Game parlor management system
The game hall management system addresses the challenge of frequent gaming machine replacements by calculating daily costs and profits, enabling effective profit management and comparison across locations.
Patent Information
- Application Number
- JP2023096998
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-13
- Publication Date
- 2024-12-25
AI Technical Summary
Conventional game arcades face significant costs due to frequent replacements of gaming machines, necessitating a management system that treats these costs as variable rather than fixed to accurately manage daily operating profits.
A game hall management system that includes a management device to calculate daily gaming machine costs and profits by subtracting player winnings from sales, dividing purchase costs by the number of days and machines, and displaying these values to manage operating profits effectively.
Enables accurate daily profit management by treating gaming machine costs as variable, allowing for better evaluation and comparison of profits across different gaming halls.
Smart Images

Figure 2024178675000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a management system for an amusement facility. [Background technology]
[0002] In conventional gaming arcades, it is common to simulate operating profits, for example, as described in Patent Document 1. Specifically, various values such as the loan amount of gaming media, the exchange amount, the payout rate, and the expected sales amount are input, and operating profits are calculated from these values. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2014-147627 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in today's gaming parlors, the cost of purchasing gaming machines is huge because gaming machines are replaced frequently. Therefore, it is necessary to treat the cost of purchasing gaming machines as a variable cost rather than a fixed cost and manage profits accordingly.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and an object of the present invention is to provide an amusement center management system that can appropriately manage the daily operating profits of an amusement center. [Means for solving the problem]
[0006] The invention described in claim 1 relates to an amusement facility management system including an amusement facility management device (e.g., management device 6) installed in an amusement facility where a plurality of gaming machines are installed and managing the operating status of each gaming machine, and a management server (e.g., management server 8) capable of receiving various gaming information from a plurality of amusement facility management devices installed in a plurality of amusement facilities and distributing various analysis information created based on the gaming information to each amusement facility management device, the system including gross profit calculation means (e.g., management device 6) for calculating gross profit per day for one gaming machine (e.g., gross profit per machine = 2,500 shown in FIG. 7) by subtracting the amount of prizes won by a player from the amount of sales generated by the gaming machine, purchase cost calculation means (e.g., management device 6) for calculating the purchase costs of all gaming machines purchased by the amusement facility during a predetermined target period (e.g., April 1, 2022 to June 30, 2022 shown in FIG. 7) (e.g., gaming machine cost (cumulative) = 76,000,000 shown in FIG. 7), and a purchase cost calculation means (e.g., management device 6) for calculating the purchase cost of the gaming machines (e.g., gaming machine cost (cumulative) = 76,000,000 shown in FIG. 7) by subtracting the amount of prizes won by a player from the amount of sales generated by the gaming machine, and a gaming machine cost calculation means (e.g., the management device 6) for calculating a gaming machine cost per day for one gaming machine (e.g., the gaming machine cost shown in FIG. 7=1,193) by dividing the purchase cost calculated by the purchase cost calculation means by the number of days in the target period (e.g., 91 days shown in FIG. 7) and the number of installed gaming machines (e.g., 400 shown in FIG. 7), and a gaming machine profit calculation means (e.g., the management device 6) for calculating a gaming machine profit per day for one gaming machine (e.g., the gaming machine profit shown in FIG. 7=1,307) by subtracting the gaming machine cost calculated by the gaming machine cost calculation means from the gross profit calculated by the gross profit calculation means, and the management server creates list data (e.g., gaming machine profit list data by store shown in FIG. 8) including the gaming machine profit calculated by the gaming machine profit calculation means in each gaming facility, and the gaming facility management device receives and displays the list data created by the management server.
