Gaming Information Management System
The game information management system addresses unfair evaluations by using a management server and multiple regression analysis to calculate approximate gross profit, ensuring fair rankings across game halls with varying cost rates.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-09
- Publication Date
- 2026-03-19
AI Technical Summary
Conventional game information management systems fail to provide a fair evaluation of game halls due to varying cost rates, leading to inconsistencies in jackpot occurrences and profit calculations.
A game information management system that utilizes a management server to collect and analyze data from game parlors, employing multiple regression analysis to generate a model equation that calculates approximate gross profit, incorporating cost ratio as an explanatory variable, allowing fair evaluation across different cost rates.
Enables fair evaluation of game halls by calculating approximate gross profit, even in facilities lacking direct sales and profit data, thus providing a standardized ranking system.
Smart Images

Figure 2026049818000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game information management system.
Background Art
[0002] Conventionally, as described in Patent Document 1 below, for example, a system that provides ranking data of each game hall to players is known. In this system, rankings are created based on data such as the number of jackpot occurrences and the difference (number given - number consumed) at each game hall.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, the above conventional system has the following problems. That is, there is a situation where the cost rate (exchange unit price / sales unit price) differs depending on the business policy of each game hall, and usually, the smaller the cost rate, the larger the number of jackpot occurrences and the difference. Therefore, there is a problem that a fair evaluation cannot be made based on the number of jackpot occurrences and the difference.
[0005] The present invention has been made in view of the above conventional problems, and aims to provide a game information management system capable of fairly evaluating each game hall with different cost rates.
Means for Solving the Problems
[0006] The game information management system of the present invention is a system comprising a management server that creates various types of game information, and terminals that can access the management server and view the game information. The game parlors that manage game information with this game information management system include a first group of game parlors that can collect profit data indicating the sales amount or gross profit amount for each game machine, and a second group of game parlors that cannot collect profit data.
[0007] The management server in this invention collects, from the first group of amusement facilities, first data indicating the amount of game value assigned to players by each game machine, second data indicating the level of operation of each game machine, and profit data, while also collecting first data and second data from the second group of amusement facilities. In addition, it collects the number of game machines installed in each amusement facility of the first and second groups, and the cost ratio indicating the ratio of the selling price to the exchange price of game value.
[0008] In this invention, using data collected from the first group of amusement facilities, a model equation is generated by multiple regression analysis with the average gross profit per amusement machine or per unit of game value based on profit data as the dependent variable, and the first data, second data, number of installed machines, and cost rate as independent variables. Then, in the game information management system of this invention, the approximate gross profit of the amusement facility is calculated by substituting the first data, second data, number of installed machines, and cost rate collected from the second group of amusement facilities into this model equation, and game information related to the approximate gross profit is created.
[0009] According to the game information management system of the present invention, even in amusement facilities where actual sales and gross profit data cannot be collected, it is possible to calculate an approximate gross profit that corresponds to the actual gross profit. In particular, this game information management system employs a model equation that includes the cost ratio as an explanatory variable, thereby enabling a fair evaluation that eliminates the influence of differences in the cost ratio. [Brief explanation of the drawing]
[0010] [Figure 1] A system diagram showing the configuration of the gaming information management system. [Figure 2] A diagram illustrating the operating price setting data managed by the amusement facility management system. [Figure 3] A diagram illustrating data for each gaming machine managed by the gaming arcade management system. [Figure 4] A diagram illustrating the master data for amusement facilities managed by the management server. [Figure 5] A diagram illustrating the data on the types of machines installed at each amusement facility, managed by the management server. [Figure 6] A diagram illustrating operational data for each gaming facility managed by the management server. [Figure 7] This diagram illustrates the hall ranking data for players, managed by the management server. [Figure 8] A diagram showing the ranking categories for approximate gross profit. [Figure 9] This diagram illustrates machine analysis data for amusement arcades, managed by a management server. [Figure 10] Front view of the hall selection screen displayed on a mobile device. [Figure 11] Front view of the model selection screen displayed on a mobile device. [Figure 12] Front view of the model-specific data screen displayed on a mobile device. [Figure 13] Front view of the designated machine data screen displayed on a mobile device. [Figure 14] Front view of the hall ranking screen displayed on a mobile device. [Modes for carrying out the invention]
[0011] The multiple regression analysis used in this invention is a statistical method that enables prediction of outcomes by formulating the relationship between the outcome (dependent variable) and multiple factors (explanatory variables) that influence the outcome. In this multiple regression analysis, the degree of influence of each factor on the outcome is quantified in the form of a function (model equation). By using this function, the outcome can be predicted based on actual data for each factor.
