so that the communication terminal can communicate at any time. Communication terminal10, without awaiting a user's explicit input operation for connecting, automatically connects to network50so that the user can access the network whenever s/he needs to, without attention to a connection status.FIG. 2is a diagram showing a configuration of communication terminal10, which includes control unit11, storage unit12, display unit13, operation input unit14, and communication unit15. It is of note that in a modification, storage unit12may be an external storage medium.

Control unit11includes a processor such as a CPU or GPU, and a volatile memory, which unit executes programs, such as a monitoring program, stored in storage unit12. The monitoring program is a program for enabling monitoring and restriction of use of game device20; in other words, the monitoring program is a program for enabling parental control. Functions provided by execution of the monitoring program will be described later.

Storage unit12is a storage device such as a flash memory, which unit stores programs including the monitoring program, to be executed by control unit11.

Display unit13is a display device such as a liquid crystal display or an organic electroluminescence (EL) display.

Operation input unit14is an input device such as a touch sensor placed on top of display unit13, or a numeric keypad.

Communication unit15is a communication module for enabling Internet communication with setting management server30. Internet communication herein refers to a communication method using TCP/IP as a communication protocol. Specifically, communication unit15connects to a base station in a mobile communication network, thereby communicating with setting management server30via network50. Alternatively, communication unit15connects to a wireless LAN access point according to an IEEE802.11 standard such as IEEE802.11.b/g, thereby communicating with setting management server30via network50.

Control unit11, by executing the monitoring program stored in storage unit12, provides functions of display control unit111, login unit112, setting requesting unit113, monitoring notice requesting unit114, and game history requesting unit115.

Display control unit111causes display unit13to display screens and messages.

Login unit112, when a user logs in to setting management server30, sends the server account information including a user ID and password input by the user on a login screen.

Setting requesting unit113, which is an example of a processing requesting unit, requests setting of a usage restriction on game device20. Specifically, setting requesting unit113sends a setting request to setting management server30, which request includes setting information on usage restrictions selected by the user on a play time setting screen and a restriction level setting screen, which screens will be described later, and a user ID of communication terminal10.

Monitoring notice requesting unit114, upon detecting that the user has permitted monitoring notification on a monitoring notice request screen (described later), sends a monitoring notice request including a user ID of communication terminal10to setting management server30.

Game history requesting unit115, which is an example of a processing requesting unit, in response to a user's input operation to request game device20to upload a game history, sends a game history request including a user ID of communication terminal10to setting management server30.

1-1-3. Configuration of Game Device20

Game device20, which is an example of a second communication terminal, is a portable computer game device with a communication function. It is of note that in a modification, game device20may be a stationary computer game device. Game device20is a terminal that is not always connected to network50. In principle, game device20connects to network50in response to a user's explicit input operation requiring connection. Also, in a case where game device20automatically connects to network50, without awaiting a user's input operation, the game device automatically terminates the connection to the network after executing processing that has triggered the connecting operation.FIG. 3is a diagram showing an example of a configuration of game device20, which includes control unit21, storage unit22, display unit23, operation input unit24, and communication unit25. It is of note that in a modification, storage unit22may be an external storage medium.

Control unit21includes a processor such as a CPU or GPU, and a volatile memory, which unit executes programs stored in storage unit22. Functions provided by control unit21through execution of a program will be described later.

Storage unit22, which is an example of a second storage unit, is a storage device such as a flash memory, which unit stores programs to be executed by control unit21. Programs stored in storage unit22include programs of different types of computer games, which may include, for example, an action game, a role playing game, or a puzzle game. It is of note that a computer game includes an application for learning.

Also, storage unit22stores information on settings of usage restrictions including a time restriction and a functional restriction for game device20. The time restriction, specifically, refers to a restriction on a length of time a day for which a user can play games using game device20. For example, a time restriction may be set in game device20so that a user can play games only for an hour a day, and an elapse of an hour triggers display of an alert. On the other hand, the functional restriction, specifically, refers to a restriction on the type or function of a program that can be executed. For example, a functional restriction may be set in game device20so that violent-game programs can not be executed, or that a function for enabling free communication with others or a function for enabling posting of a screen shot to a social networking service (SNS) is prohibited. The functional restrictions are classified into four restriction levels of child, elementary school kid, high or junior high school kid, and no setting.

In addition, storage unit22stores a game history database (DB)221.FIG. 4is a diagram showing an example of game history DB221, which is a database for recording a history of games that a user of game device20has played on the game device. Game history DB221records a game ID that is identification information of a game, and a set of a game play start date and time and a game play end date and time in association with each other. It is of note that game history DB221may store, in addition to a history of games, a history of applications other than games that a user of game device20has executed on the game device. In such a case, game history DB221records an application ID that is identification information of an application, and a set of an application execution start date and time and an application execution end date and time in association with each other.

Now, display unit23is a display device such as a liquid crystal display or an organic EL display.

Operation input unit24is an input device such as a touch sensor placed on top of display unit23, an arrow key, or an analog stick.

Communication unit25is a communication module for enabling Internet communication with setting management server30or notification server40. Specifically, communication unit25connects to a wireless LAN access point according to an IEEE802.11 standard such as IEEE802.11.b/g, thereby communicating with setting management server30or notification server40via network50.

