Game center management system
The game center management system addresses the challenge of estimating sales volume in a planned location by analyzing gaming information from multiple facilities, using regression analysis to calculate expected sales and operating status, thereby enhancing business decision-making.
Patent Information
- Application Number
- JP2022056195
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-03-30
- Publication Date
- 2026-01-29
- Estimated Expiration
- 2042-03-30
AI Technical Summary
Conventional business management systems for gaming parlors cannot accurately estimate sales volume in a planned location due to the lack of sales data from competing arcades in the vicinity.
A game center management system that collects and analyzes gaming information from multiple facilities, using regression analysis to calculate expected sales and operating status based on operating rates, enabling the estimation of sales volume in a specific commercial area.
Enables accurate estimation of sales volume and operating status of gaming facilities in a planned location by analyzing operating rates and average payouts across multiple gaming centers, facilitating informed business decisions.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a management system for an amusement facility. [Background technology]
[0002] Conventionally, gaming parlors have provided business management systems for implementing optimal business measures. For example, the business management system disclosed in Patent Document 1 includes a database unit that collects and stores various types of operational information from gaming devices such as pachinko machines and ball dispensing machines, generates various types of specific information that serve as business management indicators such as sales, gross profit, and operating rate from the stored information, and uses one specific information such as operating rate as a standard to perform regression approximation of the correspondence between this and other specific information, and displays the results in a graph for comparison so that the error range can be seen. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2002-224391 Summary of the Invention [Problem to be solved by the invention]
[0004] When an operator of a game arcade plans to open a new arcade, it is important to know how many players there are in the planned location (trade area) and how much sales can be expected. However, the business management system described above can only collect information on sales and gross profits from the operator's own arcade or chain stores, and it is not possible to know the sales volume of other arcades (competitors) located near the planned location.
[0005] The present invention has been made in view of the above circumstances, and its object is to provide an amusement center management system that makes it possible to calculate the sales volume in a specific commercial area. [Means for solving the problem]
[0006] The game center management system of the present disclosure includes: A gaming information collection means (for example, a management device 5 of each of the gaming facilities A to C) is provided in each of the gaming facilities to collect various gaming information related to games on each gaming machine provided in the gaming facility; analysis means (for example, a management server 9 that performs regression analysis) for analyzing the relationship between first gaming information (for example, a monthly operating rate in a gaming facility) and second gaming information (for example, an average payout per gaming machine per month) among the gaming information collected from the plurality of gaming facilities; a gaming information receiving means (for example, a management device 5 or a management server 9 that receives an operating rate) that receives the first gaming information in a specific gaming facility among the plurality of gaming facilities; The gaming facility is provided with a calculation means (e.g., a management server 9) that calculates second gaming information in the specific gaming facility as expected gaming information (e.g., expected out) based on the first gaming information received by the gaming information receiving means and the analysis results by the analysis means (e.g., obtaining a regression equation from the regression analysis results).
[0007] According to the above configuration, for example, analysis can be performed based on the operating rate actually collected as the first gaming information, and the expected out-come can be calculated as the expected gaming information, making it possible to grasp such things as the operating status of other gaming facilities and the expected out-come of gaming facilities in the commercial area of the planned location. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram showing an outline of the overall configuration of an amusement center management system according to one embodiment; [Figure 2] (a) and (b) are plots showing the relationship between the operation rate and the average out, and a diagram showing the collected game information. [Figure 3] Figure showing the results of the survey by type rank [Figure 4] Diagram showing expected sales within a specific trade area [Figure 5] A chart showing the aggregated results of sales volume by type in each trade area [Figure 6] Figure showing the results of the aggregation by type for type rank "8" [Figure 7] Diagram showing sales volume using aggregated results by type at store A DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. 1 is a schematic diagram showing the overall configuration of an amusement facility management system. A large number of (multiple models of) gaming machines 1 are installed in an amusement facility A, and a gaming device 2 is installed corresponding to each gaming machine 1. Each pair of these 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 (gaming information collection means) via a LAN 4.
[0010] In addition, a POS and a balance adjustment machine (neither of which are shown) are also installed in the 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 the gaming facility A, and is connected to a keyboard 6, a monitor 7, a printer (not shown), etc., which are operated by the gaming facility manager. The management device 5 manages the game information and operating status of each gaming machine 1 by inputting game signals output from the gaming machines (gaming machine 1, gaming device 2, etc.).
