Management device, program, and management method

By combining the admission and membership databases, the management server checks user identities and restricts gaming behavior, solving the problems of non-game entry and untimely information updates in entertainment venues, and achieving strict management and anti-money laundering effects.

CN120641958APending Publication Date: 2025-09-12SEGA SAMMY HOLDINGS INC
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Patent Information

Application Number
CN202280102678.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2022-10-21
Publication Date
2025-09-12

AI Technical Summary

Technical Problem

In the existing technology, it is difficult for entertainment venues to strictly manage the entry of users who are not playing games, and there is a problem of untimely updating of user information, which leads to risks such as anti-money laundering.

Method used

By combining the admission database and the membership database, the management server generates admission record data for the user authentication file and checks for a match with the membership data. The notification unit prompts the user to create or update a membership card when verification fails, and the entertainment control unit restricts user gaming behavior based on time and membership status.

Benefits of technology

It achieves strict management of entertainment venue users, prevents non-game playing behaviors, ensures timely update of user information, reduces anti-money laundering risks, accurately manages length of stay and charges additional entrance fees.

✦ Generated by Eureka AI based on patent content.

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Abstract

Provided are a management device and the like for an entertainment venue, which can strictly manage a user entering the entertainment venue. A management server (110) for managing admission of an amusement park comprises: an admission database (DB1) for storing admission record data generated on the basis of an authentication file of a user when the user enters the amusement park; a member database DB2 that stores member data of the user input when the user is registered as a member; an inspection unit 130 configured to inspect the admission record data and the member data with reference to each other; and a notification unit 140 configured to notify the user of the specific information when the checking result is that the verification fails.
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Description

Technical Field

[0001] The present invention relates to a management device, program, and method for managing matters such as entry into an entertainment venue. Background Art

[0002] Some entertainment venues, such as gaming venues, are known to charge an entrance fee and a fee based on the length of stay. For example, Patent Document 1 discloses a system that charges an entrance fee upon entering a gaming venue and an additional entrance fee after a certain period of time (e.g., 24 hours) after entry.

[0003] Reference List

[0004] Patent Literature

[0005] Patent Document 1: Japanese Patent No. 6904492 Summary of the Invention

[0006] Meanwhile, although gaming venues are often hotbeds of fraud (eg, money laundering) and therefore require strict management of users entering the venues, there has hitherto been no system for implementing such management.

[0007] The present invention has been made in view of the above circumstances, and aims to provide a management device for an entertainment venue, etc., which can strictly manage users entering the entertainment venue.

[0008] A management device according to one aspect of the present invention is a management device configured to manage admission to an entertainment venue, the management device comprising: an admission database configured to store admission record data generated based on an identity verification document of a user when the user enters the entertainment venue; a membership database configured to store membership data of the user input when the user registers as a member; a checking unit configured to check the admission record data and the membership data against each other; and a notification unit configured to notify the user of specific information when the check result is a verification failure.

[0009] According to one aspect of the present invention, a program causes a computer to perform the following steps: checking admission record data and membership data against each other; and when the check result is that the verification is unsuccessful, notifying the user of specific information, the computer including an admission database and a membership database, the admission database being configured to store admission record data generated based on the user's identity authentication file when the user enters an entertainment venue, and the membership database being configured to store the user's membership data entered when the user registers as a member.

[0010] A management method according to one aspect of the present invention is a management method for an entertainment venue, the management method being executed by a computer, the computer comprising: an admission database configured to store admission record data generated based on an identity verification document of a user when the user enters the entertainment venue; and a membership database configured to store membership data of the user entered when the user registered as a member, the management method comprising the steps of: checking the admission record data and the membership data against each other; and notifying the user of specific information when the check results in unsuccessful verification.

[0011] Advantageous Effects of the Invention

[0012] According to the present invention, users entering an entertainment venue can be strictly managed. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] Figure 1 is a block diagram showing the configuration of the location management system of the present embodiment.

[0014] Figure 2 1 is a diagram exemplarily showing the contents registered in the admission database and the member database.

[0015] Figure 3A It is a diagram showing an operation sequence performed when a member user enters a gaming location.

[0016] Figure 3B It is a diagram showing an operation sequence performed when a non-member user enters a gaming location.

[0017] Figure 4 is a block diagram showing a functional configuration implemented by a management server.

[0018] Figure 5 1 is a sequence diagram showing an operation sequence in the venue management system 1 for solving the first problem.

[0019] Figure 6 1 is a diagram showing an operation sequence performed when a non-updated user enters a gaming location.

[0020] Figure 7 is a sequence diagram showing an operation sequence in a venue management system that solves the second problem.

[0021] Figure 8 is a sequence diagram showing a first example of operations in a venue management system that solves the third problem.

[0022] Figure 9 is a sequence diagram showing a second example of the operation in the venue management system that solves the third problem.

[0023] Figure 10 is a sequence diagram showing a third example of operations in the venue management system that solves the third problem.

[0024] Figure 11 is a sequence diagram showing a fourth example of operations in the venue management system that solves the third problem.

[0025] Figure 12 is a block diagram showing the configuration of main parts of the mobile terminal.

[0026] Figure 13 is a sequence diagram showing a fifth example of the operation in the venue management system that solves the third problem.

[0027] Figure 14 is a sequence diagram showing a sixth example of the operation in the venue management system that solves the third problem. DETAILED DESCRIPTION

[0028] The preferred embodiments of the present invention are described herein with reference to the accompanying drawings. In the various drawings, elements with the same reference numerals have the same or similar configurations.

[0029] A. This embodiment

[0030] First, a general configuration of a venue management system according to this embodiment is explained, and then problems existing in current gaming venues and solutions to these problems are described.

[0031] Figure 1 : is a block diagram showing the configuration of the location management system 1 of the present embodiment.

[0032] like Figure 1 As shown in FIG, the venue management system 1 is a system for managing entry into and length of stay in a gaming venue, and is configured to include a management server 100 and various entertainment machines 200 installed in the gaming venue.

