Game system and communication terminal

The game system addresses the management challenges faced by game center operators by using a centralized system to collect and display status information from multiple game devices, enhancing operational efficiency and response times.

WO2025074681A1PCT designated stage expired Publication Date: 2025-04-10SEGA CORP

Patent Information

Application Number
PCT/JP2024/018238
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-10-03
Filing Date
2024-05-16
Publication Date
2025-04-10

AI Technical Summary

Technical Problem

Game center operators face increased management burdens due to the growing number of game devices, making it difficult to quickly grasp the status of each device, such as crane game devices, which can experience issues like mechanical failures or stock shortages.

Method used

A game system that includes a receiver to collect status information from multiple game devices and a management image generation unit that overlays this information onto a map image of the device layout, allowing operators to generate and display management images that reflect the status of each device in real-time or by specified periods.

Benefits of technology

This solution significantly improves the efficiency of managing game devices by providing operators with a centralized, visual interface to monitor device status, enabling quicker response times to issues and optimizing device performance.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure JP2024018238_10042025_PF_FP_ABST
    Figure JP2024018238_10042025_PF_FP_ABST
Patent Text Reader

Abstract

The present invention improves efficiency of management in a game device. A game system according to the present invention includes a reception unit that receives a plurality of types of state information of a game device from each of a plurality of game devices, and a management image generating unit that generates a management image by adding the state information of each of the plurality of game devices to a map image indicating a layout of the plurality of game devices in an arcade. When change in display is instructed by an operator, the management image generating unit changes the state information to be displayed on the management image on the basis of the plurality of types of state information.
Need to check novelty before this filing date? Find Prior Art

Description

Game system and communication terminal

[0001] The present invention relates to a game device installed in a game center or the like.

[0002] A variety of gaming devices are installed in game arcades. As the number of gaming devices increases, the burden of managing the gaming devices on game arcade employees (operators) also increases.

[0003] Patent No. 5036616 Patent No. 5159414

[0004] Operators have various needs regarding understanding the status of game machines. For example, in the case of a crane game machine, situations that require understanding include problems such as the crane stopping during play or the prize stock running out. To resolve such problems, it is desirable for operators to be able to quickly understand the situation.

[0005] The present invention was completed based on the above-mentioned problem recognition, and its main purpose is to provide a technique for improving the efficiency of managing game devices.

[0006] In one aspect of the present invention, a game system includes a receiving unit that receives multiple types of status information for each of multiple game devices from each of the multiple game devices, and a control image generating unit that generates a control image by adding the status information for each of the multiple game devices to a map image that shows the layout of the multiple game devices within the store. When an operator instructs to change the display, the control image generating unit changes the status information to be displayed in the control image from the multiple types of status information.

[0007] A communication terminal according to one aspect of the present invention includes a receiving unit that receives, from a game management device, information about the locations of a plurality of game devices within a store and a control image that indicates first status information for each of the plurality of game devices, a display unit that displays the received control image that indicates the first status information on a screen, an input unit that accepts instructions from an operator to change the display, and a transmitting unit that notifies the game management device of a change request that indicates the instruction to change the display. The receiving unit receives, from the game devices after transmitting the change request, the control image that indicates the first status information for each of the plurality of game devices, and the display unit changes the first status information displayed on the control image to the second status information when the control image that indicates second status information is received.

[0008] According to the present invention, it becomes easier to improve the efficiency of management in a game device.

[0009] FIG. 1 is a hardware configuration diagram of a game system. FIG. 2 is a functional block diagram of a server. FIG. 3 is a functional block diagram of a management terminal. FIG. 4 is an interior view of a store schematically showing the layout of crane game machines. FIG. 5 is a data structure diagram of game machine management information. FIG. 6 is a display screen of the management terminal in a first display mode. FIG. 7 is a schematic diagram showing each first icon in the first display mode. FIG. 8 is a display screen showing the radio wave intensity of each crane game machine. FIG. 9 is a display screen of the management terminal in a second display mode. FIG. 10 is a schematic diagram of a second icon in the second display mode. FIG. 11 is a schematic diagram showing each second icon in the second display mode.

[0010] First, the configuration of the game system will be described. Next, the details of the "first display mode" and "second display mode," which are the screen display modes of the management terminal in this embodiment, will be described. In the following explanation, a crane game machine will be assumed as one type of game device.

[0011] FIG. 1 is a hardware configuration diagram of a game system 100. The following description assumes that the game system 100 is installed inside a game center. For more specific explanation, this embodiment assumes that the game center is a store in Akihabara (hereinafter referred to as the "Akihabara store"). In the game system 100, a single server 200 (game management device) is connected to multiple crane game machines 101a, 101b, ..., 101n (hereinafter collectively referred to as the "crane game machines 101" when referring to them collectively or when no distinction is made), and management terminals 300a...300m (hereinafter collectively referred to as the "management terminals 300" when referring to them collectively or when no distinction is made) via a communication network 102. Note that the communication network 102 is not a globally open communication network like the Internet, but is assumed to be a closed communication network (intranet) within a single store. Furthermore, the communication network 102 at the Akihabara store is a wireless network, not a wired network.

[0012] The numerous crane game machines 101 installed in the Akihabara store form one or more groups. Fifteen crane game machines 101 are installed in the Akihabara store. The fifteen crane game machines 101 may be divided into three groups of five machines each, or may be divided into three groups of three machines and three groups of two machines each. In each group, one crane game machine 101 is set as a relay machine (not shown).

[0013] The crane game machine 101 and the server 200 are wirelessly connected to each other via a communication network 102. The crane game machine 101 transmits status information (described later) to the server 200 via the communication network 102. The crane game machine 101 and the server 200 also transmit and receive signals (described later) to each other via the communication network 102.

[0014] The crane game machine 101 serving as a repeater is installed near the server 200 in a location with a relatively good radio wave environment. If wireless communication between the crane game machine 101 and the server 200 is not possible for some reason, the crane game machine 101 transmits a game machine ID (described later) and status information to the repeater, and the repeater transmits this information to the server 200. The "status information" is information indicating various statuses of the crane game machine 101, such as sales and radio wave strength, and details will be described later. The crane game machine 101 serving as a repeater has the function of relaying communication between the server 200 and crane game machines 101 other than the repeater. Note that the repeater function may be distributed to a separate cabinet, and a dedicated device for relaying may be provided.

[0015] In this embodiment, each operator owns a management terminal 300. The management terminal 300 is assumed to be a tablet terminal, but may also be a smartphone or laptop PC. The management terminal 300 is also wirelessly connected to the server 200 via the communication network 102. Based on the status information received from the crane game machines 101, the server 200 generates an image (management image) showing the operating status of the crane game machines 101 and transmits it to the management terminal 300. Each operator can check the management image on the management terminal 300 to keep track of the operating status of each crane game machine 101.