Control unit21, by executing a program stored in storage unit22, provides functions of display control unit211, network connection control unit212, linkage unit213, setting information acquiring unit214, game history sending unit215, and game execution unit216.

Display control unit211causes display unit23to display screens and messages.

Network connection control unit212controls connection to network50. Specifically, network connection control unit212, in response to a user's instruction to connect to network50, performs a network connecting operation. Also, network connection control unit212, in response to a user's input operation for canceling a sleep mode (in other words, power saving mode) of game device20, performs a network connecting operation. In that case, network connection control unit212, after setting information acquiring unit214has reflected setting of usage restrictions, or game history sending unit215has sent game history information to setting management server30, terminates the connection to network50. Also, network connection control unit212, upon detecting that game device20has entered a sleep mode and has temporarily come out of the sleep mode at predetermined intervals (for example, at two-hour intervals), performs a network connecting operation. In that case, network connection control unit212, after setting information acquiring unit214has reflected setting of usage restrictions, or game history sending unit215has sent game history information to setting management server30, terminates the connection to network50.

Linkage unit213sends a registration code that has been input by a user on a registration code entry screen (described later) to setting management server30, together with a device ID of game device20. Also, linkage unit213, on accepting a user's approval of linkage with communication terminal10on a linkage confirmation screen (described later), sends a linkage approval to setting management server30, together with a device ID of game device20.

Setting information acquiring unit214, which is an example of a processing execution unit, on accepting setting information from setting management server30, stores the received setting information in storage unit22. When doing so, if storage unit22already stores setting information, setting information acquiring unit214updates the stored setting information with the received setting information. After storing the received setting information, setting information acquiring unit214sends a setting completion notice notifying that setting has been reflected, to setting management server30, together with a device ID of game device20. Setting information acquiring unit214, to acquire setting information from setting management server30, sends, on receipt of an instruction notice from notification server40, a setting information request including a device ID of game device20to setting management server30in a situation where game device20is connected to network50, a user has performed an input operation to cancel a sleep mode of the game device, or the game device has been powered on. On the other hand, in another situation where game device20has entered a sleep mode and temporarily come out from the sleep mode at predetermined intervals (for example, at two-hour intervals), or a user has provided an explicit instruction to acquire setting information, setting information acquiring unit214sends a setting information request including a device ID of game device20to setting management server30, without awaiting an instruction notice from notification server40.

Game history sending unit215, which is an example of a processing execution unit, sends game history information stored in game history DB221to setting management server30, together with a device ID of game device20. When game device20is connected to network50, game history sending unit215sends game history information to setting management server30at predetermined intervals (for example, at ten-minute intervals). Also, when game device20has entered a sleep mode and has temporarily come out of the sleep mode at predetermined intervals (for example, at two-hour intervals), or the game device has received an instruction notice from notification server40, game history sending unit215sends game history information to setting management server30.

Game execution unit216executes a game program stored in storage unit22with reference to information on settings of usage restrictions stored in the storage unit.

1-1-4. Configuration of Setting Management Server30

Setting management server30, which is an example of a server device, is a computer device for providing a monitoring service that enables a user of communication terminal10to monitor and restrict use of game device20; in other words, setting management server30is a computer device for providing a parental control service.FIG. 5is a diagram showing an example of a configuration of setting management server30, which includes control unit31, storage unit32, and communication unit33. It is of note that in a modification, storage unit32may be an external storage device.

Control unit31includes a processor such as a CPU or GPU, and a volatile memory, which unit executes programs stored in storage unit32. Functions provided by control unit31through execution of a program will be described later.

Storage unit32, which is an example of a first storage unit, is a storage device such as a hard disk, which unit stores programs to be executed by control unit31. Also, storage unit32stores user information DB321, linkage information DB322, setting information DB323, game history DB324, and game information DB325.

FIG. 6is a diagram showing an example of user information DB321, which is a database for managing information on users of communication terminals10. User information DB321records, in association with a user ID that is identification information of a user of communication terminal10, a user name, a user image, and a password of the user. A user ID herein refers to, for example, an email address of communication terminal10.

FIG. 7is a diagram showing an example of linkage information DB322, which is a database for managing links between communication terminal10and game device20. Linkage information DB322records a user ID of a user of communication terminal10, who monitors and restricts use of game device20, and a device ID that is identification information of the game device in association with each other.

FIG. 8is a diagram showing an example of setting information DB323, which is a database for managing information on usage restrictions imposed on game devices20. Setting information DB323records, in association with a device ID of game device20, an acceptable daily play time, a restriction level, and a monitoring notice flag. A monitoring notice flag is information indicative of whether it is necessary to send, as a push notification, daily summary screen data and monthly summary screen data to communication terminal10linked to game device20. Among the items of information stored in setting information DB323, a play time and a restriction level are recorded in association with a reflection flag indicating whether setting has been reflected in game device20.

FIG. 9is a diagram showing an example of game history DB324, which is a database for recording, for each of users of game devices20, a history of games that a user has played on his/her game device20. Game history DB324includes tables each of which is created for each of users of game device20, and records a game ID of a game, and a set of a game play start date and time and a game play end date and time in association with each other. It is of note that game history DB324may record, in addition to a game history, a history of applications other than games, that a user of game device20has executed on his/her game device. In such a case, game history DB324records an application ID that is identification information of an application, and a set of an application execution start date and time and an application execution end date and time in association with each other.