[0007] According to this configuration, the cost of all gaming machines purchased by the amusement facility is divided by the number of days in the target period and the number of gaming machines installed to calculate the gaming machine cost per day per gaming machine, and the gaming machine profit per day per gaming machine is calculated and displayed by subtracting the gaming machine cost from the gross profit, so that the purchase costs of the gaming machines are regarded as variable costs rather than fixed costs, and the daily operating profit of the amusement facility can be appropriately managed. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram showing the overall configuration of an amusement center management system according to an embodiment; [Diagram 2] Front view of the gaming machine and the rental unit [Diagram 3] A functional block diagram showing the electrical configuration of the gaming machine and the rental unit. [Figure 4] A diagram showing data by gaming machine [Diagram 5] Diagram showing model-specific data [Figure 6] A diagram showing gaming machine purchase history data. [Figure 7] A diagram showing gaming machine profit data [Figure 8] A chart showing the list of gaming machine profits by store [Figure 9] A diagram showing a list of gaming machine profits by store DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] An embodiment of the present invention will be described below with reference to the drawings. As shown in Fig. 1, a number of gaming machines 1 are installed in a gaming facility, and rental units 2 and gaming information display devices 3 are provided in one-to-one correspondence with the gaming machines 1.
[0010] Each gaming machine 1 is connected to a corresponding rental unit 2, and each of the rental units 2 and gaming information display devices 3 is connected to a relay device 4, and the relay device 4 is connected to an amusement facility management device (hereinafter referred to as the management device) 6 (corresponding to a gross profit calculation means, a purchase cost calculation means, a gaming machine cost calculation means, a gaming machine profit calculation means, a gross profit calculation means, a replacement machine number calculation means, and a replacement turnover calculation means) via a LAN 5.
[0011] The relay device 4 relays data communication between the rental unit 2, the game information display device 3, and the management device 6. Game information in the gaming machine 1 is transmitted from the gaming machine 1 to the rental unit 2, and is received by the management device 6 from the rental unit 2 via the relay device 4. In addition, various setting information for the rental unit 2 set in the management device 6 is received by the rental unit 2 from the management device 6 via the relay device 4.
[0012] The management device 6 is connected to a monitor 6a, manages the operating status of the gaming machines 1, the rental units 2, and the gaming information display devices 3, collects gaming information collected from each gaming machine 1, displays it on the monitor 6a, and transmits the collected gaming information to a management server 8 described below. The management device 6 also receives collected data for each gaming facility created by the management server 8 based on the gaming information from the management server, and displays the received collected data on the monitor 6a.
[0013] A prize exchange terminal (hereinafter referred to as POS) (not shown) and a payment machine (not shown) are also installed in the gaming facility, and the POS and payment machine are also connected to the management device 6 via the LAN 5. When the POS accepts an IC card such as a membership card or a general card issued by the rental unit 2, it performs a prize exchange process based on the game value such as points or saved points specified by the accepted IC card. When performing a prize exchange process, the POS reads the points acquired by the player from the IC card, or identifies the member who wishes to exchange for a prize, and obtains the saved value (saved points) that the member player has deposited in the gaming facility online from the management device 6 to identify the game value that can be exchanged for a prize.
[0014] When the settlement machine accepts an IC card, it returns bills and coins from a return slot that correspond to the deposit balance specified by the accepted IC card. The settlement machine also has a bill slot into which bills are inserted, and when a bill is inserted into the bill slot, the amount of the inserted bill is added to the deposit balance recorded on the IC card.
[0015] The management device 6 is connected to a management server 8 so as to be able to communicate data with it via a public communication line 7 including, for example, the Internet. The management server 8 manages a plurality of gaming facilities and receives game play information from the management devices 6 installed in each gaming facility, thereby aggregating the game play information of each gaming facility to create and manage aggregated data, and also distributes (feeds back) the created aggregated data to the management devices 6 of each gaming facility.
[0016] The gaming machine 1 is a so-called sealed-in pachinko gaming machine, which stores and manages gaming points calculated by converting the player's balance, points held, and saved points, and supplies internal pachinko balls to a launching device to be launched onto the board on the condition that the stored gaming points remain, and when a win is achieved, the gaming points are managed by adding the pachinko balls to the data as won balls without paying them out.
[0017] 2, the gaming machine 1 has a board 9 from which pachinko balls are shot, a launch handle 10 constituting the launching device, a touch panel type information display section 11 that displays game information, a speaker 12 that outputs performance sounds, and decorative lamps 13. The board 9 has a pattern display section 16 including a normal pattern display section 14 and a special pattern display section 15, a through type normal pattern start opening 17, a special pattern start opening 18, a big prize opening 19, an out opening 20, and the like.
