WO2012046616A1 - 遊技情報統合システム - Google Patents
遊技情報統合システム Download PDFInfo
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- WO2012046616A1 WO2012046616A1 PCT/JP2011/072352 JP2011072352W WO2012046616A1 WO 2012046616 A1 WO2012046616 A1 WO 2012046616A1 JP 2011072352 W JP2011072352 W JP 2011072352W WO 2012046616 A1 WO2012046616 A1 WO 2012046616A1
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- WIPO (PCT)
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- data
- game
- gaming machine
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- identification information
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3232—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
- G07F17/3237—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players
- G07F17/3239—Tracking of individual players
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3232—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
- G07F17/3237—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3211—Display means
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3241—Security aspects of a gaming system, e.g. detecting cheating, device integrity, surveillance
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3244—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
Definitions
- the present invention relates to a game information integration system that collects game information.
- the present invention integrates game information including the operating status of a wide variety of gaming machines installed in a game arcade and information on players playing on the gaming machines, and provides the information as management information.
- the present invention relates to a game information integration system.
- the manager of the above-mentioned gaming hall determines the game characteristics of the gaming machine installed in the gaming hall.
- the conventional methods related to selection and replacement time determination are as follows. In other words, for example, differences in player preferences due to regional characteristics such as Las Vegas and Macau, or geographical conditions such as the proximity of resort hotels, differences in customer preferences according to time zones such as differences in visit times, fixed customers (mania) and flow
- the player's preference for the gaming machine such as the difference in the preference between the customer (traveler) and the beginner (beginner), varies widely and varies from player to player.
- the demand for gaming machines that are desired to be installed in the amusement store also differs depending on the amusement store management.
- one of the two adjacent amusement stores desires to install a gaming machine of a type that stares the player's gambling, while the other amusement store spends a long time without gambling.
- the region is the same, such as the desire to install a gaming machine of a type that can enjoy a game throughout, there are cases where the requirements of the gaming store for the gaming machine differ depending on the management policy. Therefore, the manufacturer cannot satisfy the demands of all players and game stores, and therefore has to design a gaming machine taking into account the preference of the entire greatest common divisor.
- the gaming store itself has to select a model and the number of gaming machines according to the requirements of the gaming store and the preference of the player visiting the gaming store. Must be installed continuously.
- the store manager of the amusement store gives priority to improving his immediate results against the management's speculation, and sets the management rate higher, which will cause fixed customers to leave the customer in the long run. There was a problem.
- the players who visit the amusement hall change due to factors such as the time of day, season, temperature, and game characteristics of the installed gaming machine. Management methods that respond to such changes in real time as much as possible are desired.
- a gaming machine is connected to an external game program download server via a network, and one game program to be downloaded from a plurality of game programs is appropriately selected and downloaded from the external game program download server. Some types of games can be executed.
- the game program even for the same game program, it is possible to finely change the game characteristics such as downloading for finely modifying the game content, for example, changing the denomination. ing. It is also important how to link such a conventional gaming machine software change system by download with the management method according to the changing situation described above.
- Patent Document 1 discloses a management device for a game hall that collects and manages operation data of pachinko gaming devices.
- the management apparatus for game halls described in Patent Literature 1 performs total management of operation data, and based on the data, determines whether or not a set value at a service time is appropriate. Therefore, it may be possible to temporarily optimize the set value in the service time.
- the management apparatus for game halls described in Patent Literature 1 since it is not possible to analyze the customer base, in the end, selection and setting according to the preference of players, especially fixed customers, will continue over a long period regarding the timing of replacement with new models and adjustment of setting values. It is difficult to do.
- the management of the game hall more accurately grasps the operating status of the gaming machines installed in the game hall, and the status of the gaming hall that changes from moment to moment based on the information obtained.
- the method of providing information for responding in real time has conventionally been provided only in a numerical display form determined for each game arcade or manager, so that information is judged in real time. It was difficult. Moreover, many years of experience are necessary to grasp the situation with such numerical data.
- the present invention quantitatively obtains data relating to the store management of a game store, thereby enabling objective selection and setting according to the preference of a player, particularly a fixed customer, and as a user.
- the purpose is to provide a game information integration system that enables efficient introduction to the market based on the result of logical analysis of gaming machines that stimulate demand in a well-balanced manner for gamers and game store managers .
- the present invention can connect to all the gaming machines in the amusement hall via a network, and can display the operating status of each gaming machine on a display screen for a manager (display screen of a personal computer or a mobile terminal) at predetermined time intervals. It aims at providing a simple game information integration system.
- the present invention employs the following configuration in order to solve the above-described problems.
- a game information integration system includes: A plurality of gaming machine units; A server that is communicably connected to each gaming machine unit, The gaming machine unit is Player identification information reading means capable of reading the player identification information and outputting the read player identification information; Consumption number data output means for outputting consumption number data relating to the consumption number of game media; Payout number data output means for outputting payout number data relating to the number of payouts of game media,
- the gaming machine unit identification information is individually assigned to each gaming machine unit,
- the server Data storage means for storing the player identification information, the consumption number data, the payout number data, reception time data indicating the reception time thereof, and the gaming machine unit identification information in association with each other; Analysis processing means for analyzing data received from the gaming machine unit and stored in the data storage means, The analysis processing means is configured to perform processes (A) to (C), The process (A) is a process for generating data relating to at least (
- the degree is a variable that satisfies the conditions (I) and (II), (I) The longer the game period is, the higher the satisfaction of the player is. (II) The balance of the player in the second half of the game period has a greater influence on the satisfaction of the player than the balance of the player in the first half of the game period,
- the process (C) is a process for calculating the satisfaction degree on the store side with respect to the gaming machine unit based on at least the data on the (c) and (d). ) And (ii) (I) The longer the operating time, the higher the satisfaction on the store side, (Ii) The greater the profit on the store side, the higher the satisfaction on the store side.
- the relationship between the player satisfaction and the store satisfaction is not a trade-off relationship, but is influenced by other factors. For example, some players can be satisfied even if there is some loss if they can play for a long time. Conversely, if the player gained a large profit in the first half of the game period but lost most of the profit in the second half of the game period, the player may not be satisfied even if there is no loss. is there. That is, the player's satisfaction is not determined only by the balance.
- elements other than the trade-off described above are objectively evaluated, and the relationship between the player satisfaction and the store satisfaction is provided in a more realistic manner.
- the timing when the player stops play is as follows: I have lost my money. 2. Won big (bonus was given);
- this pattern can be objectively collected by integrating information and collecting the trend from the start of the game to the stop of the game. It is also a point of logical analysis and utilization for management stabilization. This prevents the game store from sticking to short-term profits, and provides an environment in which fixed customers can enjoy the game for a long period of time while the game store obtains stable profits over the long term.
- the increase in the number of fixed customers not only contributes to the long-term stable management of amusement stores, but is positioned as an extremely important issue in this field as a breakthrough for the shrinking game market size, which is considered uneasy in the future.
- the present invention collects integrated information from each device (for example, a gaming machine unit, various servers, etc.) in the game store, and based on these information, “customer” analysis, “machine” Analyzes from three perspectives, analysis and “sales” analysis, and using these analysis results in an integrated manner provides useful information for determining the right or wrong of the current sales strategy of the amusement store and planning future sales strategies. To increase the number of fixed customers. Therefore, in the present invention, as a result of the “customer” analysis, the “machine” analysis, and the “sales” analysis, the player satisfaction and the store satisfaction are calculated, and the satisfaction is visualized.
- the reception time data related to the data reception time is not limited to the data reception time itself, and includes, for example, the data reception time zone. Further, the reception time data relating to the data reception time may indicate the transmission time itself from the gaming machine unit, or may indicate the transmission time zone from the gaming machine unit.
- the present invention can further employ the following configurations.
- (1-1) The game information integration system according to (1),
- the data storage means further stores format data relating to the format of the gaming machine unit in association with the gaming machine unit identification information.
- the data storage means further stores model data relating to the model of the gaming machine unit in association with the gaming machine unit identification information.
- (1-3) The game information integration system according to (1),
- the gaming machine unit further includes: Game number data output means for outputting game number data relating to the number of games,
- the data storage means further stores the game frequency data output from the game frequency data output means in association with reception time data relating to the data reception time, player identification information, and gaming machine unit identification information.
- the gaming machine unit further includes: Special prize number data output means for outputting special prize number data relating to the number of special prizes is provided.
- the data storage means further stores the special prize number data output from the special prize number data output means in association with the reception time data relating to the data reception time, the player identification information, and the gaming machine unit identification information.
- the present invention can further employ the following configurations.
- the fluctuation trend continuous period is a series of periods in which either one of the increasing tendency or the decreasing tendency of the difference number continues, and satisfies the condition that the absolute value of the difference number in the entire period is equal to or greater than a predetermined reference value,
- the condition (II) is that, among the fluctuation trend continuous periods included in the game period, the balance in the subsequent fluctuation trend continuous period has a greater influence on the player's satisfaction.
- the degree of sensory and qualitative satisfaction of each player can be digitized (visualized) in a more realistic manner.
- a continuous period of fluctuation tendency such as “bonus did not occur for one hour” or “bonus lasted 30 minutes”
- the characteristics of one's game are expressed by timing or the like. This is because the player is consciously or unconsciously, the fluctuation trend continuous period is an effective index indicating the characteristics of the gaming machine, and the feeling of satisfaction (satisfaction or dissatisfaction) can be expressed relatively easily by the fluctuation trend continuous period. I understand that I can do it.
- the tendency of the continuous trend trend period that occurred later has a great influence on the player's satisfaction.
- the players there are many players who have determined the upper limit or lower limit of the balance.
- the second half of the game period a balance change toward the upper limit value or the lower limit value has occurred, and there is a high possibility that the tendency of the change and the change tendency of the fluctuation trend continuous period are the same. Therefore, the change tendency of the change tendency in the second half of the game period indicates the win or loss determined by the player himself.
- the player's satisfaction level is calculated using the continuous period of the fluctuation trend, so the sensual and qualitative level of satisfaction of each player is quantified in a more realistic form.
- the series of periods may be a period in units of time or may be a period in units of the number of games.
- the present invention can further employ the following configurations.
- (3) The game information integration system of (2), The condition (II) is that, as the number of consecutive occurrences of the variation trend continuous period having the same variation tendency as the last occurrence of the variation trend continuous period included in the game period increases, the player's The effect on satisfaction is great.
- the satisfaction level of the player can be digitized (visualized) in a more realistic manner.
- the present invention can further employ the following configurations.
- the game information integration system according to (2) or (3) The series of periods is a period of a normal game state, a bonus game period, or a period in which a bonus game and a game state different from the normal game state following the bonus game are combined. .
- the period of the normal gaming state, the period of the bonus game, or the period in which the bonus game and a gaming state different from the normal gaming state following the bonus game are combined.
- These periods are characteristics that are frequently used when a player evaluates his / her game, by treating these periods as a series of periods, the player's satisfaction can be further improved with a sense closer to the player. It becomes possible to do.
- the present invention can further employ the following configurations.
- the present invention can further employ the following configurations.
- the series of periods is a period in which the number of differences for each predetermined unit period continuously increases or decreases over a plurality of unit periods.
- the predetermined unit period includes both a period based on time and a period based on the number of games.
- the unit period may be fixed in advance as a game information integration system, or may be arbitrarily set at a game store.
- the present invention can further employ the following configurations.
- the game information integration system according to any one of (1) to (6),
- the analysis processing means is configured to perform processing (D) and (E),
- the process (D) is a process for generating data relating to at least (a ′) and (b ′) based on the data stored in the data storage means, (A ′) Player visit frequency (b ′) Amount of money consumed per visit to the player
- the processing (E) is based on at least the data related to (a ′) and (b ′).
- the new customer group is a group with high visit frequency and low consumption
- Fixed customer groups are groups with frequent visits and high consumption.
- the dissatisfied customer group is a group with a low visit frequency and a high consumption amount.
- the leaving customer group is a group with a low visit frequency and a small consumption amount.
- the present inventor first becomes a “new customer” of the amusement store to a player who goes to the amusement store, gradually becomes “fixed customer”, then becomes “unsatisfied customer” after some reason, and finally I found out that there is a life cycle seen from the store side to become a "leave customer”.
- the players can be grouped according to which stage in the life cycle the player is located. The grouping is based on (a ′) store visit frequency and (b ′) consumption amount. Found that can be done. According to the configuration of (7), since it is possible to determine in which stage of the life cycle the player is viewed from the store side, it is easy for the game store to make a plan for increasing the number of fixed customers.
- the present invention can further employ the following configurations.
- the game information integration system according to (7),
- the data storage means stores data indicating a history of a group to which the player belongs in association with the player identification information, further stores customer life cycle determination data, and the customer life cycle determination data ,
- the change pattern of the player ’s group is associated with the advice data
- the analysis processing means is configured to perform processing (F) to (H),
- the process (F) is a process of analyzing a change pattern of a player's belonging group based on data indicating a history of the player's belonging group stored in the storage means
- the process (G) is a process of extracting data indicating advice corresponding to the change pattern of the player's affiliation group based on the customer life cycle determination data
- the process (H) is a process for outputting advice about the player based on the data extracted in the process (G).
- the present inventor has found that there are several patterns in which stage in the life cycle a player moves from to which stage, and that the pattern reflects the psychology of the player to the game store. It was. According to the configuration of (8), in order to increase the number of fixed customers by objectively analyzing the psychology of the player with respect to the game store by determining from which stage of the life cycle the player has transitioned to which stage. It is possible to provide useful advice for planning countermeasures.
- the present invention can further employ the following configurations.
- the game information integration system according to any one of (1) to (8),
- the analysis processing means is configured to perform processes (I) and (J),
- the process (I) is a process for generating data relating to at least (c ′) and (d ′) based on the data stored in the data storage means, (C ′) Occupancy rate of gaming machine (d ′) Gross profit by gaming machine
- the processing (J) is based on at least the data relating to (c ′) and (d ′), and at least the player is a new machine, This is a process to classify the group into one of the main model, popularity decline, or unpopularity.
- the Shindai Group is a group with high occupancy rate and low gross margin
- the main model group is a group with high utilization rate and high gross margin
- the low popularity group is a group with low utilization rate and high gross margin
- An unpopular group is a group with a low occupancy rate and low gross margin.
- the inventor first installed the game machine installed in the amusement store as a “new stand” in the amusement store, then became the “main model” of the amusement store, and gradually became “decreasing in popularity”. It was found that there is a life cycle from the player's point of view.
- the gaming machines can be grouped according to which stage in the life cycle the gaming machines are located. The grouping is based on (c ′) operating rate and (d ′) gross profit. Found what can be done. According to the configuration of (9), since it is possible to determine in which stage of the life cycle the gaming machine is viewed from the player, the gaming store falls under “decreased popularity” and “unpopularity”. It is easy to plan measures to reduce the number of gaming machines.
- the present invention can further employ the following configurations.
- the data storage means stores data indicating a history of a group to which the gaming machine unit belongs in association with the gaming machine unit identification information, further stores gaming machine life cycle determination data, and the gaming machine life cycle.
- the change pattern of the group to which the gaming machine belongs is associated with data indicating advice
- the analysis processing means is configured to perform processing (K) to (M)
- the process (K) is a process of analyzing a change pattern of a group belonging to a gaming machine based on data indicating a history of the group belonging to the gaming machine stored in the storage unit
- the process (L) is a process of extracting data indicating advice corresponding to a change pattern of a group to which the gaming machine belongs based on the gaming machine life cycle determination data
- the process (M) is a process for outputting advice about the player based on the data extracted in the process (L).
- the present inventor has several patterns as to which stage of the life cycle a gaming machine moves from to which stage, and that the pattern reflects the player's psychology with respect to that gaming machine. I found it.
- the player can objectively analyze the player's psychology with respect to the gaming machine by determining from which stage of the life cycle to which stage, and the reduced popularity model or Useful advice for planning measures to reduce popular models can be provided.
- the present invention can further employ the following configurations.
- (11) The game information integration system according to (1),
- the data storage means further stores player data relating to the player to which the player identification information is assigned in association with the player identification information.
- player data such as the player's region, gender, age, occupation, etc. are stored in association with the player identification information, so that the player's preference can be analyzed in more detail. it can. Since “customer” analysis can be performed more precisely, the efficiency of integrated analysis and use of “customer” analysis, “machine” analysis, and “sales” analysis can be increased.
- the present invention can further employ the following configurations.
- the data storage means stores the customer identification data in association with the customer identification data indicating which of the customer divisions into which the player to which the player identification information is assigned corresponds is divided.
- the customer segment data is associated with the player identification information. Therefore, the data can be classified for each customer segment, and sales corresponding to each customer segment can be performed. In other words, it is difficult to conduct sales according to the preferences and needs of each player if the players who come to the store are simply handled as one group, but according to the configuration of (12), A gaming machine can be installed according to the player's preference and needs.
- the customer base here is a concept different from the above-mentioned player life cycle.
- the present invention can further employ the following configurations.
- (13) The game information integration system according to (12),
- the customer segment divided into a plurality includes fixed customers,
- the data storage means stores data associated with customer segment data indicating fixed customers separately from data associated with other customer segment data.
- the present invention can further employ the following configurations.
- the gaming machine unit further includes: A usage amount data output means for outputting usage amount data relating to the amount used for renting game media;
- the data storage unit further stores the usage amount data output from the usage amount data output unit in association with the reception time data related to the data reception time, the player identification information, and the gaming machine unit identification information.
- the game information integration system according to any one of (1) and (11) to (14),
- the server in addition to the analysis processing means, A comparison table with stability criteria, Stability determination means for determining the stability per predetermined reference unit based on the analysis result data indicating the analysis result of the data and the comparison table.
- the stability is an index of sales obtained as a result of integrated analysis of “customer” analysis, “sales” analysis, and “machinery” analysis, and is determined based on, for example, the utilization rate and the sales rate. It is a quantitative indicator. For an amusement store, a higher operating rate is preferable, but a higher sales rate is not always better. The reason is that if the sales rate is too high, the player is excessively “losing” and, when viewed over the long term, the customer is separated.
- Stability is an index determined from this point of view. The higher the availability factor, the higher the stability, and the higher the operating rate is within the prescribed range, the higher the stability, while the operating rate is within this range. If it is out of the range, the stability is lowered.
- the present invention can further employ the following configurations.
- the game information integration system according to (15),
- the data storage means stores a new model identification flag for determining whether or not the gaming machine unit to which the identification information unit identification information is allocated is a new model in association with the gaming machine unit identification information.
- the stability determination means is based on analysis result data not including analysis result data relating to a gaming machine unit to which gaming machine unit identification information associated with a new model identification flag set to ON is assigned, and the comparison table. Thus, the stability per predetermined reference unit is determined.
- the integrated analysis of “customer” analysis, “sales” analysis, and “machine” analysis can be divided depending on whether or not it is a new model.
- the new model may operate only with the element “new stand” regardless of the machine type and characteristics. This applies not only to “visitors” and “new-head” customers, but also to “fixed customers”. Therefore, by distinguishing the “customer” analysis, “sales” analysis and “machinery” analysis for the new model from the “customer” analysis, “sales” analysis and “machinery” analysis other than the new model, the actual situation is further improved. It is possible to carry out sales analysis and sales strategy planning in line with.
- the present invention can further employ the following configurations.
- the game information integration system according to (15) or (16) The analysis result data includes the division data related to the division and the operation data related to the operation rate.
- the divide and operation rate are associated with the quantified stability
- the stability determination means numerically determines the stability per predetermined reference unit based on the division data, the operation data, and the comparison table.
- the stability can be determined numerically based on the divisor data and the operation rate data, so that an objective analysis result for using the right or wrong of the sales strategy for the determination is obtained. be able to.
- the present invention can further employ the following configurations.
- the game information integration system according to any one of (15) to (17),
- the server further includes: A target split calculation unit that calculates a target split per predetermined reference unit based on analysis result data indicating an analysis result by the analysis processing unit and / or the stability determined by the stability determination unit. .
- the target quotient can be calculated objectively based on the analysis result data and / or the stability. Therefore, by using the target quotient, short-term profit pursuit is eliminated. It is possible to realize a long-term and developmental sales strategy that prioritizes securing and increasing fixed customers.
- the present invention can further employ the following configurations.
- the game information integration system according to (14) The server further includes: Based on the data stored in the data storage means in association with one player identification information, a game tendency parameter indicating a game tendency per predetermined reference unit for a player assigned the player identification information A game tendency parameter calculating means for calculating; And a customer demographic discriminating means for discriminating a customer demographic of the player assigned the player identification information based on the game propensity parameter calculated by the game propensity parameter calculating means.
- the customer base of the player can be discriminated, so that data can be classified for each customer base and sales can be performed according to each customer base.
- the present invention can further employ the following configurations.
- the game information integration system according to (19) The game tendency parameter is at least one statistical value or cumulative value of a used amount, a gaming time, a gaming frequency, and a lost amount.
- the present invention can further employ the following configurations.
- (21) The game information integration system according to (19) or (20),
- the data storage means further stores player data relating to a player assigned the player identification information in association with the player identification information,
- the customer demographic discriminating means determines the customer demographics to which the player identification information is assigned based on the game tendency parameters calculated by the game tendency parameter calculating means and the player data stored in the data storage means. Determine.
- player data is used for discriminating customer segments. For example, if the region is near a university, even if the amount of consumption is small, if the customer visits frequently from the morning, “fixed customers” Or if it is a large area of the office, even if it is only after the evening visit, it can be determined as a ⁇ fixed customer '' if the condition is met, so a more accurate customer segment analysis can be performed .
- the present invention can further employ the following configurations.
- (22) The game information integration system according to any one of (19) to (21),
- the server in addition to the analysis processing means, A comparison table with stability criteria, Stability determination means for determining the stability per predetermined reference unit based on the analysis result data indicating the analysis result of the data and the comparison table;
- Target split calculation means for calculating a target split per predetermined reference unit based on analysis result data indicating the result of analysis by the analysis processing means and / or the stability determined by the stability determination means;
- alarm notifying means for notifying an alarm.
- the manager of the game hall since the alarm is notified when the number of fixed customers does not satisfy the condition determined based on the target quotient, the manager of the game hall is responsible for the relationship between the number of fixed customers and the target quotient every day. There is no need to check, and it is convenient.
- the present invention can further employ the following configurations.
- (23) The game information integration system according to (22),
- the data storage means stores a new model identification flag for determining whether or not the gaming machine unit to which the identification information unit identification information is allocated is a new model in association with the gaming machine unit identification information.
- the stability determination means is based on analysis result data not including analysis result data relating to a gaming machine unit to which gaming machine unit identification information associated with a new model identification flag set to ON is assigned, and the comparison table. Thus, the stability per predetermined reference unit is determined.
- the new model data can be excluded from the stability determination. Unlike the other models, the new model may operate only with the element “new stand” regardless of the machine type and characteristics. This applies not only to “visitors” and “new-head” customers, but also to “fixed customers”. Therefore, by excluding the data of the new model from the stability determination, it is possible to perform sales analysis and sales strategy planning that are more realistic.
- the present invention can further employ the following configurations.
- the game information integration system according to any one of (1) and (11) to (14),
- the data storage means stores a new model identification flag for determining whether or not the gaming machine unit to which the identification information unit identification information is allocated is a new model in association with the gaming machine unit identification information.
- the server in addition to the analysis processing means, New model condition determining means for determining whether or not the model to be analyzed satisfies a predetermined new model condition based on the analysis result data indicating the analysis result of the data; New model identification flag setting means for turning on / off the new model identification flag based on the result of determination by the new model condition determination means.
- the present invention can further employ the following configurations.
- the configuration of (24) since it is determined by analyzing the data whether or not it is a new model, it is more practical than the case of determining whether or not it is a new model based on the number of days elapsed from the introduction date. Judgment can be made accordingly.
- the new model In order to understand (or exclude) the impact of a new model in performing "customer” analysis, "sales” analysis and “machinery” analysis, it is necessary to grasp whether the model is actually a new model. Becomes important. Unlike the other models, the new model may operate only with the element "new machine” regardless of the machine type and characteristics, so exclude the effects of the new model when analyzing data. It is desirable.
- the new model is determined in accordance with the actual situation, so that it is possible to analyze the data in accordance with the actual situation. Note that the present invention does not exclude the determination of whether or not a new model is based on the number of days elapsed from the date of introduction. This is because it may be difficult to determine whether there is an influence as a new model depending on the model.
- New models that are not fully supported by the player have a significant decline in influence due to an increase in the number of days elapsed, so it is possible to determine whether or not they are new models relatively easily by analyzing the data. it can.
- the determination as to whether or not it is a new model can be made appropriate by using the determination as to whether or not it is a new model based on the number of days elapsed from the date of introduction.
- the present invention can further employ the following configurations.
- the analysis processing means is a gaming machine to which gaming machine unit identification information associated with a new model identification flag set to ON among data received from the gaming machine unit and stored in the data storage means is assigned. Analyzing the data associated with the unit identification information,
- the new model identification flag setting means includes a new model identification flag associated with the gaming machine unit identification information allocated to the gaming machine unit of the model that is determined not to satisfy the new model condition by the new model condition determining means. And a new model identification flag releasing means for releasing the set.
- the present invention can further employ the following configurations.
- (26) The game information integration system according to any one of (1) and (11) to (14),
- the data storage means stores a new model identification flag for determining whether or not the gaming machine unit to which the identification information unit identification information is allocated is a new model in association with the gaming machine unit identification information.
- the server further includes: Of the data received from the gaming machine unit and stored in the data storage means, associated with the gaming machine unit identification information to which the gaming machine unit identification information associated with the new model identification flag set to ON is assigned.
- New model analysis processing means to analyze the collected data, Based on the new model analysis result data as the analysis result by the new model analysis processing means, the number of installed gaming machine units to which the gaming machine unit identification information associated with the new model identification flag set on is assigned.
- an appropriate condition determining means for determining whether or not a predetermined appropriate condition is satisfied.
- the configuration of (26) it is possible to objectively and logically optimize the number of new models installed.
- the type of new model and the number of installations (or installation ratio) occupy a large position in the amusement store sales strategy. This is because if the number of new models installed is less than the player's demand, the player will flow to other game venues, while if the number of new models installed is greater than the player's demand, the number of other models installed will be This is because the player is restricted and flows to other game halls as well.
- new models are put on the market one after another, and it is not uncommon for a plurality of new models to be installed at the amusement hall at the same time, so it was very difficult to determine the number of new models installed.
- the present invention can further employ the following configurations.
- the analysis means includes Based on the consumption number data and the payout number data stored in the data storage means, and the reception time data associated with the consumption number data and the payout number data, the fluctuation trend continuous period is extracted, where The fluctuation trend continuous period is a series of periods in which either the increasing tendency or the decreasing tendency of the difference number continues, and the fluctuation trend continuous period in which the absolute value of the difference number in the entire period is equal to or greater than a predetermined reference value
- the data storage means is Information relating to the fluctuation trend continuous period extracted by the fluctuation trend continuous period extracting means is stored in association with at least one of the player identification information and the gaming machine unit identification information.
- Patent Document 1 discloses that data on payouts and occupancy rates of individual gaming machines is aggregated, but these are merely business results that come from the characteristics of each gaming machine.
- a gaming machine that displays a slump graph as a characteristic in each gaming machine, but this data is only a characteristic of each gaming machine, and it is a characteristic that is different even between the same kind of gaming machines, Each slump graph itself is far from being a characteristic of a certain type of gaming machine.
- a characteristic that is not the theoretical value of a certain gaming machine is acquired, a characteristic that is different from that gaming machine (different game program) and that is common or similar between gaming machines that are called excellent machines
- Data aggregation control processing for determining whether or not a game machine having a large variation in data and a data aggregation control process for determining whether or not a gaming machine having a large variation and a gaming machine having a small variation have common or similar characteristics Is not yet established.
- the series of periods may be a period in units of time or may be a period in units of the number of games.
- the present invention can further employ the following configurations.
- (28) The game information integration system according to (27),
- the data storage means is Storing sample data indicating a sample pattern to be compared with a variation pattern of a difference number according to the elapsed time or the number of games, and type data indicating a type of the sample pattern in association with each other;
- the analysis processing means includes Based on the consumption number data and the payout number data stored in the data storage means, and the reception time data associated with the consumption number data and the payout number data, a difference number corresponding to the elapsed time or the number of games.
- Pattern data generating means for generating fluctuation pattern data indicating the fluctuation pattern
- Sample data extraction means for comparing the variation pattern of the difference number indicated by the variation pattern data with the sample pattern indicated by the sample data and extracting the sample data indicating the sample pattern most similar to the variation pattern of the difference number
- a type output unit for outputting a type based on the type data associated with the sample data extracted by the sample data extraction unit;
- the characteristics of the gaming machine unit are analyzed quantitatively and objectively by analyzing the fluctuation pattern (for example, the waveform of the slump graph or the occurrence frequency or the difference number of the fluctuation tendency continuous period). Can do.
- the fluctuation pattern for example, the waveform of the slump graph or the occurrence frequency or the difference number of the fluctuation tendency continuous period.
- the present invention can further employ the following configurations.
- the analysis processing means further includes: The data storage means as sample data by associating the variation pattern data generated by the pattern data generation means with the type data showing the same type as the type data associated with the sample data extracted by the extraction means Sample data generating means for storing the data is provided.
- the variation pattern data as the actual measurement value can be collected as the sample data, so that the analysis accuracy can be cumulatively increased by accumulating the sample data.
- the present invention can further employ the following configurations.
- the game information integration system according to (1),
- the player identification information reading means intermittently or continuously reads the player's face and outputs the obtained face data
- the server Based on face data output intermittently or continuously from the gaming machine unit, comprising player identity determination means for determining the identity of a player who plays a game in the gaming machine unit;
- the data storage means is While it is determined by the player identity determination means that a game is being played by the same player, the consumption number data output from the consumption number data output means and the payout number data output means are output.
- Each of the payout amount data is stored in association with the same player identification information, When it is determined by the player identity determination means that the player has been changed, it is stored in association with different player identification information.
- the player identity determination means can grasp the start or end of the game of a player who does not want to provide his information (member registration, etc.), more accurate data Can be collected.
- a fluctuation trend continuous period is extracted on the basis of the number-of-incoming / outgoing data relating to the entry / exit of game media in one gaming machine unit and the time data indicating the time / time zone of the game media entry / exit
- the trend continuous period is a series of periods in which either an increasing trend or a decreasing trend of the difference number is continuous, and the absolute value of the difference number in the entire period is equal to or greater than a predetermined reference value.
- a data collection comprising: a storage step of storing in the storage means information relating to the continuous trend trend period extracted in the continuous trend trend period extracting step in association with at least one piece of player identification information and gaming machine identification information Control method.
- the present invention can further employ the following configurations.
- (32) A variation pattern of the difference number according to the elapsed time or the number of games based on the number of times of entry / exit about the entry / exit of game media in one gaming machine unit and the time data indicating the time / time zone of the game media
- the data indicates a sample pattern to be compared with the variation pattern, and is associated with type data indicating the type of the sample pattern, a sample data extraction step,
- a data collection control method comprising: a type step for outputting a type based on the type data associated with the sample data extracted by the sample data extraction unit.
- the present invention can further employ the following configurations. (33) A face reading step of reading a player's face intermittently or continuously and generating face data; A player identity determination step for determining identity of a player who plays a game in the gaming machine unit based on the face data; The consumption number data output from the consumption number data output means and the payout output from the payout number data output means while it is determined by the player identity determination means that a game is being played by the same player A player continuation step of storing each of the numerical data and the storage means in association with the same player identification information; A data collection method comprising: a player change step of storing in association with different player identification information when it is determined by the player identity determination means that the player has been changed.
- “Occupancy rate” (%) is calculated by “(number of outs / (absolute number of outs per hour ⁇ business hours)) ⁇ 100”.
- the absolute out number in the pachinko gaming device is, for example, 83, and the absolute out number in the pachislot gaming device is, for example, 33.
- “Safe” means a game ball or coin paid out by a gaming machine.
- a safe ball refers to a game ball paid out by a gaming machine.
- “Difference” is calculated by “out number ⁇ safe number”.
- the “difference number” is also “out number ⁇ safe number” and is used regardless of the type of game medium.
- the “balling rate” (%) is calculated by “(safe number / out number) ⁇ 100”.
- “Premium Discount” is calculated by “Premium Amount (yen) / Sales Amount (yen)”.
- the “machine discount” is calculated by “(sales amount (yen) ⁇ difference amount (yen)) ⁇ sales amount (yen)” or “(sales amount ⁇ difference amount) ⁇ sales amount”.
- the “error ball” or “premium error” is calculated by “(sales ball ⁇ difference ball) ⁇ premium ball”.
- “Bad unit price” is calculated by “unit sales ⁇ out number”.
- “Jin gross profit” is calculated by “dai gross profit / out number”.
- the “total sales” is calculated by “the occupancy rate ⁇ the number of vehicles ⁇ the number of days ⁇ the unit price of balls”. “Unit sales” is calculated by “out number ⁇ ball unit price” or “total sales ⁇ unit number”. “Gross profit” is calculated by “sales amount—purchase amount of premium” or “sales amount— (premium amount ⁇ cost rate)”. “Gross profit” is calculated by “sales sales ⁇ profit ratio”. The “total gross profit” is calculated by “the occupancy rate ⁇ the number of vehicles ⁇ the number of days ⁇ the jade gross profit”. The “cost rate” is calculated by “number of balls lent (per 100 balls) ⁇ number of exchanged balls (per 100 yen)”.
- the “break-even profit” is calculated by “number of exchanged balls (per 100 yen) ⁇ number of exchanged balls (per 100 yen)” or “1 ⁇ cost rate”.
- the “profit ratio” is calculated by “gross profit ⁇ sales” or “((break-evening breakage number ⁇ dividing number) ⁇ breaking breakage breakage number) ⁇ 100”.
- Basis (B) is calculated by “(normal medium safe number ⁇ normal medium out number) ⁇ 100”.
- “B%” is calculated by “100-base”.
- “BY” is calculated by “base-start ⁇ start payout number”.
- the “customer congestion rate” is calculated by “(cumulative B service ⁇ sales) ⁇ 100%”.
- “TS” is calculated by “cumulative start count ⁇ special prize count”.
- “BOA” is calculated by “TSA ⁇ start A”.
- the game information is not limited to that described above.
- Data obtained by processing data output from the gaming machine unit in a primary or multiple manner corresponds to game information.
- the game information integration system according to the present invention can generate and output the game information.
- the present invention may adopt the following configuration.
- a plurality of gaming machines, a sand device provided for each gaming machine, and an individual counter provided for each gaming machine are connected via a communication interface.
- game data consumed consumption
- game media launched balls or rental balls
- the store sales are based on the time data obtained from the clock device provided by itself.
- the received data is stored in the storage device in a form in which it can be determined.
- (A-1) When a division number is obtained and stability is obtained from this division number, a division number that is actually operating for each gaming machine and a non-operation time are obtained. If the non-operation time is long but the quotient is large, it is evaluated that the player loses much even if the quotient is the same. Conversely, it may be evaluated from the operating time. When the stability reaches a certain level, an alarm is output to request a review of the settings.
- an ID card slot for identifying a player is provided in any of the above devices, and the data obtained from each of the above devices is stored in association with the player identification data. Focus on fixed customer data to obtain the stability of (a).
- the model data is stored in association with the received data, and the stability for each model is obtained from the relationship between the cumulative non-operation time and the setting (or divisor) of the device. This makes it possible to obtain popular information for each model.
- the game time is initially expected to be longer due to its novelty, but the change in the operation time as the game time (the ratio of the operation rate in the total business hours or the average unit game time) Change) is compared with the comparison source data, and when a predetermined change is obtained, it is determined that the popularity of the gaming machine itself has changed from the customer due to novelty to the game.
- the data of the past model gaming machine (for example, the data obtained by calculating the appearance frequency of jackpots, and the unit time unit counted by the spare ball and the individual counting device) Compared with the difference number range of the counting ball of IN / OUT). Then, by outputting and displaying similar past gaming machine names, it is predicted whether or not the gaming machine has a large number of customers. Then, from this information, it is artificially determined whether the old / new ratio of the number of installations in the store is appropriate.
- the parameters for the determination in the configuration (a) are as follows: (i) Popularity information by customer tier (%) (Focus on fixed customers, calculating average spending amount, average game time, average visit frequency, average loss) Based on the data, the popularity information for each model is calculated.), The operation tendency of the machine / model for each customer segment, and the analysis of the machine type and characteristics (for example, big hit bias, big hit frequency, etc.), and (ii) This includes the operating number and store profit.
- the present invention may employ the following configuration.
- a plurality of gaming machines (which may not be connected to the gaming machine itself, or may be only connected to a sand or individual counting device) and ICs connected to or adjacent to each gaming machine
- a card reading slot (A card reading slot, a storage device for storing the time from when the IC card is inserted into the slot until the IC card is removed in association with the identification data of the IC card, and the identification data includes a specific group (whether it is a fixed customer)
- An apparatus for calculating a cumulative value or an average value of at least one of an amount of money used, a game time, a number of visits, and a loss from game data from a game machine determined to be a specific group
- a display device for displaying an alarm externally when the calculated result exceeds a predetermined threshold value.
- facial recognition may be used.
- A-1 In the sense of considering a harmonious balance, an instruction display for changing the division number of the gaming machine may be output before the alarm is issued. That is, when a probability adjustment function such as a jackpot probability is added to the gaming machine, the setting is changed to change the divisor to the optimum one for each gaming machine or for each island.
- B-2 Since this is a machine removal, the same model may be removed all at once. Therefore, when determining the removal target for each model, it is necessary to store the data stored in the storage device in association with not only the card identification information but also the model identification data.
- the present invention has, as its main structure, a life cycle of a gaming machine and a life cycle of a player, a comparative analysis, and advice (alert and status change display) to balance the two. Etc.) is used.
- the installation ratio of gaming machines with high denominations in the game hall is increased. If the life cycle of the high roller is becoming “unsatisfied”, the proportion of the gaming machines with high denominations in the game hall is increased as described above.
- the number of high rollers is small and there are many players who prefer low denomination gaming machines
- the number of low denomination gaming machines for high rollers is increased to reduce the installation ratio of high denomination gaming machines in the game hall. If the life cycle of a player who prefers a low denomination game intention is becoming a “dissatisfied customer” instead of a high roller that prefers a high denomination gaming machine, as described above, a low denomination gaming machine Increase the installation ratio in the amusement hall.
- a game information integration system includes: A plurality of gaming machine units; A server that is communicably connected to each gaming machine unit, The gaming machine unit includes game start or end data output means for outputting game start or end data for cumulatively monitoring the number of game executions by the server for each game when the game is executed, The server The game start or end data output by the game start or end data output means and the reception time data indicating the reception time of the data are stored in association with each other, and map layout display image data of the game hall is stored in advance.
- the lookup data of the identification information for each gaming machine unit included in the data is stored.
- the analysis processing means generates a cumulative value of game start or end data for each gaming machine unit based on the data stored in the data storage means,
- the output means executes a process of outputting an image of position information of each gaming machine unit of the map layout display image to be output as image data changed according to the accumulated value.
- the analyzing means grasps the number of all the players from the player identification information transmitted from each gaming machine unit, and the average game of the players in time units In addition to generating an execution rate, an operation rate in units of time for all gaming units is generated,
- the output means generates graph image data from the game execution rate and the operation rate and outputs the graph image data to the outside.
- a game information integration system includes: A plurality of gaming machine units; A server that is communicably connected to each gaming machine unit, The gaming machine unit is Player identification information reading means capable of reading the player identification information and outputting the read player identification information; The game machine unit outputs a game execution data output means for outputting the predetermined data to the server when the game is executed (the game execution data output means is a data generated by executing the game).
- a game start or end data output means for outputting game start or end data for cumulatively monitoring the number of game executions by the server for each game execution, consumption number data relating to the number of game media consumption
- Both the consumption number data output means for outputting and the payout number data output means for outputting the payout number data relating to the payout number of the game medium are included in the concept of the game execution data output means)
- the gaming machine unit identification information is individually assigned to each gaming machine unit,
- the server The player identification information, the predetermined data output by the game execution data output means, and reception time data indicating a reception time of the predetermined data (not a received time range but a log indicating the received time, for example)
- Data storage means for storing them in association with each other; Analysis processing means for analyzing data received from the gaming machine unit and stored in the data storage means; Output means for generating image data according to the result of analysis by the analysis means and outputting the image data to the outside;
- the analysis processing means is a process for generating data on at least (x)
- the analysis unit is configured to generate two cumulative values, but generally, when evaluating the performance of a gaming machine, the analysis may be performed based on the above-described gaming information.