FIG. 10is a diagram showing an example of game information DB325, which is a database for managing information on games. Game information DB325records, in association with a game ID of a game, a game name and a game image of the game. A game image herein refers to, for example, an image of a game play or an icon.

Now, communication unit33is a communication module for enabling Internet communication with communication terminal10, game device20, or notification server40via network50.

Control unit31, by executing a program stored in storage unit32, provides functions of authentication unit311, game device registering unit312, setting instruction unit313, monitoring setting unit314, game history registering unit315, play history information sending unit316, and game history sending instruction unit317.

Authentication unit311, on accepting account information from communication terminal10, conducts a user authentication with reference to user information DB321.

Game device registering unit312, after authentication unit311has authenticated a user of communication terminal10, sends to the communication terminal a registration code, which is a six-digit random number. After that, on accepting a registration code from game device20, game device registering unit312matches the accepted registration code to the registration code that has been sent to communication terminal10. As a result of the matching, when the two registration codes agree with each other, game device registering unit312instructs communication terminal10to display an operation instruction screen to urge a user of the communication terminal to perform further input operations on game device20. Also, game device registering unit312sends information on a user of communication terminal10to game device20, which information is, specifically, a user name and a user image. After that, on accepting a linkage approval from game device20, game device registering unit312registers a user ID of communication terminal10and a device ID of game device20in linkage information DB322in association with each other, thereby linking communication terminal10with game device20. After linking the two devices, game device registering unit312instructs communication terminal10to display a screen notifying that the unit has registered game device20, and also instructs the game device to display a screen notifying that the unit has linked the game device with the communication terminal.

Setting instruction unit313, which is an example of a processing instruction unit, in response to a request from communication terminal10for setting of a use restriction on game device20, instructs the game device to execute processing for setting the use restriction. Specifically, on accepting a setting request from communication terminal10, setting instruction unit313identifies game device20linked to the communication terminal by referring to linkage information DB322, to register, in association with a device ID of the identified game device and a reflection flag “NO,” setting information included in the accepted setting request in setting information DB323. After registering the setting information, setting instruction unit313sends a notice request to notification server40, which request includes an instruction to reflect setting and the device ID of game device20. After that, on accepting a setting information request from game device20, setting instruction unit313acquires setting information from setting information DB323, which information is associated with a device ID of the game device and a reflection flag “NO,” to send the acquired setting information to the game device. After that, on accepting a setting completion notice from game device20, setting instruction unit313updates a reflection flag associated with a device ID of the game device in setting information DB323from “NO” to “YES.” After updating setting information DB323, setting instruction unit313sends a setting completion notice notifying that setting has been reflected, to communication terminal10linked to game device20.

Setting instruction unit313, upon detecting that a predetermined time (for example, ten seconds) has elapsed after registration of setting information until setting is reflected, sends a setting incompletion notice notifying that setting has not been reflected to communication terminal10linked to game device20. After that, upon detecting that another predetermined time (for example, one hour) has elapsed after the registration of setting information until setting is reflected, setting instruction unit313sends, as a push notification, a setting incompletion notice notifying that setting has not been reflected, to communication terminal10linked to game device20.

Monitoring setting unit314, on accepting a monitoring notice request from communication terminal10, updates setting information DB323to set a notification flag to “YES” for game device20linked to the communication terminal.

Game history registering unit315, on accepting game history information from game device20, registers the game history information in game history DB324in association with a device ID of the game device.

Play history information sending unit316monitors a game history of game device20registered in linkage information DB322, and upon detecting accumulation of a predetermined number of records, generates daily summary screen data by referring to setting information DB323, game history DB324, and game information DB325. After generating the screen data, if game device20is associated with a monitoring notice flag “YES” in setting information DB323, play history information sending unit316sends, as a push notification, the generated screen data to communication terminal10linked to the game device. Also, play history information sending unit316generates monthly summary screen data every month based on a game history of game device20registered in linkage information DB322. After generating the screen data, if game device20is associated with a monitoring notice flag “YES” in setting information DB323, play history information sending unit316sends, as a push notification, the generated screen data to communication terminal10linked to the game device.

Game history sending instruction unit317, which is an example of a processing instruction unit, in response to a request from communication terminal10for uploading of a game history from game device20, instructs the game device to execute processing for uploading a game history. Specifically, on accepting a game history request from communication terminal10, game history sending instruction unit317identifies a device ID of game device20linked to the communication terminal by referring to linkage information DB322, to send notification server40a notice request including the identified device ID and an instruction to upload a game history.

1-1-5. Configuration of Notification Server40

Notification server40is a computer device for notifying game device20of instruction information sent from setting management server30.FIG. 11is a diagram showing an example of a configuration of notification server40, which includes control unit41, storage unit42, and communication unit43. It is of note that storage unit42may be an external storage device.

Control unit41includes a processor such as a CPU or GPU, and a volatile memory, which unit executes programs stored in storage unit42. Functions provided by control unit41through execution of a program will be described later.

Storage unit42is a storage device such as a hard disk, which unit stores programs to be executed by control unit41, and notice information DB421.

FIG. 12is a diagram showing an example of notice information DB421, which is a database for managing instruction information notified by setting management server30to game devices20. Notice information DB421records, in association with a device ID of game device20, instruction information notified to the game device.