[0018] The lending unit 2 has a status lamp 21 that indicates the game status of the gaming machine 1 and the status of the lending unit 2, a bill insertion slot 22 into which bills are inserted, a touch panel type liquid crystal display unit 23 that receives operation input from the player and displays game information, a lending button 24 that receives a lending operation, a replay button 25 that receives a replay operation, a return button 26 that receives a return operation, and a card insertion slot 27 into which an IC card is inserted. The lending unit 2 may also have a camera that photographs the upper body including the face of the player, a remote control receiver that receives a remote control signal from an employee remote control (not shown) carried by an employee, etc.
[0019] The gaming machine 1 operates as follows. When the game points are received from the card unit 2, it becomes possible to fire pachinko balls equal to the game points, and when the game points reach zero, firing becomes impossible. When a ball wins at the normal ball start port 17, a normal ball lottery is executed and the pattern on the normal ball starts to change. When the normal ball lottery is won, an electric device is opened to facilitate winning at the special ball start port 18. When a ball wins at the special ball start port 18, a special ball lottery is executed and the pattern on the special ball starts to change. When the special ball lottery is won, a jackpot pattern is displayed in a stopped state, and the machine transitions to a jackpot state. In the jackpot state, the jackpot winning port 20 is opened a specified number of times, greatly improving the winning rate.
[0020] A certain number of points are awarded depending on the winning of each starting slot 17, 18. There are three game states: normal state, probability of winning, and big win state. After the big win, there is a 70% chance of transitioning to the probability of winning, and a 30% chance of transitioning to the normal state. In the probability of winning, the odds of winning the special and regular lottery are higher than in the normal state.
[0021] The game points are sent to the card unit 2 according to the counting operation on the touch panel of the information display unit 11, and the game points are subtracted. A short touch sends one point at a time to the card unit 2, and a long touch sends all points at once to the card unit 2. The above explanation is one example, and performance and playability vary depending on the model, such as the probability of winning a jackpot, a special state, or a time-saving state, the number of points awarded when a prize is won, and the manner in which the patterns change.
[0022] The lending unit 2 operates as follows: When it receives game information from the gaming machine 1, it collects and stores the received game information, and transmits the game information to the management device 6 via the relay device 4 as needed. It also transmits the player's deposit balance and points to the management device 6 as needed.
[0023] It receives and stores various setting information (game machine number, model name, point unit price, etc.) from the management device 6. When a bill is inserted into the bill insertion slot 22, it adds it to the deposit balance and stores it. The upper limit of the deposit balance is, for example, 10,000 yen.
[0024] When an IC card is inserted into the card insertion slot 27, it is checked against the card information stored in the management device 6 based on the card ID, and if the check result is positive, the deposit balance and the number of points held are read out and displayed. When the loan button 24 is operated, a fixed amount (e.g., 1,000 yen) is converted into game points (e.g., 250 points) and sent to the gaming machine 1. When the replay button 25 is operated, the number of points held is converted into game points in increments of 250 points and sent to the gaming machine 1.
[0025] It stores and displays the number of points owned, the number of game points, and the total number of points (number of points owned + game points). It receives point addition and subtraction information from the gaming machine 1 and updates the stored number of points. When the number of points is updated, it transmits the point number information to the relay device 4. When the return button 26 is operated while there is at least one of the deposited balance and the number of points owned, the deposited balance and the number of points owned are recorded on the IC card and issued. The gaming points are not recorded and remain on the gaming machine. A maximum of 10 IC cards can be stored in the main unit.
[0026] The electrical configuration of the gaming machine 1 and the lending unit 2 will be described with reference to Fig. 3. The gaming machine 1 includes a main control unit 28 and an I / F unit 29 that performs data communication with the lending unit 2. The main control unit 28 is configured with a microcomputer including a CPU, ROM, RAM, I / O, etc., and is supplied with power from a power supply circuit unit 30. The main control unit 28 detects the passage of a ball into the normal winning hole 17 based on a detection signal input from a normal winning sensor 31, detects winning into the special winning hole 18 based on a detection signal input from a special winning sensor 32, and detects winning into the special winning hole 19 based on a detection signal input from a special winning sensor 33.
