Game system and article acquisition game device

By introducing the point transfer function in the item acquisition game system, the problem of unused points was solved, the effective utilization of points and the high occupancy rate of game equipment are achieved, and the player experience is improved.

CN119110741APending Publication Date: 2024-12-10SEGA CORP
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Patent Information

Application Number
CN202380024183.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-02-28
Filing Date
2023-02-21
Publication Date
2024-12-10

AI Technical Summary

Technical Problem

In item acquisition gaming devices, the unused part of the player after purchasing points is difficult to effectively utilize, making it difficult for the store to prompt players to continue playing to consume these points.

Method used

A gaming system is designed, including item acquisition gaming equipment and servers, through the points management unit and the mobile control unit, allowing unused points to be transferred in one gaming device to another gaming device, and using the server to transfer and manage points, Ensure that points can be used effectively.

Benefits of technology

It realizes effective utilization of unused points, reduces point waste, improves the occupancy rate of game equipment and player experience, and encourages players to continue playing to consume remaining points.

✦ Generated by Eureka AI based on patent content.

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Abstract

According to the invention, the unconsumed points in the game equipment are effectively obtained by using the articles. The game system includes a plurality of doll game devices and a server. Each of the doll game devices includes: a playground provided in a game space and having a first area in which a prize is placed and a second area serving as a movement destination of the prize; the lifting arm is used for grabbing a prize; an operation unit that receives an operation from a player; a point management unit that grants points in accordance with the game fees paid by the player; a boom control unit that drives the boom under the condition of integral consumption; and a movement determination unit that determines whether or not the prize is successfully moved to the second area. The server includes a player management unit that, upon receiving, from a player, a transfer instruction of a score granted at the first doll game device, converts a score that is not consumed at the first doll game device into a score of the second doll game device serving as a transfer destination.
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Description

Technical Field

[0001] The present invention relates to an item acquisition game in which prizes or other such items are acquired. Background Art

[0002] Many game centers include a doll grabbing game device (item acquisition game device). A stand (game field) is provided inside the housing of the doll grabbing game device, on which prizes (items) such as stuffed toys or candies are placed. The player uses horizontal buttons and vertical buttons, etc. to operate an item holding unit such as a crane arm. If the player can grab the prize with the crane arm and move it to the drop port, the player wins the prize.

[0003] Before playing the game, the player earns points by paying a game fee. These points can be used to play the claw machine game, and when the player has three points, he can make three attempts in the claw machine game. Since it is not easy to obtain prizes in the claw machine game device, the game fee equivalent to several points is often paid at one time (see Patent Document 1).

[0004] Citation List

[0005] Patent Literature

[0006] Patent Document 1: Japanese Patent No. 6844586 Summary of the invention

[0007] Problems to be solved by the present invention

[0008] If a player purchases a lot of points, some points may remain unused after the player wins the prize they wanted. The store hopes that the player will continue to play the claw machine game and use up these unused points, but once the player has achieved their goal, the player may not want to continue playing. In this case, there are not many options for what to do with the unused points.

[0009] The present invention has been completed in view of the above-mentioned situation, and its main purpose is to propose a technology for effectively utilizing unused points in an item acquisition game device.

[0010] Means of solving the problem

[0011] A game system according to one mode of the present invention includes a plurality of item acquisition game devices and a server.

[0012] The item acquisition game device includes: a game field, which is set in a game space and has a first area for placing items to be acquired and a second area for moving the items to; an item holding unit, which holds the items; an operation unit, which receives operations from players; a point management unit, which awards points according to game fees paid by the players; a movement control unit, which drives the item holding unit according to operations under the condition that the points have been used; and a movement determination unit, which is used to determine whether the item has been successfully moved to the second area.

[0013] The server includes a player management unit that, after having received a transfer instruction for points awarded in a first item acquisition game device from a player, converts unused points in the first item acquisition game device into points for a second item acquisition game device serving as a transfer destination.

[0014] An item acquisition game device according to one mode of the present invention includes: a game field, which is set in a game space and has a first area for placing items to be acquired and a second area for moving the items to; an item holding unit, which holds the items; an operation unit, which receives operations from players; a point management unit, which awards points based on game fees paid by the players; a movement control unit, which drives the item holding unit based on operations under the condition that the points have been used; and a movement determination unit, which is used to determine whether the item has been successfully moved to the second area.

[0015] When receiving a credit transfer instruction from the player, the credit management unit outputs information related to both or either of the unused credits and the game fee corresponding to the unused credits to an external device.

[0016] A game system according to another mode of the present invention includes a plurality of game devices, a communication terminal, and a server.

[0017] A gaming machine ID for identifying the gaming device is registered in the gaming device, and a player ID for identifying a player is registered in the communication terminal.

[0018] The game device includes: a point management unit that awards points according to game fees paid by a player; and a game control unit that controls the progress of a game under the condition that the points have been used.

[0019] Either the game device or the communication terminal acquires an ID registered in the other device, and transmits the ID registered in itself and the ID acquired from the other device to the server.

[0020] The server includes a player management unit that associates the sent player ID and game console ID and registers them as a pair, and upon receiving an instruction to transfer unused points of the first game device from a player registered as a pair with the first game device, converts the unused points of the first game device into points of the second game device.

[0021] Effects of the Invention

[0022] By utilizing the present invention, it is easy to effectively utilize items to obtain unused credits in gaming devices. BRIEF DESCRIPTION OF THE DRAWINGS

[0023] Figure 1 It is a hardware configuration diagram of the game system;

[0024] Figure 2 It is a schematic diagram of the overall configuration of the claw machine game device;

[0025] Figure 3 is a functional block diagram of the server;

[0026] Figure 4 It is a functional block diagram of a claw machine game device;

[0027] Figure 5 is a diagram showing an initial screen;

[0028] Figure 6 is a sequence diagram showing the steps of the pairing process;

[0029] Figure 7 It is a data structure diagram of pairing information;

[0030] Figure 8 It is the picture that occupies the screen;

[0031] Fig. 9 is a sequence diagram showing the steps of the occupation process;

[0032] Fig.10 It is a picture of the screen that can be released from occupation;

[0033] Fig.11 It is a picture of the transfer screen;

[0034] Fig.12 is a diagram showing a data structure of point management information; and

[0035] Fig.13 is a sequence diagram showing the steps of the migration process. DETAILED DESCRIPTION

[0036] Hereinafter, the configuration and basic functions of the claw doll game device will be described first. Next, the three functions of the claw doll game device in this embodiment, namely, the "pairing function", the "occupancy function" and the "transfer function" will be described in order. The "article holding unit" is not limited to the type suspended from above as in the hanging arm, but may be the type that hooks or pushes in the prize from the side, but in the following embodiments, the hanging arm is used as an example.

