Gaming system, management device, and information provision method

The gaming system uses a machine unit and management device to assess player engagement by calculating a game score from gaming, vital, and environmental data, addressing the challenge of matching gaming machine needs with player interest and reducing customer loss.

JP7848099B2Active Publication Date: 2026-04-20GLORY LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
GLORY LTD
Filing Date
2022-10-14
Publication Date
2026-04-20

AI Technical Summary

Technical Problem

Existing technologies fail to determine whether a new gaming machine in a game arcade meets the needs of players, leading to potential customer loss due to lack of player interest, despite high operating rates.

Method used

A gaming system comprising a machine unit and a management device that acquires gaming and vital information, calculates a game score based on video, vital, and environmental data, and displays this information using a radar chart to assess player engagement.

Benefits of technology

Efficiently determines if a gaming machine meets player needs and provides tailored information, enhancing player engagement and reducing customer loss.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To determine whether game machines match the needs of players who visit a game hall and efficiently provide information to the players from new aspects.SOLUTION: (S1) An inter-game-machine card processor 10 sends, to a management device 50, image information captured by a camera, together with game information received from a game machine 20. (S2) A measurement terminal 90 and a measurement sheet 100 obtain vital information and send the same to the management device 50. (S3) The management device 50 calculates a game score of a player by using received each information, member information, and reference information and (S4) transmits them to a game machine lamp 40. (S5) The game machine lamp 40 displays the game score. (S6) The management device 50 accumulates the game score for each machine and generates machine model score information.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present invention relates to a gaming system, a management device, and an information providing method that can efficiently determine whether a gaming machine meets the needs of game players who visit a game arcade and provide information to game players from a new aspect.

Background Art

[0002] Conventionally, new models of gaming machines have been regularly introduced in game arcades such as pachinko parlors. When a game arcade introduces a new model of gaming machine, there are cases where the new model of gaming machine fails to attract the interest of game players. Also, even if the operating rate of a new model of gaming machine is high, there are cases where game players play on the new model of gaming machine because there are no available gaming machines and they expect to win more balls due to the new model. Therefore, if the introduction of such a new model of gaming machine ends in failure, it will lead to a loss of customers from the game arcade.

[0003] Therefore, even by referring only to the operating rate of a new model of gaming machine, it is not possible to know whether the new model of gaming machine meets the needs of game players. For this reason, for example, technologies for acquiring vital information of game players are known. For example, Patent Document 1 discloses a technology for collecting production information of a gaming machine and its results and managing them in combination with vital information related to heartbeat, pulse, and sweating obtained from various sensors worn by game players.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, the technology described in Patent Document 1 is for determining whether the presentation of a gaming machine is appropriate, and does not determine whether the gaming machine is attracting the attention of players. Therefore, even if Patent Document 1 is used, it is not possible to determine whether a new gaming machine matches the needs of players. This is because players are not attracted solely by the presentation of a gaming machine. For this reason, determining whether a gaming machine matches the needs of players who visit a gaming parlor has become an important issue.

[0006] The present invention has been made to solve the problems of the prior art described above, and aims to provide a gaming system, management device, and information provision method that can efficiently determine whether a gaming machine matches the needs of customers who visit a gaming parlor, and provide customers with information from a new perspective. [Means for solving the problem]

[0007] To solve the above problems, the present invention provides a gaming system comprising a machine unit attached to a gaming machine and a management device provided to communicate with the machine unit, wherein the management device includes a means for acquiring gaming information relating to a player playing on the gaming machine, and a means for acquiring vital information relating to the player's vital information. A video information acquisition means for acquiring video information of the gamer captured by an imaging device provided in each of the aforementioned machines, At least the gaming information relating to the aforementioned player, and the vital information of the aforementioned player. , the aforementioned video information and Based on this, the system comprises a game score calculation means for calculating the game score of a player playing the game machine, and a notification means for notifying information related to the game score calculated by the game score calculation means. The notification means controls the display of information on a predetermined display unit, including a radar chart that graphs the scores for each of the multiple emotional categories calculated based on the video information and vital information included in the game score. It is characterized by the following:

[0008] Furthermore, the present invention is characterized in that, in the above invention, the vital information acquisition means acquires the pulse, blood pressure, respiration and / or body temperature of the player as the vital information.

[0009] Furthermore, the present invention is characterized in that, in the above invention, the vital information acquisition means acquires the pulse, blood pressure, respiration, and / or body temperature of the player as vital information detected by a wearable device worn by the player.

[0010] Furthermore, the present invention further comprises, in the above invention, a face image acquisition means for acquiring face images of the players captured by an imaging device provided on each of the machines, and a game score calculation means for calculating the game score of the player playing the game on the game machine based on game information relating to the player, vital information of the player, and face images of the player.

[0011] Furthermore, the present invention further comprises, in the above invention, a motion information acquisition means for acquiring motion information of the player's body movements detected by a sensor provided on the chair in which the player sits while playing the game machine, and a game score calculation means for calculating the game score of the player playing the game machine based on game information relating to the player, vital information of the player, and motion information of the player.

[0012] Furthermore, the present invention is characterized in that, in the above invention, the notification means causes a predetermined display unit to display and control information relating to the game score.

[0013] Furthermore, in the above invention, The management device further comprises environmental information acquisition means for acquiring environmental information including at least one of the room temperature, humidity, atmospheric pressure, and illuminance inside the gaming establishment, and the gaming score calculation means is characterized in that it calculates the gaming score based on gaming information relating to the gaming customer, vital information of the gaming customer, video information, and environmental information. .

[0014] Furthermore, the present invention is characterized in that, in the above invention, the notification means outputs information relating to the game score to a lamp provided near the gaming machine, and the lamp displays the information relating to the game score on the display unit of the lamp.

[0016] Furthermore, the present invention is installed in conjunction with a gaming machine. Each deviceA management device provided to be communicable, comprising: a game information acquisition means for acquiring game information related to a player who plays a game on the gaming machine; and vital information acquisition means for acquiring vital information of the player. A video information acquisition means for acquiring video information of the gamer captured by an imaging device provided in each of the aforementioned machines, At least the game information related to the player and the vital information of the player , the aforementioned video information and Based on this, there are provided a game score calculation means for calculating the game score of a player who plays a game on the gaming machine, and a notification means for notifying information related to the game score calculated by the game score calculation means. The notification means controls the display of information on a predetermined display unit, including a radar chart that graphs the scores for each of the multiple emotional categories calculated based on the video information and vital information included in the game score. It is characterized by this.

[0017] Further, the present invention is an information providing method in a game system having each device installed together with a gaming machine and a management device provided to be communicable with each device, wherein the management device performs a game information acquisition step of acquiring game information related to a player who plays a game on the gaming machine, and a vital information acquisition step of acquiring vital information of the player. The management device includes a video information acquisition step in which it acquires video information of the players captured by the imaging device provided on each of the machines, The management device has at least the game information related to the player and the vital information of the player , the aforementioned video information and Based on this, there is provided a game score calculation step of calculating the game score of a player who plays a game on the gaming machine, and the management device includes a notification step of notifying information related to the game score calculated by the game score calculation process It is characterized by including this. Furthermore, the notification process involves controlling the display unit to show information including a radar chart that graphs the scores for each of the multiple emotional categories calculated based on the video information and vital information included in the game score. It is characterized by this.

Effects of the Invention

[0018] According to the present invention, it is possible to efficiently determine whether a gaming machine matches the needs of a player who visits a game arcade and provide information to the player from a new aspect.

Brief Description of the Drawings

[0019] [Figure 1] FIG. 1 is an explanatory diagram of the outline of a game system according to Embodiment 1. [Figure 2] FIG. 2 is a diagram showing the system configuration of the game system according to Embodiment 1. [Figure 3]FIG. 3 is a diagram showing the external configuration of the pedestal card processor and the gaming machine shown in FIG. 2. [Figure 4] FIG. 4 is a functional block diagram showing the configuration of the pedestal card processor shown in FIG. 2. [Figure 5] FIG. 5 is a diagram showing an example of the self-device state data and card data shown in FIG. 4. [Figure 6] FIG. 6 is a functional block diagram showing the configuration of the gaming machine shown in FIG. 2. [Figure 7] FIG. 7 is a functional block diagram showing the configuration of the management device shown in FIG. 2. [Figure 8] FIG. 8 is a diagram showing an example of the card management data, device management data, and member management data shown in FIG. 7. [Figure 9] FIG. 9 is a diagram showing an example of the operation data, game-related card processing history data, and non-game card processing history data shown in FIG. 7. [Figure 10] FIG. 10 is a diagram showing an example of the counting settlement processing history data, game history data, and idle data shown in FIG. 7. [Figure 11] FIG. 11 is a diagram showing an example of the environmental data, environmental standard data, video standard data, and vital standard data shown in FIG. 7. [Figure 12] FIG. 12 is a diagram showing an example of the member standard data and game achievement standard data shown in FIG. 7. [Figure 13] FIG. 13 is a diagram showing an example of the score data, member score data, and model score data shown in FIG. 7. [Figure 14] FIG. 14 is a flowchart showing the processing procedure in the management device according to Embodiment 1. [Figure 15] FIG. 15 is an explanatory diagram for explaining the outline of the game system according to Embodiment 2. [Figure 16] FIG. 16 is a diagram showing the system configuration of the game system according to Embodiment 2. [Figure 17] FIG. 17 is a functional block diagram showing the configuration of the management device shown in FIG. ?. [Figure 18] It seems there is a small error in the original text where "FIG. 17 is a functional block diagram showing the configuration of the management device shown in FIG. ?" should probably be "FIG. 17 is a functional block diagram showing the configuration of the management device shown in FIG. 16". I've translated it as best as possible with the given text.Figure 18 shows an example of the emotion score data shown in Figure 17. [Figure 19] Figure 19 is an explanatory diagram illustrating the outline of the gaming system according to Embodiment 3. [Figure 20] Figure 20 is a functional block diagram showing the configuration of the control device shown in Figure 19. [Figure 21] Figure 21 shows an example of the standard score data and judgment criterion data shown in Figure 20. [Figure 22] Figure 22 is an explanatory diagram illustrating the outline of the gaming system according to Embodiment 4. [Modes for carrying out the invention]

[0020] [Embodiment 1] The embodiments of the gaming system, management device, and information provision method according to this first embodiment will be described in detail below with reference to the drawings.

[0021] In this specification, "balls held" refers to data indicating the gaming media acquired by a player during gameplay, which can only be used again on the same day (before the arcade's closing time). "Number of balls held" refers to the number of gaming media acquired by a player through gameplay. "Stored balls" refers to data indicating gaming media deposited by a player with the arcade, which can be used again on subsequent days (after the arcade's closing time). "Number of stored balls" refers to the number of gaming media deposited by a player with the arcade. Balls held can be used by both general and member players, and are used when moving to a different gaming machine, etc. Stored balls can, in principle, only be used by member players, and are used when acquiring gaming media to play on a gaming machine on subsequent days. "Number of game balls" refers to the number of game balls available for a player to play.

[0022] <Overview of the gaming system according to Embodiment 1> First, an overview of the gaming system according to this first embodiment will be described. Figure 1 is an explanatory diagram illustrating the overview of the gaming system according to this first embodiment.

[0023] As shown in Figure 1, the inter-machine card processing unit 10 notifies the management device 50 of game information such as out data, safe data, and special prize data received from the gaming machine 20, as well as video information captured by a camera installed on the inter-machine card processing unit 10 (S1).

[0024] Furthermore, a measurement terminal 90 attached to the player acquires vital information such as the player's pulse, blood pressure, respiration, and body temperature and notifies the management device 50 (S2). In this case, a wristwatch-type wearable watch is assumed as the measurement terminal 90. However, other wearable devices can also be used. In addition, a measurement sheet 100 attached to the chair used for playing the gaming machine 20 acquires information about the player's body movements and notifies the management device 50. A motion sensor placed on the seat of the chair can be used for this measurement sheet 100. Such a motion sensor can also be installed on the armrest of the chair, etc.

[0025] The management device 50 calculates the player's game score using the information received from the inter-machine card processing machine 10, the measurement terminal 90, and the measurement sheet 100, respectively, along with the member information and reference information stored in the management device 50 (S3), and transmits it to the machine lamp 40 (S4). The machine lamp 40 displays the game score received from the management device 50 (S5). The management device 50 accumulates the game scores for each machine type and generates machine score information (S6).

[0026] Players can recognize their own game status by checking the game score displayed on the machine lamp 40. Furthermore, by displaying the game score on the control device 50, the arcade manager can check it and understand the players' level of interest in each machine. Therefore, this level of interest can be used to determine whether the gaming machine matches the players' needs.

