AI Hospitality Crane Game "Assist Catcher" to Make Its Premier at Amusement Expo 2025 Starting November 14
Note: the original Japanese article can be found at:
https://www.4gamer.net/games/991/G999110/20251106066/
Editorial Department: Akasaka | 2025/11/06 11:17 (UTC)
Japan College of Technology’s Hakone Campus will debut its AI hospitality crane game, “Assist Catcher,” at the upcoming Amusement Expo 2025, taking place November 14–15 at Tokyo Big Sight.
This product is developed through a collaborative project called “Vision Craft”, led by former Bandai Namco developer Junichiro Koyama and volunteer students from Japan College of Technology. It addresses long-standing industry challenges such as staffing shortages and customer service stress, using AI-powered “hospitality” and autonomous control.
The three core features are:
- Customer Support Function: The system detects when prizes become difficult to grab and adjusts their position via the crane, with an animated shop assistant character on screen saying, “I’ll move it to a more accessible spot.”
- Automatic Replenishment & Initial Setup Function: After a prize is won, the machine automatically dispenses the next one and uses AI-controlled mechanics to place it optimally—minimizing missed opportunities.
- Negotiation-Style Communication Function: The system recognizes player speech and engages in playful dialogue such as “Want to try with more power?” turning failures into enjoyable interactions.
At the event, visitors will be able to experience live demonstrations of the machine, interact with AI customer service, and receive explanations from the student developers at the “Students Creating Future Crane Games” corner within the East Hall Host Zone.
Official website for Amusement Expo 2025
【Revolutionizing On-Site Operations with AI × Hospitality】 Tackling a weary crane game industry. Former Bandai Namco developer and Japan College of Technology student team unveil “Assist Catcher,” making its debut at Amusement Expo 2025!
A new generation of crane games emerges, offering solutions to persistent challenges in the amusement industry: staffing shortages and customer service stress—addressed through AI-driven “hospitality” and autonomous control.
The AI Hospitality Crane Game “Assist Catcher”, developed by former Bandai Namco developer Junichiro Koyama and students from Japan College of Technology’s Hakone Campus, will make its world premiere at the Amusement Expo 2025 (AMUSEMENT EXPO 2025) in Tokyo Big Sight on November 14 (Friday) and 15 (Saturday).
Discover how AI can support struggling frontline staff and help restore smiles—visit us onsite to see it firsthand.
Challenges Facing Crane Game Operations
- Large facilities manage hundreds of machines with just a few staff members. Employees are overwhelmed by prize replenishment and complaint handling, leaving little time for customer service.
- Regular customers often grow frustrated when prizes seem unattainable or responses are slow—increasing psychological pressure on frontline staff.
- Chronic staffing shortages lead to high turnover and talent drain.
This sense of stagnation is precisely the societal challenge currently facing the amusement industry.
Origins of “Assist Catcher” Development
After retiring, Mr. Koyama worked in education guiding students. During field research into crane game operations, he realized that changing systems—rather than blaming staff—was key. Inspired by this insight, he launched a development project centered on the concept: not AI to replace people, but AI to assist people.
Students from Japan College of Technology’s Hakone Campus, studying diverse technical fields, joined forces with support from partner companies. They took full responsibility for design, modeling, AI control, and UI creation—learning directly from both staff and players’ emotions while developing the behavior of their “hospitality AI.”
Three Core Features
1. Customer Support Function
AI detects when a prize becomes difficult to obtain. An animated shop assistant appears on-screen saying, “I’ll move it to an easier spot,” then autonomously adjusts the prize’s position via crane control.
2. Automatic Replenishment & Initial Setup Function
When a prize is won, the system automatically dispenses the next one and uses AI-controlled mechanisms to place it in the optimal location—aiming for zero missed opportunities.
3. Negotiation-Style Communication Function
The system recognizes player speech and enables interactive exchanges such as “Want to try with more power?” Turning failure into fun through engaging dialogue.
Built by integrating AI, image recognition, motor control, and voice interaction technologies, the system is retrofitted onto existing machines.
Expected Outcomes
- Reduce staff time spent on replenishment tasks, reallocating resources toward customer service and safety management.
- Improve working conditions to reduce turnover.
- Enhance customer satisfaction and stabilize gameplay frequency.
AI isn’t here to replace human jobs—it’s designed as a partner that helps restore joy in hospitality work.
Exhibition Details at AMUSEMENT EXPO 2025
Event Name: Amusement Expo 2025 (AMUSEMENT EXPO 2025)
Official Website: https://amusementexpo.jp/
Dates: November 14, 2025 (Fri) – November 15, 2025 (Sat)
November 14 (Fri): Business Day | 10:00–17:00 (Last entry at 16:30) | Registration required (Paid)
November 15 (Sat): User Day | 9:00–17:00 (Last entry at 16:30) | Paid admission (Free for children under elementary school age)
Venue: East Halls 4 & 5, Tokyo Big Sight (3-10-1 Aomi, Koto Ward, Tokyo)
https://www.bigsight.jp/
Organizer: General Incorporated Association of Japanese Amusement Industry (JAIA)
Exhibition Location: East Hall 4 Host Zone – “Students Creating Future Crane Games” Corner
Booth Activities: Live machine demonstration, AI customer service experience, developer presentations
Exclusive giveaways include acrylic stands featuring original characters Claire and Flick, as well as trading card-style souvenirs for participants.
AI Technology Collaboration
This project has received technical support from leading AI companies with proven expertise.
HEROZ Co., Ltd. and Pictoria Inc. provided development assistance in game control, conversation management, and other domains—successfully realizing a practical AI product through collaboration between academic institutions and industry.
HEROZ Co., Ltd.
Pictoria Inc.
Developer Statement
Junichiro Koyama (Producer / Former Bandai Namco Developer)
“I’ve spent years viewing crane games as devices that deliver happiness. But in real operations, busyness and staffing shortages have eroded the smiles of staff. The goal of Assist Catcher is to help support these frontline workers with AI—so people can return to doing what they originally wanted: offering true hospitality.”
Future Outlook
Building on the response at Amusement Expo 2025, the team plans to collaborate with companies and local governments from fiscal year 2026 onward to jointly develop next-generation amusement store models using AI customer service and work support technologies.
The project aims to expand its student-led development network and pioneer a new form of “hospitality robotics” in Japan.
Development Team Information
Project Lead: Junichiro Koyama (Executive Producer, Vision Craft; Former Bandai Namco Developer)
Owner: Vision Craft at Japan College of Technology Hakone Campus (Representative: Tomoki Watanabe)
Address: 1404-1 Kamikura-cho, Hachioji City, Tokyo 192-0983
About Vision Craft
https://www.neec.ac.jp/vision_craft/
A special project initiated by Junichiro Koyama—a renowned game creator behind numerous hit products—bringing together passionate students from Japan College of Technology across various disciplines, united in their mission to create original, successful products.