JP5902437B2 - Player management device - Google Patents

Player management device Download PDF

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JP5902437B2
JP5902437B2 JP2011236017A JP2011236017A JP5902437B2 JP 5902437 B2 JP5902437 B2 JP 5902437B2 JP 2011236017 A JP2011236017 A JP 2011236017A JP 2011236017 A JP2011236017 A JP 2011236017A JP 5902437 B2 JP5902437 B2 JP 5902437B2
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player
players
specifying
management
game
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JP2013090872A (en
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雅輝 川原
雅輝 川原
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ダイコク電機株式会社
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  The present invention relates to a player management device that manages players who have visited a game hall as a group.

  There are cases where a plurality of players come together as a group in a game hall where game machines such as pachinko machines are installed. A technique has been proposed in which a plurality of players visiting in a group perform group registration. For example, Patent Document 1 describes that a player who has a membership card performs group registration using a membership card at a terminal device installed in the game hall. A player who has performed group registration can send and receive messages between players who have performed group registration. Thus, by giving a privilege to a player who has performed group registration, it is possible to prompt the player to come to the game hall in a group. Furthermore, from the game hall side, it is possible to perform store design suitable for the number of stores in the group by managing the players in groups.

JP2004154591

However, in order to perform group registration, a player needs to perform a registration operation, and not all players perform group registration. For this reason, there is a possibility that the number of players registered in the group cannot be secured well and the effect of group management of the players cannot be sufficiently exhibited. Therefore, there is still room for improvement in the group registration of players.
The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a player management device capable of suitably performing group registration of players who come in groups.

The present invention is a player management device for managing a player who has visited a gaming hall where a plurality of gaming machines are installed,
Identification information specifying means for specifying identification information capable of identifying a player, and a group in which the plurality of players belong to the same group when the plurality of player behavior patterns correspond to a predetermined group behavior pattern Action specifying means for specifying as a registration target player, group management means for grouping and managing the identification information of a plurality of players specified as the group registration target player, and imaging means for imaging the player The identification information specifying means is for extracting the identification information from the imaging result of the imaging means, and the behavior specifying means is configured such that when a plurality of players visit or leave in the same time zone, A player may be specified as the group registration target player (claim 1 ).
The present invention is a player management device for managing a player who has visited a gaming hall where a plurality of gaming machines are installed,
Identification information specifying means for specifying identification information capable of identifying a player, and a group in which the plurality of players belong to the same group when the plurality of player behavior patterns correspond to a predetermined group behavior pattern An action specifying means for specifying as a registration target player, and a group management means for grouping and managing the identification information of a plurality of players specified as the group registration target players,
Said action identification unit, in which a plurality of player when starting the game in the installed gaming machine within a predetermined range in the same time zone, identifying the plurality of players as the group registered player there (claim 2).
The present invention is a player management device for managing a player who has visited a gaming hall where a plurality of gaming machines are installed,
Identification information specifying means for specifying identification information capable of identifying a player, and a group in which the plurality of players belong to the same group when the plurality of player behavior patterns correspond to a predetermined group behavior pattern Action specifying means for specifying as a registration target player, group management means for managing the identification information of a plurality of players specified as the group registration target players in groups, and games in which players in the group are adjacent an adjacent frequency specifying means for specifying a frequency that started the game at machine, those having a (claim 3).

According to the first aspect of the present invention, when the behavior patterns of a plurality of players correspond to the group behavior pattern, the plurality of players are highly likely to be acquainted. It becomes possible to register as a group. That is, even if the player does not perform a special operation for performing group registration, the number of players belonging to the group can be specified and the number can be increased.
Further , since the player is specified by the imaging result of the imaging means, the group can be managed without making the player aware of the group registration.
According to the invention of claim 2 , it is possible to appropriately identify the player who has come to the group and started playing.
According to the invention of claim 3 , the frequency determined as the group action can be specified by starting the game adjacently. As a result, if the frequency of starting games adjacent to each other is high, it is possible to arrange the gaming machines in consideration of the player who starts adjacent games, such as installing at least two of the same type of gaming machines. Become. In other words, it is possible to design an appropriate store according to the proportion of players who are adjacent to each other and start playing games.

