Game parlor system

The system addresses the challenge of displaying trade area analysis data in amusement parks by managing and ranking gaming facilities based on operation information, ensuring timely and relevant information display even in broad areas, thus improving response times and maintaining information relevance.

JP2025125849APending Publication Date: 2025-08-28DAIKOKU DENKI KK
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Patent Information

Application Number
JP2024022073
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-16
Publication Date
2025-08-28

AI Technical Summary

Technical Problem

Existing amusement park systems face challenges in efficiently displaying trade area analysis data on maps while maintaining the importance of the information output, particularly when the map display targets a broad area with numerous gaming facilities, leading to poor response times and reduced information relevance.

Method used

A system comprising a management device that transmits gaming machine operation information, a management server that manages and ranks gaming facilities based on location and operation data, and a ranking mechanism that limits displayed information to maintain relevance, ensuring timely and important data presentation.

Benefits of technology

The system effectively presents trade area analysis data by managing and ranking gaming facilities based on operation information, ensuring timely and relevant information display even in broad map areas, thus enhancing the response time and importance of output information.

✦ Generated by Eureka AI based on patent content.

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Abstract

To present trade area analysis data that can keep a degree of importance of the information as an output object while taking into account a response when outputting information corresponding to map display.SOLUTION: In a game parlor system, an upper limit is given to the number of game parlors as display and counting objects, and the display of game parlors, area counting, etc. are performed with 99 game parlors, for example, whose operation ratio is a high order as objects. It is possible to present trade area analysis data that can keep a degree of importance of the information as an output object while taking into account a response when outputting information corresponding to map display.SELECTED DRAWING: Figure 5
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Description

[Technical Field]

[0001] The present invention relates to a system for an amusement park. [Background technology]

[0002] Amusement arcades conduct trade area analysis to understand customer trends, and it has been proposed to display maps centered on planned new store opening locations and existing stores, as disclosed in [Figure 21] of Patent Document 1, for example. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-221257 Summary of the Invention [Problem to be solved by the invention]

[0004] The map display also shows information about gaming facilities in the target area, but in order to output such information, it is necessary to identify the area to be displayed on the map, extract gaming facilities corresponding to that area, and then further extract information about those gaming facilities. In this case, it is acceptable if the map display target is narrow and only a few gaming facilities are included, but if the map display target is broad, the number of gaming facilities included will increase, which can lead to problems such as poor response time for outputting information about those gaming facilities. In order to maintain response time when outputting, it is possible to consider, for example, reducing the number of gaming facilities or information items to be output, but if the information that is reduced is important, the importance of the information to be output will decrease accordingly.

[0005] The present invention has been made in consideration of the above-mentioned circumstances, and its purpose is to provide an amusement park system that is capable of presenting trade area analysis data that takes into account the response when outputting information corresponding to a map display, while also maintaining the importance of the information to be output. [Means for solving the problem]

[0006] The invention described in claim 1 comprises a transmitting means (e.g., a management device 6, etc.) that transmits transmission information related to the operation of gaming machines installed in an amusement facility from the amusement facility side, in association with transmission identification information (e.g., an amusement facility ID, etc.) for identifying the amusement facility; a gaming information management means (e.g., a management server 10, etc.) that manages gaming information including operation information that can be identified by the transmission information transmitted by the transmitting means, on a per-amusement facility basis; a location information management means (e.g., the management server 10, etc.) that manages location information indicating the location where the amusement facility is located, in association with management identification information (e.g., an amusement facility ID, etc.) for identifying the amusement facility; an area amusement facility identification means (e.g., the management server 10, etc.) that identifies an area amusement facility that satisfies predetermined amusement facility conditions related to the location among the amusement facilities for which the location information is managed; and a ranking means (e.g., the management server 10, etc.) that ranks the area amusement facilities according to the operation information. the management server 10, etc.) that performs a limiting process to limit the gaming facilities that are the subject of at least one of the display of information about the gaming facilities in the area when the gaming facility information display means is provided and the identification of area information when the area information identification means is provided, by comparing the ranking of the gaming facilities ranked by the ranking means with standard information for that ranking (for example, targeting the 99 facilities with the highest operating rates).

[0007] According to the above-mentioned configuration, gaming information including operation information is managed on an amusement facility basis, location information indicating the location of the amusement facility is managed in association with management identification information, and within the managed amusement facilities, within-area amusement facilities that are amusement facilities that satisfy predetermined amusement facility conditions related to the location are identified. The within-area amusement facilities are ranked based on their operation information, and the gaming facilities that are the subject of at least one of the display of information about the within-area amusement facilities when information about the within-area amusement facilities is displayed on a map, and the area information identified by gaming information extracted for the within-area amusement facilities is compared with the ranking of the ranked amusement facilities and the reference information for the ranking, making it possible to present trade area analysis data that takes into account the response when outputting information corresponding to the map display and maintains the importance of the information to be output. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a schematic diagram illustrating the configuration of an amusement park system according to one embodiment; [Figure 2] Front view of the gaming machine [Figure 3] Front view of the gaming device [Figure 4] Diagram explaining map display [Figure 5] Diagram explaining the map display section [Figure 6] A diagram illustrating the game center list display section. [Figure 7] FIG. 10 is a diagram illustrating the area-wide display section in the area display section. [Figure 8] FIG. 10 is a diagram illustrating an area type display section in the area display section. [Figure 9] Diagram explaining the graph of share of number of vehicles and number of customers [Figure 10] A diagram explaining the transition display section DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, an embodiment will be described with reference to the drawings. FIG. 1 is a schematic diagram showing the overall configuration of a gaming facility system. In the following description, the gaming facility may also be referred to as a store. A large number of gaming machines, namely gaming machines 1, are installed in gaming facility A. Gaming devices 2 and information display devices 3 are installed in one-to-one correspondence with the gaming machines 1, and the gaming machines 1 are connected to the gaming devices 2, and each of the gaming devices 2 and information display devices 3 is connected to a relay device 4. The relay device 4 is connected to an in-facility management device (hereinafter referred to as the management device) 6 (corresponding to a transmission means) via a LAN 5.

[0010] The management device 6 receives gaming information indicating the gaming status of each gaming machine 1 from the gaming machine 1, and manages the gaming information on a per-gaming machine 1 basis. In this case, the gaming information of each gaming machine 1 is received by the management device 6 via the gaming device 2 and the relay device 4. Meanwhile, various setting information of each gaming device 2 set in the management device 6 is received by the gaming device 2 from the management device 6 via the relay device 4.

[0011] Gaming parlor A is also equipped with a prize exchange terminal (hereinafter referred to as POS) and a payment machine (neither of which is shown), which are connected to management device 6 via LAN 5. The POS has a touch-panel LCD display, a card slot into which an IC card such as a membership card or general card is inserted, and a numeric keypad for authentication processing. When an IC card is inserted into the card slot, the POS executes a prize exchange process based on the gaming value, such as points or deposited points (so-called saved balls), identified by the inserted IC card. When executing the prize exchange process, the POS identifies the earned value that can be exchanged for prizes by, for example, reading the points acquired by a general player from the general card, or by identifying a member player from the membership card and obtaining the deposited points that the member player has deposited with the gaming parlor online from management device 6.

[0012] The settlement machine has a card insertion slot into which an IC card is inserted, a bill insertion slot into which bills are inserted, and a return slot into which bills and coins are returned. When an IC card is inserted into the card insertion slot, the settlement machine returns from the return slot bills and coins corresponding to the deposit balance (monetary value, hereinafter sometimes referred to as the balance) specified by the inserted IC card. Also, when bills are inserted into the bill insertion slot, the settlement machine adds the inserted amount to the balance recorded on the IC card.

[0013] The IC cards used as recording media in gaming parlors are IC cards with built-in IC chips that can identify game values ​​and balances. Membership cards are member recording media for pre-registered member players, and record a member ID (member identification information) that can identify the card of that member player. General cards are general recording media for an unspecified number of general players, and record a general ID (general identification information) that can identify each individual card.

[0014] The management device 6 is installed in, for example, an office within the amusement facility A, and is connected to a monitor 7, a keyboard 8, etc. The management device 6 manages the operating status of various devices (gaming machines 1, gaming devices 2, information display devices 3, etc.) installed within the amusement facility A. Note that, for example, several hundred gaming machines 1, including so-called pachinko machines, are installed within the amusement facility A, and each gaming machine 1 is subject to management by the management device 6.