[0027] When the main control unit 28 detects the passage of a ball into the normal drawing start port 17, it outputs a pattern change start signal to the normal drawing display unit 14 to start the pattern change of the normal drawing, and when the normal drawing lottery is won, it outputs a drive signal to the special drawing start solenoid 34 to open the special drawing start port 18. When the main control unit 28 detects a winning entry into the special drawing start port 18, it outputs a pattern change start signal to the special drawing display unit 15 to start the pattern change of the special drawing, and when the special drawing lottery is won, it outputs a drive signal to the special drawing start port solenoid 35 to open the special drawing start port 20.
[0028] The main control unit 28 outputs a performance instruction signal to the performance control unit 36. When the performance control unit 36 receives the performance instruction signal from the main control unit 28, it outputs the received performance instruction signal via the amplifier 37 to the speaker 12, the decorative lamp 13, and the display control unit 38 to the pattern display unit 16, and the speaker 12, the decorative lamp 13, and the pattern display unit 16 perform a performance in accordance with the pattern change pattern, etc.
[0029] The setting operation unit 39 accepts setting operations by, for example, an employee of the gaming facility, and outputs a setting operation detection signal capable of identifying the accepted setting operation to the main control unit 28. The touch panel 40 accepts various operations by, for example, a player, and outputs an operation detection signal capable of identifying the accepted operation to the main control unit 28. The main control unit 28 outputs a display instruction signal to the information display unit 11, and causes the information display unit 11 to display various game information.
[0030] The lending unit 2 includes a control unit 41 and an I / F unit 42 that performs data communication with the gaming machine 1. The control unit 41 is configured with a microcomputer equipped with a CPU, ROM, RAM, I / O, etc. The control unit 41 outputs a drive signal to the status lamps 21, and causes the status lamps 21 to display the game status of the gaming machine 1 and the status of the lending unit 2. The banknote processing unit 43 determines the authenticity of a banknote inserted into the banknote insertion slot 22, and outputs the determination result to the control unit 41.
[0031] When the player presses the lending button 24, it outputs an operation detection signal capable of identifying a lending operation to the control unit 41. When the player presses the replay button 25, it outputs an operation detection signal capable of identifying a replay operation to the control unit 41. When the player presses the return button 26, it outputs an operation detection signal capable of identifying a return operation to the control unit 41. When the player presses the card processing unit 44, it functions as a card RW (reader / writer) that reads various information from the inserted IC card and writes various information to the IC card when an IC card is inserted into the card insertion slot 27. The control unit 41 outputs a display instruction signal to the liquid crystal display unit 43, and causes the liquid crystal display unit 43 to display various game information.
[0032] The gaming machine 1 outputs the following game information as the game progresses, such as when the player shoots the ball and wins a prize. Consumed game point information=Information showing the number of game points (outs) consumed in a game. Awarded game points information=Information showing the number of game points (safe) awarded upon winning. Start information=Information indicating that a jackpot lottery and pattern change have been executed. Jackpot information = Information indicating that it is a jackpot state. Chance bonus information = Information indicating that the game is in a chance bonus state. The above explanation is an example, and the game information to be output differs depending on the model. The gaming machine 1 outputs the game information to the lending unit 2 at regular intervals (for example, every 200 milliseconds) as a data signal such as a message that can identify the game information, and outputs the cumulative data from the previous transmission.
[0033] The gaming information managed by the management device 6 will be described with reference to Fig. 4 to Fig. 7. The management device 6 manages data by gaming machine, data by model, gaming machine purchase history data, and gaming machine profit data as the gaming information to be managed. Below, various data managed by the management device 6 of the store "AAA" will be described, for example.
[0034] (1) Data by gaming machine (see Figure 4) The management device 6 manages the data for each gaming machine by machine number based on the game information received from the gaming machine 1. The management device 6 transmits the data for each gaming machine to the management server 8 at regular time intervals (for example, 5 minutes). The data for each gaming machine is organized into records with items such as machine number, model ID, points consumed, points awarded, playing time, start, and jackpot. Each item is as follows.
