System for game parlor
Patent Information
- Application Number
- JP2023128901
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-07
- Publication Date
- 2025-02-20
Smart Images

Figure 2025024639000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a system for an amusement park. [Background technology]
[0002] Conventionally, systems have been disclosed that use gaming information, such as outs, transmitted from gaming machines to determine whether operation will continue for a long time, thereby replacing gaming machines, etc. (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2017-176586 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in conventional gaming devices. [Means for solving the problem]
[0005] In order to achieve the above-mentioned objectives, the amusement park system of the present invention is configured to include an estimation means capable of estimating the emotions of a player based on the vital information of the player detected by a specified detection means, and a generation means for generating evaluation information regarding a gaming machine based on the emotions of the player estimated by the estimation means. [Brief description of the drawings]
[0006] [Figure 1] FIG. 1 is a diagram showing the schematic configuration of an amusement arcade system. [Diagram 2] FIG. 2 is a block diagram showing the control configuration of the gaming device. [Diagram 3] FIG. 13 is a diagram showing an example of data (for pachinko) transmitted from the hall control output box. [Figure 4]A figure showing an example of data (for pachislot) transmitted from the hall control output box. [Diagram 5] 13 is a flowchart showing an evaluation information generating process. [Figure 6] FIG. 13 is a diagram showing an example of adjustment factors for vital data. [Figure 7] This is an example of a diagram that classifies differences in emotions into multiple categories. [Figure 8] FIG. 13 is a diagram showing an example of a vital sign evaluation screen. [Figure 9] FIG. 13 is a diagram showing an example of a sales information / vital information screen. [Figure 10] FIG. 13 is a diagram showing an example of a ranking screen for vital sign evaluation. [Figure 11] FIG. 13 is a diagram showing an example of an addiction warning screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0007] Hereinafter, preferred embodiments of the present invention will be described with reference to the accompanying drawings. The game arcade system 1 is operated by a computer controlled by a program (game program). The program sends commands to each component of the computer, causing it to carry out predetermined processes, such as input / output, storage, and calculation of data in the hall computer 60. The amusement park system 1 is realized by a concrete means in which a program and a computer work together, and all or part of the program is provided on a magnetic disk, optical disk, or any other computer-readable storage medium, and the program is read from the storage medium, installed on the computer and executed. The program can also be loaded directly into a computer via a communication line and executed without using a storage medium. Furthermore, the gaming machine 10 used in this embodiment is configured so that the player P cannot touch the gaming medium (game value).
[0008] FIG. 1 is a diagram showing a schematic configuration of an amusement park system 1. As shown in FIG. The gaming facility system 1 is composed of a gaming machine 10 and a plurality of gaming devices. The multiple gaming devices that make up the gaming center system 1 include, for example, a dedicated unit 20, a hall computer output box 30, a call lamp 40, a management computer 50, a member management device 55, a hall computer 60, and a vital sensor 70. These gaming devices each have a communication means and are connected to each other so as to be able to perform data communications via a predetermined network (for example, a local area network).
[0009] The gaming machine 10 is a gaming machine in which a player P can play a game without directly touching game balls, medals, or the like. For example, a pachinko 10a (pachinko gaming machine) can be played by sealing and circulating gaming balls (hereinafter referred to as "gaming media") within the gaming machine, and a pachislot 10b (pachislot gaming machine) can be played by lending out electronic data (hereinafter referred to as "gaming media") without using physical medals. The gaming states of the gaming machine 10 are similar to those of conventional machines, for example, a normal gaming state in which gaming media is spent at a predetermined rate, and a special gaming state which is an advantageous gaming state for the player P in which an increase in gaming media can be expected compared to the normal gaming state. This special gaming state is a gaming state in which the probability of winning a jackpot or a bonus is higher than in the normal gaming state, and the game is controlled so that if a player P wins a bonus, he or she can win a large amount of gaming media through subsequent winnings. Furthermore, various data ("game data") are transmitted from the output means of the gaming machine 10 in accordance with the progress of the game, and all of this data is transmitted via the dedicated unit 20 which will be described next.