[0015] In the gaming facility system, components equivalent to the gaming machines 1, gaming devices 2, information display devices 3, relay devices 4, LAN 5, and management device 6 installed in gaming facility A are also installed in other gaming facilities (gaming facilities B and C in the example of FIG. 1). Each management device 6 installed in each of these gaming facilities A to C is connected to a gaming information management server (hereinafter referred to as the management server) 10 (corresponding to gaming information management means, location information management means, in-area gaming facility identification means, area information display means, location designation means, area designation means, gaming facility information display means, out-area gaming facility identification means, period designation means, closing date storage means, type selection means, region designation means, comparison display means, gaming facility selection means, ranking means, area information designation means, limitation means, and gaming facility list display means) installed separately from each of the gaming facilities A to C via a public line 9 such as the Internet or a VPN connection, and is configured to be able to communicate various signals and information with the management server 10 via the public line 9, etc. Furthermore, viewing terminals 11 that can be operated by employees such as the owner, manager, or supervisor of the amusement facility and are installed at headquarters, the homes or offices of amusement facility associates, etc., are also configured to be able to communicate various signals and information with management server 10 via public lines 9, etc. Viewing terminal 11 may be a stand-alone terminal or a portable terminal such as a smartphone or tablet terminal.

[0016] We will now explain the gaming machine 1. The gaming machine 1 is a so-called smart gaming machine that stores and manages gaming points, which are calculated by converting the balance, points held, and deposited points owned by the player, and it mainly manages the increase and decrease of the points, supplying pachinko balls to a launching device and firing them onto the game board, provided that the stored gaming points remain, and when the player wins and acquires gaming points, it adds them to the acquired points in the data (virtual gaming value) without paying out pachinko balls.

[0017] In the gaming machine 1, the gaming value acquired by the player through play, which is the gaming points managed primarily on the gaming machine 1 side, is also referred to as gaming machine value (gaming machine earned value), and the owned points managed primarily on the gaming device 2 side are also referred to as device value (device earned value). Also, the gaming value acquired by the player, including the owned points (owned acquired value) that are the sum of the gaming machine value and device value (the sum of the gaming points and owned points), is also referred to as earned value.

[0018] As shown in Figure 2, the gaming machine 1 has a board 12 from which pachinko balls are shot, an operating handle 13 that constitutes the shooting device, a balance display unit 14 that displays the balance, a counting button 15 for converting game points to points held, and a game point display unit 16 that displays the game points. The board 12 has a normal map display unit 17, a normal map reserve display unit 18, a special map display unit 19, a normal map winning slot 20, general winning slots 21 and 22, a first reserve number display unit 23, a second reserve number display unit 24, a first start slot 25, a second start slot 26, and a special winning slot 27. In addition, a decorative panel 28 is provided below the counting button 15 and the game point display unit 16.

[0019] The gaming machine 1 operates as follows. (1) The first starting slot 25 is a winning slot (a so-called center winning slot) whose winning rate does not fluctuate, and the second starting slot 26 is a winning slot (a so-called electric chute) whose winning rate fluctuates. A jackpot lottery is held according to the winning (start winning) at each starting slot 25, 26, and the lottery result is notified by a pattern change (unit game) performed on the special symbol display unit 19, and a jackpot is awarded according to the result of the change.

[0020] (2) If a start win occurs during a pattern change, the pattern changes are cumulatively reserved up to a predetermined reserved upper limit (for example, 4 each), and the reserved pattern changes will start after the pattern change ends. Note that if a start win occurs when the number of reserved pattern changes (reserved number) is at the upper limit, the pattern change will not be reserved.

[0021] (3) The probability of winning the jackpot lottery (jackpot probability) is set separately for the normal game state (normal state, normal) and the probability variable state (probability variable state, probability variable) (for example, 1 / 320 and 1 / 32). In addition, the probability variable rate (for example, 66%), which is the percentage of jackpots that become probability variable after a jackpot, is also set.

[0022] (4) When a jackpot occurs, the large prize slot 27 is opened for the corresponding round (R). Winning adds game points (prize awarding process). The maximum number of prizes per round is 10, and the maximum opening period is 30 seconds. One round ends when either the maximum number of prizes or the maximum opening period is met. The corresponding round is also drawn in the same way as the jackpot lottery. The distribution rate is as follows: if the first starting slot 25 wins, 2R is 10%, 8R is 50%, and 15R is 40%. If the second starting slot 26 wins, 8R is 10%, and 15R is 90%. The priority for consuming reserved symbol changes corresponding to winning is set higher for the second starting slot 26 than for the first starting slot 25.

[0023] (5) During the probability variation, the probability of winning increases and the time-saving state (time-saving) in which the winning rate of the second starting port 26 increases is entered, and this state continues until the next jackpot occurs. Also, if a jackpot that is not a probability variation jackpot (a normal jackpot) occurs, the time-saving state becomes non-probability variation (single time-saving, normal time-saving) after the jackpot, and the time-saving state continues until the pattern changes for a predetermined number of time-saving times (for example, 100 times) or a jackpot occurs, and if the pattern changes for the number of time-saving times without a jackpot occurring, the state returns to the normal state.

[0024] (6) When the normal symbol (normal symbol) that changes depending on the winning of the normal symbol winning hole 21 is a winning symbol, the second starting hole 26 enters an open state with a higher winning rate than in the normal state. In this case, the period for one normal symbol to change is 30 seconds in the normal state and 3 seconds in the time-saving state. Also, the opening period is 0.3 seconds in the normal state and 5 seconds in the time-saving state. In other words, in the time-saving state, the normal symbol change period is shorter than in the normal state, but the opening period is longer, making it easier for the second starting hole 26 to enter the open state, and the winning rate of the second starting hole 26 is higher.

[0025] (7) Because the large prize slot 27 and the second starting slot 26 are located on the right side of the game board 12, during time-saving or jackpot periods, the ball is shot toward the right side of the game board 12, a so-called right shot. The above explanation was given using model A as an example, but the values ​​exemplified will vary depending on the model, for example, model B will have a different round allocation, and the gameplay will also differ, for example, the jackpot probability can be adjusted by the gaming machine setting value (mode).

[0026] The gaming machine 1 outputs the following data items as the game progresses, such as when the player shoots balls into the starting holes 25, 26 and when starting prizes are won. Out = A data item that indicates the consumed (used, entered) value (out) since the last time data was sent, in units of one point. Safe = A data item that indicates the winning value (safe) awarded in units of 1 point based on winning since the last time data was sent. S Winning (Number of Times) = A data item that indicates the number of starting wins (S winnings) since the last time data was sent, in units of one.

[0027] Start (number of times) = A data item indicating the start (number of pattern changes, number of device operations, number of unit plays) of the special device (special display unit 19) that operates (changes) due to S winning since the last data transmission. It is counted at the time of confirmation, but it may also be counted at the time of start. In operation (state) = A data item that indicates whether a special feature such as a changing symbol is in operation at the time of data transmission, or whether it is off if it is not in operation. The period from when it turns on to when it turns off is determined as the special feature in operation.

[0028] Jackpot (number of times) = A data item that indicates the number of jackpots that have occurred since the last data transmission in units of one. It is counted when it occurs, but it can also be counted when it ends. Jackpot (state) = A data item that indicates whether a jackpot state is occurring at the time of data transmission, or whether it is on if the jackpot state is not occurring, or whether it is off (the jackpot occurrence status). The period from when it turns on to when it turns off is determined as the jackpot state.

[0029] Sweet state (state) = A data item that indicates that at the time of data transmission, if a special state (sweet state) or a jackpot state is occurring, it is on, otherwise it is off (occurrence status of special state). The period from when it turns on to when it turns off is identified as sweet state or jackpot. For example, if sweet state (state) is on, if jackpot (state) is on, it is identified as jackpot, and if it is off, it is identified as sweet state. Also, sweet state corresponds to special states such as the time reduction and probability change mentioned above. It does not necessarily have to be on during a jackpot. Furthermore, if both state signals such as jackpot (state) and sweet state (state) are off, it is identified as a normal state. A jackpot or sweet state state is considered to be in special prize mode.