[0027] As described above, the gaming system according to this embodiment 1 can calculate and provide a player's gaming score using the player's gaming information, membership information, video information, vital information, and environmental information. In addition, instead of just displaying the gaming score on the machine lamp 40, information related to the gaming score (for example, "Player A's winning probability from here is '50%,' and with increased tension it's '75%'") can also be displayed on the machine lamp 40.

[0028] <System Configuration> Next, the system configuration of the gaming system according to this embodiment 1 will be described. Figure 2 is a diagram showing the system configuration of the gaming system according to this embodiment 1. As shown in Figure 2, a gaming parlor is equipped with multiple gaming machines 20 and inter-machine card processing machines 10, each of which is provided in conjunction with a gaming machine 20.

[0029] The inter-machine card processing machine 10 is connected to the store's network, which is a communication line, via the island controller 30. The island controller 30, machine lamps 40, management device 50, prize management device 60, payment machine 70, and wireless router 80 are connected to the communication line.

[0030] The measurement terminal 90, measurement sheet 100, and environmental sensor 110 are connected to a wireless router 80 via wireless communication, and are connected to a management device 50 via the wireless router 80 so as to be able to communicate with it. For the sake of explanation, the case in which the measurement terminal 90 and measurement sheet 100 communicate directly with the management device 50 via the wireless router 80 will be described here, but the present invention is not limited to this, and the measurement terminal 90 and measurement sheet 100 can also be configured to communicate wirelessly with an inter-unit card processing machine 10, and to notify the management device 50 of information via the inter-unit card processing machine 10.

[0031] Furthermore, the management device 50 is connected to the internet, which is an external network. User terminals 120 are connected to the internet.

[0032] The gaming machine 20 is a device that allows players to play by launching game balls, which are sealed inside the device, onto the game board. These game balls are physical "balls" used in the game and are different from "game balls" that the gaming machine 20 handles as data. The game board of the gaming machine 20 is provided with multiple prize areas (prize slots), and a predetermined number of game balls are awarded as prizes based on when a game ball passes through these prize areas. The game board is also provided with a predetermined number of starting areas (start slots), and a predetermined lottery is conducted based on when a game ball passes through these starting areas. If the lottery is a jackpot, predetermined movable parts are activated to improve the probability of the game ball passing through the aforementioned prize areas or other starting areas, thereby providing an advantage in the game. There may also be areas that serve as both starting areas and prize areas.

[0033] The prize-winning areas are equipped with prize-winning sensors to detect when a game ball passes into them. The prize-winning sensors detect when a game ball is played into a prize-winning area (i.e., wins a prize). The control unit of the game machine 20 also has a prize-winning ball memory that stores how many game balls are awarded as prizes for each prize-winning area, and a playable ball count memory that shows the number of game balls available. The control unit of the game machine 20 also periodically transmits the number of game balls to the inter-machine card processing machine 10.

[0034] When the inter-machine card processing machine 10 receives a deposit from a player, it associates the prepaid value corresponding to the deposit amount with the identification information (card ID) of the card stored inside the machine. This prepaid value can be used to dispense game balls. The inter-machine card processing machine 10 can also accept the insertion of cards associated with prepaid value, held balls, stored balls, etc. At the end of the game, it ejects the card associated with the prepaid value, held balls, stored balls, etc., and returns it to the player. The inter-machine card processing machine 10 also transmits the history of operations such as deposit, card insertion, and card ejection to the management device 50.

[0035] The gaming machine 20 transmits out data to the inter-machine card processing unit 10 when a predetermined number of game balls have been launched onto the game board. The gaming machine 20 also transmits safe data to the inter-machine card processing unit 10 when a game ball passes through the winning area (so-called winning) and a predetermined number of prize balls have been added to the game balls. Furthermore, if a special state such as a jackpot occurs as a result of the game, the gaming machine 20 transmits special prize data indicating the occurrence of such a state to the inter-machine card processing unit 10.

[0036] Out data corresponds to the number of balls played by the player onto the game board. Safe data corresponds to the number of balls awarded for winning. Special prize data indicates the status of the game machine 20, such as a jackpot. Each piece of data is transmitted to the management device 50 via the inter-machine card processing machine 10, and the management device 50 can obtain a history of the game machine 20's operation by accumulating the out data, safe data, and special prize data.

[0037] The inter-machine card processing machine 10 accepts deposits, dispenses game balls, communicates with the management device 50, and communicates with the game machines 20. When the inter-machine card processing machine 10 receives banknotes inserted by a player, it sends a deposit notification including the deposit amount to the management device 50, adding the equivalent prepaid value to the prepaid value managed by the management device 50. Then, when a predetermined ball dispensing operation is performed, it sends a ball dispensing request to the management device 50, deducting the prepaid value managed by the management device 50, notifying the game machine 20 of the number corresponding to the deducted prepaid value, and adding it to the number of game balls.

[0038] When the inter-machine card processing machine 10 receives a card insertion notification, it sends a card insertion notification to the management device 50. Furthermore, when the inter-machine card processing machine 10 receives the balance of prepaid value, held balls, or stored balls from the management device 50, it stores the balance. If it receives and stores the balance of held balls, it sends a ball deduction request to the management device 50, thereby clearing the balance (number of balls) of held balls managed by the management device 50 to zero.

[0039] When the inter-machine card processing unit 10 receives a request to replay held balls, it subtracts a predetermined number of balls from the number of balls it manages, notifies the gaming machine 20 of the number of balls subtracted, and adds it to the number of game balls. Also, when the inter-machine card processing unit 10 receives a request to replay stored balls, it sends a request to the management device 50 to replay stored balls, causing the management device 50 to subtract a predetermined number of stored balls, notifies the gaming machine 20 of the number of balls subtracted, and adds it to the number of game balls.

[0040] When the inter-machine card processing machine 10 receives a card return operation, it sends a request to the management device 50 to add the number of balls held, and after the management device 50 adds the number of balls held, it sends a card ejection notification to the management device 50 and controls the ejection of the card. If a counting operation is received from the gaming machine 20 before the card return operation, the number of game balls is added to the number of balls held.

[0041] The inter-machine card processing unit 10 has the function of obtaining a game machine ID from the game machine 20 and authenticating the game machine 20 using the obtained game machine ID and the authentication key received from the management device 50. This authentication is performed during opening procedures, etc., and the game machine 20 becomes playable only if the authentication is successful.

[0042] The island controller 30 is a device that bundles a group of gaming machines 20 and inter-machine card processing machines 10 installed on a gaming island, and relays various information to the management device 50.

[0043] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it manages the identification information of the inserted card (hereinafter referred to as "card ID") in association with the inter-machine card processing machine 10, and transmits the prepaid value and balance of tokens associated with the card ID to the inter-machine card processing machine 10. Furthermore, if the card ID indicated in the card insertion notification is the card ID of a member card, it transmits the token replay data to the inter-machine card processing machine 10.

[0044] Furthermore, when the management device 50 receives a request to deduct balls from the inter-machine card processing machine 10, it clears the balance of balls to zero, and when it receives a request to add balls from the inter-machine card processing machine 10, it adds the number of balls indicated in the ball addition request to the balance of balls.

[0045] Furthermore, when the management device 50 receives a ball dispensing request from the inter-machine card processing machine 10, it subtracts a predetermined value from the prepaid value associated with the card ID and transmits permission to dispense balls to the inter-machine card processing machine 10. When it receives a request to replay stored balls, it transmits stored ball replay data to the inter-machine card processing machine 10.

[0046] Furthermore, if the management device 50 receives a card ID from the prize management device 60, it notifies the prize management device 60 of the number of balls associated with this card ID. In addition, if it receives a card ID from the payment machine 70, it notifies the payment machine 70 of the prepaid value associated with this card ID.

[0047] Furthermore, the management device 50 obtains the gaming machine ID from the inter-machine card processing machine 10 and manages the gaming machines 20 installed in its own store. It then obtains an authentication key for authenticating the gaming machines 20 set up in its own store from an authentication key management center (not shown) outside the gaming store and distributes it to the inter-machine card processing machine 10.

[0048] Furthermore, the management device 50 manages member management data of members registered with the amusement parlor. Specifically, it manages the number of tokens stored, points, PIN, and name, etc., in association with the member card ID issued to the member.

[0049] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it transmits to the inter-machine card processing machine 10 stored ball replay data, including the balance of stored balls and the PIN corresponding to the card ID indicated in the card insertion notification. Also, when the management device 50 receives a stored ball replay request from the inter-machine card processing machine 10, it subtracts a predetermined number of stored balls associated with the card ID indicated in the stored ball replay request, and transmits to the inter-machine card processing machine 10 stored ball replay data, including the remaining stored ball balance after the subtraction.

[0050] Furthermore, if the management device 50 receives an inquiry from the prize management device 60 regarding the number of stored tokens, it notifies the prize management device 60 of the balance of stored tokens corresponding to the specified card ID.

[0051] Furthermore, when the management device 50 receives out data, safe data, and special prize data from the gaming machine 20 from the inter-machine card processing machine 10, it stores them as operational data associated with the time and gaming machine ID, and uses this operational data to generate a chronological history of the gaming machine 20's operation and stores it as game history data.

[0052] Furthermore, the management device 50 stores in the game-related card processing history data the operation history of the inter-machine card processing machines 10, such as deposits, card insertions, and card ejections, as well as the operation history of the prize management device 60, the settlement machine 70, etc.

[0053] Furthermore, when the management device 50 receives wagon prize exchange data and ball distribution notification data from the inter-machine card processing machine 10, it associates the time, game machine ID, card ID, etc. with the content of the processing and stores it in the non-game card processing history data.

[0054] Furthermore, when the management device 50 receives notification of operation from the prize management device 60, the settlement machine 70, etc., it associates the time, device ID, the game machine ID of the last used game machine 20, the card ID, etc. with the details of the processing and stores them in the counting settlement processing history data.

[0055] Furthermore, the management device 50 generates and stores game history data using operational data and game-related card processing history data at predetermined times, such as after closing time.

[0056] Furthermore, the management device 50 generates and stores gameplay data indicating a single continuous game at predetermined timings, such as after closing time, using the non-game card processing history data, the counting and settlement processing history data, and the game history data.

[0057] Furthermore, when the management device 50 receives environmental information from the environmental sensor 110, it stores the environmental information in the environmental data, associating it with the time at which it was received. When the management device 50 receives environmental standard data, video standard data, vital standard data, member standard data, and game performance standard data, it stores the respective data.

[0058] Furthermore, when the management device 50 receives video information from the inter-machine card processing machine 10, it determines and quantifies the received video information based on video reference data. Also, when it receives vital information from the measurement terminal 90 and measurement sheet 100, it determines and quantifies the received vital information based on vital reference data. In addition, it determines and quantifies the most recent deposit amount and win / loss amount of the player based on game performance reference data, determines and quantifies the member information based on member reference data, and determines and quantifies the environmental data based on environmental reference data. Finally, it calculates the game score by summing up all the values ​​and stores it in the score data.

[0059] Furthermore, the management device 50 uses game history data and score data to extract game scores for each card ID at the time of deposit, at the time of a jackpot, and at the end of a jackpot, calculates the average value, and stores it in the member score data. By managing the member score data in chronological order, it is also possible to analyze the relationship between game scores and subsequent win rates (hereinafter referred to as "information related to game scores").

[0060] Furthermore, the management device 50 uses the game history data and score data to extract the game score for each machine at the time of deposit, at the time of a jackpot, and at the end of a jackpot, calculates the average value, and stores it in the machine score data.

[0061] Furthermore, the management device 50 transmits the game score corresponding to the card ID included in the card insertion notification to the machine lamp 40 at predetermined time intervals from the time it receives a card insertion notification from the inter-machine card processing machine 10 until it receives a card ejection notification. If member score data is to be managed chronologically, information related to the game score can also be notified to the machine lamp 40.

[0062] Furthermore, the management device 50 provides a gaming information site accessible from the user terminal 120. When member score data is updated, the management device 50 uses this member score data to generate member score information for providing gaming scores for each member ID. In addition, when managing member score data chronologically, information related to gaming scores can also be included in the member score information.

[0063] Furthermore, if the management device 50 receives a distribution request from the user terminal 120, it will allow the user terminal 120 to access the gaming information site and distribute the member score information for the corresponding member ID.

[0064] The machine lamp 40 is a device attached to the gaming machine 20 that can display information related to the game. When the machine lamp 40 receives a game score from the management device 50, it displays this game score. A detailed explanation is omitted here, but the machine lamp 40 is equipped with a call button for staff, etc.

