Gaming-based customer attraction system

The customer attracting system addresses the challenge of providing facilities with a tangible customer attraction experience by using user terminals and a management device to track user behavior and adjust system usage fees, enhancing engagement and fairness.

JP7670333B2Active Publication Date: 2025-04-30三田 敏継
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Patent Information

Application Number
JP2021176408
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-10-28
Publication Date
2025-04-30
Estimated Expiration
2041-10-28

AI Technical Summary

Technical Problem

Existing customer attracting systems based on advertising struggle to provide facilities with a tangible experience of customer attraction.

Method used

A customer attracting system that includes user terminals for users and a management device, which tracks user behavior at participating facilities, processes claims for system usage fees based on user interactions, and provides coupon redemption mechanisms.

Benefits of technology

The system effectively allows facilities to feel the customer attracting experience by tracking user engagement and adjusting system usage fees based on user behavior and coupon usage, ensuring fair compensation for participating facilities.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a customer collection system for enabling a facility side to easily acquire an actual feeling of collecting customers.SOLUTION: According to the present invention, a customer collection system 1A includes a user terminal 10A carried by each of a plurality of users playing a game, and a management device 20A mutually communicable with the user terminal 10A. The management device 20A includes a user behavior storage unit 27A for storing identification information unique to one participating facility transmitted from the user terminal 10A of a user, as a user behavior of the user, each time the user visits one among a plurality of existing participating facilities A, B, C, D ... in a process of playing a game, and a claim processing unit 24A for tabulating the number of visits to each participating facility on the basis of all of the user behaviors of the user stored in the user behavior storage unit 27A, and determining a system use fee that should be paid by each of the participating facilities A, B, C, D ... on the basis of the tabulation result.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to a customer attraction system that increases customer attraction at participating facilities. [Background technology]

[0002] Conventionally, attempts have been made to attract customers to one's own facility by advertising using various media. For example, Patent Document 1 discloses printing a two-dimensional code on a business card distributed by a business card user, which guides the business card recipient to the advertiser's website. In this example, it is identified which business card user's business card led the business card recipient to the advertiser's website, and ultimately, a reward is paid to the business card user according to the number of leads. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2007-316697 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, the above-mentioned customer attraction system that scatters advertisements has a problem in that it is difficult for the facility (advertiser) to get a real sense of having attracted customers.

[0005] The present invention has been made in consideration of the above circumstances, and has an object to provide a customer attraction system that makes it easier for facilities to get a sense of actually attracting customers. [Means for solving the problem]

[0006] In order to solve the above problems, the customer attraction system of the present invention is a customer attraction system comprising a user terminal carried by each of a plurality of users playing a game, and a management device capable of communicating with the user terminal, wherein the management device is configured to comprise a user behavior storage unit that stores identification information unique to one of a plurality of participating facilities transmitted from the user terminal of the user as the user behavior of the user each time the user stops at one of the participating facilities in the course of playing the game, and a billing processing unit that tallyes up the number of times the user stops at each participating facility based on the user behavior of all the users stored in the user behavior storage unit, and determines the system usage fee to be paid by each of the participating facilities based on the result of the tally.

[0007] The customer attraction system may be configured so that each of the participating facilities is provided with a two-dimensional code storing the identification information.

[0008] The customer attraction system may be configured so that the identification information is stored in the user behavior storage unit after the user advertises one of the participating facilities via the user terminal.

[0009] The advertising activity in the customer attraction system is, for example, posting of advertising copy using a social networking service (SNS).

[0010] The game in the customer attraction system may be, for example, a bingo game in which squares open as the game is played, and when the user performs the advertising activity, one of the open squares opens.

[0011] The above-mentioned customer attraction system may further include a coupon presentation unit in which, when the user completes the game, the management device obtains coupon information for all of the participating facilities that the user has previously visited based on the user behavior of the user stored in the user behavior storage unit, and transmits the coupon information to the user terminal of the user.

[0012] The customer attraction system may be configured so that, when the user selects one of the coupons presented on the user terminal, the identification information of the participating facility related to the selected coupon is stored in the user behavior storage unit as coupon issuing facility identification information, along with the user behavior of the user.