Schematic which shows the whole structure of the system for game centers in one Embodiment of this invention. Diagram showing changes in the total of registered data The figure which shows an example of the player alert | report registered by the group The flowchart which shows the group action specific process by a management apparatus Flowchart showing registered player correspondence processing by management device The flowchart which shows the group player alerting | reporting process by a management apparatus. The flowchart which shows the group data non-display process by a management apparatus

Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
FIG. 1 is a schematic diagram showing the overall configuration of a game hall system (player management device). A rental device 2 corresponding to the gaming machine 1 is installed in the game hall, and a management device 3 (corresponding to identification information specifying means, action specifying means, group management means, adjacent frequency specifying means) is installed in the management room. Yes. The relay device 4 is connected to two gaming machines 1, two lending devices 2 and a management device 3 via a LAN 5. The management device 3 manages gaming information for each gaming machine 1 by receiving a gaming signal transmitted from the gaming machine side (the gaming machine 1, the lending device 2, etc.) via the relay device 4.

  The game machine 1 to be managed performs a lottery lottery in response to a ball (game medium) fired on the board surface 7 by operating the operation handle 6 constituting the launching device winning a start opening 8 (start winning prize) The lottery result is notified by symbol variation performed on the display unit 9, and a jackpot state (special game state) is set according to the variation result. When a big hit occurs, the grand prize winning opening 10 is opened for 15 rounds (R). The balls paid out from the gaming machine 1 by winning are received by the upper tray 11, and the overflowing balls when the upper tray 11 is full are received by the lower tray 12. In addition, the upper limit winning number of 1R is 10, the upper limit opening time is 30 seconds, and 1R is ended when either the upper limit winning number or the upper limit opening time is satisfied.

The next game signal is output from the gaming machine side.
Out signal = a signal that can specify the number of used balls (out, used game media) output from an out BOX that collects used balls (used media). Since one pulse is output for 10 recovered (used and driven) balls, “the number of out signals × 10” is specified as out. A signal output from the gaming machine 1 may be used.
Safe signal = a signal that can specify the number of payout balls (safe, granted game medium) output from the gaming machine 1. Since one pulse is output for 10 payouts corresponding to a game (winning) in the gaming machine 1, “safe signal number × 10” is specified as safe. The supply signal output from the supply device may be a safe signal.
Start signal = a signal that can specify the number of symbol fluctuations (number of actuated items, start) output from the gaming machine 1. Since one pulse is output per symbol change (actual action, start process) in the display unit 9 that changes (actuates) due to winning at the start port 8, “start signal number × 1” is specified as a start. A start winning signal that is output in response to a winning at the start port 8 may be used as a start signal.
-Jackpot signal = a signal that can identify the jackpot output from the gaming machine 1. Since it is a status signal that is output at a level during the jackpot, it is determined that the jackpot signal is being received as being a jackpot.
Sales signal = signal that can specify sales information (number of sales balls, sales amount) output from the lending device 2. Since one pulse is output for every 25 balls that are valued as valuable to the player, “sales signal number × 25” is specified as the number of sales balls, and the number of sales balls × the rental unit price is specified as the sales amount. .
Replay signal = a signal that can specify the number of replay balls (replay media) output from the lending device 2. Since one pulse is output for every 25 replay balls that are paid for the player's stored balls, “the number of replay signals × 25” is specified as the number of replay balls.

  The lending device 2 pays out a ball corresponding to the price from the nozzle 14 when money is inserted from the money insertion slot 13. Further, a face authentication camera 15 (corresponding to an imaging means) is incorporated, and the upper body centering on the face of the corresponding player is photographed obliquely from the front, and face data is output to the management device 3. Furthermore, the information display device 16 is provided, and the game information of the corresponding gaming machine 1 or the game information of the designated gaming machine 1 can be displayed by the information display device 16.

