Amusement Park Systems

JP7643976B2Active Publication Date: 2025-03-11DAIKOKU DENKI KK
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Patent Information

Application Number
JP2021138964
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-08-27
Publication Date
2025-03-11
Estimated Expiration
2041-08-27

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Abstract

To reduce a risk of misidentification of a main model in one's own shop and another shop.SOLUTION: While a game parlor system compares the rate of operation of one's own ship in model units with the rate of operation of a reference one's own shop and classifies the rate of operation of the one's own shop, it compares the rate of operation of another shop in model units with the rate of operation of another reference shop and classifies the rate of operation of the other shop, and manages a model power balance graph for integrating a classified result in model units. By managing classification, such as "close" and "dominant", in the model power balance graph, an average rate of operation of the one's own shop as a reference may differ from an average rate of operation of the average of other shops even if the rate of operation of the one's own shop is the same as the rate of operation of the average of other shops, a main model in the one's own shop may be determined not to be so in the other shop, and a risk of misidentification of a main model in the one's own shop and in the other shop can be reduced.SELECTED DRAWING: Figure 9
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Description

[Technical Field]

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

[0002] When running an amusement facility, one thing to keep an eye on is the trends of other stores in the same trade area. For example, Patent Document 1 discloses that, as shown in Figure 8, the number of customers (operating number) of each machine type at other stores is investigated, and the share of customer numbers within the trade area is tallied for each amusement facility. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2004-290326 Summary of the Invention [Problem to be solved by the invention]

[0004] Now, it is very important to understand the main machine types in running an amusement parlor, but the number of machines in operation at each parlor varies by parlor and by trade area. In other words, if there is a parlor with a high share of customer numbers tallied by machine type, for example, and the overall operation rate of that parlor is relatively high while the overall operation rates of other parlors are relatively low, there is a risk that even a machine type that is not a main machine in the parlor with a high share will be mistakenly perceived as a main machine, leading to erroneous management decisions.

[0005] The present invention has been made in consideration of the above-mentioned circumstances, and its purpose is to provide an amusement arcade system that can reduce the risk of misidentifying the main machine type between one arcade and another arcade. [Means for solving the problem]

[0006] The invention described in claim 1 is operation information showing the operation status of gaming machines, and is a system for managing operation information (for example, a gaming information management server 9) for managing operation information for one's own store (for example, the number of operations, outs, machine play time, etc. of one's own store) and operation information for other stores (for example, the number of operations, outs, machine play time, etc. of other stores) by machine type, and classifying the operation information for one's own store by comparing the operation information for one's own store with standard operation information for one's own store (the operation information for one's own store that is the standard for classifying the operation information for one's own store), while classifying the operation information for other stores. a classification means (e.g., a gaming information management server 9) for classifying the other store's operation information by comparing the operation information with reference other store's operation information (other store's operation information that serves as a reference for classifying the other store's operation information); a comparison information management means (e.g., a gaming information management server 9) for managing, by machine type, self-and other store comparison information (e.g., a machine type power balance graph) that integrates the classification results by the classification means; and an output means (e.g., a gaming information management server 9) for outputting the self-and other store comparison information managed by the comparison information management means. The reference own store operation information and the reference other store operation information indicate the average of operation information in any gaming facility. .

[0007] According to the above-described configuration, own store operation information targeted at the own store and other store operation information targeted at other stores are managed by model unit, and the own store operation information is classified by comparing the own store operation information with reference own store operation information, while the other store operation information is classified by comparing the other store operation information with reference other store operation information, and the self-other store comparison information that integrates the classification results is managed by model unit, thereby reducing the risk of misidentifying the main models in the own store and other stores. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a schematic diagram showing an entire game arcade system according to one embodiment; [Figure 2] A diagram showing the gaming history (machine 1) [Figure 3] A diagram showing an example of game information according to the operating rate range (machine A) [Figure 4] Figure showing operation specific information (type 4) [Figure 5] Diagram showing the division concept [Figure 6] Diagram showing graph source information [Figure 7] A diagram showing the sweet and spicy range standards [Figure 8] Diagram showing the classification correspondence table [Figure 9] Model power balance graph DETAILED DESCRIPTION OF THE INVENTION

[0009] An embodiment of the present invention will be described below with reference to the drawings. FIG. 1 is a schematic diagram showing the overall configuration of a gaming facility system. A large number of gaming machines 1 (of multiple models) are installed in gaming facility A, and a gaming device 2 is installed corresponding to each gaming machine 1. Each pair of gaming machines 1 and gaming devices 2 is connected to a relay device 3, and the relay device 3 is connected to a management device 5 via a LAN 4. A POS and a balance adjustment machine (neither shown) are also installed in gaming facility A, and these POS and balance adjustment machines are also connected to the management device 5 via the LAN 4. Although not shown in FIG. 1, in reality, for example, several hundred gaming machines 1 are managed by the management device 5. The management device 5 is installed in, for example, an office in gaming facility A, and is connected to a keyboard 6, a monitor 7, a printer (not shown), and other devices operated by the gaming facility manager. The management device 5 receives game signals output from the gaming machines (gaming machine 1, gaming device 2, etc.) and manages the gaming data for each gaming machine 1, personal data for each registered member, and the operating status of gaming machine 1, gaming device 2, etc.