- the present invention includes the first side surface and the second side surface, but the first side surface and the second side surface of the present invention are not different inventions.
- the game information integration system according to the first aspect of the present invention comprises the configuration of the game information integration system according to the second aspect of the present invention, and corresponds to the game information integration system according to the second aspect of the present invention. Also good.
- the game information integration system according to the second aspect of the present invention includes the game information integration system according to the first aspect of the present invention, and corresponds to the game information integration system according to the first aspect of the present invention. May be. That is, the game information integration system of the present invention may include both configurations of the first and second aspects of the present invention.
- the “game start or end data” may be “consumption data” and “payout data”, and may include “consumption data” and “payout data”.
- the “game start or end data output means” may be “consumption number data output means” and “payout number data output means”, and may include “consumption number data output means” and “payout number data output means”.
- the “cumulative value of game start or end data” is not limited to a value obtained by simply accumulating game start or end data, and may include data calculated directly or indirectly from a plurality of game start or end data. Good.
- Such data includes, for example, satisfaction, (a) a game period for each player in the gaming machine unit, (b) a change in the player's balance over time during the game period, and (c) a game Operating time of the machine unit, (d) profit on the store side by the gaming machine unit, and the like.
- the data for example, satisfaction
- the data generated based on the consumption number data and the payout number data output from the gaming machine unit over time is the game start or end It may correspond to a cumulative value of data.
- the game information integration system it is possible to objectively perform selection / setting according to the preference of a player, particularly a fixed customer, at a game store, and to play a game as a user. It is possible to efficiently put into the market from the result of logical analysis of gaming machines that stimulate demand in a balanced manner for managers and game store managers.
- the game information integration system according to the second aspect of the present invention, even an inexperienced administrator or operator can visually grasp the operation status of the game hall in real time. Thus, it is not necessary to analyze the operation status from the numerical values, and it is possible to quickly respond after grasping the situation.
- FIG. 2 is a perspective view schematically showing an example of the slot machine shown in FIG. 1.
- FIG. 2 is a block diagram showing an internal configuration of the slot machine shown in FIG. 1.
- It is a block diagram which shows the internal structure of the IC card server shown in FIG.
- It is a block diagram which shows the internal structure of the hall conserver shown in FIG.
- It is a block diagram which shows the internal structure of the member management server shown in FIG.
- FIG. 1 It is explanatory drawing which shows an example of the determination result database stored in the hall conserver shown in FIG. It is a figure for demonstrating the relationship between a player's satisfaction and the satisfaction of a game store.
- (A), (b) is a figure which shows the relationship between a player's satisfaction and the satisfaction of a game store. It is a figure for demonstrating a player's life cycle and its pattern.
- (A), (b) is a figure which shows the transition of a player's life cycle. It is a figure for demonstrating the life cycle and its pattern of a game machine.
- (A), (b) is a figure which shows the transition of the life cycle of a game machine. It is a flowchart which shows the satisfaction calculation process performed in the hall conserver shown in FIG.
- FIG. It is a block diagram which shows the internal structure of the pachinko gaming machine shown in FIG. It is a block diagram which shows the internal structure of the sand apparatus shown in FIG. It is a block diagram which shows the internal 31 structure of the separate counting device shown in FIG. It is a block diagram which shows the internal structure of the employee management server shown in FIG. It is a block diagram which shows the internal structure of the IC card server shown in FIG. It is a block diagram which shows the internal structure of the hall conserver shown in FIG. It is a block diagram which shows the internal structure of the member management server shown in FIG. It is a block diagram which shows the internal structure of the POS server shown in FIG. It is a block diagram which shows the internal structure of the number lamp display server shown in FIG.
- FIG. 1 It is a flowchart which shows the fluctuation tendency continuous period extraction process (2) performed in the hall conserver shown in FIG.
- (A) is a slump graph when a period of a normal gaming state, a period of a bonus game, and a period in which a bonus game and a gaming state different from the normal gaming state following the bonus game are extracted, (b)
- These are slump graphs when the fluctuation tendency continuous period is extracted from the slump graph shown in (a).
- 7 is a graph showing the distribution of appearance of fluctuation trend continuous periods (so-called catamari) in gaming machines of model A (all of settings 1 to 6). It is a graph which shows the fluctuation tendency continuous period appearance distribution in the game machine of model A (setting 1).
- 10 is a graph showing a variation trend continuous period appearance distribution in a gaming machine of model D (all of settings 1 to 6).
- 7 is a graph showing a variation trend continuous period appearance distribution in a gaming machine of model E (all of settings 1 to 6).
- 10 is a graph showing a variation trend continuous period appearance distribution in a gaming machine of model F (all of settings 1 to 6).
- It is a flowchart which shows the variation pattern data analysis process performed in the hall conserver shown in FIG. (A)
- (b) is a slump graph in a gaming machine, respectively. It is a table which shows a slump graph waveform type. It is a graph which shows the analysis according to waveform type in the gaming machine of model A. It is a table which shows the data regarding the number of players, the winning percentage, etc.
- (A) to (d) are pie charts showing the game time per player for each day (1st to 4th days).
- (A) to (d) are pie charts showing the game time per player for each day (5th to 8th days).
- (A) to (d) are pie charts showing the age groups of the players for each day (first to fourth days).
- (A) to (d) are pie charts showing the age groups of the players for each day (5th to 8th days).
- (A) to (d) are pie charts showing the gender of the players for each day (1st to 4th days).
- (A) to (d) are pie charts showing the gender of the players for each day (5th to 8th days).
- (A) to (d) are pie charts showing the attributes of the players for each day (1st to 4th days).
- FIG. 1 A) to (d) are pie charts showing the attributes of the players for each day (5th to 8th days). It is a flowchart which shows the player identity determination process (1) performed by the gaming machine unit and hall conserver shown in FIG. It is a flowchart which shows the player identity determination process (2) performed in the hall conserver shown in FIG. It is a flowchart which shows the player identity determination process (3) performed in the hall conserver shown in FIG.
- Display screen data is generated based on the data obtained from the analysis processing as the analysis processing means in FIG. FIG. In this illustration, “home” is selected from “home”, “realtime analytics”, “past analytics” and “predictionanalytics” that are displayed on the display screen. It is a figure displayed in the case.
- Display screen data is generated based on the data obtained from the analysis processing as the analysis processing means in FIG. FIG.
- This explanatory diagram is “past analytics (past analysis)” of “home”, “realtime analytics (real time analysis)”, “past ⁇ analytics (previous data analysis)” and “prediction analytics (predictive analysis)” displayed on the display screen. It is a figure displayed when “Data analysis” "is selected.
- Display screen data is generated based on the data obtained from the analysis processing as the analysis processing means in FIG. FIG.
- This explanatory diagram is “realtime analytics (real time analysis)” of “home”, “realtime analytics (real time analysis)”, “past ⁇ analytics (previous data analysis)” and “predictionanalytics (predictive analysis)” displayed on the display screen.
- FIG. 111 is a diagram displayed when “realtime analytics” is selected, as in FIG. 111.
- the graph of the result of comparing today and yesterday is shown.
- FIG. 111 is a diagram displayed when “realtime analytics” is selected, as in FIG. 111.
- FIG. 111 is a diagram displayed when “realtime analytics” is selected, as in FIG. 111.
- FIG. 111 is a diagram displayed when “realtime analytics” is selected, as in FIG. 111.
- Display screen data is generated based on the data obtained from the analysis processing as the analysis processing means in FIG. FIG.
- FIG. 117 shows a screen in which “customer satisfaction” is selected.
- FIG. 118 (a) shows “game machine satisfaction” and (b) shows “game machine satisfaction”. .
- FIG. 118 is a diagram displayed when “past analytics” is selected as in FIG. 117.
- 119 is a diagram showing a display image displayed by designating a part of “E model / A model” of the alert display part of F13 in FIG. 119 with a pointer.
- FIG. Display screen data is generated based on the data obtained from the analysis processing as the analysis processing means in FIG. FIG.
- This explanatory diagram is “predictionanalytics” (prediction analysis) of “home”, “realtime analytics (real time analysis)”, “past analytics (previous data analysis)” and “predictionanalytics (prediction analysis)” displayed on the display screen. It is a figure displayed when ")” is selected.
- FIG. 1 is a functional flow diagram showing an outline of a game information integration system in a casino.
- the game information integration system IS includes a plurality of gaming machines 1001, an IC card server 2050, a hall control server 2060, and a member management server 2070.
- the gaming machine 1001 corresponds to a gaming machine unit of the present invention.
- the IC card server 2050, the hall control server 2060, and the member management server 2070 generally correspond to the server of the present invention.
- the server in the present invention may be constituted by a plurality of devices or may be constituted by a single device. Therefore, in the present invention, the server of the present invention may be configured only from the hall control server 2060.
- the data read from the gaming machine 1001 or the data input to the gaming machine 1001 is transmitted to any one of the IC card server 2050, the hall control server 2060, and the member management server 2070.
- Examples of data to be transmitted include consumption amount data or sales amount data, reception time data, player identification information, gaming machine unit identification information, consumption number data, payout number data, game number data, winning number data, and the like. It is done.
- the hall control server 2060 based on the data transmitted to the IC card server 2050, the hall control server 2060 or the member management server 2070, (a) gaming time per time in the gaming machine 1001, and (a ′) store visit frequency. Are calculated (G1). Further, in the hall control server 2060, based on the data transmitted to the IC card server 2050, the hall control server 2060 or the member management server 2070, (b) change in balance over time and (b ') consumption per visit to the store. The amount is calculated (G2).
- the hall control server 2060 based on the data transmitted to the IC card server 2050, the hall control server 2060 or the member management server 2070, (c) the operating time of the gaming machine 1001 and (c ′) the gaming machine 1001. The operating rate is calculated (G3). Further, in the hall control server 2060, based on the data transmitted to the IC card server 2050, the hall control server 2060 or the member management server 2070, (d) the profit on the store side by the gaming machine 1001, and (d ′) the gaming machine A gross profit of 1001 is calculated (G4).
- a player's satisfaction with the gaming machine 1001 is calculated based on (a) a game time per game and (b) a change in balance over time, and (c) a gaming machine 1001. Based on the operating time of (1) and the profit on the store side by the gaming machine 1001, the satisfaction on the store side with respect to the gaming machine 1001 is calculated (G7). The calculation of the satisfaction level will be described later.
- the life cycle of the player is determined based on (a ′) store visit frequency and (b ′) consumption per visit (G8). The determination of the player's life cycle will be described later.
- the life cycle of the gaming machine 1001 is determined based on (c ′) the operating rate of the gaming machine 1001 and (d ′) the gross profit of the gaming machine 1001 (G9). The determination of the life cycle of the gaming machine 1001 will be described later. Processes G1 to G9 correspond to analysis processes.
- the hall conserver 2060 performs processing indicating advice based on the satisfaction of the player and the game store with respect to the gaming machine 1001, the player life cycle, and the gaming machine life cycle (H1 to H3).
- processing indicating advice include machine removal (H1), determination of the optimal sales discount (H2), and optimization of the number of installed stores (H3).
- FIG. 2 is a perspective view schematically showing an example of the slot machine shown in FIG.
- the gaming machine 1001 coins, bills, or electronic valuable information corresponding to these are used as game media.
- a ticket with a barcode which will be described later, is also used.
- game media is not limited to these, and for example, medals, tokens, electronic money, and the like can be employed.
- the gaming machine 1001 includes a cabinet 1011, a top box 1012 installed on the upper side of the cabinet 1011, and a main door 1013 provided on the front surface of the cabinet 1011.
- a lower image display panel 1141 is provided at the center of the main door 1013.
- the lower image display panel 1141 is composed of a liquid crystal panel and constitutes a display.
- the lower image display panel 1141 has a symbol display area 1004.
- 1005 video reels 1003 (1003a, 1003b, 1003c, 1003d, 1003e) are displayed.
- the video reel is a video representing a rotation and stop operation of a mechanical reel having a plurality of symbols drawn on its peripheral surface.
- Each video reel 1003 is assigned a symbol string composed of a plurality of predetermined symbols (22 in this embodiment).
- the symbol columns assigned to the respective video reels 1003 are scrolled and stopped after a predetermined time. As a result, a part of each symbol row (four consecutive symbols in this embodiment) is displayed to the player.
- one symbol is displayed in each of the four areas of the upper stage, the center upper stage, the center lower stage, and the lower stage according to each video reel 1003. That is, 20 symbols of 5 columns ⁇ 4 are displayed in the symbol display area 1004.
- any one of the above four areas is selected according to each video reel 1003, and a line formed by connecting the respective areas is used as a winning line.
- a specific mode of the winning line can be arbitrarily adopted, for example, in addition to a straight line connecting the upper central region corresponding to each video reel 1003, a V-shaped or a bent shape is used. Lines can be used. Also, the number of winning lines can be arbitrarily adopted, for example, 30.
- the lower image display panel 1141 has a credit amount display area 1142 and a payout number display area 1143.
- the credit amount display area 1142 the number of coins owned by the player and deposited in the gaming machine 1001 (hereinafter, credit number) is displayed.
- the payout number display area 1143 the number of coins to be paid out to the player when a winning is established (hereinafter referred to as the number of payouts) is displayed.
- the lower image display panel 1141 has a touch panel 1114 built therein. The player can input various instructions by touching the lower image display panel 1141.
- buttons are arranged, including various buttons arranged on the control panel 1030, and various devices to be operated by the player.
- the spin button 1031 is used when starting to scroll the symbol column of each video reel 1003.
- the change button 1032 is used when requesting exchange of money from a game facility staff.
- the CASHOUT button 1033 is used when paying out coins deposited inside the gaming machine 1001 to the coin tray 1015.
- the 1-BET button 1034 and the maximum BET button 1035 are used to determine the number of coins used in the game (hereinafter referred to as BET number) from the coins stored in the gaming machine 1001.
- the 1-BET button 1034 is used when determining the BET number in units of one sheet.
- the maximum BET button 1035 is used when the BET number is set to the specified upper limit number.
- the coin receiving slot 1036 is provided for receiving coins.
- the bill validator 1115 is provided for receiving bills.
- the bill validator 1115 sorts whether or not the bill is proper and accepts the proper bill into the cabinet 1011. Note that the bill validator 1115 may be configured to be able to read a barcoded ticket 1175 described later.
- An upper image display panel 1131 is provided on the front surface of the top box 1012.
- the upper image display panel 1131 includes a liquid crystal panel and constitutes a display.
- the upper image display panel 1131 displays an image related to the effect, an introduction of the contents of the game, and an image showing the explanation of the rules.
- the top box 1012 is provided with a speaker 1112 and a lamp 1111. In the gaming machine 1001, effects are performed by displaying images, outputting sounds, and outputting light.
- a ticket printer 1171 Below the upper image display panel 1131, a ticket printer 1171, a card slot 1176, a data display 1174, and a keypad 1173 are provided.
- the ticket printer 1171 prints on a ticket a bar code in which data such as the number of credits, date and time, and an identification number of the gaming machine 1001 are encoded, and outputs it as a ticket 1175 with a bar code.
- a player can play a game by reading a ticket 1175 with a barcode on a gaming machine, or exchange the ticket 1175 with a barcode for a bill or the like at a predetermined location in a gaming facility (for example, a cashier in a casino). .
- the card slot 1176 is for inserting a card storing predetermined data.
- the card stores data for identifying a player (player identification information) and data relating to a history of games played by the player.
- the card inserted into the card slot 1176 is read and written by a card reader 1172 described later.
- the card may store data corresponding to coins, bills or credits.
- the data display 1174 includes a fluorescent display, an LED, and the like, and displays data read by the card reader 1172 and data input by the player via the keypad 1173, for example.
- the keypad 1173 is used to input instructions and data related to ticket issuance and the like.
- FIG. 3 is a block diagram showing an internal configuration of the slot machine shown in FIG. Next, with reference to FIG. 3, a configuration of a circuit included in the gaming machine 1 will be described.
- FIG. 3 is a block diagram illustrating an internal configuration of the gaming machine according to the embodiment of the present invention.
- the gaming board 1050 includes a CPU 1051, a ROM 1052 and a boot ROM 1053 connected to each other via an internal bus, a card slot 1055 corresponding to the memory card 1054, and an IC socket 1057 corresponding to a GAL (Generic Array Logic) 1056.
- GAL Generic Array Logic
- the memory card 1054 includes a nonvolatile memory and stores a game program and a game system program.
- the game program includes a program related to game progression, a lottery program, and a program for executing effects by images and sounds.
- the game program includes data defining the configuration of the symbol sequence assigned to each video reel 1003.
- the lottery program is a program for determining the scheduled stop symbols of each video reel 1003 by lottery.
- the to-be-stopped symbol is data for determining four symbols to be displayed by the symbol display area 1004 among 22 symbols constituting the symbol row.
- the gaming machine 1001 determines a symbol to be displayed in a predetermined area (for example, an upper area) among four areas corresponding to each video reel 1003 in the symbol display area 1004 as a scheduled stop symbol.
- the lottery program includes symbol determination data.
- the symbol determination data is determined with an equal probability (that is, 1/22) for each of the 22 symbols (code numbers “00” to “21”) constituting the symbol column. In this way, it is data defining a random value.
- the probability that each of the 22 symbols is determined is basically equal. However, since the number of various symbols included in the 22 symbols is different, the probability that various symbols are determined is different (that is, a weight is generated).
- the symbol column of the first video reel 1003a includes one symbol “JACKPOT7”, but includes seven symbols “ORANGE”. Therefore, the former is determined with a probability of “1/22”, while the latter is determined with a probability of “7/22”.
- the data is defined so that the number of symbols constituting the symbol column of each video reel 1003 is the same.
- the symbols constituting the symbol column are defined. The number may be different.
- the symbol sequence of the first video reel 1003a may be composed of 22 symbols
- the symbol sequence of the second video reel 1003b may be composed of 30 symbols. This increases the degree of freedom in setting the probability that various symbols are determined according to each video reel 1003.
- the card slot 1055 is configured so that the memory card 1054 can be inserted and removed, and is connected to the motherboard 1070 by an IDE bus.
- GAL1056 is a kind of PLD (Programmable Logic Device) having an OR fixed type array structure.
- the GAL 1056 includes a plurality of input ports and output ports. When a predetermined input is input to the input port, the corresponding data is output from the output port.
- the IC socket 1057 is configured so that the GAL 1056 can be attached and detached, and is connected to the motherboard 1070 by a PCI bus.
- the contents of games played in the gaming machine 1001 can be changed by replacing the memory card 1054 with a program written with another program or rewriting the program written on the memory card 1054 with another program. .
- the CPU 1051, the ROM 1052, and the boot ROM 1053 connected to each other by an internal bus are connected to the motherboard 1070 by a PCI bus.
- the PCI bus transmits signals between the motherboard 1070 and the gaming board 1050 and supplies power from the motherboard 1070 to the gaming board 1050.
- the ROM 1052 stores an authentication program.
- the boot ROM 1053 stores a preliminary authentication program and a program (boot code) for the CPU 1051 to start the preliminary authentication program.
- the authentication program is a program (tamper check program) for authenticating the game program and the game system program.
- the preliminary authentication program is a program for authenticating the authentication program. The authentication program and the preliminary authentication program are described in accordance with a procedure (authentication procedure) for authenticating that the target program has not been tampered with.
- the motherboard 1070 includes a main CPU 1071, a ROM 1072, a RAM 1073, and a communication interface 1082.
- the ROM 1072 includes a memory device such as a flash memory, and stores a program such as a BIOS executed by the main CPU 1071 and permanent data. When the BIOS is executed by the main CPU 1071, initialization processing of a predetermined peripheral device is performed. In addition, the game program and the game system program stored in the memory card 1054 are started via the gaming board 1050.
- the ROM 1072 stores gaming machine unit identification information individually assigned for each gaming machine 1001.
- the RAM 1073 stores data and programs used when the main CPU 1071 operates. For example, when the above-described game program, game system program, and authentication program are loaded, these can be stored. Further, the RAM 1073 is provided with a work area for executing the program. For example, an area for storing the number of games, the number of BETs, the number of payouts, the number of credits, an area for storing symbols (code numbers) determined by lottery, and the like are provided.
- the main CPU 1071 performs data communication with the IC card server 2050, hall control server 2060, and member management server 2070 via the communication line 1301 via the communication interface 1082.
- the main CPU 1071 outputs the player identification information read by the card reader 1172.
- the main CPU 1071 and the card reader 1172 function as player identification information reading means of the present invention.
- the main CPU 1071 functions as consumption number data output means and payout number data output means. Further, the main CPU 1071 outputs gaming machine unit identification information to the IC card server 2050, the hall control server 2060, and the member management server 2070 when performing data communication with the IC card server 2050, the hall control server 2060, and the member management server 2070. To do.
- a power supply unit 1081 is connected to the motherboard 1070.
- the door PCB 1090 and the main body PCB 1110 are connected to input devices such as switches and sensors and peripheral devices whose operations are controlled by the main CPU 1071.
- a control panel 1030, a reverter 1091, a coin counter 1092C, and a cold cathode tube 1093 are connected to the door PCB 1090.
- the control panel 1030 is provided with a spin switch 1031S, a change switch 1032S, a CASHOUT switch 1033S, a 1-BET switch 1034S, and a maximum BET switch 1035S corresponding to the above-described buttons. Each switch detects that the corresponding button has been pressed by the player, and outputs a signal to the main CPU 1071.
- the coin counter 1092C selects whether or not the coin inserted into the coin receiving slot 1036 is appropriate in material and shape, and outputs a signal to the main CPU 1071 when detecting an appropriate coin. Further, the coins that are not appropriate are discharged from the coin payout exit 1015A.
- the reverter 1091 operates based on a control signal output from the main CPU 1071, and distributes appropriate coins selected by the coin counter 1092C to a hopper 1113 or a cash box (not shown). When the hopper 1113 is not filled with coins, the hopper 1113 is sorted. When the hopper 1113 is filled with coins, the hopper 1113 is sorted to a cash box.
- the cold cathode tube 1093 functions as a backlight installed on the back side of the upper image display panel 1131 and the lower image display panel 1141, and lights up based on a control signal output from the main CPU 1071.
- a lamp 1111 Connected to the main body PCB 1110 are a lamp 1111, a speaker 1112, a hopper 1113, a coin detection unit 1113 S, a touch panel 1114, a bill validator 1115, a graphic board 1130, a ticket printer 1171, a card reader 1172, a key switch 1173 S, and a data display 1174. ing.
- the lamp 1111 is lit based on a control signal output from the main CPU 1071.
- the speaker 1112 outputs sound such as BGM based on a control signal output from the main CPU 1071.
- the hopper 1113 operates based on a control signal output from the main CPU 1071, and pays out a designated number of coins to the coin tray 1015 from the coin payout exit 1015A.
- the coin detection unit 1113S detects coins paid out by the hopper 1113 and outputs a signal to the main CPU 1071.
- the touch panel 1114 detects a position touched by a player's finger or the like on the lower image display panel, and outputs a signal corresponding to the detected position to the main CPU 1071.
- the banknote discriminator 1115 receives an appropriate banknote, it outputs a signal corresponding to the amount of the banknote to the main CPU 1071.
- the graphic board 1130 controls display of images performed by the upper image display panel 1131 and the lower image display panel 1141 based on a control signal output from the main CPU 1071.
- the symbol display area 1004 of the lower image display panel 1141 five video reels 1003 are displayed, and a symbol row scrolling and stopping operation of each video reel 1003 is displayed.
- the graphic board 1130 includes a VDP that generates image data, a video RAM that stores image data generated by the VDP, and the like.
- the credit amount display area 1142 of the lower image display panel 1141 the credit amount stored in the RAM 1073 is displayed.
- the payout number display area 1143 of the lower image display panel 1141 the number of coins paid out is displayed.
- the graphic board 1130 includes a VDP (Video Display Processor) that generates image data based on a control signal output from the main CPU 1071, a video RAM that temporarily stores image data generated by the VDP, and the like. ing. Note that image data used when generating image data by VDP is included in the game program read from the memory card 1054 and stored in the RAM 1073.
- VDP Video Display Processor
- the ticket printer 1171 Based on the control signal output from the main CPU 1071, the ticket printer 1171 prints on the ticket a bar code in which data such as the number of credits, date and time, and identification number of the gaming machine 1001 stored in the RAM 1073 are encoded. A ticket with code 1175 is output.
- the card reader 1172 reads data stored in the card inserted into the card slot 1176 and transmits it to the main CPU 1071 or writes data based on a control signal from the main CPU 1071.
- the data stored in the card includes player identification information.
- the key switch 1173S is provided on the keypad 1173, and outputs a predetermined signal to the main CPU 1071 when the keypad 1173 is operated by the player.
- the data display 1174 displays the data read by the card reader 1172 and the data input by the player via the keypad 1173 based on the control signal output from the main CPU 1071.
- FIG. 4 is a block diagram showing the internal configuration of the IC card server shown in FIG.
- the IC card server 2050 includes a control unit 2052, a hard disk 2055, and a communication I / F 2057.
- the control unit 2052 includes a CPU 2053 and a memory 2054.
- the hard disk 2055 stores various programs and data, and the control unit 2052 reads and executes these programs to perform various processes.
- the hard disk 2055 stores a sales related database 2056. In the sales related database 2056, for example, consumption amount data or sales amount data, reception time data, player identification information, gaming machine unit identification information, a gaming flag, and the like are stored in association with each other.
- the hard disk 2055 of the IC card server 2050 may further store data relating to casino credits or data relating to member points in association with player identification information.
- the data storage means further stores the usage amount data output from the usage amount data output means in association with the reception time data relating to the data reception time, the player identification information, and the gaming machine unit identification information.
- FIG. 5 is a block diagram showing an internal configuration of the hall conserver shown in FIG.
- the hall conserver 2060 includes a control unit 2062, a hard disk 2065, and a communication I / F 2067.
- the control unit 2062 includes a CPU 2063 and a memory 2064.
- the hard disk 2065 stores various programs and data, and the control unit 2062 reads and executes these programs and performs various processes.
- the hard disk 2065 stores a game situation database 2066.
- the game situation database 2066 for example, data output from the gaming machine 1001 such as consumption number data, payout number data, game number data, winning number data, game information data, or processed data, reception time data, Player identification information, gaming machine unit identification information, in-game flags, and event flags are stored in association with each other.
- model data, format data, island identification information, a new model flag, an event flag, and the like are stored in association with the gaming machine unit identification information.
- the hard disk 2065 stores satisfaction determination data, customer life cycle determination data, and gaming machine life cycle determination data.
- the data storage means includes the consumption time data output from the consumption number data output means and the payout number data output from the payout number data output means, the reception time data relating to the data reception time, the player identification information, and the game It is stored in association with the machine unit identification information.
- the hard disk 2065 stores a correlation database.
- (a) game time per game machine (one player) and (a ′) player visit frequency are stored as player-side time-related data.
- As data (b) changes in balance over time, (b ') consumption per visit is stored, and game store side time-related data includes (c) gaming machine operating time, (c') gaming machine The occupancy rate is stored, and (d) the profit on the store side by the gaming machine and (d ′) the gross profit by the gaming machine are stored as the game store side balance-related data. These data are stored in association with the gaming machine unit identification information.
- the hard disk 2065 stores a determination result database.
- the determination result database data indicating the satisfaction level of the player and the game store regarding the gaming machine, data relating to the player life cycle, and data relating to the gaming machine life cycle are stored. These data are stored in association with the gaming machine unit identification information.
- the optimum sales strategy determination process described later indicates advice such as, for example, removal of a machine, determination of the optimum sales rate, and optimization of the ratio of the number of installations in the store, data relating to advice is stored.
- the data is also stored in association with the gaming machine unit identification information.
- the hard disk 2065 functions as a data storage unit.
- the control unit 2062 functions as an analysis processing unit.
- FIG. 6 is a block diagram showing an internal configuration of the member management server shown in FIG.
- the member management server 2070 includes a control unit 2072, a hard disk 2075, and a communication I / F 2077, and the control unit 2072 includes a CPU 2073 and a memory 2074.
- the hard disk 2075 stores various programs and data, and the control unit 2072 reads and executes these programs and performs various processes.
- the hard disk 2075 stores a member management database 2076.
- the member management database 2076 for example, player identification information, customer demographic data, member name, region, sex, age, occupation, and other player data are stored in association with each other. Further, the member management database 2076 stores the average use time, average game time, average store visit frequency, average loss amount, and the like of the player assigned with the player identification information in association with the player identification information.
- the data storage means further stores player data relating to the player to which the player identification information is assigned in association with the player identification information. In addition, the data storage means stores the customer identification data in association with the customer identification information indicating which of the customer divisions to which the player to which the player identification information is assigned corresponds is divided.
- FIG. 7 is an explanatory diagram showing an example of a game situation database stored in the hall conserver shown in FIG.
- the game situation database for example, consumption number data, payout number data, game start data, settlement data, reception time data, player identification information, gaming machine unit identification information, in-game flag, game time data, etc. are associated with each other.
- Various data transmitted from the gaming machine 1001 to the hall control server 2060 are stored in the game situation database.
- FIG. 8 is an explanatory diagram showing an example of a correlation database stored in the hall conserver shown in FIG.
- the correlation database stores data obtained by processing the data stored in the game situation database.
- the game situation database includes a database for calculating satisfaction, a database for evaluating a player life cycle, and a database for evaluating a gaming machine life cycle.
- FIG. 8A shows a database for calculating satisfaction.
- the database for calculating the degree of satisfaction in correspondence with the gaming machine unit identification information, for each date, (a) game time per visit to one player, (b) balance of payment per visit Changes, (c) operating hours of gaming machines, (d) store-side profits from gaming machines are stored. That is, based on the data stored in the gaming situation database shown in FIG.
- FIG. 8B is a database for evaluating the player life cycle.
- (a ′) store visit frequency and (b ′) consumption per visit are stored in association with the player identification information. That is, based on the data stored in the game situation database shown in FIG. 7, the control unit 2062 generates data related to (a ′) and (b ′), and stores it in the database for evaluating the player life cycle.
- This process corresponds to process (D).
- FIG. 8C is a database for evaluating the gaming machine life cycle. It is a database for evaluation of the gaming machine life cycle.
- (c ′) operating rate and (d ′) gross profit are stored in association with gaming machine unit identification information. That is, based on the data stored in the gaming situation database shown in FIG. 7, the control unit 2062 generates data relating to (c ′) and (d ′), and stores it in the database for evaluating the gaming machine life cycle.
- This process corresponds to process (I).
- FIG. 9 is an explanatory diagram showing an example of a determination result database stored in the hall conserver shown in FIG.
- the determination result database stores data obtained by processing the data stored in the correlation database.
- the determination result database includes a database relating to satisfaction, a database relating to player life cycle evaluation points, and a database relating to gaming machine life cycle evaluation points.
- FIG. 9A shows a database relating to satisfaction.
- the player satisfaction level and the gaming store satisfaction level are stored for each date in association with the gaming machine unit identification information.
- FIG. 9B is a database relating to player life cycle evaluation points.
- store visit frequencies and consumption amounts that are the coordinates of the player life cycle evaluation points are stored for each date in association with the player identification information.
- FIG. 9C is a database related to the gaming machine life cycle evaluation points.
- the operating rate and the gross profit that are the coordinates of the gaming machine life cycle evaluation point are stored for each date in association with the gaming machine unit identification information.
- FIG. 10 is a diagram showing the relationship between the satisfaction level of the player and the satisfaction level of the game store.
- the vertical axis indicates the satisfaction level of the game store
- the horizontal axis indicates the satisfaction level of the player.
- the satisfaction level of the player and the satisfaction level of the game store are represented by deviation values.
- the average value of the satisfaction level of the player and the game store is 50.
- points hereinafter referred to as satisfaction evaluation points
- An asterisk indicates a satisfaction rating score for one gaming machine. Therefore, in FIG. 10, satisfaction evaluation points for 11 gaming machines are plotted.
- the plane shown in FIG. 10 is classified into four areas based on the average value.
- Area A is an area where the satisfaction of the game store is high and the satisfaction of the player is low.
- Area B is an area where the degree of satisfaction of the game shop is high and the degree of satisfaction of the player is also high.
- Area C is an area where the satisfaction of the game store is low and the satisfaction of the player is high.
- Area D is an area where the degree of satisfaction of the game shop is low and the degree of satisfaction of the player is low.
- the satisfaction level of the player and the satisfaction level of the gaming store depend on the balance of payment. It becomes a trade-off relationship.
- a more realistic analysis is performed on the satisfaction level of the player and the satisfaction level of the game store.
- at least the following four elements are used for the satisfaction analysis.
- (A) Game period of each player in a gaming machine unit (b) Time-dependent change of the player's balance during the gaming period (c) Operating time of gaming machine unit (d) Store side by gaming machine unit Benefits (a) and (b) are used to analyze the player's satisfaction.
- C) and (d) are used for the analysis of the satisfaction of the amusement store.
- (A) Game period per player in a gaming machine unit When a gaming period in a gaming machine unit is long, it is highly likely that the player is enjoying a game in that gaming machine. This is because if it is not interesting, there is a high possibility that a game will be played on another gaming machine. That is, even if some loss has occurred in the player, it is considered that the player is satisfied with the current gaming machine because the player has not moved to another gaming machine. Therefore, in the present invention, the data relating to (a) is used for calculating the satisfaction level of the player.
- (B) Temporal change of the player's balance over the game period
- the balance amount itself affects the player's satisfaction as shown by the trade-off relationship described above.
- the balance of the balance is weighted so that the balance of the second half of the game period has a greater influence on the player's satisfaction than the balance of the first half of the game period.
- the player's satisfaction is calculated.
- attention is paid to the timing when the player stops playing. That is, the timing when the player stops the game is as follows: I have lost my money. 2. Won big (bonus was given); It is 3 patterns that a gaming machine is not interesting. 1.
- the weighting method described above is not particularly limited, and for example, the following method can be used.
- Weighting method 1 Of the continuous fluctuation trend period included in the game period, the balance of the fluctuation trend continuous period that occurs later has a greater influence on the player's satisfaction. Generally, even if the absolute value of the balance of the last trend trend continuous period in the game period is the same as the balance of the last trend trend continuous period, the last trend trend consecutive period If the balance of payment is positive and the balance of the last fluctuation trend continuous period is negative, it is easy for the player to feel lost. Conversely, if the balance of the last trend trend continuous period is negative and the balance of the last trend trend continuous period is positive, it is easy for the player to feel that he has gained (no loss). . Therefore, among the continuous trend trend periods included in the game period, the balance of the trend trend continuous period that occurred later has a greater impact on the player's satisfaction. It is possible to calculate the degree of satisfaction of the player in accordance with.
- Weighting method 2 The greater the number of consecutive occurrences of the fluctuation trend continuous period having the same fluctuation tendency as the last occurrence of the fluctuation trend continuous period, the greater the influence on the player's satisfaction. If the balance of the fluctuation trend continuous period is positive or negative with a probability of 1/2, the probability that the fluctuation trend continuous period with the balance of positive or negative occurs N times consecutively is (1/2) N. . Occurrence of continuous trending periods with the same trend is rare. Therefore, the greater the number of consecutive occurrences, the greater the psychological impact on the player. Therefore, the greater the number of consecutive occurrences of the trend trend continuous period that has the same trend as the last trend trend period, the greater the impact on the player's satisfaction. Thus, the player's satisfaction level that is more realistic can be calculated.
- Weighting method 3 The larger the absolute value of the balance of the last fluctuation trend continuous period in the game period, the greater the influence on the player's satisfaction. The player stops the game in an attempt to stop the game. That is, there is a high possibility that the last fluctuation trend continuous period causes the player to decide to stop the game, and the balance of the last fluctuation trend continuous period has a great impact on the player's psychology. Therefore, the larger the absolute value of the balance of the last fluctuation trend continuous period in the game period, the greater the effect on the player's satisfaction, and the more realistic player by weighting the data Can be calculated. If the balance is positive, it has a positive impact on the player's satisfaction. If the balance is negative, it has a negative impact on the player's satisfaction.
- FIG. 10 shows an example of the result of calculating the satisfaction degree between the player and the amusement store using the data on (a) to (d).
- Many satisfaction evaluation points are unevenly distributed in area A and area C.
- the area Sc is an area where the satisfaction evaluation point of the gaming machine unit that follows the trade-off relationship is easily located. However, the satisfaction score of one gaming machine unit is not located in the area Sc but is located in the area Sp.
- the area Sp is an area where the degree of satisfaction between the player and the game store is high.
- the satisfaction level between the player and the game store is calculated based on the data relating to (a) to (d), so that the player can deviate from the trade-off relationship described above. It is possible to extract gaming machine units having a high degree of satisfaction with the game shop. According to the present invention, for example, the installation balance of gaming machine units in a gaming store can be improved as follows.
- FIG. 11A shows the distribution of satisfaction evaluation points before improvement at the amusement store.
- the black circle mark, x mark, black triangle mark, and star mark indicate the model of the gaming machine unit.
- the degree of satisfaction between the player and the game shop is high.
- the degree of satisfaction of the game shop is low.
- the satisfaction level of the player is low.
- this gaming store removed the gaming machine unit marked with a black triangle and the gaming machine unit marked with a black triangle. . Instead of these gaming machine units, we introduced a white square marked gaming machine unit and a black square marked gaming machine unit.
- FIG. 11B shows a distribution of satisfaction evaluation points after improvement at the amusement store.
- the degree of satisfaction of the player and the game store with respect to the newly introduced white square mark gaming machine unit and the black square mark gaming machine unit is higher than the gaming machine unit that has been installed previously.
- the satisfaction score in FIG. 11B is located at the upper right of the satisfaction score in FIG.
- a gaming machine unit with a high level of satisfaction of the player and the gaming store can be obtained as a whole store by replacing a gaming machine unit of a low satisfaction level with a gaming machine unit of another type. Can be increased.
- the improvement measures are not limited to this example. As other improvement measures, for example, a change in a division number or a set value, a change in the number of installed units for each model, and the like can be given.
- FIG. 12 is a diagram showing a player's life cycle and its pattern.
- the vertical axis indicates the frequency of player visits
- the horizontal axis indicates the amount of money consumed per visit to the player.
- the frequency of player visits and the amount of money consumed per visit by the player are represented by deviation values.
- the average value of the player visit frequency and the consumption amount per visit of the player is 50.
- a point (player life cycle evaluation point) with the coordinates of the visit frequency of the player and the amount of money consumed per visit is plotted.
- Group A represents a group of new customers. Generally, new customers tend to visit the store frequently and consume less money.
- Group B represents a group of fixed customers. Generally, fixed customers tend to visit the store frequently and consume a large amount of money.
- Group C indicates a group of unsatisfied customers. Generally, unsatisfied customers tend to have a low visit frequency and a large consumption amount.
- Group D indicates a group of leaving customers. Generally, leaving customers tend to have a low visit frequency and a small consumption amount.
- the player life cycle evaluation points are plotted based on (a ′) store visit frequency and (b ′) data on the amount of money consumed per visit, thereby allowing the player to The group to which the member belongs is determined. Furthermore, in this embodiment, the player's life cycle evaluation point trajectory is shown by plotting the player's life cycle evaluation point with time. Thereby, the change of the group to which the player belongs is determined. For example, there are patterns 1 to 4 shown in FIG. Pattern 1 is a pattern in which the store visit frequency is high but the consumption amount gradually decreases. In the case of Pattern 1, as the psychology of the customer, it is assumed that the attractiveness of the model of the gaming machine unit is reduced.
- Pattern 2 is a pattern that consumes a large amount of money but the store visit frequency decreases.
- the outflow to other game stores is assumed as a customer's psychology.
- Pattern 3 is a pattern in which both the consumption amount and the store visit frequency decrease. In the case of Pattern 3, as the customer's psychology, a decrease in trust in the game store is assumed.
- Pattern 4 is a pattern in which the consumption amount is small and the store visit frequency decreases. In the case of the pattern 4, it is assumed that the attractiveness of the amusement shop is lowered as the psychology of the customer.
- data indicating advice is associated with each pattern.
- a change pattern of a player's group is determined, data indicating advice associated with the pattern is extracted, and an image indicating advice is displayed based on the data.
- Examples of the advice include the following examples.