[0016] FIG. 2 is a functional block diagram of server 200. Each component of server 200 is implemented by hardware, including computing units such as a central processing unit (CPU) and various coprocessors, storage devices such as memory and storage, and wired or wireless communication lines connecting these, as well as software stored in the storage devices that supplies processing instructions to the computing units. Computer programs may be configured by device drivers, an operating system, various application programs located above these, and libraries that provide common functions to these programs. Each block described below represents a functional block, not a hardware configuration. The same applies to each component of management terminal 300, described in relation to FIG. 3.

[0017] The server 200 includes a communication unit 210, a data processing unit 220, and a data storage unit 230. The communication unit 210 is responsible for communication processing between the crane game machine 101 and the management terminal 300. The data storage unit 230 stores status information received from the crane game machine 101 and various images to be displayed on the screen of the management terminal 300. The data processing unit 220 executes various processes based on the data stored in the data storage unit 230.

[0018] The communication unit 210 includes a transmission unit 211 that transmits signals and control images to the server 200 and the control terminal 300 , and a reception unit 212 that receives status information and signals from the crane game machine 101 and the control terminal 300 .

[0019] The data processing unit 220 includes a data registration unit 221, a status evaluation unit 222, a management information generation unit 223, and a signal generation unit 224. The data registration unit 221 registers status information received from the crane game machine 101 in the data storage unit 230. The status evaluation unit 222 evaluates the sales status of the crane game machine 101 based on status information received from the crane game machine 101, such as target sales and sales. The status evaluation unit 222 also evaluates the communication status based on status information received from the crane game machine 101, such as radio wave strength and loss rate (described below). Among the status information, index values ​​related to the communication status, such as radio wave strength and loss rate, are referred to as "communication status values." The management information generation unit 223 generates a management image, described below, based on the status information stored in the data storage unit 230. In this way, the management information generation unit 223 functions as a "management image generation unit." The signal generation unit 224 generates a signal to be transmitted to the crane game machine 101.

[0020] 3 is a functional block diagram of the management terminal 300. The management terminal 300 includes a user interface processing unit 310, a data processing unit 320, a communication unit 330, and a data storage unit 340.

[0021] The user interface processing unit 310 includes an input unit 311 that accepts input from an operator, and an output unit 312 that outputs images and sound to the operator. The output unit 312 functions as a display unit. The input unit 311 detects operation inputs made by a finger, a stylus pen, a keyboard, or a mouse (not shown). The output unit 312 also outputs images on a display and sounds from a speaker.

[0022] The data processing unit 320 generates an instruction signal indicating the operator's input content received by the input unit 311, and instructs the communication unit 330 to transmit the instruction signal. The data processing unit 320 also instructs the output unit 312 to output the management image that the communication unit 330 received from the server 200.

[0023] The communication unit 330 includes a transmission unit 331 that transmits an instruction signal to the server 200 , and a reception unit 332 that receives a management image from the server 200 .

[0024] FIG. 4 is a store plan 400 that schematically illustrates the layout of the crane game machines 101 in the Akihabara store. A total of 15 crane game machines 101 and servers 200 are installed on one floor of the Akihabara store. According to the store plan 400, the Akihabara store is equipped with five single-player crane game machines 101S, each with one playable booth, and ten two-player crane game machines 101D, each with two playable booths. A booth refers to, for example, each of the multiple game machines in a single game cabinet. For example, the two-player crane game machine 101D is composed of two crane game machines, each for player 1 and player 2, and these are referred to as booth "1P" and booth "2P."

[0025] Each crane game machine 101 is assigned an ID (game machine ID) for identifying it. In FIG. 4 , the single-player crane game machines 101S are assigned game machine IDs MCRG-1 to MCRG-5, and the two-player crane game machines 101D are assigned game machine IDs CRG-1 to CRG-10. A server 200 is installed in one corner of the floor. A map image (described below), which is a digital image of a store floor plan 400, is stored in the data storage unit 230 of the server 200. In the following description, the area enclosed by a dotted line in the upper left corner of the store floor plan 400 is referred to as "area A." An area is the display range in a map area (described below) on the management image. The operator can arbitrarily set an area (display range) in the map area. Area A, designated as the display range in FIG. 4 , includes two single-player crane game machines 101S and two two-player crane game machines 101D.

[0026] 5 is a data structure diagram of the game machine management information 500. Each crane game machine 101 installed in the Akihabara store periodically transmits its own status information to the server 200. The status information includes sales, total number of plays, total number of players, total number of prizes dispensed, prize names, radio wave strength, etc. The status information is received by the receiving unit 212 of the server 200 and registered in the game machine management information 500 by the data registration unit 221.

[0027] The game machine management information 500 is stored in the data storage unit 230 for each business day of the Akihabara store. During business hours of the Akihabara store, the game machine management information 500 is updated every time status information is transmitted from the crane game machine 101.

[0028] A loss rate is also registered in the game machine management information 500. The loss rate is the rate at which communication between the crane game machine 101 and the server 200 fails (communication failure rate).

[0029] Specifically, the server 200 periodically transmits a query signal, such as a ping, to each crane game device 101. More specifically, the signal generation unit 224 generates the query signal, and the transmission unit 211 periodically transmits the query signal to the crane game device 101. When each crane game device 101 receives the query signal from the server 200, it transmits a signal in response to the query signal (a response signal) to the server 200. When the server 200 receives the response signal, the state evaluation unit 222 determines that the crane game device 101 that transmitted the response signal is available for communication. In this way, the server 200 monitors whether communication with the crane game device 101 is possible, or performs so-called alive monitoring.

[0030] During alive monitoring, the state evaluation unit 222 calculates the loss rate. For example, suppose that the server 200 transmits a query signal to the crane game machine 101 10 times and receives a response signal 9 times. In this case, the state evaluation unit 222 calculates that the loss rate is 10%. The loss rate calculated in this manner is also registered in the game machine management information 500.

[0031] Here, details of the status information registered in the game machine management information 500 will be described. The game machine ID of each crane game machine 101 is registered in the game machine ID column. In the game machine management information 500, one row corresponding to the game machine ID is provided for the single-player crane game machine 101S, and two rows are provided for the two-player crane game machine 101D. In addition, in the case of the two-player crane game machine 101D, "1P" is registered in the booth column in the first row as the name of the booth where the first player plays, and "2P" is registered in the booth column in the second row as the name of the booth where the second player plays.

[0032] The target sales amount for each day at each booth of the crane game machine 101 is registered in the target sales column. The target sales amount is set arbitrarily by the operator and registered in the game machine management information 500. For example, the operator may change the aggregation period for the target sales amount to be set on a daily, weekly, or monthly basis. The sales amount up to the current point in time for that business day at each booth is registered in the sales column.

[0033] The total number of plays, total number of players, and total number of prizes won columns respectively register the total number of plays, total number of players, and number of prizes won up to the current day for each booth. The prize name column registers the name of the prize stored at that booth.

