WO2024014062A1 - ゲームシステム - Google Patents

ゲームシステム Download PDF

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Publication number
WO2024014062A1
WO2024014062A1 PCT/JP2023/011112 JP2023011112W WO2024014062A1 WO 2024014062 A1 WO2024014062 A1 WO 2024014062A1 JP 2023011112 W JP2023011112 W JP 2023011112W WO 2024014062 A1 WO2024014062 A1 WO 2024014062A1
Authority
WO
WIPO (PCT)
Prior art keywords
article
store
prize
game device
player
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/JP2023/011112
Other languages
English (en)
French (fr)
Japanese (ja)
Inventor
太郎 田向
健児 永島
祥子 小柴
明 山内
健斗 中山
周平 中山
隼人 杉山
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Sega Corp
Original Assignee
Sega Corp
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Sega Corp filed Critical Sega Corp
Publication of WO2024014062A1 publication Critical patent/WO2024014062A1/ja
Priority to US19/018,735 priority Critical patent/US20250148880A1/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/3297Fairground games, e.g. Tivoli, coin pusher machines, cranes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/30Capturing games for grabbing or trapping objects, e.g. fishing games
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3232Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
    • G07F17/3237Data 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
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3253Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes involving articles, e.g. paying in bottles, paying out toys

Definitions

  • the present invention relates to an item acquisition game in which items such as prizes are acquired.
  • a stage (game field) is provided inside the casing of the crane game device, and prizes (articles) such as stuffed animals and sweets are placed thereon.
  • prizes articles
  • the player operates an article holding unit such as a crane by making full use of horizontal buttons, vertical buttons, and the like. If the player can grab the prize with a crane and move the prize to the dropout, the player can win the prize (see Patent Document 1).
  • Prizes are supplied by various manufacturers.
  • the wholesaler purchases prizes in bulk and distributes the purchased prizes to many stores. At the store, there is a task of transporting the prizes distributed by the wholesaler into the crane game machine.
  • the clerk must record which prizes have been delivered to which crane game machine. If a recording error occurs during delivery, the whereabouts of the prizes will be lost. Further, delivery work to replenish prizes may occur during business hours, but if the delivery work is prolonged, it will lead to a decrease in player convenience.
  • the present invention was completed based on the recognition of the above problem, and its main purpose is to provide a technique for improving the efficiency of prize management in an article acquisition game device.
  • a game system includes a first input unit that receives input of a game machine ID that identifies an article acquisition game device, an article ID that identifies an article stored in the article acquisition game device, and a first input unit that receives input of an article ID and a game
  • the apparatus includes an article management section that updates article placement information indicating the location of articles by associating them with machine IDs.
  • the article acquisition game device is a game device whose purpose is to acquire an article by operating an article holding section to move an article placed in a first area to a second area.
  • the first input unit receives the article ID from the code by reading the code given to the article with a predetermined reader.
  • a game system includes a second input unit that receives input of an article ID of an article that has arrived at a store where the article acquisition game device is installed and a store ID that identifies the store;
  • the apparatus includes an article management section that updates article placement information indicating the location of articles by associating them with each other.
  • the article acquisition game device is a game device whose purpose is to acquire an article by operating an article holding section to move an article placed in a first area to a second area.
  • the second input unit receives the article ID from the code by reading the code given to the article with a predetermined reader.
  • FIG. 1 is a hardware configuration diagram of a game system.
  • 1 is a diagram schematically showing the overall configuration of a crane game device. It is a functional block diagram of a server. It is a functional block diagram of a crane game device. It is a screen diagram of an initial screen.
  • FIG. 3 is a sequence diagram showing the process of pairing processing. It is a data structure diagram of pairing information. It is a conceptual diagram of a premium registration function. It is an external view of the prize.
  • FIG. 3 is a functional block diagram of a management terminal. It is a data structure diagram of article arrangement information. It is a screen diagram of a search screen.
  • FIG. 3 is a data structure diagram of prize tally information.
  • the configuration and basic functions of the crane game device will be explained.
  • two functions of the crane game device according to the present embodiment, the "pairing function” and the “prize registration function”, will be explained in order.
  • the "item holding section” is not limited to the type that is suspended from above like a crane, but may also be of the type that hooks or pushes prizes etc. from the side, but in the following embodiments, a crane will be used as an example. .
  • the pairing function is a function that associates a crane game device with a player, and is similar to logging in, but the details will be described later.
  • the prize registration function is a function for registering prizes to be carried into the crane game device in the server.
  • FIG. 1 is a hardware configuration diagram of a game system 100.
  • a plurality of crane game devices 104a, 104b, . 110a...110m (hereinafter collectively referred to as "user terminals 110" when collectively referred to or without particular distinction) and management terminals 230a...230k (hereinafter collectively referred to as “management terminals 110" when referred to collectively or without particular distinction) 230'') are connected via the Internet 106.
  • the crane game device 104 is connected to the server 102 via a relay device 108.
  • the relay device 108 is a device that relays information between the server 102 and the crane game device 104 to transmit and receive information, and also plays a part of the function as a server.
  • the relay device 108 is installed for each store or for each store floor, and is connected to one or more crane game devices 104. Note that the functions of the relay device 108 may be integrated into the server 102, or the functions of the server 102 may be distributed to the relay device 108, and the relay device 108 may function as the server 102.
  • the user terminal 110 (communication terminal) in this embodiment is assumed to be a smartphone.
  • User terminal 110 may be a tablet terminal or a laptop PC.
  • the user terminal 110 and the Internet 106 are connected wirelessly, they may also be connected by wire.
  • a dedicated application hereinafter referred to as "CS (Crane Service) software" is installed on the user terminal 110.
  • the management terminal 230 is a communication terminal used by a person in charge of purchasing at a wholesaler (hereinafter referred to as "headquarters") that purchases prizes in bulk from manufacturers, a store manager or a floor person at a store, and the like.
  • the head office purchasing staff, store managers, and floor staff will be collectively referred to as "managers.”
  • the management terminal 230 is a tablet terminal, it may also be a smartphone or a laptop PC.
  • the management terminal 230 and the Internet 106 are also connected wirelessly, they may also be connected by wire.
  • Dedicated software (hereinafter referred to as "management software") is installed on the management terminal 230.
