Management system for game parlor

The game arcade management system addresses the challenge of determining new model suitability by using a management server to aggregate and analyze operation data from individual stores, facilitating informed strategic decisions on machine policies.

JP2025093055APending Publication Date: 2025-06-23DAIKOKU DENKI KK
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Patent Information

Application Number
JP2023208538
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-11
Publication Date
2025-06-23

AI Technical Summary

Technical Problem

Existing game arcade management systems struggle to determine whether a new model is suitable for the customer layer of individual stores, leading to ineffective policies on machine addition, sale, or transfer.

Method used

A management system that includes a game arcade management device for collecting and storing operation information and a management server that aggregates this information across all game arcades, calculating an index value to assess the suitability of new models for each store's customer layer.

Benefits of technology

Enables objective evaluation of new models' compatibility with each store's customer base, allowing for early-stage strategic decisions on machine policies without relying on national-level evaluations.

✦ Generated by Eureka AI based on patent content.

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Abstract

To determine whether a new model is proper to the customer stratum of the shop at an early stage after introduction of the model and determine policies of machine increase, sale, and transfer.SOLUTION: A management system for game parlor is capable of objectively showing whether a new model matches with the customer stratum of each game parlor based on the change rate of the operation of the new model at each game parlor, which makes it possible to consider strategies of machine increase, sale, etc., at an early stage without being confused by nationwide evaluation.SELECTED DRAWING: Figure 5
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Description

Technical Field

[0001] The present invention relates to a management system for a game arcade.

Background Art

[0002] Conventionally, as described in Patent Document 1, for example, operation data is aggregated every week after the introduction of a new model, and based on the result of comparison with the average of all models, it is determined whether the model contributes to the operation of the game arcade. A game arcade system is known. According to this system, based on the result of evaluating each model every week, it is possible to consider adding or removing machines, transferring them to other stores, etc. However, whether the good operation status of a new model continues in each store is strongly affected by whether it matches the customer layer of that store. Therefore, there is a situation where the evaluation in the whole country or a specific region does not always apply directly to each store.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The present invention has been made in view of the above circumstances, and its object is to provide a management system for a game arcade that can determine whether a new model is suitable for the customer layer of its own store at an early stage after the introduction of the new model, and can determine the policy of adding machines, selling them, or transferring them.

Means for Solving the Problems

[0005] The present invention is provided in each game arcade, and includes a game arcade management device (for example, the management device 6 in FIG. 1) that collects and stores the operation information of gaming machines, and a management server (for example, the management server 10 in FIG. 1) that collects the operation information from the game arcade management devices installed in each game arcade and creates various aggregation information. In a game arcade management system, The game arcade management device collects and stores consumption value information (for example, the out as consumption points included in the data for each gaming machine or data for each model in FIG. 4) indicating the magnitude of the game value consumed in each gaming machine, and transmits it to the management server. The management server Based on the consumption value information received from the game arcade management devices of each game arcade, every time a predetermined period (for example, one week) elapses since a new gaming machine was introduced, it is classified by the model of the gaming machine (for example, the model ID in FIG. 4), and the average consumption value per business day (for example, the out in FIG. 5) is calculated for all game arcades and each game arcade (for example, all game arcades in the country and each store A - D in FIG. 5). The average consumption value calculation means (for example, the control unit of the management server 10). Based on the average consumption value, an index value (for example, the maintenance rate in FIG. 5) indicating the change rate of the average consumption value in the second predetermined period (for example, each period from the first week to the eighth week in FIG. 5) with respect to the average consumption value in the first predetermined period (for example, the first period which is the first week in FIG. 5) is calculated for all game arcades and each game arcade. The index value calculation means (for example, the control unit of the management server 10). Aggregation information creation means (for example, the control unit of the management server 10) that creates aggregation information (for example, the store - by - store maintenance rate transition data arranged vertically and horizontally as in FIG. 5) by arranging the index values calculated by the index value calculation means for all game arcades and each game arcade.

[0006] According to the above - described configuration, based on the change rate of the operation of new models in each game arcade, it is possible to objectively show whether it matches the customer layer of each game arcade. Therefore, strategies such as increasing the number of machines or selling can be considered at an early stage without being misled by a national - level evaluation. In particular, it becomes an effective judgment material when considering relocation between chain stores.

