System for game halls
By introducing components such as game consoles, processing units and management servers in the playground, identifying and recording the use of electronic money cards, the problem of electronic money usage and management between multiple playgrounds is solved, and unified management and monitoring across places is realized.
Patent Information
- Application Number
- JP2023175259
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-10-10
- Publication Date
- 2025-04-22
AI Technical Summary
It is difficult for existing systems to effectively manage the use status of electronic money between multiple playgrounds, making it difficult to manage the recharge and consumption of electronic money in different places.
Components such as game consoles, game value processing units, general stored value cards, on-site recharge terminals and management servers are adopted to identify the identity information and place information on the card, record and match the electronic money recharge and consumption situation of each place, and achieve cross-site electronic money management.
It realizes accurate management of the recharge and consumption of electronic money in each amusement park, ensuring the unified use and effective monitoring of electronic money between multiple places.
Smart Images

Figure 2025065808000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a system for an amusement park. [Background technology]
[0002] 2. Description of the Related Art Conventionally, as described in Patent Document 1, for example, a gaming arcade system has been proposed that allows the use of electronic money to improve convenience for players. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2023-13343 A Summary of the Invention [Problem to be solved by the invention]
[0004] In this case, it would be desirable to make the charged electronic money available for use at multiple stores. However, from the perspective of the arcade, it is often the case that electronic money charged at one arcade is used at another arcade, or conversely, electronic money charged at another arcade is used at one arcade, making it difficult to manage the usage.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and its object is to provide an amusement arcade system that can appropriately manage the usage of electronic money in the arcade's own and other arcades. [Means for solving the problem]
[0006] The invention described in claim 1 includes a gaming machine (e.g., gaming machine 1, etc.) capable of playing a game by consuming a gaming value (e.g., owned points, saved points, etc.), a gaming value processing unit (e.g., authentication unit 2, etc.) attached to the gaming machine and executing a granting process for granting a gaming value within a range of a deposited amount, a storage medium (e.g., membership card 11, etc.) possessed by a player and into which electronic money usable in common at a plurality of gaming facilities is charged, a charging terminal (e.g., authentication unit 2, etc.) installed in each gaming facility and performing a charging process of the electronic money to the storage medium, and a terminal (e.g., authentication unit 2, etc.) which corresponds to identification information of the storage medium (e.g., a member ID shown in FIG. 6) and identification information of the gaming facility where the storage medium is used (e.g., a store ID shown in FIG. 6), and records the amount of the charged electronic money and the amount of the consumed electronic money. The gaming facility includes a management server (e.g., management server 10, etc.) that stores and manages the amount of gaming machine play as history information (e.g., electronic money history data shown in FIG. 6), and a management device (e.g., management device 8, etc.) that is installed in each gaming facility and manages the operating status of the gaming machines and the gaming value processing unit, and the gaming value processing unit is configured to be able to grant gaming value in exchange for the electronic money charged to the storage medium, and the management device obtains the history information of the storage medium used in its own store from the management server, and manages the amount of electronic money charged and consumed in its own store (e.g., its own store charge amount and its own store consumption amount shown in FIG. 8) in correspondence with the amount of electronic money charged and consumed in other stores (e.g., the other store charge amount and the other store consumption amount shown in FIG. 8).
[0007] According to this configuration, historical information of the storage medium used in the store is obtained from the management server, and the amount of electronic money charged and consumed in the store is managed in correspondence with the amount of electronic money charged and consumed in other stores, so that the usage status of electronic money in the store and other stores can be appropriately managed. [Brief description of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram showing the overall configuration of an amusement park system according to an embodiment. [Diagram 2]Front view of the gaming machine and the authentication unit [Diagram 3] A functional block diagram showing the electrical configuration of the gaming machine and the authentication unit. [Figure 4] A diagram showing operation data by unit number [Diagram 5] Diagram showing member ownership value data [Figure 6] Diagram showing electronic money history data [Figure 7] Diagram showing aggregated electronic money data [Figure 8] Diagram showing electronic money analysis data [Figure 9] Screen transition diagram for authentication unit [Figure 10] Screen transition diagram for authentication unit [Figure 11] Screen transition diagram for authentication unit [Figure 12] Screen transition diagram for authentication unit DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] An embodiment will be described below with reference to the drawings. As shown in Fig. 1, a large number of gaming machines 1 are installed in the gaming hall of store A, and authentication units 2 (corresponding to a gaming value processing unit and a charge terminal) and gaming information display devices 3 are attached in one-to-one correspondence with the gaming machines 1. The gaming machines 1 are connected to the corresponding authentication units 2, and the authentication units 2 and the gaming information display devices 3 are connected to a first relay device 4, two by two. The first relay device 4 is connected to a second relay device 6 via a first LAN 5, and the second relay device 6 is connected to a gaming hall management device (hereinafter referred to as a management device) 8 via a second LAN 7.