[0065] The prize management device 60 is a terminal device for prize exchange located next to the prize exchange counter inside the amusement store, and it processes the exchange of acquired balls, stored balls, and held balls for prizes. The prize management device 60 is connected to a card reader that reads the card ID of a card and a prize dispensing device that dispenses prizes. When the prize management device 60 reads a card ID from a general card or a membership card, it transmits the card ID to the management device 50 and requests the balance of balls held for that card ID. Also, when exchanging stored balls for prizes, it requests the balance of stored balls from the management device 50.

[0066] When a card with associated prepaid value is inserted into the payment machine 70, it transmits the card ID of the card to the management device 50, retrieves the prepaid value associated with the card, and dispenses cash equivalent to the retrieved prepaid value.

[0067] The wireless router 80 is a connecting device that communicates wirelessly with the measurement terminal 90, the measurement sheet 100, and the environmental sensor 110. The measurement terminal 90 is a device that is worn on the body, for example, on the wrist of a player. This measurement terminal 90 acquires vital information such as the player's pulse, blood pressure, and body temperature, and notifies the management device 50 of the acquired vital information via the wireless router 80.

[0068] The measurement sheet 100 is a device that is attached to the seat of the chair used by the player while they play the game, and acquires vital information such as the player's body movements, vocalizations, and breathing. The measurement sheet 100 notifies the management device 50 of the acquired vital information via the wireless router 80.

[0069] The environmental sensor 110 is a device that acquires environmental information such as room temperature, humidity, atmospheric pressure, and illuminance inside the gaming store. The environmental sensor 110 notifies the management device 50 of the acquired environmental information via the wireless router 80.

[0070] The user terminal 120 is a device carried by the player to access the gaming information website. The user terminal 120 accesses the gaming information website and displays the distributed member score information.

[0071] Next, the ball dispensing process in the gaming system according to this embodiment 1 will be described. When a player performs a ball dispensing operation with the inter-machine card processing machine 10, the inter-machine card processing machine 10 sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted in the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, and a ball dispensing request.

[0072] When the management device 50 receives a message containing a request to borrow balls, it updates the card management data by subtracting a predetermined value (for example, 500 units, representing 500 yen if 1 unit is 1 yen) from the prepaid value associated with the card ID in the message, and sends a ball lending permission to the inter-machine card processing machine 10 that sent the message. Upon receiving the ball lending permission, the inter-machine card processing machine 10 sends an addition signal to the gaming machine 20 requesting the addition of a number (for example, "125") corresponding to the subtracted prepaid value to the number of gaming balls.

[0073] Upon receiving the addition signal, the gaming machine 20 adds the number of game balls and transmits the added number of game balls to the inter-machine card processing machine 10. The inter-machine card processing machine 10 compares the sum of the number of game balls before addition and the number of balls dispensed with the added number of game balls to determine whether the addition of game balls was performed correctly.

[0074] Next, the process for replaying held tokens in the gaming system according to this embodiment 1 will be described. When the inter-machine card processing machine 10 receives the insertion of a general card or a member card, it sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.

[0075] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it notifies the inter-machine card processing machine 10 of the remaining balance of balls held at the rate specified in the message, from among the balls held that are associated with the card ID in the message.

[0076] The inter-machine card processing machine 10 stores the remaining balance of the player's balls received from the management device 50. It then sends a message to the management device 50 containing information identifying the card ID and rate, as well as a request to deduct the remaining balls. If the management device 50 receives a request to deduct the remaining balls, it clears the remaining balance of the balls identified by the card ID and rate to zero. Furthermore, if the inter-machine card processing machine 10 receives a request to replay the remaining balls, it deducts a certain number of balls from the remaining balance, notifies the gaming machine 20 of the corresponding number, and has it added to the number of game balls.

[0077] When the inter-machine card processing machine 10 receives a management transfer request from the gaming machine 20 to transfer the number of game balls in the gaming machine 20 to the inter-machine card processing machine 10's holdings, the inter-machine card processing machine 10 adds the number of game balls indicated in the management transfer request to its own holdings. Subsequently, upon receiving a card return operation, it sends a message to the management device 50 including a request to add to the holdings. This message includes the card ID of the card to be ejected, an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, information to identify the rate of the inter-machine card processing machine 10, the remaining balance of the holdings, and the request to add to the holdings.

[0078] If the management device 50 receives a request to add to the number of balls held, it updates the balance (number of balls held) of the balls associated with the card ID in the message for the rate specified in the message with the received value. Subsequently, the inter-machine card processing machine 10 sends a card ejection notification to the management device 50 and controls the ejection of the card.

[0079] Next, the process for replaying stored tokens in the gaming system according to this embodiment 1 will be described. When the inter-machine card processing machine 10 receives a member card, it sends a message to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the inter-machine card processing machine 10 as the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.

[0080] The management device 50 transmits to the inter-machine card processing machine 10 stored ball replay data, which includes the PIN associated with the card ID in the message and the balance of stored balls at the rate specified in the message.

[0081] The inter-machine card processing machine 10 stores the received stored ball replay data, and if the balance of stored balls indicated in the stored ball replay data is equal to or greater than the number of game balls dispensed in stored ball replay (stored ball replay unit number, for example, "125 balls"), it accepts the stored ball replay operation.

[0082] After storing the stored ball replay data, the inter-machine card processing machine 10, upon receiving the first stored ball replay operation, prompts the player to enter a PIN and verifies whether the entered PIN matches the PIN shown in the stored ball replay data.

[0083] The inter-machine card processing machine 10 sends a message to the local address of the management device 50 when the PIN matches. This message includes the card ID of the card inserted in the inter-machine card processing machine 10, an address or arbitrary identification information that identifies the sending inter-machine card processing machine 10, information to identify the rate of the inter-machine card processing machine 10, and a request for replay of stored tokens.

[0084] The management device 50 subtracts a predetermined amount from the balance of stored balls associated with the card ID in the message, specifically those at the rate specified in the message, and transmits the stored ball replay data, including the remaining balance, to the inter-machine card processing machine 10.

[0085] The inter-machine card processing unit 10 receives the stored ball replay data, updates the stored ball balance, and notifies the gaming machine 20 of the number corresponding to the stored ball replay unit, adding it to the number of game balls. It also determines whether the updated stored ball balance is less than the number of stored ball replay units. If the updated stored ball data balance is equal to or greater than the number of stored ball replay units, it can accept another stored ball replay operation, and if it accepts the stored ball replay operation, it sends a stored ball replay request. For the second and subsequent stored ball replay operations, verification of the PIN is not required. If the updated stored ball data balance is less than the number of stored ball replay units, it will not accept a stored ball replay operation.

[0086] Next, we will explain the transfer from held balls to stored balls during the closing process. The management device 50 checks the balance of held balls in the card management data during the closing process, and if there are held balls with a balance greater than "0", it adds the balance of those held balls to the stored ball balance and updates it. After that, the management device 50 clears the balance of those held balls to zero.

[0087] <External configuration of the inter-machine card processing unit 10 and the gaming machine 20> Next, the external configuration of the inter-machine card processing machine 10 and gaming machine 20 shown in Figure 2 will be described. Figure 3 is a diagram showing the external configuration of the inter-machine card processing machine 10 and gaming machine 20 shown in Figure 2. The diagram shows an inter-machine card processing machine 10 that accepts only banknotes, but a unit that can accept electronic money can also be provided.

[0088] As shown in Figure 3, the inter-machine card processing machine 10 is equipped with a status display unit 11 that displays the status of the inter-machine card processing machine 10 by the illumination or flashing of a lamp of a predetermined color, a banknote slot 12a that accepts various banknotes, a display operation unit 13 such as a touch panel display, a camera 19 that captures images of players playing the game, a card slot 14a that accepts cards associated with card IDs, and a tapping unit 14b that accepts the player's mobile terminal in order to associate a unique ID. The tapping unit 14b also accepts the mobile terminal associated with the unique ID and reads the unique ID.

[0089] The gaming machine 20 is equipped with a game board, a handle 21 used to dispense the enclosed game balls onto the game board, and a counting button 22.

[0090] The counting button 22 is an operation button for transferring the management of the number of playable balls from the gaming machine 20 to the inter-machine card processing machine 10 by subtracting the number of playable balls from the gaming machine 20 and adding the corresponding number to the number of playable balls held by the inter-machine card processing machine 10. In the case of an open-type gaming machine 20 where physical playable balls are dispensed upon winning, this management transfer corresponds to the counting process in which the inter-machine card processing machine 10 counts the dispensed playable balls and adds them to the number of playable balls held.

[0091] <Configuration of the inter-unit card processing machine 10> Next, the configuration of the inter-machine card processing machine 10 shown in Figure 2 will be described. Figure 4 is a functional block diagram showing the configuration of the inter-machine card processing machine 10 shown in Figure 2. As shown in Figure 4, the inter-machine card processing machine 10 has a banknote transport unit 12, a display operation unit 13, a reader / writer 14, a communication unit 15, a storage unit 16, a control unit 17, and a game management unit 18.

[0092] The banknote transport unit 12 is a transport unit that transports banknotes inserted through the banknote insertion slot 12a to a banknote storage unit (not shown) while determining the denomination and authenticity of the banknotes. The display and operation unit 13 is an input / output device such as a touch panel display that displays various information such as monetary value and accepts various operations such as ball dispensing operations. The camera 19 is an input device that captures images of players playing the game.

[0093] The reader / writer 14 is a reading unit that reads the card ID from the card inserted into the card slot 14a and the unique ID from the mobile terminal held over the tapping unit 14b. The card inserted into the card slot 14a is stored in a card storage unit (not shown) via this reader / writer 14. The communication unit 15 is an interface unit for data communication with the management device 50 via the island controller 30.

[0094] The storage unit 16 is a storage device consisting of a hard disk drive, non-volatile memory, etc. The storage unit 16 stores its own device status data 16a and card data 16b.

[0095] The self-device status data 16a is data indicating the status of the inter-machine card processing machine 10. This self-device status data 16a includes the inter-machine card processing machine ID, gaming machine ID, game type, etc. The inter-machine card processing machine ID is identification information for uniquely identifying the inter-machine card processing machine 10 within the gaming establishment. The game type is data indicating the rate set in the inter-machine card processing machine 10. When handling gaming balls of multiple rates within the gaming establishment, a game type name is set and managed for each rate, such as "Ball 1" for 4-yen rate gaming balls, "Ball 2" for 2-yen rate gaming balls, and "Ball 3" for 1-yen rate gaming balls. The inter-machine card processing machine 10 selects the rate to be used for the game from these game types and stores it as the game type. The game type may be fixed for each section in which the inter-machine card processing machine 10 is installed, or it may be changeable by the player.

[0096] Card data 16b is data relating to the card being used by the player. Card data 16b includes card ID, PIN, prepaid value, balls held, stored balls, etc. The card ID is the card ID read by the reader / writer 14. When a card is transported from a card storage unit (not shown) to the card slot 14a and then ejected, card data 16b is updated with the card ID read by the reader / writer 14 during this transport. Similarly, when a card is transported from the card slot 14a to a card storage unit (not shown), card data 16b is updated with the card ID read by the reader / writer 14 during this transport. Prepaid value indicates the remaining balance of prepaid value usable for ball dispensing, and balls held and stored balls indicate their respective balances.

[0097] The game management unit 18 is a processing unit that performs authentication and communication with the gaming machine 20. It is desirable that this game management unit 18 be formed on a different circuit board from the control unit 17. The game management unit 18 includes an authentication processing unit 18a, an authentication key management unit 18b, and a gaming machine state management unit 18c. In practice, these programs are loaded into the CPU (Central Processing Unit) and executed, causing the authentication processing unit 18a, the authentication key management unit 18b, and the gaming machine state management unit 18c to execute the processes corresponding to them, respectively.

[0098] The authentication processing unit 18a performs authentication of the gaming machine 20 using the authentication key received from the management device 50. If authentication is successful, the authentication processing unit 18a sends permission to operate to the gaming machine 20. If authentication fails, the authentication processing unit 18a prohibits the use of the gaming machine 20. However, even if authentication fails, the system may be configured to send permission to operate to the gaming machine 20 if it is within a predetermined period since the last successful authentication, and not send permission to operate to the gaming machine 20 after the predetermined period has elapsed since the last successful authentication, thereby prohibiting the use of the gaming machine 20.

[0099] The authentication key management unit 18b is a processing unit that manages authentication keys. Each authentication key has a set usage time, and when the cumulative operating time of the gaming machine 20 reaches the usage time of the authentication key, the authentication key becomes unusable. Specifically, the authentication key management unit 18b uses the power-on time of the circuit board on which the gaming management unit 18 is formed as the operating time of the gaming machine 20 and manages the usage time of the authentication key. If an authentication key becomes unusable, the authentication key management unit 18b obtains a new authentication key from an authentication key management center outside the store via the management device 50 and updates the authentication key.