[0037] The pairing function is a function for associating the claw machine game device with the player, and is basically similar to logging in, and will be described in detail below. The occupation function is a function that enables the player to occupy the claw machine game device for a period of time even if the player leaves the claw machine game device for a short period of time. The transfer function is a function for transferring the remaining points that are not used in one claw machine game device to another claw machine game device.

[0038] Figure 1 is a diagram of the hardware configuration of the game system 100 .

[0039] In the game system 100, multiple claw machine game devices 104a, 104b, ..., 104n (hereinafter, when collectively or without distinction, referred to as "claw machine game devices 104") and user terminals 110a, ..., 110m (hereinafter, when collectively or without distinction, referred to as "user terminals 110") are connected to the server 102 via the Internet 106.

[0040] The claw machine game device 104 is connected to the server 102 via the relay device 108. The relay device 108 is installed in each store or each floor of a store, and is connected to one or more claw machine game devices 104.

[0041] The user terminal 110 (communication terminal) in this embodiment is assumed to be a smart phone. The user terminal 110 can be a tablet terminal or a laptop PC. The user terminal 110 and the Internet 106 are connected wirelessly, but can also be connected by wire. A dedicated application (hereinafter referred to as "CS (catch doll service) software") is installed on the user terminal 110.

[0042] The doll game device 104 is installed in an amusement facility such as an amusement park or a game center. In order to remotely control the doll game device 104, the tablet terminal used by the operator operating the amusement facility can also be connected to each doll game device 104.

[0043] The server 102 provides various services for the claw machine game, such as the pairing function, the occupation function, and the transfer function described above. The player downloads the CS software from the server 102 to the user terminal 110. At this time, the player is registered, and the server 102 assigns a player ID to the player. The player ID is also registered in the user terminal 110. In addition, the server 102 also registers the game machine ID for identifying the claw machine game device 104, and the store ID for identifying the store where the claw machine game device 104 is installed.

[0044] Figure 2 Schematic diagram of the overall configuration of the claw machine game device 104.

[0045] The doll grabbing game device 104 includes a rectangular parallelepiped base 112 and a box-shaped prize storage portion 114 disposed above the base 112. A game space S is formed inside the prize storage portion 114, and a prize placement table 116 (game field) is provided. Prizes P such as plush toys or small ornaments are placed on the prize placement table 116. A suspension arm 118 is disposed above the prize placement table 116. The suspension arm 118 can move forward and backward, left and right, and upward and downward in the game space S to grab or release the prize P.

[0046] The front side and the left and right sides of the prize storage section 114 are made of transparent glass. This allows the prize P to be seen from the outside. A monitor 120 is provided on the back side (rear side) of the prize storage section 114. The monitor 120 displays various presented images. A camera 122 is installed on the ceiling of the claw machine game device 104. The camera 122 captures an image of the prize placement table 116 from above. The monitor 120 can also display the image captured by the camera 122.

[0047] LED (light emitting diode) is arranged on the pillar 150 of the doll game device 104, and lights up as a part of demonstration in the game.Be provided with door 124 in front of the prize storage part 114, thereby allowing the operator to place prize P in the prize storage part 114.

[0048] The prize placement table 116 is divided into a first area 126 and a second area 128. Each of these partitioned areas is composed of a removable panel. When any panel is removed, this forms a drop opening 130 through which a prize P can fall. When a prize P is placed in the first area 126 and the drop opening 130 is formed in the second area 128, if the player can move the prize P from the first area 126 to the second area 128 (drop opening 130), the player can obtain the prize P.

[0049] Inside the base 112, a prize storage space 132 is formed for storing the prizes P dropped through the drop opening 130. A prize removal opening 134 is formed on the front surface of the base 112 to allow the prizes P dropped into the prize storage space 132 to be removed.

[0050] An operation console 136 is provided on the front side of the base 112. The operation console 136 is provided with a coin slot 138, an IC (Integrated Circuit) card reader 140, an operation unit 142, and a setting display unit 144. In order to start a game, a player inserts a coin into the coin slot 138 or touches an IC card loaded with electronic money to the IC card reader 140. In the latter case, payment processing is performed using electronic money, but since this is a known technology, it will not be described in detail here.

[0051] The operation unit 142 has operation buttons 142a and 142b that allow the player to move the boom 118. The operation unit 142 functions as a "boom operation unit" that receives input signals based on player operations. The operation button 142a is used to move the boom 118 in the left-right direction (X direction), and the operation button 142b is used to move the boom 118 in the front-back direction (Y direction). Alternatively, the boom 118 can be moved forward, backward, left, and right using a joystick.

[0052] The setting display unit 144 is provided with a touch panel. The setting display unit 144 accepts input of game setting information from the operator and displays information related to the game, such as the operation method of the operation unit 142 or the game result. The claw machine 104 also includes a speaker (not shown), an external connection terminal, and the like.

[0053] The suspension arm 118 has an arm 146 capable of grasping and releasing a prize P. The suspension arm 118 includes a motor that drives the opening and closing of the arm 146. The prize P is grasped or released by opening or closing the arm 146.

[0054] The arm 118 can move along a guide rail (not shown) installed on the upper part of the prize storage section 114 and is driven by the arm driver 148. The arm driver 148 includes a moving mechanism that drives the arm 118 in the left and right direction (X direction) and the front and rear direction (Y direction) and a lifting mechanism that drives in the up and down direction (Z direction). The moving mechanism includes an X-direction motor and a Y-direction motor. The lifting mechanism includes a Z-direction motor. The arm driver 148 can move the arm 118 to any position in the game space S. Since drive mechanisms such as this are well known, they will not be described in detail here.