[0010] In the gaming facility system, the same configuration as the gaming machines 1, gaming devices 2, relay devices 3, LAN 4, and management device 5 installed in gaming facility A is also installed in other gaming facilities (gaming facilities B and C in the example of FIG. 1). Each of the management devices 5 installed in each of these gaming facilities A to C is connected to a gaming information management server 9 (corresponding to operation information management means, classification means, comparison information management means, output means, utilization information management means, and reference information management means) installed separately from each of the gaming facilities A to C via a public line 8 such as the Internet or a VPN connection, and is configured to be able to communicate various signals and various information with the gaming information management server 9 via the public line 8, etc.

[0011] The gaming machine 1 is a CR (card reader) pachinko gaming machine, and has an operating handle 11, an upper tray 12, and a lower tray 13 that constitute a launching device that launches balls onto a board 10, and the board 10 also has an LCD display unit 14, a regular prize opening 15, a first start opening 16, a second start opening 17, and a big prize opening 18.

[0012] The gaming machine 1 operates as follows. (1) The first starting slot 16 is a winning slot (a so-called center winning slot) in which the winning rate does not fluctuate, and the second starting slot 17 is a winning slot (a so-called electric chute) in which the winning rate fluctuates. A jackpot lottery is held depending on the winning (start winning) at each starting slot 16, 17, and the lottery result is notified by a pattern change on the LCD display 14, and a jackpot is awarded depending on the result of the change.

[0013] (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.

[0014] (3) The probability of winning the jackpot lottery (jackpot probability) is 1 / 260, and the probability rate, which is the percentage of jackpots that subsequently enter a probability variable state (probability variable jackpot), is 66.6% (both in normal and probability variable states). When a jackpot occurs, the large prize slot 18 opens for the corresponding round (R). The maximum number of prizes per round is 9, and the maximum opening time is 30 seconds. When either the maximum number of prizes or the maximum opening time is reached, one round ends.

[0015] (4) The corresponding round is also drawn in the same way as the jackpot lottery, and the distribution rate is 55% for 4R and 45% for 15R when the first starting slot 16 is won, but 10% for 4R and 90% for 15R when the second starting slot 17 is won, and the priority for consuming the reserved pattern changes corresponding to the win is set higher for the second starting slot 17 than for the first starting slot 16.

[0016] (5) During the probability variation, the probability of winning increases to 1 / 74, and the game enters a time-saving state (time reduction) in which the winning rate for each starting slot 16, 17 increases. The probability variation continues until the next jackpot, so it continues until a jackpot (normal jackpot) occurs, which is a normal game state (normal state) that is neither a jackpot nor a probability variation after the jackpot, and then the game enters a time-saving state until the pattern changes a predetermined number of times (for example, 100 times).

[0017] (6) The second starting slot 17 opens to a high winning probability when a normal symbol (normal symbol) that changes in response to a winning entry into the normal symbol winning slot 15 is a winning symbol. In this case, the normal symbol changes over 30 seconds in normal mode and 3 seconds in time-saving mode. The opening period is 0.3 seconds once in normal mode and 5 seconds twice in time-saving mode. In other words, while the normal symbol changes over a shorter period of time compared to normal mode, the opening period is longer or the number of openings increases, resulting in a higher winning probability for the second starting slot 17. The above example illustrates model A, one of multiple gaming machines 1 installed in gaming facility A. However, model B, for example, may have different specifications depending on the model, such as different jackpot probabilities and round allocations.

[0018] The gaming machine 1 and the peripheral devices attached to the gaming machine 1 output the following gaming signals as the game progresses, such as when the player shoots a ball into each starting hole 16, 17 and the starting balls are entered. Out signal = a signal that can identify the consumption value (out) output from the out box that collects consumed balls. Since one pulse is output for every 10 balls consumed (used, inserted, collected), the "number of out signals x 10" is identified as out. Note that it may also be a signal output from the gaming machine 1. Safe signal = a signal that can identify the winning value (safe) output from the gaming machine 1. Since one pulse is output for every 10 balls paid out, "number of safe signals x 10" is identified as safe. The supply signal output from the supply device can also be used as the safe signal. There are two types of safe signals: an actual safe signal that is output when balls are actually paid out, and a winning safe signal that is output when a payout is reserved in response to a winning win; it is preferable to use the latter to minimize the time lag between winning and output.