[0013] The above-mentioned customer attraction system may be configured so that the billing processing unit tallys up the number of coupons issued for each participating facility based on the coupon issuing facility identification information stored in the user behavior storage unit, and increases or decreases the system usage fee based on the results of the tallying.

[0014] The above-mentioned customer attraction system may further include a coupon presentation unit in which, when the user completes the game, the management device transmits to the user terminal of the user information about a common coupon that can be used at any one of the multiple participating facilities.

[0015] The customer attraction system may be configured so that, when the user uses the common coupon at any one of the multiple participating facilities, the identification information of the one participating facility sent from the user's user terminal is stored in the user behavior storage unit as coupon use facility identification information.

[0016] The above-mentioned customer attraction system may be configured so that the billing processing unit tallys up the number of times a coupon has been used for each participating facility based on the coupon use facility identification information stored in the user behavior storage unit, and increases or decreases the system usage fee based on the results of the tally. Effect of the Invention

[0017] According to the present invention, a customer attraction system can be provided that makes it easier for facilities to feel like they are attracting customers. [Brief description of the drawings]

[0018] [Figure 1] 1 is a diagram showing a schematic configuration of a customer attraction system according to a first embodiment of the present invention. [Diagram 2] 2 is a diagram showing a data structure of a user account database included in a management device of the customer attraction system in the first embodiment. FIG. [Diagram 3] 3 is a diagram showing a data structure of a participating store database included in a management device of a customer attraction system according to a first embodiment. FIG. [Figure 4] 2 is a diagram showing the data structure of a user behavior database included in a management device of the customer attraction system in the first embodiment. FIG. [Diagram 5] FIG. 2 is a diagram showing the operation of the customer attraction system according to the first embodiment at the time of user registration. [Figure 6] FIG. 2 is a diagram showing the operation of the customer collection system according to the first embodiment at the time of user authentication. [Figure 7] FIG. 2 is a diagram showing the operation of the customer attraction system in the first embodiment during game play. [Figure 8] FIG. 2 is a diagram showing the operation of the customer attraction system according to the first embodiment when a game is cleared. [Figure 9] FIG. 2 is a diagram showing the operation of the customer attraction system in the first embodiment when a coupon is used. [Figure 10] FIG. 2 is a diagram showing the operation of the customer collection system according to the first embodiment during billing processing. [Figure 11] FIG. 11 is a diagram showing a schematic configuration of a customer attraction system according to a second embodiment of the present invention. [Figure 12] FIG. 11 is a diagram showing a data structure of a participating store database included in a management device of a customer attraction system according to a second embodiment. [Figure 13] FIG. 11 is a diagram showing the data structure of a user behavior database included in a management device of a customer attraction system in accordance with a second embodiment. [Figure 14] FIG. 11 is a diagram showing the operation of the customer attraction system according to the second embodiment when a game is cleared. [Figure 15] FIG. 11 is a diagram showing the operation of the customer attraction system according to the second embodiment when a coupon is used. [Figure 16]FIG. 11 is a diagram showing the operation of the customer collection system according to the second embodiment during billing processing. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0019] Hereinafter, a first embodiment and a second embodiment of a customer attraction system according to the present invention will be described with reference to the accompanying drawings.

[0020] [First Example] [Configuration of the Customer Acquisition System According to the First Example] Figure 1 shows a customer attraction system 1A according to a first embodiment of the present invention. The customer attraction system 1A is intended to increase customer attraction at multiple participating stores A, B, C, D, etc. scattered in an area around famous temples, shrines, etc., and includes a user terminal 10A carried by each tourist (hereinafter referred to as "user") visiting the area, and a management device 20A capable of communicating with each of the user terminals 10A via a network 30. The participating stores A, B, C, D, etc. correspond to the "participating facilities" of the present invention.

[0021] The user terminal 10A is, for example, a smartphone. The user terminal 10A includes a camera 11, a touch panel display (hereinafter, simply referred to as a "display") 12, and a game management unit 13A that is formed in the form of software when a user executes a predetermined game application.