[0011] In this embodiment, a system similar to that of amusement facility A is also constructed in amusement facilities other than amusement facility A (gaming facilities B and C in the example of Figure 1), and each amusement facility B and C is also equipped with gaming machines 1, gaming devices 2, relay devices 3, LANs 4, management devices 5, etc.
[0012] Each of the management devices 5 in these gaming centers A to C is connected to a management server 9 (gaming information collection means, analysis means, gaming information reception means, calculation means, ranking means, rank information management means, rank determination means, sales scale calculation means, and trade area classification means) installed separately from each of the gaming centers 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 information with the management server 9 via the public line 8, etc. Note that since each of the gaming centers A to C has an equivalent configuration as described above, the following explanation will focus on the configuration in gaming center A.
[0013] The gaming machine 1 shown in Figure 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 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 on the board 10.
[0014] 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.
[0015] (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.
[0016] (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 is opened 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.
[0017] (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 hole 16 is won, but 10% for 4R and 90% for 15R when the second starting hole 17 is won, and the priority for consuming the reserved pattern changes corresponding to the win is set higher for the second starting hole 17 than for the first starting hole 16.
[0018] (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 a predetermined number of (for example, 100) pattern changes are performed.
[0019] (6) The second starting slot 17 opens to a high winning probability when a normal symbol (normal symbol) that changes in response to a win in 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.
[0020] 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.
[0021] 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.
[0022] 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.
[0023] 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.
[0024] The gaming device 2 is a rental machine with a 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 where coins (monetary value, valuable value) are inserted, a touch panel type LCD display 21 that accepts operation inputs from the player, 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 the paid out balls pass, a card insertion port 24 where 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 the player playing the corresponding gaming machine 1, etc.
[0025] 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).
[0026] (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.
[0027] (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 portion of the balance or balls in hand is not permitted, but may be permitted. (4) An image signal capable of identifying the image captured by the camera 26 is output.
[0028] (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.).
[0029] The management device 5 inputs various gaming signals (gaming information) output from each of the gaming machines 1, 2, etc. installed in the gaming facility A, thereby collecting various gaming information related to the games played on each gaming machine 1. Here, Fig. 2(b) is an explanatory diagram illustrating part of the gaming information collected (calculated) by the management device 5, and for the sake of convenience, the columns of each item marked with "..." represent the gaming information for the corresponding aggregation period as a specific calculated value.
[0030] That is, the gaming information collected in the gaming parlor A includes, for example, the "number of machines," "outs," "operating rate," "sales" and other gaming information by "type" shown in the same figure (b) (see Figure 3 described later). Among these, the "type" corresponds to the specification value of the gaming machine 1 (for example, the theoretical TS as the reciprocal of the probability of a jackpot), and is the type of gambling that classifies the gaming machine 1 based on the theoretical TS. "Type" is classified into three categories, for example, "high-middle," "light-middle," and "light," as shown in Figure (b), or six categories including "middle," "minimum," and "other (for example, so-called blade-type types)," which are not shown.
[0031] The "number of machines," "outs," "operation rate," and "sales" in Fig. 2(b), as well as other gaming information to be described later, are managed in association with the type in the management device 5, and are periodically transmitted from the management device 5 to the management server 9. Of these, the "operation rate" indicates how many of the set gaming machines 1 (gaming machines 1 in the gaming facility A) are in operation at a given time, and the "sales" is transmitted as an indication of the sales per gaming machine (calculated value by type in Fig. 2).
[0032] Furthermore, the management device 5 detects a player based on an image signal input from the gaming device 2 (camera 26) and accumulates the player's playing time and playing history, so that it can also collect and transmit the playing history for each player or each gaming machine 1. In any case, the gaming information or playing history transmitted to the management server 9 can be transmitted as data associated with the above-mentioned type and classification.
[0033] The type may represent, for example, a group with the same lending rate or a distinction between pachinko gaming machines and slot machines (see "4 yen pachinko" in Fig. 2(b)). The gaming information in Fig. 2(b) is only an example of a portion of the transmission target, and any gaming information or various signals may be transmitted to the management server 9 as long as it is gaming information that can identify the first gaming information and second gaming information described later. Furthermore, the management device 5 is capable of displaying the results of calculations and the results of aggregations compiled by the management server 9 on the monitor 7.