[0010] The dedicated unit 20 (unit) is electrically connected to the attached gaming machine 10 via a dedicated PIF cable or the like to enable data communication, and has the function of performing functions such as lending gaming media according to the amount of money inserted via electronic data. For example, the lending of gaming media according to the amount of money inserted is performed by transmitting lending data specifying the number of balls to be lent to the gaming machine 10 based on the lending operation by the player P. Based on this lending data, the gaming machine 10 determines the number of gaming medium balls lent out, stores it in a storage means, and adds it to the number of gaming media owned by the player P.
[0011] The dedicated unit 20 also returns the game media. Specifically, in the gaming machine 10, counting data that specifies the counted number of gaming media is transmitted to the dedicated unit 20 by a counting operation. When the dedicated unit 20 receives the count data transmitted from the gaming machine 10, it manages the counted number of gaming media specified based on the count data.
[0012] Furthermore, the dedicated unit 20 includes a card unit, and this card unit stores (records) the number of game media in an IC card. The IC card is ejected from the card unit by a return operation, and the player P can use the IC card, in which the number of game media is stored, to exchange it for a prize at a prize exchange center in the game parlor or to insert it into the card unit of another dedicated unit 20 to play again. Such a dedicated unit 20 is connected to a hall control output box 30, a management computer 50, etc. so as to be able to communicate data with them. The IC cards used in this embodiment include membership cards used by players P who are registered as members at the amusement arcade, as well as general cards used by players P who are not registered as members at the amusement arcade. The membership card can store the number of gaming media acquired by the member player P over multiple days, and can therefore be used after the day of purchase. In contrast, a general card can store the number of gaming media acquired by a non-member player P on the day, and is a card that is loaned to the player P temporarily, such as for the day only.
[0013] The hall computer output box 30 (relay device) is connected to the dedicated unit 20, the call lamp 40, the hall computer 60, etc. so as to be capable of data communication, and has the same functions as the external terminal board of conventional machines that use game balls or medals. The hall computer output box 30 also functions as a pulse converter that transmits data sent from the dedicated unit 20 connected by serial communication to the call lamp 40, the hall computer 60, etc.
[0014] Specifically, the hall computer output box 30 can output data via serial communication from the dedicated unit 20 as a serial output, which outputs the data directly to the hall computer 60, etc. via serial communication, or as a pulse output, which converts the data into pulses and outputs the data. This is because, conventionally, hall computers 60 etc. obtained data by accepting pulse data from conventional machines or inter-machine machines (not shown), etc., and this is to accommodate hall computers 60 etc. that accept pulse outputs. This makes it possible for the hall control output box 30 to configure the gaming arcade system 1 that supports both serial output and pulse output.
[0015] The call lamp 40 notifies the player P of the occurrence of a jackpot, the occurrence of a special probability, the calling of a store clerk, etc., by lighting or blinking the light emitting means, and also displays information related to the game. For example, the call lamp 40 displays useful information to the player P using numbers and graphs, etc., in addition to the number of jackpots and the number of special events on the current day, the previous day, etc., as well as the number of starts, which is the number of rotations since the previous jackpot, and the jackpot history, etc., in an easy-to-read manner. The call lamp 40 has a call function (calling) that allows a store attendant to be called by pressing the call button. When player P operates this call button, call information is sent to the hall computer 60, and when the call button is operated again, the transmission of the call information is canceled.
[0016] The management computer 50 is connected to a management center outside the arcade via the Internet for data communication, and collects and manages ball output data transmitted from the gaming machines 10 and dedicated units 20 installed in the arcade. This ball output data includes performance data that is sent to the management center after the amusement center closes, as well as fraud / error data that is sent to the management center in real time, and all of this data is managed centrally at the management center.
[0017] The member management device 55 manages information regarding a player P who is registered as a member at the gaming facility, and manages the number of gaming media that a member player P has acquired through play by transmitting and receiving information regarding the player P who is registered as a member between other gaming devices.
[0018] Furthermore, member management device 55 stores a member database in which information about members is recorded. The member database is composed of, for example, player P's name, date of birth, age, sex (male:female), address, telephone number, card ID (member number) of the member card, game media and cash balance, etc.