[0033] The management server 100 and the entertainment machines 200 are connected via a communication network N. Each entertainment machine 200 controls the game state under the management of the management server 100. The term "entertainment machine" as used herein refers to any device capable of playing games (playing games) in a gaming venue, and may be, for example, a slot machine or a gaming table on which cards, roulette, dice, etc. are used. The number of entertainment machines is not limited.

[0034] The communication network N includes a communication network capable of mutually transmitting and receiving information between the management server 100 and each entertainment machine 200. The communication network N may be, for example, the Internet, a local area network (LAN), a dedicated line, a telephone line, an enterprise network, a mobile communication network, Bluetooth (registered trademark), WiFi (Wireless Fidelity), or other communication lines, or a combination of any of the above networks, and whether the communication network N is wired or wireless is not important.

[0035] <First Problem and Its Solution>

[0036] At overseas gaming venues, there are players who enter for the sole purpose of trading with other players rather than playing the games. To prevent disruptions to peace and order within gaming venues, it is necessary to strictly manage the entry of players who enter without the intent to play games.

[0037] In view of these circumstances, the present embodiment aims to construct a mechanism which, in principle, requires users to create a membership card, thereby prohibiting users from playing games without a membership card.

[0038] At the entrance gate, each user is asked to present an identification document, such as an Individual Number Card or passport, to confirm whether the user is a member card holder (i.e., a registered member). Users who do not have a membership card will be prompted to create one.

[0039] Users who have been guided to create a membership card but have not created a membership card within a certain period of time, or users who have created a membership card but have not played any games in the gaming venue within a certain period of time, will be monitored by relevant personnel of the gaming venue (e.g., staff).

[0040] Figure 2 The contents registered in the entrance database DB1 and the member database DB2 stored in the management server 100 are exemplarily shown.

[0041] In the entry database DB1, a plurality of entry record data D1 regarding users entering a gaming facility are registered.

[0042] In the entry record data D1, for example, for each user, the entry time, status, name, address, date of birth, gender, as well as reminder time (first reminder time and second reminder time), time limit, entry limit (first entry limit status information and second entry limit status information), facial image file, and member data information are registered.

[0043] The "time limit" is the date and time during which a user can stay in the venue for a maximum duration (e.g., 24 hours after entering) without paying an additional admission fee. The "reminder time" is the date and time before the time limit, notifying the user of the upcoming time limit. In this embodiment, two such reminder times are set: the first reminder time (one hour before the time limit) and the second reminder time (ten minutes before the time limit). However, any number of reminder times can be set.

[0044] The "number of entry limits" indicates the number of times a user can enter a gaming venue during a certain time period, as well as the number of times the user has entered the gaming venue to date. In this embodiment, the first number of entry limit status information indicates the number of times the user has entered the venue to date in the past seven days, which is limited to three times. The second number of entry limit status information indicates the number of times the user has entered the venue to date in the past twenty-eight days, which is limited to ten times.

[0045] Time limits, reminder times, and entry limits can be set to any date and time or number of times based on various laws and regulations related to gaming venues (e.g., the "Act on Development of Specified Integrated Resort Districts").

[0046] Meanwhile, a plurality of pieces of membership data of registered users (ie, users who have created membership cards) have been registered in the member database DB2.

[0047] The member data D2 records, for example, status, entertainment machine login information, name, address, date of birth, and gender of each user holding a member card. For convenience, users who have created a member card are referred to as member users, and users who have not created a member card are referred to as non-member users.

[0048] Figure 3A and 3B Operation sequences to be performed when a member user enters a gaming venue and when a non-member user enters a gaming venue are respectively shown.

[0049] <Conditions of Member Users>

[0050] When a member user presents their identity verification document at the entrance, the management server 100 generates an entry record data D1 for the user based on the presented identity verification document and registers this data in the entry database DB1. Specifically, the management server 100 registers this entry record data D1, which includes the entry time, reminder time, time limit, number of entries limit, and status ("stay"), as well as the name, address, date of birth, and gender (hereinafter referred to as the user's basic information) obtained from the identity verification document (C1).

[0051] The management server 100 then checks (compares) the entry record data D1 against the member data D2 by referring to the entry database DB1 and the member database DB2. Upon confirming that the data match (i.e., successful verification), the management server 100 registers the "member number" (member identifier) ​​read from the member data into the member data information of the entry record data D1 and registers "stay" (C2) in the status of the member data D2.

[0052] Thereafter, when a member user places his / her membership card on an entertainment machine (e.g., a game table) 200 in a gaming facility, the entertainment machine 200 queries the management server 100 for member data. The management server 100 checks the status of the user being queried, referring to the member database DB2. Figure 3A As shown in FIG, if the status in the member data D2 corresponding to the user is "stay", the user is allowed to log in to the entertainment machine 200. This allows the member user to play games on the entertainment machine 200 (C3).

[0053] <For non-member users>

[0054] When a non-member user presents their identity verification document at the entrance, the management server 100 generates an entry record D1 for the user based on the presented identity verification document and registers this entry record D1 in the entry database DB1. Specifically, the management server 100 registers this entry record D1, which includes the entry time, reminder time, time limit, number of entries limit, and status ("stay"), as well as the name, address, date of birth, and gender obtained from the identity verification document (hereinafter referred to as user basic information) (C11).

[0055] The management server 100 then checks (compares) the admission record data D1 against the membership data D2 by referring to the admission database DB1 and the membership database DB2. In this case, the user is a non-member, and their data is not yet registered in the membership database DB2. Therefore, the management server 100 determines that the data does not exist (i.e., verification failed) and does not register anything in the membership data information of the admission record data D1 (C12).

[0056] like Figure 3B As shown in , the management server 100 controls so that a non-member user is not allowed to play games on the entertainment machine 200 without issuing a membership card to the user (ie, prohibits the non-member user from playing games) (C13).

[0057] The configuration of the management server 100 is described below with reference to the drawings.