[0030] A data signal such as a message that can identify the above data items is transmitted from the gaming machine 1 to the gaming device at a predetermined interval (300 ms). The above only illustrates information related to this embodiment, but other information such as game points and cheating information can also be output. This embodiment illustrates a gaming machine 1 that does not output a status signal that can directly identify C-time or time reduction (the status is not included in the data items), but it is of course possible to identify the gaming status of such a gaming machine 1 using the status signal.

[0031] As shown in Figure 3, the gaming device 2 has a status LED 29 that indicates the gaming status of the gaming machine 1 and the status of the gaming device 2, a bill insertion slot 30 into which bills are inserted, a camera 31 that photographs the upper body including the face of the player (only the protective cover is shown in Figure 3), a touch panel type LCD display unit 32 that accepts operation inputs from the player and displays various gaming data described below, a payout button (give button) 33 that accepts payout operations (give operations), a loan button 34 for accepting loan operations, a call button 35 that accepts operations to call an employee of the gaming facility, a contactless mobile terminal reader 36 that can read mobile IDs, a remote control receiver 38 that receives signals from an employee remote control 37 (see Figure 1) carried and operated by an employee, a return button 39 that accepts return operations, a card insertion slot 40 into which an IC card is inserted, a USB connector 41 to which a USB cable can be attached and detached, etc.

[0032] The mobile ID read by the mobile terminal reader 36 is, for example, an ID assigned to an IC chip built into a FeliCa (registered trademark) mobile phone (hereinafter referred to as a mobile terminal) not shown, and is a unique ID for identifying the mobile terminal. In other words, the mobile ID corresponds to member identification information that can identify the mobile terminal (membership recording medium) owned by the member player. The mobile terminal reader 36 is not only built into the gaming device 2, but also into the POS.

[0033] The gaming device 2 operates as follows. (1) When a banknote is accepted (banknote acceptance process), the amount of the deposit is added to the balance and displayed on both the gaming machine 1 and the gaming device 2, and when the lending button 34 is operated (lending operation, granting operation) while there is a balance, one lending unit (for example, 125 points) is converted into gaming points (value of the given consideration) as lending points, and the gaming points managed by the gaming machine 1 are increased by this converted amount to grant the lending points (lending process, value granting process), and the amount of the consideration according to the gaming rate (hereinafter referred to as the rate) is deducted from the balance. Banknotes can be accepted in amounts corresponding to multiple value granting processes (for example, up to 10,000 yen).

[0034] (2) The system manages points that cannot be used directly for games, but performs a conversion process (amount providing process, replay process) to convert points for one payout unit into game points (conversion value, conversion points) in response to the operation of the payout button 33 (replay operation, grant operation, payout operation). In this case, a conversion rate may be separately set, but in this embodiment, it is set to 1:1 (the same applies to the counting process below).

[0035] (3) When the gaming points of the gaming machine 1 increase in response to play, a counting process is performed in which the gaming points are converted into points as count points in response to the operation (counting operation) of the counting button 15 of the gaming machine 1. In this case, one point is converted per operation, but if the operation is continued, the conversion becomes possible continuously and at an accelerated rate. In this way, the gaming points and points are updated, and if a return operation (issuance operation) is performed by operating the return button 39 while there is remaining balance or points in the gaming device 2, the balance or points are associated with a general card and the card is issued (issuance process). Note that a partial issuance process is also possible in which only a portion of the points or the balance is issued.

[0036] (4) For the issuing process, an issuing condition is set according to the gaming points in the gaming machine 1, and in this embodiment, when the gaming points become a predetermined number "0" or less, the issuing condition is met and the issuing process becomes possible. Therefore, communication (including information such as "out" or "safe") is performed with the gaming machine 1 at regular intervals (for example, every 300 ms), and when the gaming points become "0" due to use in a game or counting process, this is notified to the gaming device 2, and when the issuing condition is met, the issuing process is permitted. It is possible to update the gaming points by including gaming point information that can identify the gaming points in the data item sent from the gaming machine 1, thereby identifying that the issuing condition has been met, but other identification methods may be used, such as providing a separate data item indicating that the gaming points have become "0" or outputting a separate signal.

[0037] (5) Points that can be identified by an issued general card can be exchanged for prizes at a POS, and the balance can be settled for currency at a settlement machine. Incidentally, while monetary value, including currency accepted by the gaming device 2, can be exemplified by cash, monetary value other than cash, such as electronic money or credit card payments, can also be accepted or settled. Furthermore, while the issuance process is illustrated as associating points and balances with a general card, it is of course also possible to perform the issuance process in association with other recording media, such as a membership card or a player's mobile terminal.

[0038] (6) Through serial communication with the relay device 4, the management device 6 can identify various information such as currency acceptance processing, value granting processing, balance, points, loan points, conversion points, deposit amount, counting points, sales amount that is the value of loan points, and recording medium acceptance and issuance processing, but this may also be identified by a pulse signal (for example, one pulse for every 1,000 yen deposited, one pulse for every 100 yen sold, etc.). Note that although the configuration in which the gaming machine 1 and gaming device 2 communicate directly has been exemplified, the gaming machine 1 and gaming device 2 may also communicate via the relay device 4.

[0039] (7) The remote control receiver 40 receives commands from the employee remote control 37 and executes various processes according to the command contents.

[0040] In each gaming parlor, as is well known, the management device 6 identifies gaming information for each gaming machine based on gaming signals output from the gaming machines 1, and transmits the identified gaming information (transmission information) to the management server 10 in association with attribute information such as the model name and the gaming parlor ID (transmission identification information). Furthermore, information (transmission information) that can be identified even without access to the management device 6, such as the number of installed machines and the number of machines in operation, such as so-called head data, can be transmitted to the management server 10 by corresponding it with attribute information such as the gaming parlor ID (transmission identification information, management identification information) and inputting it from the viewing terminal 11 or a transmission terminal dedicated to transmitting information (not shown) (the transmission information is transmitted from the gaming parlor in association with the transmission identification information). Here, the transmission information may be not only the number of machines in operation, but also information related to operation, such as outs, starts, and jackpots. Furthermore, for example, even if the number of installed machines cannot be identified from the transmitted information, it can be identified by operational input to the management server 10 or the gaming facility's homepage, etc., and the gaming information managed by the management server 10 is not limited to gaming information that can be identified from the transmitted information alone.

[0041] The management server 10 collects gaming information received from the management device 6 and viewing terminal 11 of each gaming facility and manages it on a gaming facility basis. In this case, location information such as addresses and map IDs are managed in association with gaming facility IDs (management identification information), thereby enabling identification of regions, commercial areas, etc. (location information indicating the location of a gaming facility is managed in association with management identification information). Gaming information can be identified by dividing it into the entire country, region (for example, a unit including multiple prefectures such as Kanto or Kansai, a city, town, or village, or a prefecture), or commercial area (which may be surrounding gaming facilities that can be specified by operational input for each gaming facility, or gaming facilities belonging to each commercial area). The gaming facility IDs managed by the management server 10 may be the same ID as the gaming facility ID associated with the transmitted information as in this embodiment, or different IDs may be used as long as they can be associated with each other.

[0042] Even gaming facilities that cannot access the management server 10 can identify gaming information such as the number of operating machines and the number of installed machines using so-called head data. The management server 10 manages gaming information received from the management device 6, viewing terminal 11, etc. of each gaming facility on a business day basis, including gaming information identified by so-called head data, so it is possible to identify gaming information for the target period and at the time the gaming machine 1 was introduced.

[0043] When an employee such as the manager, manager or supervisor of an amusement facility logs in, the viewing terminal 11 can identify the type of user who has logged in, and then access the management server 10, allowing the user to view information that can be viewed according to their authority.