  • the crane game device 104 is installed in an amusement facility such as an amusement park or a game center.
  • the person in charge of purchasing at the headquarters purchases the prizes in bulk from the manufacturer and distributes the prizes to multiple stores.
  • the store manager distributes the prizes to the people in charge of each floor.
  • the person in charge of the floor actually carries the prize into the crane game device 104.
  • the administrator uses the management terminal 230 to register information regarding the distribution and transport of prizes in the server 102.
  • the server 102 provides various services for the crane game, such as the above-mentioned pairing function and prize registration function.
  • the player downloads CS software from the server 102 to the user terminal 110. At this time, player registration is executed, and the server 102 gives the player a player ID.
  • a player ID is also registered in the user terminal 110.
  • a game machine ID that identifies the crane game device 104 and a store ID that identifies the store where the crane game device 104 is installed are also registered in the server 102 .
  • FIG. 2 is a diagram schematically showing the overall configuration of the crane game device 104.
  • the crane game device 104 includes a rectangular parallelepiped-shaped base 112 and a box-shaped prize storage section 114 provided on the base 112.
  • a play space S is formed inside the prize storage section 114, and a prize mounting table 116 (game field) is provided.
  • Prizes P such as stuffed animals and miscellaneous goods are placed on the prize placement table 116.
  • a crane 118 is provided above the prize mounting table 116. The crane 118 can move forward, backward, left, right, and up and down in the play space S, and grasps/releases the prize P.
  • the front and left and right sides of the prize storage section 114 are made of transparent glass. This takes into consideration the visibility of the prize P from the outside.
  • a monitor 120 is installed on the rear surface (inner side surface) of the prize storage section 114. The monitor 120 displays various effect images.
  • a camera 122 is installed on the ceiling of the crane game device 104. The camera 122 images the prize mounting table 116 from above. The monitor 120 can also display images captured by the camera 122.
  • An LED Light Emitting Diode
  • a door 124 is provided on the front side of the prize storage section 114, and the operator can place the prize P into the prize storage section 114.
  • the prize mounting table 116 is divided into a first area 126 and a second area 128. Each compartment area is made up of removable panels. By removing either one of the panels, a drop opening 130 for dropping the prize P can be formed. When the prize P is placed in the first area 126 and the drop opening 130 is formed in the second area 128, if the player can move the prize P from the first area 126 to the second area 128 (drop opening 130), the player can receive the prize. You can get P.
  • a prize stock space 132 is formed inside the base 112 to accommodate the prize P that has fallen from the drop opening 130.
  • a prize outlet 134 is formed on the front surface of the base 112 to take out the prize P that has fallen into the prize stock space 132.
  • the prize stock space 132 is provided with at least one of a sensor (infrared sensor, weight sensor, etc.) that detects that the prize P has fallen, and a reader that detects an IC tag, etc. attached to the prize P. .
  • the camera 122 may take a picture of the drop opening 130 or the prize stock space 132 to determine that the prize P has fallen and the type of the fallen prize (prize ID). In this case, camera 122 may be provided at the bottom of crane 118.
  • An operation console 136 is provided on the front side of the base 112.
  • the operation console 136 is provided with a coin slot 138, an IC (Integrated Circuit) card reader 140, an operation section 142, and a setting display section 144.
  • the player inserts a coin into the coin slot 138 or touches the IC card reader 140 with an IC card charged with electronic money. In the latter case, payment processing using electronic money is executed, but since this is a known technique, detailed explanation thereof will be omitted.
  • the operation unit 142 has operation buttons 142a and 142b for the player to move the crane 118.
  • the operating unit 142 functions as a "crane operating unit” that receives input signals based on player operations.
  • the operation button 142a is a button that moves the crane 118 in the left-right direction (X direction)
  • the operation button 142b is a button that moves the crane 118 in the front-back direction (Y direction).
  • the crane 118 may be moved forward, backward, left and right using a joystick.
  • a touch panel is installed in the setting display section 144.
  • the setting display section 144 receives input of game setting information from the operator, and displays information regarding the game, such as how to operate the operation section 142 and game results.
  • the crane game device 104 also includes a speaker (not shown), an external connection terminal, and the like.
  • the crane 118 has an arm 146 that can grasp and release the prize P.
  • Crane 118 includes a motor that drives arm 146 to open and close. By opening and closing the arm 146, the prize P is grasped and released.
  • the crane 118 is movable along an unillustrated guide rail installed above the prize storage section 114, and is driven by a crane drive section 148.
  • the crane drive unit 148 includes a moving mechanism that drives the crane 118 in the horizontal direction (X direction) and the vertical direction (Y direction), and a lifting mechanism that drives the crane 118 in the vertical direction (Z direction).
  • the movement mechanism includes an X-direction motor and a Y-direction motor.
  • the lifting mechanism includes a Z direction motor.
  • the crane drive unit 148 allows the crane 118 to be moved to any position in the play space S. Note that since such a drive mechanism is well known, a detailed explanation thereof will be omitted.
  • FIG. 3 is a functional block diagram of the server 102.
  • Each component of the server 102 includes hardware including arithmetic units such as a CPU (Central Processing Unit) and various co-processors, storage devices such as memory and storage, and wired or wireless communication lines connecting them. , is realized by software that is stored in a storage device and supplies processing instructions to an arithmetic unit.
  • a computer program may be composed of a device driver, an operating system, various application programs located in an upper layer thereof, and a library that provides common functions to these programs.
  • Each block described below indicates a functional unit block rather than a hardware unit configuration. The same applies to each component of the crane game device 104 described in relation to FIG. 4 and the management terminal 230 described in relation to FIG. 10.
  • the Server 102 includes a data processing section 162, a data storage section 164, and a communication section 160.
  • the communication unit 160 is in charge of communication processing with the user terminal 110, the relay device 108, and the management terminal 230.
  • the data storage unit 164 stores various data.
  • the data processing unit 162 executes various processes based on the data received by the communication unit 160 and the data stored in the data storage unit 164.
  • the data processing section 162 also functions as an interface between the communication section 160 and the data storage section 164.
  • the communication unit 160 includes a transmitting unit 166 that transmits various data and a receiving unit 168 that receives data.