[0055] Figure 3 is a functional block diagram of the server 102 .

[0056] The constituent elements of the server 102 are implemented by hardware and software, the hardware includes computing units such as a CPU (central processing unit) and various coprocessors, storage devices such as memory and storage, and wired or wireless communication lines connecting these, and the software is stored in the storage device and provides processing instructions to the computing unit. The computer program may be composed of a device driver, an operating system, various application programs located at a higher layer than these, and a library that provides common functions to these programs. The boxes described below indicate boxes of functional units, rather than configurations of hardware units.

[0057] The same applies to the following references Figure 4 The constituent elements of the claw machine game device 104 are described.

[0058] The server 102 includes a data processing unit 162 , a data storage unit 164 , and a communication unit 160 .

[0059] The communication unit 160 performs communication processing between the user terminal 110 and the relay device 108. The data storage unit 164 stores various data. The data processing unit 162 performs various processing based on the data received by the communication unit 160 and the data stored in the data storage unit 164. The data processing unit 162 also serves as an interface between the communication unit 160 and the data storage unit 164.

[0060] The communication unit 160 includes a transmission unit 166 that transmits various data and a reception unit 168 that receives data.

[0061] The data processing unit 162 includes a player management unit 170 and an occupation management unit 172. The player management unit 170 performs management related to pairing and transfer of points. The occupation management unit 172 manages the occupation of the claw machine device 104 by the player.

[0062] Figure 4 1 is a functional block diagram of the claw machine game device 104.

[0063] The claw machine game device 104 includes a user interface processing unit 180 , a mechanism unit 182 , a data processing unit 186 , a communication unit 184 , and a data storage unit 188 .

[0064] The user interface processing unit 180 receives operations from players via various input devices, and also performs processing related to the user interface, such as image display and audio output. The mechanism unit 182 drives various mechanisms, such as the boom 118, the prize storage space 132. The communication unit 184 performs communication processing with the user terminal 110 and the relay device 108. The data storage unit 188 stores various data. The data processing unit 186 performs various processing based on the data input from the user interface processing unit 180, the data received by the communication unit 184, and the data stored in the data storage unit 188. The data processing unit 186 also serves as an interface between the mechanism unit 182, the user interface processing unit 180, the communication unit 184, and the data storage unit 188.

[0065] The user interface processing unit 180 includes an operation unit 142 that receives input from the player and an output unit 190 that outputs various information (such as images and sounds) to the player. The output unit 190 includes a display unit 192 that displays images on the display unit 144, etc. The player plays the claw machine game by operating the operation unit 142.

[0066] The communication unit 184 includes a transmission unit 194 that transmits various data to the server 102 or the like, and a reception unit 196 that receives data.

[0067] The mechanism unit 182 includes a boom driver 148 and a camera 122 (imaging unit). As described above, the camera 122 mounted on the ceiling of the claw machine game device 104 captures an image of the prize placement table 116 (game field). The captured image allows the player to determine the placement and movement path of the prize. In addition, when the captured image is displayed on the monitor 120, it is easier for the player to accurately determine the positional relationship between the boom 118 and the prize. As described above, the movement, grabbing and releasing of the boom 118 are performed by the boom driver 148.

[0068] The data processing unit 186 includes a game control unit 198 , a points management unit 204 , a code generation unit 206 , and an occupation setting unit 208 .

[0069] The game control unit 198 controls the progress of the claw machine game. The game control unit 198 includes a boom control unit 200 (movement control unit) and a movement determination unit 202. The boom control unit 200 instructs the boom driver 148 to move, grab or release according to the operation instruction from the operation unit 142. The movement determination unit 202 determines whether the prize has fallen through the drop port 130, or in other words, whether the player has succeeded in the claw machine game. The point management unit 204 converts the game fee invested by the player into the claw machine game device 104 into points. The code generation unit 206 generates a QR code (discussed below). The occupation setting unit 208 sets the state of the claw machine game device 104 to "occupied state" or "released state" according to the instruction from the player.

[0070] The data storage unit 188 stores the game program for the claw machine game and information related to the settings, game running results, and other data related to the usage status.

[0071] Pairing function

[0072] Figure 5 is a diagram of the initial screen 210 .

[0073] The display unit 192 causes the setting display unit 144 to display an initial screen 210. The setting display unit 144 includes a single game button 212, a multi-game button 214, and a pairing setting area 216. In the pairing setting area 216, a two-dimensional code 218 including a gaming machine ID is displayed. In the present embodiment, the two-dimensional code 218 is described as a QR code (registered trademark), but the two-dimensional code 218 may also be an image in which the gaming machine ID is encoded.

[0074] Before playing the game, the player uses the camera of the user terminal 110 to capture an image of the QR code 218. The CS software of the user terminal 110 extracts the game console ID from the QR code 218 and then accesses the server 102, which starts the pairing process (discussed below). As a result of the pairing, the server 102 registers the player ID and the game console ID in a manner associated with each other. That is, the pairing results in the association of the claw machine game device 104 with the player who is playing the claw machine game on the claw machine game device 104.

[0075] After the pairing is completed, the player pays the game fee. The game fee can be paid with coins or electronic money. If the player wants to play the claw machine game once, the player touches the single game button 212. After touching the single game button 212, the player pays the point unit price. Figure 5 In the illustrated claw machine 104, the point unit price is 100 yen. After payment, the point management unit 204 generates one point.

[0076] If the player wants to play the claw machine game six times, the player touches the multiple play button 214. After touching the multiple play button 214, the player pays a designated amount of 500 yen. When the multiple play button 214 is touched, the point management unit 204 generates six points for the payment of 500 yen. Since the player can receive 6 points with a game fee of 5 points, it is advantageous for the player to purchase 6 points at a time. Each time the claw machine game is played, the point management unit 204 subtracts one point.

[0077] The player can obtain benefits by installing the CS software on the user terminal 110, registering as a player, and performing the pairing process. For example, the player management unit 170 of the server 102 can send a coupon used as electronic money to the user terminal 110 of the player playing the claw machine game after pairing. By using the coupon, the player can obtain a discount on the game fee next time. In this embodiment, the occupation function and the transfer function (discussed below) will be described on the assumption that the pairing process has been performed.