[0100] The gaming machine status management unit 18c is a processing unit that communicates with the gaming machine 20 and manages the status of the gaming machine 20. Specifically, the gaming machine status management unit 18c obtains the gaming machine ID from the gaming machine 20, sends a request to add to the number of game balls when a ball is dispensed, sends a request to switch management from held balls to the number of game balls when a held ball is replayed, sends a request to add to the number of game balls when a stored ball is replayed, receives game results such as the number of balls played and the number of prize balls dispensed from the gaming machine 20, and receives a request to switch management from the number of game balls to held balls when counting. Communication between the inter-machine card processing unit 10 and the gaming machine 20 uses encrypted communication with a predetermined encryption method.

[0101] Furthermore, the gaming machine state management unit 18c acquires the current status of the gaming machine 20, such as the number of game balls, start status, jackpot status, jackpot type, and number of draws. It is desirable that the time interval at which the gaming machine state management unit 18c acquires the status of the gaming machine 20 be set shorter than the interval at which game balls are launched (used) in the gaming machine 20. Also, once the gaming machine state management unit 18c has acquired the number of game balls from the gaming machine 20, it hands over the number of game balls to the control unit 17.

[0102] Furthermore, the timing for the gaming machine status management unit 18c to acquire a new gaming machine ID from the gaming machine 20 is not limited to before opening. The gaming machine ID can be acquired or the determination of whether to replace the gaming machine 20 can be made when the inter-machine card processing unit 10 is powered on or off, during periodic communication, when processing related to the number of game balls (ball dispensing, replay, counting, etc.) is performed, or when the system returns from an offline state. These timings may also be used in combination.

[0103] The control unit 17 is a control unit that provides overall control for the inter-machine card processing machine 10, and includes a data management unit 17a and a video processing unit 17b. In practice, these programs are loaded into the CPU and executed, causing the data management unit 17a and the video processing unit 17b to execute their respective processes.

[0104] When a card is inserted, the data management unit 17a sends a card insertion notification to the management device 50, which includes the card ID and the inter-machine card processing machine ID. Furthermore, when the data management unit 17a receives data from the management device 50 that includes a monetary value (at least one of prepaid value, held balls, and stored balls), it updates the card data 16b with the received monetary value.

[0105] Furthermore, when a banknote is inserted into the banknote slot 12a, the data management unit 17a sends a deposit notification to the management device 50, which includes the amount of the inserted banknote, the card ID, and the inter-machine card processing machine ID.

[0106] Furthermore, when a player performs a ball dispensing operation, the data management unit 17a transmits a ball dispensing request, including the card ID and the inter-machine card processing machine ID, to the management device 50. Upon receiving permission to dispensing balls in response to this request, the data management unit 17a instructs the game management unit 18 to subtract the prepaid value of the card data 16b and add a predetermined number of balls to the number of game balls in the game machine 20.

[0107] Furthermore, if the data management unit 17a receives a request to replay the balls held, it instructs the game management unit 18 to subtract and update the number of balls held in the card data 16b, and to add the corresponding number of balls to the number of game balls in the game machine 20.

[0108] Furthermore, if the balance of stored balls shown in the card data 16b is equal to or greater than the number of stored ball replay units, the data management unit 17a displays a stored ball replay button on the display operation unit 13, making it possible to accept a stored ball replay operation. When a player performs a stored ball replay operation, the data management unit 17a transmits a stored ball replay request, including the card ID and the inter-machine card processing machine ID, to the management device 50. Upon receiving stored ball replay data in response to this stored ball replay request, the data management unit 17a updates the balance of stored balls in the card data 16b and instructs the game management unit 18 to add the number of balls corresponding to the number of stored ball replay units to the number of game balls in the game machine 20. Note that for the first stored ball replay operation, the player is required to enter a PIN, and the condition for transmitting the stored ball replay request is that the PIN matches the one shown in the card data 16b.

[0109] Furthermore, when the game management unit 18 receives a request from the game machine 20 to transfer game balls, the data management unit 17a adds the number of balls instructed by the game management unit 18 to the number of balls held in the card data 16b and updates it.

[0110] Furthermore, when the data management unit 17a receives a card return operation, it sends a request to the management device 50 to add to the remaining balls, including the card ID, the inter-machine card processing machine ID, and the remaining ball balance. After clearing the card data 16b, it sends a card ejection notification to the management device 50 and ejects the card.

[0111] The video processing unit 17b is a processing unit that processes the video captured by the camera 19. If the video processing unit 17b determines, using the video information captured by the camera 19, that a player has sat down in the chair in front of the gaming machine, it notifies the management device 50 of the video information captured by the camera 19. If the video processing unit 17b determines that the player has moved away from the chair in front of the gaming machine, it stops notifying the management device 50 of the video information captured by the camera 19.

[0112] Next, an example of data stored in the storage unit 16 of the inter-unit card processing machine 10 shown in Figure 4 will be described. Figure 5 shows an example of the self-device status data 16a and card data 16b shown in Figure 4.

[0113] The self-device status data 16a shown in Figure 5(a) indicates that the ID of the inter-machine card processing machine 10 is "A101", the game machine ID of the connected game machine 20 is "B201", and "Ball 1" is set as the game type for the inter-machine card processing machine 10.

[0114] The card data 16b shown in Figure 5(b) indicates that the ID of the card inserted into the inter-machine card processing machine 10 is "2001". Here, the first digit of the card ID indicates the type of card; a card with the first digit "1" is a general card, and a card with the first digit "2" is a member card. The card data 16b also indicates that the PIN for replaying stored tokens is "1234" and the prepaid value is "3000" units.

[0115] Furthermore, card data 16b indicates that, as held balls, the balance of held balls for ball 1 is "1500" balls, the balance of held balls for ball 2 is "2500" balls, and the balance of held balls for ball 3 is "0" balls. As stored balls, the balance of stored balls for ball 1 is "500" balls, the balance of stored balls for ball 2 is "0" balls, and the balance of stored balls for ball 3 is "0" balls.

[0116] <Configuration of the gaming machine 20> Next, the configuration of the gaming machine 20 shown in Figure 2 will be described. Figure 6 is a functional block diagram showing the configuration of the gaming machine 20 shown in Figure 2. As shown in Figure 6, the gaming machine 20 has a communication control unit 23, a performance control unit 24, a game control unit 25, and a game ball control unit 26. The communication control unit 23 is a control unit for controlling data communication with the inter-machine card processing machine 10. Communication with the inter-machine card processing machine 10 uses encrypted communication using a predetermined encryption method.

[0117] When the gaming machine 20 is started, the communication control unit 23 reads identification information from the control CPU provided in the gaming control unit 25 and / or the gaming ball control unit 26, checks whether the identification information is appropriate, and if it is appropriate, establishes communication with the inter-machine card processing unit 10 and enters a standby state. In the standby state, if it receives permission to operate from the inter-machine card processing unit 10, it starts the performance control unit 24, the gaming control unit 25 and the gaming ball control unit 26, making the machine ready for play.

[0118] The game control unit 25 is a control unit that controls the game played by the gaming machine 20. In practice, the process is executed by loading a program corresponding to the game control unit 25 into the CPU and executing it.

[0119] Specifically, the game control unit 25 controls the launch of game balls onto the game board based on handle operation detection, detects game balls that have entered the winning slots on the game board, acquires and draws random numbers (within a predetermined range of 0 to 65535, each number is assigned to a big win, small win, or loss) based on game balls that have entered the start slot (special symbols and regular symbols), controls movable members (such as tulips) on the game board, controls the display of special symbol display devices on the game board, and detects abnormalities that may indicate fraud (such as the front frame being open or vibration being detected) and notifies the higher-level device.

[0120] The game board is fitted with numerous obstacle pins, and when the game ball is launched onto the game board by operating the handle, it falls between the obstacle pins and either enters a prize entry hole or a start hole, or is ejected from the game board through an out hole without entering a prize. If the game ball enters the start hole, a lottery is held, and if a jackpot is won, a jackpot game is played in which the designated prize entry holes on the game board are controlled to open multiple times, making it easier for the game ball to enter these entry holes, and thus awarding prize balls to the player.

[0121] Furthermore, there are bonus jackpot games that grant players a predetermined bonus game after the jackpot game ends. Bonus jackpot games include probability variation jackpots and time-saving jackpots. Probability variation jackpots and time-saving jackpots grant probability variation games and time-saving games as bonus games after the jackpot, respectively. Time-saving games are bonus games that increase the number of draws per unit time and increase the probability of winning a jackpot per unit time by shortening the variation time (time from the start of the draw process to the display of the result) of the normal symbol draw (the draw for opening and closing the movable parts as described above) and / or special symbol draw (the draw for winning a jackpot by winning the game ball as described above). These bonus games may include normal symbol probability variation, which increases the probability of winning a normal symbol. Time-saving games due to time-saving jackpots end when the number of draws for special symbol draws has been performed a predetermined number of times after the jackpot. Probability-based games will be discussed later.

[0122] The game control unit 25 has a probability variation function. The probability variation function is a function that controls the random number range used for the next draw (generally by about 10 times) when the draw result falls within a particularly defined random number range for a jackpot. Probability variation game is a special symbol draw that uses this changed probability. Probability variation game continues until the next jackpot is won. In addition, probability variation game and time-saving game may be added at the same time. However, in order to prevent unforeseen losses to the amusement parlor, if the player acquires a certain amount of game media after the start of probability variation game or time-saving game, the game may be stopped (the card is ejected once, and the player is requested to exchange for a prize or move to another machine). In this case, the number of game media after entering the probability variation game state is counted by the game machine 20, and when this counted value reaches a predetermined value, game stop control is performed, such as stopping the launch of game balls.

[0123] The performance control unit 24 is a control unit that controls the performance during gameplay, and includes a performance symbol lottery unit 24a and a performance lottery unit 24b. In practice, by loading these programs into the CPU and executing them, the performance symbol lottery unit 24a and the performance lottery unit 24b are made to execute the processes corresponding to them, respectively.

[0124] The performance symbol lottery unit 24a performs a lottery for performance symbols (symbols to be displayed on the performance symbol display device, such as a display device on the game board) based on the special symbol lottery in the game control unit 25 (specifically, whether to stop the display at 7, 7, 7, etc.).

[0125] The performance lottery unit 24b performs a lottery to determine the type of performance to be performed before displaying the lottery result based on the performance symbols (such as a character appearing and a reach performance). The performances selected are set to differ depending on the main lottery result.

[0126] The performance control unit 24 stores performance data for each performance. Furthermore, the performance control unit 24 controls the display of the performance symbol display device, and when a performance is executed, it overlays the performance data on the background symbol data to display the performance. In addition, during probability fluctuations, it sets background color data different from the normal state.

[0127] The game ball control unit 26 is a control unit that controls the number of game balls. In practice, the process is executed by loading a program corresponding to the game ball control unit 26 into the CPU and executing it. The playable number management unit 26a is a management unit that manages the playable number, i.e., the number of game balls.

[0128] Specifically, the game ball control unit 26 stores the number of game balls in the playable number memory, deducts "1" from the number of game balls each time a game ball is launched, and adds the number of prize balls obtained through winning to the number of game balls. In addition, when the number of balls is notified by the inter-machine card processing machine 10, the notified number of balls is added to the number of game balls and a confirmation signal is sent to the inter-machine card processing machine 10 indicating that the number of balls has been added to the number of game balls. Furthermore, the game ball control unit 26 can also perform cleaning control of the game balls (circulating balls) sealed in the game machine 20.

[0129] Furthermore, the game ball control unit 26 periodically transmits the number of game balls stored in the playable number memory to the inter-machine card processing unit 10. In this case, the game ball control unit 26 transmits the number of game balls at the time of data acquisition to the inter-machine card processing unit 10 while continuing to update the number of game balls according to the game status, without resetting the contents of the playable number memory to zero.

[0130] Furthermore, the gaming machine 20 is equipped with a counting button 22, and a signal indicating that this counting button 22 has been pressed is input to the game ball control unit 26. The game ball control unit 26 detects the pressing operation of the counting button 22, and if the time from the rising edge to the falling edge of the detection signal is less than a certain period of time, it sends a management transfer request to the inter-machine card processing machine 10 along with data on the number of game balls in fixed increments (for example, 100 balls per operation). The number of balls that have been transferred to the management of the inter-machine card processing machine 10 is then subtracted (invalidated) from the game ball count. In addition, if the pressing operation of the counting button 22 is detected and no falling edge is detected for a predetermined time or longer after the detection signal rises, it sends a management transfer request to the inter-machine card processing machine 10 along with data on the number of game balls in fixed increments (for example, 200 balls every 5 seconds) for each period of time that the detection signal remains in a rising state. The number of balls that have been transferred to the management of the inter-machine card processing machine 10 is then subtracted (invalidated) from the game ball count. When subtracting from the number of game balls, possible methods include decrementing the value to be subtracted from a value of 1 stored in memory, or updating the value stored in memory with the value after the subtraction and deleting or logically deleting the value before the subtraction to invalidate it. However, there are no particular limitations as long as the value after the subtraction can be identified.