[0010] The first relay device 4 and the second relay device 6 relay data communication between the authentication unit 2, the game information display device 3, and the management device 8. Game information in the gaming machine 1 is transmitted from the gaming machine 1 to the authentication unit 2, and is received by the management device 8 from the authentication unit 2 via the first relay device 4 and the second relay device 6. In addition, various setting information of the authentication unit 2 set in the management device 8 is received by the authentication unit 2 from the management device 8 via the second relay device 6 and the first relay device 4.
[0011] The management device 8 is connected to a monitor 8a, manages the operating status of the gaming machines 1, the authentication unit 2, and the gaming information display device 3, collects gaming information collected from each gaming machine 1, displays it on the monitor 8a, and transmits the collected gaming information to a management server 10 described below. The management device 8 also receives collected data for each gaming facility created by the management server 10 based on the gaming information from the management server 10, and displays the received collected data on the monitor 8a.
[0012] A configuration similar to that of store A is also installed in store B and store C. A management device 8 installed in each of stores A to C is connected to a management server 10 via a public communication line 9 including the Internet, for example, so as to be capable of data communication. The management server 10 issues electronic money to players who are registered as members in exchange for cash, and manages the usage of the electronic money in association with a membership card. Note that electronic money means electronic data that is computerized cash, and by exchanging electronic data, it is possible to receive the same settlement service as cash. In FIG. 1, the number of stores is illustrated as "3", but the number of stores is not limited to "3", and the number of gaming facilities managed by the management server 10 is not limited to "3".
[0013] In the gaming facility, a player can use a member card 11 (corresponding to a storage medium) or a general card 12 as an IC card. The member card 11 is an IC card issued to a registered player by an electronic money management institution that operates the management server 10, and can be used in common at each gaming facility (each store). The IC chip 11a of the member card 11 stores card identification information (member ID) that can identify the member card, a charge amount that can identify the value of the charged electronic money, a deposit balance that can be used for games, and a number of points that can identify the acquired value acquired by the player through games. The general card 12 is an IC card issued by the authentication unit 2 to an unspecified number of players, and can be used only at the gaming facility that issued it. The IC chip 12a of the general card 12 stores card identification information (general ID) that can identify the general card, a deposit balance that can be used for games, and a number of points that can identify the acquired value acquired by the player through games.
[0014] 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 the payment machine are also connected to the management device 8 via the first LAN 5 and the second LAN 7. When the POS accepts an IC card such as a membership card 11 or a general card 12, 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 the 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 player as that member has deposited in the gaming facility online from the management device 8 to identify the game value that can be exchanged for a prize.
[0015] When the settlement machine accepts an IC card such as a membership card 11 or a general card 12, it returns from a return slot bills and coins corresponding 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.
[0016] The gaming machine 1 is a so-called sealed-in pachinko gaming machine, which stores and manages gaming points calculated from the player's deposit balance, points held, and saved points, and supplies internal pachinko balls to a launching device to be shot onto the board when the stored gaming points remain, and when a win is achieved, the gaming points are managed by adding the points to the data without paying out pachinko balls.
[0017] 2, the gaming machine 1 has a board 13 from which pachinko balls are shot, a launch handle 14 constituting the launching device, a touch panel type information display section 15 that displays various game information, a group of operation buttons 16 including a counting button, a speaker 17 that outputs performance sounds, and decorative lamps 18. The board 13 has a pattern display section 21 including a normal pattern display section 19 and a special pattern display section 20, a through type normal pattern start opening 22, a special pattern start opening 23, a big prize opening 24, an out opening 25, and the like.