[0019] The hall computer 60 (gaming device) is an information processing device that operates according to a program, and is installed, for example, in a location where it can be operated by a manager or a store clerk of the gaming facility, or in an office behind the counter. The hall computer 60 stores, manages, and analyzes information relating to games on all gaming machines 10 installed in the gaming arcade, and manages business information (such as sales) for the gaming arcade. As shown in Figure 2, such a hall computer 60 is composed of a communication unit 61, a memory unit 62, an operation unit 63, a display unit 64 (output means), and a control unit 65 (estimation means, generation means, dependent information generation means).
[0020] The communication unit 61 receives various data from the gaming machine 10, the dedicated unit 20, a vital sensor 70 (described later), and the like via the hall control output box 30. Here, the "game data" transmitted from the gaming machine 10 and the dedicated unit 20 will be described. The "game data" transmitted from the gaming machine 10 and the dedicated unit 20 is transmitted via the hall computer output box 30 to the call lamp 40, the hall computer 60, etc.
[0021] "Game data" is mainly divided into three types of data: machine data, fraud data, and sales data. Hereinafter, the data names and data types for each data type during pulse transmission will be described with reference to FIG. 3 and FIG. FIG. 3 shows an example of data transmitted from the pachinko machine 10a, and FIG. 4 shows an example of data transmitted from the pachislot machine 10b.
[0022] The data name indicates the corresponding data name for each data. Machine data is data that is generated in association with play, and examples of this include out data (pachinko 10a: number of shots, pachislot 10b: number of medals inserted) transmitted each time a gaming medium is consumed (inserted), safe data (pachinko 10a: winning balls, pachislot 10b: number of medals paid out) transmitted each time a gaming medium is acquired (paid out) by winning or the like, and status data transmitted during a special gaming state (pachinko 10a: during jackpot, pachislot 10b: during RB). Therefore, it is possible to specify "out" from out data, "safe" from safe data, and the game status from status data.
[0023] The fraudulent data is data that is generated in association with fraudulent acts such as cheating, and examples of such data include door open data (pachinko 10a) and door open data (pachislot 10b) transmitted when the door of the gaming machine 10 is open, and fraudulent data (pachinko 10a) and fraud detection data (pachislot 10b) transmitted when fraud is caused by magnetism, radio waves, etc. Therefore, fraudulent acts, malfunctions, etc. can be identified from fraud detection data, etc.
[0024] Sales data is data generated in association with the lending or calling of game media, and includes, for example, deposit amount data transmitted at the time of deposit, consumption amount (amount used) data transmitted at the time of consumption, and the like. Further, the sales data includes call data transmitted while the store clerk is being called, card insertion data transmitted while the IC card is inserted, and the like. Therefore, the amount used, etc. can be identified from the deposited amount data, the consumed amount data, etc.
[0025] The data type indicates which of two data types each data falls into: a pulse type in which the width of one pulse is fixed at 50 ms, and a status type in which data is continuously transmitted when in a corresponding status. For example, the out data of the machine data has a data type of pulse format (number of balls fired: 1 pulse for 10 balls, number of medals inserted: 1 pulse for 1 medal), and the status data of the machine data has a data type of status format (jackpot: ON during jackpot, RB: ON during RB). In addition, the data type of the door open data and door open data in the invalid data is status format (door open and door open: ON when open), the data type of the deposit amount signal in the sales data is pulse format (deposit amount: 1 pulse for every 1,000 yen), and similarly, the data type of the call data in the sales data is status format (call: ON during call). In this way, even within the same data type, the data types may differ.
[0026] The memory unit 62 is composed of a storage medium (for example, a ROM, a RAM, a hard disk, etc.) capable of storing programs for executing various functions of the hall computer 60 and various data necessary for processing by the control unit 65. The memory unit 62 stores various data, such as "game data" such as machine data, fraud data, and sales data transmitted from the gaming machine 10 and the dedicated unit 20, as well as "vital data (vital information)" (described later) obtained from the player P during game play.
[0027] The operation unit 63 is an operating means consisting of a keyboard, mouse, etc., and is operable by a manager of the amusement facility, etc., to select and receive predetermined data, instructions, commands, etc.
