SYSTEM FOR REGULATING THE PRICE LEVELS OF PAY-PER-USE
VENDING OR ARCADE MACHINES
This invention relates to a system and apparatus for changing the charging regime set in pay-per-use vending or arcade machines.
Conventionally, information relating to the charging regime set for a pay-per-use vending or arcade machine is displayed on the equipment itself, or very local to it. The charging regime can be manually changed in an attempt to achieve a particular market response. The process of evaluating a need for a change in the charging regime and then taking all necessary actions to implement such a change, requires the use and expenditure of resources.
To carry out the above process on conventional machines requires a relatively high level of disruptive manual access to that machine. The result of■ this is that the system has a relatively slow reaction and implementation time, together with a relatively limited useful flexibility of operation due to the expense and disruption caused every time the charging regime is altered.
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The present invention seeks, inter alia, to overcome these problems .
According to the present invention there is provided a charging system for a pay-per-use vending or gaming machine comprising:
- charging regime selection means adapted to set a charging regime according to a charging regime selection algorithm;
- communication means for communicating with the user, inter alia, a charge value corresponding to the calculated charge;
- payment input means for receiving payment from the user;
- machine activation means for activating the machine once payment has been received.
In one embodiment the algorithm of the charge selection means may be adapted to set a random charge providing a λlucky dip' . Alternatively the charge selection means may be responsive to frequency of use of the machine or other market variables such as popularity of neighbouring machines, time of day or other variables.
In one aspect of the invention, the charge selection means responds to market variables in order to attain a use or turnover target determined in the algorithm. For example, when rate of use of the machine is low, the charge may be dropped.
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If rate of use is high, the charge may be maintained at a high level.
In another aspect of the invention, system activation means may be provided for responding to a user showing interest in the machine. The charge selection means may be responsive to the system activation means and calculate an instantaneous charge in response to system activation. Alternatively the charge selection means may calculate instantaneous charge values automatically at predetermined time intervals.
The algorithm may be altered or changed remotely of the machine by an operator who may act according to a written or perceived algorithm in which charge is optimised or varied according to market variables.
A specific embodiment of the invention will now be described by way of example with reference to the accompanying drawing in which: -
figure 1 shows a block diagram of a games machine according to the present invention.
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The central processing unit 10 has the means to communicate with the other blocks 11, 12, 13 + 14 and operates a charging algorithm which has the following predetermined variables:
- time out of use period λ ' ;
- time out of use period ΛB' (time out of use period λB' must be greater in value than time out of use period A' ) ;
- standard price for playing game;
- discounted price for playing game.
The charging algorithm operates as follows:
- at power-on the time-out register in the central processing unit is reset.
- the coin validator 12 output is continuously monitored and accumulated as coins are inserted and validated. When the value of this accumulated coinage is equal to or greater than the chargeable price of play the game is initiated and the time-out register is reset.
- when the game is not being played the time-out register is incremented after predetermined intervals.
- if the value in the time-out register is less than the time out or use period then the standard price of play is chargeable.
- if the value in the time-out register is equal to or greater than the time out of use period ' but less than the time
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out of use period λB' then the price of play chargeable is the result of a selection procedure in which the central processing unit randomly selects one of the two available lucky dip' charges. The dip is made in response to the user pushing the push switch 11.
- if the value in the time-out register is equal to or greater than the time out of use period XB' then the discounted price of play is chargeable.
- the display 14 , inter alia, informs the user of the current price of play chargeable and whether the push switch has to be pressed to set a charge.
In this way a games machine is operable in three modes:
1. a standard-price mode operative when the value in the timeout register is less than the time out of use period ;
2. a lucky-dip price mode operative when the value in the time-out register is equal to or greater than the time out of use period ΛA' , but less than the time out of use period B' ; and
3. a discount-price mode when the game has been played infrequently.
Hence when the game is used frequently the maximum revenue is accrued.
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When the game is less frequently used and use is to be encouraged a lucky dip game is activated.
When the game is idle for a substantial period of time the price is discounted to encourage use by players who would not otherwise consider playing the game.