[0018] The authentication unit 2 has status lamps 26 that indicate the game status of the gaming machine 1 and the status of the authentication unit 2, a bill insertion slot 27 into which bills are inserted, a touch panel type liquid crystal display 28 that receives operation inputs from the player and displays game information, a camera 29 that captures the upper body including the face of the player, a lending button 30 that receives a lending operation, a replay button 31 that receives a replay operation, a return button 32 that receives a return operation, and a card insertion slot 33 into which an IC card is inserted. Note that the authentication unit 2 may also have a remote control receiver that receives a remote control signal from an employee remote control (not shown) carried by the employee.
[0019] The gaming machine 1 operates as follows. (1) When the game points are received from the authentication unit 2, it becomes possible to fire pachinko balls up to the game points, and when the game points reach zero, it becomes impossible to fire any more balls. The game points that have been fired are subtracted, and the game points awarded for winning are added. (2) When the counting button is operated, the game points are sent to the authentication unit 2 and the game points are reset to zero. Pressing the counting button briefly sends one point at a time to the authentication unit 2, and pressing the counting button for a long time sends all points at once to the authentication unit 2.
[0020] (3) When the launch handle 14 is operated, a ball is launched from the launch device located in the upper left of the board 13. When a ball enters the special chart start port 23, a special chart lottery is executed and the special chart pattern starts to change. If the special chart lottery is won, the jackpot pattern is frozen and the game moves to the jackpot state. In the jackpot state, the jackpot entry port 24 is opened a specified number of times, greatly improving the winning rate. When a ball enters the normal chart start port 23, a normal chart lottery is executed and the normal chart pattern starts to change. If the normal chart lottery is won, an electric device is opened, making it easier to enter the special chart start port 23.
[0021] (4) There are three game states: normal state, probability of winning, and jackpot state. In the probability of winning, the probability of winning the special and normal lotteries is higher than in the normal state. (5) Various game data (number of jackpots, number of special drawing draws, etc.) are displayed on the information display unit 15 in response to the operation of the operation button group 16. The points stored in the gaming machine 1 are called "game points", and the points stored in the authentication unit 2 are called "owned points", and the "total points" is the sum of the "game points" and the "owned points". The above explanation is one example, and performance and playability differ 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] Authentication unit 2 operates as follows. (1) Card acceptance processing When the member card 11 is inserted into the card insertion slot 33, authentication is performed using a PIN number, and if the authentication result is positive, the number of points and saved points managed in association with the member ID of the member card 11 are read from the management device 8, and the deposit balance of electronic money (electronic money balance) is read from the member card 11 and displayed on the liquid crystal display unit 28. When the general card 12 is inserted into the card insertion slot 33, the deposit balance and the number of points are read from the general card 12 and compared with the data in the management device 8, and if the comparison result is positive, the deposit balance and the number of points are displayed on the liquid crystal display unit 28.
[0023] (2) Electronic money charge processing When a bill is inserted into the bill insertion slot 27 while the membership card 11 is inserted, the value of the inserted bill is charged as electronic money, and charge information capable of identifying the member ID of the membership card 11 and the charge amount is transmitted to the management device 8. It is also possible to select whether to charge the entire value of the bill inserted into the bill insertion slot 27 or only a portion of it.
[0024] (3) Deposit processing When the membership card 11 is inserted, deposits can be made using electronic money associated with the membership card 11, and when deposits are made using electronic money, deposit information capable of identifying the member ID of the membership card 11 and the amount deposited using electronic money is transmitted to the management device 8. When the general card 12 is inserted, deposits can be made using cash in the amount of bills inserted into the bill insertion slot 27, and when deposits are made using cash, deposit information capable of identifying the general ID of the general card 12 and the amount deposited using cash is transmitted to the management device 8.
[0025] (4) Gaming point allocation processing Any of the deposit balance, points, or saved points can be converted into game points, and when any of the deposit balance, points, or saved points are converted into game points, the converted game points are sent to the gaming machine 1. In response to the operation of the loan button 30, the deposit balance is converted into game points in predetermined point units (for example, in units of 250 points equivalent to 1000 yen for 4 yen pachinko) and the deposit balance is subtracted. In response to the operation of the replay button 31, the points or saved points are converted into game points in predetermined point units (for example, in units of 250 points for 4 yen pachinko) and the points or saved points are subtracted. Information on the sales amount (loan amount) and replay points is sent to the management device 8 at any time.
[0026] (5) Points Counting The gaming points received from the gaming machine 2 are counted as owned points and stored. (6) Operational data management processing It receives and stores various operational data from the gaming machines 1, and transmits the same to the management device 8 as required.