[0019] The start signal is a signal that can specify the start process (pattern change, device operation, unit game) and start (number of start processes) in the LCD display unit 14 (device) that changes (operates) in response to a start winning (specific winning) output from the gaming machine 1. Since it is output when the pattern change is confirmed, the start process is specified according to the signal input, and "start signal x 1" is specified as the number of starts (number of start processes). It may also be a signal indicating a win in the first start port 16 or the second start port 17.

[0020] The jackpot signal is a signal capable of identifying the jackpot period output from the gaming machine 1. Since it is a status signal whose level is output during a jackpot, the input of the jackpot signal is identified as the jackpot period. The special state signal is a signal that can identify a special state (sweet state) output from the gaming machine 1. Since it is a state signal that is output at a high level during a special state (during time reduction (including during probability variation)) in which the winning rate of the second starting port 17 increases, the period during which the special state signal is being input is identified as the special state. In addition, the period during which neither a jackpot signal nor a special state signal is input is identified as the normal state.

[0021] The gaming device 2 is a rental machine with a so-called counting function for each machine, and includes a status indicator light 19 that shows the gaming status of the gaming machine 1, a coin slot 20 into which coins (monetary value, valuable value) are inserted, a touch panel type LCD display 21 that accepts operation inputs from the player and displays gaming data such as the number of pattern changes (number of starts) and the probability of a jackpot as the game progresses, a payout button 22 for paying out held balls (including saved balls if the player is a member, acquired value, valuable value), a payout nozzle 23 through which paid out balls pass, a card insertion port 24 into which a general card or a membership card is inserted, a detachable counting tray 25 located below the lower tray 13 of the gaming machine 1, a camera 26 that takes images of players playing the corresponding gaming machine 1, etc.

[0022] The gaming device 2 has the following functions. (1) When currency is accepted (currency acceptance process), the amount of money received is displayed on both the gaming machine 1 and the gaming device 2, and loaned balls (value of the loaned balls) worth one loan unit (for example, 500 yen) are dispensed from the gaming machine 1 (value grant process), and the amount of money received is displayed as the balance excluding the value of the loaned balls according to the value grant process. Currency can be accepted in an amount corresponding to multiple value grant processes (for example, up to 10,000 yen).

[0023] (2) When the loan button on the gaming machine 1 is pressed (loan operation, grant operation) while there is a balance, one unit of loan balls is dispensed from the gaming machine 1, and the payment is deducted from the balance. It also has a so-called counting function for each machine, which counts the balls acquired by the player and can pay back balls using the counted balls as payment, and it is also possible to identify the number of balls excluding the payment as the balls held.

[0024] (3) When the return button of the gaming machine 1 is pressed (issuance operation) while there is remaining balance or balls in hand, a general card that can identify the remaining balls or balls in hand is issued. Note that, for the sake of simplicity, partial issuance of a card that targets a portion of the balance or balls in hand is not permitted, but it may be permitted. (4) An image signal capable of identifying the image captured by the camera 26 is output.

[0025] (5) Through serial communication with the relay device 3 (output of sales signals), the management device 5 can identify the currency acceptance process, the payment process, the balance, the number of balls lent, the amount deposited, the number of balls lent, the sales amount in exchange for the lent balls, the counted balls, the balls in hand, the payout balls, and the acceptance and issuance process of general cards. These can also be identified using pulse signals (for example, one pulse for every 1,000 yen deposited, one pulse for every 100 yen in sales, etc.).

[0026] The management device 5 inputs various information output from the gaming machine 1 and the gaming device 2 and manages the game history of each player shown in FIG. 2 and general game information. When the management device 5 inputs an image signal from the gaming device 2, it detects the player based on the image identified by the image signal. If the management device 5 detects a player, it performs facial authentication on the player and determines whether the player has already been detected (including on other machines). If the player has not been detected, it assigns a player ID to the player. If the player has already been detected, it assigns the previously assigned player ID. When the management device 5 detects a player, it creates a record as shown in FIG. 2 and records the start time. It then associates subsequent game information with the record and records the end time when the player is no longer detected. The management device 5 also identifies and records the player's gender and age through facial authentication.

