Game device and program
The gaming system uses vital sensors to detect player emotions and combine them with gaming data to improve machine evaluation accuracy by considering the influence of adjacent machines, addressing the limitations of conventional gaming devices.
Patent Information
- Application Number
- JP2024046729
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-22
- Publication Date
- 2025-10-03
AI Technical Summary
Conventional gaming devices lack the capability to accurately evaluate player emotions and machine performance, failing to consider the influence of other machines on player stress levels and game outcomes.
A gaming system that includes a vital sensor to detect player vital signs and generate specific information, such as stress, concentration, and anger levels, combined with gaming data to provide detailed player and machine evaluations, and output means to display this information, accounting for the influence of adjacent machines.
Enhances the accuracy of machine evaluation by incorporating emotional data and considering the impact of other machines, allowing for better machine selection and operational management in amusement centers.
Smart Images

Figure 2025146118000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming device and a program. [Background technology]
[0002] BACKGROUND ART Gaming devices that collect and output game information for each game state based on game signals output from a gaming machine have been disclosed (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-102567 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in conventional gaming devices. [Means for solving the problem]
[0005] In order to achieve the above object, the gaming device of the present invention is configured to include a generation means capable of generating specific information based on vital information obtained from a detection means provided corresponding to the gaming machine and gaming information output from the gaming machine, and an output means capable of outputting the specific information generated by the generation means. [Brief explanation of the drawings]
[0006] [Figure 1] 1 is a schematic configuration diagram of a gaming system according to an embodiment of a gaming device of the present invention. [Figure 2] 10 is a chart showing a list of vital data. [Figure 3] 10 is a chart showing an example of vital condition data. [Figure 4] 10 is a chart showing an example of vital sign change frequency data. [Figure 5] 10 is a chart showing an example of vital gaming data. [Figure 6] FIG. 10 is a diagram showing an example of an amusement park layout screen. [Figure 7] 10A and 10B are diagrams showing the light emission patterns of the call lamp, in which (a) shows the light emission pattern (blue light emission) during low stress level, and (b) shows the light emission pattern (red light emission) during high stress level. [Figure 8] FIG. 10 is a diagram illustrating an example of a stress level graph. [Figure 9] FIG. 10 is a diagram illustrating an example of a concentration degree graph. [Figure 10] FIG. 10 is a diagram illustrating an example of an anger level graph. [Figure 11] (a) is a diagram showing players A and B playing on adjacent gaming machines No. 2 and No. 3. (b) shows the slump graph for machine No. 2 on the left and machine No. 3 on the right. [Figure 12] This is a diagram showing an example of the display of "High_Medium Stress Level Outs_Only Your Machine" on machine number 3. DETAILED DESCRIPTION OF THE INVENTION
[0007] Preferred embodiments of the present invention will now be described with reference to the accompanying drawings. FIG. 1 is a schematic diagram of a gaming system that is an embodiment of the gaming device of the present invention. The gaming system is mainly composed of a gaming machine 1, a vital sensor 100, a sensor control device 200, a hall computer 500, and a cloud server 600. In addition to the above-mentioned devices, the gaming system can also be configured to include various peripheral devices (call lamps, data displays, dedicated units, gaming media lending machines, machine computers, island computers, etc.) These peripheral devices are not shown in the drawings. In this embodiment, the gaming device will be described as a system made up of a plurality of devices, but the gaming device may also be made up of a single device.
[0008] Each device is provided with a storage unit, and the storage unit stores a program. A gaming system (gaming device) operates on a computer controlled by a program. The program sends commands to each component of the computer, causing it to perform predetermined processes, such as data input / output, storage, and calculation. A gaming system is realized by specific means in which a program and a computer work together, and all or part of the program is provided on a magnetic disk, optical disk, or any other computer-readable storage medium, and the program read from the storage medium is installed on the computer and executed. The program can also be loaded directly into a computer via a communication line and executed without using a storage medium.
[0009] (Amusement machines) The gaming machine 1 is a device with which a player plays a game using gaming values such as gaming balls or medals, and examples thereof include pachinko and slot machines (pachislot). The gaming machine 1 includes so-called medalless gaming machines or enclosed gaming machines that can be played without directly touching the gaming value, and non-medalless gaming machines or non-enclosed gaming machines that can be played by directly touching the gaming value. The gaming machine 1 is configured to be able to output various game data (game information) according to the progress of the game.