[0022] The game management unit 13A manages the bingo game played by the user. The bingo game generally progresses as follows under the management of the game management unit 13A. (1) Each time a user visits one of the participating stores (A, B, C, D, etc.), one space on the bingo card is opened. (2) When the open squares are lined up in a row (when bingo is achieved), the user is given a coupon that can be used at any of the participating stores A, B, C, D, etc. that they have visited.

[0023] In other words, in the area where the customer attraction system 1A according to the present embodiment is applied, when a user visits a famous temple or shrine, the user will proactively stop by the participating stores A, B, C, D, etc. in the vicinity to obtain coupons. Therefore, the customer attraction system 1A is expected to increase customer attraction at the participating stores A, B, C, D, etc.

[0024] The management device 20A includes a user account database (DB) 25 consisting of a data storage device such as a hard disk, a participating store database (DB) 26A and a user behavior database (DB) 27A, as well as a user authentication unit 21, an advertising material presentation unit 22A, a coupon presentation unit 23A and a billing processing unit 24A which are formed in software when a specified management application is executed.

[0025] 2, the user account DB 25 stores user information consisting of a user name (for example, "A"; the same applies below), age (30s), sex (male), address (Kyoto Prefecture), and password, linked to a unique user ID (U0001). The user account DB 25 may further store a registration date.

[0026] As shown in Fig. 3, the participating store DB 26A stores a store name (e.g., A, etc.), advertising material (using Tanba chestnuts...), and coupon information (10% off all cakes) linked to a unique store ID (S001). The participating store DB 26A may further store a registration date.

[0027] The user behavior DB27A corresponds to the "user behavior storage unit" of the present invention. In the user behavior DB27A, as shown in FIG. 4, user behavior consisting of the store IDs of participating stores A, B, C, D, etc. visited is stored in association with the user ID. For example, when user A visits participating store A, the store ID (S001, see FIG. 3) of participating store A is stored in the store (1) field corresponding to user A's user ID (U0001, see FIG. 2), and then when user A visits participating store B, the store ID (S002, see FIG. 3) of participating store B is stored in the store (2) field corresponding to user A's user ID (U0001). In this way, the store ID of the participating store visited first is stored in the store (1) field, and the store ID of the participating store visited second is stored in the store (2) field. The same applies to the third and subsequent stores.

[0028] As shown in Fig. 4, the user behavior DB27A also stores the store IDs of coupon-issuing stores linked to the user IDs. As will be explained in detail later, when a user hits bingo, the user can acquire a coupon that can be used at any of the participating stores A, B, C, D, etc. that the user has visited. For example, when User A acquires a coupon that can be used at participating store B, the store ID (S002) of participating store B is stored in the coupon-issuing store field corresponding to User A's user ID (U0001).

[0029] [Operation of the Customer Acquisition System According to the First Example] Next, the operation of the customer attraction system 1A according to the first embodiment will be described with reference to FIGS.

[0030] <Figure 5: User registration process> When User A installs a specific game application on his / her user terminal 10A and launches the game application for the first time, a game management unit 13A formed as software within the user terminal 10A causes a user registration screen to be displayed on the display 12.

[0031] When User A inputs the necessary information (user name, age, sex, address, and password) on the user registration screen and touches the registration button on the screen, the input information is transmitted to the management device 20A as user information.

[0032] The management device 20A associates the received user information with the user ID assigned to the user A and stores it in the user account DB 25. In this embodiment, the user A who first performs user registration is assigned U0001, and the user B who performs user registration next is assigned U0002 (see FIG. 2).

[0033] <Figure 6: User authentication behavior> When User A starts up the game application again, game management section 13A formed as software within user terminal 10A causes display 12 to display a user authentication screen.

[0034] When User A inputs the necessary information (user name and password) on the user authentication screen and touches the send button on the screen, the input information is transmitted to the management device 20A as user authentication information.

[0035] The user authentication unit 21 of the management device 20A performs user authentication based on the received user authentication information. More specifically, the user authentication unit 21 compares the received user authentication information with the user information stored in the user account DB 25 to determine whether the user operating the user terminal 10A is a registered user.

[0036] When the user authentication unit 21 determines that the user operating the user terminal 10A is a registered user (user A), it transmits the user ID (U0001) of user A to the user terminal 10A. The user terminal 10A stores the received user ID.