[0027] The meaning of each item in the gaming history shown in Figure 2 is as follows. NO = A sequential number assigned to the record. Start = the time the game begins. End = End time of the game. Out, safe, S, jackpot = game information specified by game signals. Note that S is the number of starts. In addition, game information not shown as an example, such as sales amount, is also subject to management. Player = An ID that can identify a player and is assigned each time a player is identified, and the same ID is assigned when the same player is identified. Gender, age = the gender and age of the player as identified by facial recognition or the like. Playing time = Playing time converted into outs (for example, 1 hour = 5,000 outs).

[0028] The management device 5 manages the gaming history created in this way for each player and transmits it as gaming information to the gaming information management server 9. The gaming information management server 9 receives and tallys the gaming information transmitted from multiple gaming facilities. Note that the management device 5 does not necessarily transmit gaming history to the gaming information management server 9 as the transmission target, and may transmit any type of gaming information to the gaming information management server 9 as the transmission target, such as transmitting a tally value, for example.

[0029] The gaming information of each gaming facility collected by the gaming information management server 9 can be distributed from the gaming information management server 9 to each gaming facility, but due to established rules for collecting gaming information from multiple gaming facilities, including competing facilities, gaming information of other facilities is not distributed in association with the gaming facility unless there are special circumstances, such as the facility being part of a group. In other words, for example, gaming information of a group facility is distributed from the gaming information management server 9 to the gaming facility, but gaming information of other facilities that are not part of the group is not distributed from the gaming information management server 9 in association with information that can identify the other facility, such as the store name or trade name.

[0030] Although gaming information is distributed without specifying the gaming facility, operation specification information that can be specified by the operating number, which can be specified by visiting the gaming facility, such as a "head" (described later), is distributed so as to specify the gaming facility from which the specification originated. The operating number is the number of gaming machines in operation, and the operation rate as operation specification information can be specified, for example, by the ratio of the number of gaming machines to the number of installed machines. In addition to the above-mentioned operation rate, the operation specification information can also be, for example, a share rate that indicates the operating number of each gaming facility relative to the total operating number of the target gaming facilities.

[0031] Here, some gaming parlors (non-transmitting parlors) do not transmit gaming information to the gaming information management server 9, and in such cases, a so-called "topping" process is carried out in which, for example, a staff member of a gaming parlor (transmitting parlor) that can transmit gaming information visits the non-transmitting parlor and transmits measurement information showing the results of measuring players playing to the gaming information management server 9, thereby making it possible to identify the operation identification information of the non-transmitting parlor by the gaming information management server 9. In other words, the operation identification information that can be identified by topping is parlor-identifiable information that can be identified without being transmitted to the gaming information management server 9, and is therefore treated as distributable information, distinct from non-parlor-identifiable information (e.g., average gross profit) that is distributed to a parlor that cannot identify the gaming parlor (e.g., aggregate information for multiple parlors). Furthermore, for example, outs and machine play time (the operating time of the so-called operation timer (a timer that operates for a predetermined period (for example, 60 seconds) each time a game signal such as out or start is input, and indicates the amount of time the player has played) are operation information or operation specific information, but are non-store identifiable information, and are different from the operation number, which is store identifiable information, so for example, the operation rate that can be identified by outs is also operation specific information, which is non-store identifiable information.

[0032] The number of machines in operation is calculated periodically (for example, every hour). In other words, by calculating the number of machines in operation multiple times per day, it is possible to determine a value that is neither 100% nor 0%, even if there is only one gaming machine of each model and the calculation covers one business day. For example, if there is one machine installed and the number of machines in operation determined in hourly increments over a 12-hour period is a total of three, the total number of installed machines is 12, so the operating rate is 3 machines / 12 machines = 25%.

[0033] In this way, the operating rate can be identified for each gaming parlor and each machine type, and the operating rate is classified into 10 ranks (for example, 0 to 100% in 10% increments). Then, depending on which of the classified operating rate ranges (multiple operating information ranges) the operating rate of each gaming parlor (reference operating information) falls into, gaming parlors other than the target other parlors (e.g., gaming parlors targeted at the national level or regional levels such as Kanto and Kansai, reference other parlors) are classified and managed by the classified range, as shown in Figure 3. Here, although outs and gross profits are non-parlor-identifiable information, if they are aggregated across multiple gaming parlors as described above, it is not possible to identify which gaming parlor they are, so they can be distributed as information such as that shown in Figure 3. In other words, the reference operation information may be an operation rate determined by the number of operating units, or an operation rate determined by outs or machine play time. Furthermore, the reference other arcade may include arcades other than the target other arcade that are the subject of comparison in the self-and-other arcade comparison information, such as the own arcade or the target other arcade. Rank determination methods may include not only the range of operation rate itself, but also ranking all arcades subject to aggregation by operation rate and specifying a range for that ranking to determine the rank. For example, if the aggregation targets 1,000 arcades and ranks are divided into 10 levels, ranks may be determined for each of the 1,000 arcades, with the top 100 arcades with the highest operation rates being the highest rank "10," the next 100 arcades being the next highest rank "9," and so on. Ranks and ranges may be set in any way.