[0012] In the present invention, gaming parlors are classified into a first group capable of collecting profit data indicating sales amount or gross profit amount, and a second group of gaming parlors incapable of collecting profit data. By substituting the data collected from the gaming parlors of the second group into the model formula generated based on the data collected from the gaming parlors of the first group, the approximate gross profit of the gaming parlors of the second group is calculated.
[0013] Regarding the gaming parlors of the first group capable of collecting profit data, approximate gross profit may also be calculated by substituting data other than profit data into the model formula. Gaming information based on the actual sales amount or gross profit amount is not preferable as information for players to view. On the other hand, since the gaming information based on the approximate gross profit obtained by substituting data other than profit data into the model formula is processed information rather than information on the actual profit itself, there is little risk of problems even if it is viewed by players.
[0014] The cost ratio in the present invention indicates the ratio between the selling unit price and the exchange unit price of the gaming value. In the broad sense of the cost ratio, it includes not only the narrow sense of the cost ratio which is the ratio of the exchange unit price to the sales unit price, but also the break-even ratio which is the ratio of the sales unit price to the exchange unit price.
[0015] Embodiments of the present invention will be specifically described using the following examples. (Example 1) This example relates to a system that enables viewing of gaming information by accessing a management server 1A that collects operation data of each gaming machine 2 installed in a plurality of gaming parlors and creates various types of gaming information from a mobile terminal (an example of a terminal) 5 possessed by a player. In particular, the gaming information created by the management server 1A of this example and viewable by the mobile terminal 5 includes gaming information regarding the approximate gross profit of each gaming parlor. This content will be described using FIGS. 1 to 14.
[0016] The game information management system 1 (Figure 1) in this example is a system that includes each in-house system 10 of multiple gaming halls where gaming machines 2 are installed, a management server 1A that is connected to the in-house systems 10 via the Internet, which is a public communication line, and a mobile terminal 5 carried by the player.
[0017] Mobile terminal 5 is an example of a device owned by a player. In this example, a multi-functional mobile phone (a so-called smartphone) is used as an example of mobile terminal 5. In this configuration, various game information can be viewed by accessing a game information site (management server 1A) on the web using mobile terminal 5. Any terminal that has communication capabilities and can access management server 1A is acceptable. Examples of terminals include the multi-functional mobile phone in this example, as well as other mobile devices such as notebook PCs and game consoles, and terminal devices such as internet TVs and desktop PCs.
[0018] In this example, the game information management system 1 manages multiple game centers, which are divided into two groups: a first group of game centers and a second group of game centers. The first group of game centers transmit general operational data for each game machine 2, such as the difference (the value obtained by subtracting the quantity of consumed value from the quantity of added value) and the quantity of consumed value, as well as profit data showing the sales amount and gross profit amount for each game machine 2, to the management server 1A. The second group of game centers transmit only the general operational data mentioned above, and do not transmit profit data to the management server 1A. The first group of game centers are, for example, game centers that request a game information analysis service, including profit analysis, from the system.
[0019] Management server 1A has the function of collecting and managing operational data for each gaming machine 2 installed in multiple gaming facilities, as well as the function of a gaming information server that provides a gaming information website. With the gaming information management system 1, users can access the gaming information website by connecting their mobile terminal 5 to a public communication line and view various gaming information based on the operational data for each gaming machine 2.
[0020] In each amusement arcade, a scoring unit (scoring device) 21 and a game information display device 105 are individually installed for each amusement machine 2, such as a pachinko machine or a slot machine, which assigns the necessary game value for playing. Furthermore, one relay device 109 is installed for every two amusement machines 2. In addition, a game arcade management device 101 is installed in the management space within the amusement arcade to manage various equipment within the arcade. A prize exchange counter (not shown) within the amusement arcade is equipped with a prize exchange terminal (not shown) for exchanging the game value acquired by players for prizes.
