Game arcade system
The system addresses the challenge of determining gaming machine operating rates by analyzing installation and operation data to understand the impact of machines and marketing efforts, enhancing operational insights.
Patent Information
- Application Number
- JP2024117739
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-23
- Publication Date
- 2026-02-04
AI Technical Summary
Existing systems struggle to accurately determine the operating rate of gaming machines in amusement facilities, as it is influenced by both the machines' potential to attract players and marketing efforts, making it difficult to distinguish between low operation rates due to machine type or marketing deficiencies.
A system that includes installation and operation information specifying means, expected operation derivation, and presentation means to analyze the impact of gaming machines on operating rates, allowing for machine-by-machine assessment and overall expected operation information presentation.
Enables the grasping of the potential influence of gaming machines on operating rates, providing insights into machine performance and marketing effectiveness.
Smart Images

Figure 2026017082000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a system for an amusement park. [Background technology]
[0002] In gaming parlors, the type of gaming machines that are installed affects the operating rate, so there is a relatively high level of interest in the model composition of the gaming machines that are installed. For example, Patent Document 1 proposes that, after estimating the number of customers within a trade area, the total number of machines installed in the trade area and the outshare are identified to determine the fulfillment rate for each model, and then models with low or high fulfillment rates within the trade area, i.e., models that are in demand or not, are selected. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2023-61481 Summary of the Invention [Problem to be solved by the invention]
[0004] Thus, selecting a machine type that may or may not be in demand is important, but even if such a machine type is selected, the degree of operation rate that can be obtained for the entire gaming parlor, or for an entire group including multiple machines, such as a group of gaming machines with a 4-yen rate, can only be grasped from the actual operation rate obtained after installing the selected gaming machines, as in Patent Document 1. However, since the actual operation rate is influenced not only by the potential of the gaming machine itself to attract players, but also by the marketing efforts of the gaming parlor and other circumstances, if the actual operation rate is low, it has been difficult to determine whether the reason is that the gaming parlor is not making enough marketing efforts or that the reason is that a machine type with low potential has been installed.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and its purpose is to provide an amusement facility system that makes it possible to grasp the impact of the potential of the gaming machines installed in the amusement facility on the operating rate. [Means for solving the problem]
[0006] The invention described in claim 1 comprises: installation information specifying means (e.g., the management server 10, etc.) for specifying, on a machine-by-machine basis, installation information indicating the number of gaming machines to be installed in a target gaming parlor (e.g., "number of installed machines" shown in FIG. 5, etc.); operation information specifying means (e.g., the management server 10, etc.) for specifying, on a machine-by-machine basis, operation information (e.g., the operation rate, etc.) indicating the operation status of the gaming machines, which is a reference operation information (e.g., "operation rate" of the nationwide operation rate shown in FIG. 4, etc.); expected operation information derivation means (e.g., the management server 10, etc.) for deriving overall expected operation information (e.g., the expected operation rate shown in FIG. 6, etc.) indicating operation information expected for an entire gaming machine group classified by at least one of gaming parlor, gaming rate, and type of gaming machine, assuming that the number of gaming machines indicated by the installation information are installed and that the installed gaming machines achieve the operation status indicated by the reference operation information on a machine-by-machine basis; and presentation means (e.g., the management server 10, etc.) for presenting the overall expected operation information.
[0007] Assuming that the number of gaming machines indicated by the installation information are installed and that the operating status indicated by the reference operating information can be obtained for each model by the installed gaming machines, overall expected operating information indicating the operating information expected for the entire gaming machine group classified by at least one of the gaming parlor, gaming rate, and gaming machine type is derived and presented, so that it becomes possible to grasp the influence of the potential of the gaming machines themselves installed in the gaming parlor on the operating rate. [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] Chart showing national operating rates [Figure 5] Comparison of operation (amusement park A) [Figure 6] Chart showing operating rates by store 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 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 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 points), identified by the inserted IC card. When executing the prize exchange process, the POS identifies the earned value that can be exchanged for prizes, for example, by 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 the gaming value and balance. Membership cards are valid until a preset expiration date (e.g., three years), are issued to registered member players, and record a member ID (member identification information) that can identify the card of the member player. General cards are valid only for the day, are issued to an unspecified number of general players, including players who are not registered members of the gaming parlor, and record a general ID (general identification information) that can identify each individual card. Furthermore, if a player wishes, cards can also be issued to registered players. Furthermore, as long as the gaming value and balance can be associated with a recording medium like an IC card, it is of course possible to adopt a configuration in which the management device 6 records them in association with the identification information of the recording medium, rather than recording them on the recording medium.