[0035] Model ID=Indicates an ID for identifying the model. Sales = Sales amount. Consumed points = The number of points consumed in the game. It is equal to the number of balls fired. Awarded points = the number of points awarded for winning. Play time = the time during which points consumed or patterns change continuously within a certain period of time (time considered as playing). Specifically, a timer of, for example, two minutes is started when points consumed or patterns change, and if points consumed or patterns change again before the timer runs out, the timer is restarted and the play time is added. If the next points consumed or patterns do not change before the timer runs out, the time after the last points consumed or patterns change is considered non-play time. Start = Indicates the number of pattern changes (number of jackpot draws) under normal conditions. Jackpot = Indicates the number of times a jackpot has occurred.
[0036] (2) Model-specific data (see Figure 5) The management device 6 calculates and stores the averages of various game data by machine type. The machine type data is divided into records for the following items: machine type ID, number of machines, points consumed, points awarded, payout rate, game time, and absolute points consumed. Each item is as follows:
[0037] Number of machines = The number of gaming machines 1 of the corresponding model ID. Average points consumed = The average points consumed in playing on all gaming machines 1 of the corresponding model ID. Average awarded points = The average points awarded for winning on all gaming machines 1 of the corresponding model ID. Payout rate = average number of points given / average number of points consumed. For example, for machine ID "1", the result is 43,210 / 45,678 = 94.6%. Average playing time = The average playing time for all gaming machines 1 of the corresponding model ID. Absolute points consumed = average points consumed / average playing time (average points consumed per playing time). For example, for machine ID "1", the answer is 45,628 / {(9 x 60 + 31) / 60} = 4800.
[0038] (3) Gaming machine purchase history data (see Figure 6) The management device 6 transmits gaming machine purchase history data to the management server 8 each time it records the purchase history of a gaming machine 1. The gaming machine purchase history data has a record unit of date, model, number of machines, unit price, and total cost. Each item is as follows.
[0039] Date = Indicates the date the device was installed in the amusement park and began operation. Model = Indicates the model purchased. Quantity = number of units purchased. Unit price = Unit price of purchased gaming machine 1 Total cost = unit price x number of units. For example, in the case of the "Pachinko A" machine, the answer is 400,000 x 10 = 4,000,000.
[0040] (4) Gaming machine profit data (see Figure 7) The management device 6 creates gaming machine profit list data and transmits it to the management server 8. The gaming machine profit list data has the number of machines, number of replacement machines, gaming machine cost (cumulative), gaming machine cost (day / machine), machine gross profit, gaming machine profit, playing time, playing time gross profit, sales, profit margin, and replacement turnover rate as record units. FIG. 7 illustrates, for example, a case where the target period for the store "AAA" is "April 1, 2022 to June 30, 2022" and the target number of days is "91 days". Each item is as follows.
[0041] Number of units = Number of units installed at store "AAA". Number of replacement machines = The number of machines replaced during the target period (the number of replacement machines is calculated as the number of new gaming machines introduced by an arcade during a specified target period). Gaming machine cost (cumulative) (equivalent to purchase cost) = Total cost of all gaming machines replaced during the target period, which is expressed as number of replaced machines x unit price (calculate the purchase cost of all gaming machines purchased by the gaming facility during a specified target period). In this case, 190 x 400,000 = 76,000,000 is obtained. Gaming machine cost (days / unit) = cost per day for one gaming machine, which is calculated as gaming machine cost (cumulative) / number of days / number of units. In this case, 76,000,000 / 91 / 700 = 1,193 is obtained (the gaming machine cost per day for one gaming machine is calculated by dividing the purchase cost by the number of days in the target period and the number of gaming machines installed). It shows that gross profit per machine (equivalent to gross profit) = sales amount per gaming machine - prize amount (number of points acquired x unit price). Number of points acquired = sales amount + number of points awarded - number of points consumed, and unit price = 4 yen (gross profit is calculated by subtracting the prize amount from the sales amount per gaming machine). In this case, 2,500 is calculated. Gaming machine profit = machine gross profit - gaming machine cost (days / machine). In this case, 2,500-1,193=1,307 is obtained (the gaming machine profit per day per machine is calculated by subtracting the gaming machine cost from the gross profit). Gaming time = The playing time per gaming machine. In this case, it is calculated as 3 hours and 45 minutes. Game time gross profit = machine gross profit / game time. In this case, 2,500 / {(3 x 60 + 45) / 60} = 667 is obtained. Sales = Sales amount per gaming machine. In this case, 16,000 is calculated. Profit margin = gross profit per unit / sales. In this case, 2,500 / 16,000 = 15.6%. Replacement turnover rate = number of replaced machines / number of machines. (The ratio of the number of replaced machines to the total number of all gaming machines is calculated as the replacement turnover rate.) In this case, 190 / 700 = 27.1% is obtained.