Brief Description of the Drawings

[0007]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Mode for Carrying Out the Invention

[0008] Hereinafter, one embodiment will be described with reference to the drawings. "Store A", "Store B", and "Store C" in FIG. 1 schematically illustrate game arcades A to C of multiple stores. Since a common management system for game arcades is constructed, hereinafter, the configuration of game arcade A will be mainly described. A large number of gaming machines 1 are installed in game arcade A, and a score processing device 2 and a game information display device 3 are attached in a one - to - one correspondence with each of these gaming machines 1. The gaming machine 1 is connected to the score processing device 2, and the score processing device 2 and the game information display device 3 are each connected to a relay device 4. The relay device 4 is connected to a game arcade management device (hereinafter referred to as management device 6) via a LAN 5.

[0009] As shown in FIG. 1, the relay device 4 is installed at a ratio of one for every two gaming machines, and mediates communication between each gaming machine 1, the score processing device 2, the game information display device 3, and the management device 6. The game information display device 3 is installed one for one game machine, receives various game information output from the game machine 1 via the score processing device 2 and the relay device 4, creates various display information, and displays it.

[0010] The management device 6 is installed, for example, in an office or the like within the game parlor A. Although detailed illustration is omitted, the control unit of the management device 6 is mainly composed of a microcomputer having a CPU, a storage unit (ROM, RAM, HDD, etc.), and I / O. A keyboard 6a and a monitor 6b operated by the administrator of the game parlor A are connected to the control unit, and a printer (output unit) and a communication unit (I / F unit) not shown in the figure are also connected.

[0011] The management device 6 manages the operating status of all devices such as the game machine 1, the score processing device 2, and the game information display device 3 by inputting game signals output from the game machine side (game machine 1, score processing device 2, etc.) or all devices installed within the game parlor A. In the game parlor A, for example, hundreds of game machines 1 are installed, and it is assumed that there are a plurality of types of game machines 1 including the pachislot game machines and pachinko game machines described below (refer to the "machine type ID" in FIG. 4 described later). In addition to the operating information of such a plurality of types of game machines 1, the management device 6 also collects the recorded information of recording media such as membership cards and general cards issued by the score processing device 2 (IC card 7 in FIG. 3) and stores it in the storage unit.

[0012] In addition, a prize exchange terminal (hereinafter referred to as POS) and a change machine not shown in the figure are also installed in the game parlor and are connected to the management device 6 via the LAN 5. The POS executes a prize exchange process based on the game value (score, etc. described later) specified by the IC card 7. When the IC card 7 is inserted into the card insertion slot, the change machine receives the inserted IC card 7, reads the remaining deposit amount (monetary value, hereinafter referred to as "remaining amount") recorded on the IC card 7, and returns banknotes and coins corresponding to the read remaining amount from the return port.

[0013] Note that the game value used in the gaming machine 1 of the present embodiment is, for example, the score stored in the in-machine storage unit. Different from the conventional payout-type gaming machines, actual balls or medals are not paid out, and the score in the storage unit is increased or decreased according to the game. The score stored by the gaming machine 1 (in-machine storage unit) side (the score available for use in the game) is referred to as "game points", and the score stored by the score processing device 2 side (the counted score) is also referred to as "held points". The held points correspond to the held balls and held medals in the payout type, and the total of such held points and game points is defined as the total score (total score = held points + game points).

[0014] Subsequently, the gaming machine 1 and the score processing device 2 will be described. The gaming machine 1 of the present embodiment takes, as an example, a medal-less slot machine (pachislot gaming machine) that enables a game without using actual medals. The gaming machine 1 stores and manages the remaining amount of money owned by the player and the game points converted from the held points, etc. The game can be started on the condition that there is a specified number (for example, 3 points) required to execute at least one game as the game points (score). When the player obtains score according to the type of winning combination, it is mainly managed for its increase and decrease, such as adding it as the game points in the data without paying out medals.

[0015] As shown in FIG. 2, the main body of the gaming machine 1 is composed of a slot machine main body 1a in which a medal insertion port, etc. in the conventional payout type are omitted. The slot machine main body 1a is provided with a reel 12 visible through the display window 11 on its front. On the right side of the display window 11, a given point display unit 11a and a game point display unit 11b for displaying the points (given game points) to be given are provided. Further, on the slot machine main body 1a, a start lever 13, stop buttons 14a to 14c, a BET button 15, and a count button 16 are provided at its middle section, and a decorative lamp unit 17, a liquid crystal display unit 18, and a speaker 19 are provided at its upper section.