[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 parlor 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 parlor A are also installed in other gaming parlors (gaming parlors B and C in the example of FIG. 1). Each of the management devices 6 installed in each of these gaming parlors A to C is connected via a public line 9 such as the Internet or a VPN connection to a gaming information management server (hereinafter referred to as the management server) 10 (corresponding to installation information identification means, operation information identification means, expected operation information deriving means, presentation means, actual operation information identification means, actual operation information deriving means, and asset value information identification means) installed separately from each of the gaming parlors A to C, 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. 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. 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. 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.
[0027] 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 fraud information can also be output. This embodiment illustrates a gaming machine 1 that does not output a status signal that can directly identify probability change, time reduction, etc. (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.
[0028] 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.
[0029] 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.
[0030] 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 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 corresponding to multiple value granting processes can be accepted (for example, up to 11,000 yen).
[0031] (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).
[0032] (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.
[0033] (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.
[0034] (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.
[0035] (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.
[0036] (7) The remote control receiver 40 receives commands from the employee remote control 37 and executes various processes according to the command contents.
[0037] In each gaming parlor, the management device 6 identifies gaming information for each gaming machine based on data items output from the gaming machines 1, as is well known. The identified gaming information is then transmitted to the management server 10 in association with attribute information such as the model name and the gaming parlor ID. Furthermore, information that can be identified 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 the information with attribute information such as the gaming parlor ID and inputting the information from the viewing terminal 11 or a dedicated information transmission terminal (not shown). Information transmitted to the management server 10 may include not only the number of machines in operation, but also other information related to operation, such as out, start, and jackpot. Furthermore, even if the number of installed machines cannot be identified from the information transmitted to the management server 10, it can be identified from input to the management server 10 or the gaming parlor's website (website). Furthermore, the gaming information managed by the management server 10 is not limited to information that can be identified solely from the information transmitted to the management server 10.
[0038] 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 can be managed in association with gaming facility IDs (management identification information), thereby making it possible to identify regions, commercial areas, etc., and to identify gaming information by dividing it into the entire country, region (for example, a unit including multiple prefectures such as Kanto and Kansai, a city / town / village unit, or a prefecture unit), or commercial area (which may be surrounding gaming facilities that can be specified and set by operational input for each gaming facility, or gaming facilities belonging to each commercial area may be set). Note that the gaming facility ID managed by the management server 10 may be the same ID as the gaming facility ID associated with the information sent to the management server 10 as in this embodiment, or different IDs may be used if they can be associated with each other.
[0039] 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.
[0040] 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.
[0041] A method for determining 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, either by gaming machine or by model. The operating number is an example of operation information indicating the operating status of gaming machines, and in this embodiment, indicates the number of gaming machines in operation. For example, a gaming machine may be 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, such as determining that a certain 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 the amusement facility ID and determines the operating number by gaming machine or by model based on the received transmission information. 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.
[0042] 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.
[0043] 4 shows an example of a nationwide operation rate (corresponding to reference operation information) when the operation rate (corresponding to operation information) is calculated by aggregating the number of operating machines and the number of installed machines transmitted from game arcades nationwide (corresponding to target game arcades including other game arcades other than the target game arcade) and managed as a database. Each game arcade transmits the operation rate at, for example, three fixed points, so the operation rate may be calculated in any way, such as a total number such as the sum of the three fixed points, or an average value for business days.