- the advice associated with the pattern 1 includes replacement of a gaming machine unit or change of the number of arrangements for improving the attractiveness of the model of the gaming machine unit.
- Examples of the advice associated with pattern 2 include holding an event for increasing the number of customers at the amusement store.
- Examples of the advice associated with the pattern 3 include a setting change of a quotient for restoring trust to the game shop.
- Examples of the advice associated with the pattern 4 include replacement of a gaming machine unit or change of the number of arrangements for increasing the attractiveness of a game shop, holding of an event, setting change of a quotient, and the like.
- FIGS. 13A and 13B are diagrams showing changes in a player's life cycle.
- the arrows with white circles in the figure indicate the transition history of the player life cycle evaluation points.
- a group of three players belonging to group A has moved to group B.
- a group of nine players belonging to group B has moved to group C.
- a group of two players belonging to group C has moved to group D.
- the movement of the group of nine players corresponds to pattern 2. Therefore, in the present embodiment, as an advice, the holding of an event for increasing the number of customers to the amusement store is displayed.
- FIG. 13 (b) shows the transition of the player's life cycle after taking measures based on the advice.
- the entire player group is moving toward the group B.
- the measures based on the advice were successful.
- FIG. 14 is a diagram showing a life cycle and a pattern of the gaming machine.
- the vertical axis indicates the operating rate of the gaming machine
- the horizontal axis indicates the gross profit by the gaming machine.
- the operating rate of the gaming machine and the gross profit by the gaming machine are represented by deviation values.
- the operating rate of the gaming machine and the average value of the gross profit by the gaming machine are 50.
- a point game machine life cycle evaluation point as a coordinate between the operating rate and the gross profit of the gaming machine is plotted.
- Group A shows a new group. In general, new vehicles tend to have high utilization rates and low gross margins.
- Group B indicates a group of main models. In general, main models tend to have a high operating rate and a high gross margin.
- Group C indicates a group with a decline in popularity. In general, models that have become less popular tend to have low operating rates and high gross margins.
- Group D indicates an unpopular group. In general, unpopular models tend to have low availability and low gross margin.
- the gaming machine life cycle evaluation points are plotted based on (c ′) utilization rate and (d ′) gross profit data, thereby determining the group to which the gaming machine belongs.
- the trajectory of the gaming machine life cycle evaluation point is shown by plotting the gaming machine life cycle evaluation point with time.
- the change of the group to which the gaming machine belongs is determined.
- Pattern 1 is a pattern in which the operating rate is maintained high, but the gross profit decreases.
- Pattern 2 is a pattern in which the operating rate decreases while the gross profit is maintained.
- Pattern 3 is a pattern in which the operating rate has remained low and the gross profit has decreased.
- Pattern 4 is a pattern in which the operating rate decreases and the gross profit increases.
- Pattern 5 is a pattern in which the gross profit is low and the operating rate is decreasing.
- data indicating advice is associated with each pattern.
- a change pattern of a player's group is determined, data indicating advice associated with the pattern is extracted, and an image indicating advice is displayed based on the data.
- Examples of the advice include the following examples.
- Examples of advice associated with pattern 1 include a review of the divisor.
- Examples of advice associated with pattern 2 include a review of the divisor.
- As advice associated with pattern 3, consideration of machine removal or the like can be given.
- the advice associated with the pattern 4 includes a review of the division number.
- the advice associated with the pattern 5 includes examination of machine removal.
- FIGS. 15A and 15B are diagrams showing changes in the life cycle of the gaming machine.
- the arrows with marks in the figure indicate the transition history of the gaming machine life cycle evaluation points.
- the type of mark corresponds to the model of the gaming machine unit.
- eight gaming machine life cycle evaluation points indicated by black circles belong to group B.
- Nine gaming machine life cycle evaluation points marked with x have moved from group B to group D.
- Eight game machine life cycle evaluation points have moved from Group B to Group C.
- Five black triangle mark machine life cycle evaluation points have moved from group C to group D.
- the movement of the life cycle evaluation point of the star machine corresponds to Pattern 2.
- the movement of the gaming machine life cycle evaluation point indicated by the black triangle corresponds to Pattern 3. Therefore, in the present embodiment, as the advice, the review of the divisor and the examination of the machine removal are displayed.
- FIG. 15 (b) shows the transition of the player's life cycle after taking measures based on the advice.
- the black triangle mark gaming machine unit and the x mark gaming machine unit have been removed, and a white square mark gaming machine unit and a black square mark gaming machine unit have been newly introduced.
- the white square mark, black square mark, and black circle mark gaming machine units are located in the group B, and the star marked gaming machine units are moving toward the group B. As a result, it can be seen that the measures based on the advice were successful.
- FIG. 16 is a flowchart showing satisfaction calculation processing executed in the hall conserver shown in FIG.
- the control unit 2062 of the hall conserver 2060 uses the data stored in the game situation database 2066 stored in the hard disk 2065 to correct the balance based on the change over time of the balance (step S1101).
- FIG. 17 is a graph illustrating weighting in the satisfaction degree calculation process.
- the balance before correction shown in FIG. 17 shows the same tendency as the slump graph SG in FIG.
- the fluctuation trend continuous periods CP 1 to CP 5 included in the slump graph SG of FIG. 65 (b) are also included in FIG.
- the fluctuation trend continuous periods CP 1 to CP 5 are sequentially positive, positive, negative, positive, and positive.
- correction 1 is weighting so that the balance of the second half of the game period has a greater influence on the player's satisfaction than the balance of the first half of the game period.
- the following equation (1) is corrected for the first half of the balance
- the following equation (2) is corrected for the second half of the balance.
- the correction 2 is weighting so that the influence on the player's satisfaction is increased as the balance in the continuous trend trend period included in the game period increases.
- the following equation (3) is corrected for the balance of each fluctuation trend continuous period. (Balance of nth fluctuation trend continuous period) x ⁇ 1+ (n / N)> (3)
- N is the total number of fluctuation trend continuous periods included in the game period
- n is a natural number equal to or less than N.
- the balance becomes correction 2 (black triangles in the figure) shown in FIG.
- the correction 3 is a weighting for increasing the influence on the player's satisfaction as the number of continuous occurrences of the continuous trend trend period having the same trend as the last trend trend period generated increases. is there.
- the following (4) Correct the equation. (Balance of m-th fluctuation trend continuous period) x m (4)
- m is a natural number.
- the balance is corrected 3 (in the figure, x) shown in FIG.
- the corrections 1 to 3 are performed, so that the ratio of the latter half of the balance is increased.
- control unit 2062 of the hall conserver 2060 calculates the satisfaction level of the player based on (a) a game period per time and (b) a corrected balance (step S1102).
- the method for calculating the satisfaction level of the player is as described above.
- the control unit 2062 stores the calculated satisfaction level of the player in the hard disk 2065.
- Step S1102 corresponds to process (B).
- control unit 2062 of the hall conserver 2060 calculates the satisfaction level of the amusement store based on (c) the operating time of the gaming machine 1001 and (d) the profit on the store side by the gaming machine 1001 (step S1103). .
- the method of calculating the satisfaction level of the amusement store is as described above.
- the control unit 2062 stores the calculated satisfaction degree of the game store in the hard disk 2065, and ends this subroutine.
- Step S1103 corresponds to process (C).
- FIG. 18 is a flowchart showing a player life cycle determination process executed in the hall conserver shown in FIG.
- the control unit 2062 of the hall conserver 2060 plots the player life cycle evaluation score based on (a ′) the visit frequency of the player and (b ′) the consumption amount (step S1111). This characterizes the player's group (see FIG. 12). In other words, the player is classified into any group of a new customer, a fixed customer, a dissatisfied customer, and a leaving customer.
- Step S1111 corresponds to process (E).
- the control unit 2062 analyzes the change pattern of the player life cycle evaluation points (step S1112), and ends this subroutine.
- Step S1112 corresponds to process (F).
- the player life cycle evaluation score, the affiliation group, and the change pattern thereof are stored in the determination result database (see FIG. 9B).
- FIG. 19 is a flowchart showing a gaming machine life cycle determination process executed in the hall conserver shown in FIG.
- the control unit 2062 of the hall conserver 2060 plots the gaming machine life cycle evaluation points based on (c ′) the operating rate of the gaming machine 1001 and (d ′) the gross profit of the gaming machine 1001 (step S1121).
- the group to which the gaming machine belongs is specified.
- the gaming machines are classified into one of a new machine group, a main model group, a popularity decline group, and an unpopular group.
- Step S1121 corresponds to process (J).
- the control unit 2062 analyzes the change pattern of the gaming machine life cycle evaluation points (step S1122), and ends this subroutine.
- Step S1122 corresponds to process (K).
- the gaming machine life cycle evaluation points, affiliation groups, and their change patterns are stored in a determination result database (see FIG. 9C).
- FIG. 20 is a flowchart showing the optimum business strategy determination process executed in the hall conserver shown in FIG.
- the control unit 2062 of the hall conserver 2060 Based on the satisfaction determination data stored in the hard disk 2065, the control unit 2062 of the hall conserver 2060 outputs advice according to the satisfaction evaluation score (step S1131).
- the numerical value range of the player's satisfaction for example, 0 to less than 10, 10 to less than 20, etc.
- the numerical value range of the satisfaction of the game store for example, 0 to less than 10, 10 to less than 20 Etc.
- the advice may be qualitative content or may include specific numerical values.
- Step S1132 the control unit 2062 outputs advice corresponding to the change pattern of the player's belonging group based on the customer life cycle determination data (step S1132).
- the customer life cycle determination data a change pattern of a player's group and data indicating advice are associated with each other. Since the advice has already been explained, explanation here is omitted.
- Step S1132 corresponds to process (G) and process (H).
- the control unit 2062 outputs advice corresponding to the change pattern of the group to which the gaming machine belongs based on the gaming machine life cycle discrimination data (step S1133), and ends this subroutine.
- Step S1133 corresponds to process (L) and process (M).
- the game machine life cycle discrimination data a change pattern of a group to which a game machine belongs is associated with data indicating advice. Since the advice has already been explained, explanation here is omitted.
- FIG. 21 is a functional flowchart showing an outline of the game information integration system.
- the gaming information integration system IS includes a plurality of gaming machine units 1, an employee management server 40, an IC card server 50, a hallcon server 60, a member management server 70, a POS server 80, and a number lamp display server 90. And a plurality of game information display devices 91 for each gaming machine.
- the plurality of gaming machine units 1 are provided with a pachinko gaming apparatus 10, a sand apparatus 20, and an individual counting apparatus 30.
- the sand device 20 is installed for each pachinko gaming device 10 (game machine)
- the individual counting device 30 is installed for each pachinko gaming device 10 (game machine).
- Examples of the data output from the gaming machine unit 1 include data indicating the number of out balls, data indicating the number of safe balls, data indicating the occurrence of a special prize, data indicating the start, and the like.
- data indicating the number of balls lent out output from the sand device 20 is used as data indicating the number of out balls, and the count value output from the individual counting device 30 as data indicating the number of safe balls.
- the data indicating is used.
- Data indicating the occurrence of the special prize and data indicating the start are output from the pachinko gaming machine 10.
- the sand device 20 can read player identification information from an IC card (not shown) owned by the player.
- the gaming machine unit 1 is not limited to this example as long as it includes at least a gaming machine.
- the gaming machine is not particularly limited, and examples thereof include a pachinko gaming machine, a pachislot gaming machine, a slot machine, and a gaming machine.
- the medium for storing the player identification information is not particularly limited. Further, the player identification information is not necessarily recognized by the player. For example, when a new IC card is provided from a sand device to a player, the IC card stores identification information of the IC card itself, and the identification information of the IC card itself is not recognized by the player. However, the game information integration system IS identifies the player using the medium identification information itself. In such a case, the medium identification information functions as player identification information.
- the player identification information is not limited to medium identification information.
- the gaming machine unit 1 may be configured such that a password is input by a player.
- the password functions as player identification information.
- a face authentication system can also be used.
- the face authentication system is superior to other player identification information in that the player can be identified without requiring the cooperation of the player. In this case, data obtained by imaging the player's face or data obtained by processing the data functions as player identification information.
- the employee management server 40 is a server that manages the employee manager, and can communicate wirelessly with the mobile terminal 41 owned by the employee manager.
- the mobile terminal 41 is not particularly limited, and examples thereof include a mobile terminal equipped with a touch panel (for example, iPhone (trademark)).
- the wireless communication method is not particularly limited, and examples thereof include Wi-Fi.
- Analysis result data obtained by the game information integration system IS is distributed from the employee management server 40 to each mobile terminal 41.
- each employee manager or each job title In addition to setting the information access authority, the importance level can be set for each distribution information.
- a higher access authority is set in this order for each of the owner, headquarter staff, store manager, manager, and chief, and the higher the confidentiality of the information, the higher the access authority is set for the portable terminal 41 that has been set. You may decide not to transmit.
- the IC card server 50 stores data relating to the usage amount and data relating to the sales amount in association with reception time data, player identification information, and gaming machine unit identification information.
- the data relating to the amount of money used and the data relating to the sales amount are generated based on the data indicating the number of out balls and the data indicating the safe balls output from the gaming machine unit 1.
- the IC card server stores data indicating the number of stored balls (or stored medals) of the player to which the player identification information is assigned in association with the player identification information.
- the hall con server 60 corresponds to the reception time data, the player identification information, and the gaming machine unit identification information, the data indicating the number of out balls, the data indicating the number of safe balls, the data indicating the number of special prizes, and the data indicating the number of start times. Add and remember.
- the hall conserver 60 stores data indicating the game time in association with the player identification information and the gaming machine unit identification information. The gaming time is based on the data transmitted from the gaming machine unit 1, for example, the time when the reception of data from the gaming machine unit 1 is started and the time when the reception of data from the gaming machine unit 1 is completed. Generated from time and. In this way, in the game information integration system IS, information such as the number of balls that are in operation, that is, that the customer is playing on the game table, is output from the gaming machine unit 1 to the hall conserver 60.
- the member management server (cumulative) 70 stores data relating to the player such as the member name, region, gender, age, and occupation of each player in association with the player identification information.
- the member management server 70 stores customer demographic data for each player identification information. As customer segments, for example, fixed customers (mania), current customers (travelers), beginners (beginners) and the like are set.
- the player identification information and player data associated with customer segment data indicating fixed customers are stored separately from the player identification information and player data associated with other customer segment data.
- the POS server 80 is communicably connected to the member management server 70, and stores data relating to the number of prizes in association with player identification information.
- the data relating to the number of prizes is not limited to data that is automatically or manually input inside the amusement store, but may be data that is automatically or manually input outside the amusement store.
- the number lamp display server 90 performs display control on the game information display device 91 for each gaming machine that functions as a number lamp display.
- a gaming information display device 91 for each gaming machine is installed above the gaming machine unit 1, displays a dollar box image, and at a predetermined timing (for example, timing when an instruction to display the gaming information is input).
- the game information regarding the other gaming machine units 1 is displayed.
- predetermined game information for example, game information that can be disclosed to the player
- the execution subject of each process is not limited to the hall control server 60, but other devices (for example, employee management server 40, IC card server 50, member management server 70, POS server 80, number lamp) Any one of the display server 90 and the like) may be performed.
- employee management server 40 for example, employee management server 40, IC card server 50, member management server 70, POS server 80, number lamp
- any two or more devices of the employee management server 40, the IC card server 50, the hall control server 60, the member management server 70, the POS server 80, and the number lamp display server 90 cooperate or share, Processing may be performed.
- the processing in the gaming information integration system includes operation analysis processing (popularity) in addition to processing (data storage / analysis processing) for storing the data from the gaming machine unit 1 or data obtained by analyzing the data in the servers 40 to 90 described above. Table analysis) A1 to A9, optimum sales strategy determination processing B1 to B7, and processing C1 to C5 relating to the optimization of the new model installation status.
- data storage / analysis processing data storage in each of the servers 40 to 90 and analysis processing for obtaining data used in downstream operation analysis processing and optimum business strategy determination processing are performed.
- “customer” analysis, “machine” analysis, and “sales” analysis are performed, and further, a correlation analysis of three elements “customer”, “machine”, and “sales” is performed.
- the optimal sales strategy determination process the current sales strategy is determined, and the optimal (target) sales strategy can be formulated and drafted based on the determination result.
- the game information integration system IS data analysis, three-element correlation analysis, and analysis result determination are sequentially performed.
- data analysis is performed in a predetermined reference unit (for example, a gaming machine, a gaming machine model, a gaming machine type, a gaming machine, It can be performed based on any of the following: (island island, amusement shop, casino, etc.).
- a predetermined reference unit for example, a gaming machine, a gaming machine model, a gaming machine type, a gaming machine, It can be performed based on any of the following: (island island, amusement shop, casino, etc.).
- the unit time used as a reference for data analysis can be determined based on any of the unit times, unless otherwise specified in the present specification.
- each process is given a reference numeral, but the reference numeral is attached for convenience of explanation, and the order of the reference numerals does not represent the order of the processes.
- A1 data relating to the used amount and sales amount stored in the IC card server 50, data relating to the number of out balls stored in the hall control server 60, data relating to the number of safe balls, data relating to the number of special prizes, data relating to the number of starts
- sales / operation data in a predetermined reference unit for example, a gaming machine, a gaming machine model, a gaming machine type, a gaming island, a gaming store, a casino, etc.
- the reference unit is stored in the hall conserver 60 in such a manner that it can be identified.
- sales / operation data (mainly sales data) is generated based on information from the sand device 20. “Sand” in the figure indicates the main information source.
- sales data may be input from the individual counting device 30 to the IC card server 50.
- the business percent is calculated based on the sales / operation data generated in A1.
- the business percent may be calculated separately for service time, event, etc., and normal time, or may be calculated separately for a new model and other models.
- the sales / operation data generated in A1 and the sales discount calculated in A2 correspond to the results of the “sales” analysis at the amusement store.
- the sales / operation data generated in A1 the big hit bias (eg, standard deviation) and the big hit frequency (eg, average value) calculated in A4 (described later), and generated in A5 (described later)
- the machine type and characteristics are analyzed.
- “Form” means an element related to the machine specification, and examples include an element classified by the winning probability of a special prize in the machine, an element classified by the type of an accessory, an element classified by a jackpot specification, and the like.
- Examples of the elements classified by the winning probability of the special prize in the machine include a max type, a middle type, and a sweet digital type.
- the elements classified by the type of the accessory include a mixer, a normal machine, and a blade.
- Examples of the elements classified according to the big hit specification include a small hit mounting, an abrupt mounting, and the like.
- “Characteristic” is an element different from “form”. For example, the wave of the outgoing ball is rough or gentle, the movement of the outgoing slump graph (for example, whether the wave of the slump graph is rough, continuous fluctuation tendency per hit How often does the period (catamari) appear)?
- the characteristic in the present invention is not the result of qualitative evaluation but the result of quantitative evaluation.
- the sales / operation data, the big hit bias and the big hit frequency, and the popularity information for each customer are used to obtain a predetermined characteristic.
- stepwise evaluation for example, large, medium, small, etc.
- numerical evaluation data obtained by performing an operation using an arithmetic expression (for example, a function) or referring to table data , Expressed as characteristic data.
- the stepwise or numerical evaluation here is performed using different criteria for each format.
- the big hit bias and the big hit frequency are calculated based on the data related to the number of special prizes stored in the hall conserver 60 and the reception time data associated with the data related to the special prize number.
- customer-specific popularity information is generated based on the characteristic data generated in A3, the fixed customer data generated in A6 (described later), and the machine operation analysis result in A7 (described later). .
- the new model may operate only with the element “new stand” regardless of the machine type and characteristics. Therefore, in the game information integration system IS, this new model element is excluded when generating popularity information for each customer. Specifically, data relating to a new type of gaming machine unit is not used for generating popularity information for each customer.
- the present invention is not limited to this example.
- the customer class for example, fixed customers, current customers, beginners, etc.
- fixed customers are identified.
- an average usage amount, an average game time, an average store visit frequency, an average loss amount, and the like are calculated.
- the customer segment (especially the fixed customer) may be determined using the customer segment preference ratio.
- the ratio of the customer base preference may be a gradual evaluation such as large, medium, and small.
- the customer segment analysis (fixed customer analysis) in A6 corresponds to the “customer” analysis in the amusement store.
- the operation of the machine is analyzed based on the characteristic data generated in A3 and the popularity information for each customer generated in A5.
- Examples of the operation of the machine include data indicating an operation rate. Further, it may be expressed as a graph or a function indicating a change over time of a predetermined parameter.
- the parameters are not particularly limited, and examples include the number of consumptions, the number of payouts, the number of starts, the number of jackpots (special prizes), the amount of money used, the game time, the number of players, the average loss amount, and the like.
- the span of change over time is not particularly limited, and for example, a period from the introduction of the machine to the present time, one month, one week, one day, etc. can be analyzed.
- the machine type and characteristic analysis in A3 and the machine operation analysis in A7 correspond to the “machine” analysis in the amusement store.
- the attractiveness (attraction level) of the new model is determined based on the result of the machine type and characteristic analysis in A3 and the result of the analysis of the fixed customer in A6. This determination is made only for the new model. For example, table data in which the analysis result of a fixed customer and the attractiveness of a new model are associated with each other for each machine class classified based on the machine type and characteristics is stored in advance. Then, a table corresponding to the result of the machine type and characteristic analysis in A3 is selected, the selected table is referenced, and the attractiveness of the new model associated with the analysis result of the fixed customer is extracted.
- the attractiveness of the new model is stored as data indicating stepwise evaluation (for example, large, medium, small, etc.).
- the evaluation of the attractiveness of the new model in the present invention and the evaluation result are not limited to this example.
- a gaming machine such as the pachinko gaming machine 10
- so-called character objects that require a high license fee for the copyright may be selected.
- the new model character has particularly strong elements as the new model, and the game tendency of the player varies depending on the character or the like. Therefore, it is desirable to use the presence or absence of the character to determine the attractiveness of the new model.
- the stability is determined. As described above, in A1 to A7, analysis is performed on the three elements “customer”, “machine”, and “sales”. In the process, the analysis result of each element is used for the analysis of other elements, for example, the result of the “sales” analysis performed in A1 is used for the “machine” analysis in A3. In A9, the stability analysis is performed based on the business percent analyzed in A2, the characteristic data generated in A3, and the machine operation analysis result in A7. In the game information integration system IS, the stability numerically indicates the stability of management with respect to a predetermined reference unit, and is a result of integrated analysis of “customer” analysis, “sales” analysis and “machine” analysis. It is an index of sales obtained. The higher the operating rate is, the higher the stability is. If the business percent is within a predetermined range, the stability is high, while if the business percent is out of the range, the stability is low.
- the optimum business number is determined based on the stability data generated in A9.
- the optimum business number is the target business number, and the stability is maximized when the actual business number reaches the optimum business number (target business number).
- the increase in the number of fixed customers before and after setting the machine based on the optimum business rate determined in B1 is based on the average usage time, average game time, average store visit time, average loss amount, etc. of the player.
- Step B1 the determination of the optimal sales discount
- Step B2 the increase in fixed customers
- Step B3 the balance between fixed customers and revenue
- Stabilization is realized (step B4).
- the decrease in the number of fixed customers before and after setting the machine based on the optimum business rate determined in B1 is based on the average usage time, average gaming time, average store visit time, average loss amount, etc. of the player.
- Step B2 If the machine setting is changed in response to the alarm notification in B5 and the increase in the number of fixed customers can be achieved (step B2), the balance between the fixed customers and the profit is taken (step B3), and a predetermined number is obtained.
- Step B4 the management of the standard unit can be stabilized (Step B4), if the fixed customers continue to decrease or the fixed customers do not increase even if the machine settings are changed, the machine should be removed. (Step B6), a new model is introduced, etc., and it is determined whether or not the original is taken, that is, whether a profit has been obtained or a loss has occurred (Step B7).
- Step C1 determines whether the game time will be longer (Step C1), the customer distribution is determined (Step C2), and it is determined whether the popularity of the model has decreased (Step C3). For example, if the average spending amount, the average game time, the average game frequency, and the average loss amount decrease and the customer distribution changes (for example, the number of fixed customers who play games decreases), it is determined that the popularity of the model has decreased. (Step C4). On the other hand, when the number of customers is large (step C3), it is determined whether the in-store installation number ratio is appropriate (step C5).
- FIG. 22 is a network configuration diagram showing an example of the game information integration system IS according to the present embodiment.
- the gaming information integration system IS includes a plurality of gaming machine units 1, an employee management server 40, an IC card server 50, a hall control server 60, a member management server 70, a POS server 80, and a number lamp display server 90.
- the gaming machine unit 1 transmits signals (data) to the servers 40 to 90.
- the servers 40 to 90 can communicate with each other.
- the gaming machine units 1 are arranged back-to-back for each pair, and the plurality of gaming machine units 1 are arranged side by side so that a gaming island (so-called island) is provided. Is configured.
- a work door 92 is provided above the gaming machine units 1 arranged side by side to be openable and closable across a predetermined number (three in the drawing) of gaming machine units 1.
- the game information display device 91 for each gaming machine is a 15-inch liquid crystal display device, and is placed on a portion other than the work door 92, that is, on the front side of the plate member 93 installed between the work door 92 and the pachinko gaming device 10.
- the work door 92 When the work door 92 is supported and located at the front surface of the work door 92, the work door 92 is disposed so as to avoid a position where it does not interfere with the work door 92 when the work door 92 is opened.
- a dollar box image 943 is displayed on the game information display device 91 for each gaming machine.
- the display area of the game information display device 91 for each gaming machine is the same as or larger than the display area of the display device 14 of the pachinko gaming apparatus 10.
- the plate member 93 corresponds to the game island constituent member in the present invention.
- a game island component is not specifically limited, For example, the work door 92 may be sufficient.
- the plurality of gaming machine units 1 are provided with a pachinko gaming apparatus 10, a sand apparatus 20, and an individual counting apparatus 30.
- each pachinko gaming apparatus 10 is provided with a sand device 20, and each sand device 20 is equipped with an individual counting device 30.
- Each sand device 20 is installed corresponding to the adjacent pachinko gaming machine 10 and is connected so as to be communicable with the corresponding pachinko gaming machine 10.
- Each sand device 20 is communicably connected to servers 40 to 90 that perform system management and sales management of the sand device 20 in the entire hall.
- the pachinko gaming apparatus 10 has an 8-inch display device 14 in the center of the front surface, and outputs a start signal from the outer end when a game ball wins an accessory (start chucker) during the game.
- the start signal corresponds to game number data relating to the number of games.
- the pachinko gaming apparatus 10 includes game number data output means for outputting game number data relating to the number of games.
- the pachinko gaming machine 10 when the pachinko gaming machine 10 wins a special prize by lottery triggered by a prize, it outputs a special prize generation signal from the outer end.
- the special prize generation signal corresponds to special prize number data relating to the special prize number.
- the pachinko gaming machine 10 includes special prize number data output means for outputting special prize number data relating to the special prize number.
- Each sand device 20 is provided with, for example, a card insertion slot 26A that can accept an IC card issued by a card issuing machine (not shown) in the hall, a bill insertion slot 25A that can insert bills, a numeric keypad operation unit 27, and the like. It has been.
- the IC card stores medium identification information of the IC card itself, and this medium identification information is used as player identification information in the game information integration system IS.
- a player can borrow a game ball as a game medium necessary for a game by inserting an information card or a predetermined amount of banknotes into the card insertion slot 26A or the banknote insertion slot 25A.
- the sand apparatus 20 gives an instruction to the pachinko gaming apparatus 10 provided therewith to pay out the designated number of game balls or the specified number of game balls via the information card.
- the pachinko gaming apparatus 10 a number of game balls corresponding to the amount of money inserted are paid out to the upper plate 18a. Thereby, the player can play a game using the paid-out game balls.
- an IC card is separately stored in the sand device 20, and when the player inserts a bill without inserting the IC card and receives a rental of a game ball, the sand device 20 stores the IC card.
- the IC card is provided to the player by discharging it out of the machine. At this time, the sand device 20 may or may not read the player identification information from the IC card.
- the identification information of a medium stored in a medium such as an IC card as the player identification information
- the identification information of the medium read in the game information integration system IS before the medium is provided to the player is: Since the medium is used to identify the player after being provided to the player, it corresponds to the player identification information.
- Each sand device 20 is provided with an attaching / detaching portion 29 that allows the individual counting device 30 to be attached / detached, so that the individual counting device 30 can be attached.
- the individual counting device 30 is attached to the attaching / detaching portion 28 of the sand device 20, the individual counting device 30 and the sand device 20 are connected so as to communicate with each other.
- Each individual counting device 30 is provided below the lower plate 18 b of the pachinko gaming apparatus 10 corresponding to the sand device 20.
- the individual counting device 30 has a substantially rectangular parallelepiped shape as a whole, and the upper surface of the individual counting device 30 is discharged through an opening 18c provided with an opening / closing shutter provided on the bottom surface of the lower plate 18b.
- An introduction opening 36a for introducing (a player's ball) is provided.
- the individual counting device 30 counts the number of possessed balls introduced through the introduction opening 36a.
- the sand device 20 receives the counting result from the individual counting device 30, the sand device 20 stores the number of possessed balls in the IC card inserted at this time as the number of possessed balls of the player.
- the number of the player's balls discharged from the lower plate 18b of the pachinko gaming machine 10 is stored as information on the IC card.
- the held balls that have been counted are discharged from the discharge portion 36b of the individual counting device 30 to the sand device 20, and then discharged from the sand device 20 device to a so-called collecting bowl.
- the player's ball is stored in the IC card as information without being stored in a conventionally used ball box.
- the instruction to use the counted ball again in the game is input to the individual counting device 30, the instruction is transmitted from the individual counting device 30 to the sand device 20.
- the sand device 20 that has received the operation result transmits an instruction to the pachinko gaming machine 10 to pay out the number of balls stored in the IC card inserted in the sand device 20. Since the game apparatus is lent out in a predetermined amount unit (for example, 1000 yen unit) in the sand device 20, a payout instruction is issued to the pachinko gaming device 10 in the number of rental units corresponding to the amount.
- a predetermined amount unit for example, 1000 yen unit
- the employee management server 40 is a server that manages an employee manager, and is capable of wireless communication with a portable terminal 41 owned by the employee manager.
- the IC card server 50 stores data relating to the usage amount and data relating to the sales amount in association with reception time data, player identification information, and gaming machine unit identification information.
- the hall con server 60 corresponds to the reception time data, the player identification information, and the gaming machine unit identification information, the data indicating the number of out balls, the data indicating the number of safe balls, the data indicating the number of special prizes, and the data indicating the number of start times. Add and remember.
- the hall conserver 60 stores data indicating the game time in association with the player identification information and the gaming machine unit identification information.
- the member management server 70 stores data relating to the player such as the member name, region, gender, age, and occupation of each player in association with the player identification information.
- the member management server 70 stores customer demographic data for each player identification information. As customer segments, for example, fixed customers (mania), current customers (travelers), beginners (beginners) and the like are set.
- the player identification information and player data associated with customer segment data indicating a fixed customer are stored separately from the player identification information and player data associated with other customer segment data.
- the POS server 80 is communicably connected to the member management server 70, and stores data relating to the number of prizes in association with player identification information.
- the number lamp display server 90 performs display control for the gaming information display device 91 for each gaming machine that functions as a number lamp display.
- the game medium in the present invention is not limited to tangible objects such as game balls, medals, coins, and tokens. As long as it mediates a value unit in a game, it may be tangible or intangible such as data. For example, so-called credits in gaming machines such as gaming machines also correspond to gaming media in the present invention.
- FIG. 23 is a perspective view schematically showing an example of the pachinko gaming apparatus shown in FIG.
- An accessory device 12 having a start detection sensor 12S (not shown) is provided on the game board in front of the pachinko gaming apparatus 10, and a display device 14 is installed in the center of the game board.
- the display device 14 of the pachinko gaming machine 10 corresponds to a symbol display device capable of displaying symbols in a variable manner.
- a launch handle 13 is provided at the lower right front of the pachinko gaming apparatus 10, and a speaker 15 is provided at the upper left and upper right of the front of the pachinko gaming apparatus 10.
- FIG. 24 is a block diagram showing an outline of the internal configuration of the pachinko gaming machine shown in FIG.
- the firing handle 13 is connected to the control unit 11, and an angle signal indicating the rotation angle of the firing handle 13 is converted into a predetermined signal and then input to the control unit 11.
- a start detection sensor 12S is also connected to the control unit 11, and when the game ball passes through the accessory device 12, the start detection sensor 12S outputs a detection signal.
- the control unit 11 includes a main control unit 11a (so-called main board) and a sub-control unit 11b (so-called sub board).
- the main control unit 11a issues a jackpot determination and a command to the sub control unit 11b, and the sub control unit 11b mainly controls production.
- the main control unit 11a includes a CPU, a ROM, a RAM, and the like, and the ROM stores a control program that controls the flow of the entire game of the pachinko gaming machine.
- the RAM stores flags and variable values used in the above-described program.
- the sub-control unit 11b includes a CPU, a ROM, a RAM, and the like, and the ROM stores image data displayed on the display device 14, sound data output from the speaker 15, and the like.
- a display device 14, a speaker 15, an actuator 16, and a launch device 17 are connected to the control unit 11, and a driving signal and driving power are used to control each of the above-described devices according to the result of arithmetic processing in the control unit 11. Is supplied. Further, the control unit 11 transmits a start signal and a special prize generation signal to the hall conserver 60.
- FIG. 25 is a block diagram showing an internal configuration of the sanding device 20 shown in FIG.
- a banknote reading unit 25, a card reading unit 26, and a numeric keypad 27A are connected to the control unit 21.
- the bill reading unit 25 reads a bill inserted into the bill insertion slot 25A.
- the card reading unit 26 reads the player identification information stored in the IC card inserted into the card reading unit 26.
- the card reading unit 26 may write data to the IC card in addition to reading data stored in the IC card.
- the numeric keypad 27A is operated by the player, and allows an instruction regarding the rental of game balls to be input.
- the card reading unit 26 can read the player identification information and functions as a player identification information reading unit that outputs the read player identification information.
- the display unit 27B and the game ball supply unit 28 are connected to the control unit 21.
- the display unit 27 displays data such as the amount of money used and the number of balls lent.
- the game ball supply unit 28 is controlled by the control unit 21 and supplies a number of game balls according to the amount of money used.
- the control unit 21 includes a CPU, a ROM, a RAM, and the like, and controls each device connected to the control unit 21.
- the control unit 21 outputs data relating to the amount of money used and data relating to the number of lent balls to the IC card server 50. Data relating to the number of rented balls is used as consumption number data in the game information integration system IS.
- the control unit 21 of the sand device 20 functions as consumption number data output means for outputting consumption number data regarding the consumption number of game media.
- the control unit 21 of the sand device 20 functions as a usage amount data output unit that outputs usage amount data related to the amount used for lending game media.
- FIG. 26 is a block diagram showing an internal configuration of the individual counting device 30 shown in FIG.
- a counting unit 32 and an operation unit 33 are connected to the control unit 31.
- the counting unit 32 counts the number of game balls when the game balls flow in.
- the operation unit 33 can input an instruction such as an instruction related to clearing or an instruction related to the reuse of counted game balls.
- a display unit 34 and a medium output unit 35 are connected to the control unit 31.
- the display unit 34 displays, for example, the number of read game balls.
- the medium output unit 35 outputs a medium (for example, a receipt or the like) that displays the number of game media acquired by the player based on the result of the liquidation performed in accordance with the liquidation instruction.
- the control unit 31 outputs the count value to the hall conserver 60 as payout number data.
- the control unit 31 of the individual counting device 30 functions as a payout number data output means for outputting payout number data relating to the payout number of game media.
- the gaming machine unit 1 is individually assigned gaming machine unit identification information for each gaming machine unit 1, and the pachinko gaming device 10, the sand device 20, and the individual counting device 30 that constitute the same gaming machine unit 1 are: When communicating with the servers 40 to 90, at least the same gaming machine unit identification information is used.
- the employee management server 40, the IC card server 50, the hall control server 60, the member management server 70, the POS server 80, and the number lamp display server 90 correspond to the “server” in the present invention.
- the server in the present invention may be composed of a plurality of nodes as shown in FIG. 21, or may be composed of a single node.
- the hard disks 45, 55, 65, 75, 85, and 95 function as “data storage means” in the present invention.
- FIG. 27 is a block diagram showing an internal configuration of the employee management server 40 shown in FIG.
- the employee management server 40 includes a control unit 42, a hard disk 45, and a communication I / F 47, and the control unit 42 includes a CPU 43 and a memory 44.
- the hard disk 45 stores various programs and data, and the control unit 42 reads and executes these programs and performs various processes.
- the hard disk 45 stores an employee management database 46.
- employee information including the employee manager is stored in association with the communication address of the portable terminal 41.
- the employee information includes data on job titles (for example, owners, headquarters staff, store managers, managers, managers, etc.), and different information access authorities are set for each job title.
- the employee management server 40 transmits data indicating the result of analysis or determination in the game information integration system IS to the portable terminal 41.
- the employee management server 40 determines the confidentiality of the information based on the type (item) of data indicating the analysis or determination result in the game information integration system IS, and in the relationship between the confidentiality of the information and the information access authority, Data indicating the result of analysis or determination is transmitted only to the communication address of the employee manager who is set with the information access authority exceeding the confidentiality of the information.
- FIG. 28 is a block diagram showing an internal configuration of the IC card server 50 shown in FIG.
- the IC card server 50 includes a control unit 52, a hard disk 55, and a communication I / F 57, and the control unit 52 includes a CPU 53 and a memory 54.
- the hard disk 55 stores various programs and data, and the control unit 52 reads and executes these programs to perform various processes.
- the hard disk 55 stores a sales related database 56. In the sales related database 56, for example, consumption amount data or sales amount data, reception time data, player identification information, gaming machine unit identification information, a gaming flag, and the like are stored in association with each other.
- the hard disk 55 of the IC card server 50 may further store data relating to the number of stored balls or data relating to member points in association with player identification information.
- the data storage means further stores the usage amount data output from the usage amount data output means in association with the reception time data relating to the data reception time, the player identification information, and the gaming machine unit identification information.
- FIG. 29 is a block diagram showing an internal configuration of the hall conserver 60 shown in FIG.
- the hall conserver 60 includes a control unit 62, a hard disk 65, and a communication I / F 67.
- the control unit 62 includes a CPU 63 and a memory 64.
- the hard disk 65 stores various programs and data, and the control unit 62 reads and executes these programs and performs various processes.
- the hard disk 65 stores a game situation database 66.
- the gaming situation database 66 for example, data output from the gaming machine unit 1, such as consumption number data, payout number data, start number data, special number data, game information data, or data processed from the data, reception time data
- the player identification information, the gaming machine unit identification information, the in-game flag, and the service time flag are stored in association with each other.
- model data, format data, island identification information, a new model flag, a service time flag, and the like are stored in association with the gaming machine unit identification information.
- the data storage means includes the consumption time data output from the consumption number data output means and the payout number data output from the payout number data output means, the reception time data relating to the data reception time, the player identification information, and the game It is stored in association with the machine unit identification information.
- the hard disk 65 stores a correlation database.
- the correlation database for example, gaming machine identification information, big hit bias and frequency, characteristics, operation time rate per predetermined unit time, number of players per predetermined unit time, average game time per player, business hours, operation rate, Stability, new model attractive value, and the like are stored in association with each other.
- the hard disk 65 stores a determination result database.
- the model, the gaming machine unit identification information, the target percentage, the fixed customer number, the fixed customer number alarm flag, the installation ratio, the proper installation ratio, the installation ratio alarm flag, and the like are stored in association with each other.
- FIG. 30 is a block diagram showing an internal configuration of the member management server 70 shown in FIG.
- the member management server 70 includes a control unit 72, a hard disk 75, and a communication I / F 77.
- the control unit 72 includes a CPU 73 and a memory 74.
- the hard disk 75 stores various programs and data, and the control unit 72 reads and executes these programs and performs various processes.
- the hard disk 75 stores a member management database 76.
- the member management database 76 for example, player identification information, customer demographic data, member name, region, sex, age, occupation, and other player data are stored in association with each other. Further, the member management database 76 stores the average usage time, average game time, average visit frequency, average loss amount, etc. of the player to which the player identification information is assigned in association with the player identification information.