[0078] Figure 6 is a sequence diagram showing the steps of the pairing process.

[0079] The code generation unit 206 of the claw machine game device 104 displays a two-dimensional code 218 as an encoded version of the game machine ID on the initial screen 210 (S10). The player takes an image of the two-dimensional code 218 using the user terminal 110 (S12). The CS software of the user terminal 110 extracts the game machine ID from the two-dimensional code 218 (S14) and sends a pairing request to the server 102 (S16). The pairing request contains the game machine ID and the player ID.

[0080] The receiving unit 168 of the server 102 receives the pairing request. The player management unit 170 performs pairing settings (S18). For example, when a player with a player ID of P02 (hereinafter referred to as "player (P02)") sends a pairing request to a claw machine game device 104 with a game machine ID of C01 (hereinafter referred to as "claw machine game device 104 (C01)"), the player management unit 170 registers C01 and P02 as a "pair" in the pairing information 220 (discussed below). This pairing allows the server 102 to determine the current player of the claw machine game device 104 (C02).

[0081] The sending unit 166 of the server 102 notifies the user terminal 110 of the completion of the pairing (S20). The sending unit 166 also notifies the claw machine game device 104 of the completion of the pairing (S22). When a pairing request is sent from an already paired player (user terminal 110), or when a pairing request is sent to an already paired claw machine game device 104, the player management unit 170 rejects the new pairing.

[0082] Once the claw machine game ends, the claw machine game device 104 sends an end notification including the game machine ID to the server 102. At this time, the player management unit 170 cancels the pairing. For example, when the end notification is sent from the claw machine game device 104 (C01) to the server 102, the player management unit 170 cancels the pairing of the claw machine game device 104 (C01) and the player (P02). The end of the claw machine game can also be a clear end instruction from the player to the claw machine game device 104. When a certain amount of time has passed since the score drops to zero, the sending unit 194 of the claw machine game device 104 can send a claw machine game end notification to the server 102.

[0083] As other examples, the "temporary setting" of pairing can also be performed in S18, and the sending unit 166 of the server 102 sends a pairing confirmation to the claw doll game device 104. The display unit 192 of the claw doll game device 104 can display a pairing confirmation screen (not shown), and if the player has purchased points at this time, the sending unit 194 of the claw doll game device 104 can notify the server 102 that "pairing is successful". The player management unit 170 of the server 102 can confirm the pairing under the condition of receiving the notification. After the pairing is confirmed, the server 102 can send a completion notification (S20) to the user terminal 110, and the CS software of the user terminal 110 can display a message indicating "you have logged in" on the screen. In this example, the processing of S22 is unnecessary.

[0084] Figure 7 2 is a diagram showing the data structure of the pairing information 220 .

[0085] The pairing information 220 is stored in the data storage unit 164 of the server 102. The game machine ID and the store ID are associated with each other in advance. That is, the store where each claw machine game device 104 is installed is registered in the server 102.

[0086] The store (T01) having the store ID T01 has the claw machine game devices 104 (C01) to 104 (C04) installed. On the other hand, the claw machine game device 104 (C05) is installed in the store (T02).

[0087] The claw machine game device 104 (C01) is paired with the player (P02). The claw machine game device 104 (C02) is paired with the player (P01) and is in an occupied state. Figure 8The following figures describe the occupation in detail. The claw machine game device 104 (C04) is not paired with any player and can currently be played by anyone. The player management unit 170 registers the pairing in the pairing information 220 when the pairing is established, and deletes the pairing from the pairing information 220 when the end notification is received.

[0088] Occupancy function

[0089] Figure 8 It is a diagram occupying screen 230.

[0090] The display unit 192 causes the setting display unit 144 to display an occupation button (not shown). When the player touches the occupation button, occupation processing (discussed below) is executed, and the display unit 192 displays an occupation screen 230. The occupation screen 230 shows that the claw machine game device 104 is occupied by the player (occupier). Other players cannot play the claw machine game on the claw machine game device 104 in the occupied state.

[0091] There may be a situation where a player moves the target prize P using the boom 118 and is close to being able to win the prize P, but the player has to temporarily leave the claw machine game device 104. For example, the player may need to exchange currency to purchase more points, or may need to use the restroom. In this case, the claw machine game device 104 is kept in an occupied state to prevent other players from using the claw machine game device 104. The remaining points area 232 indicates the number of points that have not been used. Figure 8 In the example, the claw machine game device 104 is in an occupied state with two remaining points.

[0092] In another example, if there are unused points, the display unit 192 may not display the occupy button.

[0093] When the doll game reaches a certain state (for example, when a game ends), the display unit 192 can display the occupation screen 230 and receive the occupation instruction. In addition, the doll game device 104 can notify the server 102 of the progress of the doll game, and the server 102 can receive the occupation instruction under the condition that the doll game is not in progress.

[0094] Fig. 9 is a sequence diagram showing the steps of the occupation process.

[0095] Here, description will be given assuming that the player (P01) who has been paired with the claw machine game device 104 (T01: C02) occupies the claw machine game device 104 (C02).

[0096] The player (P01) touches the occupation button (not shown) of the claw machine game device 104 (C02) (S30). At this time, the sending unit 194 of the claw machine game device 104 (C02) sends an occupation request including the game machine ID of C02 to the server 102 (S32).

[0097] The occupancy management unit 172 of the server 102 refers to the pairing information 220, sets the player (P01) paired with the claw machine game device 104 (C02) as an occupant (occupancy setting), and updates the pairing information 220 (S34). If the claw machine game device 104 (C02) is not paired, the occupancy setting is not performed.

[0098] After the occupation setting, the sending unit 166 sends an occupation notification to the user terminal 110 (P01) (S36). On the other hand, after sending the occupation request, the occupation setting unit 208 of the claw machine game device 104 (C02) changes the state of the claw machine game device 104 from the released state to the occupied state (S38). At this time, the display unit 192 displays the occupation screen 230 indicating that the machine is occupied (see Figure 8 ).

[0099] When the player (P01) wants to restart the claw machine game on the claw machine game device 104 (C02), he touches a release button (not shown) on the user terminal 110 (P01). At this time, a release request is sent from the user terminal 110 to the server 102 (S40). The release request includes the player ID of P01.