[0044] In the management server 10, the number of installed machines is set for each gaming parlor and each model, and the number of installed machines that is the subject of the count of the operating numbers is specified. That is, for example, for a model in which 10 machines are installed, if the operating number is specified as the total number of three fixed points, 30 machines (10 machines x 3 times) are specified, and if it is specified as the average number over business days, 10 machines are specified. In this way, any number of installed machines may be used as long as it corresponds to the count of the operating numbers.
[0045] The aggregation period may be determined by, for example, using cumulative values from the time of new installation to determine the cumulative operating rate, or by dividing the aggregation unit into business days or three fixed points, for example, to manage the national operating rate shown in Figure 4 and derive the operating rate for a specified period. An example of the gaming facilities to be aggregated is gaming facilities nationwide, but if Figure 4 is managed by gaming facility, for example, it is also possible to derive the operating rate for gaming facilities within a specified region or trade area. Furthermore, target regions or trade areas may be specified in advance, and Figure 4 may be managed by those regions or trade areas, or the gaming facilities to be aggregated may be divided and managed in any way.
[0046] FIG. 5 shows an example of an operation comparison in which gaming machines installed in amusement facility A (corresponding to a target amusement facility) are compared by model. Such operation comparison may be performed by the management server 10, by the management device 6 of the amusement facility, or by the management server 10 and the management device 6 working together. The number of gaming machines installed in the amusement facility (corresponding to installation information) is set in advance by model, and the number of installed machines is associated with the number of installed machines item by model. Each item is as follows:
[0047] Expected information = Operation information expected for each model. The operation rate is extracted from the nationwide operation rate shown in Figure 4 and is the operation rate for the corresponding model (43.2% for model A). The number of units in operation is determined by multiplying the number of installed units by the operation rate (43.2% x 10 units = 4 units for model A). (In the following figures, decimals are rounded up, down, or rounded up as appropriate, but such rounding is not necessary.)
[0048] Actual information refers to the actual operation information (equivalent to actual operation information) collected for the relevant gaming facility, and can be for each gaming machine model or for the entire gaming machine group. In this case, operation information for a specified target period can be collected, but it is desirable that the specified target period be the same as the target period for collecting operation rates extracted from the nationwide operation rate shown in Figure 4 as expected information. However, different target periods may be used, such as yesterday for actual information and from the time of installation for expected information. Note that if the operation rate is higher than the expected information, it is indicated in "orange," and if it is lower, it is indicated in blue. For example, "70.0% (orange)" for model A indicates that the actual operation rate of "70.0%" is higher than the expected operation rate of "43.2%," so the numerical value "70.0%" is indicated in "orange." Similarly, "62.5% (blue)" for model D indicates that the operating rate of "62.5%" in the actual information is lower than the operating rate of "87.1%" in the expected information, and therefore the numerical value of "62.5%" is identified in "blue." Note that, although actual gaming information identified by transmitted information is exemplified as the actual information, for example, if gaming parlor A is set as the target gaming parlor and the actual information for gaming parlor A is identified, the operating information managed by the management device 6 at gaming parlor A can be used as is, and therefore the actual information does not necessarily have to be identified by transmitted information.
[0049] Difference information = the difference between expected information and actual information. That is, for model A, the operating number in the actual information is "7" while the operating number in the expected information is "4", so the operating number in the difference information is derived as "7-4=3", and the operating rate in the actual information is "70.0%" while the operating rate in the expected information is "43.2%, so the operating rate in the difference information is derived as "70.0%-43.2%=26.8%". Note that it is possible to subtract actual information from expected information instead of just subtracting expected information from actual information. The same applies below.
[0050] In this way, the operating numbers in the expected information and the actual information specified by machine type are summed up by each gaming parlor and shown in the total column. For example, in the expected information, the total operating numbers (corresponding to the overall expected operating information) is "311," so the operating rate is derived as "60.7%" (corresponding to the overall expected operating information) by dividing the total operating numbers (311) by the number of installed machines (512). Similarly, in the actual information, the total operating numbers is "360" (corresponding to the overall actual operating information), so the operating rate is derived as "70.3%" (corresponding to the overall actual operating information) by dividing the total operating numbers (360) by the number of installed machines (512). Similarly, for the difference information, the difference between the actual information and the expected information is shown in the total column.