[0028] The display unit 64 is an output means such as an LCD display, and when an arcade staff member operates the operation unit 63, it displays business information calculated from the "game data" and vital evaluation information (evaluation information) generated from the "vital data". Specifically, the following screens will be displayed: a "Vital Sign Evaluation Screen" (see Figure 8), a "Sales Information and Vital Sign Information Screen" (see Figure 9), a "Vital Sign Evaluation Ranking Screen" (see Figure 10), an "Addiction Warning Screen" (see Figure 11), etc. The display unit 64 functions as an output means by display, but may also notify by sound such as voice or a buzzer instead of or in addition to this.
[0029] The control unit 65 is composed of a CPU, ROM, RAM, etc., and performs processing as the hall computer 60 while monitoring and controlling each of the above-mentioned parts by reading and executing programs stored in the memory unit 62. For example, the control unit 65 calculates business information, which is data specific to the gaming facility and used during business hours of the gaming facility, based on the "game data" transmitted from the gaming machines 10 and the like via the communication unit 61. The manager of the arcade uses this calculated business information as an index for the daily operation of the arcade.
[0030] The vital sensor 70 (detection means) may be, for example, a non-contact sensor capable of detecting the subject's "vital data" without contact using the Doppler effect of microwaves or millimeter waves. The "vital data" here refers to pulse and respiration data, but is not limited thereto and may also be body temperature, blood pressure, level of consciousness, etc. By using the non-contact vital sensor 70, since nothing is worn on the body, the "vital data" of the player P can be acquired while playing the game in a natural state without interfering with the game.
[0031] The vital sensor 70 utilizes the phenomenon that when an object is irradiated with radio waves, the period or frequency changes due to the Doppler effect according to the speed of the object. For example, in the case of a microwave vital sensor 70, by irradiating microwaves towards the player P and measuring the reflected waves, it is possible to detect minute vibrations on the surface of the human body (for example, the movement of the skin due to the beating of the heart), thereby detecting the person's pulse, breathing, etc.
[0032] The vital sensor 70 can obtain "vital data" with higher sensitivity if it is installed in a position closer to the player P. Also, care must be taken to ensure that the vital sensor 70 cannot be directly touched by the player P so that it is not affected by vibrations or the like. Therefore, the vital sensor 70 is installed around the player P who is playing the game, for example, by providing it in a surveillance camera arranged facing the player P for each gaming machine 10. This makes it possible to accurately obtain "vital data" for each player P during play. The “vital data” of the player P during play, such as the pulse rate and breathing, acquired by the vital sensor 70 is transmitted to the communication unit 61 of the hall computer 60 together with the acquired machine number information of the gaming machine 10 . For details of the vital sensor 70 that utilizes the Doppler effect, please refer to Patent Publication No. 2021-194218, etc.
[0033] The gaming facility system 1 configured in this manner generates vital evaluation information regarding the gaming machine 10. Hereinafter, the process (evaluation information generation process) in the game arcade system 1 will be described with reference to the flowchart shown in FIG. A program created based on the flowchart shown in the figure is stored in the storage unit 62, and when this program is started, the control unit 65 executes the evaluation information generation process. The evaluation information generation process is a process of inferring the emotions of the player P from the "vital data" of the player P, and generating vital evaluation information of the gaming machine 10 based on this emotion.
[0034] First, in S10, the control unit 65 determines whether or not the player P has been playing continuously for a predetermined period of time or more (for example, 30 minutes or more). In other words, the control unit 65 determines that a player P who has been playing the same gaming machine 10 continuously for a predetermined period of time or more is a subject of evaluation of the gaming machine 10 based on the "vital data" (hereinafter referred to as "vital evaluation"). This allows the control unit 65 to generate the original vital evaluation information of the gaming machine 10 on which play has been continued for a predetermined period of time or more. The determination of whether to continue playing the game can be made, for example, based on whether the above-mentioned out data is being continuously transmitted.
[0035] When the control unit 65 determines that the game has not continued for the predetermined time or more (S10: No), the control unit 65 repeats the process until a player P appears who continues to play for the predetermined time or more. On the other hand, when the control unit 65 determines that the game has continued for a predetermined time or more (S10: Yes), the control unit 65 advances the process to S11.