- the data storage means further stores player data relating to the player to which the player identification information is assigned in association with the player identification information. In addition, the data storage means stores the customer identification data in association with the customer identification information indicating which of the customer divisions to which the player to which the player identification information is assigned corresponds is divided.
- FIG. 31 is a block diagram showing an internal configuration of the POS server 80 shown in FIG.
- the POS server 80 includes a control unit 82, a hard disk 85, and a communication I / F 87, and the control unit 82 includes a CPU 83 and a memory 84.
- the hard disk 85 stores various programs and data, and the control unit 82 reads and executes these programs and performs various processes.
- the hard disk 85 stores a POS database 85. In the POS database 86, data relating to prizes is stored in association with player identification information.
- FIG. 32 is a block diagram showing an internal configuration of the number lamp display server 90 shown in FIG.
- the number lamp display server 90 includes a control unit 92, a hard disk 95, and a communication I / F 97.
- the control unit 92 includes a CPU 93 and a memory 94.
- the hard disk 95 stores various programs and data, and the control unit 92 reads and executes these programs and performs various processes.
- the hard disk 95 stores a display information database 96.
- the display information database 96 stores information displayed on the gaming information display device 91 for each gaming machine.
- FIG. 33 is an explanatory diagram showing an example of the sales related database 56 stored in the IC card server 50 shown in FIG.
- the sales related database 56 every time the IC card server 50 receives consumption amount data or sales amount data from the gaming machine unit 1, the consumption amount data or the sales amount data is received, reception time data indicating reception time, and player identification information. And stored in association with the gaming machine unit identification information.
- the in-game flag is set to off ( ⁇ )
- the in-game flag is set to on (O)
- the in-game flag is set to on (O)
- the in-game flag is set to off (x).
- the timing at which the IC card server 50 receives data from the gaming machine unit 1 is not particularly limited.
- the IC card server 50 may receive data every time money is consumed or sold, and is collected at predetermined time intervals. May be received.
- FIG. 34 is an explanatory diagram showing an example of a game situation database stored in the hall conserver 60 shown in FIG.
- the game situation database 66 for example, each time data is received from the gaming machine unit 1, such as consumption number data, payout number data, start number data, special number data, game information data, etc., reception time data indicating a reception time, Stored in association with player identification information and gaming machine unit identification information.
- the in-game flag is set to off ( ⁇ )
- the in-game flag is set to on (O)
- the in-game flag is set to on (O).
- the in-game flag is set to off (x).
- the game time is calculated and stored in association with it. Further, when data is received from the gaming machine unit 1 during the service time (or event), the service time flag is set to ON ( ⁇ ), and the data is sent to the gaming machine unit 1 during the service time (or event). In the case of transmission, the service time flag is set to off (x). Further, in the gaming situation database 66, for example, model data, format data, island identification information, a new model flag, a service time flag, and the like are stored in association with the gaming machine unit identification information. Although not shown, the game situation database 66 stores data on the market launch date in association with the model data.
- the game situation database 66 may further store, for example, the accumulated operating time, the accumulated non-operating time, the ratio between the accumulated operating time and the accumulated non-operating time, etc. of the gaming machine unit 1 based on the gaming time. Good. Furthermore, the ratio of the fraction of the gaming machine unit 1 to the cumulative operating time, the cumulative non-operating time, or the ratio between the cumulative operating time and the cumulative non-operating time is calculated. As a result, a divisor for the non-working time can be calculated.
- FIG. 35 is an explanatory diagram showing an example of a correlation database stored in the hall conserver 60 shown in FIG.
- the correlation database for example, gaming machine identification information, big hit bias and frequency, characteristics, operation time rate per predetermined unit time, number of players per predetermined unit time, average game time per player, business hours, operation rate, Stability, new model attractive value, and the like are stored in association with each other.
- the jackpot bias and frequency indicate an average value and a standard deviation of the number of jackpots per day.
- step-by-step evaluation data for the wave of the ball and function data indicating the movement of the ball slump graph are stored.
- the working hour rate per day indicates the ratio of working hours to business hours. The stability and attractiveness of the new model will be described later.
- FIG. 36 is an explanatory diagram showing an example of a determination result database stored in the hall conserver 60 shown in FIG.
- model data, gaming machine unit identification information, target percentage, fixed customer number, fixed customer number alarm flag, installation ratio, proper installation ratio, and installation ratio alarm flag are stored in association with each other.
- the fixed customer number and fixed customer number alarm flags are not set in the new model.
- the installation ratio, proper installation ratio, and installation alarm flag are set for all models. In the present invention, the installation ratio, the proper installation ratio, and the installation alarm flag may be set only for a new model.
- FIG. 37 is an explanatory diagram showing an example of a member management database stored in the member management server 70 shown in FIG.
- the member management database 76 player identification information, customer demographic data, member name, region, gender, age, occupation, and other player data are stored in association with each other, and further associated with player identification information.
- the average use time, average game time, average store visit frequency, average loss amount, etc. of the player to whom the player identification information is assigned are stored.
- the customer segment divided into a plurality includes fixed customers. Data associated with customer segment data indicating fixed customers is stored separately from data associated with other customer segment data.
- FIG. 38 is a flowchart showing an example of processing executed in the pachinko gaming machine 10 shown in FIG.
- the control unit 11 determines whether or not the game ball has won a winning opening (step S100). When it is determined that the gaming machine has won the winning opening, the game ball is paid out (step S101).
- step S102 determines whether or not the game ball has won the start opening. . Specifically, it is determined whether or not a detection signal output when the start detection sensor 12S provided in the accessory device 12 detects a game ball is received. If it is determined that a game ball has been detected, the control unit 11 outputs a start signal to the hall conserver 60 (step S103). Next, the control unit 11 performs lottery processing for determining whether or not it is a big hit (step S104), and determines whether or not a special prize (big hit) has occurred (step S105). When it is determined that a special prize has been generated, the control unit 11 outputs a special prize generation signal to the hall conserver 60 (step S106).
- step S107 determines whether or not there is a holding ball.
- the holding ball is data indicating a lottery result when a winning at the starting port occurs when the display device 14 performs the variable display of symbols, and is stored in the memory of the control unit 11. If it is determined in step S107 that there is no reserved ball, the control unit 11 increases the number of held balls by storing the reserved balls in the memory (step S108).
- step S102 when it is determined that there is no winning at the start opening, or when the process of step S108 is executed, it is determined whether or not the symbol change display on the display device 14 is completed (step S109). If it is determined that the symbol variation display has not been completed, the present subroutine is terminated, whereas if it is determined that the symbol variation display has been terminated, the reserved ball stored in the memory of the control unit 11 is consumed (step S110). ), The process proceeds to step S111.
- step S111 If it is determined in step S107 that there is a holding ball, or if the processing of step S110 is executed, it is determined whether or not the winning is a big win (special prize) (step S111). A normal fluctuation display is performed (step S112). On the other hand, if it is a big hit, a big hit process is performed (step S113). After executing the process of step S112 or step S113, this subroutine is terminated.
- a special prize generating signal is transmitted to the hall conserver 60 when a special prize is won.
- the occurrence of a big hit is displayed on the display device 14. It is also possible to transmit a special prize generation signal to the hall conserver 60 at the time.
- the transmission of data from the pachinko gaming machine 1 to the hall conserver 60 may be performed in a batch at predetermined time intervals.
- FIG. 39 is a flowchart showing an example of processing executed in the sand device 20 shown in FIG.
- the control unit 21 determines whether or not to read the IC card (step S200). Specifically, when an IC card inserted into the card insertion slot 26A is detected, the control unit 21 determines to read the IC card. When it is determined to read the IC card, the card reading unit 26 reads the player identification information (step S201). The control unit transmits the read player identification information to the IC card server 50.
- step S200 determines whether or not a bill has been inserted into the bill insertion slot 25 (step S202).
- the control unit 21 reads the banknote using the banknote reading unit, and stores money amount data in the memory of the control unit 21 on condition that the banknote is a regular banknote.
- step S204 determines whether or not a gaming ball lending instruction has been input via the numeric keypad 27A. Judgment is made (step S204).
- the control unit 21 performs a lending process for the number of gaming balls corresponding to the amount input via the numeric keypad 27A by the gaming ball supply unit 28 (step S205). ).
- the control unit 21 outputs data indicating the number of rented game balls to the IC card server 50 (step S206). Data indicating the number of rental game balls is handled as consumption number data in the game information integration system IS. Subsequently, the control unit 21 outputs the usage amount data to the IC card server 50 (step S207).
- step S204 determines whether or not an IC card removal instruction has been input via the numeric keypad 27A.
- Step S208 If a removal instruction is input, the player identification information is transmitted to the IC card server 50 (step S209), the IC card is ejected, and this subroutine is terminated. In step S208, this subroutine is terminated even if an instruction to remove the IC card has not been input.
- FIG. 40 is a flowchart showing an example of processing executed in the individual counting device 30 shown in FIG.
- the control unit 31 determines whether or not a game ball has flowed into the counting unit 32 (step S300). If it is determined that a game ball has flowed in, the control unit 31 performs a game ball counting process (step S301). . At this time, the control unit transmits the count value to the hall conserver 60 together with the gaming machine unit identification information. The count value is handled as payout amount data in the game information integration system IS.
- control unit 31 determines whether or not a settlement operation is input via the numeric keypad 27A (step S302). When a settlement operation is input, the control unit 31 outputs a settlement instruction to the IC card server 50.
- the IC card server 50 When the IC card server 50 receives the settlement instruction data, the IC card server 50 performs a settlement process according to the contents of the settlement instruction data, and outputs the settlement result data to the individual counting device 30.
- the control unit 31 receives the settlement result data (step S304)
- the medium output unit 35 outputs the medium on which the number of game balls settled is displayed (step S305).
- FIG. 41 is a flowchart showing a routine of base processing executed in the hall conserver 60 shown in FIG.
- the control unit 62 of the hall conserver 60 determines whether or not data has been received from the gaming machine unit 1 (step S1). If it is determined that data has been received, the control unit 62 performs data storage / analysis processing (step S2). Data storage / analysis processing will be described later.
- step S3 When it is determined in step S1 that no data has been received or when the process of step S2 is executed, the control unit 62 determines whether or not it is a predetermined timing (step S3).
- the predetermined timing include a timing at which an instruction to execute data analysis is input to the hall conserver 60, a timing at which a predetermined period elapses, and the like.
- step S4 When determining that it is the predetermined timing, the control unit 62 performs a correlation analysis process (step S4). The correlation analysis process will be described later.
- step S5 When it is determined in step S3 that the predetermined timing is not reached, or when the process of step S4 is executed, the control unit 62 determines whether or not the predetermined timing is reached (step S5).
- the predetermined timing include a timing at which an instruction to execute determination on data is input to the hall conserver 60, a timing at which a predetermined period elapses, and the like.
- step S6 the determination process will be described later. If it is determined in step S5 that the predetermined timing is not reached, or if the process of step S6 is executed, this subroutine is terminated.
- FIG. 42 is a flowchart showing a routine of base processing executed in the IC card server 50 shown in FIG.
- the control unit 52 of the IC card server 50 determines whether data is received from the gaming machine unit 1 (step T1). If it is determined that data has been received, the control unit 52 performs data storage / analysis processing (step T2). Data storage / analysis processing will be described later. If it is determined in step T1 that no data has been received, or if the process of step T2 is executed, this subroutine is terminated.
- FIG. 43 is a flowchart showing a subroutine of data storage / analysis processing executed in step S2 of the base processing in the hall conserver 60 shown in FIG.
- the control unit 62 of the hall conserver 60 associates the data from the gaming machine unit 1 with the reception time data, the player identification information, and the gaming machine unit identification information, as shown in FIG. b) (see step S20).
- the control unit 62 determines whether or not a game is started in the gaming machine unit 1 (step S21). Specifically, when the player identification information read from the IC card inserted into the sand device 20 is received from the sand device 20, the control unit 62 determines that the game has started.
- the determination of the game start in the present invention is not limited to this example.
- data from the gaming machine unit 1 to which the gaming machine unit identification information in which the off ( ⁇ ) gaming flag is set is assigned is received. In such a case, it may be determined that the game has started.
- step S21 When it is determined in step S21 that the game has started, the control unit 62 performs a process of setting the game-in-progress flag to ON (O) (step S22).
- step S22 determines whether or not the game is ended in the gaming machine unit 1 (step S23). Specifically, when the player identification information output from the sand device 20 is received when the IC card is ejected, the control unit 62 determines that the game has ended. In addition, when the data from the gaming machine unit 1 to which the gaming machine unit identification information 1 in which the on ( ⁇ ) gaming flag is set is not received for a predetermined time or more, it is determined that the game has ended. It is good.
- step S23 When it is determined in step S23 that the game has ended, the control unit 62 performs a process of setting the game-in-progress flag to off (x) (step S24). Next, the control unit 62 calculates the gaming time based on the time when the gaming flag is set to ON (O) and the time when the gaming flag is set to OFF (X) (step S25). Subsequently, the control unit 62 stores the game time data in the game situation database 66 in association with the player identification information and the gaming machine unit identification information (step S26). If it is not determined in step S23 that the game has ended, or if the process of step S26 is executed, this subroutine is terminated. When the data storage / analysis process shown in FIG. 43 is executed, the control unit 62 of the hall conserver 60 analyzes the data received from the gaming machine unit 1 and stored in the hard disk 65 (data storage means). Functions as a means.
- FIG. 44 is a flowchart showing a subroutine of data storage / analysis processing executed in step T2 of the base processing in the IC card server 50 shown in FIG.
- the control unit 52 of the IC card server 50 associates the usage amount data received from the sand device 20 of the gaming machine unit 1 with the reception time data, the player identification information, and the gaming machine unit identification information. (Step T20).
- the control unit 52 determines whether or not the game is over (step T21). The determination of the end of the game may be performed in the same manner as the processing in the hall conserver 60 (step S23), or the result of the processing in the hall conserver 60 may be referred to. If it is determined that the game has not ended, this subroutine ends. On the other hand, when determining that the game has ended, the control unit 52 performs a process of calculating the sales amount (step T22). Specifically, the control unit 52 calculates the sales amount based on the usage amount data in the sales related database 56 and the consumption number data and the payout number data in the game situation database 66 of the hall conserver 60 (step T22). .
- control unit 52 stores the sales amount data indicating the calculated sales amount in the sales related database 56 in association with the reception time data, the player identification information, and the gaming machine unit identification information (Step S52). (T23) This subroutine is terminated.
- the control unit 52 of the IC card server 50 analyzes the data received from the gaming machine unit 1 and stored in the hard disk 55 (data storage means). Functions as a means.
- FIG. 45 is a flowchart showing a subroutine of the correlation analysis process executed in step S4 of the base process in hall control server 60 shown in FIG. Note that the processing of steps S40 to S43 is given an order for convenience of explanation, but in the present invention, the processing of steps S40 to S43 can be executed at any time regardless of the order.
- the control unit 62 of the hall conserver 60 performs a new model analysis process (step S40).
- FIG. 46 is a flowchart showing a subroutine of new model analysis processing called and executed in step S40 in the correlation analysis processing shown in FIG.
- the control unit 62 of the hall conserver 60 determines whether or not a predetermined period has elapsed for each gaming machine unit 1 from the market launch date of the model (step S400).
- a predetermined period In the game information integration system IS, it is uniformly determined as a new model until a predetermined period elapses. However, this period is set to be very short, and it is determined whether or not all the gaming machine units 1 for which a predetermined period has elapsed from the market launch date fall under the new model.
- this invention is not limited to this example, For example, in determination of a new model, it is good also as not setting the condition about the elapsed period from a market launch date.
- the control unit 62 determines the customer base ratio of the model (step S401). Specifically, the control unit 62 determines, based on the customer demographic data stored in the member management database 76 of the member management server 70, the gaming machine unit 1 of that model at a predetermined time (for example, one day ago, one week ago, The ratio of customer base is calculated for players who have played a game from the date of introduction, market launch date, etc. to the present. Examples of the customer demographic ratio include a ratio of fixed customers to the whole, a ratio of current customers to the whole, a ratio of beginners to the whole, a ratio of fixed customers to current customers, and the like.
- the control unit 62 sets the attractive value of the new model based on the customer base ratio, the first hit time, the game time, and the continuity of the game (step S402).
- the customer base ratio for example, if there are many migrants and beginners, the attractiveness of the new model is high, and the attractiveness of the new model can be set by stepwise or numerical evaluation.
- the evaluation standard and the evaluation method of the attractive value of the new model based on the customer base ratio are not limited to this example.
- the first hit time is, for example, a period from the market launch date or the game store introduction date to the date when the player plays the game for the first time on the pachinko gaming machine 10 and can be calculated from the data stored in the game situation database 66 It is.
- the initial hitting time for example, the shorter the initial hitting time, the higher the attractiveness of the new model, so that the attractiveness of the new model can be set stepwise or numerically.
- the game time here, for example, one game time is used.
- a player generally has a novelty and a fresh feeling with respect to a new model, and it takes time to grasp a rule, so there is a possibility that a game time per game becomes long. Nevertheless, if the game time is short, there is a high possibility that it is already determined that the player is not interesting. Therefore, regarding the game time, the longer the game time is, the higher the attractiveness of the new model is, and the attractiveness of the new model can be set stepwise or numerically.
- the continuity of the game for example, the frequency (average value) of playing the game with the model is used, and the higher the frequency, the higher the continuity is evaluated.
- the continuity evaluation is an evaluation of the presence of a repeater, and the presence of a repeater is an index indicating that the new model is attractive. Therefore, with regard to the continuity of the game, for example, the higher the continuity, the higher the attractiveness of the new model, and the attractiveness of the new model can be set in a stepwise or numerical evaluation.
- step S402 the control unit 62 is assigned the gaming machine unit identification information associated with the new model identification flag set to ON among the data received from the gaming machine unit 1 and stored in the data storage means. It functions as a new model analysis processing means for analyzing data associated with the gaming machine unit identification information.
- step S403 determines whether or not the model satisfies the condition as a new model.
- the control unit 62 determines that the new model corresponds to the new model. Since the attractiveness has already been lost, it is determined that it does not fall under the new model.
- the control unit 62 functions as a new model condition determination unit that determines whether the model to be analyzed satisfies a predetermined new model condition based on the analysis result data.
- step S404 the control unit 62 sets the new model flag of the model to off (step S404), and ends this subroutine.
- step S404 the control unit 62 turns on the new model flag of the model.
- step S405 the control unit 62 functions as a new model identification flag setting unit that turns on / off the new model identification flag based on the result of determination by the new model condition determination unit.
- control unit 62 determines whether or not the in-store installed number is appropriate based on the number of customers for the gaming machine unit 1 of the model and the number of installed in the amusement store (step S406).
- the number of customers is large with respect to the number of installed units, there is a time zone in which the rate with customers reaches 100%, and it is assumed that a potential player is missed.
- the number of customers is small with respect to the number of installed units, it is assumed that the excessive number of installed units of the new model presses the number of installed units of other models.
- the range of the properly installed number is calculated based on the ratio of the number of customers to the number of installed units (rate with customers), and it is determined whether or not the installed number is included in the range of the properly installed number. For example, if the total number of gaming machines in the amusement store is 400 and the number of customers of the new model is 20, the range of the ratio of the appropriate installed number calculated from the ratio of the number of customers to the number of installed units (rate with customers) is 5.3 to 10%. It is determined whether the installation ratio is included in the range. At this time, based on the new model analysis result data as the analysis result by the new model analysis processing means, the control unit 62 is assigned the gaming machine unit identification information associated with the new model identification flag set to ON.
- the appropriate condition in the present embodiment is whether or not the installation ratio is included in the range of the ratio of the proper installation number calculated from the ratio of the number of customers to the number of installations. It is not limited to.
- step S407 If it is determined that the number of installation is appropriate (step S407, YES), this subroutine is terminated. On the other hand, if it is determined that the number of installations is not appropriate (step S407, NO), the installation ratio alarm flag is set on (O) to notify the alarm (step S408), and this subroutine is terminated. When the alarm flag is set, the employee management server 40 transmits data indicating that the installation ratio is not appropriate to the mobile terminal 41.
- FIG. 47 is a flowchart showing a sub-routine of the customer segment analysis process that is called and executed in step S41 in the correlation analysis process shown in FIG.
- the control unit 62 of the hall control server 60 calculates the average usage amount based on the usage amount data stored in the sales management database 56 of the IC card server 50 (step S410).
- the control unit 62 calculates the average game time based on the game time data stored in the game situation database 66 (step S411).
- the control unit 62 calculates the average store visit frequency based on the data stored in the game situation database 66 (step S412).
- the average store visit frequency is handled as the average game frequency when the predetermined reference unit is a gaming machine or a model.
- the control unit 62 calculates an average loss amount based on the sales amount data stored in the sales management database 56 of the IC card server 50 (step S413).
- the data calculated in steps S410 to S413 is stored in the member management database 76 of the member management server 70.
- the average usage amount, the average game time, the average game frequency, and the average loss amount correspond to the game tendency parameters in the present invention.
- the game tendency parameter is not limited to this example, and includes, for example, at least one statistical value or cumulative value of a used amount, a gaming time, a gaming frequency, and a lost amount.
- the control unit 62 determines a predetermined reference unit for a player to which the player identification information is assigned based on data stored in the data storage means in association with one player identification information. It functions as a game tendency parameter calculating means for calculating a game tendency parameter indicating a winning game tendency.
- the control unit 62 determines the customer base based on the calculated data (step S414).
- three customer segments are set: fixed customers, flow customers, and beginners.
- the three customers have different game trends.
- Fixed customers for example, have high average spending amount, average game time, and average store visit frequency.
- the average customer spending and the average game time vary and the average visit frequency is low.
- a beginner has a low average spending amount, a short average game time, and a low average visit frequency, but the average loss amount varies.
- the data calculated in steps S410 to S413 is subjected to numerical or stepwise evaluation based on such a tendency to determine the customer base.
- it may be determined that the customer is a fixed customer when the member is registered (player data is recorded).
- step S414 the control unit 62 functions as a customer segment discriminating unit that discriminates the customer segment of the player assigned the player identification information based on the game tendency parameter.
- standard which performs numerical or stepwise evaluation.
- numerical or stepwise evaluation criteria may be used depending on whether the player is male or female.
- the control unit 62 stores the obtained customer demographic data in the member management database 76 of the member management server 70 (step S415). Thereafter, this subroutine is terminated.
- step S42 the control unit 62 performs sales analysis processing (step S42).
- FIG. 48 is a flowchart showing a subroutine of the sales analysis process that is called and executed in step S42 in the correlation analysis process shown in FIG.
- the control unit 62 calculates the business number of all hours (step S420).
- the control unit 62 calculates a business discount number at the service time (step S421). Thereafter, this subroutine is terminated.
- step S43 is a flowchart showing a subroutine of the machine analysis process that is called and executed in step S43 in the correlation analysis process shown in FIG.
- the control unit 62 of the hall conserver 60 analyzes the big hit bias (standard deviation) and the frequency (average value) based on the special prize occurrence signal and its reception time data (step S430).
- step S431 the control unit 62 analyzes the popularity information for each customer (step S431). Generate popularity information by customer. Unlike the other models, the new model may operate only with the element “new stand” regardless of the machine type and characteristics.
- this new model element is excluded when generating popularity information for each customer.
- data relating to a new type of gaming machine unit is not used for generating popularity information for each customer. That is, the customer-specific popularity information calculates parameters such as an average usage amount, an average gaming time, an average gaming frequency, and an average profit amount from the store side, for each gaming machine (gaming machine identification information).
- the popularity information for each customer is set by stepwise or numerical evaluation of these parameters.
- control unit 62 is based on the data on sales and operation stored in the sales management database 56 of the IC card server 50, the data on the big hit bias and frequency calculated in step S430, and the popularity information by customer. Then, the machine type and characteristics are analyzed (step S432). Subsequently, the operation rate of the machine is analyzed (step S433). In the game information integration system IS, the operation rate (%) is calculated by (consumption number / (absolute out number per hour ⁇ business hours)) ⁇ 100. Thereafter, this subroutine is terminated.
- the control unit 62 of the hall conserver 60 functions as an analysis processing means for analyzing the data received from the gaming machine unit 1 and stored in the hard disk 65 (data storage means). .
- step S44 the control unit 62 performs stability determination processing (step S44).
- the determination of the stability is performed using a comparison table in which at least the stability, the business division number, and the numerical stability are associated with each other.
- a plurality of comparison tables are stored in the hard disk 65 of the hall conserver 60 according to, for example, a model, a format, a game shop, and the like. Further, in the determination of the stability, an input of the profit / loss break-off rate may be accepted from the game store side in advance.
- FIG. 50 is a diagram showing an example of a gaming machine comparison table for determining stability.
- the break-even rate of the game store is set to 13.5%.
- the stability is set in association with the operating rate and the business rate. For example, if the occupancy rate is less than 30% and the business rate is 11% or less, the customer's admission is poor and no profit is obtained, so the stability evaluation is negative ( ⁇ 30). In addition, if the occupancy rate is less than 30% and the business rate is 18% or more, it is assumed that there is too much revenue and the customer is leaving, so the stability evaluation is negative (-30) It becomes.
- the stability is negative ( ⁇ 10). If the occupancy rate is 110% or more and the business rate is 18% or more, since customers are well-earned and profits are obtained, the stability evaluation is positive (40). However, since this state does not last for a long time, continuous monitoring is required. Note that the stability may be set to be negative when both the operation rate and the business rate are high.
- FIG. 51 is a diagram illustrating an example of a game shop comparison table for determining stability. Since the comparison table of FIG. 51 is used for evaluating the stability of the amusement store, the number of business deals below the break-even percentage is not allowed regardless of the operation rate. Therefore, when the business division is less than 13.5, the stability evaluation is negative. In addition, as a whole amusement store, sales at a rate far exceeding the break-even rate is not preferable from the viewpoint of increasing and securing fixed customers. Therefore, when the business rate is 160% or more, the stability evaluation is negative.
- the business percent is 13.5 percent or more and less than 160 percent, the business percent itself is stable, but if the occupancy rate is low, it cannot be said that management is stable. Negative. As shown in FIGS. 50 and 51, the evaluation of the stability differs depending on the object. Therefore, for example, when the stability of the entire game store is determined and the stability evaluation result is negative, the stability of each game machine, model or type is determined, and the stability of the entire game store is It is also possible to use the evaluation of the stability of the game store and the pachinko gaming machine 10 together, such as investigating the cause of the minus.
- step S44 the control unit 62 of the hall conserver 60 functions as a stability determination unit that determines the stability per predetermined reference unit based on the analysis result data indicating the result of the data analysis and the comparison table. .
- the stability determination means compares the analysis result data not including analysis result data related to the gaming machine unit to which the gaming machine unit identification information associated with the new model identification flag set to on is included.
- the stability per predetermined reference unit is determined based on the table.
- the present invention is not limited to this example, and may include data relating to a new model.
- the analysis result data includes divisor data related to the divisor and operation data related to the operating rate.
- the divisor and operating rate are associated with the quantified stability.
- the stability determination means numerically determines the stability per predetermined reference unit based on the division data, the operation data, and the comparison table.
- FIG. 52 is a flowchart showing a subroutine of determination processing that is called and executed in step S6 of the base processing in the hall conserver 60 shown in FIG.
- the control unit 62 first performs a target sales discount determination process (step S60).
- the process in step S60 is performed on the game shop or each model or type of pachinko gaming machine 10 (or each pachinko gaming machine 10).
- the target sales discount it is possible to provide an objective index when changing the setting.
- the pachinko gaming machine 10 of a model or type having a high operating rate and a low business rate may be able to increase the business rate by making the settings strict in order to increase stability.
- the pachinko gaming machine 10 of a model or type having a low operating rate and a high business rate may be able to increase the operating rate by loosening the setting in order to increase stability.
- the control unit 62 calculates a target split for calculating a target split per predetermined reference unit based on the analysis result data indicating the analysis result and / or the stability determined by the stability determination unit. Functions as a means.
- step S61 determines whether or not the number of fixed customers has decreased.
- the customer segment is determined in the customer segment analysis process (see FIG. 47).
- step S61 it is determined whether the number of fixed customers has decreased as a result of the customer segment analysis process. If the number of fixed customers has not decreased, this subroutine is terminated. On the other hand, if the number of fixed customers has decreased, an alarm is generated by setting the fixed customer number alarm flag to ON (O) in the determination result database (see FIG. 36). Information is given (step S62), and this subroutine is terminated.
- the hall conserver 60 functions as analysis processing means, and processes (A) to (C), processes (D) and (E), processes (F) to (H), processes (I), (J) and processes (K) to (M) can be executed. Note that the processing (A) to processing (M) have already been described with reference to FIGS. 1 to 20, and thus description thereof is omitted here.
- the game information integration system used when actually collecting data is a system installed across a plurality of game stores, and the game information integration system IS of each game store is connected by a network.
- a game information integrated system IS of a plurality of game stores connected to the network is referred to as a game information integrated network system INS.
- data of each game information integrated system IS is collected and processed by any of the servers 40 to 90 (for example, the hall conserver 60) of each game information integrated system IS.
- the collected data is stored in association with the identification information of the game store, and the data collection source can be identified.
- the game information integrated network system INS stores item data indicating the location, regional attributes, and the like for each game store, and data can be extracted and rearranged (sorted) based on each item data. it can.
- the data indicating the location for example, data indicating a prefecture name, a municipality name, and the like can be given.
- examples of data indicating regional attributes include data indicating residential areas, roadsides, station squares, downtown areas, and the like.
- the data was collected for 14 days from the date when the model A gaming machine was installed. That is, the model A is a so-called new model.
- the tables shown in FIGS. 53 to 61 do not include data whose operating time is less than 10 hours due to shortened sales, and data of stores whose store operating number is 5000 or less.
- FIG. 53 is a table showing the operating conditions (overall) of the introduced stores by region.
- the data shown in FIG. 53 includes data collected by the game information integrated network system INS.
- the store average operation is an average value of the average stand operation (the number of game media consumed per game machine) of all models in each store.
- Model A average operation is the average value of model A average table operation at each store.
- the store operation deviation rate indicates the ratio of the average stand operation of the model A to the average stand operation of all models.
- the stand sales are sales per gaming machine.
- the gross profit is the gross profit per gaming machine.
- the coin unit price is a unit price of the game medium.
- the gross margin (%) is (unit gross margin / unit sales) ⁇ 100.
- FIG. 54 is a table showing the operation status (residential area) of the introduction store by region.
- FIG. 55 is a table showing an example of operation results by store in a residential area.
- the data shown in FIG. 54 is data of the game information integration system IS of the game store in which “residential area” is set as the regional attribute among the data collected by the game information integration network system INS.
- the data shown in FIG. 55 is data collected by the game information integration system IS of the store W in which “residential area” is set as the regional attribute.
- the data shown in FIG. 54 is obtained by collecting data of each store as shown in FIG.
- FIG. 56 is a table showing the introduction store operating status (roadside) by region.
- FIG. 57 is a table showing an example of operation results for each roadside store.
- the data shown in FIG. 56 is data of the game information integration system IS of the game store in which “roadside” is set as the regional attribute among the data collected by the game information integration network system INS.
- the data shown in FIG. 57 is data collected by the game information integration system IS of the store X in which “roadside” is set as the regional attribute.
- the data shown in FIG. 56 is a summary of the data of each store as shown in FIG.
- FIG. 58 is a table showing the operating status (in front of the station) of the in-store shop by region.
- FIG. 59 is a table showing an example of the operation results for each store in front of the station.
- the data shown in FIG. 58 is data of the game information integration system IS of the game store in which “Ekimae” is set as the regional attribute among the data collected by the game information integration network system INS.
- the data shown in FIG. 59 is data collected by the game information integration system IS of the store Y in which “station front” is set as the regional attribute.
- the data shown in FIG. 58 is a summary of the data of each store as shown in FIG.
- FIG. 60 is a table showing the operating conditions (business districts) of introduced stores by region.
- FIG. 61 is a table showing an example of operation results by store in the downtown area.
- the data shown in FIG. 60 is data of the game information integration system IS of the game store in which “business district” is set as the regional attribute among the data collected by the game information integration network system INS.
- the data shown in FIG. 59 is data collected by the game information integration system IS of the store Z in which “business district” is set as the regional attribute.
- the data shown in FIG. 60 is obtained by tabulating data of each store as shown in FIG.
- the store average operation at the store in front of the station (FIG. 58) is lower than stores with other regional attributes, or the store average of the new model (model A) in the downtown area (FIG. 60).
- High operation can be understood as a qualitative feeling.
- it is difficult to determine the management policy of the amusement store because the qualitative sense of the amusement store manager alone is lacking in quantitative information, and there is also a risk that the management based on the sense of the amusement store manager will not be successful. is there.
- FIG. 54, FIG. 56, FIG. 58 and FIG. 60 for example, how much the store average operation in stores in front of the station is lower than stores with other regional attributes, and new models in downtown areas. It is possible to quantitatively evaluate how high the average store operation is. Moreover, since these data are not based on theoretical values but are actually measured values, the reliability is high.
- FIG. 62 is a graph showing the distribution ratio of the setting values of the gaming machines
- FIG. 63 is a graph showing the distribution of the business percents at the gaming stores.
- the set value of the gaming machine is a value that is determined stepwise by, for example, the probability of occurrence of a bonus game (probability of winning a jackpot). Usually, the higher the set value, the higher the probability of occurrence of a bonus game. This set value is also an important factor that affects the characteristics of the gaming machine.
- data indicating a set value is stored in association with the gaming machine unit identification information.
- the graph shown in FIG. 62 is obtained by collecting data indicating the set values.
- the graph shown in FIG. 63 is a graph showing the distribution of the sales discount for model A. In the gaming information integration system IS, it is possible to calculate the sales discount for each gaming machine unit 1 and store data indicating the sales discount for each gaming machine unit 1 in association with the gaming machine identification information.
- the fluctuation trend continuous period is a series of periods in which either one of the increasing tendency or the decreasing tendency of the difference number continues, and the absolute value of the difference number in the entire period is equal to or greater than a predetermined reference value.
- the fluctuation tendency (increase tendency or decrease tendency) of the difference number means a fluctuation tendency for every predetermined period, and the period here includes a period based on time and a period based on a game. For example, when the fluctuation tendency is judged every 10 games, the difference number of the first 4 games is positive, and even if the difference number of the remaining 6 games is negative, the difference number as a whole of 10 games is positive. If so, the fluctuation trend is judged to be positive.
- the transition to the normal gaming state and a specific period in the normal gaming state may be included in a series of periods. That is, when two periods of increasing trend are adjacent to each other via a specific period or a decreasing tendency of the number of games, a combination of two increasing periods and one decreasing period may be used as a series of periods. Good. Also, two periods of increasing trend may be a series of periods except for one period of decreasing trend.
- the whole period which is the absolute value of the difference in the whole period, refers to the whole series of periods.
- the predetermined reference value is not particularly limited and can be set individually at the game store. For example, in the case of a pachislot gaming device, 500 medals can be cited.
- the fluctuation trend continuous period defined as described above is a period that gives a strong impression to the player. This fact indicates that when a player tells the result of a game to another person, for example, “a bonus game has not been played for more than one hour” or “a bonus game has continued for a long time”, for example, It can be understood from the fact that many people speak as a standard. In other words, the player is consciously or unconsciously analyzing and evaluating the gaming machine using the continuous period of fluctuation tendency. However, this analysis is merely a sensory analysis / evaluation of the individual player, and it has been difficult for the game store side to grasp this analysis.
- the present invention obtains the results of the individual sensory analysis of the player more quantitatively and objectively, and analyzes and evaluates the gaming machine with a sense closer to the player.
- FIG. 64 is a flowchart showing the fluctuation trend continuous period extraction process (1) executed in the hall conserver shown in FIG.
- This process is a process that is executed when, for example, an administrator of a game store or the like inputs an instruction regarding extraction of a continuous trend trend period.
- FIG. 65 (a) is a slump graph when a series of periods in which either one of the increasing tendency or decreasing tendency of the difference number is continuous is extracted, and (b) is a fluctuation from the slump graph shown in (a). It is a slump graph when a tendency continuous period is extracted.
- the control unit 62 functions as an analysis processing means.
- the control unit 62 of the hall control server 60 aggregates data for one gaming machine unit 1 based on the data stored in the game situation database 66 (see FIG. 34B) (step S1001).
- the aggregation of data here corresponds to plotting a slump graph, but it is not always necessary to plot the slump graph on the display. For example, a difference number for each predetermined period is calculated, and a process of calculating a plurality of XY coordinates (X coordinate: time or number of games, Y coordinate: difference number) based on the relationship between the period and the difference number is performed. This is a process corresponding to data aggregation in step S1001.
- step S1001 data capable of plotting the slump graph SG shown in FIG. 65A is generated.
- the control unit 62 of the hall conserver 60 extracts from the slump graph SG a series of periods in which one of the increasing tendency or decreasing tendency of the difference number continues (step S1002).
- IP 1 to IP 5 are a series of periods in which the increasing tendency of the difference number continues
- DP 1 to DP 4 are decreasing tendency of the difference number. It is a series of consecutive periods.
- the slump graph SG virtually obtained by the process of step S1001 includes a series of periods IP and DP.
- step S1002 a series of periods IP and DP are extracted.
- the control unit 62 of the hall conserver 60 selects a series of periods (variations in which the absolute value of the difference in the whole period is equal to or greater than a predetermined reference value from the series of periods IP and DP extracted in step S1002.
- the trend continuous period CP) is extracted (step S1003). For example, among the series of periods IP 1 to IP 5 and DP 1 to DP 4 shown in FIG. 65 (a), a period in which the absolute value of the difference is equal to or greater than a predetermined reference value (for example, 500 medals) is extracted.
- the fluctuation trend continuous periods CP 1 to CP 5 are assumed.
- the control unit 62 functions as a fluctuation trend continuous period extracting means.
- the control unit 62 of the hall conserver 60 stores the information regarding the fluctuation trend continuous period extracted in step S1003 in the hard disk 65 in association with the gaming machine unit identification information (step S1004).
- the information on the continuous trend trend period is not particularly limited.
- the length of the trend trend continuous period time and / or the number of games
- the difference number in the trend trend continuous period and the occurrence of the trend trend continuous period. Examples include time and end time.
- control unit 62 of the hall conserver 60 displays information related to the fluctuation trend continuous period based on the information related to the fluctuation trend continuous period stored in the hard disk 65 (step S1005).
- the display of the information regarding the fluctuation trend continuous period may be performed on a display (not shown) connected to the hall conserver 60, and the display target is not particularly limited. Thereafter, this process is terminated.
- FIG. 66 is a flowchart showing the fluctuation trend continuous period extraction process (2) executed in the hall conserver shown in FIG.
- FIG. 67A is a slump graph when the period of the normal gaming state, the period of the bonus game, and the period in which the bonus game and the gaming state different from the normal gaming state following the bonus game are extracted
- b) is a slump graph when a fluctuation trend continuous period is extracted from the slump graph shown in (a).
- control unit 62 of the hall control server 60 aggregates data for one gaming machine unit 1 based on the data described in the game situation database 66 (see FIG. 34B) (step S1011). Since this process is the same as the process in step S1001 shown in FIG. 64, a description thereof is omitted here.
- the control unit 62 of the hall conserver 60 extracts a normal gaming state period, a bonus game period, and a post-bonus non-normal gaming state period from the slump graph SG (step S1012).
- the period of the normal gaming state corresponds to a series of periods in which the decreasing tendency of the difference number continues.
- the period of the bonus game corresponds to a series of periods in which the number of differences increases.
- the post-bonus non-normal gaming state corresponds to a series of periods in which the number of differences increases.
- NP 1 to NP 3 are periods in the normal gaming state
- BP 1 to BP 4 are periods in the bonus game
- EP 1 and EP 3 are periods in the non-normal gaming state after bonus.
- Normal game state NP 2 in the slump graph SG, but not a series of periods that either has continuous increase or decrease of the difference numbers, which is used to calculate the difference numbers in the slump graph SG This is due to the relatively short period.
- normal gaming state NP 2 is a series of periods that downward trend has consecutive difference number.
- the control unit 62 of the hall conserver 60 merges the post-bonus non-normal gaming state period with the bonus game period (step S1013).
- the post-bonus non-normal gaming state EP 1 among the series of periods BP 1 to BP 4 , EP 1 , EP 3 , NP 1 to NP 3 extracted in step S1013, EP 3 is merged with the bonus games BP 1 and BP 3 generated before that.