[0131] The game control unit 25 and the game ball control unit 26 are each configured on separate circuit boards. The game control board on which the game control unit 25 is configured and the game ball control board on which the game ball control unit 26 is configured each have a unique ID. The gaming machine 20 combines the ID of the game control board and the ID of the game ball control board and uses them as the gaming machine ID.

[0132] <Configuration of the control device 50> Next, the configuration of the management device 50 shown in Figure 2 will be described. Figure 7 is a functional block diagram showing the configuration of the management device 50 shown in Figure 2. As shown in Figure 7, the management device 50 is connected to a display unit 51 and an input unit 52, and has an external network communication unit 53, a store network communication unit 54, a storage unit 55, and a control unit 56.

[0133] The display unit 51 is a display device such as an LCD panel or display device. The input unit 52 is an input device such as a keyboard or mouse. The external network communication unit 53 is an interface unit for communicating with the user terminal 120 and an authentication key management center (not shown) via an external network. The store network communication unit 54 is an interface unit for communicating with the island controller 30, machine lamps 40, prize management device 60, settlement machine 70 and wireless router 80 within the gaming store via a communication line.

[0134] The memory unit 55 is a storage device such as a hard disk drive or non-volatile memory, and stores card management data 55a, device management data 55b, member management data 55c, operation data 55d, game-related card processing history data 55e, non-game card processing history data 55f, counting and settlement processing history data 55g, game history data 55h, movement data 55i, environment data 55j, environmental standard data 55k, video standard data 55l, vital standard data 55m, member standard data 55n, game performance standard data 55o, score data 55p, member score data 55q, and machine score data 55r.

[0135] Card management data 55a is data that associates the card ID with the balance of prepaid value, the balance of held tokens, etc. Device management data 55b is data related to the devices installed in the amusement parlor. This device management data 55b includes the inter-machine card processing machine ID, installation location, game machine number, game machine ID, and game machine model data 20, etc. Member management data 55c is data that associates the card ID of the membership card issued to the member with the member's name, gender, age, address, stored token information, etc.

[0136] Operational data 55d is data showing the operation history of the gaming machine 20. Game-related card processing history data 55e is data showing the operation history of the inter-machine card processing machine 10, prize management device 60, settlement machine 70, etc. Non-game card processing history data 55f is data showing the history of non-game activities such as wagon prize exchange.

[0137] The counting and settlement processing history data 55g is data that shows the history of counting and settlement processing. The game history data 55h is data that shows the history of gameplay, and the status of the game, such as deposit, card insertion, card ejection, number of balls played, number of balls awarded, and occurrence of special prizes, is shown in chronological order.

[0138] The 55i play data represents a single continuous game session, associating the start time, end time, machine ID, card ID, customer type, deposit amount, number of balls played (out), number of balls won (in), number of jackpots, number of wagon prize exchanges, number of ball splits, and win / loss amounts for the same gaming machine. Here, the customer type indicates whether the player is a regular player or a member player.

[0139] Environmental data 55j is data showing the time, room temperature, humidity, atmospheric pressure, and illuminance inside the gaming establishment. Environmental standard data 55k is data showing the standards for room temperature, humidity, atmospheric pressure, and illuminance inside the gaming establishment. Video standard data 55l is data that visualizes the average movements of each player while playing games. Vital standard data 55m is data that quantifies the average vital information of each player while playing games. Vital standard data 55m includes pulse rate, blood pressure, body temperature, and respiration.

[0140] Membership criteria data 55n represents the average attributes of members. Gaming performance criteria data 55o represents the average past gaming performance for each card ID.

[0141] Score data 55p shows the game scores of players over time. Member score data 55q associates investment amount, win / loss amount, and game score with card ID. Machine score data 55r associates average investment amount, average win / loss amount, and game score with machine.

[0142] The control unit 56 is a control unit that performs overall control of the management device 50, and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, an operation data storage and aggregation unit 56d, a card processing history management unit 56e, a game history data generation unit 56f, a mobile data generation unit 56g, an environmental data management unit 56h, a reference data management unit 56i, a score determination unit 56j, a score management unit 56k, a notification unit 56l, and a distribution unit 56m. In practice, by loading these programs into the CPU and executing them, the processes corresponding to the card management unit 56a, device management unit 56b, member management unit 56c, operation data storage and aggregation unit 56d, card processing history management unit 56e, a game history data generation unit 56f, a mobile data generation unit 56g, an environmental data management unit 56h, a reference data management unit 56i, a score determination unit 56j, a score management unit 56k, a notification unit 56l, and a distribution unit 56m are executed.

[0143] The card management unit 56a is a processing unit that manages the card management data 55a. The card management unit 56a communicates with the inter-machine card processing machine 10, the prize management device 60, and the settlement machine 70 to update the prepaid value and balance of tokens associated with the card ID. In addition, when the card management unit 56a receives a card insertion notification from the inter-machine card processing machine 10, it notifies the card management unit 56a of the value and balance of tokens associated with the card.

[0144] The device management unit 56b is a processing unit that manages the device management data 55b. The device management unit 56b generates and updates the device management data 55b based on the inter-machine card processing unit ID, installation location, and gaming machine ID obtained from the inter-machine card processing unit 10.

[0145] The Member Management Unit 56c is a processing unit that manages the Member Management Data 55c. The Member Management Unit 56c communicates with the Prize Management Device 60 to update the balance of stored points associated with the card ID.

[0146] Here, the processing of stored balls for replay by the member management unit 56c will be explained. When the member management unit 56c receives stored ball replay request data from the inter-machine card processing machine 10, it deducts the amount of stored balls associated with the card ID in the stored ball replay request data that matches the payout rate, and recalculates the number of available stored balls for replay. Then, it transmits stored ball replay data, including the balance after the deduction and the number of available stored balls for replay, to the inter-machine card processing machine 10.

[0147] When the operational data storage and aggregation unit 56d receives out data, safe data, and special prize data from the gaming machine 20 from the inter-machine card processing unit 10, it registers the time, gaming machine ID, and data type in the operational data 55d.

[0148] Furthermore, the operational data storage and aggregation unit 56d is also a processing unit that acquires the operation history of the gaming machine 20 by aggregating data based on the operational data 55d. The operation history of the gaming machine 20 includes the number of balls played, the number of balls dispensed as prizes, and the occurrence of special prizes.

[0149] The card processing history management unit 56e is a processing unit that stores the operation history of the inter-unit card processing machine 10, such as deposits, card insertions, and card ejections, as well as the operation history of the prize management device 60, the settlement machine 70, and the like.

[0150] Specifically, when the card processing history management unit 56e receives card insertion notification data, card ejection notification data, deposit notification data, individual machine counting notification data, and general card depletion data from the inter-machine card processing machine 10, it associates the time, game machine ID, card ID, etc. with the processing details and adds them to the game-related card processing history data 55e.

[0151] Furthermore, when the card processing history management unit 56e receives wagon prize exchange data and ball division notification data from the inter-machine card processing machine 10, it associates the time, game machine ID, card ID, etc. with the processing details and adds them to the non-game card processing history data 55f.

[0152] Furthermore, when the card processing history management unit 56e receives notification of an operation from the prize management device 60, the settlement machine 70, etc., it associates the time, device ID, the game machine ID of the last used game machine 20, the card ID, etc. with the details of the processing and adds them to the counting settlement processing history data 55g.

[0153] The game history data generation unit 56f generates game history data 55h using the operation data 55d and game-related card processing history data 55e at a predetermined timing, such as after closing time, and stores it in the storage unit 55.

[0154] The mobile data generation unit 56g generates mobile data 55i representing a single continuous game using the non-game card processing history data 55f, the counting and settlement processing history data 55g, and the game history data 55h at a predetermined timing such as after closing time, and stores it in the storage unit 55.

[0155] The environmental data management unit 56h is a processing unit that manages the environmental data 55j. When the environmental data management unit 56h receives environmental information from the environmental sensor 110, it stores the received environmental information in the environmental data 55j, associating it with the time at which it was received.

[0156] The standard data management unit 56i is a processing unit that manages environmental standard data 55k, video standard data 55l, vital standard data 55m, member standard data 55n, and game performance standard data 55o. When the standard data management unit 56i receives environmental standard data, video standard data, vital standard data, member standard data, and game performance standard data from the input unit 52, it stores the respective data in environmental standard data 55k, video standard data 55l, vital standard data 55m, member standard data 55n, and game performance standard data 55o.

[0157] The score determination unit 56j is a processing unit that calculates the game score of a player. When the score determination unit 56j receives video information from the inter-machine card processing machine 10, it determines and quantifies the received video information based on the video reference data 55l. When it receives vital information from the measurement terminal 90 and measurement sheet 100, it determines and quantifies the received vital information based on the vital reference data 55m. Furthermore, it determines and quantifies the most recent deposit amount and win / loss amount of the target card ID in the play data 55i based on the game performance reference data 55o, determines and quantifies the gender, age, and address of the target card ID in the member management data 55c based on the member reference data 55n, and determines and quantifies the most recent time data in the environmental data 55j based on the environmental reference data 55k. Finally, it calculates the game score by summing up all of these values.

[0158] The score management unit 56k is a processing unit that manages score data 55p, member score data 55q, and machine score data 55r. When the score determination unit 56j calculates a game score, the score management unit 56k stores this game score in the score data 55p, associating it with the time at which it was calculated.

[0159] Furthermore, the score management unit 56k uses the game history data 55h and score data 55p to extract game scores for each card ID at the time of deposit, at the time of a jackpot, and at the end of a jackpot, and calculates the average value. Then, it extracts the deposit amount (investment amount) and win / loss amount corresponding to this card ID from the play data 55i and stores them together with the game score in the member score data 55q.

[0160] Furthermore, by managing the member score data 55q in a time series, it is possible to analyze it as information related to game scores, showing the relationship between game scores and subsequent win rates. For example, if the game score was 110, it can be analyzed that the subsequent win rate was 50%, and if the game score increased from 110 to 120 within a specified time, it can be analyzed that the subsequent win rate was 75%.

[0161] Furthermore, the score management unit 56k uses the game history data 55h and score data 55p received from the input unit 52 for the target period (e.g., yearly, monthly, weekly, etc.) to extract game scores for each machine at the time of deposit, at the time of a jackpot, and at the end of a jackpot, and calculates the average value. Then, it extracts the deposit amount (investment amount) and win / loss amount corresponding to this machine from the play data 55i, calculates the average value for each, and stores them together with the game score in the machine score data 55r. At this time, the machines are ranked from the highest to the lowest average game score, and this ranking is stored in the machine score data 55r.

[0162] The notification unit 56l is a processing unit that transmits the game score to the machine lamp 40. From the time it receives a card insertion notification from the inter-machine card processing machine 10 until it receives a card ejection notification, the notification unit 56l transmits the game score from the member score data 55q corresponding to the card ID included in the card insertion notification to the machine lamp 40 at predetermined time intervals. If the member score data 55q is managed in chronological order, information related to the game score can also be notified to the machine lamp 40.

[0163] The distribution unit 56m is a processing unit that distributes member score information. The distribution unit 56m provides a game information site accessible from the user terminal 120. When member score data 55q is updated, the distribution unit 56m uses this member score data 55q to generate member score information for providing game scores for each member ID. In addition, if the member score data 55q is managed chronologically, information related to game scores can also be included in the member score information.

[0164] Furthermore, if the distribution unit 56m receives a distribution request from the user terminal 120, it will allow the user terminal 120 to access the gaming information site and distribute the member score information for the corresponding member ID.

[0165] Next, an example of the data stored in the storage unit 55 of the management device 50 shown in Figure 7 will be explained. Figures 8 to 13 show an example of the card management data 55a, device management data 55b, member management data 55c, operation data 55d, game-related card processing history data 55e, non-game card processing history data 55f, counting settlement processing history data 55g, game history data 55h, movement data 55i, environment data 55j, environmental standard data 55k, video standard data 55l, vital standard data 55m, member standard data 55n, game performance standard data 55o, score data 55p, member score data 55q, and machine score data 55r shown in Figure 7.