[0010] Game data is data that is generated as the game is played, and examples include out data (pachinko: number of shots, pachislot: number of medals inserted) sent each time a game medium is consumed (inserted), safe data (pachinko: prize balls, pachislot: number of medals paid out) sent each time a game medium is acquired (paid out) by winning a prize or the like, start data sent when the game begins, such as when the start lever is operated, and status data sent during specific game states (pachinko: during a jackpot or small jackpot RUSH, pachislot: during BB, RB or AT). That is, the gaming data includes information on the gaming value used in the gaming machine 1 (used gaming value information). Game data that can be used to calculate cumulative values, such as out data, safe data, and start data, are also referred to as cumulative value data.
[0011] The gaming data may also include fraudulent data (also called abnormal data). The fraudulent data is data generated as a result of fraudulent activities such as cheating, and includes, for example, door open data sent when the door of the gaming machine 1 is in an open state, and fraudulent data sent when fraud is caused by magnetism, radio waves, etc. Sales data output from a gaming medium lending machine (including a dedicated unit) not shown can also be included in the gaming data. Sales data is data generated in association with the lending of gaming media, and is data from which the amount of sales can be identified. "Game data" includes serial data that is mainly used in medal-less gaming machines and pulse signals that are mainly used in non-medal-less gaming machines.
[0012] The gaming machine 1 is communicably connected to the sensor control device 200 via a communication cable 910 (for example, a LAN), and transmits each game data to the sensor control device 200 via the communication cable 910.
[0013] (Vital Sensor) The vital sensor 100 is a non-contact type detection means that is installed near each gaming machine and associated with each gaming machine. The vital sensor 100 includes a transmitter that emits radio waves toward a player playing a game, and a receiver that receives reflected waves of the radio waves. The vital sensor 100 generates (detects) three vital data items of the player's "pulse," "breathing," and "body movement" based on the received reflected waves. Furthermore, the vital sensor 100 generates various vital data by analyzing and processing one or more of these three vital data using a known method. Figure 2 shows a list of vital data. As shown in Fig. 2, there are 35 items of vital data. Note that a description of the known analysis and processing methods for generating these 35 items of vital data will be omitted. The vital sensor 100 is connected to the sensor controller 200 via a communication cable 920 (for example, an RS422 cable), and transmits the generated vital data to the sensor controller 200 via the communication cable 920. In this way, in the gaming system of this embodiment, vital information is obtained based on the detection means provided in correspondence with the gaming machine 1. Note that communication between the vital sensor 100 and the sensor controller 200 is not limited to wired communication, and may be wireless communication (for example, Bluetooth or Wi-Fi (registered trademark)). Also, instead of or in addition to generating vital data in the vital sensor 100, the vital data may be generated in the sensor controller 200 and / or the hall computer 500.
[0014] (sensor controller) The sensor control device 200 includes a first receiving unit that receives vital data from the vital sensor 100, a second receiving unit that receives game data from the gaming machine 1, a data generating unit that generates data specific to this embodiment (also called new data) based on the received data, and a transmitting unit that transmits the new data generated by the data generating unit to the hall computer 500. The sensor controller 200 is provided with pairs of receiving ports for the first receiving unit and the second receiving unit. The sensor controller 200 of this embodiment is provided with four pairs of receiving ports for the first receiving unit and the second receiving unit. Therefore, the sensor control device 200 can be connected to a maximum of four gaming machines 1 and vital sensors 100. A pair of receiving ports is connected by cable in a manner that links it to one gaming machine. This allows the sensor control device 200 to manage which gaming machine the data received by the first receiving unit and the second receiving unit corresponds to. For example, in a sensor control device 200 to which gaming machines 1 with machine numbers 1 to 4 are connected, it is possible to determine which gaming machine 1 among machine numbers 1 to 4 the data received from each gaming machine 1 corresponds to. The new data generated by the data generating unit will be described later. The sensor controller 200 is connected to the hall computer 500 via a communication cable 930 (such as a LAN). The transmitting unit transmits the new data generated by the data generating unit to the hall computer 500, and the new data includes the machine number of the corresponding gaming machine 1. This allows the hall computer 500 and the cloud server 600 to know which gaming machine 1 the received new data corresponds to. The transmitting unit can also transmit the received game data and vital data to the hall computer 500. In this case, the game data and vital data also include the machine number of the corresponding gaming machine 1. This allows the hall computer 500 and the cloud server 600 to know which gaming machine 1 the received gaming data and vital data corresponds to. The number of communication ports is not limited to four pairs, and may be, for example, three pairs or less, or five pairs or more. In other words, the sensor controller 200 may be configured to connect to three or less gaming machines 1 and vital sensors 100, or may be configured to connect to five or more gaming machines 1 and vital sensors 100. Each sensor controller 200 receives power from a power supply 300 via a power cable 940 .