[0034] As described above, the loss rate of each crane game machine 101 is registered in the loss rate column. In the case of a two-player crane game machine 101D, the loss rate is registered in the loss rate column only in the row where "1P" is registered in the booth column. Of the status information (communication status values) received from the crane game machine 101, the radio wave intensity is not registered in the game machine management information 500 because only the current information is displayed on the management image (details will be described later).

[0035] The group column records the name of the group to which the crane game machine 101 belongs. According to Fig. 5, the crane game machines 101D with game machine IDs = CRG-1 and CRG-2 belong to group A, and the crane game machine 101S with game machine ID = MCRG-1 belongs to group B. As with the game machine ID column, in the case of a two-player crane game machine 101D, the group name is recorded in the group column in the first row.

[0036] In the relay machine column, a check (circle) is recorded on the crane game machine 101 that is set as a relay machine in each group. In Fig. 5, the crane game machine 101D with the game machine ID = CRG-2 is set as the relay machine in group A. In the relay machine column, as in the game machine ID column, a check is recorded on the first line for the two-player crane game machine 101D.

[0037] Next, details of the two screen display modes in this embodiment, the "first display mode" and the "second display mode," will be described. The "first display mode" is a mode in which status information for the crane game machine 101 is displayed for a specified period. The first display mode is a mode for analyzing data such as sales over a specified period of time in the past. The "second display mode" is a mode in which the play status of each crane game machine 101 is displayed in real time. The second display mode is a mode for understanding the status of each crane game machine during game center operation. Note that when logging in to the management terminal 300, the operator can select whether to display the management image in the first display mode or the second display mode. Furthermore, when the operator is displaying the management image in one of the screen display modes, the operator can switch to the other screen display mode by pressing a switch button (not shown) on the management image. The management image generation unit 223 generates a management screen according to the specified mode.

[0038] [First Display Mode] Figure 6 shows the display screen of the management terminal 300 in the first display mode. The operator specifies area A (see Figure 4) as the display range. At this time, a management image 600 reflecting sales and other information from each booth of the crane game apparatus 101 included in area A is displayed on the display of the management terminal 300. The management image 600 also includes a selection area 610 and a map area 620. The map area 620 is generated by reflecting status information received by the server 200 from the crane game apparatus 101 onto the map image stored in the data storage unit 230. The management information generation unit 223 combines the map area 620 and selection area 610 thus generated to generate the management image 600.

[0039] The map area 620 in FIG. 6 displays first icons 621 that respectively represent the crane game machines 101D with game machine IDs CRG-1 to CRG-2 and the crane game machines 101S with game machine IDs MCRG-1 to MCRG-2 that are installed in area A in FIG. 4. The first icon 621 is an object that indicates the location and status of one crane game machine 101. The game machine ID of the crane game machine 101 is displayed above the first icon 621, and an information display area 622 is displayed below it. In the case of a two-player crane game machine 101D, the information display area 622 is divided into booths for "1P" and "2P." The information display area 622 displays status information stored in the game machine management information 500 of the server 200.

[0040] The selection area 610 includes a play data column 611 and a target period column 612. The play data column 611 is an area for selecting status information (play data) of the crane game machine 101 that can be displayed in the map area 620. The target period column 612 is an area for selecting a target period for displaying status information (hereinafter referred to as the "display period"). The play data column 611 has selection buttons 613 arranged corresponding to status information such as sales, total number of plays, total number of players, total number of prizes dispensed, prize name, signal strength, loss rate, and signal strength / loss rate. The target period column 612 has selection buttons 613 arranged corresponding to display periods such as today, this week, this month, and period total. The operator uses the various selection buttons 613 to select the status information and display period that he or she wants to display in the map area 620.

[0041] As described above, the operator specifies which status information he or she wishes to display in the play data field 611. The operator also specifies the display period using the selection button 613 in the target period field 612. For example, when the operator presses the "This week" selection button 613j, the status information for this week will be displayed. When the operator presses the "Period tally" selection button 613l, a time specification screen (not shown) is displayed separately on the management image 600, allowing the operator to specify the start and end periods for tallying the status information in year, month, and day units.

[0042] When the "Sales" selection button 613a, the "Total Plays" selection button 613b, the "Total Players" selection button 613c, the "Total Number of Prizes" selection button 613d, the "Prize Name" selection button 613e, or the "Loss Rate" selection button 613g is pressed, the operator specifies a display period. In this case, all selection buttons 613 in the target period field 612 can be pressed. On the other hand, when the "Signal Signal Strength" selection button 613f or the "Signal Signal Strength and Loss Rate" selection button 613h is pressed, the operator cannot specify a display period. In this case, the selection buttons 613 in the target period field 612 cannot be pressed and are grayed out. In this way, when the "Signal Signal Strength" selection button 613f or the "Signal Signal Strength and Loss Rate" selection button 613h is pressed, the display period is not set, and the current signal strength is always displayed on the management image 600. The "Signal Signal Strength" selection button 613f and the "Signal Signal Strength and Loss Rate" selection button 613h will be described in detail later.

[0043] The operator presses the "Prize Name" selection button 613e in the play data column 611 and then presses the selection button 613 in the target period column. At this time, the information display area 622 on the map area 620 displays the most recent prize name within that display period. For example, suppose the operator selects "Prize Name" on August 11, 2023 in the play data column and then presses the "Period Total" selection button 613l. A time designation screen (not shown) is displayed on the management image 600, and the operator specifies "April 1, 2023" as the start date and "July 20, 2023" as the end date. At this time, the map area 620 displays the names of the prizes stored in each booth of the crane game device 101 as of the close of business on July 20, 2023, i.e., the last day of the display period.

[0044] 6 shows the management image 600 when the operator presses the "Sales" selection button 613a and the "This week" selection button 613j in the selection area 610. At this time, the map area 620 displays the sales from the first business day of this week to the present time for each booth at each crane game machine 101.

[0045] For example, the upper left of the map region 620 showing area A displays this week's sales and other information for the two-player crane game machine 101D (hereinafter referred to as "crane game machine 101D (CRG-1)") with game machine ID = CRG-1. Assume that the target sales amount for this week was set at 210,000 yen for each booth of the crane game machine 101D (CRG-1). Furthermore, sales at booth "1P" have currently reached 168,000 yen, and sales at booth "2P" have reached 147,000 yen. At this time, the information display region 622 displays the current sales amount and sales achievement rate (the ratio of current sales to the target sales amount). Specifically, it displays that booth "1P" has achieved sales of 168,000 yen, with a sales achievement rate of 80%, and booth "2P" has achieved sales of 147,000 yen, with a sales achievement rate of 70%.