[0036] In S11, the control unit 65 acquires "vital data" for each player P who is playing a game through the detection means. The “vital data” acquired by the vital sensor 70 is periodically transmitted to the memory unit 62 and the control unit 65 via the communication unit 61. The control unit 65 acquires "vital data" such as pulse rate and breathing of a player P who has been playing for a predetermined period of time or longer. At this time, it is preferable to simultaneously obtain data specifying the attributes of player P during the game (hereinafter referred to as "player data") from a membership card, an image captured by a security camera, or the like, together with the "vital data."
[0037] In S12, the control unit 65 adjusts (weights) the acquired "vital data." If the "vital data" of the player P is uniformly considered as an evaluation target under any circumstances, there is a possibility that the vital evaluation of the gaming machine 10 cannot be performed accurately. In this embodiment, adjustment factors to be taken into consideration are set as factors that affect the vital evaluation, and the control unit 65 assigns different weights to the adjustment factors when generating the vital evaluation. This enables the generation of more reliable vital sign evaluation information. FIG. 6 is a diagram showing an example of adjustment factors for "vital data" in this embodiment. The control unit 65 adjusts at least one of the "vital data" adjustment elements (1) to (5) shown below.
[0038] (1) Possession of gaming media It is expected that the emotions of a player P who has won a lot of balls (for example, a player P who has won a jackpot) and a player P who has won a few balls (for example, a player P who has not won a jackpot) will be significantly different. Therefore, the control unit 65 adjusts the "vital data" according to the possession status of game media.
[0039] Specifically, the weighting in generating vital evaluation information is different, for example, excluding the "vital data" of player P (first player) who is on a winning streak (for example, a gaming state in which the player has won the jackpot 10 or more times) in which he has consecutively won at least the jackpot (special gaming state) and player P (second player) who is in a streak (for example, a gaming state in which the player has not won the jackpot even after playing 1000 games) in which he has not won the jackpot for a long period of time and is continuing to play normal games (normal gaming state). However, in the case of Pachislot 10b, it is preferable not to remove the "vital data" of machines with strong ceiling benefits.
[0040] (2) Machine settings Some gaming machines 10 are equipped with a ball-out rate adjustment function that can gradually adjust the ball-out rate by setting six different values for the probability of winning a bonus (jackpot), etc. In a gaming machine 10 equipped with a payout rate adjustment function, a special presentation may be performed that suggests the current setting value. After player P determines the setting value of the gaming machine 10 through this presentation (hereinafter also referred to as setting determination), it is expected that his / her emotions will be different from normal. For this reason, the control unit 65 adjusts the “vital data” in accordance with the settings of the gaming machine 10.
[0041] Specifically, the control unit 65 varies the weighting when generating vital evaluation information, for example, excluding "vital data" of the player P after a predetermined number of games have elapsed when it is believed that the setting determination has been almost completed.
[0042] (3) Number of games In the case of pachinko 10a, it is expected that the emotions of a player P who has played a large number of games (for example, a player P who easily wins at the starting hole and has many starts) will differ greatly from those of a player P who has played a small number of games (for example, a player P who has difficulty winning at the starting hole and has few starts). For this reason, the control unit 65 adjusts the "vital data" according to the number of games played.
[0043] Specifically, the control unit 65 varies the weighting when generating vital evaluation information, such as excluding the "vital data" of player P (fourth player) who has played fewer games per 250 balls (1,000 yen) of gaming media in pachinko 10a than player P (third player) who has played a predetermined number of games (e.g., 10 or more).
[0044] (4) Gaming situation The gaming machine 10 is provided with many lamps and other decorative electrical elements, and the changes in the light emission of these decorative electrical elements appeal to not only the player P playing the game, but also to nearby players P when the player has won a jackpot or the like. As a result, when the gaming machines 10 on either side are in a jackpot state, the emotions of the player P playing the gaming machine 10 in the middle are expected to be significantly different from those during normal times. For this reason, the control unit 65 adjusts the "vital data" according to the game situation.
[0045] Specifically, when there is a player P (fifth player) playing on a gaming machine 10 in a specific situation (for example, a situation in which the gaming machines 10 on both sides are in a jackpot state) and a player P (sixth player) playing on a gaming machine 10 different from the specific situation, the control unit 65 will give different weighting in generating vital evaluation information, such as excluding the "vital data" of player P playing on the gaming machine 10 in the specific situation. In addition, the specific situation may be changed or added as appropriate, such as a situation in which only one of the gaming machines 10 is in a jackpot situation.