[0100] The occupancy management unit 172 of the server 102 refers to the pairing information 220, performs a release setting on the claw machine 104 (C02) paired with the player (P01), and updates the pairing information 220 (S42). If the player (P01) who sent the release request has not established a pairing, the release request is not accepted.

[0101] After the release setting, the sending unit 166 of the server 102 sends a release instruction to the claw machine game device 104 (C02) (S44). The occupation setting unit 208 of the claw machine game device 104 (C02) changes the state of the claw machine game device 104 (C02) from the occupied state to the released state (S46). At this time, the display unit 192 changes the occupied notification area 234 to a non-display state.

[0102] As described above, the player (P01) paired with the grab doll game device 104 (C02) can temporarily occupy the grab doll game device 104 (C02). In addition, only the occupier (P01) can release the occupation of the grab doll game device 104 (C02).

[0103] If the occupant (P01) forgets to release the occupation of the claw doll game device 104 (C02), the claw doll game device 104 (C02) will remain in an unplayable state, which is undesirable. In view of this, in the game system 100 of the present embodiment, it is set so that the occupation of the claw doll game device 104 (C02) can be exceptionally released by a person other than the occupant (P01) based on two time limits (one is the "first time" and the other is the "second time").

[0104] The first time is a time limit set in the server 102. In the present embodiment, the first time is 180 seconds (3 minutes). After the occupation setting (S34), the occupation management unit 172 of the server 102 measures the elapsed time. If the first time has passed, the occupation management unit 172 instructs the sending unit 166 to send a first release instruction to the claw machine game device 104 (C02).

[0105] When receiving the first release instruction, the occupation setting unit 208 of the claw machine game device 104 (C02) displays a release button 236 on the occupation screen 230 (refer to Fig.10 ). After that, when anyone other than the occupant (P01) touches the release button 236, the occupation setting unit 208 of the claw machine game device 104 (C02) changes from the occupied state to the released state. After the occupation is released, the claw machine game device 104 (C02) sends a release notification to the server 102, and the occupation management unit 172 of the server 102 updates the pairing information 220.

[0106] Therefore, even if the player (P01) forgets to release the occupation, once the first time has passed, anyone can release the occupation of the claw machine game device 104 (C02). Therefore, the claw machine game device 104 (C02) can be prevented from being continuously and unfairly occupied.

[0107] The second time is the time set in the baby game device 104 (C02). In the present embodiment, the second time is 300 seconds (5 minutes). The occupation setting unit 208 (C02) of the baby game device 104 measures the elapsed time (S38) after being set to the occupied state. When the second time has passed, the occupation setting unit 208 automatically changes the occupied state to the released state. After the occupation is released, the baby game device 104 (C02) sends a release notice to the server 102, and the occupation management unit 172 of the server 102 updates the pairing information 220. Utilizing this control method, even in the case of a communication failure between the baby game device 104 and the server 102, the baby game device 104 can automatically release the occupation after the second time has passed.

[0108] In other examples, when a first time has passed after the change to the occupied state, the occupation setting unit 208 of the claw machine game device 104 (C02) may display a release button 236 on the occupied screen 230 (S38).

[0109] Transfer function

[0110] Fig.11 is a diagram of a transfer screen 240 .

[0111] If the player has successfully won a prize and still has unused credits, the display unit 192 displays a transfer screen 240. The player can use these unused credits to try to win another prize, or can transfer the unused credits to another claw machine game device 104.

[0112] Here, it is assumed that the player (P01) paired with the claw machine game device 104 (C02) has two points remaining when winning the prize. The transfer function enables the player (P01) to convert the two unused points into points for another claw machine game device 104.

[0113] exist Fig.11 In the transfer screen 240, two credits remain unused. Assume that the player (P01) touches the multiple play button 214, purchases six credits for 500 yen, and wins the prize P when four credits are spent (i.e., when four attempts are made). The player (P01) ends the claw machine game because there is no prize P that he wants to win in the claw machine game device 104 (C02).

[0114] If the player (P01) wants to transfer the credits, he selects the "Yes" button in the transfer confirmation area 242. At this time, the two unused credits are first registered in the server 102, as will be described in detail below. Hereinafter, transferring the unused credits from the claw machine game device 104 (transfer source) to the server 102 is referred to as "first transfer", and transferring the credits from the server 102 to another claw machine game device 104 (transfer destination) is referred to as "second transfer".

[0115] Fig.12 2 is a diagram showing the data structure of the point management information 250 .

[0116] The credit management information 250 is stored in the data storage unit 164 of the server 102. The credit management information 250 associates the claw machine game device 104 with the player and any unused credits. When the player (P01) issues an instruction to transfer the unused credits of the claw machine game device 104 (C02) by the method described later, the player management unit 170 updates the credit management information 250 and performs the first transfer of the unused credits.

[0117] Assume that the player (P01) issues a transfer instruction for two unused credits at the claw machine game device 104 (C02) in the store (T01). Fig.12 As shown in the point management information 250, the store ID, the game machine ID, the player ID, and any unused points are registered in a manner associated with each other. The two points displayed in the point management information 250 indicate that the player (P01) has two unused points remaining in the claw machine game device 104 (C02). That is, the point management information 250 indicates the first transferred points.

[0118] Fig.13 is a sequence diagram showing the steps of the migration process.

[0119] Here, description will be given assuming that the player (P01) paired with the claw machine game device 104 (T01: C02) transfers unused points from the claw machine game device 104 (C02) to the claw machine game device 104 (C04).

[0120] The player (P01) uses the transfer screen 240 of the claw machine game device 104 (C02) to issue an instruction to transfer credits (S50). At this time, the credit management unit 204 of the claw machine game device 104 (C02) instructs the sending unit 194 to send a transfer request including the number of unused credits and the game machine ID of C02 to the server 102 (S52). At this time, the credit management unit 204 can send the game fee corresponding to the unused credits to the server 102.

[0121] The player management unit 170 identifies the player (P01) paired with the claw machine device 104 (C02), and registers the unused points in the points management information 250 (S54). The player management unit 170 releases the pairing of the claw machine device 104 (C02) and the player (P01) (S56).