[0034] The management server 9 receives and compiles various signals and information transmitted from each of the gaming parlors A to C, and transmits the compiled information to each of the gaming parlors A to C. Here, Fig. 2(a) shows a plot diagram plotting the relationship between the operating rate and the average payout per gaming machine at each gaming parlor based on the gaming information collected by the management server 9 from each of the gaming parlors, including gaming parlors A to C. In this case, the management server 9 analyzes the relationship between the operating rate of each gaming parlor for example as first gaming information and the corresponding average payout per gaming machine for the month as second gaming information.
[0035] That is, the plot in Figure 2(a) is obtained by taking the type as "4 yen (4 yen pachinko)" and the business hours as "14 hours operation", and taking the monthly operating rate (decimal) as shown above on the x-axis and the average monthly out per gaming machine on the y-axis. Note that for the sake of convenience, the x-axis in Figure 2(a) is expressed in percentage (%). The management server 9 then performs a regression analysis to determine the relationship between the availability rate and average outage, and obtains a regression equation from the results of the regression analysis. In this case, the management server 9 plots the correlation equation, i.e., the approximation equation of the approximated line calculated using the regression analysis, and the approximation equation is, for example, "y=48096x-26.994."
[0036] Using the approximate equation thus obtained, the management server 9 can accept the operating rate (first gaming information) of a specific gaming facility among the multiple gaming facilities A to C, and calculate the expected out (second gaming information) of that specific gaming facility as expected gaming information based on the accepted operating rate and the regression analysis results. For example, if the operating rate of a certain amusement arcade is 25%, the expected number of outs at that arcade can be calculated as "11,997" (real value, rounded down to the nearest integer) by substituting "x = 0.25" into the above approximation formula.
[0037] The operating rate may be determined using the gaming information transmitted from gaming parlor A as described above, or may be determined using the operating rate input by other gaming parlors that are unable to transmit gaming information. The type of game can be specified for each of gaming parlors A to C, for example, "1-yen pachinko" or "20-yen slots." The operating hours are determined based on the business model of the gaming parlor, such as "13-hour operation." The management server 9 and management device 5 manage these types, business models, types, etc. in association with the gaming information collected as described above.
[0038] The management server 9 also functions as a ranking means for ranking the plurality of gaming facilities by comparing the collected gaming information for each of the plurality of gaming facilities. 3(a) and 3(b) are diagrams showing the results of the aggregation of the multiple gaming centers (numerous stores including gaming centers A to C) by type rank. The management server 9 displays and outputs the diagrams of FIGS. 3(a) and 3(b) on the display screen of the monitor 9a, and a selection operation for selecting a type, etc. can be performed using input means such as the keyboard 9b. In the management device 5, the display screen of the monitor 7 displays the relevant information and the keyboard 6 can be used to perform selection operations, and the same applies to the display screens in FIG. 4 and subsequent figures.
[0039] That is, as shown in the column of Figure 3(a), the selection items of "Type," "Period," and "Dividend" are selected to set the target of aggregation. Among these, "Dividend" is the break-even divisor set for each gaming parlor, and since gross profit and ball price tend to differ depending on the divisor, selecting the divisor will make the gaming parlors where the divisor is set the target of aggregation.
[0040] The "rank" in Fig. 3(b) is expressed as a numerical value from "1 to 10" that evaluates each gaming parlor, for example, based on the game information sent from each gaming parlor, and ranks them on a 10-point scale using the outs and gross profits of the gaming parlors to be compared. In this case, the outs and gross profits of each gaming parlor are first ranked in descending order, and then the average values of each rank are ranked in descending order and divided into 10 levels, starting from the lowest, such as rank 1, rank 2, ..., to determine the rank of each type (type rank). As a result, the management server 9 associates the gaming facility ranks "1 to 10" with the gaming information based on the ranking results and manages them by rank. The meanings of the items in Fig. 3(b) showing the ranks and gaming information are as follows:
[0041] Rank: Indicates the type rank. · Number of stores (stores): Indicates the number of stores for each type of rank. Outages (units): Indicates the average outages (actual number) per day and per unit for a specific period in each rank. Sales (yen): Indicates the average sales per day and per unit for a specific period for each rank. Gross profit (yen): Indicates the average gross profit per day and per unit for a specific period for each rank.
[0042] -Price per ball (yen): Indicates sales / outs. Above: Indicates the average number of outs for the rank and the rank one level below. However, for rank 1, it will be "0". Less than (pieces): Indicates the average number of outs for the rank and the rank one level above. However, for rank 10, it will be "99999."