[0058] <Management Server>

[0059] The management server (management device) 100 is a general-purpose computer and may be composed of one computer or a plurality of computers distributed on a communication network. Figure 1As shown in FIG, the management server 100 includes a control device 11 and a storage device 12. The control device 11 includes hardware components such as a central processing unit (CPU), memory (such as read-only memory (ROM) and random access memory (RAM)), an input interface, an output interface, a communication interface, and a bus connecting the above components to each other. The control device 11 causes the CPU to execute programs stored in the ROM, etc., thereby realizing functions such as managing entry and stay in the gaming venue and managing games played using each entertainment machine 200 in the gaming venue. The storage device 12 is a hard disk drive or similar device that stores various programs and data.

[0060] Figure 4 1 is a block diagram showing a functional configuration implemented by the control device 11 in the management server 100 .

[0061] The management server 100 includes a management unit 110 , a timing unit 120 , a checking unit 130 , a notification unit 140 , and an entertainment control unit 150 .

[0062] Management unit 110 includes an admission database DB1 and a membership database DB2, and manages individual users entering a gaming venue. As previously mentioned, users entering a gaming venue are divided into registered members and non-members. The details of the entries in admission database DB1 and membership database DB2 have already been described and are therefore omitted.

[0063] The timing unit 120 has both a timer function and a clock function (hereinafter collectively referred to as the "timing function") and measures each user's entry time into the gaming venue, their duration of stay, and their exit time. The entry time, etc., measured by the timing unit 120 is sequentially updated and registered in the corresponding user's entry record data D1.

[0064] The checking unit 130 refers to the admission database DB1 and the member database DB2 to check (compare) the admission record data D1 and the member data D2 against each other.

[0065] The notification unit 140 notifies the user of various messages based on pre-set notification conditions. The notification unit 140 notifies the user of each message by, for example, displaying each message on the display of the entertainment machine 200 used by the user to play games, or displaying each message on the display of a mobile terminal (e.g., a smartphone) held by the user.

[0066] The entertainment control unit 150 limits the user's gaming behavior based on the pre-set entertainment restriction conditions CO. For example, the present embodiment is configured so that if the user is not a member user (i.e., a non-member user), the user is prohibited from playing games according to the entertainment restriction conditions CO. In addition, even if the user is a member user, if the length of stay in the game venue has reached the time limit, the user will be prohibited from playing games. For example, when it is detected that the user is not a member user or the length of stay of the member user in the game venue has reached the time limit, the entertainment control unit 150 controls each entertainment machine 200 in the game venue so as to prohibit playing games according to the entertainment restriction conditions CO. However, if the above-mentioned non-member user becomes a member user thereafter, or if the above-mentioned member user has paid an additional entrance fee, the entertainment control unit 150 controls each entertainment machine 200 so as to lift (allow) the prohibition on playing games in the game venue.

[0067] <Example of Operation in System for Solving First Problem>

[0068] Next, an operation sequence in the venue management system 1 will be described with reference to the drawings.

[0069] Figure 5 1 is a sequence diagram showing an operation sequence in the venue management system 1 for solving the first problem.

[0070] The user first holds an identity verification document at the entrance gate (step S101). The entrance gate obtains the user's basic information and other information necessary for managing matters such as the user's entry and exit from the identity verification document and transmits this information to the management server 100.

[0071] After receiving the user's basic information from the entrance gate, the management server 100 generates entry record data D1 for the user based on the identity verification document presented by the user and registers this data in the entry database DB1. Specifically, the management server 100 registers the entry record data D1, which includes the entry time, reminder time, restricted time, number of entries, and status ("stay"), as well as the user's basic information obtained from the identity verification document, such as name, address, date of birth, and gender (step S102).

[0072] The management server 100 refers to the admission database DB1 and the member database DB2, checks (compares) the admission record data D1 with the member data D2 (step S103), and determines whether the two sets of data match (step S104). If the two sets of data match ("Yes" in step S104), the management server 100 registers "stay" as the status in the member data D2 and registers the "member number" read from the member data as the member data information in the admission record data D1 (steps S105 and S106).

[0073] On the contrary, when it is determined that the member data matching the admission record data has not been registered (i.e., cannot be found) ("No" in step S104), the management server 100 notifies the user of a message (notification statement) that nothing is registered in the member number information in the admission record data D1, which prompts the user to create a membership card (steps S107 and S108). Even if the user is a user who has already created a membership card, in some cases, such as if the user fails to update the information in the membership card (for example, address change), the admission record data D1 and the member data D2 will not match each other. In order to cope with this situation, a creation / update message can be notified to the user so that the membership card is created or the information is updated, such as Figure 5 In addition, the user may be notified of a message that the user cannot log into the entertainment machine 200.

[0074] After reading the notification statement through the entrance door (step S109), the user clicks an "OK" button on the display at the entrance door (step S110) and enters (step S111).

[0075] Gaming venue staff (e.g., dealers, venue staff, and surveillance personnel) can periodically check whether each user's membership information is registered in their entry record data D1 using a mobile terminal or a terminal installed within the venue. For example, if a user's membership information is not registered in the entry record data D1, they are not considered a member. Staff may inquire about any inconveniences they may encounter. If there is no specific reason, they may be monitored as a suspicious person.

[0076] <Second problem and its solution>

[0077] For example, if a user has moved and changed their address (e.g., from Tokyo to Kanagawa) since their last visit to a gaming venue, the user's address obtained from the identity verification document (e.g., Kanagawa) may differ from the address registered in the member data (e.g., Tokyo). In this case, if a user is allowed to play games without concern at a gaming venue, various problems may arise when identity verification is required for, for example, anti-money laundering (AML) reasons.

[0078] In view of these circumstances, the present embodiment aims to construct a mechanism that, when the user information in the authentication file obtained when the user enters the game venue is checked (compared) with the member data D2 registered in the member database DB2, if the user is not found (i.e., the data does not match), the mechanism can prohibit the user from playing the game.

[0079] Figure 6Shown is an operation sequence performed when a user who has not updated his / her membership data (hereinafter referred to as "non-updated user") enters a gaming venue even if his / her user basic information (eg, address) has changed.