The management device 3 creates game information based on various game signals from the gaming machine side. This game information is obtained by accumulating table data and sales data in a range in which it can be determined that one player has continued to play after starting the game based on the face data output from the face authentication camera 15. It is. Such identification by face authentication is performed by extracting and digitizing the features of the face (eyes, nose, mouth, etc.) and comparing the digitized data. Details thereof are omitted.
On the other hand, entrance / exit monitoring cameras 17 (corresponding to imaging means) are installed at all entrances and exits of the game hall. This visit / exit monitoring camera 17 is for imaging and identifying a player who visits the game hall or leaves the game hall. This visit / exit monitoring camera 17 has a face authentication function, and in addition to visit / exit, it is possible to identify individual players.

Now, although a predetermined privilege is given from the game hall by a plurality of players registering as a group, each group of players who wish to register as a group at the terminal provided in the game hall is a member card. Since there are many players who think that it is troublesome to specify whether a player is in a group by inserting a membership card into the lending device 2 and then registering the group. The fact is that it is not done effectively.
Under such circumstances, the management device 3 has a function of monitoring a player's behavior and automatically performing group registration, and executes group behavior specifying processing as processing for that purpose. This group action specifying process specifies a player who seems to have made a group action by monitoring the actions of the players.

  FIG. 4 is a flowchart showing the group action specifying process by the management apparatus 3. The management device 3 determines whether the player's simultaneous visit has been identified (A1), whether the player's simultaneous exit has been identified (A2), or whether the player's simultaneous game start has been identified (A3). ing. In other words, it can be considered that multiple players have made group actions, and it is considered that they have visited at the same time, left at the same time, and started the game at the same time. When specified, those players are specified as players who have acted as a group.

  A visit at the same time and an exit at the same time are specified by an image pickup result by the visit / exit monitoring camera 17. The conditions for specifying visits (exit) at the same time are when multiple players come together (exit) within a predetermined time (for example, 2 seconds), or come side by side (exit) (player distance is For example, within 2 m). In this case, an individual player is identified by facial recognition at the same time as the simultaneous visit (exit) is specified. The game start at the same time is specified by identifying an individual player based on the result of imaging by the face authentication camera 15 provided in the lending device 2. The conditions specified as the start of the game at the same time are when both the player starts the game side by side and when the game starts within 5 minutes (simultaneous).

  When the management device 3 specifies any one of the player's simultaneous visit, the player's simultaneous exit, and the player's simultaneous game start (A1 to A3: YES), the specified player is the registered game. (A4). This registered player means to include both a provisionally registered player and a fully registered player, which will be described later. If the identified player is not a registered player (A4: NO), provisional data is registered (temporary registration) with the identified plurality of players as temporarily registered players (A6).

FIG. 2 shows a change in the totalization of registration data from the temporary registration of the player A and the player B (corresponding to group registration target players) to the final registration and the final deletion.
The registration data tabulation method is as follows.
・ Same-period visit frequency: Denominator is "A's individual visit + B's individual visit + AB's simultaneous visit", and numerator is "AB's simultaneous visit".
・ Same-term exit frequency: The denominator is “A individual exit + B individual exit + AB simultaneous exit”, and the numerator is “AB simultaneous exit”.
・ Simultaneous game start frequency: The denominator is “A individual game start + B individual game start + AB simultaneous game start”, and the numerator is “AB simultaneous game start”.

The registration data aggregation is started from the timing when the group registration is temporarily started. For this reason, at the time of the temporary registration start, any one of the simultaneous visit frequency, the simultaneous exit frequency, and the simultaneous game start frequency is always 100%.
In the example shown in FIG. 2 (a), registration data is shown when the player A and the player B are provisionally registered by specifying the simultaneous visit, and the simultaneous visit frequency is 100% (once). It has become. Since the data reliability is low, the provisional registration data is aggregated until a condition that can guarantee the data reliability is satisfied. That is, for example, even if the simultaneous visits of the players A and B are specified, it is because the player A and the player B may happen to visit at the same time, and thus cannot be officially specified as a group.