  • the data processing section 162 includes a player management section 170, an article management section 232, a key generation section 234, and a search section 236.
  • the player management unit 170 manages information regarding players during pairing and the like.
  • the article management section 232 manages the location of the prize.
  • the key generation unit 234 generates a key code for pairing. The key code will be described later.
  • the search unit 236 searches for the location of the prize according to a search instruction from the management terminal 230 or the user terminal 110.
  • FIG. 4 is a functional block diagram of the crane game device 104.
  • the crane game device 104 includes a user interface processing section 180, a mechanism section 182, a data processing section 186, a communication section 184, and a data storage section 188.
  • the user interface processing unit 180 accepts operations from the player via various input devices, and is also responsible for processing related to the user interface, such as image display and audio output.
  • the mechanism section 182 drives various mechanisms such as the crane 118 and the prize stock space 132.
  • the communication unit 184 is in charge of communication processing with the user terminal 110 and the relay device 108.
  • the data storage unit 188 stores various data.
  • the data processing unit 186 executes various processes based on data input from the user interface processing unit 180, data received by the communication unit 184, and data stored in the data storage unit 188.
  • the data processing section 186 also functions as an interface for the mechanism section 182, the user interface processing section 180, the communication section 184, and the data storage section 188.
  • the user interface processing unit 180 includes an operation unit 142 that receives input from the player, and an output unit 190 that outputs various information such as images and audio to the player.
  • the output unit 190 includes a display unit 192 that displays images on the setting display unit 144 and the like. The player operates the operation unit 142 to play the crane game.
  • the communication unit 184 includes a transmitting unit 194 that transmits various data to the server 102 and the like, and a receiving unit 196 that receives the data.
  • the mechanism section 182 includes a crane drive section 148 and a camera 122 (imaging section).
  • the camera 122 installed on the ceiling of the crane game device 104 images the prize mounting table 116 (game field). From this captured image, it is possible to understand the placement and movement progress of the prize. Further, by displaying the captured image on the monitor 120, it becomes easier for the player to more accurately grasp the positional relationship between the crane 118 and the prize.
  • the crane drive unit 148 moves, grasps and releases the crane 118.
  • the data processing section 186 includes a game control section 198, a credit management section 204, a code generation section 206, and a pairing management section 208.
  • the game control unit 198 controls the progress of the crane game.
  • the game control section 198 includes a crane control section 200 (movement control section) and a movement determination section 202.
  • the crane control unit 200 instructs the crane drive unit 148 to move, grip, and release in accordance with the operation instructions from the operation unit 142.
  • the movement determining unit 202 determines whether the prize dropping port 130 has fallen, or in other words, whether the crane game has been successful or not.
  • the credit management unit 204 converts the play fee that the player inputs into the crane game device 104 into credits.
  • the code generation unit 206 generates a two-dimensional code, which will be described later.
  • the pairing management unit 208 manages whether pairing is in progress and the player ID of the player in pairing. In this embodiment, pairing is managed by both the player management unit 170 of the server 102 and the pairing management unit 208 of the crane game device 104.
  • the data storage unit 188 stores not only the game program of the crane game but also information regarding the usage status such as settings and game play results.
  • FIG. 5 is a screen diagram of the initial screen 210.
  • the display unit 192 displays the initial screen 210 on the setting display unit 144.
  • Setting display section 144 includes a single play button 212, a multiple play button 214, and a pairing setting area 216.
  • a two-dimensional code 218 including a game machine ID and a key code is displayed.
  • the two-dimensional code 218 will be described as a QR code (registered trademark), but the two-dimensional code 218 may be any image as long as it can extract the game machine ID and key code.
  • the player Before playing, the player images the two-dimensional code 218 with the camera of the user terminal 110.
  • the CS software of the user terminal 110 accesses the server 102 after extracting the game machine ID and key code from the two-dimensional code 218, and the server 102 starts a pairing process (described later).
  • the server 102 registers the player ID and game machine ID in association with each other. That is, through pairing, the crane game device 104 and the player playing the crane game on the crane game device 104 are associated. Further, the server 102 notifies the crane game device 104 of the player ID with which the pairing has been established, and the pairing management unit 208 of the crane game device 104 also registers the player ID and the game machine ID in association with each other.
  • the player pays the play fee.
  • the play fee may be paid in coins or electronic money.
  • the player wants to try the crane game once he touches the single play button 212. After touching the single play button 212, the player pays the unit credit price. In the crane game device 104 shown in FIG. 5, the credit unit price is 100 yen. After payment, the credit management unit 204 generates one credit.
  • the player wants to try the crane game six times, he touches the multiple play button 214. After touching the multiple play button 214, the player pays the designated amount of 500 yen. When the multiple play button 214 is touched, the credit management unit 204 generates 6 credits for the payment of 500 yen. Since the player can receive 6 credits for the play fee of 5 credits, it is more advantageous for the player to purchase 6 credits at once. Every time a crane game is executed, the credit management unit 204 subtracts one credit.
  • FIG. 6 is a sequence diagram showing the process of pairing processing.
  • the key generation unit 234 of the server 102 generates a key code periodically, for example, once every hour.
  • the transmitter 166 of the server 102 transmits the key code to all crane game devices 104 via the relay device 108.
  • the code generation unit 206 of the crane game device 104 displays a two-dimensional code 218 that encodes the game machine ID and the latest key code on the initial screen 210 (S10).
  • the player images the two-dimensional code 218 using the user terminal 110 (S12).
  • the CS software of the user terminal 110 extracts the game machine ID and key code from the two-dimensional code 218 (S14), and sends a pairing request to the server 102 (S16).
  • the pairing request includes the game machine ID, player ID, and key code.
  • the key generation unit 234 may be included in the relay device 108 instead of the server 102. In this case, if the relay device 108 generates a key code based on unique identification information such as the serial number of the relay device 108, the key code will not overlap with the crane game device 104 connected to another relay device 108. It can be treated as follows. Further, the generated key code may be transmitted from the relay device 108 to the server 102 and stored in the server 102.
  • the receiving unit 168 of the server 102 receives the pairing request.
  • the transmitter 166 of the server 102 notifies the user terminal 110 of the completion of pairing (S20).
  • the transmitter 166 also notifies the crane game device 104 of the completion of pairing (S22).