[0037] On the other hand, when the user authentication unit 21 determines that the user operating the user terminal 10A is not a registered user, it notifies the user terminal 10A of that effect. In response to this, the game management unit 13A of the user terminal 10A displays on the display 12 a screen prompting the user to re-enter a password, etc.

[0038] <Figure 7: Gameplay behavior> When User A, who stops by participating store A, activates the camera 11 of the user terminal 10A to photograph a two-dimensional code provided at participating store A, the game management unit 13A decodes the photographed two-dimensional code and acquires the store ID (S001; see FIG. 3) of participating store A. The game management unit 13A transmits the acquired store ID (S001) to the management device 20A together with the user ID (U0001) stored at the time of user authentication. An example of a two-dimensional code is a QR code (registered trademark).

[0039] The advertising material presentation unit 22A of the management device 20A refers to the participating store DB 26A and acquires advertising material (using Tanba chestnuts...) corresponding to the received store ID (S001) (see FIG. 3). That is, the advertising material presentation unit 22A acquires advertising material for participating store A visited by user A. Then, the advertising material presentation unit 22A transmits the acquired advertising material to the user terminal 10A as advertising material information.

[0040] The game management unit 13A causes the display 12 to display a social networking service (SNS) posting screen with the received advertising material information as the posting content. When User A touches the posting button on the screen, the SNS posting is completed. In other words, when User A touches the posting button on the screen, User A's advertising act (posting of advertising text) for Participating Store A is completed. Note that in the present invention, the type of SNS is not particularly limited.

[0041] When the game management unit 13A detects the completion of the SNS posting, it notifies the management device 20A to that effect.

[0042] When the management device 20A receives a notification that the SNS posting is completed, the management device 20A associates the received store ID (S001) with the received user ID (U0001) and stores them in the user behavior DB 27A. If the store (1) field corresponding to the user ID (U0001) is blank, that is, if the participating store A is the first store visited by the user A, the management device 20A stores the store ID (S001) of the participating store A in the store (1) field (see FIG. 4). If the store (1) field corresponding to the user ID (U0001) is already filled in but the store (2) field is blank, that is, if the participating store A is the second store visited by the user A, the management device 20A stores the store ID (S001) of the participating store A in the store (2) field. In this way, the behavior of the user A during gameplay is stored in the user behavior DB 27A.

[0043] In parallel with this, the game management unit 13A, which detects the completion of the SNS posting, displays a roulette screen on the display 12. When User A touches the start button on the screen, the roulette on the screen spins and one number is selected.

[0044] After that, the game management unit 13A displays a bingo card screen on the display 12. When User A touches a bingo card consisting of 5x5 squares on the screen, one square corresponding to the selected number opens on the roulette screen. This state is preferably displayed as an animation. Note that, as in a general bingo game, the central square on the bingo card may be open from the beginning.

[0045] When the game management unit 13A detects that bingo has been achieved, it displays an animation indicating that fact on the display 12. In addition, when the game management unit 13A detects that bingo has been achieved, it notifies the management device 20A of that fact and transmits the stored user ID (U0001) to the management device 20A.

[0046] The operation shown in FIG. 7 is repeated until BINGO is achieved.

[0047] <Figure 8: Game completion behavior> When the coupon presenter 23A of the management device 20A receives the notification that bingo has been achieved, the coupon presenter 23A refers to the user behavior DB 27A and acquires the store IDs of the participating stores that User A has visited so far based on the received user ID (U0001). For example, if User A has visited three participating stores A, B, and C so far, the coupon presenter 23A acquires three store IDs (S001, S002, and S003) (see FIG. 4).

[0048] Next, the coupon presenting unit 23A refers to the participating store DB 26A and acquires coupon information (10% off all cakes, free for one child, 20% off matcha parfait) for participating stores A, B, and C based on the acquired three store IDs (S001, S002, and S003).Then, the coupon presenting unit 23A transmits the acquired coupon information and the store ID as a pair to the user terminal 10A.

[0049] When the game management unit 13A of the user terminal 10A receives the coupon information and the store ID, it causes the display 12 to display a coupon selection screen on which a plurality of coupons based on the received coupon information are lined up. In other words, the game management unit 13A causes the display 12 to display coupons for participating stores A, B, and C that User A has visited so far.