[0015] (hall computer, cloud server) The hall computer 500 is an information processing device such as a personal computer, and is installed, for example, in an office behind the counter so that only the arcade manager or staff can operate it. The hall computer 500 receives various data (game data, vital data, new data, and machine number) transmitted from the sensor controller 200. The hall computer 500 can manage various data received from the sensor controller 200 by linking it to the machine number contained in the data.
[0016] The hall computer 500 is equipped with an output means such as a liquid crystal display as a display means, and can display various data in various formats. The output means can output sound instead of or in addition to displaying data. The hall computer 500 displays the various data received from the sensor controller 200 on the display means. This allows the manager of the amusement facility to use the various displayed data to operate the amusement facility. The hall computer 500 can also transmit various data to the cloud server 600.
[0017] (Cloud server) The cloud server 600 is communicably connected to the hall computers 500 of each gaming center via the Internet 900 . This allows the cloud server 600 to receive various types of information (game data, vital data, new data, and machine number) transmitted from the hall computer 500. The cloud server 600 can manage various data received from the hall computer 500 by linking it to the machine number included in the data. The cloud server 600 can be made accessible from a terminal device (not shown) owned by a specific user with access rights, such as an owner or manager of a chain of stores or other multiple stores. This allows a specific user to check game data, vital data, and new data from multiple gaming facilities via their own terminal device.
[0018] (New data generation method) The sensor control device 200 (data generation unit) of this embodiment generates "vital status data," "vital change count data," and "vital game play data" as new data by reading and executing a stored program. The method of generating each piece of data will be described in detail below.
[0019] (Vital status data) "Vital status data" is data that indicates the status of a player identified by vital data. FIG. 3 is a chart showing an example of vital condition data. As shown in FIG. 3, the vital state data includes data indicating, for example, a stress level state (No. 1, No. 2), a concentration level state (No. 3, No. 4), and an anger level state (No. 5, No. 6). In addition to the data shown in Figure 3, data indicating various vital states such as drowsiness, fatigue, joy, sadness, pleasure, and comfort can also be generated.
[0020] If the player's stress level is equal to or greater than the threshold, the sensor control device 200 generates "high stress level state data" indicating that the player is in a "high stress level state." Conversely, if the player's stress level is below the threshold, the sensor controller 200 generates "low_stress level state data" indicating that the player is in a "low_stress level state." The threshold value can be set to any value. For example, if the threshold value is set to 50, a state in which the stress level is 50 or higher is determined to be a high-stress state, and a state in which the stress level is less than 50 is determined to be a low-stress state.
[0021] When the player's concentration level is equal to or greater than the threshold, the sensor controller 200 generates "high concentration level state data" indicating that the player is in a "high concentration level state." Conversely, if the player's concentration level is below the threshold, the sensor controller 200 generates "low concentration level state data" indicating that the player is in a "low concentration level state."
[0022] If the player's anger level is equal to or greater than the threshold, the sensor controller 200 generates "high_anger level state data" indicating that the player is in a "high_anger level state." Conversely, if the player's anger level is below the threshold, the sensor controller 200 generates "low_anger level state data" indicating that the player is in a "low_anger level state."
[0023] In this way, the sensor controller 200 generates vital status data by dividing the 35 items of vital data into high and low ranges (high and low ranges) using an arbitrary threshold value. Specifically, the gaming system of this embodiment includes a determination means capable of determining the period during which the stress level state based on the vital data corresponds to a specific value. The classification levels are not limited to two levels of high and low, but can be set to any level, such as three levels of high, medium and low, or five levels of A to E. The classification method is not limited to the threshold value, and classification based on other analysis means may also be used. The vital state may be generated using not only one piece of vital data but also a plurality of pieces of vital data (for example, high_stress level and high_anger level data).