Communication unit43is a communication module for enabling Internet communication with game device20or setting management server30via network50.

Control unit41, by executing a program stored in storage unit42, provides a function of notification unit411.

Notification unit411, on accepting a notice request from setting management server30, registers instruction information and a device ID included in the notice request in notice information DB421in association with each other. After registering the items of information, notification unit411sends an instruction notice including the instruction information to game device20identified by the device ID.

Operations performed in communication system1will be described, which operations include an initial setting operation for a monitoring service, an operation for uploading a game history, and an operation for providing game play history information.

1-2-1. Initial Setting Operation for a Monitoring Service

FIGS. 13 and 14are sequence diagrams showing an example of an initial setting operation for a monitoring service.

When a user of communication terminal10inputs an instruction to execute the monitoring program stored in storage unit12, so that the program runs on the communication terminal (step Sa1), display control unit111causes display unit13to display a login screen (step Sa2). When the user, on the login screen, inputs his/her user ID and password and selects a login button, login unit112sends account information including the input user ID and password to setting management server30(step Sa3).

On accepting the account information, authentication unit311of setting management server30conducts user authentication with reference to user information DB321(step Sa4). As a result of the user authentication, in a case where the accepted account information is registered in user information DB321, game device registering unit312sends a registration code to communication terminal10(step Sa5). In a case where the accepted account information is not registered in user information DB321, authentication unit311sends an error notification to communication terminal10. It is of note that in a modification, the process of a user authentication may be executed by a login server that is provided separately from setting management server30.

On accepting the registration code from setting management server30, display control unit111of communication terminal10causes display unit13to display a registration code display screen (step Sa6).FIG. 15is a diagram showing an example of the registration code display screen, which shows a registration code and a message that urges the user to input the registration code into game device20.

When the user, responsive to a prompt displayed on the screen, inputs an instruction into game device20to request setting of usage restrictions using communication terminal10(step Sa7), display control unit211of the game device causes display unit23to display a program possession confirmation screen (step Sa8).FIG. 16is a diagram showing an example of the program possession confirmation screen. When the user, on the program possession confirmation screen, selects “YES” button B1, network connection control unit212performs a network connecting operation (step Sa9).FIG. 17is a sequence diagram showing an example of the network connecting operation.

Network connection control unit212initially acquires a beacon broadcast from an access point (step Sa91), and upon detecting that a network ID such as an ESS-ID, included in the acquired beacon agrees with a network ID preset in game device20, sends an authentication request to the access point (step Sa92). On receiving the request, the access point sends an authentication response to game device20(step Sa93). An authentication method available in the network connection operation may be, for example, an open system authentication or a shared key authentication. On acquiring the authentication response, network connection control unit212sends an association request to the access point (step Sa94). On receiving the request, the access point sends an association response to game device20(step Sa95). As a result, game device20is connected to network50. It is of note that in a modification, network connection control unit212, at step Sa91, may acquire the network ID of the access point by sending a probe request to the access point to acquire a probe response sent from the access point.

After game device20is connected to network50, display control unit211of the game device causes display unit23to display a registration code entry screen (step Sa10).FIG. 18is a diagram showing an example of the registration code entry screen. When the user inputs, in input field F1shown on the screen, the registration code displayed on communication terminal10at step Sa6, and selects OK button B3, linkage unit213sends the input registration code to setting management server30, together with a device ID of game device20(step Sa11).

On accepting the registration code, game device registering unit312of setting management server30matches the registration code to the registration code that the unit sent to communication terminal10at step Sa5(step Sa12). As a result of the matching, when the two registration codes agree with each other, game device registering unit312instructs communication terminal10to display an operation instruction screen to urge the user of the communication terminal to perform further input operations on game device20(step Sa13). In response to the instruction, display control unit111of communication terminal10causes display unit13to display an operation instruction screen (step Sa14).FIG. 19is a diagram showing an example of the operation instruction screen. Also, game device registering unit312sends information on the user of communication terminal10to game device20, which information is, specifically, a user name and a user image (step Sa15). On accepting the user information, display control unit211of game device20causes display unit23to display a linkage confirmation screen (step Sa16).FIG. 20is a diagram showing an example of the linkage confirmation screen, which shows information on the user of communication terminal10and linkage confirmation button B4. It is of note that as a result of the matching performed at step Sa12, when the two registration codes do not agree with each other, game device registering unit312sends an error notification to game device20. It is also of note that when a predetermined time (for example, 15 minutes) has elapsed after the registration code is sent to communication terminal10(step Sa5) until registration codes agree with each other, game device registering unit312notifies the communication terminal that the registration code has expired.

When the user, on the linkage confirmation screen, selects linkage confirmation button B4, linkage unit213sends a linkage approval to setting management server30, together with a device ID of game device20(step Sa17). On accepting the linkage approval, game device registering unit312of setting management server30registers the user ID of communication terminal10and the device ID of game device20in linkage information DB322in association with each other (step Sa18), thereby linking communication terminal10with game device20. It is of note that when a predetermined time (for example, one hour) has elapsed after game device registering unit312has instructed communication terminal10to display the operation instruction screen (step Sa13) until a linkage approval is accepted, the unit notifies the communication terminal that the registration code has expired.