[0050] When User A selects one of the displayed coupons (for example, a coupon for participating store B), the game management unit 13A stores the coupon information for participating store B and transmits the store ID (S002) of participating store B to the management device 20A as the coupon-issuing store ID. The game management unit 13A also transmits the stored user ID (U0001) along with the coupon-issuing store ID to the management device 20A.

[0051] The management device 20A associates the received coupon-issuing store ID (S002) with the user ID (U0001) and stores it in the user behavior DB 27A. More specifically, the management device 20A stores the received coupon-issuing store ID (S002) in the coupon-issuing store field corresponding to the user ID (U0001) (see FIG. 4). The coupon-issuing store ID corresponds to the "coupon-issuing facility identification information" of the present invention.

[0052] <Figure 9: Behavior when using a coupon> When User A launches a game application and then performs a predetermined coupon call operation, the game management unit 13A causes a coupon presentation screen generated based on the stored coupon information to be displayed on the display 12. In other words, the game management unit 13A causes the display 12 to display the coupon selected by User A when Bingo is achieved (the coupon for participating store B).

[0053] User A can visit Participating Store B again, which he or she has visited before, and receive the benefit of the coupon (one child free of charge; see Figure 3) by showing the coupon presentation screen to the store clerk.

[0054] <Figure 10: Operation during billing process> The customer attraction system 1A according to this embodiment is operated with system usage fees paid by participating stores A, B, C, D, etc. The system usage fees to be paid by each participating store A, B, C, D, etc. are determined by a billing process performed at a predetermined date and time (or frequency).

[0055] In this embodiment, at the end of each month, the billing processor 24A of the management device 20A refers to the user behavior DB 27A and tally up the number of times users visited each participating store during the past month based on the user behavior of all users. Then, based on the tallying up results, the billing processor 24A determines the system usage fee to be paid by each participating store A, B, C, D, etc.

[0056] For example, if a user visits participating store A 50 times and a user visits participating store B 100 times, it can be said that participating store B has received more benefit (customer attraction) from customer attraction system 1A, so the billing processing unit 24A will charge participating store B a higher system usage fee than participating store A.

[0057] Furthermore, at the end of each month, the billing processor 24A refers to the user behavior DB 27A and tally up the number of coupons issued by each participating store over the past month. Participating stores that have issued attractive coupons that are frequently selected by users can be said to be contributing to the operation of the customer attraction system 1A. For this reason, the billing processor 24A increases or decreases the system usage fee calculated based on the number of user visits based on the number of coupons issued. More specifically, the billing processor 24A reduces the system usage fee for participating stores that have issued a large number of coupons.

[0058] The system usage fee determined in this way is charged to each participating store A, B, C, D, etc.

[0059] [Effects of the customer attraction system according to the first embodiment] According to the customer attraction system 1A of the first embodiment, since users will proactively visit participating stores in order to clear the game and obtain coupons, it is expected that the participating stores will attract more customers.

[0060] In addition, according to the customer attraction system 1A of this embodiment, users who visit a participating store to progress in the game will advertise the participating store (post on social media), which can be expected to attract other users who see the post to visit the store.

[0061] In addition, in the customer attraction system 1A according to the present embodiment, it is possible to know whether or not a user is a user who has been attracted by the customer attraction system 1A, depending on whether or not the user photographs a two-dimensional code. Therefore, the customer attraction system 1A can make participating stores feel that the customer attraction system 1A has attracted customers.

[0062] In addition, in the customer attraction system 1A according to the present embodiment, the system usage fee for each participating store is determined based on the degree of benefit received by each participating store (number of times users stop by) and the degree of contribution of each participating store (number of times coupons are issued). Therefore, the customer attraction system 1A can prevent each participating store from feeling that the system usage fee is unfair.

[0063] [Second Example] [Configuration of the customer attraction system according to the second embodiment] 11 shows a customer attraction system 1B according to a second embodiment of the present invention. The customer attraction system 1B is intended to increase customer attraction at multiple participating stores A, B, C, D, etc. scattered in an area around a famous temple or shrine, and includes user terminals 10B carried by each user visiting the area, and a management device 20B capable of communicating with each of the user terminals 10B via a network 30.