[0016] Among the functional block diagrams shown in FIG. 3, the main control unit 20 on the gaming machine 1 side is mainly composed of a microcomputer having a CPU 20a, a storage unit such as a ROM 20b and a RAM 20c, an I / O 20d, and the like. As shown in the figure, the main control unit 20 inputs various signals from each of the start lever 13, the left stop button 14a, the middle stop button 14b, the right stop button 14c, and the BET button 15, and also receives detection signals from sensors 21a to 21c that detect the passage of reference position pieces provided on each of the reels 12a to 12c (the three reels 12a to 12c that constitute the reel 12 in FIG. 2), and inputs detection signals from a reference position detection unit 22 that detects the reference positions of the reels 12a to 12c.

[0017] In addition, the main control unit 20 outputs various signals to each of the reel driving unit 23, the audio output unit 19a that drives the speaker 19, the liquid crystal display unit 18, the awarded point display unit 11a, and the game point display unit 11b. When the reel driving unit 23 receives a driving signal from the main control unit 20, it drives the reel motors 24a to 24c corresponding to the reels 12a to 12c to rotate (start) the reels 12a to 12c.

[0018] The main control unit 20 has a random number generation unit and a random number extraction unit configured by software, and performs the following operations. (1) When the BET button 15 is operated to bet 3 points and the start lever 13 is operated in a state where such game points are BET, the game starts. In this case, for example, 3 points are set in advance as the specified number, and 3 points are required to execute one game. (2) An internal lottery is executed to determine an internal winning combination in response to the start of the game, and each of the reels 12a to 12c is rotated (started). In the internal lottery, one random number is extracted by the random number extraction unit from the random numbers generated by the random number generation unit, and if there is an internal winning combination, the flag corresponding to the internal winning combination is set.

[0019] (3) When the stop buttons 14a to 14c are operated, the symbols of the internal winning combination are drawn (the rotation of the corresponding reels 12a to 12c) within a predetermined drawing range and stopped for display. In this case, the main control unit 20 executes stop control including so-called drawing control (slipping control) (control to stop and display each of the reels 12a to 12c with a winning symbol or a losing symbol according to the type of the internal winning combination flag) based on the internal winning combination flag. Note that the drawing control is a control that can draw and stop the symbols within a predetermined drawing range (up to 4 symbols at most) on the valid line from the time when the operation of each of the stop buttons 14a to 14c is detected. When the symbol corresponding to the internal winning combination flag does not exist within the above-mentioned drawing range, since the symbol cannot be drawn and stopped on the valid line, a so-called miss occurs without a winning.

[0020] (4) Determine whether a winning occurs according to the symbols stopped for display, and grant game points according to the type of the winning combination. That is, as the internal winning combination, there are a 2-point combination, an 8-point combination, a 15-point combination, and a bonus combination for which points are granted. When the winning combination is a 15-point combination, 15 game points are granted. (5) As game states, there are a normal state and a bonus state. When the winning combination in the normal state is a bonus combination, the game shifts to the bonus state. In the normal state, the internal winning probability of the combination is low and the scoring rate is less than 100%. On the other hand, in the bonus state, the internal winning probability is high and the scoring rate exceeds 100%. The bonus state ends when a predetermined score (for example, 300) is exceeded and returns to the normal state.

[0021] (6) When the count button 16 is operated, game points are transmitted to the score processing device 2 according to the operation. In this case, the number of game points corresponding to the operation time is transmitted to the score processing device 2, and when all the game points are transmitted, the game points of the gaming machine 1 are reset to zero. Note that the gaming properties of pachislot gaming machines vary depending on the model, and the above is just an example.

[0022] The gaming machine 1 is provided with an I / F unit 20e (see FIG. 3) that transmits and receives game information via a data signal to and from the score processing device 2, and transmits various game information (including the following game information) to the relay device 4 via the score processing device 2 in response to the execution of a game using game points. · Consumed game point information = Information indicating the number of game points consumed in the game. · Granted game point information = Information indicating the number of game points granted by winning. · Game information = Information indicating that a game has been executed. · Bonus information = Information indicating that the machine is in a bonus state. Note that the types of game information are not limited to the above, and various information different depending on the model is output.

[0023] The main body of the score processing device 2 shown in FIG. 2 is composed of a card unit main body 2a attached to the space between the gaming machine 1 and the adjacent stand on the left side. The card unit main body 2a is provided with a status lamp 31 indicating the gaming state of the gaming machine 1 and the state of the score processing device 2 (such as an error state), a bill insertion slot 32 into which bills are inserted, a touch panel type display unit 33 that receives operation inputs from the player and displays various game data, a lending button 34 for performing a lending operation, a replay button 35 for performing a replay operation, a return button 36 for performing a return operation, and a card insertion slot 37 into which the IC card 7 is inserted.