  • the transmitter 166 notifies the crane game device 104 of the player ID that has been paired. Note that when a pairing request is sent from a player (user terminal 110) that has already been paired, or when a pairing request is sent from another player targeting the crane game device 104 that has already been paired, The player management unit 170 rejects the new pairing (described later).
  • the crane game device 104 transmits a cancellation request including the game machine ID and player ID to the server 102.
  • the player management section 170 cancels the pairing. For example, when a cancellation request is sent from the crane game device 104 (C01) to the server 102, the player management unit 170 cancels the pairing between the crane game device 104 (C01) and the player (P02).
  • "temporary setting" of pairing may be performed in S18, and the transmitter 166 of the server 102 may transmit a pairing confirmation to the crane game device 104.
  • the display unit 192 of the crane game device 104 displays a pairing confirmation screen (not shown), and if the player purchases credits at this time, the transmitter 194 of the crane game device 104 notifies the server 102 of “pairing success”. You may notify.
  • the player management unit 170 of the server 102 may finalize the pairing on the condition that this notification is received.
  • the server 102 may send a completion notification (S20) to the user terminal 110, and the CS software of the user terminal 110 may display a message "You have logged in" on the screen. In this example, the process of S22 is unnecessary.
  • the server 102 periodically generates a key code and transmits the key code to the crane game device 104.
  • the crane game device 104 records the latest key code received from the server 102 in its built-in memory.
  • the code generation unit 206 of the crane game device 104 generates a two-dimensional code 218 including the game machine ID and the latest key code.
  • the two-dimensional code 218 may be generated by the server 102 instead of the crane game device 104.
  • the server 102 transmits the two-dimensional code 218 (image) including the latest key code and game machine ID to the crane game device 104, and the display unit 192 of the crane game device 104 displays the two-dimensional code 218 (image) that includes the latest key code and game machine ID. 218 may be displayed in the pairing setting area 216.
  • the relay device 108 may generate a two-dimensional code 218 including the latest key code received from the server 102 and the game machine ID, and transmit it to the crane game device 104.
  • the display unit 192 of the crane game device 104 may display the two-dimensional code 218 received from the relay device 108 in the pairing setting area 216.
  • crane game device 104 displays two-dimensional code 218 including key code Q3 in pairing setting area 216.
  • the player management unit 170 of the server 102 establishes pairing on the condition that the key code included in the pairing request is the latest key code Q3 or the previously issued key code Q2. If the key code included in the pairing request is too old, player management section 170 does not permit pairing.
  • the key code is a mechanism for preventing the establishment of inappropriate pairings, as will be explained in detail below.
  • the player (P03) may save the two-dimensional code 218 imaged in the past in his user terminal 110.
  • the player (P03) may send a pairing request to the server 102 based on the two-dimensional code 218 captured in the past rather than the latest two-dimensional code 218 displayed on the crane game device 104 (C01). .
  • double pairing is prevented based on the "issue time" of the key code, as described above. This is called the "second double pairing prevention method.” For example, even if the player (P03) sends a pairing request including an old key code Q1 obtained in the past to the server 102 after time t3, the server 102 requests that the player (P03) pair the pairing request because the key code Q1 is old. Do not allow rings. With such a control method, pairing requests based on old key codes can be suppressed.
  • a player (P02) and a player (P03) image the same two-dimensional code 218 displayed on the initial screen 210 almost simultaneously, and a pairing request is sent from each user terminal 110 to the server 102.
  • the server 102 receives the pairing request from the player (P02) earlier than the pairing request from the player (P03)
  • the player management unit 170 will After establishing the pairing, the transmitter 166 transmits a connection failure notification to the user terminal 110 of the slower player (P03).
  • the user terminal 110 (P03) receives the connection failure notification, it displays a screen indicating the connection failure. This is called the "third double pairing prevention method.”
  • the crane control unit 200 automatically returns the crane 118 to a predetermined position (home position).
  • the pairing management unit 208 of the crane game device 104 determines that if the input credits become zero and no new credits are purchased even after a predetermined period of time has passed since the crane 118 returned to the home position, the player 104 and cancels the pairing. This is called “first pairing release.”
  • the pairing management unit 208 cancels the pairing in the crane game device 104.
  • the crane game device 104 transmits a cancellation request to the server 102.
  • the cancellation request includes the game machine ID and the player ID.
  • the player management unit 170 of the crane game device 104 When the player management unit 170 of the crane game device 104 receives the cancellation request, it cancels the pairing. In this way, the pairing is canceled in both the server 102 and the crane game device 104. Furthermore, when the play is finished, if some kind of malfunction occurs in the crane game device 104, or if it is difficult to obtain the prize, the player may request an attendant to call the device administrator to check the situation. be. In this case, in order to prevent the first pairing from being canceled after the predetermined time has elapsed, an operating means such as a switch that can be operated only by the administrator to pause or stop the elapsed time is installed on the crane game device 104. (inside the door 124, etc.).
  • the player can also cancel the pairing by touching a cancel button (not shown) displayed on the setting display section 144.
  • the pairing management unit 208 cancels the pairing. This is called “second pairing cancellation.”
  • the pairing management unit 208 cancels the pairing.
  • the crane game device 104 also sends a cancellation request to the server 102.
  • the player management unit 170 of the crane game device 104 receives the cancellation request, it cancels the pairing.
  • the pairing is first canceled at the crane game device 104, and then the pairing is also canceled at the server 102 in accordance with the cancellation request.
  • the cancellation request sent from the crane game device 104 does not reach the server 102 due to communication failure between the server 102 and the crane game device 104 or the like.
  • the crane game device 104 When the pairing is established, the crane game device 104 sends a status signal including the player ID to the server 102 as appropriate or periodically. Therefore, after the first or second pairing is canceled, the crane game device 104 transmits a status signal that does not include the player ID to the server 102.
  • the server 102 transmits a cancellation request to the crane game device 104 to cause the crane game device 104 to also cancel the pairing in order to increase reliability.
  • the crane game device 104 sends a cancellation request to the server 102
  • the server 102 sends a cancellation request to the crane game device 104.
  • FIG. 7 is a data structure diagram of the pairing information 220. Pairing information 220 is stored in data storage section 164 of server 102. The game machine ID and store ID are associated in advance. That is, in the server 102, it is registered in which store each crane game device 104 is installed.