[0064] The user terminal 10B includes a camera 11, a display 12, and a game management section 13B that is formed by software when the user executes a predetermined game application.

[0065] The game management unit 13B manages the bingo game played by the user. The bingo game generally proceeds as follows under the management of the game management unit 13B. (1) Each time a user visits one of the participating stores (A, B, C, D, etc.), one space on the bingo card is opened. (2) When the open squares are lined up in a row (bingo is achieved), the user is given a common coupon that can be used at any one of the participating stores A, B, C, D, etc.

[0066] The management device 20B includes a user account DB25, a participating store DB26B and a user behavior DB27B, which are composed of a data storage device such as a hard disk, as well as a user authentication unit 21, an advertising material presentation unit 22B, a coupon presentation unit 23B and a billing processing unit 24B, which are formed in software when a specified management application is executed.

[0067] The user account DB 25 stores the same information as in the first embodiment (see FIG. 2).

[0068] 12, the participating store DB 26B stores a store name (e.g., A, and so on below) and advertising material (using Tanba chestnuts, etc.) in association with a unique store ID (S001). The participating store DB 26B may further store a registration date.

[0069] In the user behavior DB27B, as shown in FIG. 13, user behavior consisting of the store IDs of participating stores A, B, C, D, etc. visited is stored in association with the user ID. For example, when user A visits participating store A, the store ID (S001, see FIG. 12) of participating store A is stored in the store (1) field corresponding to user A's user ID (U0001, see FIG. 2), and then when user A visits participating store B, the store ID (S002, see FIG. 12) of participating store B is stored in the store (2) field corresponding to user A's user ID (U0001). In this way, the store ID of the first participating store visited is stored in the store (1) field, and the store ID of the second participating store visited is stored in the store (2) field. The same applies for the third and subsequent stores.

[0070] As shown in Fig. 13, the user behavior DB27B also stores the store IDs of stores where coupons are used, linked to the user IDs. As will be explained in detail later, when a user hits bingo, the user can acquire a common coupon that can be used at any one of participating stores A, B, C, D, etc. For example, when User A uses the common coupon he or she has acquired at participating store B, the store ID (S002) of participating store B is stored in the coupon-used store field corresponding to User A's user ID (U0001).

[0071] [Operation of the customer attraction system according to the second embodiment] Next, the operation of the customer attraction system 1B according to this embodiment when the game is cleared, when a common coupon is used, and when a billing process is performed will be described with reference to Figures 14 to 16. The operation of the user registration, the operation of the user authentication, and the operation of the game play are the same as those in the first embodiment, so the description will be omitted.

[0072] <Figure 14: Game completion behavior> The coupon presenter 23B of the management device 20B transmits predetermined common coupon information (for example, "10% off all products at participating stores A, B, C, D, . . . ") to the user terminal 10B.

[0073] Upon receiving the common coupon information, the game management unit 13B of the user terminal 10B stores the received common coupon information.

[0074] <Figure 15: Operation when using a common coupon> When User A launches a game application and then performs a predetermined coupon call operation, the game management unit 13B causes a coupon presentation screen generated based on the stored common coupon information to be displayed on the display 12. In other words, the game management unit 13B causes the display 12 to display the common coupon.

[0075] User A can receive the benefit of the common coupon (10% off all products) by stopping by any one of participating stores A, B, C, D, etc. (for example, participating store B), showing the coupon presentation screen to a store clerk, and activating camera 11 to photograph the two-dimensional code displayed at participating store B.

[0076] At this time, the game management unit 13B decodes the captured two-dimensional code and acquires the store ID (S002; see FIG. 12) of participating store B. Then, the game management unit 13B transmits the acquired store ID (S002) to the management device 20B as the coupon usage store ID. The game management unit 13B also transmits the user ID (U0001) stored at the time of user authentication together with the coupon usage store ID.

[0077] The management device 20B associates the received coupon use store ID (S002) with the user ID (U0001) and stores it in the user behavior DB 27B. More specifically, the management device 20B stores the received coupon use store ID (S002) in the coupon use store field corresponding to the user ID (U0001) (see FIG. 13). The coupon issuing store ID corresponds to the "coupon use facility identification information" of the present invention.