[0027] (7) Card issuance processing The inserted membership card 11 or general card 12 is returned in response to the operation of the return button 32. When returning the membership card 11, card return information capable of identifying the member ID, deposit balance, and points of the membership card 11 is sent to the management device 8. When returning the general card 12, the deposit balance and points are stored in the general card 12, and card return information capable of identifying the general ID, deposit balance, and points of the general card 12 is sent to the management device 8. A maximum of 10 general cards 12 are stocked in the card processing unit (see Figure 3), and when banknotes are inserted with no general card 12 inserted, the general card 12 is advanced from the stock unit to the reader / writer unit, and the deposit amount is stored.
[0028] The electrical configuration of the gaming machine 1 and the authentication unit 2 will be described with reference to Fig. 3. The gaming machine 1 includes a main control unit 34 and an I / F unit 35 that performs data communication with the authentication unit 2. The main control unit 34 is configured by a microcomputer equipped with a CPU, ROM, RAM, I / O, etc., and is supplied with power from a power supply circuit unit 36. The main control unit 34 detects the passage of a ball into the normal prize start hole 22 based on a detection signal input from a normal prize sensor 37, detects the prize entry into the special prize start hole 23 based on a detection signal input from a special prize sensor 38, and detects the prize entry into the special prize hole 24 based on a detection signal input from a special prize sensor 39.
[0029] When the main control unit 34 detects the passage of a ball into the normal drawing start port 22, it outputs a pattern change start signal to the normal drawing display unit 19 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 40 to open the special drawing start port 23. When the main control unit 34 detects a winning entry into the special drawing start port 23, it outputs a pattern change start signal to the special drawing display unit 20 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 41 to open the special drawing start port 20.
[0030] The main control unit 34 outputs a performance instruction signal to the performance control unit 42. When the performance control unit 42 receives the performance instruction signal from the main control unit 34, it outputs the received performance instruction signal via the amplifier 43 to the speaker 17, the decorative lamp 18, and the display control unit 44 to the pattern display unit 21, and the speaker 17, the decorative lamp 18, and the pattern display unit 21 perform a performance in accordance with the pattern change pattern, etc.
[0031] The setting operation unit 45 accepts setting operations by, for example, an employee of an arcade, and outputs a setting operation detection signal capable of identifying the accepted setting operation to the main control unit 34. The main control unit 34 outputs an information display instruction signal to the information display unit 15. When the information display unit 15 receives an information display instruction signal from the main control unit 34, it displays game information according to the received information display instruction signal. The operation button group 16 accepts various operations, such as a counting operation, by a player, and outputs an operation detection signal capable of identifying the accepted various operations to the main control unit 34.
[0032] The authentication unit 2 includes a control unit 46 and an I / F unit 47 that performs data communication with the gaming machine 1. The control unit 46 is configured by a microcomputer including a CPU, a ROM, a RAM, an I / O, etc. The control unit 46 outputs a drive signal to the status lamps 26, and causes the status lamps 26 to display the gaming status of the gaming machine 1 and the status of the authentication unit 2. The bill processing unit 48 determines the authenticity of a bill inserted into the bill insertion slot 27, and outputs the determination result to the control unit 46. The control unit 46 outputs a display instruction signal to the liquid crystal display unit 28, and causes the liquid crystal display unit 28 to display various game information. The camera 29 outputs a video signal including the captured video to the control unit 46.
[0033] When pressed by a player, the lending button 30 outputs an operation detection signal capable of identifying a lending operation to the control unit 46. When pressed by a player, the replay button 31 outputs an operation detection signal capable of identifying a replay operation to the control unit 46. When pressed by a player, the return button 32 outputs an operation detection signal capable of identifying a return operation to the control unit 46. When an IC card is inserted into the card insertion slot 33, the card processing unit 49 functions as a card RW (reader / writer) that reads various information from the inserted IC card and writes various information to the IC card.
[0034] 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 indicating the number of game points (outs) consumed in a game. Awarded game points information = Information indicating the number of game points (safe) awarded upon winning. Start information = Information indicating that the jackpot lottery and pattern change have been carried out. Jackpot information = Information indicating a jackpot state. Chance bonus information = Information indicating that a chance bonus state is in progress. The above explanation is an example, and the gaming information to be output differs depending on the model. The gaming machine 1 outputs the gaming information to the authentication unit 2 at regular intervals (for example, every 200 milliseconds) as a data signal such as a message that can identify the gaming information, i.e., cumulative data from the previous transmission.