[0122] After registering the unused points, the sending unit 166 sends a clearing instruction (S58) to the claw machine game device 104 (C02). The points management unit 204 (C02) of the claw machine game device 104 deletes the unused points from the memory of the housing (S58). As a result of the above processing, the unused points in the claw machine game device 104 (C02) undergo a first transfer to the server 102.

[0123] Next, the steps of the second transfer will be described, in which the unused points transferred to the server 102 in the first transfer are transferred to the claw machine game device 104 (C04).

[0124] The player (P01) is paired with the claw machine 104 (C04) (S70). Figure 6 The processing steps from S10 to S22 are similar.

[0125] The player management unit 170 converts the unused points registered in the pairing information 220 of the claw machine 104 (C02) into points for the claw machine 104 (C04) (S72). For example, assuming that the point unit price of the claw machine 104 (C02) (transfer source) is 100 yen, the point unit price of the claw machine 104 (C04) (transfer destination) is 200 yen, and there are two unused points in the claw machine 104 (C02) (transfer source).

[0126] In this case, the value of two unused credits in the claw machine 104 (C02) of the transfer source is 200 yen (=100×2), which is equivalent to one credit in the claw machine 104 (C04) of the transfer destination. Therefore, the player management unit 170 converts the two credits of the claw machine 104 (C02) into one credit of the claw machine 104 (C04).

[0127] After the conversion, the sending unit 166 notifies the number of points to the claw machine game device 104 (C04) of the transfer destination (S74). Then, the point management unit 204 of the claw machine game device 104 (C04) grants points to the player (P01). In the above example, two unused points in the claw machine game device 104 (C02) become one point in the claw machine game device 104 (C04), and the player can play a claw machine game in the claw machine game device 104 (C04) without paying a game fee.

[0128] When the player (P01) is paired with the claw doll game device 104 (C04), the player management unit 170 can automatically perform the conversion of the points and the second transfer accompanying this. In the above example, when the pairing with the claw doll game device 104 (C04) is established, one point is automatically input to the claw doll game device 104 (C04). In addition, before the second transfer, the claw doll game device 104 (C04) can display a confirmation screen (not shown) for confirming the number of points. The second transfer can be performed under the condition that the player (P01) has issued an instruction for the second transfer of the points on the confirmation screen.

[0129] The conversion of points may also be performed by the claw doll game device 104 (CY) of the transfer destination instead of the server 102. For example, it is assumed that the fee corresponding to the unused points in the claw doll game device 104 (CX) of the transfer source is 500 yen. The server 102 divides the 500 yen by 100 (unit fee) to convert it into five points. It is assumed that one point in the claw doll game device 104 (CY) of the transfer destination is 200 yen (two points). The server 102 notifies that five points are available at the time of pairing. The point management unit 204 of the claw doll game device 104 (CY) can divide the five points by two points (worth 200 yen) and process the resulting two points as points that the player can use.

[0130] Overview

[0131] The game system 100 has been described above based on the embodiment.

[0132] In this embodiment, the player can transfer the remaining points from one claw doll game device 104 to another claw doll game device 104. Even after winning the prize P, the points will not be wasted, so the player can purchase the points in bulk with confidence.

[0133] The player performs a pairing process before playing the claw machine game. The player can easily perform the pairing process by simply taking an image of the QR code 218 using the user terminal 110. If the player is already paired, the player can transfer points through a simple operation without having to enter a player ID, a game machine ID, the amount of points, etc.

[0134] In addition, the player can occupy the doll game device 104 by touching an occupation button (not shown) on the doll game device 104. Therefore, even if the player temporarily leaves the doll game device 104 before winning the prize, the prize can be prevented from being taken away by another player.

[0135] Although the claw machine game device 104 can be occupied by touching the occupation button, if the device is designed so that anyone can release the occupation, the interests of the occupant cannot be protected. In this embodiment, the claw machine game device 104 is designed so that only the occupant can release the occupation, which can ensure the occupation of the claw machine game device 104. In addition, since the occupants are paired, the occupants can occupy the claw machine game device 104 through a simple operation by just touching the occupation button, without having to enter a player ID, etc.

[0136] In addition, by setting the first time and the second time, the claw machine game device 104 can be prevented from being occupied for a long time, which is beneficial in terms of occupancy rate and maintaining customer turnover rate.

[0137] The present invention is not limited to the above-mentioned embodiments and modified examples, and the constituent elements can be modified and implemented without departing from the gist of the present invention. By appropriately combining a plurality of constituent elements disclosed in the above-mentioned embodiments and modified examples, various inventions can be formed. In addition, some constituent elements shown in the above-mentioned embodiments and modified examples can be omitted.

[0138] Modify the example

[0139] In the above-described embodiment, it is described that the player performs the pairing process with the claw machine device 104 and then plays the claw machine game. In a modified example, the claw machine game may be played without performing the pairing process.

[0140] The CS software of the user terminal 110 may cause a QR code encoding the player ID to be displayed on the screen of the user terminal 110. The QR code is captured by a camera built into the claw machine game device 104. Then, the claw machine game device 104 (instead of the user terminal 110) may send a pairing request including the game machine ID and the player ID to the server 102.

[0141] The player may also manually input the game console ID of the claw machine game device 104 into the user terminal 110. Alternatively, the player may manually input the player ID into the claw machine game device 104. Here, the user terminal 110 or the claw machine game device 104 may also send a pairing request including the game console ID and the player ID to the server 102.

[0142] In the above embodiment, it is described that the player performs the occupation input on the screen of the claw machine game device 104. In the modified example, the player can perform the occupation input on the screen of the user terminal 110. At this time, the user terminal 110 can send an occupation request including the player ID to the server 102, and the server 102 can set the occupation of the claw machine game device 104 paired with the player ID.

[0143] In the above embodiment, it is described that the player issues a transfer instruction on the screen of the claw machine game device 104. In a modified example, the player may issue a transfer instruction on the screen of the user terminal 110. In this case, the user terminal 110 may send a transfer request including a player ID to the server 102, and the server 102 may perform a transfer process on the claw machine game device 104 paired with the player ID.