[0044] A method for identifying the number of customers will now be described. The number of customers indicates the so-called operating number. In an amusement facility capable of transmitting gaming information from the management device 6 to the management server 10, the management device 6 transmits transmission information to the management server 10, specifying the operating number at each fixed point every hour, on a gaming machine-by-gaming machine or machine type basis. The operating number indicates the number of gaming machines in operation. For example, a gaming machine is determined to be in operation if a so-called operation timer, which is activated by an update of gaming information at the fixed point, is running. However, any method for determining whether a gaming machine is in operation may be used, for example, if some data is updated from a predetermined period (e.g., one minute) before the fixed point to the fixed point, or from the fixed point to a predetermined period after the fixed point. The management server 10 associates the operating number with an amusement facility ID (management identification information) based on the received transmission information and identifies the operating number on a gaming machine-by-gaming machine or machine type basis (the gaming information including the operating information identifiable by the transmission information is managed on a gaming facility-by-gaming facility basis). Furthermore, by machine type, in addition to identifying different machines as other machines, machines of the same machine type with different rates, such as loan rates, are identified as other machines. Identifying machines by machine type makes it possible to tally by rate (type) (classifying gaming information according to type), but of course, tallying by gaming parlor is also possible. Note that the transmitted information and the operating information may be common gaming information, such as using the operating number for both, or the transmitted information may be different gaming information, such as whether or not a gaming machine is in operation and the operating information is the operating number for each machine type. As long as the operating information can be identified from the transmitted information, any gaming information may be used for both.

[0045] We will now explain the "top counting" method. Top counting is a counting method in which an amusement facility official or server official visits the amusement facility, visually counts the number of players actually playing, and inputs this number into the viewing terminal 11 or the like to determine the operating number. In this case, transmission information that can identify the operating number by gaming machine or by model is transmitted to the management server 10. Examples of fixed points include three fixed points: "11:00," "15:00," and "19:00." More or fewer fixed points are acceptable. In reality, many amusement facilities are unable to tally even three fixed points. Even in amusement facilities that can transmit the operating number from the management device 6, some transmit the operating number only at three fixed points rather than every hour because the management device 6 is manufactured by a manufacturer different from that of the management server 10. Given the above circumstances, the following types of amusement facilities are possible: those that transmit the operating numbers every hour from the management device 6; those that transmit the operating numbers from the management device 6 in a limited manner, such as from three fixed points; those that transmit the operating numbers from three fixed points (or in a limited manner) from the viewing terminal 11 etc. by taking the lead; and those that do not transmit the operating numbers at all and are not subject to data aggregation.

[0046] 4 is an example of a map display that can be displayed on viewing terminal 11. In the map display, the display section is divided as follows: map display section 51 that displays information about gaming facilities on a map; gaming facility list display section 52 that shows a list of gaming facilities to be displayed on map display section 51; area display section 53 that displays area information that shows information about gaming facilities within the area to be displayed on map display section 51; and transition display section 54 that shows the transition of information including the area information. FIG. 4 illustrates an example in which, as viewed by a viewer viewing the map display, map display section 51 is laid out in the upper left, gaming facility list display section 52 in the lower left, area display section 53 in the lower right, and transition display section 54 in the upper right. However, the layout of each of display sections 51 to 54 is not limited to the example described above.

[0047] FIG. 5 shows an example of the map display unit 51 in the map display shown in FIG. 4. The map display unit 51 displays a radius range (area) designated by a central location designated by a user (point operation) as a red circle (shown by a solid line A in FIG. 5, sometimes referred to as an area circle), and displays information indicating the amusement facilities within the red circle (meeting the amusement facility conditions) on the map. These amusement facilities are designated as in-area amusement facilities and are used to identify the area information described below. Note that the radius range may be displayed as something other than a red circle. The map display unit 51 also displays a store name search unit 51a, a central location input unit 51b, a radius designation unit 51c, a scale selection unit 51d, a street view designation unit 51e, a maximum display operation unit 51f, amusement facility display selection unit 51g, an operation rate range display unit 51h, amusement facility information selection unit 51i, and a simple area information display unit 51j.

[0048] The default location for the central location O is the amusement facility corresponding to the viewer, and a star mark is added to identify the facility. Any mark other than a star may be used as long as it can identify the facility. The operation of pre-registering the facility also corresponds to a location operation. In FIG. 5, "Amusement Facility E" (corresponding to the designated amusement facility) is shown as the facility. Alternatively, a user can select an amusement facility on the map or enter its name in the facility name search section 51a and search for it (both are location operations). Alternatively, a user can drag the pin-shaped icon 51k displayed in the central location input section 51b to any location on the map to designate that location as the central location. The pin-shaped icon 51k is displayed in red, for example. In this case, in addition to identifying the facility, an identification mark indicating the central location is also displayed. The central location and address are displayed at the top of the map, and in FIG. 4, "Amusement Facility E, Address XX, XX Ward, XX City, XX Prefecture" is shown as an example. In this way, the management server 10 designates a location identified by the location information for the designated amusement facility. Note that the location operation may be an operation of designating an arbitrary location on a map display, an operation of inputting an address, or the like.

[0049] The radius of the red circle indicating the area circle can be selectively specified as an arbitrary radius (predetermined area conditions based on a specified point) using the radius specification section 51c, but it can also be specified by entering a numerical value. Also, if "Own store's trade area stores" is specified using the radius specification section 51c, the red circle will not be displayed and pre-registered amusement facilities within the store's trade area will be changed to area amusement facilities. In this case, the scale and center of the map will be adjusted so that the target amusement facility fits in appropriately.

[0050] The scale of the map can be changed by selecting "+" or "-" in the scale selection section 51d, and a street view display can be displayed, showing an actual image of a location by dragging the person icon 51l in the street view specification section 51e to any location on the map. Furthermore, by operating the maximum display operation section 51f, a map display covering the entire display area shown in Figure 4 can be displayed.

[0051] The gaming areas within the area are indicated by a gaming area display. The gaming area display can be selected from a "heat map" using circles as shown in FIG. 5 or "pins" by operating the gaming area display selection unit 51g. As shown in FIG. 5, the heat map displays the size of the circles corresponding to the number of installed machines (equivalent to machine count information), while the color of the circles corresponds to the operating rate range corresponding to the pre-set color of the operating rate (equivalent to operating information) of the corresponding gaming area as shown in the operating rate range display unit 51h (second gaming area display). In the gaming area display shown in FIG. 5, "red," "orange," "yellow," "green," "light blue," and "black" indicate that the corresponding circles are filled with "red," "orange," "yellow," "green," "light blue," and "black," respectively.

[0052] For example, for "Amusement Parlor A" and "Amusement Parlor B," the operating rate of "Amusement Parlor A" is "61.9%," while the operating rate of "Amusement Parlor B" is "52.4%." Both are above 40%, so the circles are displayed in red. Meanwhile, the number of installed machines in "Amusement Parlor A" is "528 machines," while the number of installed machines in "Amusement Parlor B" is "1,428 machines." Since the latter is greater than the former, the circle displayed for "Amusement Parlor A" is relatively small, while the circle displayed for "Amusement Parlor B" is relatively large. In other words, by selecting a heat map, it is possible to roughly grasp both the operating rate and the number of installed machines. While the example illustrates a display in which the color of the circle corresponds to the operating rate range and the size corresponds to the number of installed machines, it is also possible to provide an installed machine number display unit instead of the operating rate range display unit 51h, thereby displaying the color of the circle corresponding to the number of installed machines and the size corresponding to the operating rate.

[0053] On the other hand, the pins are displayed as circles whose size remains constant regardless of the number of installed machines, but whose colors correspond to the operation rate ranges, similar to the heat map (first gaming center display). That is, by selecting a pin, the operation rate ranges alone can be roughly grasped. While the display in which the colors of the circles correspond to the operation rate ranges has been exemplified, the colors of the circles may also correspond to the number of installed machines, in which case only the number of installed machines can be roughly grasped. The "heat map" and "pin" icons shown in FIG. 5 are displayed inverted when selected, for example, to enable identification of which one is selected. Furthermore, the identification method is not limited to color and size, and may also be shape, blinking speed, or the like. For example, the operation rate and the number of installed machines may be identified by multiple polygons with different sums of interior angles, or by varying the blinking speed.