[0024] (Vital sign change frequency data) "Vital Sign Change Count Data" is data that indicates the number of times a player's vital status has changed. FIG. 4 is a chart showing an example of vital sign change frequency data. As shown in FIG. 4, the vital state change data includes, for example, the number of stress increases and decreases (No. 1, No. 2), the number of high and low concentration increases and decreases (No. 3, No. 4), and the number of anger increases and decreases (No. 5, No. 6). In addition to the data shown in Figure 4, data indicating the number of changes in various vital states such as drowsiness, fatigue, joy, sadness, pleasure, and comfort can also be generated.
[0025] The sensor control device 200 generates "stress increase count data" as data indicating the number of times the player's stress level has changed from a low_stress level state to a high_stress level state. Conversely, the sensor control device 200 generates "stress reduction count data" as data indicating the number of times the player's stress level has changed from a high_stress level state to a low_stress level state.
[0026] The sensor control device 200 generates "high concentration count data" as data indicating the number of times the player's concentration level has changed from a low concentration level state to a high concentration level state. Conversely, the sensor control device 200 generates "low concentration count data" as data indicating the number of times the player's concentration level changes from a high concentration level state to a low concentration level state.
[0027] The sensor control device 200 generates "anger increase count data" as data indicating the number of times the anger level of the player has changed from a low_anger level state to a high_anger level state. Conversely, the sensor control device 200 generates "anger decrease count data" as data indicating the number of times the player's anger level has changed from a high_anger level state to a low_anger level state. It is also possible to generate data based on conditions other than low-to-high or high-to-low changes. For example, if a predetermined number of changes, such as high-to-low-to-high, occur, the number of changes + 1 is counted to generate data, or a condition can be added that the low or high value remains low for a predetermined period of time or longer.
[0028] (Vital gaming data) "Vital gaming data" refers to data generated by combining (fusing) vital data and gaming data. FIG. 5 is a chart showing an example of vital gaming data. As shown in Figure 5, vital game data that combines stress level and game data includes, for example, the number of outs, number of safes, number of special prizes, and number of starts during high stress levels, and the number of outs and number of safes during low stress levels (No. 1 to No. 6). Examples of vital game data that combines the concentration level and game data include the number of special prizes and the number of starts during high concentration level (No. 7 to No. 8). Examples of vital game data that combine anger level and game data include the number of outs during special prizes during high anger level, the number of safes during RB, and the base (the ratio of safes to the number of outs other than during special prizes) (No. 9 to No. 11).
[0029] The sensor controller 200 generates "number of outs during high stress" as data indicating the number of outs counted during a high stress state. The sensor controller 200 generates "safe number data during high stress level" as data indicating the safe number counted during the high stress level state. The sensor control device 200 generates "special prize count data during high stress" as data indicating the number of special prizes that have occurred during a high stress state. The sensor controller 200 generates "data on the number of starts during high stress" as data indicating the number of starts counted during the high stress state. The sensor controller 200 generates "number of outs during low stress level" as data indicating the number of outs counted during the low stress level state. The sensor controller 200 generates "safe number data during low stress level" as data indicating the safe number counted during the low stress level state.
[0030] The sensor control device 200 generates "special prize count data during high concentration" as data indicating the number of special prizes that have occurred during the high concentration state. The sensor controller 200 generates "data on the number of starts during high concentration" as data indicating the number of starts counted during the high concentration state.
[0031] The sensor control device 200 generates "data on the number of outs during high_anger level and special prize" as data indicating the number of outs counted during a state of high_anger level and special prize. The sensor controller 200 generates "data on the number of safes during RB in high anger level" as data indicating the number of safes counted during a state of high anger level and RB. The sensor controller 200 generates "high_medium anger level base data" as data indicating the base calculated during the high_anger level state.