[0080] When an unupdated user presents his / her identity verification document at the entrance, the management server 100 generates the user's entry record data D1 based on the identity verification document presented by the user, and registers the entry record data D1 in the entry database DB1. Specifically, the management server 100 registers the entry record data D1, which includes the entry time, reminder time, time limit, number of entries limit and status ("stay"), as well as the user's basic information from the identity verification document, including the changed address ( Figure 6 "…Kanagawa" in the middle)(C21).

[0081] Then, the management server 100 refers to the admission database DB1 and the member database DB2, and checks (compares) the admission record data D1 against the member data D2. In this case, the user address registered in the member data has not been updated and is the same as the previous address ( Figure 6 ) Therefore, the management server 100 determines that no matching member data is registered. In this case, no member data information is registered in the admission record data D1, and no status is registered in the member data (C22).

[0082] The unupdated user then places the membership card over an entertainment machine 200 (e.g., a game table) in the gaming venue, thereby issuing a login request. The entertainment machine 200 queries the management server 100 for membership data. The management server 100 consults the membership database DB2 to determine whether login is allowed. In this case, the status registered in the membership data D2 for the unupdated user is not "staying". Therefore, the management server 100 prohibits the user from logging into the entertainment machine 200 (login not permitted) and sends a message prompting the user to update the membership data (C23). The unupdated user understands that if his or her membership data is not updated through the entertainment machine 200 or other means, the user will not be allowed to play the game. In this case, the user can be notified of the problem itself that prohibits logging into the entertainment machine 200, or directly notified of the message that the user cannot log into the entertainment machine 200.

[0083] <Example of Operation in System for Solving Second Problem>

[0084] Next, the operation sequence of the site management system 1 will be described with reference to the drawings. The functional configuration of the management server and the like have been described above and thus will be omitted.

[0085] Figure 7 1 is a sequence diagram showing an operation sequence in the venue management system 1 for solving the second problem.

[0086] The user first holds an identity verification document at the entrance gate (step S201). After obtaining the user's basic information and other necessary information for managing matters such as the user's entry and exit from the identity verification document, the entrance gate transmits these information to the management server 100.

[0087] After receiving the user's basic information from the entrance gate, the management server 100 registers the user's entry record data D1 in the entry database DB1. Specifically, the management server 100 registers the entry record data D1, which includes the entry time, reminder time, time limit, entry limit, and status ("stay"), as well as the user's basic information obtained from the identity verification document, such as name, address, date of birth, and gender (step S202).

[0088] The management server 100 refers to the admission database DB1 and the member database DB2, checks (compares) the admission record data D1 with the member data D2 (step S203), and determines whether the data matches (step S204). After confirming that the two sets of data match ("Yes" in step S204), the management server 100 registers the status in the member data D2 as "Stayed" and registers the "member number" read from the member data as the member data information in the admission record data D1 (steps S205 and S206).

[0089] In contrast, when it is determined that there is no matching data in the registered member data (No in step S203)—this is because even if the user basic information (e.g., address) has been changed, the address in the member data has not been updated, for example, the management server 100 has not registered anything as member data information in the entry record data D1, and has not registered anything as entry status in the member data (step S207).

[0090] At the same time, the user attempts to log in by placing the membership card over the entertainment machine 200 (step S208). The membership card transmits login data (e.g., user ID) to the entertainment machine 200. After receiving the login data from the membership card, the entertainment machine 200 inquires with the management server 100 whether the user is allowed to log in (i.e., whether the user is allowed to play the game) (step S209).

[0091] After receiving the query, the management server 100 refers to a game permission determination table (not shown) set in advance to determine whether the user is allowed to play the game (step 210). The game permission determination table has, for example, three conditions for determining whether the user is allowed to play the game (see (1) to (3) below).

[0092] (1) The status in the member data is "Stay".

[0093] (2) The time since entry (length of stay) has not exceeded the time limit.

[0094] (3) The duration of stay does not exceed the self-isolation period set by the user for reasons such as addiction prevention (e.g., 15 hours after entry).

[0095] When it is determined that the condition shown in (1) is not met ("No" in step S211) - since no status is registered in the user's membership data in this case, the management server 100 determines that the user is not allowed to play the game. The management server 100 then prohibits the user from logging into the entertainment machine 200 that the user attempted to log in, and sends a message to the entertainment machine 200 prompting the user to update the membership data (step S212).

[0096] For example, the entertainment machine 200 displays a message from the management server 100 on the display, prohibiting the user from logging into the entertainment machine 200, and notifying the user of the message, prompting the user to update the membership data (step S213). The user reads the message through the entertainment machine 200 (step S214).

[0097] On the other hand, if it is determined in step S211 that all conditions (1) to (3) are satisfied ("Yes" in step S211), the management server 100 determines that the user is allowed to play the game. Then, the management server 100 notifies the entertainment machine 200 that the user is trying to log in to that the user is allowed to log in to the entertainment machine 200 (step S215).

[0098] For example, the entertainment machine 200 notifies the user that the user has been allowed to log in to the entertainment machine 200 by displaying a message from the management server 100 on the display (step S216). After the user reads the message through the entertainment machine 200, he performs a specific operation and starts playing the game (step S217).

[0099] <Third Problem and Its Solution>

[0100] Gaming venues may need to charge additional entry fees based on the time since entry and therefore face the following urgent need: to accurately manage the time since each user's entry (stay time) and ensure that users who enter the venue know exactly how long they stay.

[0101] In view of these circumstances, a mechanism has been established to ensure compliance with laws and regulations. In addition to checking (comparing) the user's information obtained from the authentication file when the user enters the game venue against the member data D2 registered in the member database DB2, the user's entry time, stay time limit, etc. are strictly managed.

[0102] <Example of Operation in System for Solving Third Problem>

[0103] Next, the operation sequence in the venue management system 1 will be described with reference to the drawings. The functional configuration of the management server and the like have been described above and are therefore omitted. The following description assumes that a member user (hereinafter referred to as "user") enters a gaming venue.