[0054] In the game parlor display, game parlor information displays such as "Store Name (Game Parlor Name)," "Number of Customers," "Number of Machines (Number of Installed Machines)," and "Operating Rate" are displayed in association with the selection operation of the game parlor information selection unit 51i. In this case, it is possible to select any item to exclude from the display. For example, it is possible to select a display method in which only the game parlor display (circle display) is displayed by excluding all items. Figure 5 shows an example in which "Store Name," "Number of Customers," "Number of Machines," and "Operating Rate" are all selected. For example, "Game Parlor A 528 Machines 327 Players 61.9%" is shown next to the circle display corresponding to "Game Parlor A." Note that the icons for "Store Name," "Number of Customers," "Number of Machines," and "Operating Rate" shown in Figure 5 are displayed inverted when selected, making it easy to identify whether the corresponding item is selected.

[0055] If "Display parlors with no operating data" is selected (checked) below the parlor information selection section 51i, parlors for which no operating data, such as customer numbers, has been collected (parlors not subject to data collection, parlors for which no operating number was identified during the target period, parlors not subject to transmission of transmission information, and parlors for which operation information cannot be identified based on transmission information, i.e., "unidentifiable parlors") will also be displayed, but will be displayed as triangles instead of circles to distinguish them from other parlors. Figure 5 shows "Parlor M" as an example of a parlor for which no operating data has been collected. Note that a triangle display is not required, and any display that can be distinguished from a circle may be used. On the other hand, if this selection is deselected (unchecked), parlors for which no operating data has been collected will be excluded from the display (you can select whether or not to display unidentifiable parlors), but will be excluded from the area information collection regardless of whether or not they are displayed.

[0056] Area information for the gaming facilities within the area is displayed in the simple area information display section 51j in the upper right. Figure 5 shows, as an example, "12 facilities," which is the total number of facilities from "Gaming Facility A" to "Gaming Facility L," and "9,425 machines," which is the total number of installed machines from "Gaming Facility A" to "Gaming Facility L." In other words, gaming information such as the number of installed machines and operation information (described below) managed in association with the gaming facilities within the area from "Gaming Facility A" to "Gaming Facility L" is extracted, and the extracted gaming information is calculated to identify the information, which becomes the area information.

[0057] This information, including the game center display and game center information display, is updated in real time to correspond to any changes to game centers within the area, for example, by changing the center point or radius. Note that game centers such as "Game Center L" that have collected operation data but have an operation rate of "0%" will be displayed and tallied even if you deselect "Display game centers with no operation data."

[0058] For the gaming information shown as examples, including other examples, the target period can be specified by operating the period specification unit (period operation) as described in Fig. 10. Furthermore, for example, if an amusement facility is closed, the closing date (closing information) is stored in association with the amusement facility ID, and if the amusement facility is open during the specified period, the amusement facility is included in the aggregation and display, while if it is closed, it is prevented from being included in the aggregation (for example, it is not included in the display (by comparing the specified period with the closing date, it is possible to select whether or not to display the amusement facility), or it is included in the aggregation but is decremented by a value multiplied by a predetermined rate). Note that the closing information may also be information that indirectly identifies the closing date, such as the number of days after the operation input date.

[0059] A method for specifying amusement facility display and amusement facility information display on a map (hereinafter, amusement facility display and amusement facility information display may be collectively referred to as amusement facility display, etc.) will be described. When the map display unit 51 starts displaying, the locations of all amusement facilities (for example, nationwide) to be counted are plotted on the map. Here, the names of the amusement facilities and the number of installed machines are extracted, but other information such as the number of customers and operation rate is not specified at this point. After the plotting, other information such as the number of customers and operation rate is also specified for amusement facilities within the area that belongs to the red circle, and the display shown in Figure 5 is performed.

[0060] For out-of-area amusement facilities that are outside the red circle and do not meet the amusement facility conditions, instead of using the same amusement facility display as in-area amusement facilities, a pin display indicating the location (game facility display, operating rate, number of machines, etc. do not need to be displayed to distinguish from in-area amusement facilities), along with the specified game facility name and number of installed machines as described above, will be displayed as game facility information, but the number of customers, operating rate, etc. will not be displayed because they are not specified, so these differences in display will also allow them to be distinguished from in-area amusement facilities. Note that it is also possible to display either the game facility name or the number of installed machines, but not both.

[0061] The scale of the map displaying the amusement facilities can be adjusted. For example, if "Own Store Trade Area Stores" is selected in the radius specification section 51d, a viewer from the amusement facility's headquarters may target the entire nation as the trade area. In this case, the map scale may be significantly reduced, such as to cover the entire country of Japan. In this case, if pins are displayed for all out-of-area amusement facilities, the map may become difficult to read. Therefore, when the map's long side reaches its maximum limit (e.g., 100 km) (when the map scale meets a predetermined suppression condition), out-of-area amusement facilities may be excluded from the display (display of out-of-area amusement facilities is suppressed). It is desirable for the pins indicating out-of-area amusement facilities to be distinguishable from the pins indicating in-area amusement facilities, but they do not need to be distinguishable, and other displays such as heat maps may be used. The suppression condition is not limited to when one side of the map reaches its maximum limit, but may also include when the map scale includes more amusement facilities or prefectures than the maximum limit.

[0062] FIG. 6 shows an example of the game center list display section 52 in the map display shown in FIG. 4. The game center list display section 52 displays game information for each game center within the area, which is the game center within the red circle. The number of machines indicates the number of installed machines, the number of customers indicates the number of operating machines determined by the head count or the management device 6, the operating rate indicates the operating rate indicated by the number of customers divided by the number of machines, and the occupancy rate indicates the ratio of the number of customers at each game center to the total number of customers (for example, 2,936) for the game centers within the area, i.e., the number of customers at each game center divided by the total number of customers in the area. For example, in "Game Center A," Occupancy rate of arcade A = 327 ÷ 2936 = 11.1% It is found that:

[0063] The support rate indicates the degree of operation rate of each amusement center compared to the average operation rate of the area (for example, 31.2%), that is, the operation rate of each amusement center divided by the average operation rate of the entire area. For example, in "Amusement Center A," Game Center A's approval rating = 61.9 ÷ 31.2 = 198.8% It is found that: Distance indicates the distance from the center to each amusement park.

[0064] It is also possible to sort the game halls by specifying any item, such as the downward icon 52a shown for "operating rate." The downward icon 52a not only indicates the sorted item but also indicates descending order, and by operating it again, it is possible to sort in ascending order as an upward icon (not shown). The default (initial display) is ascending order of distance.

[0065] Here, the home arcade, "Gaming Hall E," is displayed in a distinctive manner (e.g., in yellow) so as to be distinguishable from the others. If the central location is an arcade other than the home arcade, the central arcade is also displayed in a distinctive manner so as to be distinguishable from the others, as described above. Note that only either the central arcade or the home arcade may be identified (this also applies to map displays).

[0066] The amusement facility selection section 52b is an operation section for selecting the amusement facilities to be aggregated for the area information to be displayed in the simple area information display section 51j and the area display section 53 described below.By default, all amusement facilities within the area are displayed selected (checked), but it is also possible to exclude any amusement facility from the amusement facilities within the area by deselecting the selection (unchecked).

[0067] If you want to select all the target gaming facilities, operate the all selection section 52c, select the gaming facilities in this way, and then operate the "narrow" button 52d at the top to update the area information. Even if you exclude them as described above, you can select them again and operate the "narrow" button 52d to reselect the gaming facilities in the area. Furthermore, operating the "cancel" button 52e will return to the initial display. Operating the "create store group" button 52f will group and register the gaming facilities in the selected area, and it is also possible to perform the grouping of gaming facilities that will be the store's own trade area as described above by this registration.

[0068] When any amusement facility is selected on the map display, not only is the amusement facility display of that amusement facility flashed on the map display for identification, but the amusement facility list display unit 52 rearranges the gaming information of that amusement facility to the top row regardless of the above sorting and displays it for identification (the gaming information of the selected amusement facility is displayed at the top of the list display).

[0069] Furthermore, the area display unit 53 and the transition display unit 54, which will be described later, also switch to information targeting the relevant gaming facility. In this case, the aggregation target is switched so that area information becomes information about the gaming facility, and prefecture information (regional information, prefecture information) becomes area information (the gaming information of the selected gaming facility is displayed so that it can be compared with at least one of the area information and regional information. The transition of the gaming information of the selected gaming facility is displayed so that it can be compared with at least one of the transition of the area information and the transition of the regional information).