[0021] The gaming arcade equipment, including the gaming arcade management device 101, the relay device 109, and the prize exchange terminal, is connected to the in-house network 100 in a communicative manner. The score processing unit 21 and the game information display device 105 are connected to the relay device 109 in a communicative manner. The gaming machine 2 is connected to the score processing unit 21 in a communicative manner via a dedicated line. In the in-house network 100, various communications between the gaming machine 2, including peripheral devices such as the game information display device 105, and the gaming arcade management device 101 are realized via the relay device 109. In each gaming arcade, an in-house system 10 is constructed using the in-house network 100.
[0022] Gaming machine 2 refers to gaming machines such as pachinko machines and slot machines, which can be played by consuming points. Gaming machine 2 has a setting mechanism that allows the probability of winning a jackpot (bonus) to be set in multiple stages (for example, 6 stages). Gaming machine 2 with a high probability of winning a jackpot is considered a good machine for the player. In the case of pachinko machines, a machine with nail adjustments that make it easier to win is considered a good machine.
[0023] The scoring unit (scoring device) 21 is installed for each gaming machine 2 and is a device that performs scoring-related processing, such as the processing of awarding points necessary for playing the game and the processing of issuing cards that record the points. The points stored on the scoring unit 21 side are called "points held," and the points stored on the gaming machine 2 side are called "game points." The scoring unit 21 awards game points in response to the insertion of money and issues a card that records the number of points held and the deposit balance. For example, when the scoring unit 21 receives a member card 10C, it awards game points within the range of the deposit balance and points held by the member. The number of points held includes the points accumulated up to the previous day. The scoring unit 21 also has the function of receiving various operational data from the gaming machine 2 and transmitting it to the gaming hall management device 101 and the game information display device 105 via the relay device 109.
[0024] The relay device 109 is a communication device that relays communication between the corresponding gaming machine 2, score processing unit 21, game information display device 105, and gaming hall management device 101. As described above, one relay device 109 is installed for every two gaming machines 2.
[0025] The game information display device 105 is installed for each gaming machine 2 and displays various game information related to the game played on the corresponding gaming machine 2. The game information display device 105 receives various operational data output by the gaming machine 2 via the score processing unit 21 and the relay device 109. Based on the received operational data, the game information display device 105 creates and displays various game information. The game information display device 105 can display game information such as the number of jackpots and the number of games played. The game information display device 105 is installed above the corresponding gaming machine 2.
[0026] The amusement facility management device 101 is a computer device that manages the operating status of all equipment installed in the amusement facility. In addition to being connected to the in-facility network 100, the amusement facility management device 101 is also connected to the internet, which is a public communication line. In the amusement information management system 1, the in-facility system 10 and the off-site management server 1A are connected in a state where they can communicate with each other via the amusement facility management device 101 which is connected to the internet. The amusement facility management device 101 collects and stores the operating data of each amusement machine 2 and transmits the operating data to the management server 1A at regular intervals, such as every minute. The amusement facility management device 101 also transmits amusement facility data, such as sales price and cost rate setting data, and the number of amusement machines 2 installed, to the management server 1A at appropriate times.
[0027] The gaming arcade management device 101 also has the function of registering players who have completed the membership registration procedure as members and managing information on each member's deposit balance and points. Each gaming arcade issues a membership card 10C to players who have completed the membership registration procedure. The membership card 10C, which is a type of gaming card, has an embedded IC chip with memory functionality. The IC chip records the member ID, which is the identification information of the member registered at the gaming arcade, as well as the deposit balance, etc.
[0028] The gaming facility management device 101 can calculate various types of operational data, as exemplified below. • Number of points consumed during gameplay • Number of points awarded during the game ·Difference points (= points awarded - points consumed) • Award rate (= points awarded / points consumed) • Number of jackpot draws (= number of games played in a non-jackpot state) • Number of times a jackpot occurred • Probability of a jackpot occurring (= Number of jackpot occurrences / Number of jackpot draws) • A graph showing the change in the difference in points. • Sales amount (amount converted into points)
[0029] Management Server 1A is an off-site server device capable of providing information services to players, offering various types of game information. Management Server 1A is operated, for example, by an information provider. Management Server 1A makes various types of game information for the gaming machines 2 installed in each gaming facility available for viewing in response to access from mobile terminals 5. In order to use the information service, users must register as members to obtain an account and pay a monthly fee, for example, 500 yen.
[0030] The management server 1A receives and stores operational data of the gaming machines 2 from the gaming hall management device 101 of each gaming hall. Based on the received operational data, the management server 1A creates various data screens for viewing and makes them viewable on the mobile terminal 5.