[0046] (5) Smoking Some amusement arcades are divided into designated smoking areas (for example, areas where heated tobacco products are permitted) and non-smoking areas. Smokers tend to feel more restless and experience symptoms such as irritability when they are unable to smoke than non-smokers. Therefore, it is expected that smokers will experience emotional changes due to smoking that are unrelated to the gaming machine 10. Therefore, the control unit 65 adjusts the "vital data" according to the smoking situation.
[0047] Specifically, the control unit 65 assigns different weights when generating vital evaluation information, such as distinguishing between the "vital data" of a player P (seventh player) playing in a smoking area and a player P (eighth player) playing in a non-smoking area. In the above example, the "vital data" that corresponds to the adjustment factor to be taken into consideration is excluded as a weighting factor, but the weighting factor for the "vital data" that is not weighted may be reduced to reduce its influence on the vital evaluation information. In addition, an example has been given in which the "vital data" corresponding to the adjustment factors to be taken into consideration is differentiated as a weighting factor, but differentiation means that the "vital data" is divided to generate vital evaluation information.
[0048] In S13, the control unit 65 estimates the emotion of the player P based on the "vital data." The control unit 65 functions as an estimation means for estimating the emotion of each player P after weighting the "vital data" acquired from the vital sensor 70 based on the adjustment factor. For example, when the heart experiences stress, anxiety, tension, or the like, the sympathetic nervous system becomes active, causing the pulse rate and blood pressure to rise, resulting in palpitations. In other words, since pulse rates constantly fluctuate due to the influence of autonomic nervous activity (sympathetic and parasympathetic nerves), the emotions of multiple players P can be estimated by analyzing the fluctuations in pulse rates over a certain period of time. Therefore, the control unit 65 can infer the emotions of the player P by detecting and analyzing the pulse, breathing, etc. of the player P at regular intervals, and output the emotions, thereby making it possible to "visualize emotions." This makes it possible to estimate the emotions of the player P while playing each machine type, thereby making it possible to evaluate and analyze, for example, the popularity of each machine type.
[0049] In this embodiment, "emotions" include, but are not limited to, stress, sleepiness, concentration, fatigue, joy, anger, sadness, enjoyment, discomfort, and the like, and can be set as appropriate. For details of the method of estimating these emotions, known methods can be used, and for example, Japanese Patent No. 6665777 and the like are incorporated by reference.
[0050] In S14, the control unit 65 generates vital evaluation information regarding the gaming machine 10 based on the estimated emotion of the player P. The control unit 65 performs a comprehensive vital evaluation of the gaming machine 10 from all the estimated emotions. Specifically, the control unit 65 functions as a generation means to generate emotional levels (e.g., stress level, sleepiness level, concentration level, fatigue level, joy level, anger level, sadness level, enjoyment level, and discomfort level) that are quantified to represent the degree of nine types of emotions for each player P. Generating the vital assessment information involves classifying the emotional levels into a number of categories.
[0051] For example, as shown in FIG. 7, the emotional level is classified into three categories: "◯", "△", and "×". The control unit 65 classifies emotions into three categories based on a preset threshold value or the like. "◯" indicates that player P's emotions are in a positive state (positive emotion), "△" indicates that player P's emotions are in an intermediate state between a good state and an unstable state, and "×" indicates that player P's emotions are in an unstable state (negative emotion) that indicates player P's emotions are in a negative state. Therefore, the control unit 65 generates vital evaluation information with "◯" for emotions that are highly rated, "Δ" for emotions that are intermediate rated, and "X" for emotions that are low rated. The number of categories is not limited to three.
[0052] In addition, it is known that the "vital data" indicates that, for example, a player P playing a pachinko 10a tends to have a higher stress level than a player P playing a pachislot 10b. Therefore, the control unit 65 does not use a uniform standard for the emotional level for the pachinko 10a and the pachislot 10b, but rather sets different conditions for generating the vital evaluation for the pachinko 10a and the pachislot 10b. Specifically, the control unit 65 generates vital evaluation information by placing more importance on the stress level of the player P playing the pachinko 10a than on the stress level of the player P playing the pachislot 10b. This enables the generation of more reliable vital sign evaluation information.