[0043] By comparing the expected game information calculated by the management server 9 with the game information in Figure 3(b), it is possible to determine which rank a particular gaming facility belongs to. For example, if the expected out "11,997" calculated from the operating rate is applied to "more than or equal to" and "less than" in Figure 3(b), it is found that the expected rank of the gaming facility in question is "8."
[0044] The management server 9 functions as a sales volume calculation means for calculating the sales volume of a specific gaming facility based on the third gaming information, which is information related to sales among the gaming information managed by the management server, such as the unit price of balls, and the expected out, which is expected gaming information. Figures 4(a) and (b) show the expected sales within a specific trade area for the relevant sales scale. As shown in Figure 4(a), there are columns for selecting the items "Type," "Period," and "Trade Area," and a specific trade area A is to be selected (referenced). The trade area to be referenced may be one of the trade areas registered and classified in advance in the management server 9 (trade area classification means) that classifies multiple amusement centers into specific trade areas, or trade areas registered and classified by city, ward, town, or village.
[0045] The meaning of each item in Figure (b) is as follows: · Dividend (dividend): Indicates the break-even divisor set for the amusement facility. · Number of machines (units): Indicates the average number of gaming machines installed in the amusement center. Number of customers: Indicates the average number of people operating per hour at a particular amusement facility. · Operating rate (%): Number of customers ÷ Number of machines × 100 Estimated outage (units): Indicates the estimated outage per day and per unit calculated from the operating rate.
[0046] Estimated monthly cumulative outflow (units): Number of units x Estimated outflow x number of days ... Formula (1) · Expected Rank: Indicates the expected rank calculated from the expected out. - Estimated unit price (yen): Indicates the unit price for the estimated rank. Estimated monthly cumulative sales (yen): Estimated monthly cumulative outflow x Estimated unit price … Equation (2) Total (yen): Indicates the total estimated monthly cumulative sales in the relevant trade area.
[0047] The management server 9 calculates the expected out-of-pocket amount from the operating rate of the specific gaming facility as described above, and uses the calculated expected out-of-pocket amount to determine the category rank of the specific gaming facility as an expected rank. Then, by multiplying the ball price (third gaming information) and the expected out-of-pocket amount (estimated gaming information) for the calculated expected rank (see formulas (1) and (2)), the sales scale of the specific gaming facility can be determined, for example, as the "estimated monthly cumulative sales" in Figure 4(b).
[0048] According to the setting example in Figure (a), the expected monthly sales scale for "4 yen" pachinko in "Trade Area A" is "798,329,878 yen." In addition, the expected cumulative monthly sales can be changed by type, period, trade area, and percentage, and the sales scale for specific trade areas other than trade area A (trade areas that include stores other than stores A to E in Figure (b)) can also be calculated.
[0049] Figure 5(a)(b) shows the results of the sales volume by type for each of these trade areas A to C, and as shown in Figure 5(a), there are columns for selecting the "period" and "type." In this case, the "period" can be selected in years, and for "type," in addition to "4 yen" pachinko, 1 yen pachinko, 20 yen slots, 5 yen slots, and all of these (not shown) can be selected as the target for the aggregation. In this way, the monitor 7 of the management device 5 can display the sales volume by type across multiple commercial areas A to C, allowing the manager of an amusement facility to use the sales volume as a reference to analyze which commercial area they should open a new store in.
[0050] As described above, the management server 9 and the management device 5 have the function of classifying the gaming machines 1 into types according to their specifications, and manage the various types of collected gaming information in association with the types. Figure 6(a) and (b) show the results of aggregating the gaming information by type. As shown in Figure 6(a), there are columns for selecting the items "Type," "Period," "Dividend," and "Type Rank," and this shows an example in which an arcade with a type rank of "8" was selected.
[0051] In this way, not only can you select (set) the "type," "period," and "dividend," but you can also set the "type rank" to display the aggregated results such as "sales," "out," and "ball price" for each type of gaming machine 1 in a specific type rank. Also, by managing the aggregated results for each type for each specific rank, you can calculate the sales scale in more detail.