[0031] Furthermore, as a gaming information analysis service for gaming parlors, management server 1A provides various analytical data, including profit analysis data for gaming parlors, to the parlors, on the condition that the parlors transmit profit data showing the sales amount and gross profit amount for each gaming machine 2. Note that the transmission of profit data is a condition for using this gaming information analysis service, and gaming parlors that do not transmit profit data showing the sales amount and gross profit amount for each gaming machine 2 will not be able to use this service.
[0032] Management server 1A has the following functions: (1) Data collection method: A method for collecting data from multiple gaming establishments. The data includes operational data for each gaming machine 2, and gaming establishment data for each gaming establishment (sales price per unit, cost ratio, number of gaming machines 2 installed, etc.). The data to be collected is almost the same for the gaming establishments of the first group and the gaming establishments of the second group, with the only difference being whether or not profit data showing the sales amount and gross profit amount for each gaming machine 2 is collected. Profit data is collected from the gaming establishments of the first group, but not from the gaming establishments of the second group. (2) Generation means: means for generating a model equation by multiple regression analysis using data collected from the first group of amusement facilities. (3) Approximate Gross Profit Calculation Means: Means for calculating the approximate gross profit of the second group of amusement facilities by substituting the data collected from the second group of amusement facilities into the model equation generated by the generation means. In this example, the approximate gross profit is also calculated for the first group of amusement facilities. (4) Approximate Gross Profit Information Creation Means: Means for creating game information relating to the approximate gross profit of a specific game hall calculated by the approximate gross profit calculation means.
[0033] The management server 1A, as a data collection means, collects operational data for each gaming machine 2, regardless of whether it is a gaming arcade in the first group or the second group. This data includes at least first data indicating the amount of game value given to players by each gaming machine 2, and second data indicating the level of operation of each gaming machine 2. Similarly, as gaming arcade data for each arcade, it collects at least the number of gaming machines 2 installed and the cost ratio in each arcade. In this example, the difference between the points given and the points consumed is used as the first data, and the points consumed are used as the second data.
[0034] The dependent variable in the model equation generated by the management server 1A as a generation means is the average gross profit per gaming machine based on the profit data. The independent variables in this model equation are the first data, the second data, the number of installed machines, and the cost ratio.
[0035] The management server 1A, which serves as a means for calculating approximate gross profit, calculates the approximate gross profit of a gaming arcade by substituting the first data, second data, number of machines installed, and cost ratio collected from the first and second group gaming arcades. Alternatively, the system may calculate the approximate gross profit only for the second group gaming arcades, or only for the first group gaming arcades. Furthermore, the system may calculate the approximate gross profit only for the gaming arcades in the first and second groups that have agreed to enter the hall ranking.
[0036] Here, we will explain the method by which the management server 1A creates hall evaluation data in the configuration of this example. In this example, approximate gross profit for each amusement hall is created as hall evaluation data. Below, we will explain (1) the basic concept of hall evaluation, (2) the problems with evaluation using gross profit, and (3) evaluation using approximate gross profit in order.
[0037] (1) Basic philosophy of hall evaluation When evaluating each amusement arcade, it is conceivable to utilize operational data such as the number of jackpots, payout rate, and difference in payouts. However, since this operational data is affected by the cost ratio (break-even percentage), it is difficult to fairly evaluate amusement arcades with different cost ratios. Therefore, in this example, based on the idea that a hall with a small gross profit is a good hall for players, the evaluation of each amusement arcade is conducted based on the assumption that hall evaluation is appropriate.
[0038] (2) Problems with evaluation based on gross profit In typical information systems for players, operational data for each gaming machine 2, such as the number of games played, the number of jackpots, and the difference in payouts, is collected from each gaming arcade, and various types of data for viewing are created and provided to players. On the other hand, disclosing information such as sales and gross profit, which directly show the profits of the gaming arcade, to players is problematic. Therefore, in typical information systems for players, it has become common practice to not include profit data showing the sales amount and gross profit amount for each gaming machine 2 in the data that each gaming arcade (gaming arcades of the second group) sends to the management server 1A.
[0039] Some amusement arcades (Group 1 arcades) utilize the amusement information analysis service provided by management server 1A. These amusement arcades send profit data, including sales and gross profit figures for each amusement machine 2, to management server 1A. Based on the profit data received from the amusement arcades, management server 1A creates various analytical information, including profit analysis information, and provides it to the amusement arcades.