  • the crane game device 104 (C01) is paired with the player (P02).
  • the crane game device 104 (C02) is paired with the player (P01).
  • the crane game device 104 (C04) since the crane game device 104 (C04) is not paired with any player, it is currently in a state where anyone can play.
  • the player management unit 170 registers the pairing in the pairing information 220 when the pairing is established, and deletes the pairing from the pairing information 220 when receiving a cancellation request.
  • FIG. 8 is a conceptual diagram of the prize registration function.
  • the headquarters oversees multiple stores.
  • the headquarters purchases prizes in bulk from manufacturers.
  • the prize is given a prize ID that identifies the prize and a JAN (Japan Article Number) code that indicates the type of the prize.
  • the prize ID and JAN code will be collectively referred to as the "P code" (article ID).
  • P code article ID
  • the JAN code may include a manufacturer ID that identifies the manufacturer of the prize.
  • the prize ID is a number for identifying each prize, and the JAN code is a number indicating the type of prize.
  • the person in charge of purchasing at the headquarters places an order for the prize by specifying the prize type using the JAN code from the manufacturer.
  • the manufacturer delivers the ordered prizes to the headquarters and also passes the first catalog data 240 as a prize list to the headquarters.
  • the first inventory data 240 may be an electronic file or may be a paper file.
  • the first catalog data 240 is a list of P codes of prizes delivered to the headquarters. In the following description, it will be assumed that the first catalog data 240 is an electronic file.
  • a person in charge of purchasing at the headquarters causes the first inventory data 240 to be read into the management terminal 230.
  • Management terminal 230 transmits first inventory data 240 to server 102 .
  • the article management unit 232 of the server 102 registers the delivery of the prize to the headquarters in article arrangement information 270 (described later).
  • the headquarters will distribute the prizes purchased in bulk to each store.
  • the work of distributing prizes from the headquarters to the stores will be referred to as "headquarters distribution work.”
  • the headquarters distribution work the person in charge of purchasing divides the first inventory data 240 and creates second inventory data 242 for each store.
  • the second catalog data 242 is a list of P codes of prizes delivered to stores.
  • the second inventory data 242 shown in FIG. 8 corresponds to the store (T01).
  • the headquarters distributes the prizes to the stores according to the second inventory data 242.
  • the store manager causes the management terminal 230 to read the second inventory data 242.
  • the store manager's management terminal 230 transmits the second inventory data 242 to the server 102.
  • the article management unit 232 registers the delivery of the prize to the store in the article arrangement information 270.
  • the store manager distributes the prizes purchased from the headquarters to the staff in charge of each floor.
  • the work of distributing prizes from the store manager to the floor staff will be referred to as "store distribution work.”
  • the store manager further divides the second inventory data 242 to create third inventory data 244 for each floor.
  • the third catalog data 244 is a list of P codes of prizes to be delivered to the floor.
  • the third inventory data 244 shown in FIG. 8 corresponds to the first floor of the store (T01).
  • the store manager distributes the prizes to the floor according to the third inventory data 244.
  • the floor person carries the assigned prize into the crane game device 104.
  • the work in which the floor person actually brings the prize into the crane game device 104 will be simply referred to as the "loading work.”
  • the person in charge of the floor inputs into the management terminal 230 which prize has been carried into which crane game device 104.
  • the management terminal 230 transmits the P code of the prize to be delivered and the game machine ID of the crane game machine 104 to be delivered.
  • the article management unit 232 registers the delivery of the prize to the crane game device 104 in the article arrangement information 270.
  • FIG. 9 is an external view of the prize.
  • a tag 246 is attached to the prize P.
  • a P code is recorded on a two-dimensional code such as a bar code or an IC tag such as RFID.
  • the person in charge of the floor reads the P code from the tag 246 using a barcode reader, IC reader, or the like.
  • the floor person inputs the game machine ID to which the prize will be delivered into the management terminal 230, and then transports the prize into the crane game device 104.
  • the management terminal 230 transmits import information including the P code and the game machine ID to the server 102.
  • the article management unit 232 of the server 102 records in the article arrangement information 270 which prize was carried into which crane game device 104 according to the carry-in information. Note that if the P code is read optically, the tag 246 may be read by a camera attached to the management terminal 230 instead of a barcode reader.
  • FIG. 10 is a functional block diagram of the management terminal 230.
  • each manager such as a purchasing person, a store manager, and a floor person, has their own management terminal 230.
  • the management terminal 230 used by each administrator is the same.
  • Management terminal 230 includes a user interface processing section 250, a data processing section 254, a communication section 252, and a data storage section 256.
  • the user interface processing unit 250 accepts operations from the player via various input devices, and is also responsible for processing related to the user interface, such as image display and audio output.
  • the communication unit 252 is in charge of communication processing with the server 102 and the crane game device 104.
  • the data storage unit 256 stores various data.
  • the data processing unit 254 performs various processes based on data input from the user interface processing unit 250, data received by the communication unit 252, and data stored in the data storage unit 256.
  • the data processing section 254 also functions as an interface for the user interface processing section 250, the communication section 252, and the data storage section 256.
  • the user interface processing section 250 includes an input section 258 that receives input from an administrator, and an output section 260 that outputs various information.
  • the input section 258 includes a first input section 262 , a second input section 264 , and a third input section 266 .
  • the first input unit 262 accepts input of the P code of the prize to be carried in and the game machine ID of the crane game machine 104 to be carried in from the floor person.
  • the second input unit 264 receives input from the store manager of the P code of the prize and the store ID of the store that purchased the prize.
  • the third input unit 266 receives a prize search input from the administrator.
  • the communication unit 252 includes a transmitting unit 268 that transmits various data to the server 102, etc., and a receiving unit 269 that receives data.
  • FIG. 11 is a data structure diagram of the article placement information 270.
  • Article placement information 270 is stored in the data storage unit 164 of the server 102.
  • the item placement information 270 manages the location of the prize.
  • the prize (R01:Q01) was delivered to the headquarters on May 14th.
  • the person in charge of purchasing at the headquarters reads the P code of the prize (R01:Q01) recorded in the first inventory data 240 and inputs it into the management terminal 230.