[0035] The gaming information managed by the management device 8 will be described with reference to Fig. 4 to Fig. 8. The management device 8 manages the following gaming information: machine number-specific operation data, member owned value data, electronic money history data, electronic money total data, and electronic money analysis data. Each data will be described below in order.
[0036] (1) Operation data by unit number (see Figure 4) The management device 8 stores and manages operation data by machine number, which indicates the operation status of each machine number, based on the game information received from the gaming machine 1. The operation data by machine number is divided into records for the following items: machine number, model, out, safe, start, jackpot, sales amount, deposit balance, and charge amount. Each item is as follows.
[0037] Machine number=an identification number assigned to each gaming machine 1 and authentication unit 2. Model=Indicates identification information indicating the model of each gaming machine 1 Out = indicates the number of points consumed. Safe = indicates the number of points awarded. Start = Indicates the number of jackpot draws. Jackpot = Indicates the number of times a jackpot has occurred. Sales amount = Amount converted into gaming points. Deposit amount=the amount deposited in cash or electronic money. Charge amount=the amount of electronic money charged to the membership card 11.
[0038] (2) Member ownership value data (see Figure 5) The management device 8 stores and manages member ownership value data that indicates the ownership value for each member. The member ownership value data is divided into records for the following items: member ID, electronic money ID (electronic MID), points, points held, deposit balance, and charge amount. Each item is as follows.
[0039] Member ID=Identification information that can identify the member card 11. Electronic MID=Indicates identification information of electronic money associated with the membership card 11. Accumulated points=the accumulated points associated with the membership card 11. Points held=The number of points held associated with the membership card 11. The deposit balance is the amount of electronic money consumed from the membership card 11 and indicates the amount available for gaming. Charge amount = the amount of electronic money charged to the member card 11. If the charge amount is "0 yen" and "10,000 yen" of electronic money is charged, the charge amount becomes "10,000 yen." If the charge amount is "10,000 yen" and "1,000 yen" is deposited, the "1,000 yen" of electronic money is consumed and the deposited balance becomes "1,000 yen." The item of the consumed amount of electronic money may be included in the member possession value data.
[0040] The management device 8 transmits the member's possession value data to the management server 10 at regular time intervals (for example, 5 minutes). By receiving the member's possession value data from the management device 8 of each store, the management server 10 collects and manages the electronic money usage status of each member at each store, creates electronic money history data indicating the electronic money usage status of each member, and transmits it to the management device 8.
[0041] (3) Electronic money history data (see Figure 6) The management device 8 stores electronic money history data (corresponding to history information) received from the management server 10. The electronic money history data is a history of a specified number of days (e.g., 7 days) of membership cards used on the day, and each record is made up of the following items: member ID (corresponding to identification information of a storage medium), electronic MID, date, time, store ID (corresponding to identification information of an amusement facility), machine type, machine number, amount consumed, and amount charged. Each item is as follows:
[0042] Member ID=Similar to FIG. 5, this indicates identification information capable of identifying the member card 11. Electronic MID=Similar to FIG. 5, this indicates the identification information of the electronic money associated with the membership card 11. Date=indicates the date the membership card 11 was used. Time=indicates the time when the membership card 11 was used. Store ID=Indicates identification information of the store where the membership card 11 is used. Device type=Indicates the type of device on which the membership card 11 was used. If the membership card 11 was used with the authentication unit 2, "Unit" is recorded, if it was used with a POS, "POS" is recorded, and if it was used with a payment machine, "Payment machine" is recorded. Equipment number=Indicates the identification information of the equipment on which the membership card 11 is used. Amount of consumption=the amount of electronic money consumed from the electronic money charged to the membership card 11, that is, the amount of electronic money deposited. Charge Amount=Similar to FIG. 5, this indicates the amount of electronic money charged to the membership card 11. Figure 6 shows an example of data for two days, "September 18, 2023" and "September 19, 2023", for a membership card 11 with a membership ID of "T123456".The example shows a case in which a single charge of "10,000 yen" is made on "September 18, 2023", followed by two consumptions of "1,000 yen", and three consumptions of "1,000 yen" on "September 19, 2023".