[0046] Furthermore, in the information display area 622, each booth is colored in the form of a gauge according to its sales achievement rate. That is, the information display area 622 of each booth is not colored when the sales achievement rate is 0%. The information display area 622 is gradually colored from the bottom in conjunction with an increase in the sales achievement rate, and is completely recolored when the sales achievement rate reaches 100%. The gauge display allows the operator to intuitively grasp the sales achievement rate of each of the many crane game machines 101.

[0047] The operator can freely change the display range of the crane game machine 101 in the map area 620. In Fig. 6, one section (area A) of the store map 400 is enlarged, but the operator can display any range within the store map 400 by moving the slider (not shown) of the scroll bar of the management image 600 or pinching in and out (enlarging or reducing by pinching or spreading two fingers on the screen) the map area 620.

[0048] The management image 600 is generated by the management information generation unit 223 of the server 200. Specifically, the operator presses a selection button 613 in the play data field 611 and the target period field 612 that corresponds to the status information and display period that the operator wants to display on the management image 600. At this time, the data processing unit 320 of the management terminal 300 generates an instruction signal that specifies the pressed selection button 613. The generated instruction signal is transmitted by the transmission unit 331.

[0049] When server 200 receives an instruction signal from control terminal 300, control information generation unit 223 acquires state information corresponding to the content of the instruction signal from game device control information 500. Control information generation unit 223 reflects the acquired state information on the map image stored in data storage unit 230, and generates map area 620. Control information generation unit 223 also combines map area 620 with an image of selection area 610, which is also stored in data storage unit 230, to generate control image 600.

[0050] For example, suppose an operator wants to check the total number of plays this month at each booth of the crane game machine 101 in the Akihabara store. In this case, the operator presses the "Total number of plays" selection button 613b in the play data column and the "This month" selection button 613k in the target period column on the selection area 610.

[0051] The input unit 311 of the management terminal 300 accepts input of the "Total number of plays" selection button 613b and the "This month" selection button 613k. At this time, the data processing unit 220 generates an instruction signal to instruct the generation of a management image 600 that displays the total number of plays this month at each booth of the crane game machine 101 in the Akihabara store. The transmission unit 331 transmits the instruction signal to the server 200.

[0052] The receiving unit 212 of the server 200 receives an instruction signal from the management terminal 300. At this time, the management information generating unit 223 obtains the "total number of plays" of each crane game machine 101 in the Akihabara store from the first business day of this month onwards from the game machine management information 500 stored in the data storage unit 230. The management information generating unit 223 applies the obtained "total number of plays" information to a map image to generate a map area 620. The management information generating unit 223 also obtains an image of a selection area 610 from the data storage unit 230. The management information generating unit 223 combines the selection area 610 and the map area 620 to generate a management image 600 (hereinafter referred to as an "updated image") that displays the "total number of plays" for "this month." The generated updated image is transmitted to the management terminal 300 by the transmitting unit 211.

[0053] When the receiving unit 332 of the management terminal 300 receives the updated image, the data processing unit 320 instructs the output unit 312 to output the updated image. The output unit 312 displays the updated image, and the operator can check the "total number of plays for this month" for each crane game machine 101 in the Akihabara store.

[0054] In this way, when there is status information that the operator wishes to check for each crane game machine 101, the operator simply presses the selection button 613 in the selection area 610 that corresponds to the status information and display period that the operator wishes to check. The management image 600 displays an updated image based on the status information and display period of the selection button 613 pressed by the operator. At this time, the updated status information is reflected in the information display area 622 of all crane game machines 101 in the updated image. In other words, when the operator presses the selection button 613 that corresponds to the status information that the operator wishes to check, the management terminal 300 switches and displays the management image 600 that reflects the updated status information for all crane game machines 101.

[0055] FIG. 7 is a schematic diagram showing each first icon 621 in the first display mode. Here, the crane game machine 101D (CRG-1) is used as an example. It is assumed that the "This Week" selection button 613j has already been pressed in the target period field 612. When the "Sales" selection button 613a is pressed, a first icon 621a is displayed in the map area 620. As described above, the first icon 621a displays this week's sales and sales achievement rate for each booth. In the information display area 622, each booth is colored in the form of a gauge according to its sales achievement rate. The sales achievement rate is calculated by the status evaluation unit 222 based on the "Target Sales" and "Sales" information in the game machine management information 500. When the "Sales" selection button 613a is pressed, the management information generation unit 223 reflects the calculated sales achievement rate in the management image 600 along with the sales. The display of the first icon 621a is the same as the display of the first icon 621 of the crane game machine 101D (CRG-1) in FIG.

[0056] When the "Total Plays" selection button 613b is pressed, the display changes from the first icon 621a to the first icon 621b. The information display area 622 displays the cumulative number of plays at each booth. The first icon 621b in FIG. 7 indicates that 210 plays were made at booth "1P" and 180 plays were made at booth "2P" at the crane game machine 101D (CRG-1) this week.

[0057] When the "Total number of players" selection button 613c is pressed, a first icon 621c is displayed. The information display area 622 displays the cumulative number of players who played at each booth. The first icon 621c in FIG. 7 indicates that 100 people played at booth "1P" and 150 people played at booth "2P" at the crane game machine 101D (CRG-1) this week.

[0058] When the "Total number of prizes dispensed" selection button 613d is pressed, a first icon 621d is displayed. The number of times prizes have been dispensed at each booth, i.e., the cumulative number of times prizes have been won, is displayed in the information display area 622. The first icon 621d in Fig. 7 indicates that 50 prizes have been dispensed from booth "1P" and 100 prizes have been dispensed from booth "2P" this week in the crane game machine 101D (CRG-1).

[0059] When the "prize name" selection button 613e is pressed, a first icon 621e is displayed. The information display area 622 displays the name of the most recent prize stored in each booth during the display period. According to the first icon 621e, the most recent prize stored this week in the crane game machine 101D (CRG-1) is a summer limited edition figure in booth "1P" and a stuffed toy in booth "2P."

[0060] Suppose the operator presses the selection buttons 613a to 613e in the play data column 611 and checks the display of the first icons 621a to 621e. According to the first icons 621a and 621e, booth "1P," which stocks summer-limited figurines, has slightly higher sales and sales achievement rate this week than booth "2P," which stocks stuffed toys. Furthermore, according to the first icons 621b to 621d, booth "1P" has a higher total number of plays, but booth "2P" has a higher total number of players and total number of prizes. In other words, it can be seen that the same person plays more frequently and prizes are paid out less frequently in booth "1P" than in booth "2P."

[0061] From the above information, for example, the operator can determine that if they can increase the turnover rate of booth "1P" and increase the number of times prizes are given out, sales at booth "1P" will also increase. Based on this determination, the operator can take measures such as increasing the number of summer-only figurines stored in booth "1P" or placing summer-only figurines in locations where they can be easily grabbed by a crane. This will increase the rate at which players obtain prizes, and is expected to improve the turnover rate of booth "1P."