[0078] <Figure 16: Operation during billing process> Like the customer attraction system 1A, the customer attraction system 1B according to this embodiment is operated with system usage fees paid by the participating stores A, B, C, D, etc. The system usage fees to be paid by each of the participating stores A, B, C, D, etc. are determined by a billing process operation performed at a predetermined date and time (or frequency).

[0079] In this embodiment, at the end of each month, the billing processor 24B of the management device 20B refers to the user behavior DB 27B and tally up the number of user visits to each participating store during the past month based on the user behavior of all users. Then, based on the tallying up results, the billing processor 24B determines the system usage fee to be paid by each participating store A, B, C, D, etc.

[0080] For example, if a user visits participating store A 50 times and a user visits participating store B 100 times, it can be said that participating store B has received more benefit (customer attraction) from customer attraction system 1B, so the billing processing unit 24B will charge participating store B a higher system usage fee than participating store A.

[0081] Furthermore, at the end of each month, the billing processor 24B refers to the user behavior DB 27B and tally up the number of times coupons have been used for each participating store during the past month. Participating stores that have offered more discounted products or services to users can be said to be contributing to the operation of the customer attraction system 1B. For this reason, the billing processor 24B increases or decreases the system usage fee calculated based on the number of user visits based on the number of coupon usages. More specifically, the billing processor 24B reduces the system usage fee for participating stores that have used coupons more frequently.

[0082] The system usage fee determined in this way is charged to each participating store A, B, C, D, etc.

[0083] [Effects of the customer attraction system according to the second embodiment] According to the customer attraction system 1B of the second embodiment, since users will proactively visit participating stores in order to clear the game and acquire the common coupon, it is expected that the participating stores will attract more customers.

[0084] In addition, according to the customer attraction system 1B of this embodiment, users who visit a participating store to progress in the game will advertise the participating store (post on social media), which can be expected to attract other users who see the post to the store.

[0085] In addition, in the customer attraction system 1B according to this embodiment, it is possible to know whether or not a user is a user who has been attracted by the customer attraction system 1B, depending on whether or not the user photographs a two-dimensional code. Therefore, the customer attraction system 1B can make participating stores feel that the customer attraction is being achieved by the customer attraction system 1B.

[0086] In addition, in the customer attraction system 1B according to the present embodiment, the system usage fee for each participating store is determined based on the degree of benefit received by each participating store (number of times users stop by) and the degree of contribution of each participating store (number of times coupons are used). Therefore, the customer attraction system 1B can prevent each participating store from feeling that the system usage fee is unfair.

[0087] [Variations] Although the first and second embodiments of the customer attraction system according to the present invention have been described above, the configurations of the present invention are not limited to these.

[0088] For example, the game played by the user is not limited to Bingo, but may be another game such as Sugoroku, in which the participating stores are represented by squares. In the case of Sugoroku, a user who reaches the goal is given coupons for the squares on which the user has stopped, i.e., the participating stores that the user has visited. As in the embodiment, the system usage fee is determined according to the number of times the user has visited, and the system usage fee is reduced according to the number of coupons issued.

[0089] In addition, if the numbers are predetermined for each participating store, the game management unit may omit displaying the roulette screen. In this case, the squares corresponding to the predetermined numbers are opened on the bingo card screen.

[0090] Furthermore, participating stores are merely one example of participating facilities. Other examples of participating facilities include event venues, etc. Areas around famous temples and shrines are also merely one example of areas where participating facilities are scattered. Other examples of areas include areas along major roads connecting train stations, shopping streets, etc.

[0091] Furthermore, posting on social media is just one example of advertising. Examples of advertising other than posting on social media include posting photos, videos, and audio to the public.

[0092] In addition, advertising by the user may be omitted, and the display of the roulette screen and the update of the user behavior DB may be triggered by the user photographing the two-dimensional code.

[0093] The billing processor of the management device may determine the system usage fee based only on the number of visits by the user. In this case, the user behavior DB does not need to include the coupon issuing store field and the coupon using store field.