  • the transmitting unit 268 of the management terminal 230 transmits the read P code and purchase date “May 14th” to the server 102, and the article management unit 232 of the server 102 confirms that the headquarters has purchased the prize (R01:Q01).
  • ⁇ May 14th'' which is the day when the item was placed, is registered in the article arrangement information 270.
  • the prize (R01:Q01) was delivered to the store (T01) on May 16th through the headquarters distribution process.
  • the manager of the store (T01) inputs the P code of the prize (R01:Q01) into his management terminal 230.
  • the article management unit 232 records "May 16" as the delivery date of the prize (R01:Q01) to the store (T01).
  • the prize (R01:Q01) was delivered to the crane game device 104 (C01) on May 17th by the delivery operation.
  • the article management unit 232 records "May 17th" as the date of delivery of the prize (R01:Q01) to the crane game machine 104 (C01).
  • the prize (R01:Q01) was acquired by the player (P04) on May 21st. If pairing is performed, the server 102 can recognize who played the crane game on which crane game device 104 and who won the prize. When the player (P04) acquires the prize (R01:Q01), the crane game device 104 (C01) transmits an acquisition notification including the P code of the prize (R01:Q01), the player ID, and the date of acquisition to the server 102. .
  • the article management unit 232 records the acquisition of the prize (R01:Q01) by the player (P04) on "May 21st" in the article arrangement information 270.
  • the crane game device 104 transmits to the server 102 an acquisition notification that includes only the prize (R02:Q03) and the acquisition date.
  • FIG. 12 is a screen diagram of the search screen 280.
  • the data storage unit 164 of the server 102 manages inventory information (not shown) that associates the store ID of a store with the types (JAN codes) of prizes present at the store and the number of prizes in stock.
  • the article management unit 232 updates inventory information every time a prize is delivered to a store. Furthermore, when a prize is acquired from the crane game device 104, the number of prizes in stock is reduced.
  • Search screen 280 is displayed on management terminal 230.
  • the administrator can search the stock quantity of any given prize at each store.
  • the administrator inputs the prize name of the prize to be searched for in the prize name area 282.
  • the article management section 232 registers the JAN code and the prize name in advance in association with each other.
  • the administrator touches the search button 284.
  • the third input unit 266 of the management terminal 230 accepts a search input including a prize name.
  • the transmitter 268 of the management terminal 230 transmits a search request including the prize name to the server 102.
  • the search unit 236 of the server 102 identifies the JAN code corresponding to the prize name specified by the search request, refers to inventory information, and searches for the number of prizes in stock at each store.
  • Search screen 280 is a screen showing search results.
  • the prize "stuffed toy A" is the search target.
  • the store (T01) has 12 pieces of the prize "stuffed toy A" in stock.
  • the store ID is associated with store information such as store name and location in advance.
  • the store (T01) is a game center located in Kawasaki.
  • the administrator can also display a map of the surrounding area of the store (T01) by touching the map button 286. In this way, the administrator can always know on the search screen 280 how many prizes there are in which stores. For example, a person in charge of purchasing at the headquarters can use the search screen 280 to determine the number of additional prizes to purchase.
  • a prize search can be performed not only from the management terminal 230 but also from the user terminal 110.
  • the player inputs a prize name on a screen similar to the search screen 280 on the user terminal 110 and sends a search request to the server 102.
  • the search screen 280 the player can know which store to go to in order to obtain the desired prize.
  • FIG. 13 is a data structure diagram of the prize tally information 290.
  • the player When registering as a member, the player registers various attribute information such as age, occupation, and area of residence in the server 102.
  • the player management unit 170 of the server 102 When registering a player, the player management unit 170 of the server 102 registers the player ID and attribute information in association with each other.
  • the article management unit 232 records the prize (R01) and the age group of the player (P01) in association with each other.
  • the article management unit 232 updates the prize tally information 290 every time a prize (R01) is acquired by any player at any store.
  • 45 (%) of the players who won the prize (R01) are between 11 and 15 years old. Therefore, it can be seen that the prize (R01) is a prize that is popular among the teenagers.
  • the game system 100 has been described above based on the embodiment.
  • the player performs a pairing process before playing the crane game. Since the player only needs to take an image of the two-dimensional code 218 using the user terminal 110, the player can easily perform the pairing process. If pairing is performed, the server 102 can know "who is playing which crane game device 104" and "who has won which prize from which crane game device 104.”
  • the person in charge of purchasing can easily know which prizes and how much they purchased by referring to the first inventory data 240.
  • the person in charge of purchasing can specify the prizes to be delivered to each store.
  • the store manager can check the purchase status of prizes for his or her store.
  • the store manager can decide the distribution of prizes for each floor by dividing the second inventory data 242 and creating third inventory data 244.
  • the person in charge of the floor reads the P code from the tag 246 attached to the prize and inputs the game machine ID of the destination into the management terminal 230.
  • the server 102 can manage which prize has been carried into which crane game device 104.
  • the floor person After inputting the P code and game machine ID into the management terminal 230, the floor person actually carries the prize into the crane game machine 104. Since the registration operation of prizes during delivery work is easy, recording errors are less likely to occur. Furthermore, even if the loading work occurs during business hours, the loading work can be completed early.
  • the crane game device 104 can recognize the player ID, so the server 102 can recognize in real time which prize was won by whom and when. That is, the server 102 can track the flow from when the prize is purchased from the manufacturer to the headquarters, to when it is delivered to the crane game device 104, and until it is won by the player. As a result, as explained in relation to FIG. 13, it is possible to analyze what kind of player is winning the prize.
  • the present invention is not limited to the above-described embodiments and modified examples, and can be embodied by modifying the constituent elements without departing from the scope of the invention.
  • Various inventions may be formed by appropriately combining a plurality of components disclosed in the above embodiments and modified examples. Furthermore, some components may be deleted from all the components shown in the above embodiments and modified examples.
  • the player plays the crane game after performing the pairing process with the crane game device 104.
  • the crane game may be playable without performing the pairing process.
  • the CS software of the user terminal 110 may display a two-dimensional code that encodes the player ID on the screen of the user terminal 110. This two-dimensional code is imaged by a camera built into the crane game device 104. Then, the crane game device 104 instead of the user terminal 110 may transmit a pairing request including the game machine ID and the player ID to the server 102.