As described above, the management device 3 temporarily registers the registration data by any one of the simultaneous visit, the simultaneous exit, and the simultaneous game start as described above, and then performs either the simultaneous visit, the simultaneous exit, or the simultaneous game start. When specified (A1 to A3), since the specified player is a registered player (A4: YES), a registered player handling process is executed (A5).
FIG. 5 is a flowchart showing the registered player handling process by the management apparatus 3. The management device 3 determines whether the identified player is a temporarily registered player (B1). That is, it is determined whether the player is a temporarily registered player or a fully registered player. If the identified player is a temporarily registered player (B1: YES), the number of occurrences of temporary registration data is updated (B2). Specifically, 1 is added to the number of occurrences of the specified event (any one of the simultaneous visit, the simultaneous exit, and the simultaneous game start) in the provisional registration data.

  Next, it is determined whether the cumulative number of simultaneous visit frequencies, simultaneous exit frequencies, and simultaneous game start frequencies has reached 5 (B3), and if 5 (B3: YES), the update result Determines whether the frequency corresponds to the group registration correspondence frequency (B4). This group registration correspondence frequency means that at the timing when the total number of times reaches 5, either the visit frequency or the exit frequency is 20% (corresponding to a predetermined frequency) or more, or the simultaneous game start frequency is 10% ( This corresponds to a frequency at which the reliability of provisionally registered data can be guaranteed in a case where one of the above is satisfied. If the frequency corresponds to the group registration correspondence frequency (B4: YES), the temporary data is formally registered as group data (B5). On the other hand, if the identified player is a fully registered player (B1: NO), the number of times of occurrence of registration data is updated (B6). In other words, 1 is added to the number of occurrences of the specified event (any one of the simultaneous visit, simultaneous exit, and simultaneous game start) in the registration data.

In the example shown in FIG. 2 (b), when the cumulative number of times reaches 5 (the simultaneous visit frequency is 3 times), the simultaneous visit frequency is 20%. It shows a state in which either the same-time exit frequency or the simultaneous game start frequency is specified once and the cumulative number is 6.
From the registration data of the main registration, the player A and the player B frequently visit and leave together, but they rarely play a game adjacent to each other (corresponding to a predetermined range). I understand that.
If the total number of times does not correspond to the group registration response frequency (B4: NO), the temporary registration data is deleted (B8) because the temporary data registration is incorrect.

On the other hand, when the number of occurrences of registration data is updated as described above (B6), the management device 3 determines whether the update result corresponds to the deletion response frequency (B7). The deletion correspondence frequency is a case where the simultaneous visit frequency, the simultaneous exit frequency, and the simultaneous game start frequency are all equal to or lower than a predetermined threshold. When all the frequencies become the deletion correspondence frequency (B7: YES), the main registration data is deleted (B8). That is, since all of the frequencies have fallen below the threshold, it is determined that the group registration was originally wrong or the group action has stopped, and the group data is deleted. Each threshold is set to 5% for the simultaneous visit frequency, 5% for the simultaneous leave frequency, and 2.5% for the simultaneous game start frequency.
In the example shown in FIG. 2C, as a result of updating the registration data, the simultaneous visit frequency is 4.9%, the simultaneous exit frequency is 4.9%, and the simultaneous game start frequency is 0.18%. This indicates that the reliability of the registered data is no longer guaranteed, and the deletion target is indicated.

When the plurality of players are group-registered by the main registration as described above, the management device 3 executes group player notification processing for the group-registered players. This group player notifying process is a service in which the information display device 16 notifies the location of a group registered player.
FIG. 6 is a flowchart showing the group player notification process by the management device 3. When the management device 3 detects a player who has been registered as a group based on the imaging result of the face authentication camera 15 provided in the lending device 2 (C1: YES), the management device 3 as a benefit for group registration. The player number of the player is notified by the information display device 16 (C2). It should be noted that only the players whose group data has been registered are displayed, and the players in the temporary data state are not displayed.