After linking the two devices, game device registering unit312instructs communication terminal10to display a screen notifying that the unit has registered game device20(step Sa19). In response to the instruction, display control unit111of communication terminal10causes display unit13to display the registration completion screen (step Sa20).FIG. 21is a diagram showing an example of the registration completion screen, which shows a message notifying that game device20has been registered, and screen transition button B5, by use of which the user can cause a play time setting screen to be displayed. Also, game device registering unit312instructs game device20to display a screen notifying that the unit has linked the game device with communication terminal10(step Sa21). In response to the instruction, display control unit211of game device20causes display unit23to display the linkage completion screen (step Sa22).FIG. 22is a diagram showing an example of the linkage completion screen, which shows a message notifying that game device20has been linked to communication terminal10, a message urging the user to perform further input operations on the communication terminal, and screen transition button B6, by use of which the user can cause a menu screen to be displayed.

When the user, on the registration completion screen shown inFIG. 21, selects screen transition button B5, display control unit111of communication terminal10causes display unit13to display the play time setting screen (step S23).FIG. 23is a diagram showing an example of the play time setting screen, which shows selection menu M1, from which the user can select a play time, and confirmation button B7, by use of which the user can fix selection of a play time. When the user, on the play time setting screen, selects a play time and selects confirmation button B7, display control unit111causes display unit13to display a restriction level setting screen (step Sa24).FIG. 24is a diagram showing an example of the restriction level setting screen, which shows selection menu M2, from which the user can select a restriction level, and confirmation button B8, by use of which the user can fix selection of a restriction level. When the user, on the restriction level setting screen, selects a restriction level and selects confirmation button B8, setting requesting unit113sends a setting request to setting management server30, which request includes information on settings selected on the play time setting screen and the restriction level setting screen, and the user ID of communication terminal10(step Sa25). It is of note that display of the restriction level setting screen may be omitted in a situation where a restriction level is already set in game device20.

On accepting the setting request from communication terminal10, setting instruction unit313of setting management server30identifies game device20linked to the communication terminal by referring to linkage information DB322, to register, in association with a device ID of the identified game device and a reflection flag “NO,” setting information included in the accepted setting request in setting information DB323(step Sa26). After registering the setting information, setting instruction unit313sends a notice request to notification server40, which request includes an instruction to reflect setting and the device ID of game device20(step Sa27).

On accepting the notice request, notification unit411of notification server40registers instruction information and the device ID included in the notice request in notice information DB421in association with each other (step Sa28). After registering the items of information, notification unit411sends an instruction notice including the instruction information to game device20identified by the device ID (step Sa29). It is of note that notification server40may send the instruction notice to game device20after confirming that the game device is still online by accessing a server (not shown) that manages connection statuses of game devices20. On accepting the instruction notice from notification server40, setting information acquiring unit214of game device20sends a setting information request including the device ID of the game device to setting management server30(step Sa30).

On accepting the setting information request, setting instruction unit313of setting management server30acquires setting information from setting information DB323, which information is associated with the received device ID and a reflection flag “NO,” to send the acquired setting information to game device20(step Sa31).

On accepting the setting information, setting information acquiring unit214of game device20stores the received setting information in storage unit22(step Sa32). When doing so, if storage unit22already stores setting information, setting information acquiring unit214updates the stored setting information with the received setting information. After the setting information is stored, display control unit211causes display unit23to display a message notifying that setting has been reflected (step Sa33). Also, setting information acquiring unit214sends a setting completion notice notifying that setting has been reflected, to setting management server30, together with the device ID of game device20(step Sa34).

On accepting the setting completion notice, setting instruction unit313of setting management server30updates a reflection flag associated with the received device ID in setting information DB323from “NO” to “YES” (step Sa35). After updating setting information DB323, setting instruction unit313sends a setting completion notice notifying that setting has been reflected in communication terminal10linked to game device20(step Sa36). On accepting the setting completion notice, display control unit111of communication terminal10causes display unit13to display a setting completion screen (step Sa37).FIG. 25is a diagram showing an example of the setting completion screen.

After the setting completion screen has been displayed, when the user performs an input operation to start monitoring of game device20, display control unit111causes display unit13to display a monitoring start screen (step Sa38).FIG. 26is a diagram showing an example of the monitoring start screen, which shows monitoring start button B9. In response to a user's selection of the button, display control unit111causes display unit13to display a monitoring notice request screen (step Sa39).FIG. 27is a diagram showing an example of the monitoring notice request screen, which shows do-not-permit button B10, by use of which the user can reject a monitoring notice, and permit button B11, by use of which the user can permit a monitoring notice. When the user, on the monitoring notice request screen, selects permit button B11, monitoring notice requesting unit114sends a monitoring notice request including the user ID of communication terminal10to setting management server30(step Sa40).

On accepting the monitoring notice request, monitoring setting unit314of setting management server30updates setting information DB323to set a notification flag to “YES” for game device20linked to communication terminal10(step Sa41).

The foregoing is a description of the initial setting operation for a monitoring service.

Now, a case will be described in which, in the above operation, game device20, to which the instruction notice is sent by notification server40, is not connected to network50.FIG. 28is a sequence diagram showing an example of an operation performed in communication system1in such a case.