[0040] (3) Evaluation based on approximate gross profit In this example, a model equation is generated that can calculate "approximate gross profit," which is equivalent to gross profit, even for amusement parlors (group 2) where profit data showing sales amount and gross profit amount for each amusement machine 2 cannot be collected. In this example, a multiple regression equation is generated as the model equation using the multiple regression analysis method, with approximate gross profit as the dependent variable and average difference, average points consumed, number of installed machines, and cost ratio as independent variables. The approximate gross profit is the actual gross profit per machine, which is the average gross profit per amusement machine.
[0041] The data used to generate the model equation is collected from amusement facilities that have contracted the gaming information analysis service (amusement facilities of Group 1), and includes operational data for each gaming machine 2, such as the difference in points and points consumed, as well as profit data showing the actual sales amount and gross profit amount for each gaming machine 2. For example, it is good practice to generate the model equation based on the data for the most recent month and update the model equation every month thereafter, or to update the model equation as needed.
[0042] An example of generating a model equation is shown below. Approximate Gross Profit = 14354.38 + (-19.84) × "Average Difference" + 0.16 × "Average Consumption Points" + 0.23 × "Number of Units Installed" + (-15501.57) × "Cost Ratio" By substituting the average difference in winnings, average points spent, number of machines installed, and cost ratio for each amusement facility into this model equation, the approximate gross profit for each facility can be calculated. Furthermore, the model equation can be generated for any group, such as by pachinko / slot machine type or by machine type.
[0043] In this example, the correlation between the explanatory variables was calculated in advance, and after confirming that the following two conditions were met, "average difference," "average points consumed," "number of units installed," and "cost ratio" were adopted as explanatory variables to be applied to the multiple regression equation. The condition is that there is a positive or negative correlation with the gross profit per unit. • The condition is that the correlation between explanatory variables is low.
[0044] Next, we will explain (A) the management data of the gaming arcade management device, (B) the management data of the management server, and (C) the display screen on the mobile terminal, in that order. (A) Management data of the amusement facility management device The management data for the amusement arcade management device 101 includes, for example, sales price setting data (Figure 2), data specific to each amusement machine (Figure 3), etc. The contents of each management data are explained below.
[0045] The sales price setting data in Figure 2 includes settings for sales price, exchange price, cost ratio, and break-even percentage, and is set separately for pachinko machines and slot machines. • Sales price per point: The price per point awarded when points are given. • Exchange unit price: The unit price per item when exchanging for a prize. • Cost ratio: Unit price per exchange / Unit price per sale. • Break-even ratio: Sales price / Exchange price
[0046] The data for each gaming machine in Figure 3 is management data that records the actual operating data for each machine number on a daily basis. Note that the gaming facility management device 101 can calculate various types of operating data in addition to the operating data shown in Figure 3, and the operating data in the figure is just one example. The contents of each item in the figure are as follows: • Points consumed: The number of points consumed during the game. • Points awarded: The number of points awarded for winning an award. • Point difference: The score obtained by subtracting the points consumed from the points awarded. • Award rate: The ratio obtained by dividing the points awarded by the points consumed. • Sales amount: The amount converted into points. • Prize amount: The amount of money exchanged for the prize. • Gross profit: The amount remaining after deducting the value of prizes from sales revenue. • Game: The number of times the game is played under normal conditions (number of bonus draws). • Big win: The number of times bonuses, assist times, etc., occur.
[0047] (B) Management data of the management server The management data handled by management server 1A includes, for example, arcade master data (Figure 4), installed machine data for each arcade (Figure 5), operation data for each arcade (Figure 6), hall ranking data (Figure 7), machine analysis data (Figure 9), and so on.
[0048] The amusement hall master data in Figure 4 represents the basic information of each amusement hall. The basic information of each amusement hall received from the amusement hall management device 101 of each amusement hall is stored as the amusement hall master data. The amusement hall master data includes data such as the name of the amusement hall (hall name), location, telephone number, business hours, and the number of pachinko machines and slot machines installed.
[0049] The data on installed game machines per arcade in Figure 5 shows the game machine models for each game machine 2 installed in the arcade, and is managed separately for each arcade. In the data on installed game machines per arcade, a game machine ID is stored for each game machine 2 installed in the arcade.