  FIG. 3 (a) shows an example of player notification that is group-registered by the information display device 16. As the group data for the player, the group data with the player A, the group data with the player B, and the group data with the player C are respectively registered, and the players A to C are imaged. In addition to displaying the face data 18-20, a message 21 indicating the player number where the player plays is displayed in correspondence with the face data 18-20. At the bottom of the screen, a message 22 “Drag here if a player who is not acquainted appears!” Is displayed.

  By the way, since the management apparatus 3 automatically performs group registration by face recognition as described above, an incorrect player may be registered as a group. For this reason, it is possible to execute a group non-display process in which a player who is not a group among the players displayed by the player can be selected and hidden. In this case, since it may be mischievous, the group data itself is not deleted, and only the non-display process is performed.

FIG. 7 is a flowchart showing group data non-display processing by the management apparatus 3. The management device 3 determines whether there is a non-display operation by the player (D2: YES) when the machine number is being notified (D1: YES), and if there is a non-display operation (D2: YES). Then, the selected player is changed to non-display (D3).
The example shown in FIG. 3B shows a case where the data of the player A who is playing a game in the fifth series is hidden by a drag operation.

  Now, since the group registration can be automatically managed by the management device 3, the manager of the game hall can determine whether or not the group registered players are frequently staying in the game hall at the same time. If it is determined that the price is high, among the players registered in the group, the player who finished the game first may increase the rest space where other players wait for the game to end, or increase the number of tables at the eating and drinking corner. Thus, a service suitable for the player can be provided. In other words, it is possible to take appropriate measures at the game hall according to the frequency of the group visit.

  In addition, in a game hall having a variety corner where one game machine 1 of the same type is installed one by one, the simultaneous game start frequency specifying that two players as described above have started the game side by side at the same time Based on the above, it can be analyzed whether it is sufficient to keep one by one or whether it is appropriate to install two gaming machines 1 of the same model. That is, when it can be determined that the simultaneous game start frequency is high, it can be changed so that two gaming machines 1 of the same model are installed.

According to such an embodiment, the following effects can be produced.
When the behavior pattern of a plurality of players corresponds to the group behavior pattern, it is highly possible that the plurality of players are acquainted with each other. Therefore, the management device 3 uses the simultaneous visit frequency, the simultaneous visit frequency, and the simultaneous game. The plurality of players are automatically registered as a group based on the start frequency. Therefore, the number of players belonging to the group can be increased without the player performing a special operation for group registration.
When face data of players registered in a group is displayed, players who are not acquainted can be hidden, so that players who belong to the group can be managed appropriately even if they are registered in the wrong group Can do.

Since the player is specified based on the imaging results of the cameras 15 and 16, the player can be managed without being aware of the fact that the player has been registered as a group.
By specifying the simultaneous game start of the players to specify the group to play adjacently, it is possible to appropriately specify, for example, a couple or Abek who visited with two people. As a result, if the frequency of starting a game adjacently is high, it is possible to arrange the gaming machines 1 in consideration of the player who starts the game adjacently, such as installing at least two of the same type of gaming machines 1. It becomes possible. In other words, it is possible to design an appropriate store according to the proportion of players who are adjacent to each other and start playing games.

(Other embodiments)
The present invention is not limited to the above embodiment, and can be modified or expanded as follows.
An action pattern for executing group registration may be changed, or one or two of simultaneous visit, simultaneous exit, and simultaneous game start may be set as a condition for registering as group data. In addition, a surveillance camera may be provided in the parking lot, and a player who came in the car may be registered as group data. That is, as long as it can be determined that they are the same group, the behavior pattern for group registration is not limited.
After registering as group data, the data to be collected may be any data. For example, you may make it total the time ratio which is staying in a game hall simultaneously.
The method for identifying the player is not limited to face data. For example, the player may be specified from the overall image of the player. Further, instead of specifying the player from the captured image, the player may be specified based on reception of a member card that can specify the player. For example, when a player is specified by a membership card, a configuration may be considered in which information on the membership card is read during a game when visiting or leaving. That is, identification information for identifying the player may be stored in the member card, and the player may be identified from the reading result of the member card.