Notification unit411of notification server40, in a case where game device20is not connected to network50, cannot make the instruction notice available to the game device (step Sa29); accordingly, the game device does not send the setting information request to setting management server30. In that case, setting instruction unit313of setting management server30, when a predetermined time (for example, ten seconds) has elapsed after the registration of setting information (step Sa26) until setting is reflected, sends a setting incompletion notice notifying that setting has not been reflected, to communication terminal10linked to game device20(step Sb1). On accepting the notice, display control unit111of communication terminal10causes display unit13to display a setting incompletion screen (step Sb2).FIG. 29is a diagram showing an example of the setting incompletion screen. After the screen is displayed, when the user performs an input operation to start monitoring of game device20, display control unit111causes display unit13to display the monitoring start screen (step Sa38). Subsequent operations are as described above.

After the registration of setting information (step Sa26), upon detecting that another predetermined time (for example, one hour) has elapsed until setting is reflected, setting instruction unit313of setting management server30sends, as a push notification, a setting incompletion notice notifying that setting has not been reflected, to communication terminal10linked to game device20(step Sb3). On receiving the notice, communication terminal10, if the monitoring program is not running, causes the program to run so that display control unit111causes display unit13to display a setting incompletion message (step Sb4).FIG. 30is a diagram showing an example of the setting incompletion message.

The foregoing is a description of a case in which, in the above initial setting operation for a monitoring service, game device20is not connected to network50.

Now, a case will be described in which, in the above operation shown inFIG. 28, game device20has connected to network50after the setting incompletion screen has been displayed on communication terminal10, which connection to the network is triggered by a user's input operation to cancel a sleep mode of the game device.FIG. 31is a sequence diagram showing an example of an operation performed in communication system1in such a case.

When the user of game device20performs an input operation to cancel a sleep mode of the game device (step Sc1), network connection control unit212of the game device performs a network connecting operation (step Sc2), the procedure of which is similar to that of step Sa9described above.

After game device20is connected to network50, notification unit411of notification server40, by referring to notice information DB421, sends an instruction notice including the instruction information associated with the device ID of the game device to the game device (step Sc3).

On accepting the instruction notice, setting information acquiring unit214of game device20sends a setting information request including the device ID of the game device to setting management server30(step Sc4). On accepting the setting information request, setting instruction unit313of setting management server30acquires setting information from setting information DB323, which information is associated with the received device ID and a reflection flag “NO,” to send the acquired setting information to game device20(step Sc5).

On accepting the setting information, setting information acquiring unit214of game device20stores the received setting information in storage unit22(step Sc6). When doing so, if storage unit22already stores setting information, setting information acquiring unit214updates the stored setting information with the received setting information. After the setting information is stored, display control unit211causes display unit23to display a message notifying that setting has been reflected (step Sc7). Also, setting information acquiring unit214sends a setting completion notice notifying that setting has been reflected, to setting management server30, together with the device ID of game device20(step Sc8). After the setting completion notice is sent, network connection control unit212terminates the connection to network50(step Sc9); specifically, the connection control unit terminates the connection by sending a disassociation request to an access point to which the game device20is connected, and receiving a disassociation response from the access point.

On accepting the setting completion notice from game device20, setting instruction unit313of setting management server30updates a reflection flag associated the received device ID in setting information DB323from “NO” to “YES” (step Sc10). After updating setting information DB323, setting instruction unit313sends, as a push notification, a setting completion notice notifying that setting has been reflected, to communication terminal10linked to game device20(step Sc11). On receiving the setting completion notice, communication terminal10, if the monitoring program is not running, causes the program to run so that display control unit111causes display unit13to display a setting completion screen (step Sc12).FIG. 32is a diagram showing an example of the setting completion screen.

The foregoing is a description of a case in which, in the above operation shown inFIG. 28, game device20has subsequently connected to network50.

It is of note that the above steps Sc2to Sc12are carried out in response to not only cancellation of a sleep mode but also power activation of game device20.

Now, another case will be described in which, in the above operation shown inFIG. 28, game device20has connected to network50after the setting incompletion screen is displayed on communication terminal10. Specifically, a case will be described in which game device20has automatically connected to network50during a sleep mode at predetermined intervals (for example, at two-hour intervals).FIG. 33is a sequence diagram showing an example of an operation performed in communication system1in such a case.

Game device20, after having entered a sleep mode, temporarily comes out of the sleep mode at predetermined intervals (for example, at two-hour intervals) (step Sd1). When game device20has come out of the sleep mode, network connection control unit212of the game device performs a network connecting operation (step Sd2), the procedure of which is similar to that of step Sa9described above.

After game device20is connected to network50, setting information acquiring unit214of the game device sends a setting information request including the device ID of the game device to setting management server30(step Sd3). On accepting the setting information request, setting instruction unit313of setting management server30acquires setting information from setting information DB323, which information is associated with the received device ID and a reflection flag “NO,” to send the acquired setting information to game device20(step Sd4).

On accepting the setting information, setting information acquiring unit214of game device20stores the received setting information in storage unit22(step Sd5). When doing so, if storage unit22already stores setting information, setting information acquiring unit214updates the stored setting information with the received setting information. After the setting information is stored, display control unit211causes display unit23to display a message notifying that setting has been reflected (step Sd6). Also, setting information acquiring unit214sends a setting completion notice notifying that setting has been reflected, to setting management server30, together with the device ID of game device20(step Sd7). After the setting completion notice is sent, network connection control unit212terminates the connection to network50(step Sd8), the procedure of which operation is similar to that of step Sc9described above. After that, game device20returns to a sleep mode (step Sd9).