[0104] (First Example of Operation)

[0105] Figure 8 1 is a sequence diagram showing a first example of the operation in the venue management system 1 that solves the third problem.

[0106] An operation sequence for a period until the user's stay time exceeds 24 hours will be described below as a first example of the operation.

[0107] The user first holds an identity verification document at the entrance gate (step S301). After obtaining the necessary user basic information of matters such as user entry and exit from the identity verification document, the entrance gate transmits this information to the management server 100.

[0108] The management server 100 registers the entry record data D1, which includes the entry time, reminder time, time limit, entry number limit and status ("stay"), as well as the user's basic information obtained from the authentication file, such as name, address, date of birth and gender (step S302).

[0109] Furthermore, the management server 100 references the admission database DB1 and the membership database DB2, checks (compares) the admission record data D1 with the membership data D2 (step S302), and determines whether the data matches. In this case, the user is a valid member. Therefore, if the data match, the management server 100 registers "stay" as the status in the membership data D2 and registers the "membership number" read from the membership data in the admission record data D1 as the membership number information.

[0110] The user then attempts to log in by placing the membership card on one of the entertainment machines 200 (step S303). The membership card transmits the login data (e.g., user ID) to the entertainment machine 200. After receiving the login data from the membership card, the entertainment machine 200 queries the management server 100 whether the user is allowed to play the game (step S304).

[0111] After receiving the query, the management server 100 refers to the game permission determination table (not shown) that has been set to determine whether the user is allowed to play the game (step S305). As described above, for example, three conditions for determining whether the user is allowed to play the game are set in the game permission determination table (see (1) to (3) below).

[0112] (1) The status in the member data is "Stay".

[0113] (2) The time from entry (length of stay) has not exceeded the time limit.

[0114] (3) The duration of stay does not exceed the self-isolation period set by the user for reasons such as addiction prevention (e.g., 15 hours from the date of entry).

[0115] After determining that the user is permitted to play the game, the management server 100 responds to the entertainment machine 200, stating that the user is permitted to play the game (step S306). The entertainment machine 200 displays this response on a display, for example, to notify the user that the user is permitted to play the game (step S307). After confirming that the user is permitted to play the game on the entertainment machine 200, the user begins playing the game (e.g., a card game) using the entertainment machine 200 (step S308).

[0116] At the same time, the management server 100 measures the user's stay time by using a timing function. When it is detected that the user's stay time has reached the first reminder time, the management server 100 will notify the user of the remaining time before the time limit (in this case, the first reminder time) of the entertainment machine 200 currently being used to play the game, as well as a first reminder message: the user will be banned from playing the game unless the user pays an additional entrance fee (step S309). The entertainment machine 200 will notify the user of the first reminder message, for example, by displaying the first reminder message on a display (step S310). After the user reads the first reminder message through the entertainment machine 200 (step S311), he clicks the "OK" button displayed on the display (step S312) and restarts the game (step S313).

[0117] When the user clicks the “OK” button, a notification that the first reminder message has been read (accepted) is transmitted to the management server 100 via the entertainment machine 200 (step S314 ).

[0118] When receiving the notification that the user has agreed to the message, the management server 100 adds and records a status indicating that the user has agreed to the first reminder message in the status of the user's entrance record data D1 (step S315).

[0119] At the same time, the management server 100 continues to measure the user's stay time. When it is detected that the user's stay time has exceeded the first reminder time and reached the second reminder time, the management server 100 will notify the user of the remaining time before the time limit of the entertainment machine 200 currently being used to play the game (the second reminder time in this example), as well as a second reminder message: the user will be banned from playing the game unless the user pays an additional entrance fee (step S316). The entertainment machine 200 will notify the user of the second reminder message, for example, by displaying the second reminder message on the display (step S317). After reading the second reminder message through the entertainment machine 200 (step S318), the user clicks the "OK" button displayed on the display to indicate that the reminder message has been read (step S319), and resumes playing the game (step S320).

[0120] When the user clicks the "OK" button, a notification that the second reminder message has been read (accepted) will be transmitted to the management server 100 via the entertainment machine 200 (step S321).

[0121] When receiving the notification that the user has agreed to the message, the management server 100 adds and records a status indicating that the user has agreed to the second reminder message in the status of the user's entrance record data D1 (step S322).

[0122] In the first example of operation as described above, the specific timing of displaying each message is not mentioned, but for example, each message can be displayed at a time when the user's progress in playing games is not disturbed. For example, when a user logs in or finishes a game before starting to play games, each message can be displayed on the display of the entertainment machine 200. In addition to notifying the user of each message by the entertainment machine 200, the staff (for example, dealers, field personnel and monitoring personnel) in the gaming venue can also be notified. For example, the management server 100 will notify the terminal of each staff member in the gaming venue of the same message notified to the user. Preferably, the message can include user ID or other information identifying the user. Each staff member can immediately understand which user has been notified of which message by reading the message displayed on its terminal (these applications can also be applied to each of the following examples of operation).

[0123] (Second example of operation)

[0124] Figure 9 1 is a sequence diagram showing a second example of the operation in the venue management system 1 that solves the third problem.

[0125] The following describes an operation sequence in the case where the user pays an additional entrance fee after the user's stay time exceeds 24 hours as a second example of operation. The following description assumes that the user has been notified of the second reminder message.

[0126] When it is detected that the user's stay time has exceeded the second reminder time and reached the time limit, the management server 100 notifies the user that the time limit of the entertainment machine 200 currently used to play the game has expired, and notifies the time limit expiration message: unless the user pays an additional entrance fee, the user is prohibited from playing the game (step S401).