- the control unit 62 of the hall conserver 60 merges adjacent bonus game periods with an interval equal to or less than a specific period or the number of games (step S1014).
- the bonus game period BP 1 + EP 1 and the bonus game period BP 2 are adjacent to each other with the normal gaming state NP 1 in between.
- the bonus game period BP 2 and the bonus game period BP 3 + EP 3 are adjacent to each other with the normal gaming state NP 2 interposed therebetween.
- the bonus game period BP 3 + EP 3 and the bonus game period BP 4 are adjacent to each other across the normal gaming state NP 3 .
- the control unit 62 merges the bonus game period BP 1 + EP 1 , the normal gaming state NP 1, and the bonus game period BP 2 . Further, the control unit 62 merges the bonus game period BP 3 + EP 3 , the normal gaming state NP 3, and the bonus game period BP 4 .
- the slump graph SG is divided into a bonus game period BP 1 + EP 1 + NP 1 + BP 2 , a normal gaming state period NP 2, and a bonus game period BP 3 + EP 3 + NP 3 + BP 4.
- the control unit 62 of the hall conserver 60 sets a series of periods (variation tendency continuous periods) in which the absolute value of the difference in the whole period is equal to or greater than a predetermined reference value among the periods obtained by the processing up to step S1014.
- CP is extracted (step S1015). For example, since the absolute value of the difference number has reached the predetermined reference value for the period BP 1 + EP 1 + NP 1 + BP 2 , NP 2 , BP 3 + EP 3 + NP 3 + BP 4 obtained by the processing up to step S1014 As shown in the slump graph SG ′ shown in FIG. 67 (b), the fluctuation trend continuous periods CP 1 to CP 3 are extracted.
- the control unit 62 functions as a fluctuation trend continuous period extraction unit.
- the control unit 62 of the hall conserver 60 stores the information regarding the fluctuation trend continuous period extracted in step S1015 in the hard disk 65 in association with the gaming machine unit identification information (step S1016).
- the information on the continuous trend trend period is not particularly limited. For example, the length of the trend trend continuous period (time and / or the number of games), the difference number in the trend trend continuous period, and the occurrence of the trend trend continuous period. Examples include time and end time.
- the fluctuation trend continuous period is a bonus game period
- information relating to the fluctuation trend continuous period is further included as information relating to the period included in the fluctuation trend continuous period (presence / absence of non-normal gaming state after bonus, normal gaming state) Or the like) may be stored.
- control unit 62 of the hall conserver 60 displays information related to the fluctuation trend continuous period based on the information related to the fluctuation trend continuous period stored in the hard disk 65 (step S1017). Thereafter, this process is terminated.
- FIG. 68 is a graph showing the distribution of fluctuation trend continuous periods (catamari) appearance in the gaming machines of model A (all of settings 1 to 6).
- FIG. 69 is a graph showing a fluctuation trend continuous period appearance distribution in a gaming machine of model A (setting 1).
- FIG. 70 is a graph showing a fluctuation trend continuous period appearance distribution in a gaming machine of model A (setting 2).
- FIG. 71 is a graph showing the fluctuation trend continuous period appearance distribution in the gaming machine of model A (setting 3).
- FIG. 72 is a graph showing the fluctuation trend continuous period appearance distribution in the gaming machine of model A (setting 4).
- FIG. 73 is a graph showing a fluctuation trend continuous period appearance distribution in a gaming machine of model A (setting 5).
- FIG. 74 is a graph showing the fluctuation trend continuous period appearance distribution in the gaming machine of model A (setting 6).
- the fluctuation trend between suction (when the difference number is negative) and discharge (when the difference number is positive) is continuous.
- the distribution of the period is substantially the same, and the catamari with the difference number of 500 to 999 is the largest.
- the distribution in the graph shown in FIG. 68 is obtained by collecting the data in the graphs shown in FIGS.
- the distribution of the variation trend continuous period is different for each set value. Specifically, as the set value increases, the number of discharge trend continuous periods increases.
- FIG. 75 is a graph showing the fluctuation trend continuous period appearance distribution in the gaming machines of model B (all of settings 1 to 6).
- FIG. 76 is a graph showing a fluctuation trend continuous period appearance distribution in a gaming machine of model C (all of settings 1 to 6).
- FIG. 77 is a graph showing the fluctuation trend continuous period appearance distribution in the gaming machines of model D (all of settings 1 to 6).
- FIG. 78 is a graph showing the fluctuation trend continuous period appearance distribution in the gaming machines of model E (all of settings 1 to 6).
- FIG. 79 is a graph showing a fluctuation trend continuous period appearance distribution in a gaming machine of model F (all of settings 1 to 6).
- the model B has a continuous period of fluctuation tendency of suction more than the model A.
- the discharge fluctuation trend continuous period having a difference number of 3000 or more is large.
- the model D it is difficult for a continuous period with a large fluctuation tendency to occur.
- the model E a fluctuation trend continuous period with a large difference tends to occur.
- the model F it is difficult for the continuous trend period of the suction with a large difference to occur, but the continuous trend period of the suction with a small difference tends to occur.
- the game information integration system IS it is possible to grasp not only qualitatively but quantitatively the characteristics of the above-described models by analyzing the fluctuation trend continuous period. Therefore, in the game store, for example, when a game machine of model F is popular, it is possible to introduce a model having characteristics similar to model F when a new model is introduced in the future. So far, the fluctuation trend continuous period has been described, but the characteristic analysis of the gaming machine in the present invention is not limited to the extraction of the fluctuation trend continuous period, and examples thereof include analysis of a fluctuation pattern.
- FIG. 80 is a flowchart showing variation pattern data analysis processing executed in the hall conserver shown in FIG. 81 (a) and 81 (b) are slump graphs in the gaming machine, respectively.
- FIG. 82 is a table showing slump graph waveform types.
- the control unit 62 of the hall control server 60 aggregates data for one gaming machine unit 1 based on the data stored in the game situation database 66 (see FIG. 34B) (step S1021).
- This process corresponds to step S1001 of the process shown in FIG.
- the vertical axis indicates the number of differences and the horizontal axis indicates the number of games.
- Such a slump graph itself is a conventionally known one.
- the control unit 62 generates variation pattern data based on the slump graph obtained in step S1021 (step S1022).
- the variation pattern data is data for comparison with sample data to be described later. That is, the slump graph obtained in step S1021 has a problem that, for example, the length (period) is not limited, and it is difficult to compare with the sample data as it is. Therefore, in step S1022, a plurality of variation pattern data that can be compared with the sample data is generated from one slump graph. At this time, the control unit 62 functions as a pattern data generating unit.
- control unit 62 compares the variation pattern data generated in step S1022 with the sample data stored in advance in the hard disk 65 (step S1023).
- the sample data shown in FIG. 82 shows the waveform of the slump graph in a predetermined period, and as shown in FIG. 82, the nine types of waveform indicate different types of waveforms.
- the waveform types are classified into three types, class A, class B, and class C.
- Class A is a waveform pattern in which the number of differences varies in small increments.
- Class B is a waveform pattern in which the difference number varies so as to draw a relatively large wave.
- Class C is a linear waveform pattern.
- the period or the number of games is set for the waveform pattern in each waveform type.
- Class A the change of the fluctuation tendency in the period or the number of games is relatively large.
- Class B the change of the fluctuation tendency in the period or the number of games is relatively small.
- Class C there is no change in the fluctuation tendency in the period or the number of games, and it is continuous.
- the change of the fluctuation tendency here refers to switching of an increase tendency and a decrease tendency. It does not indicate a change in the degree of trend within the same trend.
- a to C are further classified into the following three types, and are classified into nine as a whole.
- Type 1 indicates a state without fluctuation (including a case where the whole does not change while repeating an increasing tendency and a decreasing tendency).
- Type 2 shows an increasing tendency (including the case of increasing as a whole while repeating an increasing tendency and a decreasing tendency).
- Type 3 shows a decreasing tendency (including a case where the whole decreases while repeating an increasing tendency and a decreasing tendency).
- the above-described variation pattern is used as a sample pattern, and an actual variation pattern is evaluated.
- the sample pattern is stored as sample data, for example, in the hard disk 65 of the hall conserver 60 in the game information integration system IS.
- the names A to C and 1 to 3 are types, and the type data indicating the types is also stored in the hard disk 65 in association with the sample data.
- step S1023 when the variation pattern is compared with the sample pattern, specifically, for example, the overall variation trend is no change (1 type), an increasing trend (2 type), or a decreasing trend. Whether it falls under (Class 3), and the number of repetitions of increasing and decreasing trends is none (C), 1 to 4 times (Class B), 5 times or more (Class A) A comparison is made by paying attention to whether it is applicable.
- control unit 62 extracts a sample pattern that is most similar to the variation pattern (step S1024).
- a plurality of variation patterns are generated from one slump graph SG, and each variation pattern is compared with a sample pattern. Accordingly, in step S1024, a plurality of sample patterns are extracted for one slump graph SG. At this time, the control unit 62 functions as sample data extraction means.
- the control unit 62 stores the sample pattern type data in association with the gaming machine unit identification information (step S1025).
- a plurality of type data is associated with the gaming machine unit identification information.
- the type data associated with the gaming machine unit identification information and the number thereof are stored, such as 10 for A1 and 5 for A2.
- the variation pattern data as the actual measurement data may be stored in the hard disk 65 as the sample data.
- control unit 62 outputs a type based on the type data stored in the hard disk 65 (step S1026). At this time, the control unit 62 functions as a type output unit. Thereafter, this process is terminated.
- FIG. 83 is a graph showing the analysis by waveform type in the gaming machine of model A.
- the variation pattern is relatively a type B3 (a waveform that decreases as a whole while repeating an increasing tendency and a decreasing tendency so as to draw a relatively large wave).
- type B3 a waveform that decreases as a whole while repeating an increasing tendency and a decreasing tendency so as to draw a relatively large wave.
- type C1 waveform having no linear variation
- the model A has a decreasing tendency more than an increasing tendency.
- the game information integration system IS it is possible to grasp not only qualitatively but also quantitatively the characteristics of the above-described models by analyzing the waveform fluctuation pattern. Therefore, in the game store, for example, when a game machine of model F is popular, it is possible to introduce a model having characteristics similar to model F when a new model is introduced in the future.
- the case of analyzing the waveform fluctuation pattern has been described.
- the fluctuation pattern is not limited to the waveform fluctuation pattern, and examples thereof include an appearance pattern of a fluctuation trend continuous period. be able to.
- an appearance interval can be mentioned.
- FIG. 84 is a table showing data relating to the number of players, the winning percentage, etc. in the store ⁇ .
- various data including the number of players and the winning percentage can be obtained smoothly and accurately.
- the weather, temperature, etc. may be manually input by an administrator of the amusement store, or may be automatically input via the Internet or the like.
- the data shown in FIG. 84 can be automatically acquired and generated, and the data can be processed and aggregated as shown in FIGS. 85 to 86, for example.
- FIG. 85 is a graph showing data on the average number of exchanged medals at the store ⁇ . This graph shows the average number of exchange medals per player.
- FIG. 86 is a graph showing the number of medals exchanged for each elapsed date at the store ⁇ . This graph shows the average number of exchanged medals per player for each predetermined range, with the players divided into predetermined ranges according to the number of exchanged medals.
- FIG. 87 is a graph showing the daily (first day) medal exchange number distribution at the store ⁇ .
- FIG. 88 is a graph showing the distribution of the number of medals exchanged by day (last day) at the store ⁇ .
- the first day refers to the day when data acquisition is started by the game information integration system IS.
- the model A is installed as a new model.
- the last day is 14 days after the start of data acquisition.
- the first day is more than the last day for the number of exchanged per player. According to the game information integration system IS, such a tendency can be grasped quantitatively.
- FIG. 89 is a graph showing the ratio of the number of exchange medals for each model at the store ⁇ .
- the game information integration system IS it is also possible to tabulate the ratio of exchange medals per player for each model.
- FIG. 90 is a graph showing the player spending amount status by elapsed date at the store ⁇ . This graph shows the average usage amount per player.
- FIG. 91 is a graph showing the usage amount ratio for each elapsed date at the store ⁇ . This graph classifies the players in a predetermined range according to the usage amount, and shows the average usage amount per player for each predetermined range.
- FIG. 92 is a graph showing the player spending amount by day (first day) at the store ⁇ .
- FIG. 93 is a graph showing the player spending amount by day (last day) at the store ⁇ .
- the first day is more than the last day for the amount of money used per player. According to the game information integration system IS, such a tendency can be grasped quantitatively.
- the game information integrated system IS can be constructed by applying the game information integrated system IS to a plurality of other stores and connecting the game information integrated systems IS via a network.
- FIG. 94 is a table showing data relating to the number of players, the winning percentage, etc. in the store ⁇ .
- FIG. 95 is a table showing data relating to the number of players, the winning percentage, etc. in the store ⁇ .
- FIG. 96 is a table showing data relating to the number of players, the winning percentage, etc. in the store ⁇ .
- FIG. 97 is a table showing data relating to the number of players, winning percentage, etc. at the store ⁇ .
- the store ⁇ is located in a shopping district with a university nearby.
- the store ⁇ is located on the roadside.
- the store ⁇ is located in a downtown area near the station.
- the store ⁇ is located in a residential area.
- the game information integrated system IS of each store ⁇ to ⁇ is connected by a network, and the game information integrated network system INS is constructed, so that quantitative and objective data between game stores having different regional attributes can be obtained. Comparison is possible.
- the data output from the gaming machine unit 1 stores reception time data, player identification information, and gaming machine unit identification information in association with each other. Accordingly, by storing customer demographic information in association with the player identification information, for example, data analysis for each player's game time, data analysis for each player's age group, data analysis for each player's gender, Data analysis for each attribute (customer segment) can be performed.
- FIGS. 98 (a) to (d) are pie charts showing the game time per player for each day (first to fourth days).
- 99 (a) to 99 (d) are pie charts showing the game time per player for each day (fifth to eighth days).
- FIGS. 100 (a) to 100 (d) are pie charts showing the age groups of the players for each day (first to fourth days).
- FIGS. 101 (a) to 101 (d) are pie charts showing the age groups of the players for each day (fifth to eighth days).
- FIGS. 102 (a) to (d) are pie charts showing the gender of the players for each day (first to fourth days).
- FIGS. 103 (a) to 103 (d) are pie charts showing the gender of the players for each day (fifth to eighth days).
- 104 (a) to 104 (d) are pie charts showing the attributes of the players for each day (first to fourth days).
- 105 (a) to 105 (d) are pie charts showing the attributes of the players for each day (5th to 8th days).
- amusement stores can, for example, determine that 10 players who are considered to be highly happy are coming to the store at a peak during the day. If it is possible to grasp the situation, it is possible to carry out a store operation in which the loss is suppressed as much as possible, such as introducing ten game machines of a model with a high appearance probability of a fluctuation trend continuous period with a large difference.
- Amusement store managers usually know the trends and trends of the industry as a whole, but the information that they know about their own amusement stores is not multi-faceted statistical data. Therefore, for example, when deciding whether to introduce a new model, the number of new models to be introduced, the timing of removal of gaming machines, the adjustment of the number of gaming machines for each model, the setting value distribution setting, etc. You have to rely on qualitative or sensory information. In such a situation, grasping the trends and trends of the industry as a whole may have a negative effect. For example, if a gaming machine that is a sequel to the series that is very popular in the gaming machine industry and has been evaluated as an excellent machine that is prevalent in the world, The company wants to recover sales by introducing a large amount of.
- the present invention collects and provides quantitative and objective data in order to eliminate such a possibility as much as possible.
- Player identity determination As described above, it is possible to collect and provide quantitative and objective data by analyzing a player, but some players may want their information to be known to the game store. There may not be. A player who does not want his / her information to be known to the game store may not register as a member, and such a player often does not use a membership card or possess a membership card. Under such circumstances, if the player is identified only by the card possessed by the player, there are cases where accurate data cannot be collected in a strict sense. In the present invention, in order to prevent such a situation from occurring, at least the player is identified as having been changed.
- FIG. 106 is a flowchart showing a player identity determination process (1) executed by the gaming machine unit 1 and the hall conserver 60 shown in FIG.
- a CCD camera (not shown) as a photographing unit is connected to the control unit 11 of the pachinko gaming apparatus 10, and the CCD camera performs bidirectional data communication with the control unit 11. And is configured to operate according to an instruction from the control unit 11.
- the gaming machine unit 1 includes the pachinko gaming apparatus 10 will be described here
- the present invention is not limited to this example, and examples thereof include a pachislot gaming apparatus and a slot machine.
- the CCD camera as the photographing unit functions as a player identification information reading unit.
- the control unit 11 (sub-control unit 11b) of the pachinko gaming apparatus 10 determines whether or not a predetermined timing has been reached (step S1031).
- the predetermined timing include a timing at which a predetermined period (for example, 10 minutes) elapses, a timing at which an event in the game (winning, occurrence of a bonus game, etc.) occurs.
- step S1032 If it is not the predetermined timing, the process is returned to step S1031, while if it is the predetermined timing, the control unit 11 controls the CCD camera to photograph the player (step S1032).
- control unit 11 transmits the face data obtained in step S1032 to the hall conserver 60 together with the gaming machine unit identification information (step S1033), and returns the process to step S1031.
- the pachinko gaming apparatus 10 determines whether or not face data is included in the data obtained in step S1032, and if the face data is not included, transmission may not be performed. Also, before performing the process of step S1032, whether or not a player's face is present in the field of view of the CCD camera is determined from the acquired data of the standby state of the CCD camera. May not be taken.
- control unit 62 of the hall conserver 60 compares the face data received from the gaming machine unit 1 with the past face data stored in the hard disk 65 in association with the same gaming machine unit identification information (step). S1041).
- a conventionally known technique can be adopted as such a face data comparison technique.
- step S1042 determines whether or not the players are the same (step S1042). When it is determined that the players are the same, the player continues to play the game. In this case, the process returns to step S1041.
- the control unit 62 functions as a player identity determination means.
- step S1042 determines whether the players are not the same. If it is determined in step S1042 that the players are not the same, the control unit 62 stores the new face data received from the gaming machine unit 1 in association with the gaming machine unit identification information (step S1043). As a result, the game information integrated system IS recognizes that the player who plays the game in the gaming machine unit 1 is the player related to the new face data.
- control unit 62 compares the new face data with the face data group in the database of the hard disk 65 (step S1044).
- a conventionally known technique can also be adopted as the face data comparison technique here.
- control unit 62 determines whether or not face data relating to the same player as the new face data exists in the database in the hard disk 65 (step 1045).
- step S1045 If it is determined in step S1045 that face data relating to the same player is not present in the hard disk 65, the control unit 62 attaches new player identification information to the face data and stores the face data in the database in the hard disk 65. Store (step S1046). Thereby, player identification information is given to the player related to the face data received in step S1041. Thereafter, the process proceeds to step S1041.
- step S1045 If it is determined in step S1045 that the face data relating to the same player is in the hard disk 65, the control unit 62 adds the player identification information attached to the face data relating to the same player to the face data. Is attached to the database in the hard disk 65 (step S1047). As a result, the sample of face data received in step S1041 is added. Thereafter, the process proceeds to step S1041.
- the player identification information is attached to the face data so that the player's face (face data) is handled in the same manner as the player identification information. Even a non-going player can grasp the start and end of the game.
- FIG. 107 is a flowchart showing a player identity determination process (2) executed in the hall conserver 60 shown in FIG.
- the control unit 62 of the hall conserver 60 determines whether or not bonus end data attached with gaming machine unit identification information has been received from the gaming machine unit 1 (step S1051).
- the bonus end data is data output from the gaming machine unit 1 (pachinko gaming device 10) together with the gaming machine unit identification information of the gaming machine unit 1 at the end of the bonus game or at the end of the non-normal gaming state after the bonus. . After the bonus game end data is output, the gaming machine unit 1 starts the normal gaming state.
- step S1051 When it is determined in step S1051 that bonus end data has been received, the control unit 62 sets a timer in the memory 64 in association with the gaming machine unit identification information (step S1052). This timer is counted up according to, for example, the clock of the CPU 63.
- step S1053 If it is determined in step S1051 that a bonus end game has not been received, or if the process of step S1052 has been executed, whether or not exchange data with gaming machine unit identification information has been received from the gaming machine unit 1 Is determined (step S1053).
- the exchange data is data that is output together with the gaming machine unit identification information of the gaming machine unit 1 when the gaming medium is exchanged from the gaming machine unit 1 (sand device 20). If the game medium is exchanged, it is expected that the game will continue.
- step S1053 If it is determined in step S1053 that the exchange data has been received, the control unit 62 clears the timer set in the memory 64 (step S1054). If it is determined in step S1053 that the exchange data has not been received, or if the process of step S1054 is executed, the control unit 62 determines whether the timer of the memory 64 has reached a predetermined time (step S1055). .
- the control unit 62 replaces the player identification information associated with the gaming machine unit identification information with new player identification information (step S1056).
- step S1055 When it is determined in step S1055 that the timer has not reached the predetermined time, or when the process of step S1056 is executed, the control unit 62 receives bonus start data attached with gaming machine unit identification information from the gaming machine unit 1. Is determined (step S1057).
- the bonus start data is data that is output from the gaming machine unit 1 (pachinko gaming machine 10) together with the gaming machine unit identification information of the gaming machine unit 1 at the start of the bonus game.
- step S1057 If it is determined in step S1057 that bonus start data has been received, the normal gaming state has ended, and the control unit 62 clears the timer in the memory 64 (step S1058). If it is determined in step S1057 that bonus start data has not been received, or if the process of step S1058 has been executed, this process ends.
- the present invention can employ, for example, the process shown in FIG. 108 in addition to the process shown in FIG.
- FIG. 108 is a flowchart showing the player identity determination process (3) executed in the hall conserver 60 shown in FIG.
- the gaming machine unit 1 included in the gaming information integration system IS includes a pachislot gaming device (not shown) instead of the pachinko gaming device 10.
- the control unit 62 determines whether or not a credit start signal attached with gaming machine unit identification information has been received from the gaming machine unit 1 (step S1061).
- the credit start signal is a signal output when credit is started in the gaming machine unit 1 (pachislot gaming device). Normally, when a player plays a game in a pachislot gaming device, coins are inserted into the pachislot gaming device to obtain credits, and then coins are appropriately replenished so that the credit does not become zero until the game is finished. Therefore, if the credit increases from 0, it can be determined that the game has started.
- step S1061 If it is determined in step S1061 that a credit start signal has not been received, the process returns to step S1061. On the other hand, if it is determined in step S1061 that the credit start signal has been received, the control unit 62 uses the player identification information associated with the gaming machine unit identification information as a new player identification. The information is replaced (step S1062), and this process is terminated.
- the gaming machine unit 1 includes the pachinko gaming apparatus 10, the sand apparatus 20, and the individual counting apparatus 30 has been described, but the present invention is not limited to this example.
- the gaming machine unit may include a pachislot gaming device and a medal lending machine.
- the gaming machine unit may be a gaming machine.
- the data obtained by the game information integration system shown in FIGS. 1 to 20 below is output from the server or gaming machine unit to the outside via a wired or wireless communication line,
- the Example which shows the state which displayed the output data on the display screen is shown.
- display screen data is generated based on the data obtained from the analysis processing block as the analysis processing means shown in FIG. 1, and is connected via a communication line such as a personal computer (not shown) installed in the game hall or the Internet. It is explanatory drawing displayed on the display screen of a mobile telephone.
- the types of the four tabs are “home”, “realtime analytics”, and “past analytics (past data analysis)”. “Prediction analytics” is displayed, and the following output data can be displayed as an image by selecting four tabs with a pointer. And since this displayed image can be visually recognized by the game hall manager or operator in a state where the game hall situation can be visually visually confirmed, the experience of not being able to accurately grasp the game hall situation from numerical values, etc. Even low-level managers and operators can grasp the operation and management status of the amusement hall.
- the output data is provided from the following game information integration system. That is, the gaming information integration system has a basic configuration of a plurality of gaming machine units and a server that is communicably connected to each gaming machine unit.
- a game start or end data output means for outputting game start or end data for cumulatively monitoring the number of game executions by the server every time the game is executed by the game machine unit. ing.
- the server associates a communication interface for communicating with the gaming machine unit, the game start or end data output by the game start or end data output means, and reception time data indicating the reception time of the data. And storing in advance the map layout display image data of the game hall, the position information of each gaming machine unit displayed on the map layout display image, and data from the gaming machine unit, Data storage means for storing look-up data with identification information for each gaming machine unit included in the data, analysis processing means for analyzing the data received from the gaming machine unit and stored in the data storage means, and this analysis Output means for generating image data according to the result analyzed by the means and outputting the image data to the outside
- the analysis processing means generates a cumulative value of game start or end data for each gaming machine unit based on the data stored in the data storage means, and the output means outputs each map layout display image to be output.
- a process of outputting an image of a mark corresponding to the position information of the gaming machine unit as image data changed according to the accumulated value is executed.
- the slot machine is indicated by ⁇ , and referring to the table data associated with the color data that changes for each unit time unit, the color in ⁇ is selected according to the operation status calculated in real time. I try to change it.
- FIG. 109 generates a cumulative value of such game start or end data for each gaming machine unit, and the output means outputs an image of position information of each gaming machine unit in the map layout display image to be output as the cumulative value.
- the state in which the image data changed according to is displayed is shown.
- the area surrounded by the white frame of the reference sign F1 indicates the installation area of the gaming machine unit indicating the entire game hall
- the reference sign F2 indicates a broken line for the operation rate of the game unit of the entire game hall in time units. It is shown in a graph.
- Reference numeral F3 indicates a game execution rate in units of time of a player who visits the game hall.
- the gaming unit and the server communicate to transmit information every few seconds. In this case, the difference between the previously transmitted information Is transmitted to the server together with the identification information of the gaming unit, so that the amount of information to be transmitted can be reduced.
- the communication time can be set individually for each gaming unit that plays a game. In that case, if the set time is set to a time shorter than the shortest game time when a game is executed in each game unit, game information over two games is mistakenly counted as game information for one game. This can reduce the risk of losing.
- the gaming machine unit corresponds to a slot machine or a gaming machine, and the gaming machine includes a device that executes a game using a baccarat, a card, or a die.
- the gaming machine unit installation area F1 displays slot machines and gaming machines other than the slot machines, and similar shapes recognized when the gaming machines including the slot machines installed in the game hall are viewed from the information. It is displayed using the marked image.
- the symbol F1A is a gaming machine unit that executes a roulette game or a card game.
- Reference numeral F2B is a mark indicating one slot machine, and eight slot machines are arranged on one slot machine placement island.
- the color of the mark image displayed on the map layout display image of the F1 game hall is displayed in a different color between the gaming unit with a high operating rate and the one with a low operating rate.
- an administrator or an operator who visually recognizes the display screen grasps the overall operating state of the game arcade from the F2 graph, and checks the operating state of each gaming unit while visually checking the color of the mark image of each gaming unit. Can also be grasped. For example, in the figure, when a slot machine as a gaming unit corresponding only to the mark F2B is operated, only the mark ( ⁇ ) portion changes to a color different from the marks of other gaming units.
- the map layout display image output by the output means described above is displayed to display image data obtained by changing the image of the position information of each gaming machine unit according to the accumulated value. It has a screen, and the above-described gaming unit installation area F1 is displayed on this display screen.
- the analyzing means grasps the number of all players from the player identification information transmitted from each gaming machine unit, and the average game execution rate of the players in time units. And generating an operation rate in units of time of all game units, and generating the graph image data from the game execution rate and the operation rate by the output means and outputting the graph image data to the outside. In contrast, the graphs of F2 and F3 are displayed.
- FIG. 110 shows a display screen in which “home” is selected in FIG. 109. This figure shows “home”, “realtime analytics”, “past analytics”, “prediction analytics” (predictive analysis). ) ",” Past It is a figure displayed when “analytics (past data analysis)” is selected.
- the left menu F4 in the layout of FIG. 110 shows six menus of “sales analytic”, “popularity analytics”, “satisfaction analytics”, “lifecycle analytics”, “characteristic analytics”, and “security analytics”, and select one of them. By doing so, the display image in the selected analysis form can be displayed. What is displayed here is “lifecycle analytics”.
- F5 is a figure corresponding to FIG. 14 to be described later, and is displayed grouped for each denomination (unit game value). There are three types of denominations, “$ 0.01”, “$ 1.00”, and “$ 0.25”. Furthermore, the color of the circle is displayed differently for each type of gaming machine. Yes. In the drawing, since the display is monochrome, there is no difference, but one display of the same denomination is a circle of a Series 1 type gaming machine and the other is a circle of a Series 2 gaming machine. It does not exclude that the circle of any gaming machine is a slot machine. In F5, it can be determined that the circle group arranged in the upper right is more satisfactory.
- F6 is a diagram corresponding to FIG. 12 described later. Based on the game information obtained from the game unit together with the player identification information, a graph is generated with the visitor's visit frequency on the vertical axis and the consumption amount on the horizontal axis. Then, for each of the two series, “VIP”, “MEMBER”, and “VISITOR” predetermined on the game information integration system side are displayed as one group.
- F5 and F6 indicate that there are a large number of game units and players corresponding to the area of the group indicated by a circle.
- FIG. 109 is a display screen in which “home” is selected.
- FIG. 111 shows “home”, “realtime analytics (real time analysis)”, “past analytics (past data analysis)”, and “prediction analytics (predictive analysis)”. It is a figure displayed when “realtime analytics” is selected.
- menus are displayed on the left of the layout. These six menus are “sales analytic”, “popularity analytics”, “satisfaction analytics”, “lifecycle analytics”, “characteristic analytics”, and “security analytics”. The displayed state is shown.
- the F7 bar graph shows denomination on the vertical axis and is displayed in three series. Since the figure is monochrome, there is no difference in display between the three series, but the reference symbol S1 indicates Series1, the reference symbol S2 indicates Series2, and the reference symbol S3 indicates Series3.
- FIG. 112 is a diagram displayed when “realtime analytics” is selected as in FIG. 111.
- “sales analytic” susceptibility analysis
- “sales analytics” popularity analysis
- FIG. 113 is a graph showing the result of comparing today and yesterday.
- the feature of this graph is that today's result and yesterday's result in the past are shown as a bar graph, one as a line graph, and compared with yesterday's yesterday in a different form of graph. .
- the distinguishability between the present and past graphs displayed on the display screen can be improved.
- the results at the store correspond to sales and gross profit, and the results of the customer as a player aggregate the data so that the consumption amount and the balance correspond to this.
- FIG. 114 is a diagram displayed when “realtime analytics” is selected as in FIG. 111.
- “popularity analytics” popular analysis
- “sales analytics” popularity analytics”
- “satisfaction analytics” lifecycle analytics”
- characteristic analytics” security analytics” is shown.
- For the popularity analysis as shown on the left of the layout of the display screen, specify the "Equipment ranking by customer”, “Ratio by customer to model”, and “Ratio by customer by model group” with unillustrated pointers. Is programmed to switch the display.
- FIG. 114 shows a state where “customer-specific gaming device ranking” is displayed.
- FIG. 115 (a) shows the “gaming equipment ranking by customer” among the three options of “gaming equipment ranking by customer”, “ratio by customer to model” and “ratio by customer by model group” in FIG. The case where is selected is shown.
- FIG. 115 (b) shows that the image data such as F10 is displayed, and among the enlargement buttons on the upper right of the A model, the B model, the C model, and the D model, the enlargement button of the D model is used as a pointer. Indicates the state specified and displayed. At this time, the image data of the F9 table is displayed on the display screen.
- FIG. 115 (b) shows that the image data such as F10 is displayed, and among the enlargement buttons on the upper right of the A model, the B model, the C model, and the D model, the enlargement button of the D model is used as a pointer. Indicates the state specified and displayed. At this time, the image data of the F9 table is displayed on the display screen.
- FIG. 116 is a diagram displayed when “realtime analytics” is selected as in FIG. Then, after selecting the popularity analysis, the “customer for model” of the three choices of “gaming equipment ranking by customer”, “ratio by customer to model” and “ratio by model group to customer” of FIG. 114 is displayed. This shows a case where “another ratio” is selected. More specifically, the models A to J are grouped according to their characteristics, and the ratio of customers in each group is displayed on the display screen as a pie chart image.
- 117 generates display screen data based on the data obtained from the analysis processing as the analysis processing means in FIG. 1, and is used for a personal computer installed in the amusement arcade (not shown) or a mobile phone connected via the Internet or the like. It is explanatory drawing displayed on the display screen.
- This explanatory diagram is “past analytics (past analytics)” of “home”, “realtime analytics (real time analytics)”, “past analytics (past data analytics)” and “prediction analytics (predictive analytics)” displayed on the display screen. It is a figure displayed when "Data analysis” "is selected.
- FIG. 117 after selecting “pastsanalytics”, “stability analysis”, “popularity analysis”, “satisfaction analysis”, “lifecycle analysis”, and “security analysis” are displayed in the analysis menu.
- “Satisfaction Analysis” is specified, and “Customer Satisfaction” is selected from the options of “Customer Satisfaction”, “Game Machine Satisfaction”, and “Amusement Machine Satisfaction”. Shows the selected screen.
- the satisfaction level for each non-member and member is displayed as a bar graph for each gaming machine (machine type) as a gaming unit.
- FIG. 117 displays the satisfaction of the 17:00 update.
- FIG. 118 shows a screen in which FIG. 117 has selected “customer satisfaction”, FIG. 118 (a) shows “game table satisfaction”, and (b) shows “game machine satisfaction”. Is shown.
- the gaming machine satisfaction level in (a) is the ratio of the satisfaction level of the store and the customer for each model of gaming machine included in the gaming unit, and is displayed in a bar graph form in the figure.
- Satisfaction by gaming machine is a mark for each gaming machine displayed on the layout of the game hall as shown in the figure, and the mark is changed to a mode in which the satisfaction is different for each gaming machine. Are displayed.
- FIG. 119 is a diagram displayed when “past analytics” is selected as in FIG. 117.
- “stability analysis”, “popularity analysis”, “satisfaction analysis”, “lifecycle analysis”, and “security analysis” are displayed in the analysis menu. ”Is designated, but FIG. 119 shows a case where“ life cycle analysis ”is selected.
- the image of the table of F12 corresponds to FIG. 14 described later, and the image of the table of F13 corresponds to FIG. 12 described later.
- FIG. 120 is a view showing a display image displayed by designating the part of “E model A model” of the alert display part of F13 in FIG. 119 with a pointer.
- the “E model / A model” part of the alert display part of the display screen displayed in FIG. 119 is designated with a pointer, the details of the alert are displayed as shown in FIG.
- the server controller is configured to determine whether or not.
- 109 to 121 are explanations related to display screens output in the game information integration system of the present invention.
- the present invention by devising the display form of the display screen, a manager or operator who is visually inexperienced can easily make more accurate management judgment.
- information that was determined by management based on past experience while looking at multiple tables expressed numerically as before was displayed visually instead of numerically. So that the denomination can be changed in real time.
- the method of changing the game denomination in real time has become the mainstream in recent years, and the method of making it possible to change the game program of the game unit of the game arcade by downloading can be easily changed. .
- the game program executed on all the gaming machine units in the amusement hall is appropriately changed based on real-time information such as the directionality of visitors and whether there are many high rollers from past data. Therefore, it can be said that the possibility of performing control that further increases the operating state has increased.
- each step used to derive one result should be understood as a self-consistent process.
- transmission / reception, recording, and the like of electrical or magnetic signals are performed.
- processing in each step such a signal is expressed by bits, values, symbols, characters, terms, numbers, etc., but these are used only for convenience of explanation.
- the processing in each step may be described in an expression common to human behavior, but the processing described in this specification is executed by various devices in principle. Further, other configurations required for performing each step will be apparent from the above description.