[0144] The player can also extend the first time, which is the time limit of occupation. For example, the player (P01) occupying the claw machine game device 104 (C02) can send an extension request from the user terminal 110 (P01) to the server 102. The extension request includes the player ID. At this time, if the claw machine game device 104 (C02) paired with the player (P01) is already occupied, the occupation management unit 172 of the server 102 adds the specific extension time to the first time.

[0145] The extension request may be limited to a specific number of times, such as once. In addition, the right to request an extension may be granted only to a specific player who has registered in advance. The player management unit 170 may approve the extension of the first time on the condition that the player has paid the extension fee. More specifically, when the player (P01) sends an extension request to the server 102, the player management unit 170 may extend the first time after deducting the extension fee from the bank account that has been associated with the player (P01).

[0146] The player management unit 170 may set a time limit on the storage period of unused credits from the first transfer to the server 102. For example, the player management unit 170 may delete any credits registered in the credit management information 250 at a specific time (e.g., 5:00 p.m. every day). Alternatively, the player management unit 170 may delete any unused credits for which a transfer instruction is issued by the player at a specific time (e.g., one hour) after the transfer instruction. With a control method such as this, unused credits will not be stored indefinitely in the server 102, which encourages players to play another claw machine game.

[0147] The player management unit 170 can limit the claw machine game devices 104 to which the unused credits can be transferred to within the same store. More specifically, the player management unit 170 can allow the unused credits of the claw machine game device 104 (C01) in the store (T01) to be transferred to the claw machine game device 104 (C02) in the same store, but does not allow the second transfer to the claw machine game device 104 (C06) in a different store (T02). With such a control method, it is possible to prevent credits purchased in one store (T01) from being brought to another store, so the store (T02) can avoid the disadvantage of using credits from another store that were not purchased at its location to play the claw machine game.

[0148] When converting the unused points, the player management unit 170 may determine whether the second transfer is possible based on the point unit price of the claw doll game device 104 as the transfer source and the point unit price of the claw doll game device 104 as the transfer destination. For example, it is assumed that the point unit price of the claw doll game device 104 (C10) is 100 yen and the point unit price of the claw doll game device 104 (C11) is 150 yen. It is also assumed that the player (P20) has 2 points remaining in the claw doll game device 104 (C10). In this case, the value of these two unused points is 100×2 (or 200) yen. The point unit price of the claw doll game device 104 (C11) as the transfer destination is 150 yen, which is not divisible by 200 yen. When the game fee corresponding to the unused points of the transfer source is therefore not divisible by the point unit price of the transfer destination, the player management unit 170 may not allow the second transfer of the points.

[0149] The player management unit 170 can identify the points of the claw doll game device 104 of the transfer source as the points of the claw doll game device 104 of the transfer destination, regardless of the conversion rate of the point unit price. For example, even if the point unit price of the claw doll game device 104 (C10) and the claw doll game device 104 (C12) is different, the player management unit 170 can continue to convert the two unused points remaining in the claw doll game device 104 (C10) into two points for the claw doll game device 104 (C12). Even if the player has a large amount of unused points remaining in the claw doll game device 104 (C10), the player can use the same number of points in the claw doll game device 104 (C12), making it easier for the player to purchase points in bulk.

[0150] The player management unit 170 can calculate the number of points for the transfer destination based on the conversion rate between the point unit price of the claw doll game device 104 of the transfer source and the point unit price of the claw doll game device 104 of the transfer destination. For example, it is assumed that the point unit price of the claw doll game device 104 (C10) of the transfer source is 100 yen, and the point unit price of the claw doll game device 104 (C13) of the transfer destination is 150 yen. In addition, it is assumed that the number of unused points on the claw doll game device 104 (C10) is two. In this case, since the value of two unused points is 200 yen, one point (=200÷150) can be granted to the transfer destination. On the other hand, if the point unit price of the transfer destination is 60 yen, the player management unit 170 can grant three points (=200÷60) to the transfer destination.

[0151] In the above-described embodiment, it is described that the display unit 192 displays the transition screen 240 when a prize is won. In a modified example, the display unit 192 may display the transition screen 240 on the setting display unit 144 at a certain time point or at all time points.

[0152] In the transfer function of the above embodiment, it is described that the unused credits of one claw doll game device 104 are first transferred to the server 102, and then the credits that have been first transferred to the server 102 are second transferred to another claw doll game device 104. The unused credits can be set to be usable on game devices other than the claw doll game device 104. For example, the unused credits of one claw doll game device 104 can be converted into credits of another commercial game machine (such as a racing game machine) other than the claw doll game device 104. Alternatively, the unused credits can be used to exchange for other valuable items provided by the store, such as food and beverages.

[0153] In the above embodiment, it is described that the occupation function can be used under the premise of performing the pairing process. In the modified example, even an unpaired player can occupy the claw doll game device 104. More specifically, the player enters the player ID when entering the occupation, and the claw doll game device 104 sends an occupation request containing the player ID and the game machine ID to the server 102. At this time, the server 102 sets the claw doll game device 104 to the occupied state. In addition, the player can release the occupation by entering his player ID into the claw doll game device 104 when releasing the occupation.

[0154] Similarly, even unpaired players may be allowed to use the transfer function. The player inputs a first transfer instruction and a player ID during the transfer. At this time, the claw machine game device 104 sends the transfer instruction to the server 102. The server 102 registers the player ID, the game machine ID, and the number of points in the points management information 250 in a manner associated with each other.

[0155] Next, the player inputs a second transfer instruction of the points on the claw machine game device 104 serving as the transfer destination. At this time, the player inputs his player ID. The claw machine game device 104 sends a points acquisition request including the player ID to the server 102. Then, the server 102 grants the points associated with the player ID to the claw machine game device 104 of the transfer destination.

[0156] The pairing function, the occupation function, and the transfer function can be applied to applications other than the claw machine game. For example, the pairing function and the occupation function can be implemented in a commercial game machine for a racing game or the like. In addition, unused credits in a commercial video game machine such as a racing game can be used as credits in an entertainment machine other than a video game (e.g., a photo booth machine).