[0043] (4) Electronic money aggregate data (see Figure 7) The management device 8 compiles various data for a specified period (such as the day, a week, or a month) for each member card used at the store as electronic money aggregate data. The electronic money aggregate data is organized by record unit, including the member ID, electronic MID, charge amount, consumption amount, and deposit balance. Each item is as follows:
[0044] Member ID=Similar to FIG. 5, this indicates identification information capable of identifying the member card 11. Electronic MID=Similar to FIG. 5, this indicates the identification information of the electronic money associated with the membership card 11. Charge Amount=Similar to FIG. 5, this indicates the amount of electronic money charged to the membership card 11. Amount spent=Similar to FIG. 6, this indicates the amount spent from the electronic money charged to the membership card 11. Deposit balance=As in FIG. 5, this is the amount of electronic money consumed from the membership card 11, and indicates the amount available for games. Figure 7 shows an example of data for "September 20, 2023" for a membership card 11 with a membership ID of "T123456", in which "20,000 yen" has been charged, "10,000 yen" has been spent, and there is a remaining deposit balance of "10,000 yen".
[0045] (5) Electronic money analysis data (see Figure 8) The management device 8 calculates the percentage of the charge amount and consumption amount that is at the store itself in a specified period for all member cards 11 used at the store itself. The electronic money analysis data is divided into records, which include the number of cards, the charge amount at the store itself, the charge amount at other stores, the consumption amount at the store itself, the consumption amount at other stores, the charge rate at the store itself, and the charge rate at other stores. Each item is as follows. The other stores to be compared with the store itself may be all other stores excluding the store itself among the stores managed by the management server 10, or may be some of the other stores excluding the store itself (for example, stores that meet certain conditions, such as being in the same area as the store itself or opening at the same time as the store itself).
[0046] Number of cards = the number of membership cards 11 counted. Own store charge amount=the total amount of electronic money charged at the own store. Other store charge amount = The total amount of electronic money charged at other stores. Own store consumption amount = The total amount consumed at the own store. Amount spent at other stores = The total amount spent at other stores. Self-store recharge rate=The ratio of the total amount of electronic money recharged only at the own store to the total amount of electronic money recharged at the own store and other stores. In the example of FIG. 8, for example, The answer is 9,850,000÷(9,850,000+5,560,000)=63.9%. Own-store consumption rate=The ratio of the total amount spent only at the own store to the total amount spent at the own store and other stores. In the example of FIG. 8, for example, The answer is 7,640,000÷(7,640,000+6,680,000)=53.4%.
[0047] For example, if both the own-store charge rate and the own-store consumption rate are relatively high, it can be analyzed that players who prefer to use electronic money visit the store, and the electronic money charged at the own store is consumed to a certain extent at the own store. For example, if the own-store charge rate is relatively high while the own-store consumption rate is relatively low, it can be analyzed that players who prefer to use electronic money visit the store, but the electronic money charged at the own store is not consumed much at the own store, and conversely, it is consumed at other stores. For example, if the own-store charge rate is relatively low while the own-store consumption rate is relatively high, it can be analyzed that players who have charged electronic money at other stores visit the store, and the electronic money charged at other stores is consumed to a certain extent at the own store.
[0048] The above describes the calculation of the ratio of the charge amount and the consumption amount in the own store in a predetermined period, but the ratio of the charge amount and the consumption amount in other stores may be calculated as the other store charge rate and the other store consumption rate, respectively. The ratio may be calculated separately for each type of gaming machine 1 (model, type, manufacturer, etc.), and the type of gaming machine 1 played by a player who prefers to use electronic money may be analyzed. The ratio of the number of days when the player played with charging or consuming electronic money at the own store or other stores to the total number of days when the player played with charging or consuming electronic money, or the ratio of the number of days when the player played without charging or consuming electronic money may be calculated. The ratio of the amount of deposit or sales of only electronic money to the total amount of deposit or sales of cash and electronic money, or the ratio of the amount of deposit or sales of only cash may be calculated.
[0049] Also, by assigning a face image ID to the face image of the player captured by the camera 29 and associating the face image ID with the member ID, the following analysis can be performed. The face image ID of the face image captured with the member card 11 inserted is associated with the member ID and managed, the member ID is identified from the face image ID of the face image captured with the member card 11 not inserted, and the operating data with the member card 11 not inserted and the operating data with the member card 11 inserted can be combined as operating data of the same member for analysis. For example, it is possible to calculate a total deposit amount or a total loan amount by adding up the amount deposited or loaned from electronic money with the member card 11 inserted and the amount deposited or loaned in cash with the member card 11 not inserted. Furthermore, it is also possible to calculate the ratio of the amount deposited or loaned by electronic money to the total deposit amount or total loan amount, and the ratio of the amount deposited or loaned by cash to the total deposit amount or total loan amount.