[0024] As shown in the functional block diagram of FIG. 3, the control unit 30 of the score processing device 2 is composed of a microcomputer having a CPU 30a, a ROM 30b, a RAM 30c, an I / O 30d, etc. Connected to the control unit 30 are a status lamp 31, a bill processing unit 32a that determines the authenticity of the bills inserted into the bill insertion slot 32, the display unit 33 (including the touch panel provided on the display unit 33), a lending button 34, a replay button 35, and a return button 36. Also connected to the control unit 30 are a card processing unit 37a that reads and writes various information recorded on the card 7 inserted into the card insertion slot 37, an I / F unit 30e that transmits and receives various data signals to and from the gaming machine 1, the relay device 4, etc.

[0025] The point processing device 2 operates as follows. (1) When a bill is received in the state where the IC card 7 is not inserted into the insertion slot 37 (currency reception process), the card 7 is fed from the card stock unit (not shown) to the card processing unit 37a, the received amount is stored in the IC chip of the card 7, and the remaining amount is displayed on the display unit 33. (2) When the IC card 7 is inserted into the insertion slot 37 and accepted, the identification information (card ID) of the card 7 is read and transmitted to the management device 6 for authentication.

[0026] (3) When the authentication result of the card 7 received from the management device 6 is OK (the result of the authentication process is normal), the remaining amount and the number of points associated with the card 7 are displayed on the display unit 33. (4) In response to an operation of the lending button 34 (lending operation), the remaining amount is converted into the number of points and transmitted to the gaming machine 1. In this case, in one lending operation, for example, 1000 yen is converted into 50 points (20 yen = 1 point), and a lending process (granting process) of the points used for the game is performed.

[0027] (5) Receive game points from the gaming machine 1 and add them to the number of points. Such game points are added by a counting process that converts game points into the number of points in response to an operation of the counting button 16 of the gaming machine 1 (counting operation). In this case, 1 point is the conversion target in response to one counting operation, but if the touched state is continued, conversion can be performed continuously and acceleratively. Thereby, the game points and the number of points are updated, and a counting / recording process of the points acquired by the player is performed. In response to an operation of the replay button 35 (replay operation, granting operation), a replay process (granting process) that converts the number of points into game points is performed and transmitted to the gaming machine 1. The number of points, game points, and total number of points (the sum of the number of points and game points) are stored and displayed on the display unit 33.

[0028] (6) In response to the operation of the return button 36, record the remaining balance and the number of points on the IC card 7, transmit the issuance information including these pieces of information and the card ID to the relay device 4, and eject the card 7 outside the insertion slot 37 (issuance process). As described above, the scoring device 2 performs processes related to scores, such as the process of awarding scores necessary for the game and the issuance process of the card 7 on which the scores are recorded.

[0029] As shown in FIG. 1, the management device 6 can be connected to a public line 100 such as the Internet or a VPN connection, and can communicate with the management server 10 installed outside the game arcades A to C (for example, at a center) via the public line 100 and the like. In game arcades B and C, the same configuration as that of game arcade A is realized. Also, the management devices 6 of game arcades B and C (see FIG. 1) are configured as game arcade management devices that can communicate with the management server 10 of game arcade A via the public line 100 and the like, in the same manner as the management device 6 of game arcade A.

[0030] The management server 10 is, for example, an off-site management server operated at the center by an information providing company. Although detailed illustration is omitted, the control unit (average consumption value calculation means, index value calculation means, aggregation information creation means) of the management server 10 is mainly composed of a microcomputer having a CPU, a storage unit (ROM, RAM, HDD, etc.), and an I / O, and is provided with a communication unit (I / F unit) for communicating with the management devices 6 of each of the game arcades A to C.

[0031] The control unit of the management server 10 (hereinafter abbreviated as "management server 10") receives and collects the operation information of the gaming machine 1 and the like from the management devices 6 of each of the game arcades A to C via the public line 100, together with the game arcade ID. Here, in FIG. 1, for convenience of explanation, only the game arcades A to C are shown, but in this embodiment, all game arcades in the country including game arcades A to C are the targets of information collection. That is, the management server 10 accumulates the operation information (for example, the data for each gaming machine and each model in FIG. 4) collected from each management device 6 for all game arcades in the country, associating it with the game arcade ID, creates various aggregation information, and feeds it back to the management devices 6 of each game arcade.

[0032] In addition, the arcade ID is identification information unique to each arcade set on an arcade basis, and shall be defined or classified by the management server 10 so that each series or group of arcades can be specified. As a result, the management server 10 can also specify each arcade belonging to the same pre-grouped series (for example, the arcades of "Store A" to "Store D" in FIG. 5) based on the arcade ID.