[0050] The operational data for each gaming arcade in Figure 6 represents the operational data of each gaming machine 2 installed in the gaming arcade, and is managed separately for each gaming arcade. The management server 1A stores various operational data for each machine number based on the gaming machine data (see Figure 3) managed by the gaming arcade management device 101 of each gaming arcade. As shown in the figure, the gaming arcade operational data includes sales (amount) and gross profit per machine. However, there are gaming arcades from which sales and gross profit per machine can be collected (Group 1 gaming arcades) and gaming arcades from which sales and gross profit per machine cannot be collected (Group 2 gaming arcades). For the latter, the sales and gross profit per machine data will be empty.
[0051] The hall ranking data in Figure 7 is a ranking of amusement halls based on their approximate gross profit, calculated using the above model formula, from lowest to highest. In this example, approximate gross profit is also calculated using the model formula for the first group of amusement halls, for which sales and gross profit per machine can be collected. Therefore, the hall ranking data in the figure includes not only the second group of amusement halls but also the first group of amusement halls. The hall ranking data in the figure is a ranking of all machines installed in each amusement hall, but hall ranking data can be created for any group, such as by machine type or by type (pachinko, slot).
[0052] In the hall ranking data in Figure 7, the approximate gross profit of each amusement hall is ranked according to the rank classification in Figure 8. The criteria for the rank classification in the same figure can be arbitrarily set on the management server 1A. There are six ranks: SSS, SS, S, A, B, and C. Of the six ranks, the three ranks from SSS to S are favorable to players, as the approximate gross profit is a loss for the amusement hall. The three ranks from A to C are unfavorable to players, as the approximate gross profit is a surplus for the amusement hall.
[0053] The machine analysis data in Figure 9 is analytical data for amusement parlors that is useful for their operations. The machine analysis data is average operating data for each machine. Management Server 1A creates the machine analysis data shown in the figure for each amusement parlor that has a contract for the amusement information analysis service and provides it to the parlor. In addition to operating data such as the number of jackpots and the number of games played, the machine analysis data includes information such as the award rate, which is the ratio of points awarded to points consumed, sales amount, and gross profit per machine.
[0054] (C) Display screen on a mobile device When accessing the gaming information site using a mobile device 5, the top screen, the menu screen (not shown), is displayed. This menu screen includes a "Region Selection" button for selecting the region for which to view gaming information. By selecting the "Region Selection" button via touch operation, a region selection screen (not shown) can be displayed, allowing the user to select a region such as a prefecture, city, or ward. Selecting a region on this region selection screen switches the display to the hall selection screen 51 shown in Figure 10, which lists the gaming halls located in that region.
[0055] In the hall selection screen 51 of Figure 10, the user can select their desired gaming hall from the displayed options. Once a gaming hall is selected, the display screen of the mobile terminal 5 switches to the machine selection screen 52 (Figure 11).
[0056] The machine selection screen 52 in Figure 11 is a screen for selecting the desired machine for which you want to view operational data. The machine selection screen 52 displays a list of the machine models 2 installed in the selected amusement facility. This machine selection screen 52 has operation buttons 521 for each machine. By selecting any of the operation buttons 521 by touch operation or other means, the corresponding machine can be selected, and the display on the mobile terminal 5 can be switched to the machine-specific data screen 53 in Figure 12.
[0057] The machine selection screen 52 (Figure 11) includes operation buttons 521 for each machine, as well as a "Next 10" button 522 and a "Go to Hall Selection" button 523. The "Next 10" button 522 is used to turn pages when the number of machines installed in the gaming hall exceeds the number of machines that can be displayed simultaneously. The "Go to Hall Selection" button 523 is used to return to the previous screen, the hall selection screen 51 (Figure 10). By touching any of the machine operation buttons 521 on the machine selection screen 52, the display on the mobile terminal 5 can be switched to the machine-specific data screen 53 shown in Figure 12.
[0058] The machine-specific data screen 53 in Figure 12 is a screen that displays a list of machine data (operational data) for each selected gaming machine 2. On the machine-specific data screen 53, data such as the total number of games played, the number of big bonuses (BB), and the number of regular bonuses (RB) are displayed for each machine number.
[0059] In the machine-specific data screen 53 of Figure 12, along with the operation buttons 531 for each machine number, there is a "Go to machine selection" button 533. The operation buttons 531 are used to select a specific machine number. By touching any of the operation buttons 531 for any machine number, the display on the mobile terminal 5 can be switched to the designated machine data screen 54 of Figure 13. The "Go to machine selection" button 533 is used to return to the previous screen, the machine selection screen 52 (Figure 11).