[0166] The card management data 55a shown in Figure 8(a) indicates that card ID "1001" is associated with a prepaid value of "0", a balance of "0" balls for each rate, and a usage ID of "A101". In other words, the card with card ID "1001" is inserted into the inter-machine card processing machine 10 with device ID "A101", and the management of the balls held has been transferred to the inter-machine card processing machine 10. Therefore, the balance of balls held for each rate is zero.

[0167] Furthermore, the card management data 55a shows that card ID "2001" is associated with a prepaid value of "3000" units, and the balance of balls held is "1500" for ball 1, "2500" for ball 2, and "0" for ball 3. However, the destination ID is not associated. In other words, the card with card ID "2001" is not inserted into the inter-machine card processing machine 10, and the management of the balls held is being handled by the management device 50.

[0168] The device management data 55b shown in Figure 8(b) indicates that the inter-machine card processing machine 10 with ID "A101" is associated with the following: its installation location is "Island 1-1", its game machine number is "11", the ID of the connected game machine 20 is "B201", the game type is "Ball 1", the model of game machine 20 is "EV01", and its serial number is "a". It also indicates that this game machine 20 is in use.

[0169] Furthermore, the device management data 55b shows that the inter-machine card processing machine 10 with ID "A201" is associated with the following: its installation location is "Island 2-1", game machine number is "21", the ID of the connected game machine 20 is "B506", the game type is "Ball 3", the model of game machine 20 is "DX03", and the serial number is "g". It also indicates that this game machine 20 is currently in use.

[0170] The member management data 55c shown in Figure 8(c) shows that the card ID "2005" is associated with the name "Taro Tokachi", gender "Male", age "35", address "Shinjuku-ku, Tokyo", the balance of stored balls for "Ball 1" "1500", the balance of stored balls for "Ball 2" "200", and the balance of stored balls for "Ball 3" "0".

[0171] The operational data 55d shown in Figure 9(a) shows the following correspondences: for time "11:10:14", the game machine ID "P001" and data type "Out" are associated with the game machine ID "P001" and data type "Out" for time "11:10:16", the game machine ID "P001" and data type "Safe" for time "11:11:30", and the game machine ID "P015" and data type "Special Prize (Big Win)" for time "13:30:00".

[0172] The game-related card processing history data 55e shown in Figure 9(b) is data that associates time, game machine ID, card ID, and processing. Specifically, the game-related card processing history data 55e shows that at the time "11:10:00", a "card insertion" process was performed using card ID "1002" at the inter-machine card processing machine 10 attached to game machine 20 with game machine ID "P001".

[0173] Furthermore, the game-related card processing history data 55e indicates that at the time "12:35:30", a "card ejection" process was performed using card ID "2005" at the inter-machine card processing machine 10 attached to game machine 20 with game machine ID "P023".

[0174] Furthermore, the game-related card processing history data 55e indicates that at the time "13:20:20", a "deposit" transaction was performed using card ID "1055" at the inter-machine card processing machine 10, which is attached to game machine 20 with game machine ID "P015".

[0175] Furthermore, the game-related card processing history data 55e shows that at the time "13:52:40", the inter-machine card processing machine 10, which is attached to game machine 20 with game machine ID "P007", performed a "per-machine counting" operation using card ID "1021".

[0176] Furthermore, the game-related card processing history data 55e indicates that at the time "14:04:00", a "general card use-up" process occurred for card ID "1055" at the inter-machine card processing machine 10, which is attached to game machine 20 with game machine ID "P015".

[0177] The non-game card processing history data 55f shown in Figure 9(c) is data that associates time, game machine ID, card ID, and processing. Specifically, the non-game card processing history data 55f shows that at the time "13:40:01", a "wagon prize exchange" process was performed using card ID "1003" at the inter-machine card processing machine 10 attached to game machine 20 with game machine ID "P011".

[0178] Furthermore, the non-game card processing history data 55f indicates that at the time "15:00:50", a "ball splitting" process was performed using card ID "1002" at the inter-machine card processing machine 10, which is attached to game machine 20 with game machine ID "P007".

[0179] The counting and settlement processing history data 55g shown in Figure 10(a) is data that associates time, device ID, game machine ID, card ID, and processing. The device ID is identification information that uniquely identifies the prize management device 60, settlement machine 70, etc. The game machine ID is identification information that indicates the game machine 20 last used by the player, and is identified by having the player input it when performing prize exchange, settlement, counting, etc. Alternatively, it may be identified by referring to the card usage history held by the management device 50.

[0180] Specifically, the counting settlement processing history data 55g shows the situation where the time "14:22:33", the device ID of the prize management device 60 "6001", the game machine ID "P001", the card ID "1002", and the process "prize exchange" are associated. It also shows the situation where the time "14:22:33", the device ID of the prize management device 60 "6001", the game machine ID "P001", the card ID "2013", and the process "prize exchange" are associated. In other words, the general card with card ID "1002" and the membership card with card ID "2013" were used for prize exchange simultaneously.

[0181] Furthermore, the counting and settlement processing history data 55g shows the situation where the time "16:08:08", the device ID of settlement machine 70 "7011", the gaming machine ID "P019", the card ID "1033", and the processing "settlement" are associated.

[0182] The game history data 55h shown in Figure 10(b) is data that associates time, game machine ID, card ID, and processing, and shows the state of the game in chronological order, such as deposit, card insertion, card ejection, number of balls played, number of prize balls dispensed, and occurrence of special prizes.

[0183] Specifically, game history data 55h shows the following associations: time "11:10:00", game machine ID "P001", card ID "1002", and action "card inserted"; time "11:11:20", game machine ID "P001", card ID "1002", and action "number of balls inserted 100"; and time "11:12:00", game machine ID "P001", card ID "1002", and action "number of balls awarded 30".

[0184] Furthermore, the game history data 55h shows the following associations: time "12:35:30", game machine ID "P023", card ID "2005", and action "card ejection"; time "13:20:20", game machine ID "P015", card ID "1055", and action "deposit"; and time "13:30:00", game machine ID "P015", card ID "1055", and action "special prize (jackpot)".

[0185] The mobile data 55i shown in Figure 10(c) represents a single continuous game session, showing the start time, end time, game machine ID, card ID, customer type, deposit amount, number of balls played (out), number of balls won (in), number of jackpots, number of wagon prize exchanges, number of ball divisions, and win / loss amounts associated with the same gaming machine. Here, the customer type indicates whether the player is a regular player or a member player.

[0186] Specifically, the mobile data 55i shows the following associated conditions: start time "11:10:00", end time "14:15:33", game machine ID "P001", card ID "2005", customer type "member", deposit amount "3000" yen, number of balls played (out) "0", number of balls won (safe) "6500", number of jackpots "10", number of wagon prize exchanges "0", number of ball divisions "1", and winning / losing amount "100000" yen.

[0187] Furthermore, the mobile data 55i shows the following associated conditions: start time "13:20:20", end time "18:00:00", game machine ID "P015", card ID "1002", customer type "general", deposit amount "12000" yen, number of balls played (out) "13000", number of balls won (in) "10150", number of jackpots "13", number of wagon prize exchanges "2", number of ball divisions "0", and win / loss amount "30000" yen.

[0188] Furthermore, the mobile data 55i shows the situation where the following information is associated: start time "14:30:00", end time "17:00:00", game machine ID "P020", card ID "2005", customer type "member", deposit amount "15000" yen, number of balls played (out) "10000", number of balls won (safe) "8000", number of jackpots "5", number of wagon prize exchanges "1", number of ball divisions "0", and win / loss amount "-10000" yen.

[0189] The environmental data 55j shown in Figure 11(a) shows the conditions associated with the time "11:00:00": room temperature "25.5" degrees Celsius, humidity "56%", atmospheric pressure "1010" hPa", and illuminance "700" lux; and the conditions associated with the time "11:05:00": room temperature "25.7" degrees Celsius, humidity "58%", atmospheric pressure "1012" hPa", and illuminance "705" lux.

[0190] The environmental standard data 55k shown in Figure 11(b) represents conditions corresponding to a room temperature of 26.0 degrees Celsius, humidity of 60%, atmospheric pressure of 1012 hPa, and illuminance of 700 lux.

[0191] The video reference data 55l shown in Figure 11(c) illustrates the situation where the reference video "2001001.mp4" is associated with card ID "2001", and the reference video "2002001.mp4" is associated with card ID "2002".

[0192] Figure 11(d) shows that the vital reference data for 55m is associated with card ID "2001" as pulse rate "70", blood pressure "100", body temperature "36.2"°C", and respiration "15", while card ID "2002" is associated with pulse rate "80", blood pressure "120", body temperature "36.5"°C", and respiration "20".

[0193] The member criteria data 55n shown in Figure 12(a) shows the situation where the gender "male", age "40", and address "Shibuya-ku, Tokyo..." are associated.

[0194] The game performance data 55o shown in Figure 12(b) shows that card ID "2001" is associated with an investment amount of "13,000" yen and a win / loss amount of "2,000" yen, while card ID "2002" is associated with an investment amount of "20,000" yen and a win / loss amount of "-4,000" yen.

[0195] The score data 55p shown in Figure 13(a) shows that a game score of "107" is associated with the time "11:00:00" and card ID "2001", and a game score of "92" is associated with the time "11:00:00" and card ID "2002".

[0196] Figure 13(b) shows the member score data 55q, which associates card ID "2001" with an investment of "15,000" yen, a win / loss amount of "8,000" yen, an average game score of "110", a deposit score of "100", a jackpot score of "120", and an end score of "95". For card ID "2002", the association is "28,000" yen, a win / loss amount of "-13,000" yen, an average game score of "85", a deposit score of "90", a jackpot score of "130", and an end score of "70".

[0197] Figure 13(c) shows the machine score data 55r, which associates machine "EV01" with an average investment of "25,000" yen, an average win / loss of "-5,000" yen, an average game score of "95", a deposit score of "90", a jackpot score of "102", a final score of "98", and a rank of "4". For machine "DX03", the data associates an average investment of "28,000" yen, an average win / loss of "7,000" yen, an average game score of "107", a deposit score of "95", a jackpot score of "115", a final score of "103", and a rank of "1".

[0198] <Processing procedure in the control device 50 according to Embodiment 1> Next, the processing procedure in the management device 50 according to this embodiment 1 will be described. Figure 14 is a flowchart showing the processing procedure in the management device 50 according to this embodiment 1.

[0199] As shown in Figure 14, if the management device 50 receives environmental information from the environmental sensor 110 (step S101; Yes), it stores this environmental information in the environmental data 55j (step S102).

[0200] If game information is received from the inter-machine card processing machine 10 (step S103; Yes), play data is generated using this game information and stored in play data 55i (step S104).

[0201] If video information is received from the inter-machine card processing machine 10 and vital information is received from the measurement terminal 90 and measurement sheet 100 (Step S105; Yes), the game score is calculated using the received data, video reference data 55l and vital reference data 55m, as well as movement data 55i, game performance reference data 55o, member management data 55c, member reference data 55n, environmental data 55j and environmental reference data 55k, and stored in score data 55p (Step S106), and this game score is transmitted to the machine lamp 40 (Step S107).

[0202] Using the mobile data 55i and score data 55p, the member score data 55q and machine score data 55r are updated (step S108), and member score information is generated using this member score data 55q (step S109).

[0203] If a distribution request is received from the user terminal 120 (step S110; Yes), access to the game information site from the user terminal 120 is permitted, and the member score information for the corresponding member ID is distributed.

[0204] As described above, the gaming system according to this embodiment 1 acquires game information and video information from the inter-machine card processing machine, vital information from the measurement terminal and measurement sheet, and environmental information from the environmental sensor. Using this information and member information, a game score is calculated and displayed on the machine lamp. In addition, the system is configured to allow the accumulation of this game score to generate member score data and machine score data to be displayed on the management device or user terminal. Therefore, the game score of a player can be calculated and provided using the player's game information, member information, video information, vital information, and environmental information.

[0205] In the above-described embodiment 1, a configuration for calculating a game score using game information, member information, video information, vital information, and environmental information was explained. However, the present invention is not limited to this, and a configuration can also be made to appropriately adjust the in-store environment using environmental information and vital information.

[0206] Furthermore, while Embodiment 1 described above explains a configuration for calculating game scores for customers of amusement parlors, the present invention is not limited to this, and can also be configured to calculate and compare average game scores nationwide or by trade area.

[0207] Furthermore, while Embodiment 1 described above explains a configuration for calculating and displaying game scores, the present invention is not limited thereto. It is also possible to configure the system to perform an analysis by comparing the introduction costs and sales for each machine with the game scores for each machine.

[0208] Furthermore, while Embodiment 1 described above explains a configuration for calculating game scores based on reference data, the present invention is not limited thereto, and can also be configured to calculate game scores using AI technologies such as machine learning or deep learning.