- IS gaming information integration system 1 gaming machine unit 10 pachinko gaming device 20 sand device 30 individual counting device 40 employee management server 41 portable terminal 50, 2050 IC card server 60, 2060 hallcon server 70, 2070 member management server 80 POS server 90 Number lamp display server 91 Game information display device for each gaming machine (display) 1001 Gaming machine
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Abstract
Description
第1に、前述した従来の人気機種の設計手法とは次のようなものである。
すなわち、従来から遊技機を設計製造販売するメーカにとっては、良く売れる遊技機を設計することが命題となっている。その目的を達成するための手法としては、もっぱら、新しい機能や期待感を誘引する演出を遊技機に投入したり、高額なライセンス料を支払いつつも有名な版権を遊技機に使用するコンテンツに起用したりすることが行われていた。しかし、優良な遊技機であるか否かについては、メーカ自身が感覚的に或は経験的に判断していたため、それらの手法を用いても、遊技機の人気はメーカの予想を覆すことが多かった。
第2に、前述した遊技場の経営者が、当該遊技場に設置する遊技機のゲーム性の選択や入れ替え時期の判断に関する従来の手法は次のようなものである。
すなわち、例えば、ラスベガスやマカオなどの地域性やリゾートホテルの近くなどの地理的条件によるプレーヤの好みの違い、来店時間の相違などの時間帯による客層の好みの違い、固定客(マニア)と流動客(回遊客)と初心者(ビギナー)の好みの違い等、遊技機に対するプレーヤの好みは、多岐に亘っており、プレーヤによって異なる。また、遊技店の経営側にとっても、遊技店に設置したい遊技機に対する要求は遊技店によって異なる。例えば、隣接する2つの遊技店のうちの一方の遊技店が、プレーヤの射幸心を煽る機種の遊技機の設置を希望するのに対し、他方の遊技店が、射幸心を煽らず長時間に亘って遊技を楽しめる機種の遊技機の設置を希望するというように、地域が同じであっても、経営方針によって、遊技機に対する遊技店の要求が異なる場合がある。従って、メーカとしては、全てのプレーヤ及び遊技店の要求を満足させることはできないので、全体の最大公約数の好みを取り入れて遊技機を設計せざるを得ない。
本発明は、上述した課題を解決するために、以下の構成を採用する。
(1) 遊技情報統合システムであって、
前記遊技情報統合システムは、
複数の遊技機ユニットと、
各遊技機ユニットと通信可能に接続されたサーバと
を備え、
前記遊技機ユニットは、
遊技者識別情報の読取が可能であり、読み取った遊技者識別情報を出力する遊技者識別情報読取手段と、
遊技媒体の消費数に関する消費数データを出力する消費数データ出力手段と、
遊技媒体の払出数に関する払出数データを出力する払出数データ出力手段と
を備え、
遊技機ユニットごとに個別に遊技機ユニット識別情報を割り当てられており、
前記サーバは、
前記遊技者識別情報、前記消費数データ、前記払出数データ及びこれらの受信時間を示す受信時間データ、並びに前記遊技機ユニット識別情報を互いに対応付けて記憶するデータ記憶手段と、
前記遊技機ユニットから受信して前記データ記憶手段に記憶したデータの分析を行う分析処理手段と
を備え、
前記分析処理手段は、処理(A)~(C)を行うように構成されており、
前記処理(A)は、前記データ記憶手段に記憶されたデータに基づいて、少なくとも(a)~(d)に関するデータを生成する処理であり、
(a) 前記遊技機ユニットでの各遊技者の1回あたりの遊技期間
(b) 前記遊技期間における当該遊技者の収支の経時変化
(c) 前記遊技機ユニットの稼働時間
(d) 前記遊技機ユニットによる店舗側の利益
前記処理(B)は、少なくとも前記(a)及び前記(b)に関するデータに基づいて、遊技機ユニットに対する遊技者の満足度を算出する処理であり、前記遊技者の満足度は、条件(I)及び(II)を満たす変数であり、
(I) 前記遊技期間が長いほど、前記遊技者の満足度は高く、
(II) 前記遊技期間の後半における遊技者の収支は、前記遊技期間の前半における遊技者の収支より、前記遊技者の満足度に対して大きな影響を与え、
前記処理(C)は、少なくとも前記(c)及び前記(d)に関するデータに基づいて、遊技機ユニットに対する店舗側の満足度を算出する処理であり、前記店舗側の満足度は、条件(i)及び(ii)を満たす変数であり、
(i) 前記稼働時間が長いほど、前記店舗側の満足度は高く、
(ii) 前記店舗側の利益が大きいほど、前記店舗側の満足度は高い。
そこで、本発明では、「客」分析、「機械」分析及び「営業」分析の結果として、遊技者の満足度と店舗側の満足度とを算出し、満足度を可視化する。これにより、従来から常識的に存在すると考えられていた遊技者の満足度と店舗側の満足度との間のトレードオフの関係を覆し、遊技者の満足度と店舗側の満足度との両方の向上を図るための情報を提供する。
なお、データの受信時間に関する受信時間データは、データの受信時間自体を示すものに限定されず、例えば、データの受信時間帯を示すものを含む。更に、データの受信時間に関する受信時間データは、遊技機ユニットからの送信時間自体を示すものであってもよく、遊技機ユニットからの送信時間帯を示すものであってもよい。
(1-1) (1)の遊技情報統合システムであって、
前記データ記憶手段は、さらに、遊技機ユニットの形式に関する形式データを、遊技機ユニット識別情報に対応付けて記憶する。
(1-2) (1)の遊技情報統合システムであって、
前記データ記憶手段は、さらに、遊技機ユニットの機種に関する機種データを、遊技機ユニット識別情報に対応付けて記憶する。
(1-3) (1)の遊技情報統合システムであって、
前記遊技機ユニットは、さらに、
遊技回数に関する遊技回数データを出力する遊技回数データ出力手段
を備え、
前記データ記憶手段は、さらに、前記遊技回数データ出力手段から出力される遊技回数データを、データの受信時間に関する受信時間データと遊技者識別情報と遊技機ユニット識別情報とに対応付けて記憶する。
(1-4) (1)の遊技情報統合システムであって、
前記遊技機ユニットは、さらに、
特賞回数に関する特賞回数データを出力する特賞回数データ出力手段
を備え、
前記データ記憶手段は、さらに、前記特賞回数データ出力手段から出力される特賞回数データを、データの受信時間に関する受信時間データと遊技者識別情報と遊技機ユニット識別情報とに対応付けて記憶する。
(2) (1)の遊技情報統合システムであって、
前記遊技期間は、1つ又は複数の変動傾向連続期間を含み、
前記変動傾向連続期間は、差数の増加傾向又は減少傾向のいずれか一方が連続する一連の期間であり、且つ期間全体における差数の絶対値が所定の基準値以上となる条件を満たし、
前記条件(II)は、前記遊技期間に含まれる変動傾向連続期間のうち、後に発生した変動傾向連続期間における収支ほど、前記遊技者の満足度に対して与える影響が大きいことである。
従来から、例えば、遊技者が互いに自己の遊技の結果を話し合うときには、「ボーナスが1時間発生しなかった」、「ボーナスが30分続いた」というように、変動傾向連続期間の有無又はその発生タイミング等により自己の遊技の特徴を表現することが多い。なぜなら、遊技者は、意識して又は無意識のうち、変動傾向連続期間が遊技機の特性を表す有効な指標であり、変動傾向連続期間によって自己の気持ち(満足又は不満足)を比較的容易に表現できると理解しているからである。特に、後に発生した変動傾向連続期間(遊技終了に近い時期に発生した変動傾向連続期間)の傾向が遊技者の満足度に及ぼす影響が大きい。
例えば、遊技者のなかには、収支の上限値又は下限値を決めている遊技者が少なくない。この場合、遊技期間の後半では、その上限値又は下限値に向かう収支の変化が生じていて、その変化の傾向と、変動傾向連続期間の変更傾向が同じになっている可能性が高い。従って、遊技期間の後半における変動傾向連続期間の変動傾向は、遊技者が自分で決めていた勝ち又は負けを示すことになる。そのような決め事をしていない遊技者であっても、遊技を止めるか否かの判断を行うときには、そのとき(即ち遊技終了に近い時期に発生した変動傾向連続期間)における遊技の結果で判断することが多い。
(2)の構成によれば、変動傾向連続期間を用いて遊技者の満足度を算出するので、各遊技者の感覚的且つ定性的な満足の程度を、より現実に即した形で数値化(可視化)することができる。
なお、一連の期間は、時間を単位とする期間であってもよく、ゲーム回数を単位とする期間であってもよい。
(3) (2)の遊技情報統合システムであって、
前記条件(II)は、前記遊技期間に含まれる変動傾向連続期間のうち、最後に発生した変動傾向連続期間と同じ変動傾向を有する変動傾向連続期間の連続発生数が多いほど、前記遊技者の満足度に対して与える影響が大きいことである。
(4) (2)又は(3)の遊技情報統合システムであって、
前記一連の期間は、前記遊技機ユニットで行われる遊技における通常遊技状態の期間、ボーナスゲームの期間、又はボーナスゲームとそのボーナスゲームに続く通常遊技状態とは異なる遊技状態とを合わせた期間である。
これらの期間は、遊技者が自己の遊技を評価するときに頻繁に用いられる特性であるので、これらの期間を一連の期間として取り扱うことにより、更に遊技者に近い感覚で遊技者の満足度を行うことが可能になる。
(5) (4)の遊技情報統合システムであって、
前記一連の期間としてのボーナスゲームの終了後、又は前記一連の期間としてのボーナスゲームとそのボーナスゲームに続く通常遊技状態とは異なる遊技状態との終了後に、通常遊技状態に移行し、その通常遊技状態において特定の期間又はゲーム回数を超える前に、次のボーナスゲームが発生した場合、この次のボーナスゲームは、前記一連の期間に含まれる。
(6) (2)の遊技情報統合システムであって、
前記一連の期間は、所定の単位期間ごとの差数が、複数の単位期間にわたって連続して増加又は減少する期間である。
(7) (1)~(6)のいずれか1の遊技情報統合システムであって、
前記分析処理手段は、処理(D)及び(E)を行うように構成されており、
前記処理(D)は、前記データ記憶手段に記憶されたデータに基づいて、少なくとも(a´)及び(b´)に関するデータを生成する処理であり、
(a´) 遊技者の来店頻度
(b´) 遊技者の来店1回あたりの消費金額
前記処理(E)は、少なくとも前記(a´)及び前記(b´)に関するデータに基づいて、前記遊技者を少なくとも新規客、定着客、不満客及び離脱客のいずれかのグループに分類する処理であり、
新規客グループは、来店頻度が高く且つ消費金額が少ないグループであり、
定着客グループは、来店頻度が高く且つ消費金額が多いグループであり、
不満客グループは、来店頻度が低く且つ消費金額が多いグループであり、
離脱客グループは、来店頻度が低く且つ消費金額が少ないグループである。
(7)の構成によれば、遊技者が店舗側からみたライフサイクルのどのステージに位置しているかを判別することができるので、遊技店は、定着客を増やすための対策立案を行い易い。
(8) (7)の遊技情報統合システムであって、
前記データ記憶手段は、前記遊技者識別情報に対応付けて、当該遊技者の所属グループの履歴を示すデータを記憶し、更に顧客ライフサイクル判別用データを記憶し、前記顧客ライフサイクル判別用データでは、遊技者の所属グループの変化のパターンとアドバイスを示すデータとが対応付けられており、
前記分析処理手段は、処理(F)~(H)を行うように構成されており、
前記処理(F)は、前記記憶手段に記憶された当該遊技者の所属グループの履歴を示すデータに基づいて、遊技者の所属グループの変化のパターンを分析する処理であり、
前記処理(G)は、前記顧客ライフサイクル判別用データに基づいて、前記遊技者の所属グループの変化のパターンに対応するアドバイスを示すデータを抽出する処理であり、
前記処理(H)は、前記処理(G)にて抽出されたデータに基づいて、前記遊技者についてのアドバイスを出力する処理である。
(8)の構成によれば、遊技者がライフサイクルのどのステージからどのステージに移行しているかを判定することにより、遊技者の遊技店に対する心理を客観的に分析し、定着客を増やすための対策立案に有用なアドバイスを提供することができる。
(9) (1)~(8)のいずれか1の遊技情報統合システムであって、
前記分析処理手段は、処理(I)及び(J)を行うように構成されており、
前記処理(I)は、前記データ記憶手段に記憶されたデータに基づいて、少なくとも(c´)及び(d´)に関するデータを生成する処理であり、
(c´) 遊技機の稼働率
(d´) 遊技機による粗利
前記処理(J)は、少なくとも前記(c´)及び前記(d´)に関するデータに基づいて、前記遊技者を少なくとも新台、メイン機種、人気低下、不人気のいずれかのグループに分類する処理であり、
新台グループは、稼働率が高く且つ粗利が少ないグループであり、
メイン機種グループは、稼働率が高く且つ粗利が多いグループであり、
人気低下グループは、稼働率が低く且つ粗利が多いグループであり、
不人気グループは、稼働率が低く且つ粗利が少ないグループである。
(9)の構成によれば、遊技機が遊技者からみたライフサイクルのどのステージに位置しているかを判別することができるので、遊技店は、「人気低下」及び「不人気」に該当する遊技機を減らすための対策立案を行い易い。
(10) (9)の遊技情報統合システムであって、
前記データ記憶手段は、前記遊技機ユニット識別情報に対応付けて、当該遊技機ユニットの所属グループの履歴を示すデータを記憶し、更に遊技機ライフサイクル判定用データを記憶し、前記遊技機ライフサイクル判定用データでは、遊技機の所属グループの変化のパターンとアドバイスを示すデータとが対応付けられており、
前記分析処理手段は、処理(K)~(M)を行うように構成されており、
前記処理(K)は、前記記憶手段に記憶された当該遊技機の所属グループの履歴を示すデータに基づいて、遊技機の所属グループの変化のパターンを分析する処理であり、
前記処理(L)は、前記遊技機ライフサイクル判別用データに基づいて、前記遊技機の所属グループの変化のパターンに対応するアドバイスを示すデータを抽出する処理であり、
前記処理(M)は、前記処理(L)にて抽出されたデータに基づいて、前記遊技者についてのアドバイスを出力する処理である。
(10)の構成によれば、遊技者はライフサイクルのどのステージからどのステージに移行しているかを判定することにより、遊技機に対する遊技者の心理を客観的に分析し、人気低下機種や不人気機種を減らすための対策立案に有用なアドバイスを提供することができる。
(11) (1)の遊技情報統合システムであって、
前記データ記憶手段は、さらに、遊技者識別情報に対応付けて、該遊技者識別情報を割り当てられた遊技者に関する遊技者データを記憶する。
(12) (11)の遊技情報統合システムであって、
前記データ記憶手段は、遊技者識別情報に、該遊技者識別情報が割り当てられた遊技者が複数に区分された客層のいずれに該当するかを示す客層データを対応付けて記憶する。
なお、ここでいう客層は、上述した遊技者のライフサイクルとは異なる概念である。
(13) (12)の遊技情報統合システムであって、
前記複数に区分された客層には、固定客が含まれており、
前記データ記憶手段は、固定客を示す客層データに対応付けられたデータを、他の客層データに対応付けられたデータと区分して記憶する。
(14) (1)及び(11)~(13)のいずれか1の遊技情報統合システムであって、
前記遊技機ユニットは、さらに、
遊技媒体の貸出のために使用された金額に関する使用金額データを出力する使用金額データ出力手段
を備え、
前記データ記憶手段は、さらに、前記使用金額データ出力手段から出力される使用金額データを、データの受信時間に関する受信時間データと遊技者識別情報と遊技機ユニット識別情報とに対応付けて記憶する。
前記サーバは、前記分析処理手段に加え、
安定度の判断基準が設定された比較テーブルと、
前記データの分析の結果を示す分析結果データと前記比較テーブルとに基づいて、所定の基準単位あたりの安定度を判定する安定度判定手段と
を備える。
遊技店にとって、稼働率は高い方が好ましいが、営業割数が高い方がよいとは限らない。営業割数が高すぎると、遊技者は過度に「負け」ていることになり、長期的に見た場合には客離れを起こすからである。即ち、稼働率をできるだけ高めるとともに、営業割数を適正な範囲内に収めることが、固定客の確保及び増加のためには不可欠である。安定度とは、このような観点から定められる指標であり、稼働率が高いほど安定度は高くなり、営業割数が所定の範囲にあれば安定度は高くなる一方、営業割数が該範囲から外れると安定度は低くなる。
(16) (15)の遊技情報統合システムであって、
前記データ記憶手段は、遊技機ユニット識別情報に対応付けて、該識別情報ユニット識別情報が割り当てられた遊技機ユニットが新機種であるか否かを判別するための新機種識別フラグを記憶し、
前記安定度判定手段は、オンにセットされた新機種識別フラグが対応付けられた遊技機ユニット識別情報が割り当てられた遊技機ユニットに関する分析結果データを含まない分析結果データと前記比較テーブルとに基づいて、所定の基準単位当たりの安定度を判定する。
(17) (15)又は(16)の遊技情報統合システムであって、
分析結果データは、割数に関する割数データと、稼働率に関する稼働データとを含み、
前記比較テーブルでは、割数及び稼働率と、数値化された安定度とが対応付けられており、
前記安定度判定手段は、前記割数データ及び前記稼働データと、前記比較テーブルとに基づいて、所定の基準単位当たりの安定度を数値的に判定する。
(18) (15)~(17)のいずれか1の遊技情報統合システムであって、
前記サーバは、さらに、
前記分析処理手段による分析の結果を示す分析結果データ及び/又は前記安定度判定手段に判定された安定度に基づいて、所定の基準単位あたりの目標割数を算出する目標割数算出手段
を備える。
(19) (14)の遊技情報統合システムであって、
前記サーバは、さらに、
1つの遊技者識別情報に対応付けて前記データ記憶手段に記憶されたデータに基づいて、該遊技者識別情報を割り当てられた遊技者についての所定の基準単位あたりの遊技傾向を示す遊技傾向パラメータを算出する遊技傾向パラメータ算出手段と、
前記遊技傾向パラメータ算出手段により算出された遊技傾向パラメータに基づいて、該遊技者識別情報を割り当てられた遊技者の客層を判別する客層判別手段と
を備える。
(20) (19)の遊技情報統合システムであって、
前記遊技傾向パラメータは、使用金額、遊技時間、遊技頻度及び損失金額の少なくとも1つの統計値又は累積値である。
(21) (19)又は(20)の遊技情報統合システムであって、
前記データ記憶手段は、さらに、遊技者識別情報に対応付けて、該遊技者識別情報を割り当てられた遊技者に関する遊技者データを記憶し、
前記客層判別手段は、前記遊技傾向パラメータ算出手段により算出された遊技傾向パラメータと前記データ記憶手段に記憶された遊技者データとに基づいて、該遊技者識別情報を割り当てられた遊技者の客層を判別する。
(22) (19)~(21)のいずれか1の遊技情報統合システムであって、
前記サーバは、前記分析処理手段に加え、
安定度の判断基準が設定された比較テーブルと、
前記データの分析の結果を示す分析結果データと前記比較テーブルとに基づいて、所定の基準単位あたりの安定度を判定する安定度判定手段と、
前記分析処理手段による分析の結果を示す分析結果データ及び/又は前記安定度判定手段に判定された安定度に基づいて、所定の基準単位あたりの目標割数を算出する目標割数算出手段と、
前記客層判別手段による判別結果としての客層データに基づいて算出される、所定の基準単位に対する固定客数が、前記目標割数算出手段により算出された目標割数に基づいて定められる条件を満たさない場合にアラームの報知を行うアラーム報知手段と
を備える。
(23) (22)の遊技情報統合システムであって、
前記データ記憶手段は、遊技機ユニット識別情報に対応付けて、該識別情報ユニット識別情報が割り当てられた遊技機ユニットが新機種であるか否かを判別するための新機種識別フラグを記憶し、
前記安定度判定手段は、オンにセットされた新機種識別フラグが対応付けられた遊技機ユニット識別情報が割り当てられた遊技機ユニットに関する分析結果データを含まない分析結果データと前記比較テーブルとに基づいて、所定の基準単位当たりの安定度を判定する。
(24) (1)及び(11)~(14)のいずれか1の遊技情報統合システムであって、
前記データ記憶手段は、遊技機ユニット識別情報に対応付けて、該識別情報ユニット識別情報が割り当てられた遊技機ユニットが新機種であるか否かを判別するための新機種識別フラグを記憶し、
前記サーバは、前記分析処理手段に加え、
前記データの分析の結果を示す分析結果データに基づいて、分析対象の機種が所定の新機種条件を満たすか否かを判定する新機種条件判定手段と、
前記新機種条件判定手段による判定の結果に基づいて、新機種識別フラグのオン/オフを行う新機種識別フラグ設定手段と
を備える。
(24)の構成によれば、新機種であるかの判定をデータの分析により行うので、導入日からの経過日数によって新機種であるか否かの判定を行う場合に比べて、より実情に即した判定を行うことができる。「客」分析、「営業」分析及び「機械」分析を行うにあたって、新機種の影響を把握する(又は除外する)ためには、その機種が実際に新機種であるか否かを把握することが重要になる。
新機種は、他の機種とは異なり、機械の形式や特性に関わらず、「新台」であるという要素のみで稼働する場合があるので、データの分析を行うときには、新機種の影響を除外することが望ましい。しかし、導入日からの経過日数によって新機種であるか否かの判定を行うと、例えば、新機種としての影響力を依然として有する機種を、新機種から除外して分析を行ったり、新機種としての影響力を既に有さない機種を、新機種として分析に含めたりすると、結局実情に沿わないことになる。しかし、(24)の構成によれば、実情に即した新機種の判定を行うので、より実情に即したデータの分析が可能になる。
なお、本発明は、導入日からの経過日数に基づいた新機種であるか否かの判定を排除するものではない。なぜなら、新機種としての影響力の有無の判断は、機種によって困難な場合があるからである。遊技者の支持が充分に得られなかった新機種は、経過日数の増加に伴う影響力の低下が著しいので、データの分析により比較的容易に新機種であるか否かの判定を行うことができる。しかし、遊技者の支持を獲得した遊技機は、継続して遊技者が遊技を行うので、新機種であるか否かの境界の判別が難しくなる。そのような場合には、導入日からの経過日数に基づいた新機種であるか否かの判定を併用することにより、新機種であるか否かの判別の適正化を図ることができる。
(25) (24)の遊技情報統合システムであって、
前記分析処理手段は、前記遊技機ユニットから受信して前記データ記憶手段に記憶したデータのうち、オンにセットされた新機種識別フラグが対応付けられた遊技機ユニット識別情報が割り当てられた遊技機ユニット識別情報に対応付けられたデータの分析を行い、
前記新機種識別フラグ設定手段は、前記新機種条件判定手段により新機種条件を満たさないと判定された機種の遊技機ユニットに割り当てられた遊技機ユニット識別情報が対応付けられた新機種識別フラグをオフにセットする解除する新機種識別フラグ解除手段と
を備える。
(26) (1)及び(11)~(14)のいずれか1の遊技情報統合システムであって、
前記データ記憶手段は、遊技機ユニット識別情報に対応付けて、該識別情報ユニット識別情報が割り当てられた遊技機ユニットが新機種であるか否かを判別するための新機種識別フラグを記憶し、
前記サーバは、さらに、
前記遊技機ユニットから受信して前記データ記憶手段に記憶したデータのうち、オンにセットされた新機種識別フラグが対応付けられた遊技機ユニット識別情報が割り当てられた遊技機ユニット識別情報に対応付けられたデータの分析を行う新機種分析処理手段と、
前記新機種分析処理手段による分析結果としての新機種分析結果データに基づいて、オンにセットされた新機種識別フラグが対応付けられた遊技機ユニット識別情報が割り当てられた遊技機ユニットの設置数が所定の適正条件を満たすか否かを判定する適正条件判定手段と
を備える。
(27) (1)の遊技情報統合システムであって、
前記分析手段は、
前記データ記憶手段に記憶された消費数データ及び払出数データと、前記消費数データ及び前記払出数データに対応付けられた受信時間データとに基づいて、変動傾向連続期間を抽出し、ここで、前記変動傾向連続期間は、差数の増加傾向又は減少傾向のいずれか一方が連続する一連の期間であり、且つ期間全体における差数の絶対値が所定の基準値以上である、変動傾向連続期間抽出手段を備え、
前記データ記憶手段は、
前記変動傾向連続期間抽出手段により抽出された前記変動傾向連続期間に関する情報を、遊技者識別情報及び遊技機ユニット識別情報の少なくとも1つの情報に対応付けて記憶する。
また、ホールごとにその設定場所、固定客が多い性別、年齢、属性(職業)、季節のパラメータごとに、同じ遊技機であっても異なる特性となる集計制御処理を実現する。
また、上述した様々なデータ集計の結果から、ある差数での複数段階のレンジを設定し、この設定レンジごとでの消費数/払出数のサンプル数を累積記憶することによって、遊技機種ごとの営業実体としての特性値が得られ、この特性値が、優良機となる遊技機間で類似することを見出して、これを利用して、過去の別の遊技機との類似/非類似を判定することによって、設定台数の判断などに役立てる集計制御処理方法とそのシステムを提供する。
設定場所、固定客が多い性別、年齢、属性(職業)、季節のパラメータごとに、上述した特性を集計することによって、それぞれのパラメータで過去のどの遊技機と類似するのかといった特性データの出力を行うことができる。さらに、複数のパラメータごとの特性値を検証することによって、パラメータを総合的にみて、過去のどの遊技機と類似するのかといった特性データの出力を行うことも可能である。
従来から、例えば、遊技者が互いに自己の遊技の結果を話し合うときには、「ボーナスが1時間発生しなかった」、「ボーナスが30分続いた」というように、変動傾向連続期間の有無又はその発生タイミング等により自己の遊技の特徴を表現することが多い。なぜなら、遊技者は、意識して又は無意識のうち、変動傾向連続期間が遊技機の特性を表す有効な指標であることを理解しているからである。しかしながら、従来、これらの情報は、遊技者個々人のなかに留まっており、遊技店が積極的に利用することはできなかった。
(27)の構成によれば、これらの情報を、定量的に且つ客観的に収集し、集計することができるため、より遊技者に近い感覚で遊技機の分析・評価を行うことが可能となる。
なお、一連の期間は、時間を単位とする期間であってもよく、ゲーム回数を単位とする期間であってもよい。
(28) (27)の遊技情報統合システムであって、
前記データ記憶手段は、
経過時間又はゲーム数に応じた差数の変動パターンと対比されるサンプルパターンを示すサンプルデータと、そのサンプルパターンの類型を示す類型データとを対応付けて記憶し、
前記分析処理手段は、
前記データ記憶手段に記憶された消費数データ及び払出数データと、前記消費数データ及び前記払出数データに対応付けられた受信時間データとに基づいて、経過時間又はゲーム数に応じた差数の変動パターンを示す変動パターンデータを生成するパターンデータ生成手段と、
前記変動パターンデータが示す差数の変動パターンと、サンプルデータが示すサンプルパターンとの対比を行い、その差数の変動パターンと最も類似するサンプルパターンを示すサンプルデータを抽出するサンプルデータ抽出手段と、
前記サンプルデータ抽出手段に抽出されたサンプルデータに対応付けられた類型データに基づいて、類型を示す出力を行う類型出力手段と
を備える。
(29) (28)の遊技情報統合システムであって、
前記分析処理手段は、さらに、
前記パターンデータ生成手段により生成された変動パターンデータを、前記抽出手段により抽出されたサンプルデータに対応付けられた類型データと同じ類型を示す類型データに対応付けて、サンプルデータとして、前記データ記憶手段に記憶させるサンプルデータ生成手段を備える。
(30) (1)の遊技情報統合システムであって、
前記遊技者識別情報読取手段は、断続的に又は連続的に、遊技者の顔を読み取り、得られた顔データを出力し、
前記サーバは、
前記遊技機ユニットから断続的に又は連続的に出力される顔データに基づいて、前記遊技機ユニットにおいて遊技を行う遊技者の同一性を判定する遊技者同一性判定手段を備え、
前記データ記憶手段は、
前記遊技者同一性判定手段により同一の遊技者によって遊技が行われていると判定されている間は、消費数データ出力手段から出力される消費数データと前記払出数データ出力手段から出力される払出数データとの各々を、同一の遊技者識別情報に対応付けて記憶し、
前記遊技者同一性判定手段により遊技者が変更されたと判定されたときには、異なる遊技者識別情報に対応付けて記憶する。
(31) 1つの遊技機ユニットにおける遊技媒体の出入に関する出入数データと、遊技媒体の出入の時間又は時間帯を示す時間データとに基づいて、変動傾向連続期間を抽出し、ここで、前記変動傾向連続期間は、差数の増加傾向又は減少傾向のいずれか一方が連続する一連の期間であり、且つ期間全体における差数の絶対値が所定の基準値以上である、変動傾向連続期間抽出ステップと、
前記変動傾向連続期間抽出ステップにより抽出された前記変動傾向連続期間に関する情報を、遊技者識別情報及び遊技機識別情報の少なくとも1つの情報に対応付けて記憶手段に記憶させる記憶ステップと
を備えるデータ収集制御方法。
(32) 1つの遊技機ユニットにおける遊技媒体の出入に関する出入数データと、遊技媒体の出入の時間又は時間帯を示す時間データとに基づいて、経過時間又はゲーム数に応じた差数の変動パターンを示す変動パターンデータを生成するパターンデータ生成ステップと、
前記変動パターンデータが示す差数の変動パターンと、サンプルデータが示すサンプルパターンとの対比を行い、その差数の変動パターンと最も類似するサンプルパターンを示すサンプルデータを抽出し、ここで、前記サンプルデータは、前記変動パターンと対比されるサンプルパターンを示し、そのサンプルパターンの類型を示す類型データと対応付けられている、サンプルデータ抽出ステップと、
前記サンプルデータ抽出手段に抽出されたサンプルデータに対応付けられた類型データに基づいて、類型を示す出力を行う類型ステップと
を備えるデータ収集制御方法。
(33) 断続的に又は連続的に、遊技者の顔を読み取り、顔データを生成する、顔読取ステップと、
顔データに基づいて、遊技機ユニットにおいて遊技を行う遊技者の同一性を判定する遊技者同一性判定ステップと、
遊技者同一性判定手段により同一の遊技者によって遊技が行われていると判定されている間、前記消費数データ出力手段から出力される消費数データと前記払出数データ出力手段から出力される払出数データとの各々を、同一の遊技者識別情報に対応付けて記憶手段に記憶する、遊技者継続ステップと、
前記遊技者同一性判定手段により遊技者が変更されたと判定されたときには、異なる遊技者識別情報に対応付けて記憶する、遊技者変更ステップと
を備えるデータ収集方法。
ここで、遊技情報に関する用語について説明する。
「稼働率」(%)は、「(アウト数/(1時間あたりの絶対アウト数×営業時間))×100」により算出される。なお、パチンコ遊技装置における絶対アウト数は例えば83個であり、パチスロ遊技装置における絶対アウト数は例えば33個である。
「セーフ」とは、遊技機が払い出した遊技球又はコインのことをいう。セーフ球は、遊技機が払い出した遊技球のことをいう。
「差玉」は、「アウト数-セーフ数」により算出される。また、「差数」も、「アウト数-セーフ数」であり、遊技媒体の種類に関わらず用いられる。
「出球率」(%)は、「(セーフ数/アウト数)×100」により算出される。
「景品割数」は、「景品金額(円)/売上金額(円)」により算出される。
「機械割数」は、「(売上金額(円)-差玉金額(円))÷売上金額(円)」、又は「(売上玉-差玉)÷売上玉」により算出される。
「誤差玉」又は「景品誤差」は、「(売上玉-差玉)-景品玉」により算出される。
「玉単価」は、「台売上÷アウト数」により算出される。
「玉粗利」は、「台粗利÷アウト数」により算出される。
「総売上」は、「台稼働率×台数×日数×玉単価」により算出される。
「台売上」は、「アウト数×玉単価」、又は「総売上÷台数」により算出される。
「粗利」は、「売上金額-景品の仕入金額」、又は「売上金額-(景品金額×原価率)」により算出される。
「台粗利」は、「台売上×利益率」により算出される。
「総粗利」は、「台稼働率×台数×日数×玉粗利」により算出される。
「原価率」は、「貸玉数(100玉あたり)×交換玉数(100円あたり)」により算出される。
「損益分岐割数」は、「交換玉数(100円あたり)÷交換玉数(100円あたり)」又は「1÷原価率」により算出される。
「利益率」は、「粗利÷売上」又は「((損益分岐割数-割数)÷損益分岐割数)×100」により算出される。
「ベース(B)」は、「(通常中セーフ数÷通常中アウト数)×100」により算出される。
「B%」は、「100-ベース」により算出される。
「BY」は、「ベース-スタート×スタート払出個数」により算出される。
「客滞率」は、「(累計Bサ÷売上高)×100%」により算出される。
「TS」は、「累計スタート回数÷特賞回数」により算出される。
「Bサ」は、「100-ベース×BO」により算出される。
「BO」(分)は、「TS÷スタート回数(1分間)、BO(実数)÷100」により算出される。
「TO」は、「TO(実数)÷100=特賞時間(分)」の関係を有する。
「T10」は、「T10(トータル分)÷100個=分(TO)」の関係を有する。
「TY」は、「特賞中セーフ数-特賞中アウト数」により算出される。
「T1Y」は、「大当り中セーフ数-大当り中アウト数(T10)」により算出される
「BA」は、「確変中セーフ数÷確変中アウト数」により算出される。
「BOA」は、「TSA÷スタートA」により算出される。
本発明において、遊技情報は、上述したものに限定されない。遊技機ユニットから出力されるデータを1次的又は複次的に加工して得られるデータは、遊技情報に該当する。本発明に係る遊技情報統合システムは、上記遊技情報の生成及び出力が可能である。
(ア) 複数の遊技機と、遊技機ごとに設けられたサンド装置と、遊技機ごとに設けられた個別計数装置とのそれぞれと通信インターフェイスを介して接続されている。そして、各装置から遊技機識別情報に付加されて出玉データ、消費〔消費予定〕遊技媒体(発射玉又は貸し出し玉)データを受信すると、自ら備える時計装置から得た時間データに基づいて店舗営業の何時に受信したデータかが判別可能な形態で記憶装置に格納される。
(ア-1) 割数を求めて、この割数から安定度を求める場合において、遊技機ごとに実質稼動している割数を求めることと、非稼動時間とを求めることを実行する。非稼動時間が長いが割数が大きいということは、同じ割数であってもプレーヤの負けが大きいと評価する。逆に稼働時間から評価しても良い。ある一定の安定度になった場合、アラームを出力し設定などの見直しを要請する。
(イ) 複数の遊技機(遊技機そのものに接続されていなくとも、サンド又は個別計数装置と接続されているだけでもよい場合がある)と、各々の遊技機に接続され又は隣接配置されたICカード読み取りスロットと、ICカードがスロットに挿入されてから抜き取られるまでの間の時間をICカードの識別データと関連付けて記憶する記憶装置と、上記識別データが特定のグループ(固定客かどうか)を判定する判定装置と、特定のグループであると判定された遊技機からの遊技データから、使用金額、遊技時間、来店数、損失額の何れか一つ以上の累積値又は平均値を演算する装置と、演算した結果が所定の閾値を超えた場合にアラームを外部に表示する表示装置とからなる。
(イ-1) 調和バランスを考えるという意味では、アラームを発する前段階で遊技機の割数を変更する指示表示を出力しても良い。つまり、遊技機に大当り確率などの確率調整機能が付加されている場合、その設定を変更して割数を最適なものへと遊技機ごと、或いは、島ごとで変更する。
(イ-2) 機械撤去ということであるので、同じ機種を一挙に撤去する場合も想定される。よって、撤去対象を機種ごとに判定する場合には、上記記憶装置に記憶されるデータは、カードの識別情報だけでなく、機種識別データとも関連付けて記憶しておく必要がある。
前述したように、従来から遊技機ベースでの分析システムは存在した。しかし、遊技機のライフサイクルと、遊技者のライフサイクルとを分析するものは従来存在しなかった。本発明は前述する目的を達成するために、その主たる構成として、遊技機のライフサイクルと、遊技者のライフサイクルとを対比分析し、両者のバランスを取るように、アドバイス(アラートや状況変化表示など)を出力する構成を採用している。
(34)遊技情報統合システムであって、
前記遊技情報統合システムは、
複数の遊技機ユニットと、
各遊技機ユニットと通信可能に接続されたサーバと
を備え、
前記遊技機ユニットは、遊技が実行されることによって、その遊技毎に前記サーバによって遊技実行回数を累積的に監視するための遊技開始又は終了データを出力する遊技開始又は終了データ出力手段を備え、
前記サーバは、
前記遊技開始又は終了データ出力手段が出力した前記遊技開始又は終了データと、そのデータの受信時間を示す受信時間データを互いに対応付けて記憶し、且つ、予め前記遊技場の地図レイアウト表示画像データと、その地図レイアウト表示画像に表示される前記各遊技機ユニットの位置情報と、前記遊技機ユニットからデータを受信する場合に、そのデータに含まれる遊技機ユニットごとの識別情報とのルックアップデータを記憶するデータ記憶手段と、
前記遊技機ユニットから受信して前記データ記憶手段に記憶したデータの分析を行う分析処理手段と、
この分析手段で分析した結果に応じて画像データを生成して外部に出力する出力手段と
を備え、
前記分析処理手段は、前記データ記憶手段に記憶されたデータに基づいて、各遊技機ユニットごとの遊技開始又は終了データの累積値を生成し、
前記出力手段は、出力する地図レイアウト表示画像の各遊技機ユニットの位置情報の画像を前記累積値に応じて変化させた画像データとして出力する処理を実行する。
前記出力手段は、前記遊技実行率と稼働率からグラフ画像データを生成し外部に出力することを特徴とする。
前記遊技情報統合システムは、
複数の遊技機ユニットと、
各遊技機ユニットと通信可能に接続されたサーバと
を備え、
前記遊技機ユニットは、
遊技者識別情報の読取が可能であり、読み取った遊技者識別情報を出力する遊技者識別情報読取手段と、
当該遊技機ユニットは、遊技が実行されることによって、所定のデータを出力する前記サーバに対して出力する遊技実行データ出力手段(当該遊技実行データ出力手段は、遊技を実行することによって発生するデータであって、例えば、遊技実行毎に前記サーバによって遊技実行回数を累積的に監視するための遊技開始又は終了データを出力する遊技開始又は終了データ出力手段、遊技媒体の消費数に関する消費数データを出力する消費数データ出力手段、遊技媒体の払出数に関する払出数データを出力する払出数データ出力手段のいずれもが前記遊技実行データ出力手段の概念に含まれる)を備え、
遊技機ユニットごとに個別に遊技機ユニット識別情報を割り当てられており、
前記サーバは、
前記遊技者識別情報、前記遊技実行データ出力手段が出力した前記所定のデータと、当該所定のデータの受信時間(受信した時間レンジではなく、受信した時間を示す例えばログ)を示す受信時間データを互いに対応付けて記憶するデータ記憶手段と、
前記遊技機ユニットから受信して前記データ記憶手段に記憶したデータの分析を行う分析処理手段と、
この分析手段で分析した結果に応じて画像データを生成して外部に出力する出力手段と
を備え、
前記分析処理手段は、前記データ記憶手段に記憶されたデータに基づいて、少なくとも(x)~(y)に関するデータを生成する処理であり、
(x) 前記遊技機ユニットでの各遊技者の前記所定のデータ(例えば、遊技開始又は終了データ)の累積値、
(y) 前記遊技機ユニットでの各遊技者の遊技者識別情報に分類される種別ごとに累積来場数の累積値、
さらに、前記出力手段は、
前記分析手段によって、前記(x)、(y)の処理で生成された両累積値に基づいて、
遊技場に前記遊技機ユニットを配置した状態を示す地図レイアウト表示画像を、前記所定データの累積値に基づいて変化させるために編集し、その編集した前記地図レイアウト情報を表示するために出力する処理、
前記遊技者識別情報で予め分類されている、遊技者の種別ごとの来場者数の累積値に基づいて、グラフ画像を生成して出力する処理を実行する。
本発明の第2の側面に係る遊技情報統合システムによれば、経験の浅いような管理者やオペレータであっても、リアルタイムに遊技場の運営状況を視覚的に把握することができるので、従来のように数値から運営状況を分析する必要がなく、状況の把握後の対応を迅速に行うことが可能となる。
遊技情報統合システムISは、複数のゲーミングマシン1001と、ICカードサーバ2050と、ホールコンサーバ2060と、会員管理サーバ2070とを備えている。ゲーミングマシン1001は、本発明の遊技機ユニットに相当する。本実施形態では、ICカードサーバ2050と、ホールコンサーバ2060と、会員管理サーバ2070とは、全体で、本発明のサーバに相当する。本発明におけるサーバは、複数の装置で構成されていてもよく、単一の装置で構成されていてもよい。従って、本発明では、ホールコンサーバ2060のみから、本発明のサーバが構成されてもよい。
また、ホールコンサーバ2060では、ICカードサーバ2050、ホールコンサーバ2060又は会員管理サーバ2070に送信されたデータに基づいて、(b)収支の経時変化と、(b´)来店1回あたりの消費金額とが算出される(G2)。
また、ホールコンサーバ2060では、ICカードサーバ2050、ホールコンサーバ2060又は会員管理サーバ2070に送信されたデータに基づいて、(c)ゲーミングマシン1001の稼働時間と、(c´)ゲーミングマシン1001の稼働率とが算出される(G3)。
更に、ホールコンサーバ2060では、ICカードサーバ2050、ホールコンサーバ2060又は会員管理サーバ2070に送信されたデータに基づいて、(d)ゲーミングマシン1001による店舗側の利益と、(d´)ゲーミングマシン1001の粗利とが算出される(G4)。
ゲーミングマシン1001では、遊技媒体として、コイン、紙幣又はこれらに相当する電子的な有価情報が用いられる。また、本実施形態では、後述するバーコード付きチケットも用いられる。なお、遊技媒体はこれらに限定されるものではなく、例えば、メダル、トークン、電子マネーなどを採用することもできる。
本実施形態において、ビデオリールとは、複数のシンボルがその周面に描かれた機械式リールの回転及び停止の動作を映像により表現するものである。各ビデオリール1003には、予め定められた複数(本実施形態では22個)のシンボルからなるシンボル列が割り当てられている。
シンボル表示領域1004には、各ビデオリール1003に応じて、上段、中央上段、中央下段及び下段の4つの領域にそれぞれ1個のシンボルが表示される。つまり、シンボル表示領域1004には、5列×4個の20個のシンボルが表示される。
なお、入賞ラインの具体的な態様は任意に採用することができるが、例えば各ビデオリール1003に応じた中央上段の領域をそれぞれ結んでなる直線状のラインのほか、V字状や屈曲状のラインなどを採用することができる。また、入賞ラインの数についても、例えば30本など、任意に採用することができる。