On accepting the setting completion notice from game device20, setting instruction unit313of setting management server30updates a reflection flag associated with the received device ID in setting information DB323from “NO” to “YES” (step Sd10). After updating setting information DB323, setting instruction unit313sends, as a push notification, a setting completion notice notifying that setting has been reflected, to communication terminal10linked to game device20(step Sd11). On receiving the setting completion notice, communication terminal10, if the monitoring program is not running, causes the program to run so that display control unit111causes display unit13to display a setting completion screen (step Sd12), which is shown inFIG. 32.

The foregoing is a description of another case in which, in the above operation shown inFIG. 28, game device20has subsequently connected to network50.

It is of note that the above steps Sd2to Sd12are carried out in response to not only periodical cancellation of a sleep mode but also user's explicit instruction to acquire setting information.

1-2-2. Operation for Uploading a Game History

FIG. 34is a sequence diagram showing an example of an operation for uploading a game history, which operation is automatically performed at a predetermined timing during a sleep mode of game device20.

Game device20, after having entered a sleep mode, temporarily comes out of the sleep mode at predetermined intervals (for example, at two-hour intervals) (step Se1). When game device20has come out of the sleep mode, network connection control unit212of the game device performs a network connecting operation (step Se2), the procedure of which is similar to that of step Sa9described above. After game device20is connected to network50, game history sending unit215of the game device sends game history information stored in game history DB221to setting management server30, together with the device ID of game device20(step Se3). After the game history information has been sent, network connection control unit212terminates the connection to network50(step Se4), the procedure of which operation is similar to that of step Sc9described above. After that, game device20returns to the sleep mode (step Se5).

On accepting the game history information from game device20, game history registering unit315of setting management server30registers the game history information in game history DB324in association with the device ID of the game device (step Se6).

The foregoing is a description of the operation for uploading a game history.

Now, another operation for uploading a game history will be described, in which operation, a request from communication terminal10triggers uploading of a game history.FIG. 35is a sequence diagram showing an example of such an operation.

When a user of communication terminal10inputs an instruction to execute the monitoring program stored in storage unit12(step Sf1), and thereafter performs an input operation to request game device20to upload a game history (step Sf2), game history requesting unit115of the communication terminal sends a game history request including a user ID of the communication terminal to setting management server30(step Sf3).

On accepting the game history request, game history sending instruction unit317of setting management server30identifies a device ID of game device20linked to communication terminal10by referring to linkage information DB322, to send notification server40a notice request including the identified device ID and an instruction to upload a game history (step Sf4).

On accepting the notice request, notification unit411of notification server40registers instruction information and the device ID included in the notice request in notice information DB421in association with each other (step Sf5). After registering the items of information, notification unit411sends an instruction notice including the instruction information to game device20identified by the device ID (step Sf6). On accepting the instruction notice, game history sending unit215of game device20sends game history information stored in game history DB221to setting management server30, together with the device ID of game device20(step Sf7).

On accepting the game history information, game history registering unit315of setting management server30registers the game history information in game history DB324in association with the device ID of game device20(step Sf8).

The foregoing is a description of another operation for uploading a game history.

Now, a case will be described in which, in the above operation shown inFIG. 35, game device20, which was not connected to network50whereby it failed to receive the instruction notice from game device20, has connected to the network later, the connection to the network having been triggered by a user's input operation to cancel a sleep mode of the game device.FIG. 36is a sequence diagram showing an example of an operation performed in communication system1in such a case.

When the user of game device20has performed an input operation to cancel a sleep mode of the game device (step Sg1), network connection control unit212of the game device performs a network connecting operation (step Sg2), the procedure of which is similar to that of step Sa9described above.

After game device20is connected to network50, notification unit411of notification server40, by referring to notice information DB421, sends an instruction notice including the instruction information associated with the device ID of the game device to the game device (step Sg3). On accepting the instruction notice, game history sending unit215of game device20sends game history information stored in game history DB221to setting management server30, together with the device ID of game device20(step Sg4). After the game history information is sent, network connection control unit212terminates the connection to network50(step Sg5), which operation is similar to that of step Sc9described above.

On accepting the game history information from game device20, game history registering unit315of setting management server30registers the game history information in game history DB324in association with the device ID of the game device (step Sg6).

The foregoing is a description of a case in which in the above operation shown inFIG. 35, game device20has subsequently connected to network50.

1-2-3. Operation for Providing Game Play History Information

FIG. 37is a sequence diagram showing an example of an operation for providing game play history information.

Play history information sending unit316of setting management server30monitors a game history of game device20registered in linkage information DB322, and upon detecting accumulation of a predetermined number of records (step Sh1), generates daily summary screen data by referring to setting information DB323, game history DB324, and game information DB325(step Sh2) After generating the screen data, if game device20is associated with a monitoring notice flag “YES” in setting information DB323, play history information sending unit316sends, as a push notification, the generated screen data to communication terminal10linked to the game device (step Sh3).