[0209] Furthermore, while Embodiment 1 described above explains a configuration for calculating a game score using game information, member information, video information, vital information, and environmental information, the present invention is not limited thereto, and can also be configured to calculate a game score using the condition of the pins on a pachinko machine or the settings of a slot machine.

[0210] Furthermore, while Embodiment 1 described above explains a configuration for calculating a game score using game information, member information, video information, vital information, and environmental information, the present invention is not limited thereto, and each item within the environmental information and vital information can also be configured to be selectable by the amusement parlor.

[0211] Furthermore, while Embodiment 1 described above explains a configuration in which the game score is determined by a management device, the present invention is not limited thereto, and the system can also be configured to determine the game score by other devices (for example, a server outside the gaming establishment).

[0212] [Embodiment 2] By the way, in Embodiment 1 described above, a configuration for calculating a game score using game information, member information, video information, vital information, and environmental information was explained. However, the present invention is not limited to this, and it is also possible to configure the system to score and provide the emotional category of the player using video information and vital information. In Embodiment 2, a game system that scores and provides the emotional category of the player using video information and vital information will be described.

[0213] <Overview of the gaming system according to Embodiment 2> First, an overview of the gaming system according to this second embodiment will be described. Figure 15 is an explanatory diagram illustrating the overview of the gaming system according to this second embodiment.

[0214] As shown in Figure 15(a), in the gaming system according to this second embodiment, video information and vital information are acquired from the inter-machine card processing machine 300, the display operation terminal 310, and the measurement sheet 100 (S11), and the emotional category of the player is scored from this video information and vital information (S12). The score of the emotional category is displayed on the user terminal 120 (S13). In addition to the user terminal 120, it can also be displayed on a machine lamp (not shown).

[0215] Furthermore, the displayed emotional categories are shown in five stages for each of the five emotional categories (joy, disgust, sadness, fear, and anger), as shown in Figure 15(b), and national data is also displayed. In addition, each score is also displayed as a radar chart, as shown in Figure 15(c).

[0216] Thus, in the gaming system according to this second embodiment, it is possible to score and provide the emotional categories of the players using video information and vital information.

[0217] <System configuration related to Embodiment 2> Next, the system configuration of the gaming system according to this second embodiment will be described. Figure 16 is a diagram showing the system configuration of the gaming system according to this second embodiment. As shown in Figure 16, a gaming parlor is equipped with multiple gaming machines 20 and inter-machine card processing machines 300, each of which is provided in conjunction with a gaming machine 20.

[0218] The inter-machine card processing unit 300 is connected to the store's network, which is a communication line, via the island controller 30. The island controller 30, machine lamps 40, management device 200, prize management device 60, payment machine 70, and wireless router 80 are connected to the communication line. The inter-machine card processing unit 300 is also connected to the display operation terminal 310 via wireless communication.

[0219] The measurement sheet 100 is connected to the wireless router 80 via wireless communication, and is connected to the management device 200 via the wireless router 80 in a manner that allows communication.

[0220] Furthermore, the management device 200 is connected to the internet, which is an external network. The information management device 400 and the user terminal 120 are connected to the internet.

[0221] The management device 200 calculates an emotional score using video information received from the inter-machine card processing machine 300 and vital information received from the measurement sheet 100, and stores it in the emotional score data. When the management device 200 receives national score data from the information management device 400, it stores this national score data in the emotional score data.

[0222] Furthermore, if the emotion score data is updated, the management device 200 transmits this emotion score data to the machine lamp 40. The management device 200 also transmits the emotion score data to the information management device 400 at a predetermined time (for example, when closing procedures begin).

[0223] The inter-unit card processing machine 300 notifies the management device 200 of video information captured by a camera installed on the surface of the device or video information received from the display operation terminal 310.

[0224] The display and operation terminal 310 is a device that displays various information related to the game and acquires video information with its built-in camera. If the display and operation terminal 310 determines, using the video information captured by the camera built into the device, that a player has sat down in the chair in front of the game machine, it notifies the inter-machine card processing machine 300 of this video information.

[0225] The information management device 400 manages the sentiment scores of each amusement parlor and the national average, and also provides a gaming information website. When the information management device 400 receives sentiment score data from the management device 200, it stores and manages the received sentiment score data for each parlor and card ID, and calculates the average value of all the data and stores it as national score data. The information management device 400 transmits the national score data to the management device 200 at a predetermined time (for example, 10:00 every day).

[0226] Furthermore, if the information management device 400 receives a distribution request from the user terminal 120, it will allow the user terminal 120 to access the gaming information site and distribute the sentiment score data for the corresponding member ID.

[0227] <Configuration of the control device 200> Next, the configuration of the management device 200 shown in Figure 16 will be described. Figure 17 is a functional block diagram showing the configuration of the management device 200 shown in Figure 16. As shown in Figure 17, the management device 200 is connected to the display unit 51 and the input unit 52 and has an external network communication unit 230, a store network communication unit 54, a storage unit 210, and a control unit 220. Note that the explanation of the functional units, which are the same as those of the management device 50 shown in Figure 7, will be omitted.

[0228] The external network communication unit 230 is an interface unit for data communication with the information management device 400, the user terminal 120, and an authentication key management center (not shown) via an external network.

[0229] The memory unit 210 is a storage device such as a hard disk drive or non-volatile memory, and stores card management data 55a, device management data 55b, member management data 55c, operation data 55d, game-related card processing history data 55e, non-game card processing history data 55f, counting and settlement processing history data 55g, game history data 55h, movement data 55i, video reference data 55l, vital reference data 55m, and emotion score data 211.

[0230] The sentiment score data 211 represents the sentiment score. It shows the sentiment score associated with the time and card ID. The sentiment score data 211 also includes the national average sentiment score.

[0231] The control unit 220 is a control unit that performs overall control of the management device 200 and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, an operation data storage and aggregation unit 56d, a card processing history management unit 56e, a game history data generation unit 56f, a mobile data generation unit 56g, a reference data management unit 221, a score determination unit 222, a score management unit 223, and a notification unit 224. In practice, by loading these programs into the CPU and executing them, the processes corresponding to the card management unit 56a, the device management unit 56b, the member management unit 56c, the operation data storage and aggregation unit 56d, the card processing history management unit 56e, the game history data generation unit 56f, a mobile data generation unit 56g, a reference data management unit 221, a score determination unit 222, a score management unit 223, and a notification unit 224 are executed, respectively.

[0232] The reference data management unit 221 is a processing unit that manages video reference data 55l and vital reference data 55m. When the reference data management unit 221 receives video reference data and vital reference data from the input unit 52, it stores the respective data in video reference data 55l and vital reference data 55m.

[0233] The score determination unit 222 is a processing unit that calculates the emotional score of the player. When the score determination unit 222 receives video information from the inter-machine card processing machine 300, it determines the received video information based on the video reference data 55l. When it receives vital information from the measurement sheet 100, it determines the received vital information based on the vital reference data 55m. The unit then sums the results of each determination to calculate the emotional score.

[0234] The score management unit 223 is a processing unit that manages the emotion score data 211. When the score determination unit 222 calculates an emotion score, the score management unit 223 stores this emotion score in the emotion score data 211, associating it with the time of calculation and the card ID.

[0235] Furthermore, when the score management unit 223 receives nationwide score data from the information management device 400, it associates it with the reception time, sets the card ID to "Nationwide," and stores this nationwide score data in the emotion score data 211.

[0236] The notification unit 224 is a processing unit that transmits the emotion score to the machine lamp 40 and the information management device 400. If the emotion score data 211 is updated, the notification unit 224 transmits the updated emotion score of the data to the machine lamp 40, which is attached to the inter-machine card processing machine 300 corresponding to the card ID of the updated data.

[0237] Furthermore, the notification unit 224 transmits the emotion score data 211 to the information management device 400 at a predetermined time (for example, when closing procedures begin).

[0238] Next, an example of data stored in the storage unit 210 of the management device 200 shown in Figure 17 will be described. Figure 18 shows an example of the emotion score data 211 shown in Figure 17.

[0239] The emotion score data 211 shown in Figure 18 associates joy ("3"), disgust ("3"), sadness ("3"), fear ("4"), and anger ("2") with the time "10:00:00" and card ID "Nationwide," and associates joy ("5"), disgust ("2"), sadness ("2"), fear ("1"), and anger ("3") with the time "11:00:00" and card ID "2001."

[0240] As described above, in the gaming system according to this second embodiment, video information is acquired from the inter-machine card processing machine, vital information is acquired from the measurement sheet, and an emotional score is calculated using this information and displayed on the machine lamp. This emotional score is also stored in the information management device and made accessible from the user terminal. Therefore, the emotional category of the player can be scored and provided using the video information and vital information.

[0241] In the above-described embodiment 2, a configuration for acquiring vital information using a measurement sheet was explained. However, the present invention is not limited to this, and it is also possible to configure the system to acquire vital information using a vital sensor device worn by the player (for example, a watch-type sensor device) and notify the information management device via an application on the vital sensor device.

[0242] Furthermore, while the above-described embodiment 2 described a configuration in which the emotional score is displayed as a radar chart, the present invention is not limited thereto, and the system can also be configured to display game information such as the amount of investment in addition to the display items of the radar chart.

[0243] Furthermore, while Embodiment 2 described above explains a configuration in which the emotion score is displayed as a radar chart, the present invention is not limited thereto, and the display items of the radar chart can also be configured to be added or deleted or otherwise modified at the store or inter-machine card processing machine.

[0244] Furthermore, while Embodiment 2 described above explains a configuration in which the emotional score is displayed using a lamp on the machine, the present invention is not limited thereto. Various in-store equipment or user terminals, including the machine lamp, can also be configured to display the score in real time or after the game has finished.

[0245] Furthermore, while Embodiment 2 described above describes a configuration that displays the sentiment score in comparison with national data, the present invention is not limited thereto, and can also be configured to display a comparison of the current and previous sentiment scores, and to display the analysis results of the comparison of sentiment scores.

[0246] Furthermore, while Embodiment 2 described above explains a configuration in which an emotion score corresponding to a card ID is distributed to the user terminal, the present invention is not limited to this, and can also be configured to generate an emotion score for each model and distribute it to the gaming machine manufacturer.

[0247] [Embodiment 3] By the way, in the above-described embodiment 1, a configuration for calculating a game score using game information, member information, video information, vital information, and environmental information was explained. However, the present invention is not limited to this, and it is also possible to configure the system to calculate a player's vital score using video information and vital information, and to provide the vital score together with the difference in balls played during the game. By doing so, by comparing with the average vital score, players showing unusual vital scores can be managed as potentially having an addiction.

[0248] This third embodiment describes a gaming system that calculates a player's vital score using video information and vital information, and provides the vital score together with the number of balls won during the game.

[0249] <Overview of the gaming system according to Embodiment 3> First, an overview of the gaming system according to this third embodiment will be described. Figure 19 is an explanatory diagram illustrating the overview of the gaming system according to this third embodiment.

[0250] As shown in Figure 19(a), in the gaming system according to this embodiment 3, video information and vital information are acquired from the inter-machine card processing machine 600, the display operation terminal 610, and the measurement sheet 100 (S21), and the vital score of the player is calculated from this video information and vital information (S22). Subsequently, the vital score and the change in the number of balls are graphed (S23). The graphed results can be displayed on a management device (not shown).

[0251] As shown in Figure 19(b), the displayed graph shows the vital score and net winnings as line graphs over time. For example, during the period when the jackpot lottery is being held, the vital score continues to rise, then slightly decreases and stabilizes after the jackpot, and then plummets after the end of the game. Figure 19(b) shows the changes in the vital score of a typical player.

[0252] On the other hand, the graph shown in Figure 19(c) shows that the vital score is negative from the start of the game, and the negative trend in the vital score intensifies as the game progresses. This graph is judged to be unique compared to the graph in Figure 19(b), so this player can be managed as potentially suffering from addiction.

[0253] Thus, in the gaming system according to this third embodiment, a vital score of the player can be calculated using video information and vital information, and the vital score can be provided together with the difference in balls won during the game.

[0254] <Configuration of the control device 500> Next, the configuration of the management device 500 shown in Figure 19 will be described. Figure 20 is a functional block diagram showing the configuration of the management device 500 according to this embodiment 3. As shown in Figure 20, the management device 500 is connected to a display unit 51 and an input unit 52, and has an external network communication unit 53, a store network communication unit 54, a storage unit 510, and a control unit 520. Note that the description of the functional units, which are the same as those of the management device 50 shown in Figure 7, will be omitted.