[0051] New machines, semi-new machines = New machines are gaming machines whose introduction period is shorter than the first reference period (for example, two weeks), and semi-new machines are models whose introduction period is shorter than the second reference period (for example, four weeks). Here, the introduction period may be the introduction period at the gaming facility or the introduction period in the market (the period after release). The total number of each type of machine is shown in the total column.
[0052] Used Price = Used price of the target gaming machine in the market (corresponding to asset value information). For example, price information is obtained and identified from a used machine trading company. The total of the used prices of all machines in the gaming facility (corresponding to overall asset value information) is also shown in the total column. The presentation means is configured by presenting the information derived in this way.
[0053] 5 , for example, presenting the operation number (4) and operation rate (43.2%) of model A from the expected information with the operation number (7) and operation rate (70.0%) of the actual information corresponds to the first presentation process of presenting reference operation information identified by model and actual operation information identified by that model in a comparable manner, while presenting difference information for model A or identifying the operation rate in the actual information as "orange" or "blue" corresponds to the first presentation process of presenting the comparison results. Presenting the operation number (311) and operation rate (60.7%) of the expected information with the operation number (360) and operation rate (70.3%) of the actual information in the total column corresponds to the second presentation process of presenting overall expected operation information and overall actual operation information in a comparable manner, while presenting difference information in the total column or identifying the operation rate in the actual information as "orange" or "blue" corresponds to the second presentation process of presenting the comparison results. For example, presenting the expected information operating rate (43.2%) and used price (290,000) for model A corresponds to the third presentation process, which presents the standard operating information specified for each model and the asset value information specified for each model in a comparable manner, and presenting the expected information operating number (311) and operating rate (60.7%) in the total column and the used price (305,072,000) corresponds to the fourth presentation process, which presents the overall expected operating information and the overall asset value information that shows the asset value of the gaming machines for the entire gaming machine group in a comparable manner.
[0054] Figure 6 is an example of a list of information compiled by each gaming parlor, similar to the operation comparison shown in Figure 5, and shows a list of gaming information by each gaming parlor. Even if the configuration shown in Figure 5 is one in which the information is compiled only by the gaming parlor management device 6, it is sufficient to upload the information to the management server 10 and compile it. By compiling the information shown in Figure 5 by each gaming parlor and by business day, it is possible to present gaming information for the specified compilation period by specifying the desired compilation period. Furthermore, since the rate and type indicating the playability or the type of gaming machine (equivalent to a gaming machine group) set for each gaming machine (or by machine type) are pre-registered, it is possible to compile information for any rate, type, etc. by specifying these.
[0055] Furthermore, the multiple gaming facilities listed (corresponding to target gaming facilities) may be those managed by the same parent company, such as a chain of gaming facilities, or may be gaming facilities within a trade area that includes rival facilities, or a combination of these, and any type of gaming facility may be listed. In other words, since the information source is information that can be identified by a so-called head search, such as installed machine types and operating numbers, it is possible to collect information including rival facilities managed by different parent companies. Furthermore, as with gaming facility A, installation information indicating the number of gaming machines by model is preset for target gaming facilities such as gaming facility B and others. Each item is as follows.
[0056] Check box = Check to include in the calculation target (lower row), and uncheck to exclude from the calculation target. Store name, number of installed machines = Store name indicates the name of the amusement facility, and number of installed machines indicates the number of gaming machines installed in the amusement facility. "Average" indicates the average per amusement facility, and "Total" indicates the total for all amusement facilities (i.e., the overall size of the target amusement facility).
[0057] Assumed operating rate = As explained in Figure 5, this is the average operating rate in the estimated information, and is the average for each amusement facility (equivalent to presenting the overall estimated operating information for comparison on an amusement facility basis). The total column shows the average value for the amusement facility being aggregated. Actual operating rate = As explained in Figure 5, this is the average operating rate in the performance information, and is shown as the average for each gaming parlor. The total column shows the average value for the gaming parlor being tabulated. Differential operating rate = the difference between the expected operating rate and the actual operating rate. The total column shows the average value for the gaming facility being tabulated. In addition to differential operating rate, information showing the ratio between the two, such as the ratio of the actual operating rate to the expected operating rate, may be used, or gaming information showing the comparison results between the two (not shown) may be used (both correspond to the first presentation process that presents the comparison results between reference operating information and actual operating information. The same applies to other reports such as those in Figure 5).