[0033] In this way, the management server 10 is configured to create various aggregated information for all specified arcades and each arcade in the same series based on the operation information and arcade ID collected on a national scale, and the management device 6 of each arcade is configured to display various aggregated information received from the management server 10 on the monitor 6b. Regarding such a configuration, it will be described in order of "[1. Arcade Management Device and Operation Information]" and "[2. Management Server and Various Aggregated Information]" with reference to FIGS. 4 to 8 as well.

[0034] [1. Arcade Management Device and Operation Information] FIG. 4(a) illustrates a part of the game machine-specific data collected by the management device 6 of one arcade. Based on the operation information received from the game machines 1 of the arcade, the management device 6 calculates and stores various data for each "unit number" (game machine-specific) as shown in FIG. 4(a), and transmits it to the management server 10 at regular time intervals (for example, every 5 minutes). Various data (game machine-specific data related to operation information) transmitted at this time includes the following items shown in FIG. (a) and shall be associated with the "model ID".

[0035] · Model ID = ID for specifying the model · Sales = Sales amount. · Consumed points = Points consumed in the game. It corresponds to the number of consumed medals (out) by BET and is equal to the number of balls fired in a pachinko game machine. · Granted points = Points granted by winning. It corresponds to the number of paid-out medals (safe) and corresponds to the number of paid-out balls in a pachinko game machine. · Game = The number of times the game is executed. In a pachinko machine, it corresponds to the start (the number of symbol variations in the normal state). · Bonus = The number of times the bonus is generated. In a pachinko machine, it corresponds to a big win (the number of big wins).

[0036] Figure 4(b) illustrates a part of the model-specific data obtained for each model based on the operation information of the gaming machine 1 for the above items and the like. The management device 6 calculates and stores the average of various data for each "model ID", that is, for each model, and transmits it to the management server 10 at regular time intervals. The model-specific data related to the operation information transmitted at this time includes the following "difference score" and "payout rate (score rate)" shown in Fig. (b). · Difference score = Given points - Consumed points · Payout rate (score rate) = Given points / Consumed points

[0037] Here, the score rate corresponds to the payout rate obtained by dividing the "safe", which is the winning award value, by the "out", which is the consumption value. As described above, in the present embodiment, since not only the game points of the point-based gaming machine 1 but also the game media paid out by the conventional payout-type gaming machine can be assumed, the expression "game value" that includes both is used. The management device 6 collects and stores consumption value information (for example, "out" as consumed points) indicating the magnitude of the game value consumed in each such gaming machine, and transmits it to the management server 10 at regular time intervals as included in the gaming machine-specific data or model-specific data.

[0038] [2. Management Server and Various Aggregation Information] Figure 5 illustrates a list of store-specific maintenance rate transition data aggregated and created by the management server 10. The aggregation information in the same list divides and displays data such as "out" and "maintenance rate" for the new model "Pachislot ○○○" from "the first week" to "the eighth week" after its introduction, for the average of all gaming parlors in the country and for the average of each store A to D in the same series.

[0039] That is, the "Out" of the "National Average" shown in the upper column of the figure is based on the game machine-specific data or model-specific data, etc., received from the management devices 6 of pachinko parlors across the country by the management server 10. Every time a predetermined period (for example, one week) has elapsed since the new introduction of the pachinko machine of the "Pachislot ○○○", the average consumption value per business day of that model is calculated for pachinko parlors across the country (all pachinko parlors including Stores A to D) for, for example, eight weeks. Here, the data received by the management server 10 includes, in addition to the game machine-specific data or model-specific data as described above, their reception date and time (date and time data) and the pachinko parlor ID, and is hereinafter simply referred to as "received data". Also, the received data can be classified for each model by the model ID. The "Pachislot ○○○" in the figure represents one model by such classification, and the new introduction time (start date of the first week) of that model can also be specified by the date and time data.

[0040] The "Retention Rate" of the "National Average" is an index value calculated for pachinko parlors across the country that indicates the rate of change of the "Out" (average consumption value) in the second predetermined period with respect to the "Out" in the first predetermined period based on the "Out" (average consumption value) for eight weeks calculated as the national average as described above. That is, the management server 10 calculates the "Retention Rate" as the index value by dividing the national average "Out" in the second predetermined period (for example, each period of the first week, second week,... eighth week) by the national average "Out" in the first predetermined period (for example, the first period which is the first week). In this way, the retention rate becomes an index that represents the rate of change of the average consumption value as a specific numerical value (percentage). Also, the first predetermined period and the second predetermined period correspond to, so to speak, the reference period and the comparison target period, and such predetermined periods are not limited to one week, and can be set to any number of days, for example, five days or ten days (can be set to an arbitrary period).

