Game Information Integration System for Player Preference Analysis
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Solution Overview
Problem
Current game playing information integration systems for gaming facilities struggle to objectively analyze player preferences and manage gaming machine operations effectively, leading to inefficient replacement timing and settings adjustments, which can result in lost profits and customer dissatisfaction.
Innovation Solution
A game playing information integration system that includes a server connected to gaming machines, capable of reading player identification information and outputting consumption and payout data, performs analysis to compute player and shop satisfaction degrees, and provides real-time operational state displays to managers, allowing for data-driven decision-making.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If gaming machine replacement timing and settings are determined by human experience and intuition, then decision-making speed is maintained, but objectivity and precision of player preference analysis deteriorate
Solution Approach 1:
The system segments information management into multiple components: game information acquisition modules connected to individual gaming machines, player information management modules, and analysis modules that process different types of data separately. This segmentation enables precise objective analysis of player preferences while distributing system complexity across modular components rather than requiring a monolithic complex system.
Solution Approach 2:
The server acts as an intermediary between gaming machines and managers, automatically acquiring game information, player information, and machine information, then analyzing this data to provide objective recommendations. This intermediary eliminates the need for managers to directly complexly process raw data themselves, achieving precise analysis through automated intermediate processing.
2Reliability
If comprehensive game information, player information, and machine information are integrated and analyzed, then management objectivity is improved, but information processing complexity increases
Solution Approach 1:
The system divides information processing into distinct segments: game information acquisition from gaming machines, player information management, and machine information tracking. Each segment is handled by dedicated modules that feed into analysis components, enabling reliable comprehensive analysis while managing complexity through functional segmentation.
Solution Approach 2:
The system implements feedback loops where analysis results are fed back to update management decisions, which in turn generate new data for further analysis. This continuous feedback mechanism improves reliability by constantly refining management decisions based on accumulated data, while the automated nature of the feedback process manages complexity through systematic rather than ad-hoc processing.
3Loss of information
If traditional data summation methods are used for gaming machine analysis, then system simplicity is maintained, but analysis depth and actionable insights deteriorate
Solution Approach 1:
Instead of simple data summation, the system segments information into game-specific data, player-specific data, and machine-specific data, then analyzes relationships within and between these segments. This segmentation prevents information loss by preserving granular details that would be lost in aggregate summation, while managing complexity through organized modular analysis.
Solution Approach 2:
The system transitions from one-dimensional data summation to multi-dimensional analysis by examining relationships across different dimensions: time (game playing periods), players (individual preferences), machines (operational states), and game outcomes (payouts vs. consumptions). This dimensional expansion recovers lost information while structuring complexity in a manageable multi-axis framework.
Data Source
AI summary
The present application provides a game playing information integration system which is capable of objectively performing selection and/or settings according to preference of a player, particularly fixed customers, and thereby capable of effectively introducing a gaming machine to invoke demands of players as users and managers of gaming facilities in a well-balanced manner from a result obtained by logically analyzing the gaming machine. (a) Game playing period at one time of each player in gaming machine unit, (b) change in balance over time of player in a game playing period, (c) operation time of the gaming machine unit, and (d) data relating to profit of a shop side by the gaming machine are generated, the degree of satisfaction of player is computed based on (a) and (b), and the degree of satisfaction of a shop side is computed based on (c) and (d).