[0053] In S15, the control unit 65 outputs the vital evaluation information. Hereinafter, examples of output of evaluation information of the gaming machine 10 in the hall computer 60 will be described with reference to FIG. 8 to FIG.
[0054] FIG. 8 is an output example showing vital evaluation information of the gaming machine 10 generated by the analysis result based on the "vital data". The control unit 65 can output a comprehensive vital evaluation taking into account the individual evaluations for each emotion. For example, the vital evaluation is carried out by converting each emotion into a numerical value by corresponding the results of the individual evaluations for each emotion with a value such as "O is 2 points," "△ is 1 point," and "X is 0 points," and then adding up the scores to give an overall evaluation of the "vital data" for each model a rank such as A, B, or C. At this time, the control unit 65 evaluates the gaming machine 10 based on one or more emotions. This allows the manager of the gaming facility or the like to have a comprehensive understanding of the "vital data" of each type of gaming machine 10.
[0055] In addition, the vital evaluation, which is assigned a rank for each machine type, can also be displayed together with business information calculated from the "game data" (see Figure 9). That is, the model evaluation of the gaming machine 10 can combine an evaluation based on emotions using the vital sensor 70 and an evaluation based on game information ("game data") such as outs. This allows you to evaluate models taking into account vital evaluations in addition to traditional sales information such as the number of outs and sales, so you can plan replacement models from a different perspective than before, such as whether they are likely to operate for a long time or whether their operation will soon decline.
[0056] The control unit 65 ranks the gaming machines 10 based on the overall evaluation of the "vital data" for each model. For example, the control unit 65 displays monthly ranking information of excellent models in vital evaluation, as shown in FIG. Figure 10 shows the overall evaluation based on the "vital data" and displays the vital evaluation scores of each model in order of their relative merits for comparison. In addition to this, vital evaluation ranking information can be displayed by series, character (copyright), manufacturer, etc. This makes it easy to recognize that models ranked highly (for example, 1st to 3rd place) are models with good overall vital evaluation scores. Such ranking information is stored in a ranking information table by the control unit 65. After outputting the vital evaluation information, the control unit 65 ends the evaluation information generation process.
[0057] As described above, according to the amusement park system 1 of this embodiment, by using the vital sensor 70 capable of non-contact detection of the pulse rate and respiratory information of the player P, the pulse rate, respiratory information, etc. of the player P during play can be detected, and the emotions, etc. of the player P can be analyzed from the detected information. As a result, the gaming machine 10 is evaluated based on the analysis results of the emotions of the player P, etc., so that the gaming machine 10 can be evaluated from a different perspective than the conventional evaluation based on machine data, sales data, etc. As a result, it becomes possible to plan the replacement of models from a different perspective than before. Conventional amusement arcade systems 1 used game information such as outs sent from the gaming machines 10 to evaluate the gaming machines 10. However, since detailed conditions such as the model type, the presence or absence of similar models, and the settings of the gaming machines 10 vary, it was sometimes impossible to accurately evaluate the gaming machines 10. According to the gaming device of the present invention, it is possible to solve all or part of the problems that need to be improved in conventional gaming devices.