[0062] When the "Radio wave intensity" selection button 613f is pressed, a first icon 621f is displayed. At this time, the information display area 622 displays the current radio wave intensity of the crane game machine 101D (CRG-1).

[0063] Since the radio wave strength is information for the cabinet of the crane game machine 101, the information display area 622 is not divided into booths. Furthermore, when the "radio wave strength" selection button 613f is pressed, the information display area 622 is colored in the form of a heat map. That is, the color assigned to the information display area 622 changes depending on the strength of the radio wave strength. For example, when the radio wave strength is strong, no color is displayed, but as the radio wave strength weakens, the color changes to yellow, orange, red, and so on.

[0064] The coloring of the information display area 622 is performed by the management information generation unit 223. When the "Radio Wave Intensity" selection button 613f is pressed in the selection area 610, the status evaluation unit 222 of the server 200 acquires the radio wave intensity from the status information received from the crane game machine 101. The status evaluation unit 222 evaluates the communication status based on the acquired radio wave intensity in accordance with predetermined criteria. For example, the criteria are set such that -60 dbm to -79 dbm is good, -80 dbm to -89 dbm is poor, and -90 dbm or less is communication unavailable. When generating the map area 620, the management information generation unit 223 colors the information display area 622 based on the evaluation by the status evaluation unit 222. For example, the management information generation unit 223 colors the information display area 622 yellow if the evaluation of the communication status is good, orange if it is poor, and red if it is unavailable.

[0065] When the "Loss Rate" selection button 613g is pressed, a first icon 621g is displayed. The information display area 622 displays the loss rate of the crane game machine 101. As described above, the loss rate is calculated by the state evaluation unit 222. When the "Today" selection button 613i is pressed in the target period field 612, the state evaluation unit 222 acquires the current loss rate from the game machine management information 500. Assume that either the "This Week" selection button 613j, the "This Month" selection button 613k, or the "Period Total" selection button 613l is pressed in the target period field 612. In this case, the state evaluation unit 222 acquires all loss rates for the corresponding display period from the game machine management information 500 and calculates their average value. The management information generation unit 223 applies the acquired and calculated loss rates to the map area 620.

[0066] As with when the "radio wave intensity" selection button 613f is pressed, the loss rate also becomes information for the cabinet of the crane game device 101. Therefore, the information display area 622 is not divided into booths, and the information display area 622 is colored in the form of a heat map. For example, if the loss rate is low, no color is displayed, but as the loss rate increases, the color changes to yellow, orange, red, and so on.

[0067] Note that even in this case, the coloring of the information display area 622 is performed by the management information generation unit 223. When the "Lost Rate" selection button 613g is pressed in the selection area 610, the state evaluation unit 222 of the server 200 acquires the lost rate from the game device management information 500. The state evaluation unit 222 evaluates the communication status based on the acquired lost rate in accordance with predetermined criteria. For example, the criteria may be set as follows: 10-20% indicates caution, 21-40% indicates alert, and 41% or higher indicates inspection required. When generating the map area 620, the management information generation unit 223 colors the information display area 622 based on the evaluation by the state evaluation unit 222. For example, the management information generation unit 223 colors the information display area 622 yellow if the evaluation of the communication status is caution, orange if alert, and red if inspection required.

[0068] When the "Radio wave strength / Loss rate" selection button 613h is pressed, a first icon 621h is displayed. The current radio wave strength of the crane game machine 101 and the loss rate corresponding to the display period are displayed in the information display area 622. At this time, the radio wave strength is output as a numerical value, but the loss rate is displayed by coloring the information display area 622 in the form of a heat map. Therefore, for example, even if the radio wave strength is -60 dBm, if the "This week" selection button 613j is pressed and the loss rate for this week is 9%, the information display area 622 may not be colored.

[0069] 8 is a management image 600 showing the radio wave strength of each crane game machine 101. Here, it is assumed that the operator presses the selection button 613f for "Radio Wave Strength" in the play data column 611 in the selection area 610, and the entire floor shown in the store map 400 is displayed in the map area 620.

[0070] As shown in Fig. 8 , crane game machines 101 that are closer to the server 200 generally have stronger radio wave strength, while crane game machines 101 that are farther away from the server 200 have weaker radio wave strength. Furthermore, the color of the information display area 622 of the first icon 621 also changes depending on the radio wave strength of the crane game machine 101. That is, in the case of Fig. 8 , the crane game machines 101 that are closer to the server 200 (strong radio wave strength) have the same color in the information display area 622. Furthermore, the crane game machines 101 that are farther away from the server 200 (weak radio wave strength) have the same color in the information display area 622, but in a different color from the crane game machines 101 that are closer to the server 200.

[0071] However, the single-player crane game machine 101S with game machine ID = MCRG-1 has weak radio wave strength despite being close to the server 200. Possible reasons for the weak radio wave strength include radio wave blocking by the crane game machine 101D with game machine ID = CRG-6, or radio wave interference with other crane game machines 101. By checking the radio wave strength of each crane game machine 101 on the management image 600 in this way, the operator can recognize that a drop in radio wave strength is occurring in an unexpected location. The operator can use this information as a reference when creating a layout that improves the radio wave strength of all crane game machines 101.

[0072] [Second Display Mode] Fig. 9 shows the management image 600 of the management terminal 300 in the second display mode. As described above, in the second display mode, the management image 600 displays the play status and the like in real time. The display of the management terminal 300 displays the management image 600, which reflects the sales and the like of each booth of the crane game devices 101 in area A in real time. The management image 600 also includes a menu area 630 and a map area 620. As in the first display mode, the management information generation unit 223 combines the map area 620 and the menu area 630 to generate the management image 600.

[0073] The menu area 630 displays an icon representing the operator currently using the management terminal 300, the operator's name, and the store where the operator works. In FIG. 9 , the menu area 630 displays the name, store, and a photo of the operator "Yamada Taro" working at the Akihabara store. The menu area 630 also displays options 631 for displaying "Prize Information," "Staff Information," and "Support." By selecting the "Prize Information" option 631b, the operator can view a list of prizes scheduled to arrive at the Akihabara store. Similarly, by selecting the "Staff Information" option 631c, the operator can view a list of operators currently working at the Akihabara store. By selecting the "Support" option 631d, the operator can view the operation manuals for the game devices installed at the Akihabara store. To end the display of the management image 600, the operator simply selects the "Logout" option 631e. In order to display the play status and the like at each booth of the crane game machine 101 in real time on the map area 620, the operator only needs to select the "Store Map" option 631a.

[0074] 10 is a schematic diagram of the second icon 623 in the second display mode. Here, the second icon 623 modeled after the crane game machine 101D (CRG-1) will be described as an example. The second icon 623 is divided into a first information display area 624 and a second information display area 625. The first information display area 624 displays play information by coloring the booth name. "Play information" refers to information that indicates the real-time play status at the booth of the crane game machine 101. The second information display area 625 displays status information such as the sales achievement rate and the total number of plays.