[0034] Other arcades within the trade area of ​​the arcade itself can be set in advance for each arcade, and operation specification information is calculated for the other arcades as shown in Fig. 4. Here, for the other arcades (for example, 10 arcades), the total number of machines in operation and the total number of machines installed over a specified period (for example, one week) are tallied by machine type, and the data is tallied by the type to which the machine to be tallied belongs (for example, a machine type group with the same or similar rental rate, for example, a rental rate of 4 yen).

[0035] Figure 4 shows an example of the operation specification information collected by game parlor and machine type for types with a lending rate of 4 yen. The meaning of each item is as follows. Number of installations = A value indicating the number of gaming machines installed in the gaming facility. Total number of installations = The value obtained by multiplying the number of installations by the number of opportunities where the number of operations was specified, and indicates the total number of installations. For example, if 12 operations are specified per business day, and there are 10 installations over 7 business days, then the total is 10 units x 12 times x 7 days = 840 units. Total number of operating machines = the number of times that operating gaming machines were identified based on the number of opportunities mentioned above. Operating rate = total number of machines in operation ÷ total number of machines installed, and is gaming information that indicates the percentage of machines in operation. Operating rate may be determined by outs, as is well known. That is, the cumulative outs for the business day in question (e.g., 40,000 x 7 business days = 280,000) ÷ the maximum outs expected if operation continues during the business hours of the business day in question (e.g., 12 hours x 7 days x 5,000 (maximum outs obtained in 1 hour) = 420,000) = (65.1%). Furthermore, since outs and machine play time, which are non-store-identifiable information, can be determined for the store itself and affiliated stores, it is desirable to be able to switch between determining operating rate by number of machines in operation or by outs and machine play time as appropriate.

[0036] "Other Store A," "Other Store B," etc., each indicate the operating information of other stores within the trade area to which the own store belongs, so-called competing stores (target other stores). Calculations are also performed on an amusement facility basis, but the other store average indicates operating information for other stores (e.g., 10 stores) within the trade area excluding the own store. While the other store average is illustrated as including all other stores, it is desirable to exclude them from the calculation as appropriate, or to select other stores to be included in the calculation as described below, so that the target other stores can be selected arbitrarily. Furthermore, the average value of all stores (e.g., the national average) compiled by the gaming information management server 9 can be used as the reference value for other stores in addition to the average of the target other stores, and the own store can also use the average value of all stores. The reference values ​​for the own store and other stores do not necessarily need to be different.

[0037] Here, attention is paid to the average operating rates of the store and other stores. That is, the average operating rate of the store is 60.6%, and this average is used as a reference value (reference store operating information), and the operating rates of each model (store operating information) are compared to classify the operating rates of each model based on whether they exceed the reference value. The operating rate of model C is 67.2%, and the operating rate of model D is 66.8%, both of which exceed the average of 60.6% used as the reference value, so they are output in the first output mode (e.g., output in yellow). On the other hand, the operating rate of model A is 42.4%, and the operating rate of model B is 43.8%, both of which do not exceed the average of 60.6%, so they are output in the second output mode (e.g., output in blue). The same applies to the average operating rate of other stores. The average operating rate of other stores is 71.5%, but this average is used as a reference value (reference other store operating information) and compared with the operating rate of each model (other store operating information), and the operating rate of each model is classified based on whether it exceeds the reference value. The operating rate of model A is 74.7%, and the operating rate of model C is 74.2%, both of which exceed the average of 71.5% used as the reference value, so they are identified and output in the first output mode (e.g., output in yellow). On the other hand, the operating rate of model B is 43.8%, and the operating rate of model D is 66.8%, both of which do not exceed the average of 71.5%, so they are identified and output in the second output mode (e.g., output in blue). In Figure 4 and Figure 6 (described later), the output in yellow is shown with a pattern sloping upward to the right, and the output in blue is shown with a pattern sloping downward to the right. The identification output is not limited to color output, and any output method may be used as long as the amusement facility manager can easily distinguish the information from other information. Note that, if the comparison result with the reference value is specified, it is not necessarily necessary to individually display the comparison result in an identification output.

[0038] By comparing the collected operational specific information with its standard value (for example, average value) for the own store and other stores (the average value of the target store, "average of other stores" in Figure 4), the situation is classified by model into one of the following categories: "fierce competition" (both the own store and other stores exceed the standard value), "superior" (the own store exceeds the standard value but other stores do not), "unfavorable" (the own store does not exceed the standard value but other stores do), or "calm" (neither the own store nor other stores exceed the standard value).