[0050] Next, the screen transition of the authentication unit 2 will be described with reference to FIG. 9 to FIG. The authentication unit 2 displays a guidance message on the initial screen (see Figure 9) saying "Please insert a bill, a general card or a membership card," and prompts the player to insert either a bill, a general card 12 or a membership card 11.
[0051] When the authentication unit 2 detects the insertion of the member card 11 by the player, the screen transitions from the initial screen to a member card insertion screen (see FIG. 9). The insertion of the member card 11 may require the input of a PIN number, or the screen transition from the initial screen to the member card insertion screen may be made on the condition that the PIN number verification result is correct.
[0052] After inserting the membership card, the authentication unit 2 displays the guidance message "Please deposit money" on the screen, displays the electronic money balance, which is the remaining deposit amount of the electronic money in the membership card 11 ("20,000 yen" is shown as an example in FIG. 9), and also displays the deposit button 51, the points use button 52, and the charge button 53. In this state, the player can operate any of the deposit button 51, the points use button 52, and the charge button 53. The authentication unit 2 also displays the deposit balance available for play at that time ("0 yen" is shown as an example in FIG. 9) in the deposit balance column 54, and displays the number of points available for play ("0 points" is shown as an example in FIG. 9) in the points column 55.
[0053] When the authentication unit 2 detects the player's operation of the deposit button 51, it transitions the screen from the membership card insertion screen to the deposit amount selection screen (see FIG. 10). On the deposit amount selection screen, the authentication unit 2 displays the guidance message "Please select the deposit amount," and displays the deposit amount selection buttons 61-64 and the cancel button 65, prompting the player to select the deposit amount.
[0054] When the authentication unit 2 detects the player's selection of the deposit amount of "10,000 yen", the screen transitions from the deposit amount selection screen to the deposit execution screen (see FIG. 10). On the deposit execution screen, the authentication unit 2 displays a guidance message saying "Depositing 10,000 yen from electronic money", as well as an execute button 71 and a cancel button 72, to prompt the player to execute the deposit using electronic money.
[0055] When the authentication unit 2 detects the operation of the execution button 71 by the player, the screen transitions from the deposit execution screen to the deposit completion screen (see FIG. 11). On the deposit completion screen, the authentication unit 2 displays a message saying "Deposit is completed. You can lend it out.", and updates and displays the electronic money deposit balance of the member card 11 (shown as "10,000 yen" in FIG. 11) by executing the deposit of "10,000 yen" by electronic money, and displays a deposit button 81, a points use button 82, and a charge button 83, as in the above-mentioned screen after the member card is inserted. In addition, the authentication unit 2 displays the deposit balance available for playing at that time (shown as "10,000 yen" in FIG. 11) in a deposit balance column 84, and displays the number of points available for playing (shown as "0 points" in FIG. 11) in a points column 85.
[0056] Furthermore, when the authentication unit 2 detects the player's operation of the return button 32, it displays a game end screen (see FIG. 12). The authentication unit 2 displays a guidance message saying "Please take your membership card" on the game end screen, prompting the player to remove the membership card 11, and displays the deposit balance available for play at that time ("2000 yen" is shown as an example in FIG. 12) in a deposit balance column 91, and displays the number of points available for play ("3456 points" is shown as an example in FIG. 12) in a points column 92.
[0057] When the authentication unit 2 detects that the player has removed the membership card 11, it transitions the screen from the end of game screen to the screen after the membership card has been removed (see FIG. 12). On the screen after the membership card has been removed, the authentication unit 2 displays "Deposit balance = 2000 yen" and "Points owned = 3456 balls", resets the deposit balance to "0 yen" in the deposit balance column 101, and resets the points owned to "0 points" in the points owned column 102.