The temporary data registration itself may not be executed. That is, group registration may be performed immediately if the group action pattern is met.
The condition (numerical value) for the temporary registration is not limited to the condition described in the above embodiment, and may be arbitrarily set.
The conditions for specifying the same time visit and simultaneous exit are not limited to the time and distance described in the above embodiment, and may be set arbitrarily.
As a condition for specifying the game start at the same time, for example, one vacant gaming machine other than the adjacent one, or a gaming machine on both sides of a player who has already played. In addition, the time for specifying the simultaneous game start may be shortened when the opening time is crowded, and may be lengthened when the daytime is not crowded.

The numerical values for deleting the group data and the temporary data are not limited to the numerical values in the above embodiment, and may be arbitrarily set. Whether or not to delete may be determined by a game hall manager. In this configuration, it is only necessary to notify the game hall manager of the group data whose frequency has decreased as a candidate for deletion.
The player may not be allowed to hide the group data.
The player may be able to delete the group data.
The service provided to the player when the group is registered may be changed. For example, in a configuration that can lock issuance of a card that stores information on holding balls or information on membership, any player in the group may be able to release the lock.
After registering the group data, the group data need not be used for both player management and service provision to the player, but only one of them may be used.
The group registration may not be manually performed by the player.

  In the drawings, 1 is a gaming machine, 2 is a lending device, 3 is a management device (identification information specifying means, action specifying means, group management means, adjacent frequency specifying means), 15 is a face authentication camera (imaging means), and 17 is This is a visit / exit monitoring camera (imaging means).

Claims (3)

  1. A player management device for managing a player who has visited a gaming hall where a plurality of gaming machines are installed,
    Identification information specifying means for specifying identification information capable of identifying a player;
    An action specifying means for specifying the plurality of players as group registration target players belonging to the same group when the action patterns of the plurality of players correspond to a predetermined group action pattern;
    Group management means for grouping and managing the identification information of a plurality of players identified as the group registration target players;
    Imaging means for imaging a player,
    The identification information specifying means is for extracting the identification information from the imaging result of the imaging means,
    The player management device characterized in that the behavior specifying means specifies a plurality of players as the group registration target players when a plurality of players visit or leave in the same time zone .
  2. A player management device for managing a player who has visited a gaming hall where a plurality of gaming machines are installed,
    Identification information specifying means for specifying identification information capable of identifying a player;
    An action specifying means for specifying the plurality of players as group registration target players belonging to the same group when the action patterns of the plurality of players correspond to a predetermined group action pattern;
    Group management means for grouping and managing the identification information of a plurality of players identified as the group registration target players ,
    The behavior specifying means specifies a plurality of players as the group registration target players when a plurality of players start a game on a gaming machine installed within a predetermined range in the same time zone. A player management device characterized.
  3. A player management device for managing a player who has visited a gaming hall where a plurality of gaming machines are installed,
    Identification information specifying means for specifying identification information capable of identifying a player;
    An action specifying means for specifying the plurality of players as group registration target players belonging to the same group when the action patterns of the plurality of players correspond to a predetermined group action pattern;
    Group management means for grouping and managing the identification information of a plurality of players identified as the group registration target players;
    An adjacent frequency specifying means for specifying a frequency at which a player in the group starts a game on an adjacent gaming machine;
    A player management device comprising:
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JP4506381B2 (en) * 2004-09-27 2010-07-21 沖電気工業株式会社 Single actor and group actor detection device
JP2007037779A (en) * 2005-08-03 2007-02-15 Aruze Corp Game system
JP5404172B2 (en) * 2009-05-12 2014-01-29 キヤノン株式会社 Image processing apparatus, control method thereof, and program
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