[0058] New machine / quasi-new machine ratio = The total ratio of new machines and quasi-new machines to the total number of installed machines, and the respective ratios of new machines and quasi-new machines. In the case of amusement facility A, as shown in Figure 5, there are 108 new machines and 176 quasi-new machines, so the total ratio is (108 + 176) ÷ 512 = 55.5%, the ratio of new machines is 108 ÷ 512 = 21.1%, and the ratio of quasi-new machines is 176 ÷ 512 = 34.4%. "Average" and "Total" respectively indicate the average value and total value for the entire amusement facility being counted.
[0059] Expected operating rate breakdown: Installed gaming machines are classified by expected operating rate (for example, "up to 80%" indicates a category with an expected operating rate of over 80%, and similarly for "up to 60%" and "20%+" indicates a category with an expected operating rate of 20% or less). The upper row shows the number of installed machines for each category, and the lower row shows the actual operating rate (average of gaming machines in each category). Here, the number of installed machines and actual operating rate can be determined by operation, based on the actual or expected operating number or expected operating rate shown in Figure 5, or by classifying gaming machines or models based on, for example, the superiority or inferiority of operating rate predictions, and switching to other gaming information such as the actual operating rate or expected operating rate for those machines (the same applies to other items). The actual operating rate is identified by comparing the actual operating rate with the expected operating rate for each category, and if the actual operating rate is higher than the expected operating rate, it is identified in "orange", and if it is lower, it is identified in "blue". Here, the expected operating rates for each category are "85%" for the "up to 80%" category, "70%" for the "up to 60%" category, "50%" for the "up to 40%" category, "30%" for the "up to 20%" category, and "10%" for the "20%+" category. For example, in the case of amusement facility A, the actual operating rate in the "up to 80%" category is "85.2%," which is higher than the expected operating rate of "85%" for the "up to 80%" category, and is therefore identified in "orange". For example, the actual operating rate in the "up to 60%" category is "68.8%," which is lower than the expected operating rate of "70%" for the "up to 60%" category, and is therefore identified in "blue". The same applies to other categories and other amusement facilities. The average indicates the average number of machines installed per amusement facility, and the total indicates the average actual operating rate.
[0060] Average asset value, total asset value = The average used price per gaming machine shown in Figure 5, and the total per gaming facility. The average (642,225) indicates the average per gaming machine for all gaming facilities being aggregated (equivalent to asset value information), and the total (2,385,684,000) indicates the average total per gaming facility (equivalent to overall asset value information). Additionally, the total trade area (1,908,547,200) indicates the total value for all gaming facilities being aggregated (equivalent to overall asset value information). Additionally, by selecting each gaming facility, detailed gaming information for each gaming facility, as shown in Figure 5, can be viewed.
[0061] 6, for example, presenting the expected operation rate (60.7%) and actual operation rate (70.3%) of amusement parlor A corresponds to the second presentation process of presenting the overall expected operation information and the overall actual operation information in a comparative manner, and presenting the difference information corresponds to the second presentation process of presenting the comparison result. For example, presenting the expected operation rate (60.7%) and the total asset value (305,072,000) of amusement parlor A corresponds to the fourth presentation process of presenting the overall expected operation information and overall asset value information indicating the asset value of the gaming machines for the entire gaming machine group in a comparative manner. Note that, for the second presentation process, comparison results by a comparison method not shown, such as identifying the overall actual operation information based on the overall expected information or identifying the overall expected operation information based on the overall actual information, may be adopted.