[0032] Vital game data No.1 to No.8 are data generated by combining vital status with simple cumulative value game data, but vital game data No.9 and No.10 differ from other vital game data in that they are generated by further combining game status (special prize or RB) identified from game data. The vital game data No. 11 differs from the other vital game data in that a high_anger level base is calculated and generated using a plurality of cumulative value game data, namely, the number of outs and the number of safes during a high_anger level. It should be noted that various vital gaming data other than that shown in FIG. 5 can be generated. For example, vital game data (number of safes during RB at high anger level, number of frauds during high anger level, number of outs during AT at low concentration level, number of outs during small hit RUSH at high concentration level, sales amount during low stress level, etc.) can be generated by combining status data, abnormality data and vital status. Further, different data may be generated from generated data, such as generating "high_medium anger level base" from "high_medium anger level out" and "high_medium anger level safe" during normal times.
[0033] The sensor controller 200 (data generator) transmits the generated data (including the machine number) to the hall computer 500. In addition, instead of or in addition to transmitting data from the sensor controller 200 to the hall computer 500, data may be transmitted wirelessly or via a wired connection from the sensor controller 200 to the cloud server 600 or peripheral devices.
[0034] The hall computer 500 or the like can notify the player of the status based on the received data. Specifically, the vital status of the player can be notified based on vital status data, changes in the vital status of the player can be notified based on vital status change count data, and the game status of the player during the vital status can be notified based on vital game data. FIG. 6 is an example of a layout screen of the gaming facility displayed on the hall computer 500. On the gaming facility layout screen shown in FIG. 6, the stress level of a player is displayed for each gaming machine on which the player is playing. Specifically, if low-stress state data is received as vital state data, a "□" is displayed in the display area of the gaming machine 1, and if high-stress state data is received, a "■" is displayed in the display area of the gaming machine 1. This allows the manager of the amusement facility to understand the stress level of each player. The display format is not limited to the above, and for example, the stress state may be notified using symbols other than "□" and "■" or other display methods.
[0035] The vital status of the player can also be notified by peripheral devices. FIG. 7 is an explanatory diagram of a call lamp (for pachinko) which is an example of a peripheral device. As shown in FIG. 7, the call lamp has a light emitting section 32 made up of a multicolor LED arranged along the upper periphery. FIG. 7(a) shows the light emitting section emitting blue light in a low stress state, and FIG. 7(b) shows the light emitting section emitting red light in a high stress state. In this way, the call lamp can notify gaming parlor staff and players of a stress state by changing the light-emitting mode of the light-emitting section depending on the player's stress level. The light emission mode is not limited to the above, and other colors may be emitted, and the blinking speed may be changed. Furthermore, it is possible to notify not only the stress level state but also other vital states (concentration level, anger level, other vital states).
[0036] FIG. 8 is a diagram showing an example of a stress level graph. The "stress level graph" is a graph showing the time series change in stress level, with the horizontal axis representing time and the vertical axis representing stress level. For example, when the amusement center layout screen (Figure 6) is displayed and the display area of any gaming machine 1 is selected by touching or clicking, the stress level graph can display the time series changes in the stress level state of the player currently playing on that gaming machine 1. If the threshold value is 50, a stress level of 50 or more is determined to be a high stress level state, and a stress level of less than 50 is determined to be a low stress level state. For this reason, the stress level graph may be displayed including a threshold value (upper left of Figure 8), information indicating that a value above the threshold is a high-stress state (right or lower part of Figure 8), and information indicating that a value below the threshold is a low-stress state (right or lower part of Figure 8). This allows the staff of the game arcade or the like to understand that the periods before t1, t2 to t3, and t4 onwards are each low stress state, and that the periods from t1 to t2 and t3 to t4 are each high stress state. In this case, the state changes from low_stress level to high_stress level at times t1 and t3, so the number of stress increases is incremented by +1 at each timing. Furthermore, at times t2 and t4, the state changes from a high_stress state to a low_stress state, so the number of stress reductions is incremented by +1 at each timing. Although not shown in the figure, the cumulative number of such vital sign changes may be included in the graph and displayed.