[0041] On the other hand, the "Out" of "Store A" to "Store D" is based on the received data received from the management devices 6 of each of the gaming parlors A to D belonging to the same pre-grouped series. Every time a predetermined period (one week as above) elapses since the new introduction of the gaming machines of the relevant model, the average consumption value per business day of the relevant model is calculated for 8 weeks for each of the gaming parlors A to D in the same manner as above. The "Number of Units" of "Store A" to "Store D" represents the number of installed gaming machines (number of gaming machines) of the relevant model in each of the gaming parlors A to D.

[0042] The "Retention Rate" of "Store A" to "Store D" is an index value indicating the change rate of the "Out" for the second predetermined period with respect to the "Out" for the first predetermined period, calculated for each of the gaming parlors A to D based on the "Out" (average consumption value) calculated for each of the gaming parlors A to D. That is, the management server 10 calculates the "Retention Rate" obtained by dividing the "Out" of each of the gaming parlors A to D in the second predetermined period (for example, each period of the 1st week, 2nd week,... 8th week as above) by the "Out" of each of the gaming parlors A to D in the first predetermined period (for example, the first period which is the 1st week as above).

[0043] In this way, the management server 10 creates summary information listing the "Retention Rate" for each of the gaming parlors A to D belonging to the same series shown in the columns of "Store A" to "Store D" in FIG. 5 and the "Retention Rate" for all the gaming parlors shown in the column of "National Average" as a list of index values as shown in the same figure. Note that the "National Difference" of "Store A" to "Store D" is obtained by subtracting the national average retention rate from the retention rate of each of the gaming parlors A to D, respectively, to determine the difference from the national average on a weekly basis.

[0044] In FIG. 5 described above, pay particular attention to the columns of "Retention Rate" and "National Difference" for the 2nd week (the hatched part in the same figure) and conduct an analysis. The retention rate of Store A in the 2nd week is lower than the national average, indicating that the compatibility with the customer base is poor. On the other hand, the retention rates of Store B, Store C, and Store D in the 2nd week are higher than the national average, suggesting that they are suitable for the customer base. Therefore, it can be said that it is a desirable strategy to transfer some of the 30 units in Store A to Store B, Store C, or Store D, or to sell them.

[0045] In other words, the "maintenance rate" or "national difference" of the hatched part is an index indicating how well the operation in the second week after the introduction of "Pachislot ○○○" introduced as a new model maintained the operation in the first week, and is calculated for each store of the game arcades A to D belonging to the same series. By comparing the national average (average of all stores) and the game arcades A to D with each other, it is possible to appropriately determine whether it is suitable for the customer layer (bias in gender, age, occupation, etc.) of the store, and it is also easier to appropriately determine regarding the relocation of such a model. Regarding the relocation of such a model to other stores and the gross profit data, details will be described later (see FIG. 7).

[0046] In addition, as an index value to be listed as shown in FIG. 5, a decline rate obtained by dividing the subtraction value obtained by subtracting the out in the second predetermined period from the out in the first predetermined period by the out in the first predetermined period may be calculated. For example, for the out in the first week (for example, 20612 in store A) as the first predetermined period, a decline rate indicating the ratio of the decreased out (subtraction value: 3702) obtained by subtracting the out in the second week (for example, 16910 in store A) as the second predetermined period from the out in the first week is calculated. The decline rate in this case is calculated by the management server 10 as the index value for the game arcade A and becomes 18%. Similarly, the decline rate of all game arcades becomes 14% by an operation using the out in the first and second weeks of the national average, for example, "(18765 - 16197) / 18765". In this way, by creating aggregated information arranging the decline rates calculated by the management server 10 for all game arcades and the game arcade A, similar to the aggregated information arranging the maintenance rates in FIG. 5, effects such as making it easier to determine the policy of increasing the number of units, selling, and relocating can be achieved.