  • the player may manually input the game machine ID of the crane game device 104 into the user terminal 110.
  • the player may manually input the player ID into the crane game device 104.
  • the user terminal 110 or the crane game device 104 can transmit a pairing request including the game machine ID and the player ID to the server 102.
  • the second pairing is canceled by the player touching the cancellation button (not shown) on the crane game device 104.
  • the second pairing may be canceled when the player touches a cancellation button (not shown) displayed by the CS application of the user terminal 110.
  • the user terminal 110 transmits a release request including the player ID to the server 102.
  • the server 102 identifies the crane game device 104 that has been paired with the specified player ID, and cancels the pairing. Further, the server 102 transmits a cancellation request to the corresponding crane game device 104, and causes the crane game device 104 to also cancel the pairing.
  • a P code is associated with a prize
  • the P code includes a prize ID and a JAN code. Only the JAN code may be associated with the prize. Even in this case, the prize inventory search described in connection with FIG. 12 and the prize acquisition analysis described in relation to FIG. 13 are possible.
  • the article management unit 232 of the server 102 manages the location of the prize.
  • the relay device 108 installed in the store may be in charge of all or part of the prize management.
  • the article management unit 232 may also tally the age groups of players who have attempted to win prizes instead of those who have actually won prizes. For example, the article management unit 232 can know the age group of players who want the prize (R01) by compiling player attribute information for the crane game device 104 that has the prize (R01).
  • the item management unit 232 may aggregate the player's occupation, area of residence, time of play, etc. for each prize. By performing such aggregation, it is possible to find out in which region a certain prize is popular.
  • the article management unit 232 may tally up the number of attempts made to acquire each prize. For example, when the prize A is won in the 10th play after being carried into the crane game device 104, the number of trials for the prize A is "10". The ease of obtaining a prize varies depending on the shape of the prize. By calculating the average number of attempts required to obtain each prize, the gripping force of the arm 146 is strengthened for prizes that are difficult to obtain, and the gripping force of the arm 146 is weakened for prizes that are easy to obtain. Able to maintain proper balance.
  • the article management unit 232 may notify the floor person's management terminal 230 that adjustments should be made to make it easier to obtain the prize X.
  • the person in charge of the floor may adjust the settings of the crane game device 104 that stores the prize X to strengthen the gripping force of the arm 146. According to such a control method, the player is less likely to have the impression that it is too difficult to obtain the prize X.
  • the article management unit 232 notifies the floor person's management terminal 230 that adjustments should be made to make it difficult to obtain prize Y. If the prize Y is excessively easy to obtain, it will be disadvantageous for the store, so issuing a warning based on such statistical results will make it easier to protect the store's profits.
  • the player management unit 170 may tally when and which stores the players visited, and may tally the frequency of visits for each player.
  • the search history when the player searches for prizes is also important information.
  • the article management unit 232 can search for popular prizes and prizes that are attracting attention by referring to the search history.
  • the floor person explained that the prize ID and the game machine ID are associated, but it is also possible to associate only the prize ID and the store ID without associating the prize ID and the game machine ID. It will be done. Even in this case, it is possible to search which store has the desired prize on the search screen 280 described in connection with FIG. 12. Furthermore, not only the floor staff, but also the store manager and the purchasing staff may read the P-code from the prize tag 246 using a barcode reader, an IC reader, or the like.
  • the headquarters when the headquarters purchases a prize from a manufacturer, it receives first inventory data 240 regarding the purchased prize from the manufacturer.
  • a person in charge of purchasing at the headquarters causes the first inventory data 240 to be read into the management terminal 230.
  • Management terminal 230 transmits first inventory data 240 to server 102 .
  • the article management unit 232 of the server 102 registers the delivery of the prize to the headquarters in the article arrangement information 270.
  • the manufacturer may own the management terminal 230. When the manufacturer delivers the prize to the headquarters, the manufacturer may cause the management terminal 230 to read the first catalog data 240 and register the delivery of the prize to the headquarters in the article management section 232 of the server 102.
  • the first catalog data includes a prize (R01:Q01)
  • a person in charge at the headquarters or a person in charge at the manufacturer sends the "prize (R01:Q01)" to the server 100 from his or her own management terminal 230. and the server 102 registers in the article arrangement information 270 that the "prize (R01:Q01)" has been delivered to the headquarters.
  • the headquarters distributes prizes purchased from manufacturers to each store.
  • a person in charge of purchasing at the headquarters divides the first inventory data 240 and creates second inventory data 242 for each store.
  • the creation of the second catalog data 242 is performed by the management terminal 230 owned by the headquarters.
  • the person in charge of purchasing at the headquarters transmits the second inventory data 242 from the management terminal 230 (for the headquarters) owned by the person to the management terminal 230 (for the stores) owned by each store.
  • the store manager causes the store management terminal 230 to read the second inventory data 242 transmitted from the headquarters.
  • the store management terminal 230 transmits the second inventory data 242 to the server 102.
  • the article management unit 232 registers the delivery of the prize to the store in the article arrangement information 270.
  • the headquarters when the headquarters delivers the prizes to each store, it may cause the management terminal 230 to read the second catalog data 242 and register the delivery of the prizes to each store in the article management section 232 of the server 102. good.
  • the second catalog data for the store (T01) includes a prize (R01:Q01)
  • the store manager distributes prizes purchased from the headquarters to each floor within the store.
  • the store manager divides the second inventory data 242 and creates third inventory data 244 for each floor. Creation of the third inventory data 244 is performed by the management terminal 230 owned by the store manager.
  • the store manager transmits the third inventory data 244 to the management terminal 230 of each floor person in charge.
  • the floor person in charge reads the third catalog data 244 sent from the store manager into the management terminal 230 (for the floor).
  • the floor person's management terminal 230 transmits the third inventory data 244 to the server 102.
  • the article management section 232 may register the delivery of prizes to the floor in the article arrangement information 270. At this time, when the prize is delivered to each floor, the store manager may cause the management terminal 230 to read the third catalog data 244 and register the delivery of the prize to each floor in the article management section 232 of the server 102. .
  • a floor ID indicating the floor within the store
  • a "floor ID” recording the date on which the article was delivered to the floor.
  • a column may be provided.