[0062] The following is an example of how an amusement parlor manager might consider the operating rates by parlor shown in Figure 6. For example, in the case of parlor B, the expected operating rate (46.3%) is relatively low (compared to other parlors or the average, for example; the same applies below), but the actual operating rate (70.2%) is relatively high. In other words, the operating rate is higher than expected based on the machine lineup, indicating that operating rates are being achieved through services other than the machine lineup. For such parlors, improving the machine lineup would be a threat, and it would also be easier to invest in gaming machines. It is also necessary to analyze what services are driving operating rates. In particular, when looking at the breakdown of the expected operating rate (hereinafter referred to as the breakdown), the actual operating rate (20.1%) is not very high, despite the relatively high number of machines in the "20% or higher" category (35 machines). In other words, it is expected that replacing these machines in this category would improve operating rates.
[0063] On the other hand, in the case of arcade C, the actual operating rate (82.9%) was the highest, and the expected operating rate (79.9%) was also the highest. In other words, it can be concluded that arcade C's operating rate is largely due to its lineup of machines.
[0064] In the case of Amusement Park D, the expected operating rate (71.3%) is relatively high, but the actual operating rate (39.3%) is relatively low. In other words, although the lineup of machines is good, it can be concluded that there are problems with other services. In particular, the actual operating rate (46.3%) of "up to 80%" in the breakdown is relatively low, suggesting that there are other strong factors preventing the operating rate from improving.
[0065] In the case of Amusement Hall E, the actual operating rate (49.4%) is relatively low, and the expected operating rate (48.7%) is also relatively low. Therefore, it can be said that the low operating rate is due to the lineup of machines. In particular, since the actual operating rate of "up to 80%" (87.2%) and the actual operating rate of "up to 60%" (72.8%) in the breakdown are relatively high, it can be concluded that there is room for caution in that the operating rate could be improved by replacing gaming machines with relatively low operating rates of "up to 40%" and below with gaming machines with "up to 80%" or "up to 60%" rates.
[0066] Taking these things into consideration, when we consider our own arcade A, the actual operating rate is higher than the expected operating rate, and the asset value is about 60% of that of arcade C, so we can expect to further improve the operating rate by replacing it with machines that have higher asset value and expected operating rate.
[0067] As described above, this embodiment can provide the following advantageous effects: In the gaming facility system, the expected operating rate, which is the operating rate of the corresponding model, is calculated from the national operating rate calculated by aggregating the number of operating machines and the number of installed machines in gaming facilities nationwide, and is then presented. This makes it possible to grasp the potential of the gaming machines themselves installed in the gaming facility, i.e., the degree to which the model lineup affects the operating rate.
[0068] Since the expected operating rate and the actual operating rate are presented in a manner that allows comparison, it becomes possible to understand whether the quality of the actual operating rate is due to the model lineup or to other factors.
[0069] Since the comparison result between the expected operating rate and the actual operating rate is presented, it becomes easy to understand whether the quality of the actual operating rate is due to the model lineup or to other factors.
[0070] The expected operating rates are presented so that they can be compared on an arcade-by-arcade basis, so that it is possible to understand to what extent the lineup of machines is advantageous or disadvantageous compared to other arcades.
[0071] The expected operating rate and the asset value indicating the price of a used machine are presented in a comparable manner, so that it becomes possible to grasp the strengths and weaknesses of the lineup of models relative to the price of the used machine, i.e., the introduction cost of the game machine, i.e., whether the model configuration has good cost performance.
[0072] The present invention is not limited to the above-described embodiment, and may be modified or expanded as follows. Although the "operation rate" of the nationwide operation rate shown in FIG. 4 is used as the reference operation information, any operation rate input by operation, a predicted operation rate presented by a gaming machine manufacturer, or the like may also be used. Although FIG. 6 shows an example of classification by expected operating rate, such as the breakdown of expected operating rate, classification by second-hand price or the above-mentioned expected future operating rate or gross profit amount may also be used. While the operation rate is shown as an example of operation information to be extracted from Figure 4, any operation information that is gaming information that indicates the operation status may be the target, such as extracting the average operation number and comparing it with the actual operation number, or comparing an index indicating the operation rate with the actual operation rate.