[0157] Additional Notes

[0158] Based on the above description of the embodiment and the modified example, the following invention will become apparent. A1. A game system including a game device, a communication terminal and a server,

[0159] wherein a game machine ID for identifying the game device is registered in the game device, and a player ID for identifying a player is registered in the communication terminal, and the game device or the communication terminal acquires an ID registered in another device and sends the ID registered in itself and the ID acquired from the other device to the server, and

[0160] The server includes

[0161] a player management unit that associates the transmitted player ID and gaming machine ID and registers them as a pair, and

[0162] an occupation management unit, which sets the first gaming device to be unavailable upon receiving an occupation instruction from a player;

[0163] The occupation management unit sets the first game device to be available when receiving a release instruction from a player registered as a pair with the first game device.

[0164] A2. The gaming system according to A1, wherein the occupation management unit receives an occupation instruction from the player under the condition that the game of the first gaming device reaches a specific state.

[0165] A3. The gaming system according to A1 or A2, wherein when a first time has passed since the first gaming device was set to be unavailable, the occupation management unit displays a release screen on the first gaming device,

[0166] The first game device is set to be available when any player has issued an instruction to release the occupation on the release screen.

[0167] A4. The game system according to any one of A1 to A3, wherein the first game device is set to be available when a second time has elapsed since the first game device was set to be unavailable.

[0168] A5. The game system according to A3, wherein, in a state where the first game device is set to be unavailable, when an extension instruction is received from a player registered as a pair with the first game device, the occupancy management unit of the server extends the first time.

[0169] A6. A gaming system according to A5, wherein the occupation management unit of the server receives the occupation instruction and / or the extension instruction on the condition that the player has paid a fee.

[0170] Reference Character List

[0171] 100 game system, 102 server, 104 claw machine game device, 106 Internet, 108 relay device, 110 user terminal, 112 base, 114 prize storage unit, 116 prize placement table, 118 crane arm, 120 monitor, 122 camera, 124 door, 126 first area, 128 second area, 130 drop port, 132 prize storage space, 134 prize take-out port, 136 console, 138 coin slot, 140 IC card reader, 142 operation unit, 142a operation button, 142b operation button, 144 setting display unit, 146 arm, 148 crane arm driver, 150 support, 160 communication unit, 162 data processing unit, 164 data storage unit, 166 sending unit, 168 receiving unit, 170 player management management unit, 172 occupancy management unit, 180 user interface processing unit, 182 mechanism unit, 184 communication unit, 186 data processing unit, 188 data storage unit, 190 output unit, 192 display unit, 194 sending unit, 196 receiving unit, 198 game control unit, 200 boom control unit, 202 movement determination unit, 204 score management unit, 206 code generation unit, 208 occupancy setting unit, 210 initial screen, 212 single game button, 214 multiple game button, 216 pairing setting area, 218 QR code, 220 pairing information, 230 occupied screen, 232 remaining score area, 234 occupied notification area, 236 release button, 240 transfer screen, 242 transfer confirmation area, 250 score management information.

Claims

1. A game system comprising a plurality of item acquisition game devices and a server, in, The item acquisition game device includes: a game field provided in the game space and having a first area where items to be acquired are placed and a second area to which the items are moved; an article holding unit, the article holding unit holding the article; an operation unit that receives an operation from a player; a points management unit that awards points based on game fees paid by players; a movement control unit that drives the article holding unit according to the operation under the condition that the points have been used; and a movement determination unit that determines whether the article has been successfully moved to the second area, and The server includes a player management unit that, upon receiving a transfer instruction from a player for points awarded in a first item acquisition game device, converts unused points in the first item acquisition game device into points for a second item acquisition game device serving as a transfer destination.

2. The gaming system according to claim 1, in, The item acquisition game device further includes: a code generating unit, which generates a QR code by encoding the game console ID of the item acquisition game device, When the player captures the image of the QR code on the communication terminal, the communication terminal sends the player ID and the gaming machine ID to the server, and The player management unit of the server associates the player ID and the gaming machine ID and registers them as a pair.

3. The gaming system according to claim 2, in, The player management unit of the server receives an instruction to transfer unused credits in the first item acquisition game device under the condition that the player and the first item acquisition game device are registered as a pair.

4. The gaming system according to any one of claims 1 to 3, wherein: The player management unit of the server sets a time limit on a storage period of unused points for which a transfer instruction has been issued.

5. The gaming system according to any one of claims 1 to 4, wherein: Under the condition that the second item acquisition game device and the first item acquisition game device are installed in the same store, the player management unit of the server converts unused points in the first item acquisition game device into points in the second item acquisition game device.

6. The gaming system according to any one of claims 1 to 5, wherein: The player management unit of the server calculates the number of converted points in the second item acquisition game device based on the game fee corresponding to the unused points in the first item acquisition game device and the point unit price in the second item acquisition game device.

7. The gaming system according to any one of claims 1 to 6, wherein: The item acquisition game device also includes a display unit, wherein when the transfer of the item to the second area is successful, the display unit displays a transfer screen, and The player management unit of the server receives a point transfer instruction from the player on the transfer screen of the first item acquisition game device.

8. An item acquisition game device comprising: a game field provided in the game space and having a first area where items to be acquired are placed and a second area to which the items are moved; an article holding unit, the article holding unit holding the article; an operation unit that receives an operation from a player; a points management unit that awards points based on game fees paid by players; a movement control unit configured to drive the article holding unit according to the operation under the condition that the points have been used; a movement determination unit, the movement determination unit determining whether the article has been successfully moved to the second area, When receiving a point transfer instruction from the player, the point management unit outputs information related to both or either of the unused points and the game fees corresponding to the unused points to an external device.

9. A gaming system comprising a plurality of gaming devices, a communication terminal and a server, in, registering a game machine ID for identifying the game device in the game device, and registering a player ID for identifying the player in the communication terminal, The gaming device comprises: a points management unit that awards points based on game fees paid by players, and a game control unit that controls the progress of the game under the condition that the points have been used, Either the game device or the communication terminal acquires an ID registered in the other device and transmits the ID registered in itself and the ID acquired from the other device to the server, and The server includes a player management unit that associates the sent player ID and game machine ID and registers them as a pair, and converts the unused points of the first game device into points of the second game device upon receiving an instruction to transfer the unused points of the first game device from the player registered as a pair with the first game device.