[0037] FIG. 9 is a diagram illustrating an example of a concentration degree graph. The "concentration graph" is a graph showing time-series changes in the concentration state, with the horizontal axis representing time and the vertical axis representing the concentration. For example, when the game arcade layout screen (Figure 6) is displayed and the display area of any gaming machine 1 is selected by touching or clicking, the concentration graph can display the time series changes in the concentration state of the player currently playing on that gaming machine 1 as a concentration graph. When the threshold value is 50, a concentration level of 50 or more is determined to be a high concentration level state, and a concentration level of less than 50 is determined to be a low concentration level state. For this reason, the concentration graph may be displayed including a threshold value (upper left of Figure 9), information indicating that values above the threshold are a high concentration state (right or lower part of Figure 9), and information indicating that values below the threshold are a low concentration state (right or lower part of Figure 9). This allows the staff of the game arcade or the like to understand that the period before t1 and the period after t2 are low concentration states, and that the period from t1 to t2 is high concentration state. At time t1, the state changes from low concentration to high concentration, so the number of high concentrations is incremented by +1 at that time. Also, at time t2, the state changes from high concentration to low concentration, so the number of low concentrations is counted +1 at that time. Although not shown in the figure, the cumulative number of such vital sign changes may be included in the graph and displayed.
[0038] FIG. 10 is a diagram showing an example of an anger level graph. The "anger level graph" is an anger level graph showing time-series changes in anger level, with the horizontal axis representing time and the vertical axis representing anger level. For example, when the game arcade layout screen (Figure 6) is displayed and the display area of any gaming machine 1 is selected by touching or clicking, the anger level graph can display the time series changes in the anger level of the player currently playing on that gaming machine 1 as an anger level graph. When the threshold value is 55, an anger level of 55 or more is determined to be a high_anger level state, and an anger level of less than 55 is determined to be a low_anger level state. For this reason, the anger level graph may be displayed including a threshold value (upper left of Figure 10), information indicating that a value above the threshold is a high anger level state (right or lower part of Figure 10), and information indicating that a value below the threshold is a low anger level state (right or lower part of Figure 10). This allows the staff of the game arcade or the like to understand that before t1, t2 to t3, t4 to t5, and after t6 are in the low_anger level state, and that t1 to t2, t3 to t4, and t5 to t6 are in the high_anger level state. At times t1, t3, and t5, the state changes from low_anger level to high_anger level, so the number of anger increases is counted by +1 at each timing. Furthermore, at times t2, t4, and t6, the state changes from high_anger level to low_anger level, so the number of anger decreases is counted by +1 at each timing. Although not shown in the figure, the cumulative number of such vital sign changes may be included in the graph and displayed.
[0039] The vital data includes the "presence / absence determination result" (No. 32 in Figure 2), so by referring to this determination result, it is possible to determine and display the vital status taking into account player changes. For example, the vital status of a player (Player A) is determined by referring to vital status data during reception of vital data indicating a determination result of "presence," and if vital data indicating a determination result of "absence" is subsequently received, the determination of the vital status of Player A is terminated. Then, when vital data indicating a determination result of "presence" is received thereafter, determination of the vital status of another player (player B) begins. In addition, the determination of "presence / absence" may be made based on the insertion and removal of a membership card, the generation / non-generation of game data, the execution of settlement, image recognition of captured images, etc., instead of or in addition to vital data.
[0040] (Regarding the impact of other machines) The vital state of a player is greatly influenced by the player's own gaming results (the playing status of the player's own machine). For example, machines with a high number of high-medium stress outs are machines that tend to cause stress, and are therefore generally rated poorly by players. On the other hand, a player's vital status is also affected by the playing status of other players. For example, if other players are playing on nearby gaming machines (other machines), the playing status of the other machines may affect the player's vital status. For this reason, if a model is evaluated without taking into account the influence of other models, it may not be possible to make an accurate evaluation. Therefore, in the gaming device of this embodiment, an index that takes into account the influence of other machines is output or visualized, allowing for accurate evaluation of the machine type.