[0075] The coloring of the first information display area 624 is performed by the management information generation unit 223. Specifically, each crane game machine 101 transmits play information to the server 200 at regular time intervals. The play information includes types such as not played, playing, play finished, multiple coins, kept, prize dispensed, and error. The management information generation unit 223 of the server 200 colors the first information display area 624 with a specific color associated with the received play information, and generates the map area 620.

[0076] 11 is a schematic diagram showing each second icon 623 in the second display mode. Here, the crane game machine 101D (CRG-1) will be described as an example. In the second icon 623a, the first information display area 624 is colored in a color corresponding to the play information of each booth, and the second information display area 625 shows the sales and sales achievement rate of each booth.

[0077] The crane game machine 101D (CRG-1) transmits to the server 200 information indicating that the play information for booth "1P" is "not played" and that the play information for booth "2P" is "playing." That is, currently, no one is playing in booth "1P," and play is being performed in booth "2P." Therefore, as shown by the second icon 623a, the management information generation unit 223 does not color booth "1P" but colors booth "2P" in the first information display area 624. When play in booth "2P" is completed, the crane game machine 101D (CRG-1) transmits play information indicating "play completed" to the server 200. Therefore, the management information generation unit 223 colors the first information display area 624 in a different color from when the play information is "playing." Note that the first information display area 624 is actually colored light blue when the play information is "playing," and orange when the play information is "play completed."

[0078] In this embodiment, a situation is assumed in which a player is forced to temporarily leave the crane game machine 101 during play for reasons such as changing money. In this case, the player can occupy the crane game machine 101 for a certain period of time by, for example, pressing a keep button (not shown) attached to the housing of the crane game machine 101.

[0079] For example, suppose that a player playing in booth "2P" presses the keep button of the crane game machine 101. At this time, the crane game machine 101D (CRG-1) transmits play information "keep" to the server 200. The management information generation unit 223 colors the first information display area 624 in a color corresponding to the play information "keep." Note that the first information display area 624 is actually colored yellow when the play information is "keep."

[0080] If a problem occurs during play, such as the crane ceasing to operate or the prize inventory running out, the crane game machine 101D (CRG-1) transmits the play information "error" to the server 200. The management information generation unit 223 colors the first information display area 624 in a color corresponding to the play information "error." Note that the first information display area 624 is actually colored red when the play information is "error." Assume that the play information "error" is transmitted from the crane game machine 101 to the server 200, in other words, the first information display area 624 is colored in a color corresponding to the play information "error." At this time, the operator recognizes that some abnormality has occurred in the crane game machine 101 and can immediately rush to the booth. Note that coloring related to the play information involves coloring some or all of the objects, such as icons and booths. This also includes coloring the vicinity of the icons or booths, or adding icons indicating the content of the play information.

[0081] In the second icon 623a, the second information display area 625 displays the sales achievement rate as well as the sales amount along with the target sales amount. For example, assume that the target amount for today at booth "2P" is set at 30,000 yen, and the current sales amount is 21,000 yen. In this case, the second information display area 625 displays the target sales amount and sales amount in the form of "21,000 / 30,000." Also, as in the first display mode, the second information display area 625 is colored in the form of a gauge according to the sales achievement rate.

[0082] As in the first display mode, in the second display mode, the operator can freely change the display range of the crane game machine 101 on the map area 620. In the second display mode, when the display range of the crane game machine 101 in the map area 620 is expanded to a certain standard, the second icon 623 is displayed in a reduced size. Accordingly, the second information display area 625 is also displayed in a reduced size. In this case, the second information display area 625 does not display sales or sales achievement rate, and only the coloring corresponding to the sales achievement rate according to the type of gauge is applied.

[0083] The second icon 623b indicates that the player playing at booth "1P" has inserted 10 coins. The crane game machine 101 has a single mode in which only one coin is inserted to play, and a multi-mode in which multiple coins are inserted at once and one player plays continuously. When a player inserts multiple coins into the crane game machine 101 at once to play in the multi-mode, the crane game machine 101D (CRG-1) transmits play information "multiple coins" to the server 200. The management information generation unit 223 colors the first information display area 624 in a color corresponding to the play information "multiple coins." In this case, the management information generation unit 223 generates the management image 600 so that the first information display area 624 alternates between displaying the booth name and the number of remaining coins (number of times unplayed) at regular intervals. That is, the second icon 623b alternates between displaying "1P" and "10 coins" at regular intervals. In fact, the first information display area 624 is colored purple when the play information is "multiple coins."

[0084] For example, suppose that the play information for the same booth frequently indicates "multiple coins." In other words, suppose that the first information display area 624 is frequently colored in the color corresponding to "multiple coins." In this case, the operator can recognize that there is a player who absolutely wants to obtain that prize. At the same time, the operator can also recognize that the same user frequently occupies the same booth for a long period of time. Therefore, based on this information, the operator can take measures such as moving the prize to a location where players can easily obtain it, or adding more booths to store the prizes and dispersing players.

[0085] The second icon 623c indicates that 100 seconds have passed since the prize was dispensed at booth "2P." When a player wins a prize, i.e., when a prize is dispensed from the booth, the crane game machine 101D (CRG-1) transmits play information "prize dispensed" to the server 200. The management information generation unit 223 colors the first information display area 624 in a color corresponding to the play information "prize dispensed." Note that, in reality, the first information display area 624 is colored green when the play information is "prize dispensed."

[0086] When the play information "prize dispensed" is transmitted from the crane game machine 101 to the server 200, the management information generation unit 223 adds a counter 626 to the top of the first information display area 624, which is colored in the color corresponding to the play information "prize dispensed." The counter 626 displays the elapsed time since the prize was dispensed in real time.

[0087] For example, in the map area 620, the first information display area 624 for booth "2P" of the crane game machine 101D (CRG-1) is colored green, corresponding to the play information "prize delivery," and the counter indicates 600 seconds. Furthermore, assume that all of the crane game machines 101 surrounding booth "2P" of the crane game machine 101D (CRG-1) are in "play." That is, assume that while all of the surrounding crane game machines 101 are in play, only booth "2P" of the crane game machine 101D (CRG-1) has not been played for 10 minutes. From this situation, the operator can infer that some kind of trouble, though not fatal, is occurring at booth "2P" of the crane game machine 101D (CRG-1). For example, it can be inferred that, after multiple plays, a prize has slipped into a location that the crane cannot reach, making it impossible for anyone to play. Based on this inference, the operator rushes to the crane game machine 101D (CRG-1) to check the status of the machine.

[0088] In this way, the counter 626 can be used as one of the criteria for the operator to rush to the crane game machine 101 and take action. Due to this feature, the management information generating unit 223 may add the counter 626 to the first information display area 624 even when the play information "error" is transmitted from the crane game machine 101.