[0039] Specifically, in the example of Figure 4, for "Model A," the store's operating rate (42.4%) is not higher than the average (60.6%), but the average operating rate of other stores (74.7%) is higher than the average (71.5%), so it is classified as "underperforming." For "Model B," the store's operating rate (43.8%) is not higher than the average (60.6%), and the average operating rate of other stores (43.8%) is not higher than the average (71.5%), so it is classified as "calm." For "Model C," the store's operating rate (67.2%) is higher than the average (60.6%), and the average operating rate of other stores (74.2%) is also higher than the average (71.5%), so it is classified as "fiercely competitive." For "Model D," the store's operating rate (66.8%) is higher than the average (60.6%), but the average operating rate of other stores (66.8%) is not higher than the average (71.5%), so it is classified as "superior." Figure 5 shows the concepts of this classification into "fierce competition," "superior," "underperforming," and "calm."

[0040] The "graph source information" shown in FIG. 6 is identified based on the "example of gaming information according to operating rate range" shown in FIG. 3 and the "operation specification information" shown in FIG. 4. The average operating rate of other parlors is as explained in FIG. 4. The rank (operation information range) and expected gross ball profit (reference information) are identified based on which operating rate (other parlor operation information) for each machine type falls within the operating rate range shown in FIG. 3. That is, since non-parlor-identifiable information such as gross ball profit cannot be disclosed as information that can identify a parlor, or cannot be identified as gaming information, the gross ball profit for the corresponding rank among the gross ball profits (reference utilization information) identified by rank as shown in FIG. 3 is identified as the expected gross ball profit. For model A, the average operating rate of other parlors is 74.7%, so a rank of "8" is identified, and an expected gross ball profit of 0.27 is identified. For model B, the average operating rate of other parlors is 43.8%, so a rank of "5" is identified, and an expected gross ball profit of 0.28 is identified. The same applies to other models. Furthermore, since Figure 3 targets model A, for model B and other models, it is sufficient to compile game information according to the operating rate range for each model in the same way as in Figure 3 and use that as a reference object, but it is also possible to compile Figure 3 for multiple models, for example, for the same type or for all models, and use that as a reference object.

[0041] Using the expected gross profit on balls as a standard, the sweet / sour range for gross profit on balls is determined by referring to the standard values ​​shown in Figure 7. In other words, using the expected gross profit on balls as a standard, if it is 30% above it is "very spicy," if it is 10% above it is "spicy," if it is -10% above but below 10% it is "standard," if it is -10% below it is "sour," and if it is -30% below it is "very sweet." For model A, the gross profit on balls of 0.32 exceeds 0.297, which is calculated by adding 0.027 (expected gross profit on balls) x 10% = 0.027 to the expected gross profit on balls, and is below 0.351, which is calculated by adding 0.081 (expected gross profit on balls) x 30% = 0.081 to the expected gross profit on balls, so the utilization is determined to be "sour." For model B, the gross profit margin of 0.21 exceeds the expected gross profit margin of (0.28) x -30% = -0.084 plus 0.196, and is lower than the expected gross profit margin of (0.252) x -10% = -0.028 plus 0.252, so the utilization is determined to be "easy." For model C, the gross profit margin of 0.38 exceeds the expected gross profit margin of (0.25) x 30% = 0.075 plus 0.325, so the utilization is determined to be "very lenient." For model D, the gross profit margin of 0.10 is lower than the expected gross profit margin of (0.26) x -30% = -0.078 plus 0.182, so the utilization is determined to be "very lenient." The items to be considered depending on the classification and the results of the judgment on whether it is lenient or lenient are as shown in Figure 8.

[0042] Based on the information explained so far, the original graph information in Fig. 6 is graphed and shown as a machine power balance graph (own and other store comparison information) in Fig. 9. That is, when conditions such as the target period, target type, own store operation, excluded stores, and other store average are specified as explained in Fig. 4, gaming information that meets the specified conditions is extracted and the gaming information up to Fig. 6 is calculated.