On receiving the daily summary screen data, communication terminal10, if the monitoring program is not running, causes the program to run so that display control unit111causes display unit13to display a daily summary receipt message (step Sh4).FIG. 38is a diagram showing an example of the daily summary receipt message. When a user selects a message “PRESS TO DISPLAY MORE” shown in the drawing, display control unit111causes display unit13to display a daily summary screen (step Sh5).FIG. 39is a diagram showing an example of the daily summary screen.

The daily summary screen shows a list of total daily game play times. Display area61for each date includes date62, day 63, total daily game play time64, and message65notifying violation of a usage restriction. It is of note that in a modification, content of message65may be expressed in another form, such as a graphic. When the user selects display field61for a particular date, game image66of a game that has been played the longest at the particular date appears on the screen in association with the display field. It is of note that in a modification, in addition to or instead of game image66, another type of game identification information such as a game name may be shown. The daily summary screen may be scrolled in a vertical direction to be browsed.

Also, play history information sending unit316of setting management server30, on a predetermined date every month (step Sh6), generates monthly summary screen data based on a game history of game device20registered in linkage information DB322(step Sh7). After generating the screen data, if game device20is associated with a monitoring notice flag “YES” in setting information DB323, play history information sending unit316sends, as a push notification, the generated screen data to communication terminal10linked to the game device (step Sh8).

On receiving the monthly summary screen data, communication terminal10, if the monitoring program is not running, causes the program to run so that display control unit111causes display unit13to display a monthly summary receipt message (step Sh9).FIG. 40is a diagram showing an example of the monthly summary receipt message. When a user selects a message “PRESS TO DISPLAY MORE” shown in the drawing, display control unit111causes display unit13to display a monthly summary screen (step Sh10).FIG. 41is a diagram showing an example of the monthly summary screen.

The monthly summary screen shows monthly calendar71, total number72of dates in a month on which a game has been played, and rankings73of games that have been played in a month. Monthly calendar71is shown in a manner such that dates on which a game has been played can be identified; specifically, the dates are shown in a color different from the dates on which no game has been played, although inFIG. 41, the dates are made identifiable by an underline for the purpose of illustration. It is of note that in a modification, the dates may be identified based on a size, font, or animation of date. Display area731for each of ranks constituting rankings73includes rank732, game image733, first play date734, game name735, and total number736of dates in a month on which a game has been played. The monthly summary screen may be scrolled in a vertical direction to be browsed.

The foregoing is a description of the operation for providing game play history information.

Communication system1described in the foregoing enables setting of usage restrictions in game device20via a network, which device is a not-always-connected terminal. Also, communication system1can cause, via network50, game device20to upload a game history.

The above embodiment may be modified as described below. It is of note that two or more modifications described below may be combined with each other.

Communication terminal10may be a terminal not always connected to network50. Game device20, if used for enabling display unit13to display the daily summary screen shown inFIG. 39or the monthly summary screen shown inFIG. 41, may be a terminal always connected to network50, such as a smartphone, a mobile phone, or a tablet device.

In game device20, daily play time restrictions that differ depending on a day of the week may be set. A setting may be selectable such that, when a set daily play time has elapsed, execution of a game program is suspended forcibly. As another type of a time restriction, a play time limit may be set; for example, a time of day until which a user can play games using game device20may be set at 10 pm.

The functional restriction to be set in game device20may not always be classified to four restriction levels of child, elementary school kid, high or junior high school kid, and no setting; for example, types of executable game programs and restrictions on functions may be set individually.

Game device20, when connecting to network50at predetermined intervals during a sleep mode, may perform the operation shown inFIG. 31, instead of the operation shown inFIG. 33. Specifically, game device20, on receiving an instruction notice from notification server40, may send a setting information request to setting management server30. The present modification would reduce the processing burden of setting management server30.

In the initial setting operation for a monitoring service shown inFIG. 13, setting management server30, in a case where, as a result of the matching at step Sa12, the two registration codes agree with each other, may issue authentication information to be used in game device20, to notify the authentication information to communication terminal10. The authentication information may be stored in game device20as setting information, together with information on usage restrictions selected on the play time setting screen and the restriction level setting screen (steps Sa23and Sa24). The authentication information herein refers to, for example, a personal identification number. The authentication information may be used in game device20, for example, to set a restriction level, to cancel linkage with communication terminal10, or to extend a playable time when a play time has reached a daily limit.

Setting management server30, upon detecting that game device20has not been connected to network50, so that the game device has not uploaded game history information for more than a predetermined time period (for example, 7 or 14 days), may send, as a push notification, a message to communication terminal10linked to the game device, which message urges a user of the communication terminal to connect the game device to the network. Also, setting management server30, upon detecting that in game device20an incorrect personal identification number has been input, or a linkage with communication terminal10has been cancelled, may send, as a push notification, a message notifying the detected event to communication terminal10linked to the game device.

Functions of game device20may be provided by information-processing devices connected by a communication line (in other words, an information-processing system). Similarly, functions of setting management server30may be provided by information-processing devices connected by a communication line (in other words, an information-processing system).

The programs executed in communication terminal10, game device20, or setting management server30may be distributed using a computer-readable non-transitory storage medium, which includes a magnetic storage medium such as a magnetic tape or a magnetic disk, an optical storage medium such as an optical disk, a magneto-optical storage medium, or a semi-conductor memory. Alternatively, the programs may be distributed via a network such as the Internet.