[0255] The memory unit 510 is a storage device such as a hard disk drive or non-volatile memory, and stores card management data 55a, device management data 55b, member management data 55c, operation data 55d, game-related card processing history data 55e, non-game card processing history data 55f, counting and settlement processing history data 55g, game history data 55h, movement data 55i, video reference data 55l, vital reference data 55m, standard score data 511, judgment reference data 512, and score data 55p.

[0256] Standard score data 511 shows the standard values ​​for vital score. Judgment criterion data 512 shows the judgment criteria used when judging vital score.

[0257] The control unit 520 is a control unit that performs overall control of the management device 500 and includes a card management unit 56a, a device management unit 56b, a member management unit 56c, an operation data storage and aggregation unit 56d, a card processing history management unit 56e, a game history data generation unit 56f, a mobile data generation unit 56g, a reference data management unit 521, a score determination unit 522, a score management unit 523, and a uniqueness determination unit 524. In practice, by loading these programs into the CPU and executing them, the processes corresponding to the card management unit 56a, the device management unit 56b, the member management unit 56c, the operation data storage and aggregation unit 56d, the card processing history management unit 56e, the game history data generation unit 56f, a mobile data generation unit 56g, the reference data management unit 521, the score determination unit 522, the score management unit 523, and the uniqueness determination unit 524 are executed, respectively.

[0258] The reference data management unit 521 is a processing unit that manages standard score data 511 and judgment criterion data 512. When the reference data management unit 521 receives standard score data and judgment criterion data from the input unit 52, it stores the respective data in standard score data 511 and judgment criterion data 512.

[0259] The score determination unit 522 is a processing unit that calculates the vital score of a player. When the score determination unit 522 receives video information from the inter-machine card processing machine 600, it determines and quantifies the received video information based on the video reference data 55l. When it receives vital information from the measurement sheet 100, it determines and quantifies the received vital information based on the vital reference data 55m. The unit then sums up the results of each determination to calculate the vital score.

[0260] The score management unit 523 is a processing unit that manages the score data 55p. When the score determination unit 522 calculates the vital score, the score management unit 523 stores this game score in the score data 55p, corresponding to the time at which it was calculated.

[0261] The specificity determination unit 524 is a processing unit that determines the specificity of a player's vital score. When score data 55p is updated, the specificity determination unit 524 compares the score in score data 55p with the standard value in standard score data 511. If the difference is within the range of judgment criteria data 512, it determines that there is no specificity; if the difference is outside the range of judgment criteria data 512, it determines that there is a specificity. Once a determination result is obtained, the specificity determination unit 524 displays this determination result on the display unit 51.

[0262] Next, an example of data stored in the storage unit 510 of the management device 500 shown in Figure 20 will be described. Figure 21 shows an example of the standard score data 511 and judgment criterion data 512 shown in Figure 20.

[0263] The standard score data 511 shown in Figure 21(a) indicates that the score is "110" during a reach, "120" during a jackpot, and "60" at the end of a jackpot.

[0264] The judgment criterion data 512 shown in Figure 21(b) indicates that the range is "-50 to 100" during a reach, "-50 to 10" during a jackpot, and "-100 to 50" at the end of a jackpot.

[0265] As described above, the gaming system according to this third embodiment acquires video information from the inter-machine card processing machine and vital information from the measurement sheet, calculates a vital score using this information, and displays this vital score and the difference in balls played in the game in a time-series graph. Therefore, it is possible to calculate the vital score of the player using the video information and vital information and provide the vital score together with the difference in balls played in the game.

[0266] In the above-described embodiment 3, a configuration was explained in which vital scores and the difference in balls played during gameplay are displayed together in a time-series graph. However, the present invention is not limited to this, and it is also possible to configure the system to display suggestions regarding the increase or decrease of the current machine (for example, a suggestion to increase the number of machines with high vital scores) according to the vital score results.

[0267] [Embodiment 4] Incidentally, in the above-described Embodiment 1, the configuration for calculating the game score using game information, member information, video information, vital information, and environmental information has been described. However, the present invention is not limited to this, and it is also possible to configure to present services to game players according to the vital score calculated using video information and vital information.

[0268] In this Embodiment 4, a game system that presents services to game players according to the vital score calculated using video information and vital information will be described.

[0269] <Overview of the Game System According to Embodiment 4> First, the overview of the game system according to this Embodiment 4 will be described. FIG. 22 is an explanatory diagram for explaining the overview of the game system according to this Embodiment 4.

[0270] As shown in FIG. 22(a), in the game system according to this Embodiment 4, video information and vital information are acquired from the inter-stage card processor 800, the display operation terminal 810, and the measurement sheet 100 (S31), and the vital score of the game player is calculated from this video information and vital information (S32). Then, services to the game player according to the vital score are presented on the display operation terminal 810 (S33).

[0271] Also, as shown in FIG. 22(b), the vital score is associated with the discharged card (S34), and when the card is read by the prize management device 900, services to the game player according to this vital score are presented to the prize management device 900 (S35).

[0272] In this way, in the game system according to this Embodiment 4, services to the game player can be presented according to the vital score calculated using video information and vital information.

[0273] In the above-described embodiment 4, a configuration was explained in which services are presented according to vital scores in a gaming parlor. However, the present invention is not limited to this, and it is also possible to configure the system to present services according to vital scores in other types of businesses, such as restaurants.

[0274] Furthermore, while Embodiment 4 described above explains a configuration in which services are presented according to vital scores, the present invention is not limited thereto. The system can also be configured to store a history of previously presented services, the vital scores at that time, and the reactions of the players, and to change the content of the services presented based on this history.

[0275] Furthermore, the configurations illustrated in each of the above embodiments are functionally schematic and do not necessarily have to be physically represented as shown. In other words, the distributed and integrated forms of each device are not limited to those shown, and all or part of them can be functionally or physically distributed and integrated in any unit according to various loads and usage conditions. [Industrial applicability]

[0276] The gaming system, management device, and information provision method according to the present invention are suitable for efficiently determining whether a gaming machine matches the needs of customers visiting a gaming parlor and for providing customers with information from new perspectives. [Explanation of Symbols]

[0277] 10-unit card processing machine 11 Status display section 12. Banknote transport section 12a Banknote slot 13 Display operation section 14 Reader / Writer 14a Card slot 14b The part that holds up 15 Communications Department 16 Memory section 16a Device status data 16b Card Data 17 Control Unit 17a Data Management Unit 17b Video Processing Unit 18 Game Management Unit 18a Authentication Processing Unit 18b Authentication Key Management Unit 18c Game Machine Status Management Unit 19 Camera 20 Game Machine 21 Steering Wheel 22 Counting Button 23 Communication Control Unit 24 Presentation Control Unit 24a Presentation Symbol Lottery Unit 24b Presentation Lottery Unit 25 Game Control Unit 26 Pachinko Ball Control Unit 26a Playable Number Management Unit 30 Island Controller 40 Platform Lamp 50 Management Device 51 Display Unit 52 Input Unit 53 External Network Communication Unit 54 Store Network Communication Unit 55 Memory Unit 55a Card Management Data 55b Device Management Data 55c Member Management Data 55d Operation Data 55e Game-related Card Processing History Data 55f Non-game Card Processing History Data 55g Counting Settlement Processing History Data 55h Game History Data 55i Idle Data 55j Environment Data 55k Environment Standard Data 55l Video Standard Data 55m Vital Standard Data 55n Member Standard Data 55o Game Achievement Standard Data 55p Score Data 55q Member Score Data 55r Model Score Data 56 Control Unit 56a Card Management Department 56b Equipment management department 56c Membership Management Department 56d Operation Data Storage and Aggregation Unit 56e Card Processing History Management Department 56f Game History Data Generation Unit 56g Mobile data generation unit 56h Environmental Data Management Department 56i Reference Data Management Department 56j Score Judgment Unit 56k Score Management Department 56l Notification section 56m Broadcasting Department 60 Prize Management Device 70 Payment machine 80 Wireless Routers 90 Measurement terminals 100 Measurement Sheets 110 Environmental Sensors 120 User terminals 200 Management device 210 Storage section 211 Emotion Score Data 220 Control Unit 221 Standard Data Management Department 222 Score Determination Unit 223 Score Management Department 224 Notification Department 230 External Network Communication Unit 300-unit inter-unit card processing machine 310 Display and operation terminal 400 Information management device 500 Management device 510 Storage section 511 Standard Score Data 512 Judgment Criteria Data 520 Control Unit 521 Standard Data Management Department 522 Score Determination Unit 523 Score Management Department 524 Specificity determination unit 600-unit inter-unit card processing machine 610 Display and operation terminal 800-unit inter-unit card processing machine 810 Display and operation terminal 900 Prize Management Device

Claims

1. A gaming system comprising individual machine devices attached to a gaming machine, and a management device provided to communicate with each of the individual machine devices, The aforementioned control device is A means for acquiring game information relating to a player playing on the aforementioned gaming machine, A vital information acquisition means for acquiring vital information of the aforementioned customer, A video information acquisition means for acquiring video information of the gamer captured by an imaging device provided in each of the aforementioned machines, A game score calculation means for calculating the game score of a player playing on the game machine based on at least the game information relating to the player, the vital information of the player, and the video information, A notification means for notifying information relating to the game score calculated by the aforementioned game score calculation means, Equipped with, The aforementioned notification means is, The system controls the display of information, including a radar chart that graphs the scores for each of the multiple emotional categories calculated based on the video information and vital information included in the game score, on a predetermined display unit. A gaming system characterized by the following features.

2. The aforementioned vital information acquisition means is The gaming system according to claim 1, characterized in that it acquires the pulse, blood pressure, respiration, and / or body temperature of the player as vital information.

3. The aforementioned vital information acquisition means is The gaming system according to claim 2, characterized in that it acquires the pulse, blood pressure, respiration, and / or body temperature of the player as vital information, as detected by a wearable device worn by the player.

4. The aforementioned control device is The device further comprises a face image acquisition means for acquiring face images of the players captured by an imaging device provided in each of the aforementioned machines, The aforementioned game score calculation means is Based on the game information relating to the aforementioned player, the vital information of the aforementioned player, and the facial image of the aforementioned player, the game score of the player playing on the aforementioned gaming machine is calculated. The gaming system according to feature 1.

5. The aforementioned control device is The system further includes motion information acquisition means for acquiring motion information of the player's body movements detected by a sensor installed on the chair in which the player sits while playing the game machine, The aforementioned game score calculation means is Based on the game information relating to the aforementioned player, the vital information of the aforementioned player, and the movement information of the aforementioned player, the game score of the player playing on the gaming machine is calculated. The gaming system according to feature 1.

6. The aforementioned notification means is, The gaming system according to any one of claims 1 to 5, characterized in that it controls the display of information related to the game score on a predetermined display unit.

7. The control device is The system further includes means for acquiring environmental information, which acquires environmental information including at least one of the following: room temperature, humidity, atmospheric pressure, and illuminance inside the gaming establishment. The aforementioned game score calculation means is The game score is calculated based on the game information relating to the player, the player's vital information, the video information, and the environmental information. The gaming system according to feature 1.

8. The aforementioned notification means is, Information related to the game score is output to a lamp located near the gaming machine. The aforementioned lamp base is The information relating to the game score is displayed on the display unit of the lamp. A gaming system according to any one of features 1 to 5.

9. A management device installed in a manner that allows communication with each individual machine attached to the gaming machine, A means for acquiring game information relating to a player playing on the aforementioned gaming machine, A vital information acquisition means for acquiring vital information of the aforementioned customer, A video information acquisition means for acquiring video information of the gamer captured by an imaging device provided in each of the aforementioned machines, A game score calculation means for calculating the game score of a player playing on the game machine based on at least the game information relating to the player, the vital information of the player, and the video information, A notification means for notifying information relating to the game score calculated by the aforementioned game score calculation means, Equipped with, The aforementioned notification means is, The system controls the display of information, including a radar chart that graphs the scores for each of the multiple emotional categories calculated based on the video information and vital information included in the game score, on a predetermined display unit. A control device characterized by the following features.

10. A method for providing information in a gaming system having individual machine devices attached to a gaming machine and a management device that is capable of communicating with the individual machine devices, The management device includes a game information acquisition step in which it acquires game information relating to a player playing on the game machine, The management device includes a vital information acquisition process for acquiring the vital information of the player, The management device includes a video information acquisition step in which it acquires video information of the players captured by the imaging device provided on each of the machines, The management device includes a game score calculation step that calculates the game score of a player playing the game machine based on at least the game information relating to the player, the player's vital information, and the video information, The management device includes a notification process that notifies information relating to the game score calculated by the game score calculation process. Includes, The notification process is as follows: The system controls the display of information, including a radar chart that graphs the scores for each of the multiple emotional categories calculated based on the video information and vital information included in the game score, on a predetermined display unit. A method for providing information characterized by the following features.

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