[0060] The designated machine data screen 54 in Figure 13 is a screen that displays detailed data for the machine number selected in the machine-specific data screen 53 (Figure 12). This designated machine data screen 54 is provided with a data display field 541 that displays machine data and a graph display field 543 that displays the game status in a graph. The data display field 541 displays machine data such as the total number of games played, the number of BBs (Big Bonuses), the number of RBs (Regular Bonuses), the bonus probability, and the score. The graph display field 543 displays, for example, a slump graph that shows the increase or decrease in the difference between the points awarded and the points consumed.
[0061] Furthermore, as described above, by selecting any region (prefecture) on the region selection screen (not shown) which is accessed by switching from the top screen, the menu screen (not shown), the hall ranking screen 55 shown in Figure 14 can be displayed. This hall ranking screen 55 is a game information screen for players based on the hall ranking data (see Figure 7) mentioned above.
[0062] On the Hall Ranking screen 55, amusement facilities in the selected region (Aichi Prefecture is used as an example in Figure 14) are displayed in order of lowest approximate gross profit. For each amusement facility, the rank, hall name, approximate gross profit rank, and approximate gross profit are displayed. On the Hall Ranking screen 55, the approximate gross profit is displayed under the heading "Gross Profit". The "Region Selection" button 551 is used to change the region whose ranking is displayed.
[0063] In particular, on the hall ranking screen 55, approximate gross profits categorized as SSS to S rank, which represent a loss for the arcade, are highlighted using inverted black and white text. Arcades with approximate gross profits categorized as SSS to S rank have reduced profits for the arcade and are therefore excellent arcades for players. Presenting such arcades can help players choose an arcade and ultimately benefit them.
[0064] The game information management system 1 in this example, configured as described above, calculates the approximate gross profit of each game arcade using a model equation derived from multiple regression analysis, and allows players to view game information related to the approximate gross profit in a ranking format. The game arcades for which the game information management system 1 in this example manages game information include a first group of game arcades from which profit data showing the sales amount and gross profit amount of each game machine 2 can be collected, and a second group of game arcades from which such profit data cannot be collected. By using the model equation in this example, it is possible to calculate the approximate gross profit regardless of whether or not profit data can be collected at the game arcade.
[0065] The management server 1A, which constitutes the game information management system 1, collects first data indicating the amount of game value assigned to players by each game machine 2, second data indicating the level of operation of each game machine 2, and profit data from the first group of game halls, while collecting first data and second data from the second group of game halls. It also collects the number of game machines 2 installed in each game hall of the first and second groups, and the cost ratio indicating the ratio of the selling price to the exchange price of game value.
[0066] In the game information management system 1 of this example, a model equation is generated using multiple regression analysis with data collected from the first group of game venues. This model equation has the average gross profit per game machine based on profit data as the dependent variable, and the first data, second data, number of installed machines, and cost rate as independent variables. Then, by substituting the first data, second data, number of installed machines, and cost rate collected from each game venue into this model equation, the approximate gross profit for each game venue is calculated.
[0067] According to the gaming information management system 1 in this example, it is possible to calculate approximate gross profit even for amusement facilities that cannot collect actual sales figures or gross profit data (profit data). In particular, this gaming information management system employs a model equation that includes the cost ratio as an explanatory variable, which makes it possible to perform a fair evaluation that eliminates the influence of differences in cost ratios.
[0068] In this example, even for the first group of amusement facilities from which profit data can be collected, approximate profits are calculated by substituting data other than profit data into the model equation. Gaming information related to profit data, which shows actual sales and gross profit amounts, is not suitable for viewing by players, but approximate gross profits can be made available to players.
[0069] Alternatively, the following configurations may be adopted in place of, or in addition to, the configuration of this embodiment. Furthermore, the following configurations may be combined in appropriate ways. In this example, a model equation was generated with the average gross profit per gaming machine (gross profit per machine) as the dependent variable. However, it is also possible to set the average gross profit per point consumed (gross profit per point) as the dependent variable. Note that gross profit per point is the value obtained by dividing the gross profit per machine by the number of points consumed. In this example, profit data showing the sales amount and gross profit amount for each gaming machine 2 is used as an example, but the profit data may be either sales amount or gross profit amount.