[0127] The entertainment machine 200 notifies the user of the time limit expiration message, for example, by displaying the time limit expiration message on a display (step S402). For example, after finishing the game, after the time limit expiration message is read by the entertainment machine 200 (step S403), the user clicks an "OK" button displayed on the display to indicate that the time limit expiration message has been read (step S404). After this operation, the notification that the time limit expiration message has been read is transmitted to the management server 100 via the entertainment machine 200. In response, the management server 100 sends a prohibition command to the entertainment machine 200 to prohibit the user from playing the game. Based on the prohibition command received from the management server 100, the entertainment machine 200 forces the user to log out (step S405).

[0128] At the same time, the user pays the additional admission fee (step S406). The additional admission fee can be paid using, for example, an admission fee payment machine, a mobile terminal owned by the user, or a cashier window. After the user pays the additional admission fee, the management server 100 changes the first admission limit status information in the user's admission record data D1 to "2 / 7" and updates the admission time, reminder time, and time limit in the user's admission record data D1 based on the admission time of the second admission (step S407). Note that the second admission time is reset to the time 24 hours after the first admission time, not the time when the additional admission fee was paid.

[0129] Furthermore, the management server 100 refers to the admission database DB1 and the member database DB2 and checks (compares) the admission record data D1 against the member data D2. The operations after the check have been described above and are therefore omitted.

[0130] At the same time, the user decides whether to continue playing the game (step S408). If the user continues playing the game ("Yes" in step S408), the user places his or her membership card on one of the entertainment machines 200 and attempts to log in (step S409). On the contrary, if the user does not continue playing the game ("No" in step S408), the user leaves through the entrance door (step S410). The entrance door notifies the management server 100 that the user has left. After receiving the notification that the user has left, the management server 100 accesses the admission database DB1 and the member database DB2, and deletes the "stay" status from the admission record data D1 and the member data D2 to be recorded (step S411).

[0131] (Third Example of Operation)

[0132] Figure 10 1 is a sequence diagram showing a third example of the operation in the venue management system 1 that solves the third problem.

[0133] The following describes an operation sequence as a third example of operation in which the user has not paid the additional entrance fee after staying for more than 24 hours. The following description assumes that the user has been notified of the second reminder message.

[0134] A user attempts to log in by placing a membership card over the entertainment machine 200 (step S501). The membership card transmits login data (e.g., user ID) to the entertainment machine 200. After receiving the login data from the membership card, the entertainment machine 200 inquires with the management server 100 whether the user is allowed to play the game (step S502).

[0135] Upon receiving the query, the management server 100 refers to a game permission determination table (not shown) that has been set to determine whether the user is allowed to play the game (step S503). As described above, the game permission determination table sets three conditions for determining whether the user is allowed to play the game (see (1) to (3) below).

[0136] (1) The status in the member data is "Stay".

[0137] (2) The time from entry (length of stay) has not exceeded the time limit.

[0138] (3) The duration of stay does not exceed the self-isolation period set by the user for reasons such as addiction prevention (e.g., 15 hours from the date of entry).

[0139] In this case, since the user's stay time has exceeded the time limit, the condition described in (2) is not satisfied. Therefore, the management server 100 determines that the user is not allowed to play the game. The management server 100 then notifies the entertainment machine 200 that the user attempted to log in to that the time limit has expired, and notifies the user of the time limit expiration message: Unless the user pays an additional entrance fee, the user is prohibited from playing the game (step 504).

[0140] The entertainment machine 200 notifies the user of the time limit expiration message, for example, by displaying the time limit expiration message on a display (step S505). After reading the time limit expiration message on the entertainment machine 200 (step S506), the user clicks an "OK" button displayed on the display (step S507). After this operation, a notification of the reading of the time limit expiration message is sent to the management server 100 via the entertainment machine 200. In response, the management server 100 sends a prohibition command to the entertainment machine 200, prohibiting the user from playing the game. Based on the prohibition command received from the management server 100, the entertainment machine 200 forcibly logs out the user (step S508).

[0141] (Fourth Example of Operation)

[0142] Next, an operation sequence in the case where the user is forced to leave (exit) the gaming location according to each of the following forced leaving conditions will be described as a fourth example of the operation.

[0143] <<First Forced Departure Condition>>

[0144] The number of entries etc. in the past seven days has reached a first entry limit (eg, 3 times), and a predetermined time period has passed (eg, slightly less than 24 hours since the most recent entry).

[0145] <<Second forced departure condition>>

[0146] The number of entries etc. in the past 28 days has reached a second entry limit (eg, 10 times), and a predetermined time period has passed (eg, slightly less than 24 hours since the most recent entry).

[0147] "Number of entries" includes the number of times a user has entered the venue after paying an admission fee, as well as the number of times a user has been granted access to the venue after paying an additional admission fee. The individual forced exit conditions are not limited to the above, but can be set to any conditions that ensure compliance with various laws and regulations related to gaming venues (e.g., the Development of Specified Integrated Resort Districts Regulations). Furthermore, while the number of forced exit conditions in this embodiment is two, any number of forced exit conditions may be set.

[0148] Figure 11 1 is a sequence diagram showing a fourth example of the operation of the venue management system 1 for solving the third problem. The following description assumes that the number of times a user has entered a venue, etc., in the past seven days is two.

[0149] The user first holds an identity verification document at the entrance gate (step S601). After obtaining the necessary user basic information of matters such as user entry and exit from the identity verification document, the entrance gate transmits this information to the management server 100.

[0150] The management server 100 registers entry record data D1, which includes the entry time, reminder time, time limit, entry limit, and status ("stay"), as well as basic user information such as name, address, date of birth, and gender obtained from the authentication file. Specifically, based on the current entry, the management server 100 changes the first entry limit status information in the user's entry record data D1 to "3 / 7" and updates the entry time, reminder time, and time limit in the user's entry record data D1 (step S602). When the first entry limit status information changes to "3 / 7" or the second entry limit status information changes to "10 / 28", the reminder time limit and the time limit limit are set to 20 minutes before the previously set time. For example, the first reminder time is set to 22 hours and 40 minutes after the entry time instead of 23 hours after the entry time, and the time limit is set to 23 hours and 40 minutes after the entry time instead of 24 hours after the entry time. However, the reminder time limit and the time limit limit can be set in any manner.