[0042] Next, the list data of gaming machine profits by each store managed by the management server 8 will be described with reference to FIG. The management server 8 receives gaming machine profit data from the management devices 6 of a plurality of stores, including stores "AAA", "BBB", and "CCC", for example. When the management server 8 receives gaming machine profit data from the management devices 6 of a plurality of stores, as shown in FIG. 8, it aggregates the received gaming machine profit data to create a list of gaming machine profits for each store (creating a list of data including gaming machine profits, information on the ranking of gaming machine profits, gaming machine costs, gross profits, number of replacement machines, and replacement turnover rate). In this case, the management server 8 assigns a rank item, and arranges the items in the following order from left to right: store, number of machines, rank, gaming machine profit, machine gross profit, gaming machine cost (days / machine), playing time, playing time gross profit, sales, profit margin, number of replacement machines, replacement turnover rate, gaming machine cost (cumulative).
[0043] The rank indicates the rank of gaming machine profits and is an index for ranking the gaming machine profits of each arcade, and is indicated by ranks from "10" to "1" in 10% increments from the top. For example, if the gaming machine profits of arcade "AAA" belong to the "20%-30%" category from the top, it will be given the third highest rank of "8", and if the gaming machine profits of arcade "BBB" belong to the "30%-40%" category from the top, it will be given the fourth highest rank of "7".
[0044] Furthermore, the management server 8 simultaneously creates data for the entire company and data on the industry average, includes them in the list data on gaming machine profits by store, and transmits the list data on gaming machine profits by store to the management device 6 of each store. The data for the entire company is an index covering multiple stores managed by a single company, with the items number of machines, number of replacement machines, and gaming machine cost (cumulative) showing total values, and the other items showing average values. The data for the industry average is an index covering multiple companies, with all items showing average values.
[0045] When the management device 6 receives the gaming machine profit list data by store from the management server 8, as shown in FIG. 9, it displays the gaming machine profit list by store specified by the received gaming machine profit list data by store on the monitor 6a along with the company name to which the store belongs, the target period, and the target number of days. In this case, the company name displayed in the gaming machine profit list by store is, for example, "XX Holdings," and the target stores are, for example, stores "AAA," "BBB," and "CCC." The management device 6 can also print out the gaming machine profit list by store. The manager of the gaming center can grasp the gaming machine profits of all stores operated by the company by checking this gaming machine profit list by store.
[0046] In the above, the case where the management device 6 calculates the gross profit per machine, the playing time, and the sales has been exemplified, but the management server 8 may calculate the gross profit per machine, the playing time, and the sales, in which case the management server 8 may create the gaming machine profit data shown in Fig. 7. Also, the items calculated by the management device 6 of each gaming facility and the items calculated by the management server 8 may be distributed, and the management device 6 of each gaming facility and the management server 8 may cooperate to create the gaming machine profit data and the gaming machine profit list data by each store. Furthermore, the order of the items in the gaming machine profit list by each store displayed on the management device 6 may be in any order.
[0047] According to the present embodiment described above, the following advantageous effects can be obtained. In the gaming center management system, the gaming machine cost per day is calculated by dividing the purchase cost of all gaming machines 1 purchased by the gaming center by the number of days in the target period and the number of gaming machines 1 installed, and the gaming machine profit per day is calculated and displayed by subtracting the gaming machine cost from the gross profit, so that the daily operating profit of the gaming center can be appropriately managed using the gaming machine profit as the evaluation standard. Also, since the gaming machine profit of each store is displayed, it is possible to compare the gaming machine profit of each store and relatively evaluate the level of the gaming machine profit of one's store compared to the entire store.