[0041] FIG. 11 is a diagram for explaining visualization of an index that takes into account the gaming status of other machines. FIG. 11(a) shows a situation in which player A is playing on gaming machine number 2, while player B is simultaneously playing on gaming machine number 3 located next to the first gaming machine. In FIG. 11(b), the left graph is a slump graph of machine 2 where player A is playing, and the right graph is a slump graph of machine 3 where player B is playing. The "slump graph" is a graph showing the time series change in the difference number (ball payout situation), with the horizontal axis showing time and the vertical axis showing the difference number. In FIG. 11(b), T1 indicates the bonus start timing on the second machine, and T2 indicates the bonus end timing on the second machine. Note that T0 indicates the timing at which the game starts on machine 2, and T3 indicates the timing after the bonus ends on machine 2. In other words, T0 and T3 are the timings at which machine 2 is in a non-bonus state. The bonus game on machine 2 can also be known by a player playing on machine 3 adjacent to machine 2. This is because during bonus games, notifications are made by sound and display in a manner that allows those around to be aware of the game. In other words, player B tends to feel stressed while another player A is playing the bonus game on another machine (machine number 2). Therefore, as shown in FIG. 11(b), the section from T1 to T2 can be identified as a "section affected by other machines" and, for example, this section can be included in the slump graph and displayed. Conversely, sections other than T1 to T2 can be specified as "sections not affected by other machines" and these sections can be included in the slump graph and displayed. Specifically, sections where the difference in numbers between other machines is greater than a specific value (for example, 200 medals), sections where the difference in numbers between other machines continues to increase for a certain period of time, and sections from the start to the end of a bonus between other machines (sections during a bonus) can be identified and displayed as "sections influenced by other machines." The "other machines" are not limited to the gaming machine 1 adjacent to the target gaming machine, but may be a range of several machines in the same row, or a range of several corresponding gaming machines in the same row on an adjacent island.
[0042] The influence of other machines can also be quantified and displayed. Here, the "number of outs during high stress" (also called special information) when other machines are in a bonus state can be considered a value that includes the influence of other machines. For this reason, it is preferable to use the value for the section that is not affected by other machines, "High_Medium Stress Outs_Only Your Machine", as the correct indicator for the machine. "High_medium stress level outs_own machine only" can be calculated using the following formula. "Number of outs during high stress level - own machine only" = "Number of outs during high stress level" - "Number of outs during high stress level - influence of other machines" In this example, a case will be described in which the "high_medium stress level out count_own machine only" (also referred to as first special information) for machine No. 3 is calculated while machine No. 2 is in a bonus. The "Number of Outs During High Stress" corresponds to the "Number of Outs During High Stress" in the 3rd range. Specifically, it corresponds to the "Number of Outs During High Stress (cumulative value)" in the 3rd range from T0 to T3 (all sections). "High_Stress Level Outs_Influence of Other Machines" (also called the second special information) corresponds to the "High_Stress Level Outs" during the bonus of machine No. 2. Specifically, it corresponds to the "High_Stress Level Outs (cumulative value)" from T1 to T2 of machine No. 3. The interval from T1 to T2 may be determined based on the state of the second machine (for example, whether it is in a jackpot or the difference number (MY) is 2000 or more). In other words, the "Number of outs during high stress - own machine only" for machine 3 can be calculated by subtracting the "Number of outs during high stress" for machine 3 from T1 to T2 from T0 to T3 (all sections). FIG. 12 shows an example of the display of "High_Medium Stress Level Outs_Only Your Machine" for machine number 3. As shown in Figure 12, "High_medium stress level outs_own machine only" can be displayed. For example, when the amusement park layout screen (Figure 6) is displayed and the display area of any gaming machine 1 is selected by touching or clicking, the "High_Stress Level Mid-Number of Outs_Only Your Machine" for that gaming machine 1 can be displayed. The display mode is not limited to that shown in Figure 12, and may be, for example, displayed in association with the gaming machine display area of the gaming center layout screen (see Figure 6), or may be displayed to show changes over time (see Figures 8 to 10). In addition, the influence of other machines may be determined based on other vital data (such as stress level) rather than the ball output status of other machines. For example, data focusing on other vital states or game data (for example, the number of safes during anger level) may be applied in addition to the number of outs during stress level.
[0043] (Other embodiments) Although an example has been described in which the gaming machine 1 (including the gaming medium lending machine) transmits gaming data to the sensor control device 200, the gaming data may be transmitted to the vital sensor 100, and new data may be generated by the vital sensor 100. In this case, the vital sensor 100 may transmit the vital data, gaming data, and new data via the sensor control device 200 to the hall computer 500, the cloud server 600, or peripheral devices (hereinafter referred to as terminal devices) for display. Furthermore, although an example has been described in which the vital sensor 100 generates 35 items of vital data, raw data based on reflected waves from the player and three items of vital data may be transmitted to the gaming machine 1, and the gaming machine 1 may generate the 35 items of vital data. The gaming machine 1 may transmit the vital data to a terminal device via the sensor control device 200 and display it. The gaming machine 1 may calculate gaming data (such as base) using a plurality of pieces of gaming data, and transmit the gaming data as the calculation result. The function of the vital sensor 100 may be provided in the gaming machine 1, the sensor control device 200, or a peripheral device. The functions of the sensor control device 200 can also be provided in the gaming machine 1, the vital sensor 100, or peripheral devices. The game data, vital data, and new data may be transmitted directly to the terminal device without going through a relay device or equipment and displayed thereon. The game data and vital data may be aggregated in other devices or apparatuses not shown in FIG. 1, and new data may be generated in the other devices or apparatuses.