[0052] Figures 7(a) and (b) show the sales volume using the aggregated results by type for "Store Name" A, and are displayed as a display screen that is accessed by selecting the store name "A" within a specific trade area in the "Trade Area" column in Figure 4(a). 7(a) shows the selected store name "A" and the set "period" to be calculated. The meaning of each item in FIG. 7(b) is as follows:
[0053] · Operating rate (%): Number of customers ÷ Number of machines × 100 Expected out (units): Operating rate of the type / Operating rate of 4 yen × Expected out of 4 yen … Equation (3) Estimated sales [units] (yen): unit price of the type in the corresponding type rank × estimated out-of-pocket sales of the type … Equation (4) Estimated sales [type] (yen): Number of units x Estimated sales [units] ... Equation (5) Estimated monthly cumulative sales (yen): Estimated sales [type] x number of days [31 days] … Equation (6)
[0054] Here, since the operating rate and sales differ depending on the type of gaming machine 1, some error will occur even when the sales scale is calculated for a specific type. Although it is possible to compare the sales scale even if some error occurs, it is preferable to calculate the sales scale in more detail. In this regard, the management server 9 of this embodiment aggregates the game information sent from each gaming facility by type (see FIG. 6) and calculates the operating rate by type (see FIG. 7). The ratio of the operating rate by type to the operating rate of the corresponding type is calculated, and multiplied by the expected out-of-run for the corresponding type (see formula (3)), thereby calculating the expected out-of-run per day and per machine for that type.
[0055] Then, by multiplying the calculated expected out-of-pocket sales by type by the unit price of balls by type for a specific type (see formula (4)), the expected sales [units] per day and per unit for that type are calculated. By multiplying the calculated expected sales [units] by the number of units and the number of days in the period (set period), the expected sales [type] and expected monthly cumulative sales can be calculated (see formulas (5) and (6)). In addition, by adding up the expected monthly cumulative sales by type for all types, the sales scale for a specific type can be calculated (see "4 yen total" in Figure 7). Note that when calculating expected monthly sales in a specific commercial area, it is possible to use the expected monthly cumulative sales calculated by type, or the expected monthly cumulative sales calculated by type.
[0056] As described above, when calculating the estimated monthly cumulative sales by type, the management server 9 refers to the operation rate by type and calculates the estimated gaming information (e.g., estimated out) by type (see FIG. 7). After calculating the estimated daily sales per machine for that type, multiplying this by the number of machines installed in store A and the number of days in the period, it is possible to obtain the aggregated or calculated results according to the installation status in a specific gaming center and the period.
[0057] For ease of explanation, in Figure 7, the store name is set to "A" corresponding to amusement center A, but it goes without saying that it is possible to calculate sales volume by selecting and setting amusement centers other than store A or other trade areas. In this regard, with conventional management systems, only the company's own store or chain stores can collect information on sales and gross profits, and it is not possible to grasp the sales volume of other amusement centers or competing stores located near the planned store opening site.However, with the amusement center management system of this embodiment, even if the management device 5 of amusement center A cannot directly collect information such as sales of competing stores, it can analyze gaming information, which is like market data collected from a large number of amusement centers, in the management server 9, and based on this, it can calculate the expected gaming information (for example, expected out) and sales volume of a specific amusement center, or even the sales volume in a specific commercial area.For example, by specifying the commercial area to which the planned store opening site belongs in the management device 5, it is possible to meet the needs of amusement center managers who want to grasp the sales volume in advance.
[0058] As described above, the management server 9 of this embodiment functions as an analysis means for analyzing the relationship between first gaming information (e.g., operating rate) and second gaming information (e.g., average out per gaming machine) among gaming information collected from multiple gaming facilities, and receives first gaming information from a specific gaming facility among the multiple gaming facilities, and calculates second gaming information (e.g., expected out) for the specific gaming facility as expected gaming information based on the received first gaming information and the analysis results by the analysis means. According to this, for example, by analyzing the relationship between the above-mentioned operating rate and average out as the first and second gaming information, it is possible to calculate the expected out based on the actually calculated operating rate, and to understand how much out can be expected at an amusement arcade in the commercial area of the planned location.
[0059] The management server 9 manages the rank of an amusement facility in association with gaming information, and determines which rank a particular amusement facility belongs to by comparing the expected gaming information (e.g., expected out) calculated by the calculation means with the gaming information managed by the rank information management means. This allows the gaming center to be ranked using the collected actual data (gaming information) of each gaming center, and the gaming information can be managed according to the rank. Also, it is possible to grasp the rank to which a specific gaming center is assigned, and by grasping the gaming information of the assigned rank, it is possible to grasp gaming information including the operating status of the specific gaming center and the commercial area of the planned location.