[0048] Since the game machine profits of the game parlor are ranked and displayed, the game machine profits of each store can be easily compared by rank, and the degree of the game machine profits of the store can be easily evaluated in relation to the overall store.
[0049] In addition to the gaming machine profit, the gaming machine cost per day per gaming machine, the number of replacement machines indicating the number of gaming machines 1 newly installed by the gaming facility during a specified target period, and the replacement turnover rate indicating the ratio of the number of replacement machines to the total number of all gaming machines 1 installed in the gaming facility are calculated and displayed, so that the gaming facility's daily operating profit can be appropriately managed even if the gaming machine cost, the number of replacement machines, and the replacement turnover rate are used as evaluation criteria. Also, since the gaming machine cost, the number of replacement machines, and the replacement turnover rate of each store are displayed, it is possible to compare the gaming machine cost, the number of replacement machines, and the replacement turnover rate of each store, and to relatively evaluate the gaming machine cost, the number of replacement machines, and the replacement turnover rate of one's own store compared to the entire store.
[0050] For example, when comparing store "AAA" or "BBB" with store "CCC," store "CCC" has a lower gross machine profit than stores "AAA" and "BBB," but because it keeps the number of replacement machines and replacement turnover rate low and keeps gaming machine costs (days / machine) low, it can be evaluated as having the same gaming machine profits as stores "AAA" and "BBB."
[0051] The present invention is not limited to the above-described embodiment, but can be modified or expanded as follows. In addition, the configurations shown in the examples may be combined in any manner, including modified examples, or may not be adopted as appropriate.
[0052] The data by gaming machine and data by model described in this embodiment are merely examples, and various types of game information can be created as items. For example, the difference in points indicating the difference between the awarded points and the consumed points, the jackpot probability indicating the ratio of the number of jackpots to the number of starts, etc. may be calculated.
[0053] Although an example of an enclosed type pachinko gaming machine that awards gaming points according to winning has been given, the gaming machine is not limited to this, and may be a pachinko gaming machine that pays out pachinko balls according to winning. It may also be a pachislot gaming machine or a jump ball gaming machine. The gaming value used in the game may be physical balls, medals, etc., in addition to points treated as electronic data. [Explanation of symbols]
[0054] In the drawing, 1 is an amusement machine, 6 is a management device (amusement facility management device, gross profit calculation means, purchase cost calculation means, amusement machine cost calculation means, amusement machine profit calculation means, gross profit calculation means, replacement number calculation means, replacement turnover calculation means), and 8 is a management server.
Claims
1. A gaming center management system includes a gaming center management device installed in a gaming center where a plurality of gaming machines are installed, and which manages the operating status of each gaming machine, and a management server which receives various types of gaming information from a plurality of gaming center management devices installed in the plurality of gaming centers, and which is capable of distributing various types of analysis information created based on the gaming information to each gaming center management device, a gross profit calculation means for calculating gross profit per day per gaming machine by subtracting the value of prizes won by players from the amount of sales generated by the gaming machine; A purchase cost calculation means for calculating the purchase costs of all gaming machines purchased by the gaming facility during a predetermined target period; a gaming machine cost calculation means for calculating a gaming machine cost per day for one gaming machine by dividing the purchase cost calculated by the purchase cost calculation means by the number of days in the target period and the number of installed gaming machines; a gaming machine profit calculation means for calculating a gaming machine profit per day for one gaming machine by subtracting the gaming machine cost calculated by the gaming machine cost calculation means from the gross profit calculated by the gross profit calculation means, the management server creates list data including the gaming machine profits calculated by the gaming machine profit calculation means in each gaming facility; The amusement facility management device is an amusement facility management system that receives and displays the list data created by the management server.
2. 2. The gaming center management system according to claim 1, wherein the management server ranks gaming machine profits in each gaming center, and creates the list data so that the list data includes information regarding the rankings of the gaming machine profits.
Citation Information
Patent Citations
Game business support device and game business support method
JP2014147627A