  • the person in charge of the first floor (1F) of the store (T01) inputs the P code of the prize (R01:Q01) into his/her management terminal 230.
  • the article management department 232 records "May 16" as the delivery date of the prize (R01:Q01) to the first floor (1F) of the store (T01).
  • the floor person in charge carries the prize into the crane game device 104 while referring to the third inventory data 244 passed from the store manager.
  • the person in charge of the floor inputs into the management terminal 230 which prize has been carried into which crane game device 104.
  • the floor management terminal 230 transmits the P code of the prize to be delivered and the game machine ID of the crane game machine 104 to be delivered.
  • the article management unit 232 registers the delivery of the prize to the crane game device 104 in the article arrangement information 270.
  • the crane game device 104 may include an input section.
  • the person in charge of the floor may input into the input section of the crane game device 104 which prize has been brought into the crane game device 104 .
  • the person giving the prize may register in the item management section 232 of the server 102 that the person has given the prize to the other party via the management terminal 230.
  • the registration work by the person giving the prize it is possible to record on the article arrangement information 270 that the prize has left his/her hand. In other words, it is possible to indicate on the article placement information 270 that the prize is under the control of the recipient.
  • the recipient of the prize does not load the inventory data into the management terminal 230 and register the delivery of the prize with the article management unit 232 of the server 102 for a while after receiving the prize.
  • the prize remains on the side to which the prize is given, so the location of the prize differs from the actual location. If the giver of the prize can also register the delivery of the prize in the article management section 232 of the server 102, the manufacturer and administrator can more accurately grasp the location of the prize.
  • the management terminal 230 of the headquarters transmits the second inventory data 242 to the management terminals 230 of the stores and the server 102.
  • the store manager's (supplier's) management terminal 230 may add a mark to each prize to indicate that it has been received at the store, to the first inventory data 240 that the head office management terminal 230 has sent to the server 102. good.
  • the first catalog data 240 on the server 102 in which a distributed mark is given to each prize may be confirmed from the management terminal 230 at the headquarters. Alternatively, the delivered prize may be deleted from the first inventory data 240 on the server 102.
  • the store manager's management terminal 230 transmits the third inventory data 244 to the floor person's management terminal 230 and the server 102.
  • the management terminal 230 of the floor person in charge adds a mark to each prize to indicate that it has been received on the floor, to the second catalog data 242 sent to the server 102 by the store manager's management terminal 230.
  • the second inventory data 242 on the server 102 in which a distributed mark is given to each prize may be confirmed from the store manager's management terminal 230. Alternatively, the delivered prize may be deleted from the second catalog data 242 on the server 102.
  • the person in charge of the floor brings prizes into each crane game device 104.
  • the floor person in charge inputs into the management terminal 230 which prizes have been carried into which crane game machines 104.
  • the floor person's management terminal 230 transmits the third inventory data 244 transmitted from the store manager to the server 102.
  • the floor person's management terminal 230 may add a mark to each prize to indicate that it has been delivered to the crane game device 104, to the third catalog data 244 that it has sent to the server 102. .
  • the third catalog data 244 on the server 102 in which a distributed mark is given to each prize may be confirmed from the store manager's management terminal 230. Alternatively, the delivered prize may be deleted from the third catalog data 244 on the server 102.
  • a mark indicating that the change of the location of the prize has been completed may be added to the prize on the catalog data each time the changing work is completed.
  • these inventory data may be shared with an administrator on the server 102.
  • the location of the prize changes in the order of manufacturer, headquarters, store, floor, and crane game device 104.
  • the location of each prize can be managed from the manufacturer to the crane game device 104. That is, the administrator can manage the flow of prizes being transferred from the upstream manufacturer to the downstream crane game device 104.
  • the mark indicating that the change of location of the prize has been completed shall be placed by the recipient of the prize.
  • the mark is set when the recipient confirms that the recipient has received the item.
  • the person in charge of the floor marks the prizes on the second inventory data 242 using the management terminal 230.
  • the store manager can check information about which prizes have been received and which ones have not been received at any time from the management terminal 230. That is, by marking the prizes on the catalog data, the administrator can check at any time whether the person to whom he gave the prize has indeed received the prize.
  • the store manager when a gift is delivered from the headquarters to a store, the store manager causes the management terminal 230 to read the second inventory data 242. At this time, it is assumed that the store manager's management terminal 230 has registered the prizes P1, P2, and P3 in the second inventory data 242. Additionally, the store manager's management terminal 230 transmits second inventory data 242 to the server 102. Further, it is assumed that after the store distribution process, prizes P1 and P2 are delivered to floor 1 and prize P3 is delivered to floor 2 in boxes at the same timing. For example, assume that 30 minutes after delivery, the person in charge of floor 1 recognizes that boxed prizes P1 and P2 have been delivered to floor 1. The person in charge of floor 1 opens the box and takes out prizes P1 and P2.
  • the floor person in charge of floor 1 marks prizes P1 and P2 on the second catalog data 242 of the server 102 using the management terminal 230.
  • the person in charge of floor 2 does not recognize that the boxed prize P3 has been delivered to floor 2 even after one hour has passed since delivery.
  • the store manager checks the second inventory data 242 on the server 102 on the management terminal 230.
  • the store manager can recognize that the prizes P1 and P2 have been definitely delivered to the floor 1 because the prizes P1 and P2 are marked.
  • the store manager recognizes that the prize P3 has not been delivered to the floor 2 yet. Based on this confirmation result, the store manager can instruct the floor person in charge of floor 2 to promptly confirm delivery of the prize P3.

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  • General Health & Medical Sciences (AREA)
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JP6432143B2 (ja) * 2014-03-26 2018-12-05 株式会社セガゲームス 景品取得ゲーム装置、それによる通信方法及びサーバ装置
JP2018157992A (ja) * 2017-03-23 2018-10-11 株式会社セガゲームス 物品取得ゲーム装置
JP2020087130A (ja) * 2018-11-28 2020-06-04 株式会社バンダイ 物品管理システム、ゲーム装置及びプログラム
JP2021122525A (ja) * 2020-02-05 2021-08-30 株式会社コナミアミューズメント ゲーム機、ゲームシステム、それに用いるコンピュータプログラム、及び制御方法

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