[0151] Furthermore, the management server 100 refers to the admission database DB1 and the member database DB2 and checks (compares) the admission record data D1 against the member data D2. The operations after the check have been described above and are therefore omitted.

[0152] At the same time, the user attempts to log in by placing the membership card over the entertainment machine 200 (step S603). The membership card transmits the login data (e.g., user ID) to the entertainment machine 200. After receiving the login data from the membership card, the entertainment machine 200 queries the management server 100 whether the user is allowed to play the game (step S604).

[0153] Upon receiving the query, the management server 100 refers to a game permission determination table (not shown) that has been set to determine whether the user is allowed to play the game (step S605). As described above, the game permission determination table sets three conditions for determining whether the user is allowed to play the game (see (1) to (3) below).

[0154] (1) The status in the member data is "Stay".

[0155] (2) The time from entry (length of stay) has not exceeded the time limit.

[0156] (3) The duration of stay does not exceed the self-isolation period set by the user for reasons such as addiction prevention (e.g., 15 hours from the date of entry).

[0157] After determining that the user is permitted to play the game, the management server 100 sends a reply to the entertainment machine 200, confirming that the user is permitted to play the game (step S606). The entertainment machine 200 displays the reply on a display, for example, to notify the user that the user is permitted to play the game (step S607). After the entertainment machine 200 confirms that the user is permitted to play the game, the user begins playing the game (e.g., a card game) using the entertainment machine 200 (step S608).

[0158] Thereafter, the user is notified of a first reminder message and a second reminder message based on the user's duration of stay. If it is detected that the user's duration of stay has reached the time limit, and the user has entered the venue three times in the past seven days and the time limit has also been reached, the management server 100 determines that the first forced exit condition has been met. If the first forced exit condition is determined to be met, the management server 100 notifies the user that the time limit has been reached on the entertainment machine 200 currently being used to play the game, and issues a departure advisory message, advising the user to leave the gaming venue immediately (step S609).

[0159] The entertainment machine 200 notifies the user of the leave advice message, for example, by displaying the leave advice message on a display (step S610). After the leave advice message is read by the entertainment machine 200 (step S611), the user clicks the "OK" button displayed on the display (step S612). When this operation is performed, a notification that the leave advice message has been read is sent to the management server 100 via the entertainment machine 200. In response, the management server 100 sends a prohibition command to the entertainment machine 200, prohibiting the user from playing the game. Based on the prohibition command received from the management server 100, the entertainment machine 200 forces the user to log out (step S613). At the same time, after reading the exit message, the user immediately leaves the game venue (step S614).

[0160] As described above, according to the venue management system that solves the third problem, when the user's stay in the gaming venue approaches the time limit, the user is notified of the remaining time until the time limit, and is notified of a reminder message that the user will be prohibited from playing the game unless the user pays an additional entrance fee. This allows the user to accurately grasp information such as the remaining time the user is allowed to stay (see the first example of operation).

[0161] When the user's stay reaches the time limit, the user is notified of the time limit expiration message and is prohibited from playing the game unless the user pays an additional entrance fee. Thus, it is possible to prevent users from illegally staying in the game venue and continuing to play the game (see the second and third examples of operation).

[0162] In addition, if the user's stay in the game venue meets any mandatory leaving conditions, the user will be notified of the leaving advice information: the user should leave the game venue immediately and be prohibited from playing the game. This makes the user comply with laws and regulations and be prompted to leave the venue immediately (see the fourth example of operation).

[0163] <Revision of the site management system to solve the third problem>

[0164] In the above-described first to fourth examples of operation, various messages are notified to the user via the entertainment machine 200. In the following fifth and sixth examples of operation, various messages are notified to the user via a mobile terminal carried by the user.

[0165] The mobile terminal is composed of, for example, a mobile phone, smartphone, tablet terminal, wearable terminal, etc., and has a processor, storage device, communication device, input device, output device, and antenna. The storage device stores various software, browsers, data, etc. required for using the present system 1.

[0166] Figure 12 is a block diagram showing a functional configuration of the mobile terminal 400 .

[0167] The mobile terminal 400 includes a communication unit 410, a location information acquisition unit 420, and a payment unit 430. The communication unit 410, the location information acquisition unit 420, and the payment unit 430 are implemented by a processor executing a program stored in a storage device and a communication device.

[0168] The communication unit 410 communicates with the management server 100 , other terminals, and the like through the communication network N.

[0169] The position information acquisition unit 420 uses, for example, GPS and wireless access points to acquire position information of the mobile terminal 400. The position information acquired by the position information acquisition unit 420 is transmitted to the management server 100 via the communication unit 410 periodically or irregularly.

[0170] The payment unit 430 performs payment of an entrance fee (including an additional entrance fee) etc. according to an operation input by the user. After the payment unit 430 performs the entrance fee payment, the communication unit 410 transmits information indicating that the entrance fee has been paid (hereinafter referred to as "entrance fee payment information") to the management server 100.

[0171] (Fifth Example of Operation)

[0172] An operation sequence in the case of notifying a user of an alarm message through the user's mobile terminal is described below as a fifth example of operation.

[0173] Figure 133 is a sequence diagram showing a fifth example of the operation of the venue management system 1 that solves the third problem. The following description focuses on the differences from the first and second examples of the operation.

[0174] The user first holds an identity verification document at an entrance (step S701). After obtaining necessary user basic information of matters such as user entry and exit from the identity verification document, the entrance transmits this information to the management server 100.

[0175] The management server 100 registers the entry record data D1, which includes the entry time, reminder time, time limit, entry number limit and status ("stay"), as well as the user's basic information obtained from the authentication file, such as name, address, date of birth and gender (step S702).

[0176] Next, the management server 100 refers to the admission database DB1 and the member database DB2, and checks (compares) the admission record data D1 against the member data D2 (step S702). The operations after the comparison have been described above and are therefore omitted.