[0044] As described above, the gaming device (gaming system) of this embodiment is equipped with a generation means capable of generating specific information (new data) based on vital information (vital data) obtained based on a detection means (vital sensor) provided corresponding to the gaming machine 1 and gaming information (gaming data) output from the gaming machine 1, and an output means (display means such as a hall computer 500) capable of outputting the specific information generated by the generation means. Such a gaming device makes it possible to provide new evaluation elements for the machine, which incorporate data indicating the player's emotions (joy, anger, sadness, and happiness). This will enable us to further improve the accuracy of machine evaluation and can be used to assist in machine selection, etc., and can be utilized in the daily operation of the amusement center. In addition, the gaming device of this embodiment is equipped with a judgment means capable of determining a period (e.g., a low-stress interval) during which stress information (stress level state) based on the vital information (vital data) corresponds to a specific value (e.g., within a threshold), and the gaming information includes used gaming value information (outs, etc.), which is information regarding the gaming value used in the gaming machine 1, and the generation means is capable of generating the cumulative total of used gaming value information (e.g., the number of outs during low-stress intervals) as the specific information during the period during which the judgment means has determined that the period corresponds to a specific value. This allows for even greater accuracy in evaluating the model. In addition, in the gaming device of this embodiment, the generation means is capable of generating special information (high_medium stress level number of outs_own machine only) based on the vital information (stress level), gaming information output from the gaming machine (number of outs from own machine), and gaming information output from gaming machines other than the gaming machine (number of outs from other machines), and the output means (for example, display means of the hall computer 500) is capable of outputting the special information generated by the generation means. This allows the accuracy of the model evaluation to be further improved by taking into account the influence of other models. In contrast to this, in conventional gaming devices, a gaming machine with a high number of outs, which indicates operation, was judged to be a good machine. In this regard, gaming machines that are often operated under high stress conditions may not necessarily be considered good machines, but no measures have been taken to take this possibility into consideration. According to the gaming device of the present invention, by taking into account data showing the player's emotions, it becomes possible to provide new evaluation factors for the machine, thereby resolving all or part of the issues that conventional gaming devices need to improve.
[0045] The above describes a preferred embodiment of the gaming device of the present invention, but the gaming device of the present invention is not limited to the above-mentioned embodiment, and various modifications can be made within the scope of the present invention. For example, the location where the vital sensor 100 is installed is not limited to the gaming machine 1, but may be a peripheral device such as a call lamp. [Explanation of symbols]
[0046] 1. Gaming machines 100 Vital Sensor 200 Sensor Controller 300 power supply 500 Hole Computer 600 cloud servers 900 Internet 910 Communication cables (LAN etc.) 920 Communication cable (RS422, etc.) 930 Communication cables (LAN, etc.) 940 Power Cable
Claims
1. generating means for generating specific information based on vital information obtained by a detection means provided corresponding to the gaming machine and game information output from the gaming machine; an output means capable of outputting the specific information generated by the generation means; A gaming device comprising:
2. a determining means for determining a period during which stress information based on the vital information corresponds to a specific value; The gaming information includes: Including used gaming value information which is information regarding gaming value used in the gaming machine, The generating means During the period in which the determining means determines that the value corresponds to the specific value, the cumulative total of used gaming value information can be generated as the specific information.
2. The gaming device according to claim 1.
3. The generating means special information can be generated based on the vital information, game information output from the gaming machine, and game information output from a gaming machine different from the gaming machine; The output means The special information generated by the generating means can be output.
3. The gaming device according to claim 1 or 2.
4. On the computer, a generating means for generating specific information based on vital information obtained by a detecting means provided corresponding to the gaming machine and game information output from the gaming machine; and functioning as an output means capable of outputting the specific information generated by the generation means. A program characterized by:
Citation Information
Patent Citations
Device for game and program
JP2018102567A