[0070] It is possible to select an arcade in the arcade list display, and if selected, the same processing as above will be performed, but since there is a risk of confusion if the selected arcade moves, it is not necessary to perform the processing for the arcade located at the top. Incidentally, arcades with no operating data are not displayed in the list, but they may be displayed.

[0071] The upper limit on the number of gaming parlors will be explained. As described above, information on gaming parlors within a certain area is updated in real time. However, specifying a wide area, such as a maximum radius of 20 km on a map display, increases the number of gaming parlors within the area, potentially affecting display response. Therefore, in this embodiment, an upper limit (reference information) is set for the gaming parlors within the area (a limitation process is performed to limit the gaming parlors for which information about gaming parlors within the area is displayed by comparing the ranking of the gaming parlors with the reference information for that ranking) to prevent a decrease in response. An example of an upper limit is 99 parlors. When the number of gaming parlors within the area reaches this upper limit, they are excluded from the aggregation of area information to be displayed in the simple area information display unit 51j and the area display unit 53 (described later). The entire screen may be considered the area within the area, regardless of whether they are marked with a red circle. That is, for example, the red circle may be the first area, and the game center within the red circle may be the first area game center, and the screen may be the second area, and the game center within the screen may be the second area game center.

[0072] When the limit is reached, the simple area information display unit 51j will display, for example, "Number of stores: 12" or "Number of stores displayed: 99 / 1520," which will indicate the number of amusement centers in the area, the number of amusement centers within the limit, and the fact that the limit has been reached.

[0073] Here, the gaming halls to be excluded are identified using the sorting described above. For example, by default, the gaming hall selection section 51b selects the maximum number of gaming halls in order of distance. However, if sorting is performed by any item and then the all-selection section 51c is operated, the maximum number of gaming halls in the order of the selected item is selected. By reselecting gaming halls in this manner, it is possible to set the maximum number of gaming halls to be counted, for example, in order of operation rate (the gaming information to be sorted is used to determine the ranking for identifying the gaming halls to be subject to the limited processing). If there is no upper limit, there is no significant difference in the effect between operating the all-selection section 51c and the "Cancel" button 52e. However, if there is a upper limit, using the all-selection section 51c for the above-mentioned purpose will result in a difference in effect, so both buttons are provided. Note that the gaming information to be sorted may include any operating information other than the number of operations, such as the number of starts or jackpots.

[0074] Although there is an upper limit to the area information that can be aggregated, the display of amusement facilities, etc., is performed regardless of the upper limit as long as they are within the red circle (the identification of area information is subject to the limited processing, while the display of information about amusement facilities within the area is excluded from the limited processing). However, the display of amusement facilities, etc., may also be limited to amusement facilities within the upper limit. It is also possible to deselect one of the amusement facilities in the amusement facility selection unit 51b, thereby selecting another amusement facility instead.

[0075] When an amusement facility is selected on the map display, it is placed at the top of the list, but when sorting in this state, the amusement facility remains at the top and other amusement facilities are sorted. In other words, even if the amusement facility selected in the sorting order does not fall within the upper limit, the selected amusement facility can be included in the aggregation of area information (regardless of the results of sorting by any gaming information, it will be excluded from at least one of the ranking and limiting processes).

[0076] Although not illustrated in FIG. 6, outside-area amusement facilities may also be included in the amusement facility list. In this case, within-area amusement facilities are sorted first, followed by outside-area amusement facilities. If they do not fit on the screen, they can be displayed by sliding the display (the same applies when outputting only within-area amusement facilities). Furthermore, the above-described sorting only applies to within-area amusement facilities, and facilities other than these may be sorted after the within-area amusement facilities by a separately specified item, such as default distance order, regardless of the specified sorting item. After sorting in this way, if there is an outside-area amusement facility that interests you, you can select it using the amusement facility selection unit 51b, and add it to the list of areas for area aggregation, amusement facility display, and so on.

[0077] Fig. 7 shows the upper total area display section 55 of the area display section 53 in the map display shown in Fig. 4. The total area display section 55 shows area information for the amusement facilities within the area (within the upper limit as described above). The total number of customers in the area (area information) shows the total number of customers in all amusement facilities within the area ("2936 people" is shown as an example in Fig. 7), and the total number of machines shows the total number of machines installed in all amusement facilities ("9425 machines" is shown as an example in Fig. 7), similar to the simple area information display section 51j.

[0078] The area operation rate (area information) indicates the ratio of the total number of customers in the area to the total number of machines (in FIG. 7, "2936 ÷ 9425 = 31.2%" is shown as an example). The prefecture average indicates the operation rate (in FIG. 7, "27.4%" is shown as an example, prefecture information, regional information) for all amusement facilities (regional amusement facilities) in the prefecture (hereinafter, sometimes simply referred to as a prefecture or an area prefecture) to which the area belongs (this may be the center in consideration of cases where the area spans multiple prefectures; similarly hereinafter). The prefecture area support rate indicates the ratio of the area operation rate to the prefecture average (in FIG. 7, "31.2 ÷ 27.4 = 113.9%" is shown as an example) (the regional area support rate, which indicates the ratio between the area information and the regional information, is shown). Here, regional information can be determined by extracting gaming information such as the number of installed machines and operation information that is managed in association with gaming facilities in the prefecture to which the area belongs, just like the area information, and calculating the extracted gaming information.

[0079] Customer count graph 55a essentially shows the area occupancy rate, with the entire graph representing the total number of vehicles (9,425 vehicles) and the colored (e.g., yellow) portion representing the total number of customers in the area (2,936 people). Support rate graph 55b shows the entire graph representing twice the prefectural average (27.4%) and the colored (e.g., blue) portion representing the area occupancy rate (31.2%). In other words, since the uncolored portion on the right corresponds to the prefectural average, comparing the colored and uncolored portions on the left and right allows one to easily grasp the degree of competition between the area occupancy rate and the prefectural average, i.e., the strength of customer attraction in the prefecture for that area.

[0080] The type selection section 55c will be described. The type selection section 55c is an operation section for selecting the type (corresponding to the lending rate) and time period, etc., as the target for the map display and area information aggregation, and allows selection by distinguishing between P (pachinko) and S (slot machine, hereinafter also referred to as pachislot) (selection operation for selecting type). The "all type operation" button 55d, such as all P or all S, is an operation section for selecting all pachinko (all types) or all pachislot, and is turned on (pressed state) by default. Note that "type" indicates the type of gaming machine, such as a classification by rate or a classification between P and S.

[0081] The "Type Operation" buttons 55e, such as "P4 Yen" and "P3 Yen" on the right side of the entire P, are operation parts for selecting the type individually, and corresponding ranges are set, such as P4 Yen being 4 Yen or more, and P3 Yen being 3 Yen or more but less than 4 Yen (this explanation is displayed by pressing the "?" button 55f), and types that fall within this range become the target types, and such ranges can be changed to any range at the game center.

[0082] Here, when any of the "category operation" buttons 55e is selected (checked), the selection of the corresponding "all category operation" button 55d is canceled, but even if all of the "category operation" buttons 55e are selected, the "all category operation" button 55d does not return to the selected state (taking into consideration subsequent individual cancellation). Also, when the "all category operation" button 55d is operated, the selection of each type of operation section 55e is canceled. The same applies to pachislots.

[0083] The type selection by the type selection unit 55c is not limited to area information but also applies to map display and other information. That is, when the "Type Operation" button 55e is selected and the "Update" button 55g is operated, the area information is re-aggregated for the selected type, and the game hall display and the operation rate trends described below are also updated to correspond to the selected type (when a type of gaming machine is selected, the area information and regional information for the selected type are displayed so that they can be compared). For example, the heat map changes size and color according to the number of machines and operation rate for the corresponding type, but game halls that do not have a corresponding type are treated as game halls with no operation data (when a type of gaming machine is selected, game halls whose gaming information corresponding to the selected type is not included in the management targets are excluded from the game hall display).

[0084] The following explains time periods. For example, the number of customers is tallied based on "11:00," "15:00," and "19:00." These three time periods are set as three fixed points, and by operating the time period selection section 55h, it is possible to select whether to use the average value of these three fixed points or any time period of the three fixed points (multiple selections are possible, in which case the average value is used). The time periods can be hourly in addition to the three fixed points, and although the target amusement parlors are further limited, any time period can be included, such as opening and closing times. If there is no customer count data for any of the specified time periods, the parlor is treated as having no operating data.