カードスロット1176に挿入されたカードは、後述のカードリーダ1172によってデータの読み取り及びデータの書き込みが行われる。なお、カードには、コイン、紙幣又はクレジットに相当するデータが記憶されることとしてもよい。
次に、図3を参照して、ゲーミングマシン1が備える回路の構成について説明する。
図3は、本発明の実施形態に係るゲーミングマシンの内部構成を示すブロック図である。
22個のシンボルのそれぞれが決定される確率は基本的に均等である。ただし、22個のシンボルの中に含まれる各種シンボルの個数が異なるので、各種シンボルが決定される確率は異なる(つまり、重みが生じる)。例えば、第1ビデオリール1003aのシンボル列には、シンボル「JACKPOT7」は1個含まれているのに対して、シンボル「ORANGE」は7個含まれている。したがって、前者は「1/22」の確率で決定されるのに対して、後者は「7/22」の確率で決定されることになる。
認証プログラムは、ゲームプログラム及びゲームシステムプログラムを認証するためのプログラム(改竄チェックプログラム)である。予備認証プログラムは、上記認証プログラムを認証するためのプログラムである。認証プログラム及び予備認証プログラムは、対象となるプログラムが改竄されていないことの認証を行う手順(認証手順)に沿って記述されている。
電源ユニット1081からマザーボード1070に電力が供給されると、マザーボード1070のメインCPU1071が起動するとともに、PCIバスを介してゲーミングボード1050に電力が供給されてCPU1051が起動される。
ドアPCB1090には、コントロールパネル1030、リバータ1091、コインカウンタ1092C及び冷陰極管1093が接続されている。
ICカードサーバ2050は、制御部2052と、ハードディスク2055と、通信用I/F2057とを備えており、制御部2052は、CPU2053及びメモリ2054を備えている。ハードディスク2055は、各種のプログラムやデータを記憶しており、制御部2052は、これらのプログラムを読み出して実行し、各種の処理を行う。ハードディスク2055は、売上関連データベース2056を記憶する。
売上関連データベース2056では、例えば、消費金額データ又は売上額データ、受信時間データ、遊技者識別情報、遊技機ユニット識別情報並びに遊技中フラグ等が対応付けられて格納されている。ICカードサーバ2050のハードディスク2055では、更に、カジノへのクレジットに関するデータ、又は会員ポイントに関するデータを遊技者識別情報に対応付けて記憶することとしてもよい。
データ記憶手段は、さらに、使用金額データ出力手段から出力される使用金額データを、データの受信時間に関する受信時間データと遊技者識別情報と遊技機ユニット識別情報とに対応付けて記憶する。
ホールコンサーバ2060は、制御部2062と、ハードディスク2065と、通信用I/F2067とを備えており、制御部2062は、CPU2063及びメモリ2064を備えている。ハードディスク2065は、各種のプログラムやデータを記憶しており、制御部2062は、これらのプログラムを読み出して実行し、各種の処理を行う。
さらに、ハードディスク2065は、満足度判別用データと、顧客ライフサイクル判別用データと、遊技機ライフサイクル判別用データとを記憶する。
データ記憶手段は、消費数データ出力手段から出力される消費数データと払出数データ出力手段から出力される払出数データとの各々を、データの受信時間に関する受信時間データと遊技者識別情報と遊技機ユニット識別情報とに対応付けて記憶する。
また、後述する最適営業戦略判定処理により、例えば、機械撤去、最適営業割数の判定、店舗内設置数比率の適正化等のアドバイスが示された場合には、アドバイスに関するデータが記憶される。そのデータも、遊技機ユニット識別情報に対応付けて記憶される。ハードディスク2065は、データ記憶手段として機能する。制御部2062は、分析処理手段として機能する。
会員管理サーバ2070は、制御部2072と、ハードディスク2075と、通信用I/F2077とを備えており、制御部2072は、CPU2073及びメモリ2074を備えている。ハードディスク2075は、各種のプログラムやデータを記憶しており、制御部2072は、これらのプログラムを読み出して実行し、各種の処理を行う。
データ記憶手段は、さらに、遊技者識別情報に対応付けて、該遊技者識別情報を割り当てられた遊技者に関する遊技者データを記憶する。また、データ記憶手段は、遊技者識別情報に、該遊技者識別情報が割り当てられた遊技者が複数に区分された客層のいずれに該当するかを示す客層データを対応付けて記憶する。
遊技状況データベースでは、例えば、消費数データ、払出数データ、ゲーム開始データ、清算データ、受信時間データ、遊技者識別情報、遊技機ユニット識別情報、遊技中フラグ、遊技時間データ等が互いに対応付けられて格納されている。ゲーミングマシン1001からホールコンサーバ2060に送信される各種データは、遊技状況データベースに記憶される。
相関関係データベースには、遊技状況データベースに格納されたデータが加工されたデータが記憶される。遊技状況データベースは、満足度の算出のためのデータベースと、遊技者ライフサイクルの評価のためのデータベースと、遊技機ライフサイクルの評価のためのデータベースとを含む。
図8(a)は、満足度の算出のためのデータベースである。満足度の算出のためのデータベースでは、遊技機ユニット識別情報に対応付けて、日付ごとに、(a)遊技者1人来店1回あたりの遊技時間、(b)来店1回あたりの収支の経時変化、(c)遊技機の稼働時間、(d)遊技機による店舗側の利益が記憶されている。つまり、図7に示した遊技状況データベースに記憶されたデータに基づいて、制御部2062は、(a)~(d)に関するデータを生成し、満足度の算出のためのデータベースに記憶する。この処理は、処理(A)に相当する。
図8(b)は、遊技者ライフサイクルの評価のためのデータベースである。遊技者ライフサイクルの評価のためのデータベースでは、遊技者識別情報に対応付けて、(a´)来店頻度、(b´)来店1回あたりの消費金額が記憶されている。つまり、図7に示した遊技状況データベースに記憶されたデータに基づいて、制御部2062は、(a´)及び(b´)に関するデータを生成し、遊技者ライフサイクルの評価のためのデータベースに記憶する。この処理は、処理(D)に相当する。
図8(c)は、遊技機ライフサイクルの評価のためのデータベースである。遊技機ライフサイクルの評価のためのデータベースである。遊技機ライフサイクルの評価のためのデータベースでは、遊技機ユニット識別情報に対応付けて、(c´)稼働率、(d´)粗利が記憶されている。つまり、図7に示した遊技状況データベースに記憶されたデータに基づいて、制御部2062は、(c´)及び(d´)に関するデータを生成し、遊技機ライフサイクルの評価のためのデータベースに記憶する。この処理は、処理(I)に相当する。
判定結果データベースには、相関関係データベースに格納されたデータが加工されたデータが記憶される。判定結果データベースは、満足度に関するデータベースと、遊技者ライフサイクル評価点に関するデータベースと、遊技機ライフサイクル評価点に関するデータベースとを含む。
図9(a)は、満足度に関するデータベースである。満足度に関するデータベースでは、遊技機ユニット識別情報に対応付けて、日付ごとに、遊技者の満足度及び遊技店の満足度が記憶されている。
図9(b)は、遊技者ライフサイクル評価点に関するデータベースである。遊技者ライフサイクル評価点に関するデータベースでは、遊技者識別情報に対応付けて、日付ごとに、遊技者ライフサイクル評価点の座標となる来店頻度及び消費金額が記憶されている。
図9(c)は、遊技機ライフサイクル評価点に関するデータベースである。遊技機ライフサイクル評価点に関するデータベースでは、遊技機ユニット識別情報に対応付けて、日付ごとに、遊技機ライフサイクル評価点の座標となる稼働率及び粗利が記憶されている。
図10は、遊技者の満足度と遊技店の満足度との関係を示す図である。
図中、縦軸は、遊技店の満足度を示し、横軸は、遊技者の満足度を示している。図10では、遊技者の満足度、及び遊技店の満足度を、偏差値によって表している。遊技者及び遊技店の満足度の平均値は50である。
この平面に、遊技機に対する遊技店の満足度及び遊技者の満足度を座標とした点(以下、満足度評価点)がプロットされる。星印は、1台の遊技機についての満足度評価点を示す。
従って、図10には、11台の遊技機についての満足度評価点がプロットされている。
エリアAは、遊技店の満足度が高く、且つ遊技者の満足度が低いエリアである。
エリアBは、遊技店の満足度が高く、且つ遊技者の満足度も高いエリアである。
エリアCは、遊技店の満足度が低く、且つ遊技者の満足度が高いエリアである。
エリアDは、遊技店の満足度が低く、且つ遊技者の満足度が低いエリアである。
これに対して、本発明では、遊技者の満足度と遊技店の満足度について、より現実に即した分析を行う。本願発明において満足度の分析に用いられる要素は、少なくとも以下の4つである。
(a) 遊技機ユニットでの各遊技者の1回あたりの遊技期間
(b) 遊技期間における当該遊技者の収支の経時変化
(c) 遊技機ユニットの稼働時間
(d) 遊技機ユニットによる店舗側の利益
遊技者の満足度の分析には、(a)及び(b)を用いる。遊技店の満足度の分析には、(c)及び(d)を用いる。
遊技機ユニットでの遊技期間が長い場合、遊技者がその遊技機での遊技を楽しんでいる可能性が高い。面白くなければ、別の遊技機で遊技を行う可能性が高いからである。つまり、遊技者に多少の損失が発生していたとしても、他の遊技機に移動していないので、現在の遊技機に満足していると考えられる。従って、本発明では、(a)に関するデータを、遊技者の満足度の算出に用いる。
収支の額自体は、上述したトレードオフの関係が示すように、遊技者の満足度に影響を与える。ただし、本発明では、遊技期間の後半の収支が、遊技期間の前半の収支よりも、遊技者の満足度に対して大きな影響を与えるように、収支の額に対して重み付けを行った上で、遊技者の満足度の算出を行う。
本発明では、遊技者がプレーを止めるタイミングに着目している。即ち、遊技者が遊技を止めるタイミングは、1.所持金がなくなった、2.大きく勝った(ボーナスが出た)、3.遊技機が面白くない、の3パターンである。
1.所持金がなくなるということは、少なくとも遊技期間の後半において損失が出ていた可能性が高く、遊技機に満足していなかった可能性がある。勿論、遊技時間が長ければ、所持金がなくなっても、遊技機に満足していた可能性もある。従って、本発明では、(b)だけではなく、(a)も用いて、遊技者の満足度の算出を行う。
2.大きく勝ったということは、少なくとも遊技期間の後半において利益が出ていた可能性が高く、遊技機に満足していた可能性が高い。
3.遊技機が面白くないということは、少なくとも遊技機の後半において利益が出ていなかった可能性が高く、遊技機に満足していなかった可能性がある。
遊技期間に含まれる変動傾向連続期間のうち、後に発生した変動傾向連続期間における収支ほど、遊技者の満足度に対して与える影響が大きい。
一般的に、遊技期間における最後の変動傾向連続期間の収支と、最後の1回前の変動傾向連続期間の収支との絶対値が同じであっても、最後の1回前の変動傾向連続期間の収支が正であり、最後の変動傾向連続期間の収支が負であれば、遊技者は損をしたと感じ易い。逆に、最後の1回前の変動傾向連続期間の収支が負であり、最後の変動傾向連続期間の収支が正であれば、遊技者は得をした(損をしなかった)と感じ易い。
そこで、遊技期間に含まれる変動傾向連続期間のうち、後に発生した変動傾向連続期間における収支ほど、遊技者の満足度に対して与える影響が大きいこととし、データに重み付けを行うことにより、より現実に即した遊技者の満足度を算出することができる。
最後に発生した変動傾向連続期間と同じ変動傾向を有する変動傾向連続期間の連続発生数が多いほど、遊技者の満足度に対して与える影響が大きい。
変動傾向連続期間の収支が1/2の確率で正又は負となるとすれば、収支が正又は負の変動傾向連続期間がN回連続して発生する確率は、(1/2)Nとなる。同じ変動傾向を有する変動傾向連続期間の発生は希少である。従って、連続発生数が多いほど、遊技者に与える心理的なインパクトが大きくなる。
そこで、最後に発生した変動傾向連続期間と同じ変動傾向を有する変動傾向連続期間の連続発生数が多いほど、遊技者の満足度に対して与える影響が大きいこととし、データに重み付けを行うことにより、より現実に即した遊技者の満足度を算出することができる。
遊技期間における最後の変動傾向連続期間の収支の絶対値が大きいほど、遊技者の満足度に対して与える影響が大きい。
遊技者は遊技を止めようと考えて遊技を止める。すなわち、最後の変動傾向連続期間が遊技者に遊技を止める決心をさせている可能性は高く、最後の変動傾向連続期間の収支が遊技者の心理に与えるインパクトは大きい。
そこで、遊技期間における最後の変動傾向連続期間の収支の絶対値が大きいほど、遊技者の満足度に対して与える影響が大きいこととし、データに重み付けを行うことにより、より現実に即した遊技者の満足度を算出することができる。収支が正である場合には、遊技者の満足度に対して正の影響を与える。収支が負である場合、遊技者の満足度に対して負の影響を与える。
遊技機ユニットの稼働時間が長い場合、その遊技機ユニットは、利益の大小に係らず、集客に貢献している可能性が高い。従って、本発明では、(c)に関するデータを、遊技店の満足度の算出に用いる。
店舗側の利益自体は、上述したトレードオフの関係が示すように、遊技店の満足度に影響を与えるので、本発明では、(d)に関するデータを、遊技店の満足度の算出に用いる。
本発明によれば、例えば、以下のようにして、遊技店における遊技機ユニットの設置バランスを改善することができる。
黒丸印、×印、黒三角印、星印は、それぞれ遊技機ユニットの機種を示している。図11(a)によれば、相対的にみて、黒丸印の遊技機ユニットでは、遊技者と遊技店の満足度が高い。×印の遊技機ユニットでは、遊技店の満足度が低い。黒三角印の遊技機ユニットでは、遊技者の満足度が低い。
新たに導入した白四角印の遊技機ユニット及び黒四角印の遊技機ユニットについての遊技者及び遊技店の満足度は、以前設置されていた遊技機ユニットより高くなっている。全体的に見て、図11(b)における満足度評価点は、図11(a)における満足度評価点より右上に位置している。
このように、本発明では、例えば、満足度の低い機種の遊技機ユニットを別の機種の遊技機ユニットに入れ換えることにより、店舗全体として、遊技者及び遊技店の満足度の高い遊技機ユニットを増やすことができる。改善策は、この例に限定されない。他の改善策としては、例えば、割数や設定値の変更、機種ごとの設置台数の変更等を挙げることができる。
図中、縦軸は、遊技者の来店頻度を示し、横軸は、遊技者の来店1回あたりの消費金額を示している。図12では、遊技者の来店頻度、及び遊技者の来店1回あたりの消費金額を、偏差値によって表している。遊技者の来店頻度、及び遊技者の来店1回あたりの消費金額の平均値は50である。
この平面に、遊技者の来店頻度と来店1回あたりの消費金額とを座標とした点(遊技者ライフサイクル評価点)をプロットする。
グループAは、新規客のグループを示す。一般的に、新規客には、来店頻度が高く且つ消費金額が少ない傾向がある。
グループBは、定着客のグループを示す。一般的に、定着客には、来店頻度が高く且つ消費金額も多い傾向がある。
グループCは、不満客のグループを示す。一般的に、不満客には、来店頻度が低く且つ消費金額が多い傾向がある。
グループDは、離脱客のグループを示す。一般的に、離脱客には、来店頻度が低く且つ消費金額も少ない傾向がある。
遊技者の所属グループの変化のパターンには、例えば、図12に示すパターン1~4がある。
パターン1は、来店頻度が高いが、消費金額が次第に低下していくパターンである。パターン1の場合、顧客の心理として、遊技機ユニットの機種の魅力の低下が想定される。
パターン2は、消費金額が多いが、来店頻度が低下していくパターンである。パターン2の場合、顧客の心理として、他遊技店への流出が想定される。
パターン3は、消費金額と来店頻度とがともに低下していくパターンである。パターン3の場合、顧客の心理として、遊技店に対する信頼の低下が想定される。
パターン4は、消費金額が少なく、来店頻度が低下していくパターンである。パターン4の場合、顧客の心理として、遊技店の魅力の低下が想定される。
アドバイスとしては、例えば、以下の例が挙げられる。
パターン1に対応付けられたアドバイスとしては、遊技機ユニットの機種の魅力を向上させるための遊技機ユニットの入れ替え又は配置数の変更等が挙げられる。
パターン2に対応付けられたアドバイスとしては、遊技店への集客を強めるためのイベントの開催等が挙げられる。
パターン3に対応付けられたアドバイスとしては、遊技店への信頼を回復するための割数の設定変更等が挙げられる。
パターン4に対応付けられたアドバイスとしては、遊技店の魅力を高めるための遊技機ユニットの入れ替え又は配置数の変更、イベントの開催、割数の設定変更等が挙げられる。
図13(a)では、グループAに所属する3人の遊技者群がグループBに移動している。グループBに所属する9人の遊技者群がグループCに移動している。グループCに所属する2人の遊技者群がグループDに移動している。9人の遊技者群の移動は、パターン2に該当している。そこで、本実施形態では、アドバイスとして、遊技店への集客を強めるためのイベントの開催が表示される。
図中、縦軸は、遊技機の稼働率を示し、横軸は、遊技機による粗利を示している。図14では、遊技機の稼働率、及び遊技機による粗利を、偏差値によって表している。遊技機の稼働率、及び遊技機による粗利の平均値は50である。
この平面に、遊技機の稼働率と粗利との座標とした点(遊技機ライフサイクル評価点)をプロットする。
グループAは、新台のグループを示す。一般的に、新台には、稼働率が高く且つ粗利が低い傾向がある。
グループBは、メイン機種のグループを示す。一般的に、メイン機種には、稼働率が高く且つ粗利が高い傾向がある。
グループCは、人気低下のグループを示す。一般的に、人気低下の機種には、稼働率が低く且つ粗利が高い傾向がある。
グループDは、不人気のグループを示す。一般的に、不人気の機種には、稼働率が低く且つ粗利が低い傾向がある。
遊技機の所属グループの変化のパターンには、例えば、図14に示すパターン1~5がある。
パターン1は、稼働率は高く維持されているが、粗利が低下していくパターンである。
パターン2は、粗利は維持されているが、稼働率が低下していくパターンである。
パターン3は、稼働率が低く推移しており、粗利が低下していくパターンである。
パターン4は、稼働率が低下し、且つ粗利が上昇していくパターンである。
パターン5は、粗利が低く推移しており、稼働率が低下していくパターンである。
アドバイスとしては、例えば、以下の例が挙げられる。
パターン1に対応付けられたアドバイスとしては、割数の見直し等が挙げられる。
パターン2に対応付けられたアドバイスとしては、割数の見直し等が挙げられる。
パターン3に対応付けられたアドバイスとしては、機械撤去の検討等が挙げられる。
パターン4に対応付けられたアドバイスとしては、割数の見直し等が挙げられる。
パターン5に対応付けられたアドバイスとしては、機械撤去の検討等が挙げられる。
図15(a)では、8個の黒丸印の遊技機ライフサイクル評価点がグループBに所属している。9個の×印の遊技機ライフサイクル評価点がグループBからグループDに移動している。8個の星印の遊技機ライフサイクル評価点がグループBからグループCに移動している。5個の黒三角印の遊技機ライフサイクル評価点がグループCからグループDに移動している。
星印の遊技機ライフサイクル評価点の移動は、パターン2に該当する。黒三角印の遊技機ライフサイクル評価点の移動は、パターン3に該当する。そこで、本実施形態では、アドバイスとして、割数の見直しと機械撤去の検討が表示される。
ホールコンサーバ2060の制御部2062は、ハードディスク2065に格納された遊技状況データベース2066に記憶されたデータを用い、収支の経時変化に基づく収支の補正を行う(ステップS1101)。
図17は、満足度算出処理における重み付けについて説明するグラフである。
図17に示す補正前収支は、図65(b)におけるスランプグラフSGと同じ傾向を示す。図65(b)のスランプグラフSGに含まれる変動傾向連続期間CP1~CP5は、図17にも含まれている。変動傾向連続期間CP1~CP5は、順に、正、正、負、正、正となっている。
補正1は、遊技期間の後半の収支が遊技期間の前半の収支よりも遊技者の満足度に対して大きな影響を与えるようにするための重み付けである。本実施形態では、前半の収支に対して、下記(1)式の補正を行い、後半の収支に対して、下記(2)式の補正を行う。
(前半の収支)×(1-α) (1)
(後半の収支)×(1+α) (2)
但し、αは、1未満の正数である。
その結果、収支は、図17に示す補正1(図中、白四角印)となる。
(第n回の変動傾向連続期間の収支)×〈1+(n/N)〉 (3)
但し、Nは、遊技期間に含まれる変動傾向連続期間の総回数であり、nは、N以下の自然数である。
その結果、収支は、図17に示す補正2(図中、黒三角印)となる。
(第m回の変動傾向連続期間の収支)×m (4)
但し、mは、自然数である。
その結果、収支は、図17に示す補正3(図中、×印)となる。
ホールコンサーバ2060の制御部2062は、(a´)遊技者の来店頻度、及び(b´)消費金額に基づいて、遊技者ライフサイクル評価点をプロットする(ステップS1111)。これにより、遊技者の所属グループ(図12参照)が特性される。換言すれば、遊技者は、新規客、定着客、不満客及び離脱客のいずれかのグループに分類される。ステップS1111は、処理(E)に相当する。 次に、制御部2062は、遊技者ライフサイクル評価点の変化のパターンを分析し(ステップS1112)、本サブルーチンを終了する。ステップS1112は、処理(F)に相当する。遊技者ライフサイクル評価点、所属グループ及びその変化のパターンは、判定結果データベース(図9(b)参照)に格納される。
ホールコンサーバ2060の制御部2062は、(c´)ゲーミングマシン1001の稼働率、及び(d´)ゲーミングマシン1001による粗利に基づいて、遊技機ライフサイクル評価点をプロットする(ステップS1121)。これにより、遊技機の所属グループ(図14参照)が特定される。換言すれば、遊技機は、新台グループ、メイン機種グループ、人気低下グループ及び不人気グループのいずれかのグループに分類される。ステップS1121は、処理(J)に相当する。
次に、制御部2062は、遊技機ライフサイクル評価点の変化のパターンを分析し(ステップS1122)、本サブルーチンを終了する。ステップS1122は、処理(K)に相当する。遊技機ライフサイクル評価点、所属グループ及びその変化のパターンは、判定結果データベース(図9(c)参照)に格納される。
ホールコンサーバ2060の制御部2062は、ハードディスク2065に記憶された満足度判別用データに基づいて、満足度評価点に応じたアドバイスを出力する(ステップS1131)。
満足度判別用データでは、遊技者の満足度の数値範囲(例えば、0以上10未満、10以上20未満等)と遊技店の満足度の数値範囲(例えば、0以上10未満、10以上20未満等)との組合せに対して、アドバイスのデータが対応付けられている。アドバイスの内容としては、例えば、機械撤去、設定値の変更、設置台数の変更等が挙げられる。なお、アドバイスは、定性的な内容であってもよく、具体的な数値を含む内容であってもよい。
次に、制御部2062は、顧客ライフサイクル判別用データに基づいて、遊技者の所属グループの変化のパターンに対応するアドバイスを出力する(ステップS1132)。
顧客ライフサイクル判別用データでは、遊技者の所属グループの変化のパターンとアドバイスを示すデータとが対応付けられている。なお、アドバイスについては、既に説明済なので、ここでの説明は省略する。ステップS1132は、処理(G)及び処理(H)に相当する。
次に、制御部2062は、遊技機ライフサイクル判別用データに基づいて、遊技機の所属グループの変化のパターンに対応するアドバイスを出力し(ステップS1133)、本サブルーチンを終了する。ステップS1133は、処理(L)及び処理(M)に相当する。
遊技機ライフサイクル判別用データでは、遊技機の所属グループの変化のパターンとアドバイスを示すデータとが対応付けられている。なお、アドバイスについては、既に説明済みなので、ここでの説明は省略する。
図21は、遊技情報統合システムの概要を示す機能フロー図である。
遊技情報統合システムISは、複数の遊技機ユニット1と、従業員管理サーバ40と、ICカードサーバ50と、ホールコンサーバ60と、会員管理サーバ70と、POSサーバ80と、ナンバーランプディスプレイサーバ90と、複数の遊技機毎遊技情報表示装置91とを備えている。
遊技時間は、遊技機ユニット1から送信されるデータに基づいて、例えば、遊技機ユニット1からのデータの受信を開始した際の時間と、遊技機ユニット1からのデータの受信が終了した際の時間とから生成される。このように、遊技情報統合システムISでは、遊技機ユニット1からホールコンサーバ60に、稼働、即ち客が遊技台で遊技していることに関するアウト玉数等の情報が出力される。
遊技情報統合システムISにおいては、売上・稼働データ(主に売上データ)は、サンド装置20からの情報に基づいて生成される。図中「サンド」は、主の情報発信元を示している。なお、本発明は、この例に限定されず、例えば、売上データは、個別計数装置30からICカードサーバ50に入力されることとしてもよい。
A3における機械の形式と特性の分析、及びA7における機械の稼働の分析は、遊技店における「機械」分析に相当する。
例えば、予め、機械の形式と特性とに基づいて区分される機械のクラスごとに、固定客の分析結果と新機種の魅力度とが対応付けられたデーブルデータを格納しておく。そして、A3における機械の形式と特性の分析の結果に応じたテーブルを選択し、選択されたテーブルを参照し、固定客の分析結果に対応付けられた新機種の魅力度を抽出する。新機種の魅力度は、段階的評価(例えば、大、中、小等)を示すデータとして格納される。本発明における新機種の魅力の評価と評価結果とはこの例に限定されない。
パチンコ遊技装置10等の遊技機の設計においては、版権に対する高額のライセンス料が必要となる所謂キャラクタものの選別を行うこととしてもよい。新機種のキャラクタものは、特に新機種としての要素が強く、遊技者の遊技傾向もキャラクタ等によって異なるので、キャラクタの有無も新機種の魅力度の判別に用いることが望ましい。
上述したように、A1~A7では、「客」、「機械」及び「営業」の3要素についての分析が行われる。その過程では、例えば、A1で行われた「営業」分析の結果が、A3における「機械」分析に用いられるというように、各要素の分析結果が他の要素の分析に用いられる。そして、A9においては、A2において分析された営業割数と、A3において生成された特性データと、A7における機械の稼働の分析結果とに基づいて、安定度の分析を行う。遊技情報統合システムISにおいて、安定度は、所定の基準単位についての経営の安定性を数値的に示すものであり、「客」分析、「営業」分析及び「機械」分析の統合的分析の結果得られる営業の指標である。稼働率が高いほど安定度は高くなり、営業割数が所定の範囲にあれば安定度は高くなる一方、営業割数が該範囲から外れると安定度は低くなる。
このように、最適営業割数の判定(ステップB1)と、固定客増加(ステップB2)との組合せにより、固定客と収益との調和バランスを取り(ステップB3)、所定の基準単位における経営の安定化を実現する(ステップB4)。
(遊技情報統合システム)
図22は、本実施形態に係る遊技情報統合システムISの一例を示すネットワーク構成図である。
遊技情報統合システムISは、複数の遊技機ユニット1と、従業員管理サーバ40と、ICカードサーバ50と、ホールコンサーバ60と、会員管理サーバ70と、POSサーバ80と、ナンバーランプディスプレイサーバ90とを備えており、遊技機ユニット1は、各サーバ40~90に対して信号(データ)の送信を行う。また、各サーバ40~90は、互いに通信可能である。
ICカードサーバ50は、使用金額に関するデータと、売上額に関するデータとを、受信時間データと遊技者識別情報と遊技機ユニット識別情報とに対応付けて記憶する。
ホールコンサーバ60は、アウト玉数を示すデータ、セーフ玉数を示すデータ、特賞回数を示すデータ及びスタート回数を示すデータを、受信時間データと遊技者識別情報と遊技機ユニット識別情報とに対応付けて記憶する。また、ホールコンサーバ60は、遊技時間を示すデータを、遊技者識別情報と遊技機ユニット識別情報と対応付けて記憶する。
会員管理サーバ70は、各遊技者の会員名、地域、性別、年齢、職業等の遊技者に関するデータを、遊技者識別情報に対応付けて記憶する。また、会員管理サーバ70では、遊技者識別情報ごとに客層データが記憶されている。客層としては、例えば、固定客(マニア)、流動客(回遊客)、初心者(ビギナー)等が設定されている。固定客を示す客層データが対応付けられた遊技者識別情報及び遊技者データは、他の客層データが対応付けられた遊技者識別情報及び遊技者データと区分されて記憶されている。
POSサーバ80は、会員管理サーバ70と通信可能に接続され、景品数に関するデータを遊技者識別情報に対応付けて記憶する。
ナンバーランプディスプレイサーバ90は、ナンバーランプディスプレイとして機能する遊技機毎遊技情報表示装置91に対する表示制御を行う。
図23は、図21に示したパチンコ遊技装置の一例を模式的に示す斜視図である。
パチンコ遊技装置10の前面の遊技盤には、スタート検出センサ12S(図示せず)を備える役物装置12が設けられ、遊技盤の中央部分には、表示装置14が設置されている。パチンコ遊技装置10の表示装置14は、シンボルの変動表示が可能なシンボル表示装置に相当する。パチンコ遊技装置10の前面右下には、発射ハンドル13が設けられ、パチンコ遊技装置10の前面の左上及び右上には、スピーカ15が設けられている。
発射ハンドル13は、制御部11に接続され、発射ハンドル13の回動角度を示す角度信号は、所定の信号に変換された後、制御部11に入力される。制御部11には、スタート検出センサ12Sも接続されており、遊技球が役物装置12を通過したときには、スタート検出センサ12Sは、検出信号を出力する。
図25は、図21に示したサンド装置20の内部構成を示すブロック図である。
制御部21には、紙幣読取部25、カード読取部26及びテンキー27Aが接続されている。紙幣読取部25は、紙幣投入口25Aに投入された紙幣を読み取る。カード読取部26は、カード読取部26に挿入されたICカードに記憶された遊技者識別情報を読み取る。また、カード読取部26は、ICカードに記憶されたデータの読み取りに加え、ICカードへのデータの書き込みを行うこととしてもよい。テンキー27Aは、遊技者によって操作され、遊技球の貸出に関する指示の入力を可能とする。カード読取部26は、遊技者識別情報の読取が可能であり、読み取った遊技者識別情報を出力する遊技者識別情報読取手段として機能する。
図26は、図21に示した個別計数装置30の内部構成を示すブロック図である。
制御部31には、計数部32及び操作部33が接続されている。計数部32は、遊技球が流入したときにその遊技球の数を計数する。操作部33は、清算に関する指示や計数された遊技球の再使用に関する指示等の指示の入力を可能とする。
従業員管理サーバ40と、ICカードサーバ50と、ホールコンサーバ60と、会員管理サーバ70と、POSサーバ80と、ナンバーランプディスプレイサーバ90とは、本発明における「サーバ」に相当する。なお、本発明におけるサーバは、図21に示すように複数のノードから構成されていてもよく、単一のノードから構成されていてもよい。
ハードディスク45、55、65、75、85、95は、本発明における「データ記憶手段」として機能する。
従業員管理サーバ40は、制御部42と、ハードディスク45と、通信用I/F47とを備えており、制御部42は、CPU43及びメモリ44を備えている。ハードディスク45は、各種のプログラムやデータを記憶しており、制御部42は、これらのプログラムを読み出して実行し、各種の処理を行う。ハードディスク45は、従業員管理データベース46を記憶する。従業員管理データベース46では、従業員管理者を含む従業員の情報が、携帯端末機41の通信アドレスに対応付けて記憶されている。また、従業員の情報には、役職(例えば、オーナー、本部スタッフ、店長、マネージャ、主任等)のデータが含まれており、役職ごとに、異なる情報アクセス権限が設定されている。従業員管理サーバ40は、遊技情報統合システムISにおける分析又は判定の結果を示すデータを携帯端末機41に送信する。従業員管理サーバ40は、遊技情報統合システムISにおける分析又は判定の結果を示すデータの種別(項目)に基づいて情報の機密性を判別し、情報の機密性と情報アクセス権限との関係において、情報の機密性を上回る情報アクセス権限が設定された従業員管理者の通信アドレスにのみ、分析又は判定の結果を示すデータを送信する。
ICカードサーバ50は、制御部52と、ハードディスク55と、通信用I/F57とを備えており、制御部52は、CPU53及びメモリ54を備えている。ハードディスク55は、各種のプログラムやデータを記憶しており、制御部52は、これらのプログラムを読み出して実行し、各種の処理を行う。ハードディスク55は、売上関連データベース56を記憶する。売上関連データベース56では、例えば、消費金額データ又は売上額データ、受信時間データ、遊技者識別情報、遊技機ユニット識別情報並びに遊技中フラグ等が対応付けられて格納されている。ICカードサーバ50のハードディスク55では、更に、貯玉数に関するデータ、又は会員ポイントに関するデータを遊技者識別情報に対応付けて記憶することとしてもよい。
データ記憶手段は、さらに、使用金額データ出力手段から出力される使用金額データを、データの受信時間に関する受信時間データと遊技者識別情報と遊技機ユニット識別情報とに対応付けて記憶する。
ホールコンサーバ60は、制御部62と、ハードディスク65と、通信用I/F67とを備えており、制御部62は、CPU63及びメモリ64を備えている。ハードディスク65は、各種のプログラムやデータを記憶しており、制御部62は、これらのプログラムを読み出して実行し、各種の処理を行う。
データ記憶手段は、消費数データ出力手段から出力される消費数データと払出数データ出力手段から出力される払出数データとの各々を、データの受信時間に関する受信時間データと遊技者識別情報と遊技機ユニット識別情報とに対応付けて記憶する。
会員管理サーバ70は、制御部72と、ハードディスク75と、通信用I/F77とを備えており、制御部72は、CPU73及びメモリ74を備えている。ハードディスク75は、各種のプログラムやデータを記憶しており、制御部72は、これらのプログラムを読み出して実行し、各種の処理を行う。
データ記憶手段は、さらに、遊技者識別情報に対応付けて、該遊技者識別情報を割り当てられた遊技者に関する遊技者データを記憶する。また、データ記憶手段は、遊技者識別情報に、該遊技者識別情報が割り当てられた遊技者が複数に区分された客層のいずれに該当するかを示す客層データを対応付けて記憶する。
POSサーバ80は、制御部82と、ハードディスク85と、通信用I/F87とを備えており、制御部82は、CPU83及びメモリ84を備えている。ハードディスク85は、各種のプログラムやデータを記憶しており、制御部82は、これらのプログラムを読み出して実行し、各種の処理を行う。ハードディスク85は、POSデータベース85を記憶する。POSデータベース86では、遊技者識別情報に対応付けて、景品に関するデータを記憶する。
ナンバーランプディスプレイサーバ90は、制御部92と、ハードディスク95と、通信用I/F97とを備えており、制御部92は、CPU93及びメモリ94を備えている。ハードディスク95は、各種のプログラムやデータを記憶しており、制御部92は、これらのプログラムを読み出して実行し、各種の処理を行う。ハードディスク95は、表示情報データベース96を記憶する。表示情報データベース96は、遊技機毎遊技情報表示装置91に表示される情報を記憶する。
図33は、図21に示したICカードサーバ50に格納される売上関連データベース56の一例を示す説明図である。
売上関連データベース56では、ICカードサーバ50が遊技機ユニット1から消費金額データ又は売上額データを受信するごとに、消費金額データ又は売上額データを、受信時間を示す受信時間データ、遊技者識別情報及び遊技機ユニット識別情報に関連付けて記憶する。また、遊技中フラグがオフ(×)にセットされた遊技機ユニット1において遊技が開始されたときには、遊技中フラグがオン(○)にセットされる一方、遊技中フラグがオン(○)にセットされた遊技機ユニット1から所定時間にわたってデータの送信がなかったときには、遊技中フラグがオフ(×)にセットされる。なお、ICカードサーバ50が遊技機ユニット1からデータを受信するタイミングは、特に限定されず、例えば、金銭の消費又は売上が生じるごとに逐次受信することにしてもよく、所定の時間ごとにまとめて受信することにしてもよい。
遊技状況データベース66では、例えば、消費数データ、払出数データ、スタート回数データ、特賞回数データ、遊技情報データ等、遊技機ユニット1からのデータを受信するごとに、受信時間を示す受信時間データ、遊技者識別情報及び遊技機ユニット識別情報に関連付けて記憶する。また、遊技中フラグがオフ(×)にセットされた遊技機ユニット1において遊技が開始されたときには、遊技中フラグがオン(○)にセットされる一方、遊技中フラグがオン(○)にセットされた遊技機ユニット1から所定時間にわたってデータの送信がなかったときには、遊技中フラグがオフ(×)にセットされる。遊技中フラグがオフ(×)にセットされた際に遊技時間が算出され、対応付けて記憶される。また、サービスタイム(又はイベント)中の遊技機ユニット1からデータを受信した場合には、サービスタイムフラグがオン(○)にセットされ、サービスタイム(又はイベント)中の遊技機ユニット1へデータを送信した場合には、サービスタイムフラグがオフ(×)にセットされる。更に、遊技状況データベース66では、遊技機ユニット識別情報に対応付けられて、例えば、機種データ、形式データ、島識別情報、新機種フラグ及びサービスタイムフラグ等が格納されている。また、図示していないが、遊技状況データベース66には、機種データと対応付けて市場投入日のデータが記憶されている。
また、遊技状況データベース66では、更に、遊技時間に基づいて、例えば、遊技機ユニット1の累積稼働時間、累積非稼働時間、累積稼働時間と累積非稼働時間との比率等を記憶することとしてもよい。更に、累積稼働時間、累積非稼働時間、又は累積稼働時間と累積非稼働時間との比率に対する遊技機ユニット1の割数の比率を算出する。これにより、非稼働時間に対する割数を算出することができる。
相関関係データベースでは、例えば、遊技機識別情報、大当り偏り及び頻度、特性、所定単位時間当たりの稼働時間率、所定単位時間当たり遊技客数、遊技者1人当たりの平均遊技時間、営業時間、稼働率、安定度及び新機種魅力値等が対応付けられて記憶されている。大当り偏り及び頻度は、1日あたりの大当り回数の平均値及び標準偏差を示している。特性としては、出球の波を段階的評価データ及び出球スランプグラフの動きを示す関数データが格納されている。1日当たりの稼働時間率は、営業時間に対する稼働時間の割合を示している。安定度及び新機種魅力度については後述する。
判定結果データベースでは、機種データ、遊技機ユニット識別情報、目標割数、固定客数、固定客数アラームフラグ、設置比率、適正設置比率、設置比率アラームフラグが対応付けられて記憶される。固定客数及び固定客数アラームフラグは、新機種に設定されない。設置比率、適正設置比率及び設置アラームフラグは、全機種に対して設定されている。本発明において、設置比率、適正設置比率及び設置アラームフラグは、新機種に対してのみ設定されてもよい。
会員管理データベース76では、遊技者識別情報、客層データ、会員名、地域、性別、年齢、職業等の遊技者データが対応付けられて記憶され、更に、遊技者識別情報に対応付けられ、該遊技者識別情報が割り当てられた遊技者の平均使用時間、平均遊技時間、平均来店頻度及び平均損失額等が記憶される。複数に区分された客層には、固定客が含まれている。固定客を示す客層データに対応付けられたデータは、他の客層データに対応付けられたデータと区分して記憶されている。
最初に、制御部11は、遊技球が入賞口に入賞したか否かを判断する(ステップS100)。遊技機が入賞口に入賞したと判断した場合には、遊技球の払出を行う(ステップS101)。
また、パチンコ遊技装置1からホールコンサーバ60へのデータの送信は、所定時間ごとに一括して行うこととしてもよい。
まず、制御部21は、ICカードの読み取りを行うか否かを判断する(ステップS200)。具体的に、カード挿入口26Aに挿入されたICカードを検出した際に、制御部21は、ICカードの読み取りを行うと判断する。ICカードの読み取りを行うと判断した場合、カード読取部26は、遊技者識別情報の読み取りを行う(ステップS201)。制御部は、読み取った遊技者識別情報をICカードサーバ50に送信する。
先ず、制御部31は、計数部32に遊技球が流入したか否かを判断し(ステップS300)、遊技球が流入していると判断した場合、遊技球の計数処理を行う(ステップS301)。このとき、制御部は、計数値を遊技機ユニット識別情報とともにホールコンサーバ60に送信する。計数値は、遊技情報統合システムISにおいて、払出数データとして取り扱われる。
図41は、図21に示したホールコンサーバ60において実行されるベース処理のルーチンを示すフローチャートである。
まず、ホールコンサーバ60の制御部62は、遊技機ユニット1からデータを受信したか否かを判断する(ステップS1)。データを受信したと判断した場合には、制御部62は、データ格納・分析処理を行う(ステップS2)。データ格納・分析処理については、後述する。
まず、ICカードサーバ50の制御部52は、遊技機ユニット1からデータを受信したか否かを判断する(ステップT1)。データを受信したと判断した場合には、制御部52は、データ格納・分析処理を行う(ステップT2)。データ格納・分析処理については、後述する。ステップT1においてデータを受信していないと判断した場合、又はステップT2の処理を実行した場合、本サブルーチンを終了する。
図43は、図41に示したホールコンサーバ60におけるベース処理のステップS2において実行されるデータ格納・分析処理のサブルーチンを示すフローチャートである。
まず、ホールコンサーバ60の制御部62は、遊技機ユニット1からのデータを、受信時間データと、遊技者識別情報と、遊技機ユニット識別情報とに対応付けて遊技状況データベース66(図34(b)参照)に格納する(ステップS20)。
次に、制御部62は、当該遊技機ユニット1において遊技が開始されたか否かを判断する(ステップS21)。具体的に、サンド装置20に挿入されたICカードから読み取られた遊技者識別情報をサンド装置20から受信した場合に、制御部62は、遊技が開始されたと判断する。なお、本発明における遊技開始の判断は、この例に限定されず、例えば、オフ(×)の遊技中フラグがセットされた遊技機ユニット識別情報が割り当てられた遊技機ユニット1からのデータを受信した場合に、遊技が開始されたと判断することとしてもよい。
ステップS21において遊技が開始されていないと判断した場合、又はステップS22の処理を実行した場合、制御部62は、当該遊技機ユニット1において遊技が終了されたか否かを判断する(ステップS23)。具体的に、ICカードが排出される際にサンド装置20から出力される遊技者識別情報を受信した場合に、制御部62は、遊技が終了したと判断する。なお、オン(○)の遊技中フラグがセットされた遊技機ユニット識別情報1が割り当てられた遊技機ユニット1からのデータを所定時間以上受信していない場合に、遊技が終了したと判断することとしてもよい。
図43に示したデータ格納・分析処理を実行するとき、ホールコンサーバ60の制御部62は、遊技機ユニット1から受信してハードディスク65(データ記憶手段)に記憶したデータの分析を行う分析処理手段として機能する。