[0070] The explanatory variables in the multiple regression equation are not limited to this example. Other variables that show a correlation with gross profit may be used as explanatory variables. For example, the award rate (points awarded / points consumed) may be used as the first data point, and working hours may be used as the second data point, or the break-even percentage may be used as the cost ratio. Furthermore, the number of explanatory variables is not limited to the configuration in this example; for example, two explanatory variables, the difference and the award rate, may be used as the first data point.
[0071] The types of operational data managed by the gaming facility management device 101 are not limited to this example, and it can manage various types of operational data. Similarly, management server 1A can create various types of data and provide them to players and amusement facilities.
[0072] The management server 1A, located outside the gaming area, is assumed to be operated by the information provider, but it may also be operated by the gaming area itself.
[0073] While providing game information to players is a paid service, it could also be a free service that anyone can use freely. In this example, account creation is a prerequisite for using the service, but it could also be made possible without creating an account. While the information service is provided on a website (gaming information site), it is also acceptable to prepare a dedicated application program for mobile devices and provide the service in response to the execution of that application program.
[0074] In this example, pachinko machines and slot machines were used as examples of gaming machines, but various types of gaming machines such as jackpot machines and arrangement ball machines can also be included. Furthermore, while this example illustrates a gaming machine that uses points as a game medium, it could also be a gaming machine that uses actual balls or tokens.
[0075] Although specific examples of the present invention have been described in detail as shown in the examples above, these examples only disclose an example of the technology covered by the claims. Needless to say, the claims should not be interpreted restrictively based on the configuration or numerical values of the specific examples. The claims encompass technologies obtained by various modifications, changes, or combinations of the above examples using prior art or the knowledge of those skilled in the art. [Explanation of Symbols]
[0076] 1. Gaming Information Management System 1A Management Server (Data collection means, data generation means, approximate gross profit calculation means, approximate gross profit information creation means) 10. On-site systems 10C Membership Card 100 In-house network 101 Amusement facility management device 105 Gaming Information Display Device 109 Relay device 2 Gaming machines 21. Score Processing Unit (Score Processing Device) 5. Mobile devices (devices) 51 Hole Selection Screen 52. Model Selection Screen 53. Data screen by model 54. Data screen for the specified machine 55 Hole Ranking Screen
Claims
1. A game information management system comprising: a management server that collects operational data for each game machine installed in multiple game halls and creates various game information to be made public to players based on said operational data; and a terminal that players possess and can access the management server to view said game information, The aforementioned group of amusement facilities includes a first group of facilities capable of collecting profit data showing the sales amount or gross profit amount for each amusement machine, and a second group of facilities from which such profit data cannot be collected. The aforementioned management server As operational data, the system collects, from the first group of amusement facilities, first data indicating the amount of game value provided to players by each game machine, second data indicating the amount of operation of each game machine, and the profit data, while collecting the first data and the second data from the second group of amusement facilities, as well as the number of game machines installed in each amusement facility of the first and second groups, and the cost ratio indicating the ratio of the selling price to the exchange price of game value, A generation means for generating a model equation by multiple regression analysis using data collected from the first group of amusement facilities, with the average gross profit per amusement machine or per unit of game value based on the profit data as the dependent variable, and the first data, second data, number of installed machines, and cost ratio as independent variables. An approximate gross profit calculation means capable of calculating the approximate gross profit of the second group of amusement facilities by substituting the first data, second data, number of installed machines, and cost ratio collected from the second group of amusement facilities into the model equation generated by this generation means, A game information management system characterized by comprising: an approximate gross profit information creation means for creating game information relating to the approximate gross profit calculated by the approximate gross profit calculation means.
2. The game information management system according to claim 1, wherein the first data is the difference obtained by subtracting the quantity of game value consumed by the player from the quantity of game value granted to the player, and the second data is the quantity of game value consumed by the player.
3. The game information management system according to claim 1, wherein the first data is an award rate which is the ratio of the amount of game value awarded to the player to the amount of game value consumed by the player, and the second data is the operating time during which the game was played on each game machine.
4. The amusement information management system according to any one of claims 1 to 3, wherein the approximate gross profit calculation means calculates the approximate gross profit of the first group of amusement facilities by substituting the first data, second data, number of installed machines and cost rate, excluding the profit data from the data collected from the first group of amusement facilities, into the model formula generated by the generation means.
Citation Information
Patent Citations
Information distribution device
JP4669237B2