[0058] The above describes a preferred embodiment of the amusement park system 1 of the present invention. However, the amusement park system 1 of the present invention is not limited to the above-described embodiment, and various modifications can be made within the scope of the present invention. (1) The gaming machine 10 may be a conventional machine that uses gaming balls, medals, etc. (2) In the amusement arcade system 1, the location where the vital sensor 70 is installed is not limited to a surveillance camera, and it may be appropriately changed or added to other devices that can be connected to the amusement arcade system 1, such as the gaming machine 10, the dedicated unit 20, the call lamp 40, etc. (3) If it is estimated that the emotions of a particular player P may be at risk of becoming addicted, the information may be displayed on the display unit 64 to notify the manager of the gaming facility, or a peripheral device of the gaming machine 10 may be used to warn the player P. At this time, the control unit 65 functions as a dependency information generating means to generate dependency information indicating the state of dependency on games based on the player P's emotions. The display unit 64 functions as an output unit to display information for calling attention, such as that shown in FIG. 11, based on the dependency information. For example, if the number of balls dispensed is small and the "stress level" is higher than that of a normal player P, or conversely, if the number of balls dispensed is large and the "joy level" is abnormally high, it can be determined that there is a risk of addiction. Furthermore, by linking the "vital data" with "player data" that identifies the player P, it becomes easier to identify players P who are at risk of developing an addiction, allowing measures to be taken immediately. (4) The means for detecting the emotions of the player P is not limited to the vital sensor 70 that utilizes the Doppler effect. For example, the emotions of player P may be detected by capturing data such as facial expressions, body movements, gestures, and voice of player P through a camera or microphone, or these may be combined. Furthermore, the means for detecting the feelings of the player P may be a contact type sensor, for example, a band type sensor attached to the wrist, arm, leg, or the like. (5) There may be some variation in changes in pulse rate, etc. depending on attributes such as age and gender. The pulse rate interval (RRI: RR Interval) is used for emotion analysis because its fluctuations reflect the functioning of the autonomic nervous system. For example, this pulse interval differs between adults and children, of course, but also between adults and the elderly because the elderly have a lower level of activity and metabolism than adults, and also between men and women. For this reason, the control unit 65 may adjust the "vital data" in accordance with the attributes of the player P, in addition to the adjustment elements (1) to (5) of the "vital data" described above. In this case, standard "vital data" based on age, gender (male:female), etc. is stored in the memory unit 62 of the hall computer 60, and the "vital data" obtained from player P during play is compared with this standard "vital data" to determine emotions. Therefore, the control unit 65 can differentiate the attributes of the player P, and can assign different weights to the vital evaluation information when generating the information. As an example of identifying the attributes of player P, it is possible to identify the attributes from a membership card issued for each player P by performing a predetermined membership registration process, or from an image captured by a surveillance camera. [Explanation of symbols]
[0059] 1. Amusement park systems 10. Medalless gaming machines 20 Dedicated Units 30 Hall control output box 40 Call lamp 50 Management Computers 55 Membership management device 60 Hole Computer 61 Communications Department 62 Storage section 63 Operation section 64 Display section (output means) 65 Control unit (estimation means, generation means, dependency information generation means) 70 Vital Sensor (detection means) P Player
Claims
1. an estimation means for estimating an emotion of a player based on vital information of the player detected by a predetermined detection means; a generating means for generating evaluation information regarding the gaming machine based on the emotion of the player estimated by the estimating means; A system for an amusement park comprising:
2. The estimation means includes: The emotions of a player can be estimated based on vital information of the player that is detected in a non-contact manner based on a predetermined radio wave emitted by a predetermined detection means.
2. The system for a game arcade according to claim 1.
3. The generating means includes: The conditions for generating the evaluation information are made different between pachinko gaming machines and pachislot gaming machines.
3. The system for an amusement park according to claim 2.
4. The generating means includes: A weighting is applied differently in generating the evaluation information for an emotion estimated for a first player who has a predetermined amount of game value and an emotion estimated for a second player who has less game value than the first player.
4. The system for an amusement park according to claim 3.
5. The generating means includes: The evaluation information is generated by differently weighting the emotions estimated for a third player who plays on a gaming machine on which a predetermined number of games have been played and the emotions estimated for a fourth player who plays on a gaming machine on which a smaller number of games have been played than the third player.
5. The system for a game arcade according to claim 4.
6. The generating means includes: The weighting in generating the evaluation information is made different for the emotion estimated for a fifth player who plays on a gaming machine in which the gaming situation of surrounding players is a specific situation and the emotion estimated for a sixth player who plays on a gaming machine in which the gaming situation of surrounding players is different from that of the fifth player.
6. The system for a game arcade according to claim 5.
7. The generating means includes: The evaluation information is generated by differently weighting the emotions estimated for a seventh player who plays in an area in the gaming facility where heated tobacco smoking is permitted and the emotions estimated for an eighth player who plays in a non-smoking area in the gaming facility.
7. The system for a game arcade according to claim 6.
8. a dependency information generating means for generating dependency information indicating a state of dependency of a player on a game based on the emotion of the player estimated by the estimation means; an output means for outputting predetermined information based on the dependency information; 8. The game arcade system according to claim 1, further comprising:
Citation Information
Patent Citations
Game machine operation forecast method and game hall management system
JP2017176586A