まず、ICカードサーバ50の制御部52は、遊技機ユニット1のサンド装置20から受信した使用金額データを、受信時間データ、遊技者識別情報及び遊技機ユニット識別情報に対応付けて売上関連データベース56に記憶する(ステップT20)。
図44に示したデータ格納・分析処理を実行するとき、ICカードサーバ50の制御部52は、遊技機ユニット1から受信してハードディスク55(データ記憶手段)に記憶したデータの分析を行う分析処理手段として機能する。
図45は、図41に示したホールコンサーバ60におけるベース処理のステップS4において実行される相関関係分析処理のサブルーチンを示すフローチャートである。
なお、ステップS40~S43の処理については、説明の便宜上、順序を付しているが、本発明において、ステップS40~S43の処理は、随時、順序を問わずに、実行可能である。
まず、ホールコンサーバ60の制御部62は、新機種分析処理を行う(ステップS40)。
図46は、図45に示した相関関係分析処理におけるステップS40において呼び出されて実行される新機種分析処理のサブルーチンを示すフローチャートである。
ホールコンサーバ60の制御部62は、遊技状況データベース66に基づいて、各遊技機ユニット1について、当該機種の市場投入日から所定期間が経過したか否かを判断する(ステップS400)。遊技情報統合システムISでは、所定期間が経過するまで一律で新機種と判定される。しかし、この期間は非常に短く設定されており、市場投入日から所定期間が経過した遊技機ユニット1に対しては、全て新機種に該当するか否かの判定が行われる。なお、本発明は、この例に限定されず、例えば、新機種の判定において、市場投入日からの経過期間についての条件を設定しないこととしてもよい。
客層比率に関しては、例えば、回遊客及びビギナが多ければ、新機種としての魅力度が高いこととして、新機種の魅力度を、段階的又は数値的評価により設定することができる。勿論、客層比率による新機種の魅力値の評価基準及び評価方法は、この例に限定されない。
初打ち時期は、例えば、市場投入日又は遊技店導入日から、遊技者が当該パチンコ遊技装置10で初めて遊技を行った日までの期間であり、遊技状況データベース66に格納されたデータから算出可能である。初打ち時期に関しては、例えば、初打ち時期が短いほど、新機種としての魅力度が高いこととして、新機種の魅力度を、段階的又は数値的評価により設定することができる。
ステップS402において、制御部62は、遊技機ユニット1から受信してデータ記憶手段に記憶したデータのうち、オンにセットされた新機種識別フラグが対応付けられた遊技機ユニット識別情報が割り当てられた遊技機ユニット識別情報に対応付けられたデータの分析を行う新機種分析処理手段として機能する。
制御部62は、新機種としての魅力度が、予め定められた所定ランク又は所定値以上である場合、新機種に該当すると判断する一方、所定ランク又は所定値未満である場合、新機種としての魅力が既に失われているので、新機種に該当しないと判断する。ステップS403において、制御部62は、分析結果データに基づいて、分析対象の機種が所定の新機種条件を満たすか否かを判定する新機種条件判定手段として機能する。
このとき、制御部62は、新機種分析処理手段による分析結果としての新機種分析結果データに基づいて、オンにセットされた新機種識別フラグが対応付けられた遊技機ユニット識別情報が割り当てられた遊技機ユニットの設置数が所定の適正条件を満たすか否かを判定する適正条件判定手段として機能する。即ち、本実施形態における適正条件は、設置比率が、設置台数に対する客数の比率から算出される適正設置台数の比率の範囲に含まれるか否かであるが、本発明における適正条件は、この例に限定されるものではない。
ステップS40の後、制御部62は、客層分析処理を行う(ステップS41)。
図47は、図45に示した相関関係分析処理におけるステップS41において呼び出されて実行される客層分析処理のサブルーチンを示すフローチャートである。
ステップS410~S413において算出されたデータは、会員管理サーバ70の会員管理データベース76に格納される。
ステップS410~S413において、制御部62は、1つの遊技者識別情報に対応付けてデータ記憶手段に記憶されたデータに基づいて、該遊技者識別情報を割り当てられた遊技者についての所定の基準単位あたりの遊技傾向を示す遊技傾向パラメータを算出する遊技傾向パラメータ算出手段として機能する。
なお、数値的又は段階的評価を行う基準として、遊技者データによって異なる基準を用いることとしてもよい。例えば、遊技者が男性であるか女性であるかによって、数値的又は段階的評価の基準を用いることとしてもよい。このとき、遊技傾向パラメータと遊技者データとに基づいて、遊技者識別情報を割り当てられた遊技者の客層を判別する。
制御部62は、得られた客層データを、会員管理サーバ70の会員管理データベース76に格納する(ステップS415)。その後、本サブルーチンを終了する。
図48は、図45に示した相関関係分析処理におけるステップS42において呼び出されて実行される営業分析処理のサブルーチンを示すフローチャートである。
次に、制御部62は、全時間における営業割数を算出する(ステップS420)。本実施形態に係る遊技情報統合システムISにおいては、サンド装置20における貸出遊技球数をアウト数(消費数)として取り扱っている。従って、営業割数は、((貸出球数-(アウト数-セーフ数))÷貸出球数)×10=(払出数÷消費数)×10により算出される。
その後、制御部62は、サービスタイムにおける営業割数を算出する(ステップS421)。その後、本サブルーチンを終了する。
図49は、図45に示した相関関係分析処理におけるステップS43において呼び出されて実行される機械分析処理のサブルーチンを示すフローチャートである。
ホールコンサーバ60の制御部62は、特賞発生信号及びその受信時間データに基づいて、大当り偏り(標準偏差)及び頻度(平均値)の分析を行う(ステップS430)。次に、制御部62は、顧客別人気情報の分析を行う(ステップS431)。顧客別人気情報を生成する。新機種は、他の機種とは異なり、機械の形式や特性に関わらず「新台」であるという要素のみで稼働する場合がある。従って、遊技情報統合システムISでは、この新機種の要素については、顧客別人気情報を生成する際に除外される。具体的に、新機種の遊技機ユニットに関するデータは、顧客別人気情報の生成に用いられない。即ち、顧客別人気情報は、遊技機(遊技機識別情報)ごとに、例えば、平均使用金額、平均遊技時間、平均遊技頻度、店舗側からみた平均利益額等のパラメータの算出を行う。顧客別人気情報は、これらのパラメータの段階的又は数値的評価により設定される。
ステップS40~S43の処理を実行するとき、ホールコンサーバ60の制御部62は、遊技機ユニット1から受信してハードディスク65(データ記憶手段)に記憶したデータの分析を行う分析処理手段として機能する。
本実施形態に係る遊技情報統合システムISにおいて、安定度の判定は、少なくとも安定度及び営業割数と数値化された安定度とが対応付けられた比較テーブルを用いて行われる。ホールコンサーバ60のハードディスク65には、例えば、機種、形式、遊技店等に応じて、複数の比較テーブルが格納されており、安定度の判定では、判定対象に応じた比較テーブルが用いられる。また、安定度の判定では、予め遊技店側から損益分岐割数の入力を受け入れることにしてもよい。
なお、図50及び図51に示す遊技機用比較テーブルでは、遊技店の損益分岐割数が13.5割に設定されている。
遊技機用比較テーブルでは、稼働率及び営業割数に対応付けて、安定度が設定されている。例えば、稼働率が30%未満であり且つ営業割数が11割以下であれば、客付きが悪く収益も得られていないので、安定度の評価はマイナス(-30)となる。また、稼働率が30%未満であり且つ営業割数が18割以上であれば、収益を得過ぎていて客離れが生じていると想定されるので、安定度の評価はマイナス(-30)となる。
図51の比較テーブルは、遊技店の安定度の評価に用いられるので、稼働率に関わらず、損益分岐割数を下回る営業割数は許容されない。従って、営業割数が13.5未満の場合、安定度の評価はマイナスとなる。また、遊技店全体として、損益分岐割数を遥かに上回る割数での営業は、固定客増加及び確保の点から好ましくない。従って、営業割数が16割以上の場合、安定度の評価はマイナスとなる。
図50及び図51に示すように、安定度の評価は、対象によって異なる。そこで、例えば、遊技店全体の安定度の判定を行い、安定度の評価結果がマイナスであった場合に、遊技機、機種又は形式ごとの安定度の判定を行い、遊技店全体の安定度がマイナスになった原因の調査を行うというように、遊技店及びパチンコ遊技装置10の安定度の評価を併用することも可能である。
図52は、図41に示したホールコンサーバ60におけるベース処理のステップS6において呼び出されて実行される判定処理のサブルーチンを示すフローチャートである。
判定処理において、制御部62は、まず、目標営業割数判定処理を行う(ステップS60)。ステップS60の処理は、遊技店、又は各機種若しくは形式のパチンコ遊技装置10(又は各パチンコ遊技装置10)に対して行われる。目標となる営業割数を判定することにより、設定変更を行う際の客観的な指標を提供することができる。例えば、稼働率が高く且つ営業割数が低い機種又は形式のパチンコ遊技装置10は、安定度を高めるために、設定を厳しくして営業割数を高めることができる場合がある。また、稼働率が低く且つ営業割数が高い機種又は形式のパチンコ遊技装置10は、安定度を高めるために、設定を甘くして稼働率を上げることができる場合がある。
このとき、制御部62は、分析の結果を示す分析結果データ及び/又は前記安定度判定手段に判定された安定度に基づいて、所定の基準単位あたりの目標割数を算出する目標割数算出手段として機能する。
次に、上述した遊技情報統合システムISによって実際に収集したデータについて、図53~図61を用いて説明する。
実際にデータを収集する際に用いた遊技情報統合システムは、複数の遊技店にわたって設置されたシステムであり、各遊技店の遊技情報統合システムISが、ネットワークによって接続されたものである。
遊技情報統合ネットワークシステムINSにおいて、各遊技情報統合システムISのデータの集計・加工等を行うのは、いずれかの各遊技情報統合システムISのサーバ40~90(例えば、ホールコンサーバ60等)であってもよく、各遊技情報統合システムISのサーバ40~90以外に別途設置されたサーバであってもよい。
図53に示すデータは、遊技情報統合ネットワークシステムINSにて収集されたデータを含む。
テーブルの左欄から順に、経過日、店舗数、店舗平均稼働、機種A平均稼働、店舗稼働乖離率、台売、台粗利、コイン単価、粗利率が示されている。
店舗平均稼働は、各店舗における全機種の平均台稼働(遊技機1台あたりの遊技媒体の消費数)の平均値である。
機種A平均稼働は、各店舗における機種Aの平均台稼働の平均値である。
店舗稼働乖離率は、全機種の平均台稼働に対する機種Aの平均台稼働の割合を示す。図53に示すテーブルにおいて、機種Aの乖離率は、100%を超えているので、機種Aは、他の機種の遊技機と比べて人気が高いことが分かる。一方、機種Aの乖離率は、次第に低下する傾向にあるので、設置後に人気が次第に低下していることも分かる。
台売は、遊技機1台あたりの売上である。
台粗利は、遊技機1台あたりの粗利益である。
コイン単価は、遊技媒体の単価である。
粗利率(%)は、(台粗利/台売)×100である。
図54に示すデータは、遊技情報統合ネットワークシステムINSにて収集されたデータのうち、地域属性として「住宅街」が設定された遊技店の遊技情報統合システムISのデータである。図55に示すデータは、地域属性として「住宅街」が設定された店舗Wの遊技情報統合システムISにて収集されたデータである。図54に示すデータは、図55に示すような各店舗のデータを集計したものである。
図56に示すデータは、遊技情報統合ネットワークシステムINSにて収集されたデータのうち、地域属性として「ロードサイド」が設定された遊技店の遊技情報統合システムISのデータである。図57に示すデータは、地域属性として「ロードサイド」が設定された店舗Xの遊技情報統合システムISにて収集されたデータである。図56に示すデータは、図57に示すような各店舗のデータを集計したものである。
図58に示すデータは、遊技情報統合ネットワークシステムINSにて収集されたデータのうち、地域属性として「駅前」が設定された遊技店の遊技情報統合システムISのデータである。図59に示すデータは、地域属性として「駅前」が設定された店舗Yの遊技情報統合システムISにて収集されたデータである。図58に示すデータは、図59に示すような各店舗のデータを集計したものである。
図60に示すデータは、遊技情報統合ネットワークシステムINSにて収集されたデータのうち、地域属性として「繁華街」が設定された遊技店の遊技情報統合システムISのデータである。図59に示すデータは、地域属性として「繁華街」が設定された店舗Zの遊技情報統合システムISにて収集されたデータである。図60に示すデータは、図61に示すような各店舗のデータを集計したものである。
しかしながら、図54、図56、図58及び図60に示すデータによれば、例えば、駅前の店舗における店舗平均稼働が、他の地域属性の店舗より、どの程度低いかや、繁華街における新機種の店舗平均稼働がどの程度高いか等を定量的に評価することができる。また、これらのデータは、理論値に基づくものではなく、実測値であるため、信頼性が高い。
遊技機の設定値は、例えば、ボーナスゲームの発生する確率(大当りに当籤する確率)によって段階的に定められる値であり、通常、設定値が高いほど、ボーナスゲームの発生する確率が高い。この設定値も、遊技機の特性を左右する重要な要素である。遊技情報統合システムISでは、設定値を示すデータが、遊技機ユニット識別情報に関連付けられて記憶される。図62に示すグラフは、その設定値を示すデータを集計したものである。図63に示すグラフは、機種Aについての営業割数の分布を示すグラフである。遊技情報統合システムISでは、各遊技機ユニット1における営業割数を算出可能であり、各遊技機ユニット1の営業割数を示すデータを、遊技機識別情報と関連付けて記憶することができる。
変動傾向連続期間は、差数の増加傾向又は減少傾向のいずれか一方が連続する一連の期間であり、且つ期間全体における差数の絶対値が所定の基準値以上である。
差数の変動傾向(増加傾向又は減少傾向)は、所定期間ごとの変動傾向をいい、ここでいう期間は、時間に基づく期間と、ゲームに基づく期間とを含む。例えば、10ゲームごとに変動傾向が判断される場合、最初の4ゲームの差数がプラスであり、残りの6ゲームの差数がマイナスであっても、10ゲーム全体としての差数がプラスであれば、変動傾向はプラスであると判断される。
図64は、図21に示したホールコンサーバにおいて実行される変動傾向連続期間抽出処理(1)を示すフローチャートである。この処理は、例えば、遊技店の管理者等によって、変動傾向連続期間の抽出に関する指示が入力された際に実行される処理である。
図65(a)は、差数の増加傾向又は減少傾向のいずれか一方が連続する一連の期間を抽出したときのスランプグラフであり、(b)は、(a)に示すスランプグラフから、変動傾向連続期間を抽出したときのスランプグラフである。図64に示す処理を実行するとき、制御部62は、分析処理手段として機能する。
図66は、図21に示したホールコンサーバにおいて実行される変動傾向連続期間抽出処理(2)を示すフローチャートである。
図67(a)は、通常遊技状態の期間、ボーナスゲームの期間及びボーナスゲームとそのボーナスゲームに続く通常遊技状態とは異なる遊技状態とを合わせた期間を抽出したときのスランプグラフであり、(b)は、(a)に示すスランプグラフから、変動傾向連続期間を抽出したときのスランプグラフである。図66に示す処理を実行するとき、制御部62は、分析処理手段として機能する。
図67(a)に示すスランプグラフSGでは、ボーナスゲームの期間BP1+EP1と、ボーナスゲームの期間BP2とが、通常遊技状態NP1を挟んで隣り合っている。また、ボーナスゲームの期間BP2と、ボーナスゲームの期間BP3+EP3とが、通常遊技状態NP2を挟んで隣り合っている。更に、ボーナスゲームの期間BP3+EP3と、ボーナスゲームの期間BP4とが、通常遊技状態NP3を挟んで隣り合っている。通常遊技状態NP1~NP3のうち、特定期間又はゲーム回数以下のものは、通常遊技状態NP1、NP3である。そこで、制御部62は、ボーナスゲームの期間BP1+EP1と、通常遊技状態NP1と、ボーナスゲームの期間BP2とを合併する。また、制御部62は、ボーナスゲームの期間BP3+EP3と、通常遊技状態NP3と、ボーナスゲームの期間BP4とを合併する。
この図68に示すグラフにおける分布は、図69~図74に示すグラフにおけるデータを集計したものである。図69~図74に示すように、各設定値では、変動傾向連続期間の分布は異なっている。具体的に、設定値が大きくなるにつれて、吐き出しの変動傾向連続期間の数が多くなっている。
機種Bは、機種Aより吸い込みの変動傾向連続期間が多い。
機種Cでは、差数が3000以上の吐き出しの変動傾向連続期間が多い。
機種Dでは、差数が大きい変動傾向連続期間が生じ難い。
機種Eでは、差数が大きい変動傾向連続期間が生じ易い。
機種Fでは、差数の大きい吸い込みの変動傾向連続期間は生じ難いが、差数の小さい吸い込みの変動傾向連続期間は生じ易い。また、差数の大きい吐き出しの変動傾向連続期間が生じる可能性もある。
ここまで、変動傾向連続期間について説明したが、本発明における遊技機の特性分析は、変動傾向連続期間の抽出に限定されず、例えば、変動パターンの分析を挙げることができる。
図80は、図21に示したホールコンサーバにおいて実行される変動パターンデータ分析処理を示すフローチャートである。
図81(a)、(b)は、それぞれ遊技機におけるスランプグラフである。図82は、スランプグラフ波形タイプを示すテーブルである。
1類は、変動のない状態(増加傾向と減少傾向とを繰り返しながら、全体として変化しない場合を含む)を示す。
2類は、増加傾向(増加傾向と減少傾向とを繰り返しながら、全体として増加する場合を含む)を示す。
3類は、減少傾向(増加傾向と減少傾向とを繰り返しながら、全体として減少する場合を含む)を示す。
図83に示すグラフによれば、機種Aでは、変動パターンが、類型B3(比較的大きな波を描くように増加傾向と減少傾向とを繰り返しながら、全体として減少する波形)となる場合が比較的多い。また、機種Aでは、類型C1(直線的に変動のない波形)は生じていない。更に、機種Aでは、増加傾向より減少傾向が多い。
当該実施形態では、波形の変動パターンを分析する場合について説明したが、本発明において、変動パターンは、波形の変動パターンに限定されるものではなく、例えば、変動傾向連続期間の出現パターン等を挙げることができる。また、変動傾向連続期間の出現パターンを定量的に評価するためのパラメータとしては、例えば、変動傾向連続期間における差数、所定期間又はゲーム数における変動傾向連続期間の出現回数、変動傾向連続期間の出現間隔等を挙げることができる。
次に、遊技情報統合システムISを導入した遊技店において、その遊技店自体を分析した結果を示す。
図84は、店舗αにおける遊技者数・勝率等に関するデータを示すテーブルである。
図84に示すように、遊技情報統合システムISによれば、遊技者数や勝率をはじめとした各種のデータをスムーズに且つ正確に得ることができる。なお、天候や気温等に関しては、遊技店の管理者によって手動で入力されることにしてもよく、インターネット等を介して自動で入力されることとしてもよい。
図86は、店舗αでの経過日別のメダル交換枚数状況を示すグラフである。このグラフは、遊技者を交換メダル枚数によって所定レンジで区分し、所定レンジごとに遊技者1人あたりの平均交換メダル枚数を示す。
本明細書において、初日は、遊技情報統合システムISによりデータの取得を開始した日を指し、この日に、機種Aが、新機種として設置されている。また、最終日は、データの取得の開始から14日後である。
図87と図88との対比から明らかなように、遊技者一人あたりの交換枚数については、初日が最終日より多い。遊技情報統合システムISによれば、このような傾向を定量的に把握することができる。
このように、遊技情報統合システムISによれば、機種ごとに、遊技者1人あたりの交換メダル数比率を集計することも可能である。
図91は、店舗αでの経過日別の使用金額比率を示すグラフである。このグラフは、遊技者を使用金額によって所定レンジで区分し、所定レンジごとに遊技者1人あたりの平均使用金額を示す。
図92と図93との対比から明らかなように、遊技者一人あたりの使用金額については、初日が最終日より多い。遊技情報統合システムISによれば、このような傾向を定量的に把握することができる。
店舗βは、近隣に大学のある商店街に位置している。店舗γは、ロードサイドに位置している。店舗δは、駅近辺繁華街のビル内に位置している。店舗εは、住宅街に位置している。
本発明によれば、各店舗α~εの遊技情報統合システムISをネットワークにより接続し、遊技情報統合ネットワークシステムINSを構築することにより、地域属性の異なる遊技店間における定量的且つ客観的なデータ比較が可能になる。
遊技情報統合システムISでは、遊技機ユニット1から出力されるデータに、受信時間データと遊技者識別情報と遊技機ユニット識別情報とを対応付けて記憶する。従って、遊技者識別情報に、客層データを対応付けて記憶することにより、例えば、遊技者の遊技時間ごとのデータ分析、遊技者の年齢層ごとのデータ分析、遊技者の性別ごとのデータ分析、属性(客層)ごとのデータ分析等を行うことができる。
定量的且つ客観的なデータの把握により、遊技店は、例えば、射幸心の強いと考えられる客層の遊技者が、1日のうち、ピーク時に10人来店することを、データにより定量的且つ客観的に把握することができれば、差数の大きい変動傾向連続期間の出現確率が高い機種の遊技機を10台導入するというように、ロスをできるだけ抑制した店舗運営を行うことができる。
上述したように、遊技者の分析を行うことで、定量的且つ客観的なデータの集計・提供することが可能になるが、遊技者によっては、自己の情報が遊技店に知られることを望まない場合がある。自己の情報が遊技店に知られることを望まない遊技者は、会員登録を行わない場合があり、そのような遊技者は、会員カードを使用しない又は会員カードを所持していないことが多い。そのような状況下において、遊技者が所持するカードのみによって遊技者の識別を行うこととすると、厳密な意味で正確なデータを収集できない場合が生じる。本発明では、そのような事態の発生を防止するため、少なくとも遊技者が変更されたことを識別するようにする。
ここで、パチンコ遊技装置10の制御部11には、撮影手段としてのCCDカメラ(図示せず)が接続されており、CCDカメラは、制御部11との間で、双方向でデータ通信を行うことが可能であり、制御部11からの指示によって動作するように構成されている。なお、ここでは、遊技機ユニット1が、パチンコ遊技装置10を備える場合について説明するが、本発明は、この例に限定されず、例えば、パチスロ遊技装置、スロットマシン等を挙げることができる。撮影手段としてのCCDカメラは、遊技者識別情報読取手段として機能する。
図107は、図21に示したホールコンサーバ60において実行される遊技者同一性判定処理(2)を示すフローチャートである。
すなわち、前記遊技情報統合システムは、複数の遊技機ユニットと、各遊技機ユニットと通信可能に接続されたサーバとを基本構成としている。
また、この実施形態の遊技統合システムは、前記分析手段によって、各遊技機ユニットから送信される遊技者識別情報から遊技者全員の人数を把握し、時間単位での遊技者の平均の遊技実行率を生成するとともに、全遊技ユニットの時間単位での稼動率を生成し、そして、前記出力手段によって、前記遊技実行率と稼働率からグラフ画像データを生成し外部に出力することで、前記表示画面に対して、前記F2とF3のグラフを表示する。
analytics(過去データ分析)」を選択した場合に表示される図である。
人気分析としては、表示画面のレイアウト左に表示されているように、「顧客別遊技機器ランキング」と「機種に対する顧客別の比率」と「顧客に対する機種グループ別比率」とを図示しないポインタで指定することによって表示が切り替わるようにプログラミングされている。図114においては、「顧客別遊技機器ランキング」を表示している状態を示す。10時、11時、12時、13時、14時、15時、16時、17時、18時、19時、20時、21時、22時の各更新時の顧客別遊技機器ランキングを表示できるように、図示しない記憶領域に各々の更新時にリンクする表の画像データが生成されて格納されている。図114に表示されているのは、17時更新の顧客別遊技機器ランキングの表の画像データである。
1 遊技機ユニット
10 パチンコ遊技装置
20 サンド装置
30 個別計数装置
40 従業員管理サーバ
41 携帯端末機
50、2050 ICカードサーバ
60、2060 ホールコンサーバ
70、2070 会員管理サーバ
80 POSサーバ
90 ナンバーランプディスプレイサーバ
91 遊技機毎遊技情報表示装置(ディスプレイ)
1001 ゲーミングマシン
Claims (14)
- 遊技情報統合システムであって、
前記遊技情報統合システムは、
複数の遊技機ユニットと、
各遊技機ユニットと通信可能に接続されたサーバと
を備え、
前記遊技機ユニットは、
遊技者識別情報の読取が可能であり、読み取った遊技者識別情報を出力する遊技者識別情報読取手段と、
遊技媒体の消費数に関する消費数データを出力する消費数データ出力手段と、
遊技媒体の払出数に関する払出数データを出力する払出数データ出力手段と
を備え、
遊技機ユニットごとに個別に遊技機ユニット識別情報を割り当てられており、
前記サーバは、
前記遊技者識別情報、前記消費数データ、前記払出数データ及びこれらの受信時間を示す受信時間データ、並びに前記遊技機ユニット識別情報を互いに対応付けて記憶するデータ記憶手段と、
前記遊技機ユニットから受信して前記データ記憶手段に記憶したデータの分析を行う分析処理手段と
を備え、
前記分析処理手段は、処理(A)~(C)を行うように構成されており、
前記処理(A)は、前記データ記憶手段に記憶されたデータに基づいて、少なくとも(a)~(d)に関するデータを生成する処理であり、
(a) 前記遊技機ユニットでの各遊技者の1回あたりの遊技期間
(b) 前記遊技期間における当該遊技者の収支の経時変化
(c) 前記遊技機ユニットの稼働時間
(d) 前記遊技機ユニットによる店舗側の利益
前記処理(B)は、少なくとも前記(a)及び前記(b)に関するデータに基づいて、遊技機ユニットに対する遊技者の満足度を算出する処理であり、前記遊技者の満足度は、条件(I)及び(II)を満たす変数であり、
(I) 前記遊技期間が長いほど、前記遊技者の満足度は高く、
(II) 前記遊技期間の後半における遊技者の収支は、前記遊技期間の前半における遊技者の収支より、前記遊技者の満足度に対して大きな影響を与え、
前記処理(C)は、少なくとも前記(c)及び前記(d)に関するデータに基づいて、遊技機ユニットに対する店舗側の満足度を算出する処理であり、前記店舗側の満足度は、条件(i)及び(ii)を満たす変数であり、
(i) 前記稼働時間が長いほど、前記店舗側の満足度は高く、
(ii) 前記店舗側の利益が大きいほど、前記店舗側の満足度は高い。 - 請求項1に記載の遊技情報統合システムであって、
前記遊技期間は、1つ又は複数の変動傾向連続期間を含み、
前記変動傾向連続期間は、差数の増加傾向又は減少傾向のいずれか一方が連続する一連の期間であり、且つ期間全体における差数の絶対値が所定の基準値以上となる条件を満たし、
前記条件(II)は、前記遊技期間に含まれる変動傾向連続期間のうち、後に発生した変動傾向連続期間における収支ほど、前記遊技者の満足度に対して与える影響が大きいことである。 - 請求項2に記載の遊技情報統合システムであって、
前記条件(II)は、前記遊技期間に含まれる変動傾向連続期間のうち、最後に発生した変動傾向連続期間と同じ変動傾向を有する変動傾向連続期間の連続発生数が多いほど、前記遊技者の満足度に対して与える影響が大きいことである。 - 請求項2又は3に記載の遊技情報統合システムであって、
前記一連の期間は、前記遊技機ユニットで行われる遊技における通常遊技状態の期間、ボーナスゲームの期間、又はボーナスゲームとそのボーナスゲームに続く通常遊技状態とは異なる遊技状態とを合わせた期間である。 - 請求項4に記載の遊技情報統合システムであって、
前記一連の期間としてのボーナスゲームの終了後、又は前記一連の期間としてのボーナスゲームとそのボーナスゲームに続く通常遊技状態とは異なる遊技状態との終了後に、通常遊技状態に移行し、その通常遊技状態において特定の期間又はゲーム回数を超える前に、次のボーナスゲームが発生した場合、この次のボーナスゲームは、前記一連の期間に含まれる。 - 請求項2に記載の遊技情報統合システムであって、
前記一連の期間は、所定の単位期間ごとの差数が、複数の単位期間にわたって連続して増加又は減少する期間である。 - 請求項1~6のいずれか1に記載の遊技情報統合システムであって、
前記分析処理手段は、処理(D)及び(E)を行うように構成されており、
前記処理(D)は、前記データ記憶手段に記憶されたデータに基づいて、少なくとも(a´)及び(b´)に関するデータを生成する処理であり、
(a´) 遊技者の来店頻度
(b´) 遊技者の来店1回あたりの消費金額
前記処理(E)は、少なくとも前記(a´)及び前記(b´)に関するデータに基づいて、前記遊技者を少なくとも新規客、定着客、不満客及び離脱客のいずれかのグループに分類する処理であり、
新規客グループは、来店頻度が高く且つ消費金額が少ないグループであり、
定着客グループは、来店頻度が高く且つ消費金額が多いグループであり、
不満客グループは、来店頻度が低く且つ消費金額が多いグループであり、
離脱客グループは、来店頻度が低く且つ消費金額が少ないグループである。 - 請求項7に記載の遊技情報統合システムであって、
前記データ記憶手段は、前記遊技者識別情報に対応付けて、当該遊技者の所属グループの履歴を示すデータを記憶し、更に顧客ライフサイクル判別用データを記憶し、前記顧客ライフサイクル判別用データでは、遊技者の所属グループの変化のパターンとアドバイスを示すデータとが対応付けられており、
前記分析処理手段は、処理(F)~(H)を行うように構成されており、
前記処理(F)は、前記記憶手段に記憶された当該遊技者の所属グループの履歴を示すデータに基づいて、遊技者の所属グループの変化のパターンを分析する処理であり、
前記処理(G)は、前記顧客ライフサイクル判別用データに基づいて、前記遊技者の所属グループの変化のパターンに対応するアドバイスを示すデータを抽出する処理であり、
前記処理(H)は、前記処理(G)にて抽出されたデータに基づいて、前記遊技者についてのアドバイスを出力する処理である。 - 請求項1~8のいずれか1に記載の遊技情報統合システムであって、
前記分析処理手段は、処理(I)及び(J)を行うように構成されており、
前記処理(I)は、前記データ記憶手段に記憶されたデータに基づいて、少なくとも(c´)及び(d´)に関するデータを生成する処理であり、
(c´) 遊技機の稼働率
(d´) 遊技機による粗利
前記処理(J)は、少なくとも前記(c´)及び前記(d´)に関するデータに基づいて、前記遊技者を少なくとも新台、メイン機種、人気低下、不人気のいずれかのグループに分類する処理であり、
新台グループは、稼働率が高く且つ粗利が少ないグループであり、
メイン機種グループは、稼働率が高く且つ粗利が多いグループであり、
人気低下グループは、稼働率が低く且つ粗利が多いグループであり、
不人気グループは、稼働率が低く且つ粗利が少ないグループである。 - 請求項9に記載の遊技情報統合システムであって、
前記データ記憶手段は、前記遊技機ユニット識別情報に対応付けて、当該遊技機ユニットの所属グループの履歴を示すデータを記憶し、更に遊技機ライフサイクル判定用データを記憶し、前記遊技機ライフサイクル判定用データでは、遊技機の所属グループの変化のパターンとアドバイスを示すデータとが対応付けられており、
前記分析処理手段は、処理(K)~(M)を行うように構成されており、
前記処理(K)は、前記記憶手段に記憶された当該遊技機の所属グループの履歴を示すデータに基づいて、遊技機の所属グループの変化のパターンを分析する処理であり、
前記処理(L)は、前記遊技機ライフサイクル判別用データに基づいて、前記遊技機の所属グループの変化のパターンに対応するアドバイスを示すデータを抽出する処理であり、
前記処理(M)は、前記処理(L)にて抽出されたデータに基づいて、前記遊技者についてのアドバイスを出力する処理である。 - 遊技情報統合システムであって、
前記遊技情報統合システムは、
複数の遊技機ユニットと、
各遊技機ユニットと通信可能に接続されたサーバと
を備え、
前記遊技機ユニットは、遊技が実行されることによって、その遊技毎に前記サーバによって遊技実行回数を累積的に監視するための遊技開始又は終了データを出力する遊技開始又は終了データ出力手段を備え、
前記サーバは、
前記遊技開始又は終了データ出力手段が出力した前記遊技開始又は終了データと、そのデータの受信時間を示す受信時間データを互いに対応付けて記憶し、且つ、予め前記遊技場の地図レイアウト表示画像データと、その地図レイアウト表示画像に表示される前記各遊技機ユニットの位置情報と、前記遊技機ユニットからデータを受信する場合に、そのデータに含まれる遊技機ユニットごとの識別情報とのルックアップデータを記憶するデータ記憶手段と、
前記遊技機ユニットから受信して前記データ記憶手段に記憶したデータの分析を行う分析処理手段と、
この分析手段で分析した結果に応じて画像データを生成して外部に出力する出力手段とを備え、
前記分析処理手段は、前記データ記憶手段に記憶されたデータに基づいて、各遊技機ユニットごとの遊技開始又は終了データの累積値を生成し、
前記出力手段は、出力する地図レイアウト表示画像の各遊技機ユニットの位置情報の画像を前記累積値に応じて変化させた画像データとして出力する処理を実行する。 - 前記分析手段は、各遊技機ユニットから送信される遊技者識別情報から遊技者全員の人数を把握し、時間単位での遊技者の平均の遊技実行率を生成するとともに、全遊技ユニットの時間単位での稼動率を生成し、
前記出力手段は、前記遊技実行率と稼働率からグラフ画像データを生成し外部に出力することを特徴とする請求項1に記載の遊技情報統合システム。 - 遊技情報統合システムであって、
前記遊技情報統合システムは、
複数の遊技機ユニットと、
各遊技機ユニットと通信可能に接続されたサーバと
を備え、
前記遊技機ユニットは、
遊技者識別情報の読取が可能であり、読み取った遊技者識別情報を出力する遊技者識別情報読取手段と、
当該遊技機ユニットは、遊技が実行されることによって、所定のデータを出力する前記サーバに対して出力する遊技実行データ出力手段を備え、
遊技機ユニットごとに個別に遊技機ユニット識別情報を割り当てられており、
前記サーバは、
前記遊技者識別情報、前記遊技実行データ出力手段が出力した前記所定のデータと、当該所定のデータの受信時間を示す受信時間データを互いに対応付けて記憶するデータ記憶手段と、
前記遊技機ユニットから受信して前記データ記憶手段に記憶したデータの分析を行う分析処理手段と、
この分析手段で分析した結果に応じて画像データを生成して外部に出力する出力手段とを備え、
前記分析処理手段は、前記データ記憶手段に記憶されたデータに基づいて、少なくとも(x)~(y)に関するデータを生成する処理であり、
(x) 前記遊技機ユニットでの各遊技者の前記所定のデータの累積値、
(y) 前記遊技機ユニットでの各遊技者の遊技者識別情報に分類される種別ごとに累積来場数の累積値、
さらに、前記出力手段は、
前記分析手段によって、前記(x)、(y)の処理で生成された両累積値に基づいて、
遊技場に前記遊技機ユニットを配置した状態を示す地図レイアウト表示画像を、前記所定データの累積値に基づいて変化させるために編集し、その編集した前記地図レイアウト情報を表示するために出力する処理、
前記遊技者識別情報で予め分類されている、遊技者の種別ごとの来場者数の累積値に基づいて、グラフ画像を生成して出力する処理を実行する。 - 前記分析手段によって前記(x)で得られた累積値に基づいてグラフ画像を生成して出力する処理を実行することを特徴とする請求項13に記載の遊技情報統合システム。
Priority Applications (6)
Application Number | Priority Date | Filing Date | Title |
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AU2011313386A AU2011313386C1 (en) | 2010-10-07 | 2011-09-29 | Game information integration system |
US13/878,214 US9401067B2 (en) | 2010-10-07 | 2011-09-29 | Gaming information integration system |
CN201180047782.9A CN103153410B (zh) | 2010-10-07 | 2011-09-29 | 游戏信息集成系统 |
PH12016500790A PH12016500790B1 (en) | 2010-10-07 | 2016-04-27 | Game informaton integration system |
US15/201,713 US10134230B2 (en) | 2010-10-07 | 2016-07-05 | Game information integration system |
US15/201,640 US9928684B2 (en) | 2010-10-07 | 2016-07-05 | Game information integration system |
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JP2010-227201 | 2010-10-07 | ||
JP2010227201A JP5379104B2 (ja) | 2010-10-07 | 2010-10-07 | 遊技情報統合システム |
JP2010253094A JP2012100940A (ja) | 2010-11-11 | 2010-11-11 | 遊技情報統合システム |
JP2010-253094 | 2010-11-11 |
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US13/878,214 A-371-Of-International US9401067B2 (en) | 2010-10-07 | 2011-09-29 | Gaming information integration system |
US15/201,713 Continuation US10134230B2 (en) | 2010-10-07 | 2016-07-05 | Game information integration system |
US15/201,640 Division US9928684B2 (en) | 2010-10-07 | 2016-07-05 | Game information integration system |
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WO2012046616A1 true WO2012046616A1 (ja) | 2012-04-12 |
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US (3) | US9401067B2 (ja) |
CN (2) | CN105719405B (ja) |
AU (2) | AU2011313386C1 (ja) |
PH (1) | PH12016500790B1 (ja) |
WO (1) | WO2012046616A1 (ja) |
Families Citing this family (8)
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CA2811729C (en) * | 2013-04-02 | 2023-03-14 | Ontario Lottery And Gaming Corporation | System and methods for managing and using information in a lottery system |
US10573124B2 (en) * | 2015-08-18 | 2020-02-25 | Universal Entertainment Corporation | Game information analysis system |
CN106878410A (zh) * | 2017-02-09 | 2017-06-20 | 北京奇虎科技有限公司 | 一种数据请求的检测方法和装置 |
US10839652B2 (en) * | 2017-12-28 | 2020-11-17 | Aruze Gaming (Hong Kong) Limited | Coin pusher casino game |
JP7333042B2 (ja) * | 2018-10-16 | 2023-08-24 | 株式会社ユニバーサルエンターテインメント | 情報管理システム及び情報処理装置 |
US11158154B2 (en) | 2018-10-24 | 2021-10-26 | Igt | Gaming system and method providing optimized audio output |
US11011015B2 (en) | 2019-01-28 | 2021-05-18 | Igt | Gaming system and method providing personal audio preference profiles |
US20220122414A1 (en) * | 2020-10-21 | 2022-04-21 | Adrenalineip | Method for performing analytics on a user's wagering history |
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Also Published As
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CN103153410A (zh) | 2013-06-12 |
PH12016500790A1 (en) | 2016-06-13 |
PH12016500790B1 (en) | 2016-06-13 |
US10134230B2 (en) | 2018-11-20 |
US20160371923A1 (en) | 2016-12-22 |
US20140221083A1 (en) | 2014-08-07 |
AU2011313386C1 (en) | 2016-04-21 |
US9928684B2 (en) | 2018-03-27 |
CN103153410B (zh) | 2017-03-08 |
US9401067B2 (en) | 2016-07-26 |
AU2016201056A1 (en) | 2016-05-12 |
US20160371924A1 (en) | 2016-12-22 |
CN105719405B (zh) | 2018-12-04 |
CN105719405A (zh) | 2016-06-29 |
AU2011313386A1 (en) | 2013-04-18 |
AU2011313386B2 (en) | 2016-01-14 |
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