[0089] In the second icon 623d, a marker 627 is placed in the first information display area 624 of booth "1P." The operator can set the marker 627 for a crane game machine 101 or a booth (designated model) that should receive special attention, for example, because it malfunctions frequently, prizes are awarded quickly, or prizes are being sold at a store-wide sale are stored there. The markers 627 are also colored in different levels, such as gold, silver, and bronze. The operator may set markers 627 of different colors in the first information display area 624 depending on the priority of attention, etc.

[0090] In the second information display area 625 of the second icons 623e to 623h, status information such as the total number of plays, the total number of players, the total number of prizes dispensed, and the name of the prize is displayed, just like in the first display mode. The operator can switch between the information displayed by selecting it from a pull-down menu (not shown) on the management image 600.

[0091] [Summary] The gaming system 100 according to this embodiment has been described above. This embodiment assumes the management of crane game machines 101 in a game arcade where a large number of crane game machines 101 are installed. An operator at a game arcade where a large number of crane game machines 101 are installed is likely to have difficulty understanding the status of each crane game machine 101. For example, it is conceivable that a situation may occur in a crane game machine 101 where the crane suddenly stops working or where the prize inventory of the crane game machine 101 has run out. In such a situation, the more crane game machines 101 are owned, the more time it takes for the operator to understand the information.

[0092] Therefore, in this embodiment, each crane game machine 101 transmits status information, such as sales, total number of plays, total number of players, total number of dispensed balls, and radio wave intensity, to the server 200 (game management device) at regular time intervals. Each crane game machine 101 also transmits play information indicating real-time play status to the server 200. The server 200 transmits a management image 600 reflecting this information to the management terminal 300 owned by the operator. This allows the operator to grasp the status information and play information of each crane game machine 101 one by one from the management terminal 300 in a manner that allows them to check the information at a glance. Furthermore, the operator can check the status information by switching between management images 600 by pressing the selection button 613 corresponding to the status information they wish to check on the management image 300. This method improves the efficiency of managing the crane game machines 101.

[0093] In this embodiment, the operator can check the sales and sales achievement rate of each crane game machine 101 on the management terminal 300. Based on the sales and sales achievement rate, the operator can adjust the sales of each crane game machine 101 by changing the settings and services for each crane game machine 101 and changing the layout.

[0094] In this embodiment, the operator can check the total number of plays and the total number of prizes dispensed for each crane game machine 101 within the display period from the management terminal 300. In other words, the operator can grasp the ratio of income from plays to expenses for dispensing prizes (business efficiency) within the specified period. Based on this, the operator can decide the type and quantity of prizes to store in the crane game machine 101.

[0095] In this embodiment, the operator can check the time that has elapsed since a prize was won at each crane game machine 101, i.e., the idle time (time when no prizes are being won), using the counter 626 displayed on the management terminal 300. If the idle time is long, the operator can infer that some kind of problem is occurring with the crane game machine 101. For example, possible problems include prizes being clogged in the prize outlet, people crowding in front of the crane game machine 101, or the crane game machine 101 being dirty and unable to be played. By checking the idle time, the operator can easily determine criteria for visually checking the crane game machine 101, enabling them to respond quickly to any problems.

[0096] In this embodiment, the operator can use the management terminal 300 to mark a crane game machine 101 for which he or she wishes to check status information or play information with priority, with a marker 627. For example, the operator marks a crane game machine 101 that has been installed for a long time or that frequently breaks down with a marker 627. This makes the operator aware that he or she needs to make priority visits to check the crane game machine 101 with the marker 627. Alternatively, by marking a crane game machine 101 with a new prize installed with a marker 627, the operator can check sales and operation rate with priority and understand whether the prize is popular.

[0097] In this embodiment, an operator can centrally check communication status values, such as radio wave strength and loss rate, of each crane game machine 101 on the management terminal 300 in the form of a heat map. The crane game machine 101 needs to be installed in a location where it can communicate sufficiently wirelessly with the server 200, which manages status information and play information. For example, generally, radio wave strength is strong at locations closer to the server 200 and weak at locations farther away. However, radio wave strength may be weak even at locations close to the server 200 due to the presence of another crane game machine 101 between the server 200 and the server 200 or interference with radio waves emitted by another crane game machine 101. By checking the communication status values ​​of each crane game machine 101 on the management terminal 300, the operator can consider an optimal layout of the crane game machine 101 and the server 200 that will prevent radio wave strength from weakening.

[0098] The present invention is not limited to the above-described embodiments and modifications, and the components can be modified without departing from the spirit of the invention. Various inventions can be formed by appropriately combining multiple components disclosed in the above-described embodiments and modifications. Furthermore, some components can be omitted from all the components shown in the above-described embodiments and modifications.

[0099] [Modification] In the present embodiment, it has been explained that the operator can check the status information and play information transmitted from the crane game machine 101 to the server 200 on the management image 600 generated by the management information generation unit 223. As a modification, the management information generation unit 223 may generate the status information and play information transmitted from the crane game machine 101 to the server 200 as sound. This sound may be output from a speaker of the management terminal 300.

[0100] In the present embodiment, the loss rate has been described as being calculated by the state evaluation unit 222 of the server 200. As a modified example, the loss rate may be calculated by the crane game machine 101 and transmitted to the server 200. For example, suppose that the crane game machine 101 transmits a response signal to the server 200 10 times. Suppose that the crane game machine 101 receives a query signal from the server 200 9 times while transmitting the response signal 10 times. In this case, the crane game machine 101 may calculate that the loss rate is 90%.

[0101] In the present embodiment, the server 200 receives status information and play information from the crane game machine 101, and the management information generation unit 223 creates the management image 600 and transmits it to the management terminal 300. As a variation, the management terminal 300 may receive status information and play information from the server 200, and the data processing unit 320 of the management terminal 300 may generate the management image 600. For example, a map image is stored in the data storage unit 340 of the management terminal 300. The management terminal 300 receives status information or play information and an image of the selection area 610 or the menu area 630 from the server 200. The data processing unit 320 generates the map area 620 by reflecting the status information or play information in the map image stored in the data storage unit 340. The data processing unit 320 may also combine this map area 620 with the selection area 610 or the menu area 630 to generate the management image 600.

[0102] Alternatively, the management terminal 300 holds a map image and an image of the selection area 610 or the menu area 630. The server 200 transmits only the status information or play information. The data processing unit 320 of the management terminal 300 reflects the status information or play information in the map image. The data processing unit 320 may combine the status information or play information with the image of the selection area 610 or the menu area 630 to generate the management image 600. In other words, the server 200 may function as a database that stores the status information and play information.