[0047] All game arcades in the aggregated information as shown in FIG. 5 are not limited to the game arcades existing in the "nation" in the figure. For example, they may be all game arcades within a pre-specified area, or all game arcades within a specific area including at least the installation areas of game arcades A to D, and refer to all of such game arcades. In addition, each gaming parlor in the aggregated information is not limited to stores A to D belonging to the same series. For example, for each gaming parlor that does not belong to the same series, the management server 10 also creates aggregated information, and aggregated information may also be created by arranging the index value for each gaming parlor or individual store (for example, the maintenance rate of a single gaming parlor A) and the index value for all gaming parlors including the said gaming parlor A. Regarding such aggregated information, it goes without saying that, for example, by performing display output or print output using output means such as the monitor 6b or printer in the management device 6 of gaming parlor A, the manager of the said gaming parlor A can consider the above-mentioned relocation policy.

[0048] Figure 6 illustrates the sales data by store aggregated and created by the management server 10. Here, the sales data by store in Figure 6 and the maintenance rate transition data by store in Figure 5 have the same target model, but for the sake of convenience of explanation, the length of the aggregation period "October 1, 2023 to December 30, 2023" and numerical values such as "number of units", "outs", etc. are made different. Also, "all stores" in Figure 6 represents all gaming parlors A to D of the same series combined from store A to store D.

[0049] Based on the received data received from the management devices 6 of each gaming parlor A to D, the management server 10 obtains the "number of units", "outs", "unit sales", and "unit gross profit" of the model (pachislot ○○○) during the aggregation period "October 1, 2023 to December 30, 2023" for all stores and each gaming parlor A to D. Among these, "outs" is calculated as the average consumption value per unit and per business day of the said model, as described above. Also, "unit sales" is calculated as the average sales amount per unit and per business day of the said model, and "unit gross profit" is calculated as the gross profit per unit and per business day of the said model.

[0050] Then, the management server 10 calculates the gross profit in the case where, assuming that out of the "30" units in store A in Figure 6, a total of 9 units in groups of 3 units are relocated to store B, store C, and store D two weeks after the introduction date. In this case, the gross profit calculation formulas and calculation results for Stores B to D are as shown in Figure 7.

[0051] For example, "4871 - 3184" for Store B in Figure 7 is obtained by subtracting the per-unit gross profit of Store A from the per-unit gross profit of the corresponding Store B in Figure 6. The "77 days" to be multiplied by this is the number of days when subtracting a two-week period (14 days) from the aggregation period (91 days) in Figure 6. "3 units" corresponds to the number of units of the model transferred to the said Store B, and the gross profit (calculation result) for the said Store B is "389,697 yen". Similarly, for Stores C and D, gross profits are calculated, and the total amount of per-unit gross profits for Stores B to D, "2,613,303 yen", is calculated (see Figure 7). Therefore, according to the above assumptions, it can be said that there is a possibility of adding a gross profit of about 2.61 million yen.

[0052] Figure 8 illustrates the used price transition data aggregated and created by the management server 10. The management server 10 collects the used prices of gaming machines in units of models and at regular time intervals (for example, weekly) as a used market server, and as shown in Figure 8, creates transition data showing the "used price" and its "number of units" every two weeks after one week from the introduction of the said model, and "out" and "gross profit" as the national average data based on the received data. Note that it is desirable that the first week (similarly in Figure 5) be one week from the introduction date of the said model to the game arcade, but the week to which the introduction belongs may be regarded as the first week. Also, instead of the transition data every two weeks in Figure 8, transition data every week may be created.

[0053] And the management server 10 calculates the sales profit data in the case of early selling of the said model. For example, when calculating the sales profit in the case of assuming that a total of 9 out of 30 units installed in Store A are sold three weeks later (October 23rd), the calculation formula is as follows. Sales profit = (251,000 - 33,000) × 9 units = 1,962,000 yen Here, (251000 - 33000) is the result of subtracting the used price of "October 23" shown by the hatched part in Fig. 8 from the used price at "the current time", and the "9 units" to be multiplied by this is the number of units of the model to be sold. Therefore, according to the above assumption, it can be said that there was a possibility of adding an additional selling profit of about 1.96 million yen.

[0054] In addition, in Figs. 5 to 8, the transition data of the maintenance rate by store etc. was calculated focusing on one model, but in the management server 10, since it calculates the average consumption value per business day (out in Fig. 5 etc. (hereinafter referred to as "average out")) for each type of gaming machine, it goes without saying that the average out, maintenance rate, etc. can also be calculated for models other than the said model.

[0055] As described above, the management server 10 of the present embodiment, based on the received data received from the management device 6 of each game hall, every time a predetermined period elapses (for example, every week) from the time when a gaming machine is newly introduced, for each type of gaming machine, calculates the average out per business day for all game halls and each game hall, and based on the calculated average out, calculates an index value (for example, the maintenance rate in the same figure) indicating the change rate of the average out in the second predetermined period (for example, each period from the first week to the eighth week in Fig. 5) with respect to the average out in the first predetermined period (for example, the first week in Fig. 5) for all game halls and each game hall, and creates aggregate information in which the index values calculated for all game halls and each game hall are arranged vertically and horizontally, like "National Average" and "Stores A - D" in the same figure.