[0085] FIG. 8 shows the area type display section 56 at the bottom of the area display section 53 in the map display shown in FIG. 4. The area type display section 56 displays area type information, which is area information by type. For example, pachinko and pachislot are distinguished, and the number of customers, operation rate, number of machines, customer number graphs 56a, 56d, etc. are displayed for each, in the same way as in the full area display. Furthermore, the number of machines, number of customers, etc. are displayed by distinguishing by ball rental (type). Below, the display related to pachinko will be explained.

[0086] The share of units indicates the percentage of each type of pachinko machine to the total number of installed machines. For machines priced at 4.0 yen and up, the number of machines is 3,640, so the percentage to the total (total) of 5,184 machines is: Unit share of "4.0 yen and up" = 3640 ÷ 5184 = 70.2% It is found that:

[0087] Similarly, the share of customers shows the percentage of each type of pachinko machine to the total number of pachinko customers. For "4.0 yen and up" the number of customers is "973 people", so the percentage to the total "1768 people" is: Customer share for "4.0 yen and up" = 973 ÷ 1768 = 55.0% It is found that:

[0088] When any type is selected using the type selection unit 55c described in Fig. 7, the type is identified and displayed among the types below (similar to the identification display of the store itself in Fig. 6) (data for non-selected types is also displayed as is), while the numerical values ​​above are switched. That is, in the case of pachinko, the number of customers and the number of machines are displayed as "1768 people" and "5184 machines", but if "4.0 yen and up" is selected, for example, the data is switched to indicate the type, such as "973 people" and "3640 machines". Note that when multiple types are selected, the total or average value of the types is displayed.

[0089] Operating the "Switch to Type Data" button 56b displayed below switches the data categorized by type to data categorized by type. That is, since types are pre-assigned to gaming machines and models, gaming information such as the number of customers and units for each gaming machine or model is classified by the associated type. This also applies to classification by type. Here, type corresponds to gameplay characteristics. For example, a gaming machine with a jackpot probability range of more difficult than "1 / 320" is called a high type, and a gaming machine with a jackpot probability range of more difficult than "1 / 320" and more difficult than "1 / 250" is called a high-middle type. However, classification by type other than jackpot probability, such as a type of 1 / 2 mixed type, V-ST, or play type, may also be used. When displaying type data, the "Switch to Type Data" button 56a switches to a "Switch to Type Data" button (not shown), and operation of this button switches to type data. Note that the case where the "Display Share Graph" button 56c is pressed will be explained in Figure 9 and subsequent figures. The above has been explained about the display related to pachinko, but the same applies to the display related to pachislot.

[0090] Figure 9 shows the state when the "Show share graph" button 56b in Figure 8 is pressed. In Figure 8, area type information for pachislots was displayed on the right side, but this is switched to a graph of machine and customer share. This graph displays two graphs. In other words, the graphs of customer share and machine share are displayed side by side for comparison. This graph can be restored by operating either the "Exit" button 56g in the upper right, or the "Hide share graph" button 56h that was switched by this display. Also, operating the "Show share graph" button 56f on the pachislot side in Figure 8 will switch the pachinko area type information on the left side to a share graph for pachislots, as above.

[0091] When switched to type data, pressing the "Switch to share graph" button (a button to switch from the "Switch to type data" button when switching to type data, not shown) displays a number of units / number of customers share graph for type data, and operating the "Switch to type data" button 56b while a graph by type is displayed as in Figure 9 also switches to a graph for type data. As above, if any type is selected in the type selection section 55c, a graph for that type is displayed. Although the type operation section 55e has exemplified switching for types according to rate, switching for types may also be used.

[0092] FIG. 10 shows the transition display section 54 at the bottom right of the map display shown in FIG. 4. The transition display section 54 displays a graph that allows comparison of the transitions in the area operation rate and the total number of customers in the area (area information, see FIG. 7) with the transitions in the operation rate for the area prefectures (regional information, prefecture operation rate). Here, an example of a method for specifying gaming information for an area prefecture is shown. That is, as described above, the prefecture to which the target area belongs is the area prefecture, and the operation rate for the area prefecture is, for example, the sum of the number of installed machines and the number of customers for all gaming facilities belonging to this area prefecture, and the ratio of these is shown. The same applies to other gaming information.

[0093] The unit of the transition can be selected from "monthly," "weekly," or "daily" by specifying it using the period specification section 54a at the top, and the target period such as "2022 / 12~2023 / 12" can be changed and displayed using the left and right "forward" buttons 54b and "backward" buttons 54c. Note that if the "backward" button 54c cannot be selected as shown in the example, it will be grayed out to indicate this.

[0094] The graph can be exemplified by 13 fixed points (in the case of Figure 10, this corresponds to 13 time units from "December 2010 to December 2011"), but it can be more or less than that. The average value for the corresponding time unit is identified for the relevant period and displayed as a graph. Here, the area occupancy rate and prefecture occupancy rate are exemplified as line graphs, and the total number of customers in the area is exemplified as a bar graph, but it goes without saying that combinations other than those exemplified, or graphs not exemplified, can also be used. For example, other information such as the total number of customers in a prefecture, the total number of vehicles and customer share in an area or prefecture, etc., can also be graphed. Furthermore, instead of displaying a graph, a numerical history display can also be used.

[0095] The total number of customers in an area can be hidden by deselecting (unchecking) "Display total number of customers in an area." Also, by deselecting (unchecking) "Display numerical values," you can disable the display of numerical values ​​such as the operating rate corresponding to the graph. Furthermore, by selecting a type in the type selection section 55c described above, the graph will be updated to target that type.

[0096] As described above, this embodiment can achieve the following effects. In the gaming center system, an upper limit is set on the number of gaming centers, and gaming center display and area aggregation are performed for, for example, the 99 centers with the highest operating rates. This makes it possible to present trade area analysis data that maintains the importance of the information to be output while taking into consideration the response when outputting information corresponding to the map display. In this case, since the upper limit is set based on the operating rate, it is possible to set the upper limit based on the gaming information that viewers are interested in.

[0097] It is possible to present both game facility displays and area totals, and the upper limit applies to area totals but not game facility displays, so that game information that is prone to poor response when outputting, such as area totals, can be reduced by the upper limit, while game information that is easy to maintain response, such as game facility displays, can be provided without unnecessary restrictions.

[0098] Since it is possible to specify whether or not an upper limit is set based on the order in which the items specified in the list are sorted, it is possible to set an upper limit based on the viewer's favorite items.

[0099] When a store is selected on the map display, the store is moved to the top of the list, making it easier to identify the gaming information of an amusement center located in a location of interest on the map display in the list display.

[0100] When sorting with a store selected on the map display, even if it is not at the top, it will be prioritized, making it easier to reduce the risk that an amusement center that the viewer is interested in will be excluded due to the upper limit.

[0101] The system targets amusement facilities within the area and displays area information such as the total number of customers in the area, which indicates the total number of customers at amusement facilities within the area, and the area utilization rate, which indicates the ratio of the total number of customers in the area to the total number of machines.This makes it possible to present trade area analysis data that reflects the characteristics of the target area and has increased accuracy.

[0102] When an amusement facility is designated by a location operation for designating a location, area aggregation is performed within the area centered on the amusement facility, so that if there is an amusement facility that you would like to focus on, you can grasp the commercial area information centered on that amusement facility.

[0103] The map display can be selected to be either a pin, where only the color of the circle corresponds to the range of utilization rate, or a heat map, where the size of the circle corresponds to the number of installed units and the color corresponds to the range of utilization rate.For example, if you want to simply refer to only the utilization rate, you can use a pin, but if you want to also refer to the number of installed units even if it is a little more complicated, you can use a heat map.This makes it possible to present trade area information according to the viewer's preferences.

[0104] The display of pins indicating out-of-area amusement facilities is suppressed when the scale of the map reaches the upper limit of one side of the map, thereby reducing the risk that the map display will become difficult to see due to the pin displays of many out-of-area amusement facilities when the scale of the map display becomes wide.

[0105] It is possible to select whether or not to display amusement parks with no operating data, so it is possible to present trade area information according to the viewer's preferences, such as displaying amusement parks that are not included in the calculation of operating data for reference, or simply limiting the display to those that are included in the calculation of operating data.