[0060] The management server 9 calculates the sales scale of a specific gaming facility based on third gaming information (e.g., ball price) and expected gaming information (e.g., expected out), which are information related to sales, among the gaming information managed as rank information management means, and calculates the sales scale of the commercial area classified as commercial area classification means. In this way, since the gaming information managed according to rank includes information related to sales, it is possible to grasp the sales scale of the commercial area of the specific gaming facility and the planned location from the relationship between the rank to which the specific gaming facility is assigned and the information related to sales and expected gaming information.
[0061] The management server 9 calculates the expected out as expected gaming information by type, for example, and can therefore accurately determine the expected out for the desired type, and ultimately more accurately calculate the sales volume of the gaming facility.
[0062] 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. A cloud-based server may be used as the management server 9, and each control (such as the above calculations) may be performed on the cloud.
[0063] The gaming information used may be daily data or monthly data. Also, although the operating rate uses the average value of data for each hour, it may also be the average of data for fixed times (for example, 11:00, 15:00, and 19:00). The trade area to be referenced and selected may be divided in any way, and may include amusement arcades located within any range centered on the arcade's own store, or may be selected in advance by the arcade manager.
[0064] The first gaming information and the second gaming information are not limited to the exemplified operating rate and average out, as long as they include gaming information that has a correlation that allows the scale of sales to be calculated based on the analysis results of the gaming information. Also, since the operating rate can be calculated by "number of customers / number of machines," for example, both of these may be used as the first gaming information, or the operating rate itself calculated by another calculation method may be collected as the first gaming information.
[0065] The information in the management server 9 can be viewed on the management device 5, and may be viewable on a display device that does not need to be installed in the amusement facility, such as an ordinary personal computer, but it is preferable to be able to identify the viewer by inputting an ID, etc. Also, the information can be viewed on the display screen of the management device 5 by displaying and outputting the diagrams in Figures 3 to 7, but the output format may also be printout.
[0066] The numerical values, number of digits, items, etc. are merely examples, and any numerical values may be used. Each setting value may be set by an administrator through manual 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, the headquarters of a chain store, etc.). All of the game information exemplified above may be determined directly by the input signal or indirectly using an arithmetic formula, and the rank classifications and type classifications (categories) are not limited to those described above and can be changed as appropriate, such as by increasing or decreasing the number of classifications.
[0067] 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. A part of the processing performed by the management device 5 may be performed by the relay device 3 or the gaming device 2, etc. Furthermore, any configuration is possible, such as the processing to be performed by the management server 9 being performed by the management device 5, or the processing to be performed by the management device 5 being performed by the management server 9. Therefore, for example, both the management device 5 and the management server 9 can function as gaming information receiving means for receiving the first gaming information in the specific gaming facility described above. [Explanation of symbols]
[0068] In the drawing, 1 is a gaming machine, 5 is a management device (gaming information collection means, gaming information reception means), and 9 is a management server (analysis means, gaming information reception means, calculation means, ranking means, rank information management means, rank determination means, sales volume calculation means, trade area classification means).
Claims
1. a gaming information collecting means provided in each of the gaming facilities for collecting various gaming information relating to games on each gaming machine provided in the gaming facility; analysis means for analyzing the relationship between first gaming information and second gaming information among the gaming information collected from the plurality of gaming facilities; gaming information receiving means for receiving the first gaming information in a specific gaming facility among the plurality of gaming facilities; a calculation means for calculating second gaming information in the specific gaming facility as expected gaming information based on the first gaming information received by the gaming information receiving means and the analysis result by the analysis means; a ranking means for ranking the plurality of gaming facilities by comparing the gaming information for each of the plurality of gaming facilities collected by the gaming information collecting means; a rank information management means for managing the rank of the gaming facility and the game information in association with each other based on the ranking result by the ranking means; a rank determination means for determining to which rank the specific gaming facility belongs by comparing the expected gaming information calculated by the calculation means with the gaming information managed by the rank information management means; a sales volume calculation means for calculating the sales volume of the specific gaming facility based on third gaming information, which is information related to sales among the gaming information managed by the rank information management means, and the expected gaming information; and a commercial area classification means for classifying the plurality of amusement centers into specific commercial areas, The sales scale calculation means is an amusement center management system that calculates the sales scale in the commercial area classified by the commercial area classification means.
2. the gaming information collecting means classifies the gaming machines into types according to their specifications, and manages the collected various gaming information in association with the types; 2. The gaming facility management system according to claim 1, wherein the calculation means calculates the expected gaming information for each of the types.
Citation Information
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