[0094] In addition, the game management section of the user terminal may cause a screen to be displayed on the display to inform the user of the locations of participating facilities (for example, a screen consisting of a map of the surrounding area and icons indicating the locations of participating facilities).

[0095] Also, even if the user does not photograph the two-dimensional code, the user can simply approach a participating store and the store ID of that participating store can be pushed from a transmitting device installed in that participating store to the user terminal, the user ID and store ID can be transmitted from the user terminal to a management device, advertising material information of the participating store can be transmitted from the management device to the user terminal, and the SNS posting screen can be displayed on the user terminal. In other words, photographing a two-dimensional code is merely one example of a means by which a user terminal obtains a store ID.

[0096] In addition, in order to prevent excessive coupon acquisition, restrictions may be placed on the number of coupons issued to the same user per day and the number of times the same user may photograph a two-dimensional code. [Explanation of symbols]

[0097] 1A, 1B Customer Acquisition System 10A, 10B User terminal 11 Camera 12 Touch panel display 13A, 13B Game Management Department 20A,20B Management device 21 User authentication section 22A, 22B Advertising material presentation section 23A, 23B Coupon display section 24A, 24B Billing Department 25 User Account Database 26A, 26B Participating Store Database 27A, 27B User behavior database 30 Network

Claims

1. A customer attraction system including a user terminal carried by each of a plurality of users who play a game, and a management device capable of communicating with the user terminals, The management device includes: a user behavior storage unit that stores, when the user stops by one of a plurality of participating facilities existing in the real world in the course of playing the game, identification information unique to the one participating facility transmitted from the user's user terminal as the user behavior of the user after the user advertises the one participating facility via the user terminal; a billing processing unit that counts the number of user visits to each participating facility based on the user behavior of all of the users stored in the user behavior storage unit, and determines a system usage fee to be paid by each of the participating facilities based on the results of the counting; and a coupon presentation unit that, when the user completes the game, acquires coupon information relating to all of the participating facilities that the user has visited based on the user behavior of the user stored in the user behavior storage unit, and transmits the coupon information to the user terminal of the user; When the user selects one of the presented coupons on the user terminal, the identification information of the participating facility related to the selected coupon is stored in the user behavior storage unit as coupon issuing facility identification information together with the user behavior of the user; The advertising activity is posting of advertising text using a social networking service (SNS). A customer acquisition system characterized by the above.

2. The billing processing unit counts the number of coupons issued for each participating facility based on the coupon issuing facility identification information stored in the user behavior storage unit, and increases or decreases the system usage fee based on the results of the counting.

2. The customer attraction system according to claim 1 .

3. A customer attraction system including a user terminal carried by each of a plurality of users who play a game, and a management device capable of communicating with the user terminals, The management device includes: a user behavior storage unit that stores, when the user stops by one of a plurality of participating facilities existing in the real world in the course of playing the game, identification information unique to the one participating facility transmitted from the user's user terminal as the user behavior of the user after the user advertises the one participating facility via the user terminal; a billing processing unit that counts the number of user visits to each participating facility based on the user behavior of all of the users stored in the user behavior storage unit, and determines a system usage fee to be paid by each of the participating facilities based on the results of the counting; and a coupon presentation unit that transmits, when the user clears the game, information about a common coupon that can be used at any one of the plurality of participating facilities to the user terminal of the user, When the user uses the common coupon at any one of the plurality of participating facilities, the identification information of the one participating facility transmitted from the user terminal of the user is stored in the user behavior storage unit as coupon use facility identification information; The advertising activity is posting of advertising text using a social networking service (SNS). A customer acquisition system characterized by the above.

4. The billing processing unit counts the number of times the coupon has been used for each participating facility based on the coupon use facility identification information stored in the user behavior storage unit, and increases or decreases the system usage fee based on the results of the counting.

4. The customer attraction system according to claim 3.

5. Each of the participating facilities is provided with a two-dimensional code that stores the identification information.

5. The customer attraction system according to claim 1,

6. The game is a bingo game in which spaces are opened as the game is played, When the user performs the advertising action, one of the unopened squares opens.

5. The customer attraction system according to claim 1,

Citation Information

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