[0056] According to this, based on the change rate of the operation of new models in each game hall, it is possible to objectively show whether it matches the customer layer of each game hall, so that strategies such as increasing the number of units or selling can be considered at an early stage without being misled by a national evaluation.

[0057] The management server 10 creates aggregated information that arranges the index values for each gaming parlor (for example, Stores A to D in FIG. 5) belonging to the same series that has been grouped in advance and the index values for all gaming parlors (for example, the gaming parlors in "National" in FIG. 5). Therefore, it can be used as an effective reference material especially when considering relocation between chain stores.

[0058] Since the management server 10 calculates the maintenance rate obtained by dividing the average output in the second predetermined period by the average output in the first predetermined period as the index value (see FIG. 5), the change rate of the operation of the new model can be grasped as the maintenance rate, and it becomes an index that makes it easy to determine whether it is suitable for the customer layer of the store.

[0059] Also, when calculating the decline rate obtained by dividing the subtraction value obtained by subtracting the average output in the second predetermined period from the average output in the first predetermined period by the average output in the first predetermined period as the index value, the change rate of the operation of the new model can be grasped as the decline rate, and the same effect as above is achieved.

[0060] The present invention is not limited to the above-described embodiments, and may be modified or extended as follows. Also, the illustrated configurations may be combined in any way, including modification examples, or may be configured not to be adopted as appropriate.

[0061] The operation information and various data shown in the above embodiments are merely examples, and it is possible to collect and calculate various types of operation information and data. For example, the bonus probability indicating the ratio of the number of bonus times to the number of game times, the average number of handicap points per bonus, etc. may be calculated.

[0062] Although a pachislot gaming machine that awards game points according to winning is exemplified, the gaming machine 1 is not limited to this, and it may be a pachislot gaming machine with a payout system that pays out gaming media such as medals according to winning as described above. Also, it may be a pachinko gaming machine, a ball shooting gaming machine, or the like. The gaming value used in the game corresponds to physical balls, medals, etc. in addition to electronic scores. The numerical values, number of digits, items, etc. are merely examples, and any numerical values may be adopted. Also, the calculation formulas are merely examples, and any calculation formulas may be adopted as long as they show values similar to the exemplified calculation formulas or calculate calculated values having similar meanings.

Explanation of Signs

[0063] In the drawings, 1 is a gaming machine, 6 is a management device (pachinko parlor management device), and 10 is a management server (average consumption value calculation means, index value calculation means, aggregation information creation means).

Claims

1. In a management system for game arcades, comprising a game arcade management device installed in each game arcade for collecting and storing operation information of gaming machines, and a management server for collecting the operation information from the game arcade management devices installed in each game arcade and creating various aggregated information, the game arcade management device collects and stores consumption value information indicating the magnitude of the game value consumed in each gaming machine, and transmits it to the management server, the management server, based on the consumption value information received from the game arcade management devices of each game arcade, every time a predetermined period elapses since the gaming machines were newly introduced, it divides by model of the gaming machines and calculates the average consumption value per business day for all game arcades and each game arcade, with an average consumption value calculation means; based on the average consumption value, an index value calculation means for calculating, for all game arcades and each game arcade, an index value indicating the rate of change of the average consumption value in a second predetermined period with respect to the average consumption value in a first predetermined period; and an aggregated information creation means for creating aggregated information arranging the index values calculated by the index value calculation means for all game arcades and each game arcade. A management system for game arcades is characterized by comprising these components.

2. The aggregated information creation means creates aggregated information arranging the index values for each game arcade belonging to the same pre-grouped series and the index values for all game arcades. The management system for game arcades according to claim 1 is characterized by this.

3. The index value calculation means calculates, as the index value, a maintenance rate obtained by dividing the average consumption value in the second predetermined period by the average consumption value in the first predetermined period. The management system for game arcades according to claim 1 or 2 is characterized by this.

4. The index value calculation means calculates, as the index value, a decline rate obtained by dividing, by the average consumption value in the first predetermined period, a subtraction value obtained by subtracting the average consumption value in the second predetermined period from the average consumption value in the first predetermined period. The management system for game arcades according to claim 1 or 2 is characterized by this.

Citation Information

Patent Citations

  • Amusement park systems

    JP6543504B2