[0058] In the above-mentioned series of screen transitions, when the authentication unit 2 detects the operation of the saved points use button 52 by the player from the display state of the screen after inserting the membership card, the screen transitions from the screen after inserting the membership card to the saved points use screen (not shown) on the condition that the PIN verification result is correct, for example, to enable the use of saved points. Also, when the authentication unit 2 detects the operation of the charge button 53 by the player from the display state of the screen after inserting the membership card, the screen transitions from the screen after inserting the membership card to the charge screen (not shown) to enable the charging of electronic money. The same is true for the deposit completion screen, and when the authentication unit 2 detects the operation of the saved points use button 82 or the charge button 83 by the player from the display state of the deposit completion screen, the screen transitions from the deposit completion screen to the saved points use screen or the charge screen. Note that the contents of the guidance messages and the arrangement of the buttons on each screen are merely examples, and any contents of the guidance messages and any arrangement of the buttons may be used.
[0059] According to the present embodiment described above, the following advantageous effects can be obtained. The management device 8 installed in each store obtains history information of the member card 11 used at the store from the management server 10, and manages the amount of electronic money charged and consumed at the store in question in association with the amount of electronic money charged and consumed at other stores, thereby making it possible to appropriately manage the usage of electronic money at the store in question and other stores.
[0060] The own store charge rate and the own store consumption rate are calculated and managed, so that by analyzing the own store charge rate and the own store consumption rate, the usage of electronic money at the own store and other stores can be appropriately managed.
[0061] 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.
[0062] A plurality of types of electronic money issued by a plurality of electronic money issuing institutions may be made available for use. In this case, the player may arbitrarily select one type of electronic money to use for depositing. It may be possible to set an upper limit on the amount of deposits made using electronic money. For example, setting an upper limit on the amount of deposits per day to "30,000 yen" can be effective in preventing addiction. In this case, it is desirable to determine and manage the upper limit by taking into consideration deposit amounts not only at one's own store but also at other stores. It is also effective for employees to take measures such as speaking to member players who are working on addiction prevention measures.
[0063] As a method for charging electronic money, in addition to cash, credit card payment, debit card payment, etc. can be adopted. Although the membership card 11 has been exemplified as a storage medium for electronic money, a mobile terminal such as a smartphone carried by a player can also be used as the storage medium. An adjustment machine for refunding the remaining balance charged to the membership card 11 may be provided. In addition to the authentication unit 2, a dedicated charge terminal for charging electronic money to the membership card 11 may be installed in the gaming facility.
[0064] The electronic money charged to the membership card 11 may be usable only at the amusement parlor, or may be usable in other facilities, such as commercial facilities, besides the amusement parlor. Considering that the electronic money is charged or consumed in facilities other than the amusement parlor, the management server 10 may manage the use of the electronic money in facilities other than the amusement parlor, and in the electronic money analysis data shown in Fig. 8, the total amount of electronic money charged in facilities other than the amusement parlor may be counted as the outside amusement parlor charge amount, and the total amount of electronic money consumed in facilities other than the amusement parlor may be counted as the outside amusement parlor consumption amount, to calculate the outside amusement parlor charge rate and the outside amusement parlor consumption rate.
[0065] 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]
[0066] In the drawing, 1 is a gaming machine, 2 is an authentication unit (a gaming value processing unit, a charge terminal), 8 is a management device, 10 is a management server, and 11 is a membership card (storage medium).
Claims
1. a gaming machine capable of playing a game by consuming a gaming value; a game value processing unit that is attached to the gaming machine and executes a granting process for granting game value within a range of a deposit amount; A storage medium which is possessed by a player and into which electronic money which can be used at multiple gaming facilities is charged; a charge terminal installed in each game arcade and configured to charge the storage medium with electronic money; a management server that stores and manages, as history information, the amount of charged electronic money and the amount of consumed electronic money in association with identification information of the storage medium and identification information of the gaming center in which the storage medium is used; A management device is installed in each gaming facility and manages the operation status of the gaming machines and the gaming value processing unit, the gaming value processing unit is configured to be capable of providing gaming value in exchange for electronic money charged to the storage medium; The management device obtains the historical information of the storage medium used at the arcade from the management server, and manages the amount of electronic money charged and consumed at the arcade in correspondence with the amount of electronic money charged and consumed at other arcades.
2. The amusement arcade system of claim 1, wherein the management device calculates, based on the history information, the ratio of the amount charged only at the own store to the total amount charged at the own store and other stores, or the ratio of the amount spent only at the own store to the total amount spent at the own store and other stores.
Citation Information
Patent Citations
Stored ball management system, game parlor system, and computer program
JP2023013343A