[0043] The meaning of each condition in the model power balance graph is as follows: Target period = Any period can be specified, for example, in business days. Examples of target type include machine groupings such as rental rates, such as pachinko machines at 4 yen or 1 yen, or slot machines at 20 yen or 5 yen, or types of gaming machines, but other than type, any other classification that allows for grouping of machines according to, for example, the probability of a jackpot, the expected average investment amount until the first jackpot, or gameplay such as AT or ceiling function, may be used, and the setting can be done by specifying an arbitrary group according to the machine to which it belongs. Own store operation = A condition for selecting whether to specify the store's operation information (operation specific information) by the number of machines in operation (store specific information) or by outs or machine play time (non-store specific information). Excluded stores = For example, if there are 10 gaming facilities within a trade area, you can specify this to exclude specific stores and identify gaming information for other stores. If you select "none" as shown in the example, all stores within the trade area will be targeted. You can also specify target stores instead of excluded stores. In other words, you can specify information for only Store A (a single gaming facility), which is your biggest rival store, to identify information for other stores. Other store standard = This is the condition for determining whether the standard value of other store's operating information should be the other store average or the national average. Note that these conditions can be changed even while the graph is being output, and when changed, information that matches the condition will be output.

[0044] The horizontal axis (first axis) of the graph represents the store's own operation rate (own store operation information) and the vertical axis (second axis) represents the average operation rate of other stores (other store operation information), with the identification information of each machine model in the store (e.g., model name) plotted in the corresponding location. For example, for "Model A," the store's own operation rate is 42.4% and the other stores' average operation rate is 74.7%, so it is plotted at 42.4% on the horizontal axis and 74.7% on the vertical axis. For "Model B," the store's own operation rate is 43.8% and the other stores' average operation rate is 43.8%, so it is plotted at 43.8% on the horizontal axis and 43.8% on the vertical axis. The same applies to other models. Here, even if the same operational information is used, the reference values ​​are different between the own store and other stores, using the average values ​​for the own store (60.6%) and other stores (71.5%), and the upper and lower limits are also different. The results of the usage classification indicating sweetness / spicyness, as explained in Figure 6, are also shown, and the output is identified according to the usage classification (for example, "super spicy" is colored red, "spicy" is colored orange, "standard" is colored purple, "sweet" is colored blue, and "super sweet" is colored green). Here, the identification information may be output in a shape such as a square, circle, or triangle, or in size, in addition to color, to match the usage classification. Furthermore, identification information may be output according to a classification such as fierce battle or superiority, or identification output may be performed according to multiple classifications, such as distinguishing between a fierce battle classification by model name and sweet / spicy by usage.

[0045] As described above, according to this embodiment, the following effects can be achieved. In the gaming facility system, by managing categories such as "fierce competition" and "dominant" in the operation specification information shown in Figure 4 and the model power balance graph shown in Figure 9, even if the operation rate of the store itself and the average operation rate of other stores (66.8%) are the same, as in the case of "Model D" in Figure 4, the average operation rate of the store itself (60.6%), which serves as the standard, may differ from the average operation rate of other stores (71.5%).It is possible to determine that a model is a main model in the store but not so in other stores, and the risk of misidentifying the main model in the store and other stores can be reduced.

[0046] The model power balance graph shown in Figure 9 can be output, making it easier to understand the operating contribution of each model between your own store and other stores.

[0047] When outputting self-and-other store comparison information for multiple stores, it is possible to output self-and-other store comparison information specified by other store data showing the average of multiple stores, without outputting self-and-other store comparison information for each of the other stores in question, and the other store in question can be changed during output, so that it is possible to reduce the risk of the information becoming complicated and difficult to understand by outputting the classification of each store, but also to change the classification as appropriate if there is an other store of concern.

[0048] The gross profit margin of the store itself and the results of comparing it with the standard range are managed in association with information comparing the store itself and other stores, making it possible to determine whether the use according to the classification shown in Figure 8 is appropriate.

[0049] While ranking the operation rate as shown in the gaming information in Figure 3, the gross profit on balls is managed according to the ranking, and by comparing the gross profit on balls of the rank corresponding to the operation rate of other stores with the virtual gross profit on balls of the other stores, it becomes possible to understand the merits and demerits of the utilization of one's own store while assuming the gross profit on balls of other stores, which is difficult to grasp.

[0050] The present invention is not limited to the above-described embodiment, but can be modified or expanded as follows: The exemplified configurations including the modified examples shown below may be combined in any way, or may not be adopted as appropriate, or only one of the exemplified configurations may be adopted.

[0051] In addition to ball gross profit, any gaming information such as machine gross profit, sales, payout rate, etc. may be used to identify the utilization category, and while actual values ​​have been used as examples, the utilization category may also be identified using theoretical values ​​based on basic data such as base or average start. Also, when multiple gaming facilities are considered as other facilities, the average of other facilities for each model is used as the comparison target with the standard value or the target for identifying the rank, but it is also possible to determine the category on a gaming facility basis, display multiple judgment results, or use gaming facilities that meet specific conditions, such as the best or worst operating facility among other facilities, as the comparison target or target for identification.