[0106] The closing date of a closed store is stored, and whether or not the store is displayed is switched depending on whether or not the store is closed on a specified date, so that even if there is a closed game center, it is possible to properly present commercial area information.

[0107] When a type is specified, stores that do not have that type are treated as stores without data, which reduces the risk of unnecessarily displaying operating information even though the type does not exist when the type is limited.

[0108] The area occupancy rate and the prefecture average occupancy rate are displayed so that they can be compared, and the area support rate, which indicates the ratio between the area occupancy rate and the prefecture average occupancy rate, is displayed, making it easier to understand how strong or weak the trade area of ​​the target area is.

[0109] The area occupancy rate and the average occupancy rate for prefectures are displayed over time, so it is possible to understand whether the relative strength of the commercial area in the target region has suddenly strengthened or weakened, or whether it has steadily strengthened or weakened.

[0110] Area information and prefecture information can be made compatible with type selection, making it possible to grasp the expected strength of target areas for types that interest viewers.

[0111] In the area display section 53 and the transition display section 54, if no store is selected, a comparison between the area and prefecture is displayed, and if a store is selected, a comparison between that store and the area or prefecture is displayed. Therefore, after understanding how strong or weak the trade area of ​​the target area is, if a specific store interests you, you can immediately understand how that store compares with the area or prefecture.

[0112] The present invention is not limited to the above-described embodiment, and may be modified or expanded as follows. Although the example of suppression has been given as an example of not displaying the display, it is not necessary to hide the display if suppression is performed by making the display semi-transparent or by displaying only when the cursor is placed over it. In other words, it is possible to not perform suppression at all, but to adopt a configuration in which the degree of suppression is reduced.

[0113] As an example of an amusement facility condition, a map is displayed and an area is identified, such as an amusement facility within a red circle, and the amusement facility belongs to that area. However, as shown in another example, it is not necessary to use a map display configuration or a red circle display configuration to identify amusement facilities within an area; for example, multiple amusement facilities registered in advance, such as a store's own trade area, can be identified as amusement facilities within the area.

[0114] Although prefectures are used as examples of regions, regions such as Kanto, Kansai, and Chubu, or municipalities may also be used. Although the example given of the area is an area within a specified radius from the center, any shape of area can be adopted, such as a square, triangle, or ellipse, by appropriately specifying the ratio of one side depending on the area conditions, and it is also possible to appropriately exclude areas where it is not possible to set up an amusement park, such as rivers or railroad tracks.

[0115] Although the example of displaying the game hall has been given in which the number of machines is distinguished by size and the operation rate by color, it is also possible to distinguish the number of machines by color and the operation rate by size. Furthermore, it is also possible to use information not shown in the example, such as the ratio of game hall information to area information, such as the number of machines share, as information related to the number of machines, or the number of customers as information related to operation.

[0116] The area display section and the transition display section are exemplified as being configured to compare store information with area information when a store is selected, but prefecture information (regional information) may be used instead of area information, and it may also be possible to compare store information, area information, and prefecture information.

[0117] Each setting information in the management device 6 or management server 10 may be set by an administrator through operation input, may be set in advance by the manufacturer of the management device 6 or gaming machine 1, or may be downloaded from an external server (for example, the headquarters of a chain store) and set. In this case, the setting value is also set by operation input on the server.

[0118] All of the game information listed above may be specified directly by the input signal or indirectly by using an arithmetic expression. Furthermore, the type of game machine may be classified in any way, such as by manufacturer or by specification, as long as it indicates the type of game machine.

[0119] The numerical values, number of digits, items, etc. are merely examples, and any numerical values ​​may be used. Furthermore, the arithmetic expressions are merely examples, and any arithmetic expression may be used as long as it shows the same value as the exemplified arithmetic expression or calculates a value having the same meaning.

[0120] Either "less than" or "under" can be used, and expressions such as "not reached" can be used to indicate either "less than" or "under". The same is true for "above" and "exceed", and expressions such as "reached" can be used to indicate both. Also, although display is used as an example of a notification method, other notification methods such as printing can also be used.

[0121] Although so-called smart gaming machines that do not pay out gaming media have been exemplified as corresponding gaming machines, other machines such as pachinko gaming machines and slot machines that pay out conventional gaming values ​​may also be targeted, or a mixture of these may be used as the aggregation target. Since the target may be not only point-based gaming machines such as the smart gaming machine of this embodiment, but also gaming media paid out by conventional payout-type gaming machines, the term "gaming value" is used as appropriate to encompass both.

[0122] The illustrated processing may be divided appropriately among the management server 10, management device 6, gaming device 2, relay device 4, etc., and is not limited to the illustrated configuration. In addition, whether or not to adopt the illustrated configuration may be changed depending on the settings, and the illustrated configurations, including modified examples, may be combined in any way, or configurations may be excluded as appropriate. [Explanation of symbols]

[0123] In the drawing, 1 is a gaming machine, 6 is a management device (transmission means), and 10 is a management server (gaming information management means, location information management means, in-area gaming facility identification means, area information display means, location designation means, area identification means, gaming facility information display means, out-of-area gaming facility identification means, period designation means, closing date storage means, type selection means, region identification means, comparison display means, gaming facility selection means, ranking means, area information identification means, limitation means, gaming facility list display means).

Claims

1. a transmitting means for transmitting, from the gaming facility, transmission information relating to the operation of gaming machines installed in the gaming facility in association with transmission identification information for identifying the gaming facility; a game information management means for managing game information including operation information that can be identified by the transmission information transmitted by the transmission means on a gaming parlor basis; a location information management means for managing location information indicating the location of the game facility in association with management identification information for identifying the game facility; an in-area game center specifying means for specifying an in-area game center that satisfies predetermined game center conditions related to a location among the game centers whose location information is managed; a ranking means for ranking the gaming facilities in the area based on the operation information; At least one of a game center information display means for displaying information about game centers in the area on a map, and an area information identification means for identifying area information identified by game information extracted from game information managed by the game information management means and targeting the game centers in the area; A system for an amusement facility that includes a limiting means that performs a limiting process to limit amusement facilities that are the subject of at least one of displaying information about amusement facilities within an area when the amusement facility information display means is provided, and identifying area information when the area information identification means is provided, by comparing the ranking of the amusement facilities ranked by the ranking means with the standard information for that ranking.

2. The game center information display means and the area information identification means are provided, The amusement facility system of claim 1, wherein the limiting means includes the identification of the area information as a subject of the limiting process, while excluding the display of information regarding amusement facilities within the area from the subject of the limiting process.

3. a game center list display means for sorting and displaying game centers to be ranked by the ranking means and their game information by any game information; 3. The gaming facility system according to claim 1, wherein the ranking means performs ranking to identify gaming facilities that are the target of the limiting process based on any gaming information to be sorted.

4. The game system includes the game center information display means, game center selection means for selecting a game center, and game center list display means for displaying a list of game information, the amusement facility information display means is capable of displaying a plurality of amusement facility displays indicating the amusement facilities on a map; the game facility selection means selects a game facility by accepting a game facility selection operation for selecting an arbitrary game facility display from the game facility displays; 3. An amusement facility system as described in claim 1 or 2, wherein the amusement facility list display means displays a list of gaming information for a plurality of amusement facilities including the amusement facility to be displayed, and displays the gaming information of the amusement facility selected by the amusement facility selection means at the top of the list display.

5. The game system includes the game center information display means, game center selection means for selecting a game center, and game center list display means for displaying a list of game information, the amusement facility information display means is capable of displaying a plurality of amusement facility displays indicating the amusement facilities on a map; the game facility selection means selects a game facility by accepting a game facility selection operation for selecting an arbitrary game facility display from the game facility displays; the gaming facility list display means is capable of sorting and displaying gaming information for a plurality of gaming facilities including the gaming facility to be displayed by any gaming information; An amusement facility system as described in claim 1 or 2, wherein the amusement facility selected by the amusement facility selection means is excluded from at least one of the ranking by the ranking means and the limitation processing by the limitation means, regardless of the results sorted by arbitrary game information by the amusement facility list display means.

Citation Information

Patent Citations

  • Game parlor trade area analysis system

    JP2016221257A