[0103] In this embodiment, the gaming device has been described as a crane game device, but as a modification, it may be an arcade gaming device, a pachinko machine, a slot machine, a medal game, etc. For example, in an arcade gaming device, the management image 600 may be able to check the game play time, the number of continues, the number of printed trading cards, the wins and losses of competitive play, etc.

[0104] The management method according to this embodiment may be applied to devices other than game devices. For example, in a restaurant, a management image 600 may be generated that reflects the items ordered and waiting times at each table, allowing staff to check the management image 600 on the management terminal 300. Also, in a parking lot or bicycle parking lot, a management image 600 may be generated that reflects the parking time in each parking space, allowing staff at the parking lot or bicycle parking lot to check the management image 600 on the management terminal 300. According to this method, for example, staff can recognize vehicles that have been parked for an unreasonably long time by looking at the management image 600.

[0105] In this embodiment, a plurality of crane game machines 101 and a management terminal 300 are wirelessly connected to one server 200 installed in the Akihabara store via a communication network 102. In the above embodiment, the communication network 102 is assumed to be a communication network (intranet) closed within one store, and the server 200 has been described as including a communication unit 210, a data processing unit 220, and a data storage unit 230, but as a modified example, the server 200 may be connected to the Internet, and the crane game machines 101 may be connected to one another via an intranet.

[0106] More specifically, the server 200 is composed of an in-store server, an application server, and a database (data storage unit 230). The management terminal 300 is connected to the in-store server via an intranet, and is also connected to the application server via the Internet.

[0107] The in-store server, the management terminal 300, and personal terminals of players (not shown) are connected to the application server via the Internet. The in-store server functions as a store management server that manages communications between the cabinets of multiple crane game machines 101 installed in the store. The multiple crane game machines 101 are wirelessly connected to the in-store server via a communication network 102 (intranet). For this reason, the management terminal 300 and the in-store server each have a communication unit for the intranet and one for the Internet.

[0108] Each crane game machine 101 transmits its status information to an in-store server. The in-store server transmits the status information of each crane game machine 101 to an application server via the Internet. The application server stores the received status information in a database. The application server also executes various processes using the status information stored in the database.

[0109] An operator in the Akihabara store presses a selection button 613, which displays the name of the status information, on the management image 600 displayed on the management terminal 300 that the operator owns. At this time, the management terminal 300 sends an instruction signal to the application server. The application server retrieves the status information corresponding to the received instruction signal from a database and generates the management image 600. The generated management image 600 is sent to the management terminal 300. This allows the operator to check the status information on the management image 600 sent from the application server.

[0110] The in-store server may also include a data storage unit 230. The in-store server's data storage unit 230 may also register the radio wave strength of each crane game machine 101 when wirelessly connected. When the operator presses the "Radio Wave Strength" selection button 613f on the management image 600, the radio wave strength received from the in-store server may be displayed in the map area 620. Unlike the game machine management information 500, the radio wave strength registered in the in-store server's data storage unit 230 does not need to be saved every business day. The radio wave strength in the data storage unit 230 may also be updated at regular time intervals and continuously overwritten so that the latest information is always saved.

[0111] In this embodiment, in the second display mode, the second information display area 625 of the second icon 623 is described as showing the sales and sales achievement rate of each booth. As a variation, the second information display area 625 may also show the number of remaining coins (number of times not yet played). Furthermore, when the operator presses an information switching button (not shown) on the management image 600, the second information display area 625 may switch between displaying the sales and sales achievement rate of each booth or the number of remaining coins. Note that even in this case, the second information display area 625 is colored according to the sales achievement rate using a gauge pattern.

[0112] 100 Game system, 101 Crane game device, 102 Communication network, 200 Server, 210 Communication unit, 211 Transmission unit, 212 Reception unit, 220 Data processing unit, 221 Data registration unit, 222 Status evaluation unit, 223 Management information generation unit, 224 Signal generation unit, 230 Data storage unit, 300 Management terminal, 310 User interface processing unit, 311 Input unit, 312 Output unit, 320 Data processing unit, 330 Communication unit, 331 Transmission unit, 332 Reception unit, 340 Data storage unit, 400 Store map, 500 Game device management information, 600 Management image, 610 Selection area, 611 Play data column, 612 Target period column, 613 Selection button, 620 Map area, 621 First icon, 622 Information display area, 623 Second icon, 624 First information display area 625 Second information display area 626 Counter 627 Marker 630 Menu area 631 Options

Claims

1. A game system comprising: a receiving unit that receives multiple types of status information for each of a plurality of game devices; and a control image generating unit that generates a control image by adding the status information for each of the plurality of game devices to a map image showing the layout of the plurality of game devices within a store, wherein the control image generating unit changes the status information to be displayed in the control image from the multiple types of status information when an operator instructs the system to change the display.

2. A game system as described in claim 1, wherein the management image generation unit changes the color of some or all of the objects corresponding to the game device in the management image depending on a communication status value indicating one or both of the communication failure rate of the game device and the radio wave strength at the location of the game device, among the multiple types of status information.

3. A game system as described in claim 1, wherein said management image generating unit adds to said management image, as a type of status information, the achievement rate of a sales target value for a specified period for each of said plurality of game devices.

4. The game system of claim 1, wherein the game device is a crane game device and further comprises a data storage unit that accumulates multiple types of status information collected from multiple crane game devices, and the management image generation unit adds the total number of plays and the total number of prizes dispensed during a specified period for each of the multiple crane game devices to the management image as a type of status information.

5. The game system of claim 1, wherein the receiving unit receives play information indicating the real-time play status of the game device as a type of status information of the game device, and the management image generating unit adds the play information of each of the multiple game devices to the management image.

6. A game system as described in claim 1, wherein the management image generation unit adds to the management image the elapsed time from when a predetermined ending condition is met on the game device, and updates the display of the elapsed time until a new play is started on the game device.

7. A game system according to claim 1, wherein said control image generating section adds a mark indicating that the game device is a designated model to an object corresponding to a game device designated by an operator.

8. A communications terminal comprising: a receiving unit that receives from a game management device information about the location of a plurality of game devices within a store and a control image that indicates first status information for each of the plurality of game devices; a display unit that displays on a screen the received control image that indicates the first status information; an input unit that accepts display change instructions from an operator; and a transmitting unit that notifies the game management device of a change request that indicates the display change instruction, wherein the receiving unit receives from the game devices the control image that indicates the first status information for each of the plurality of game devices after transmitting the change request, and the display unit changes the first status information displayed in the control image to the second status information when a control image that indicates second status information is received.

Citation Information

Patent Citations

  • Game console layout creation system

    JP5159414B2

  • Prize winning game system and method of operating the same

    JP2003164662A

  • Device for managing game information

    JP2004222996A

  • Wireless device monitoring apparatus and wireless device monitoring method

    JP2023062778A

  • Performance Management System

    JP5036616B2

Cited By

  • Program, game system, and user terminal

    JP7905015B1