[0052] Although the expected gross profit on balls of other stores was determined after specifying the rank, the average value for each machine type managed by the gaming information management server 9 may be used as the expected gross profit on balls without specifying the rank. Also, the gross profit on balls managed by the gaming information management server 9 was used as the expected gross profit on balls as is, but it is not necessary to use this value as is; for example, it may be corrected taking into account the circumstances of the store's own trading area.

[0053] Although the example given shows that the information from the gaming information management server 9 can be viewed on the management device 5, it may also be possible to view the information on a display device that does not need to be installed in the gaming facility, such as a regular PC or mobile phone, but it is preferable to be able to identify the target gaming facility by entering an ID or the like.

[0054] The numerical values, number of digits, items, etc. are examples, and any numerical values ​​may be used. Furthermore, the identification output may be in any output form, such as adding symbols other than those shown in the examples, and at least printing and display output are envisioned.

[0055] Each setting value may be set by an administrator through an operation input, may be set in advance by the manufacturer of the management device 5, or may be set by downloading setting information from an external server (for example, a chain store headquarters, etc.).

[0056] All of the game information exemplified above may be specified directly by input signals or indirectly by using arithmetic expressions, and the mode may also be specified not only by operation input but also by a game signal that can specify the mode, if the game signal is output from the gaming machine 1. In addition, the model may be classified by manufacturer, specification, or any other method that indicates the type of gaming machine 1.

[0057] Either "above" or "exceeds" can be used, and expressions such as "reached" correspond to either "become above" or "exceed." The same is true for "below" and "less than," and expressions such as "does not exceed" correspond to both.

[0058] The target gaming machine 1 can be a pachinko gaming machine other than the exemplified pachinko gaming machine, such as a so-called enclosed type in which gaming media are managed only by data, or a slot machine, etc. Note that, taking into consideration the so-called enclosed type, gaming media will be expressed as gaming value as necessary.

[0059] A part of the processing performed by the management device 5 may be performed by the relay device 3 or the gaming device 2. In addition, any configuration is possible, such as performing the processing to be performed by the gaming information management server 9 by the management device 5, performing the processing to be performed by the management device 5 by the gaming information management server 9, or determining the corrected payout rate by determining statistical information etc. only by the management device 5 without providing the gaming information management server 9. [Explanation of symbols]

[0060] In the drawing, 1 is a gaming machine, 5 is a management device, and 9 is a gaming information server (operation information management means, classification means, comparison information management means, output means, utilization information management means, reference information management means).

Claims

1. an operation information management means for managing operation information indicating the operation status of the gaming machine, the operation information being targeted at the own store and the operation information being targeted at other stores, on a machine type basis; a classification means for classifying the own store operation information by comparing the own store operation information with the reference own store operation information, and classifying the other store operation information by comparing the other store operation information with the reference other store operation information; A comparison information management means for managing comparison information between our store and other stores by model unit, the comparison information being obtained by integrating the results of the classification by the classification means; an output means for outputting the comparison information of the store and other stores managed by the comparison information management means; The reference own arcade operation information and the reference other arcade operation information indicate an average of operation information in any arcade.

2. The amusement arcade system of claim 1, wherein the output means is capable of outputting a graph in which the first axis represents the operation information of the own arcade and the second axis represents the operation information of other arcades, and in which the identification information of the model is placed at a position on the coordinate system corresponding to the comparison information between the own arcade and other arcades.

3. The output means, when outputting self-and-other store comparison information targeting multiple stores, is capable of outputting self-and-other store comparison information identified by other store operation information indicating the average of the multiple stores, without outputting self-and-other store comparison information for each of the other target stores, and is capable of changing the target other store during the output.

4. An amusement arcade system as described in any one of claims 1 to 3, comprising a utilization information management means for managing utilization information, which is gaming information indicating the degree of adjustment of gaming machines, in association with self-store utilization information targeted at the own store, and reference information indicating expected gross ball profit, which is virtual utilization information targeted at other stores, in correspondence with self-store / other store comparison information.

5. a reference information management means for managing reference utilization information and reference operation information for each gaming arcade, including reference other arcades other than the target other arcade that is the subject of the self-and-other arcade comparison information, and for classifying and managing the corresponding reference utilization information depending on which of a plurality of operation information ranges that are set in advance the reference operation information belongs to; The reference utilization information indicates the utilization information of a corresponding gaming center unit, The reference operation information indicates an operation rate of a corresponding gaming hall unit, 5. The gaming arcade system according to claim 4, wherein the reference information can be specified by reference utilization information corresponding to an operation information range to which other arcade operation information targeting the other target arcade belongs.

Citation Information

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