[0073] Although the example has been given in which the actual operation rate is identified based on the magnitude of the comparison between the expected operation rate and the actual operation rate, any comparison method may be used, such as a comparison method in which the actual operation rate is higher or lower by a reference value than the expected operation rate, or a comparison method in which multiple reference ranges are set using the expected operation rate as a reference and the actual operation rate is identified in units of the reference ranges.Furthermore, rather than identifying the actual operation rate, the comparison result may be displayed by identifying other information such as the expected operation rate or model name. Although the used price of a gaming machine has been used as an example of asset value information, any asset value information that indicates the asset value of the gaming machine may be used, such as the list price at the time of purchase of a new machine or the national average gross profit earned to date from the gaming machine.
[0074] 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.
[0075] 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. 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.
[0076] 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.
[0077] Although a so-called smart gaming machine that does not pay out gaming media has been exemplified as a corresponding gaming machine, other machines such as so-called payout type pachinko gaming machines and slot machines that pay out conventional gaming value may also be targeted, or a mixture of these may be used as the aggregation target. Since the target may be not only a point-based gaming machine such as the smart gaming machine of this embodiment, but also gaming media paid out by conventional payout type gaming machines, the expression "gaming value" is used as appropriate to include both.
[0078] The illustrated processing may be divided among the management server 10, management device 6, gaming device 2, relay device 4, etc. as appropriate, and furthermore, is not limited to the illustrated configuration, such that the management device 6 may derive and present expected operation information and the like. Furthermore, whether or not to adopt the illustrated configuration may be changed depending on the settings as appropriate, and the illustrated configurations, including modified examples, may be combined in any way, or configurations may be excluded as appropriate. [Explanation of symbols]
[0079] In the drawing, 1 is a gaming machine, 6 is a management device, and 10 is a management server (installation information identification means, operation information identification means, expected operation information deriving means, presentation means, actual operation information identification means, actual operation information deriving means, asset value information identification means).
Claims
1. an installation information specifying means for specifying installation information indicating the number of gaming machines installed in the target gaming facility by model; an operation information specifying means for specifying reference operation information, which is operation information indicating the operation status of the gaming machine, as a reference for each model; an estimated operation information deriving means for deriving overall estimated operation information indicating operation information estimated for an entire gaming machine group classified by at least one of gaming parlor, gaming rate, and type of gaming machine, when it is assumed that the number of gaming machines indicated by the installation information is installed and the operation status indicated by the reference operation information is obtained for each model by the installed gaming machines; A system for an amusement facility comprising: a presentation means for presenting the overall expected operation information.
2. 2. The gaming facility system according to claim 1, wherein the reference operation information indicates operation information for a plurality of gaming facilities including gaming facilities other than the target gaming facility.
3. an actual operation information specifying means for specifying actual operation information indicating actual operation information in the target gaming facility on a machine model basis; and actual operation information deriving means for deriving overall actual operation information indicating the actual operation information for the entire gaming machine group, 3. The amusement park system according to claim 1 or 2, wherein the presentation means performs at least one of a first presentation process in which the reference operation information specified for each model corresponding to the installation information is presented in a comparative manner with the actual operation information specified for each model, or in which the comparison results are presented, and a second presentation process in which the overall expected operation information is presented in a comparative manner with the overall actual operation information, or in which the comparison results are presented.
4. The installation information specifying means is capable of specifying the installation information by machine type for a plurality of gaming facilities as the target gaming facilities, the estimated operation information deriving means is capable of deriving the overall estimated operation information for each gaming facility, with respect to a plurality of gaming facilities; 3. The gaming parlor system according to claim 1, wherein the presentation means presents the overall estimated operation information in a manner that allows comparison between the information on a gaming parlor basis.
5. asset value information specifying means for specifying asset value information indicating asset values of the gaming machines on a machine-by-machine basis; The presentation means performs at least one of a third presentation process that presents the standard operation information identified on a model basis corresponding to the installation information and the asset value information identified on that model basis in a comparative manner, and a fourth presentation process that presents the overall expected operation information and overall asset value information indicating the asset value of the gaming machines for the entire gaming machine group in a comparative manner.
Citation Information
Patent Citations
Game machine evaluation device, evaluation system and program
JP2023061481A