[0177] Meanwhile, the user walks around the gaming venue (step S703). At the same time, the management server 100 begins measuring the user's duration. Upon detecting that the user's duration has reached the first reminder time, the management server 100, using location information regularly or irregularly transmitted from the user's mobile terminal 400, notifies the user's mobile terminal 400 of the remaining time before the time limit (in this example, the first reminder time), and also notifies the user of a first reminder message indicating that the user will be prohibited from playing the game unless the user pays an additional entrance fee (step S704).

[0178] The mobile terminal 400 notifies the user of the first reminder message, for example, by displaying the first reminder message on a display (step S705). After reading the first reminder message on the mobile terminal 400 (step S706), the user clicks an "OK" button displayed on the display (step S707) and continues to walk around the gaming area (step S708).

[0179] When the user clicks the “OK” button, a notification that the first reminder message has been read (OK) is transmitted to the management server 100 via the mobile terminal 400 (step S709 ).

[0180] When receiving the notification that the user has agreed to the message, the management server 100 adds and records a status indicating that the user has agreed to the first reminder message in the status of the user's entrance record data D1 (step S710).

[0181] The management server 100 continues to measure the user's stay time. When it is detected that the user's stay time has exceeded the first reminder time and reached the second reminder time, the management server 100 will notify the user's mobile terminal 400 of the remaining time before the time limit (the second reminder time in this example), and notify the user's mobile terminal 400 of a second reminder message: the user will be prohibited from playing the game unless the user pays an additional entrance fee (step S711). The mobile terminal 400 will notify the user of the second reminder message, for example, by displaying the second reminder message on the display (step S712). After reading the second reminder message through the mobile terminal 400 (step S713), the user clicks the "OK" button displayed on the display to indicate that the second reminder message has been read (step S714).

[0182] When the user clicks the “OK” button, a notification that the second reminder message has been read (OK) is transmitted to the management server 100 via the mobile terminal 400 (step S715 ).

[0183] When receiving the notification that the user has agreed to the message, the management server 100 adds and records a status indicating that the user has agreed to the second reminder message to the status in the user's entrance record data D1 (step S716).

[0184] At the same time, the user pays the additional admission fee using mobile terminal 400 (step S717). Mobile terminal 400 sends admission fee payment information to management server 100, indicating that the additional admission fee has been paid (step S718). After receiving the admission fee payment information from mobile terminal 400, management server 100 changes the first admission limit information in the user's admission record data D1 to "2 / 7" and updates the admission time, reminder time, and time limit in the user's admission record data D1 based on the admission time of the second admission (step S719). Note that the second admission time is reset to the time 24 hours have passed since the first admission time, not the time when the additional admission fee was paid.

[0185] The user decides whether to continue playing the game (step S720). If the user continues playing the game ("Yes" in step S720), the user places his or her membership card over one of the entertainment machines 200 and attempts to log in (step S721). On the other hand, if the user does not continue playing the game ("No" in step S720), the user leaves through the entrance door (step S722). The entrance door notifies the management server 100 that the user has left. After receiving the notification that the user has left, the management server 100 accesses the admission database DB1 and the membership database DB2, and deletes the "stay" status from the admission record data D1 and the membership data D2 to be recorded (step S723).

[0186] (Sixth Example of Operation)

[0187] The following describes an operation sequence for forcing a user to leave a gaming venue using a user's mobile terminal as a sixth example of operation. The forced leaving conditions and assumptions are the same as those of the fourth example of operation, and the following description focuses on the differences from the fourth example of operation.

[0188] Figure 14 1 is a sequence diagram showing a sixth example of the operation in the venue management system 1 that solves the third problem.

[0189] The user first holds an identity verification document at the entrance gate (step S801). After obtaining the necessary user basic information of matters such as user entry and exit from the identity verification document, the entrance gate transmits this information to the management server 100.

[0190] The management server 100 registers the user's entry record data D1, which includes the entry time, reminder time, time limit, entry limit, and status ("stay"), as well as basic user information such as name, address, date of birth, and gender obtained from the authentication file. Specifically, based on the current entry, the management server 100 changes the first entry limit status information in the user's entry record data D1 to "3 / 7" and updates the entry time, reminder time, and time limit in the user's entry record data D1 (step S802).

[0191] As in the fourth example of operation, when it is detected that the number of times a user enters a game venue, etc. reaches the first upper limit (here three times) or the second upper limit (here ten times), the management server 100 sets the deadline of the reminder time and the deadline of the time limit to 20 minutes before the originally set deadline.

[0192] The user walks around the gaming venue (step S803). Simultaneously, the management server 100 begins measuring the user's duration. Based on the user's duration, the management server 100 sends the user a first reminder message and a second reminder message. If the management server 100 detects that the user's duration has reached the time limit, it determines that the first forced exit condition has been met because the user has entered the venue three times in the past seven days and has also reached the time limit.

[0193] When it is determined that the first forced exit condition is met, the management server 100 notifies the user's mobile terminal 400 that the time limit has been reached by using the location information transmitted regularly or irregularly from the user's mobile terminal 400, and notifies the user of a departure recommendation message: the user should leave the gaming venue immediately (step S804). The mobile terminal 400 notifies the user of the departure recommendation message by, for example, displaying the departure recommendation message on its display or other means (step S805).

[0194] After reading the leaving advice message through the mobile terminal 400 (step S806), the user clicks the "OK" button displayed on the display (step S807). After reading the leaving advice message, the user immediately leaves the game place (step S808).

[0195] As described above, according to this modified venue management system, various information can be appropriately notified to the user by utilizing the location information of the mobile terminal carried by the user. This ensures that the user can be reminded to recognize various messages and comply with laws and regulations even if the user is not playing games in the gaming venue.

[0196] Reference Symbols List

[0197] 1. Venue Management System

[0198] 100 Management Server

[0199] 11 Control device

[0200] 12 Storage Devices

[0201] 110 Management Unit

[0202] 120 timing units

[0203] 130 Inspection Unit

[0204] 140 Notification Unit

[0205] 150 Entertainment Control Unit

[0206] DB1 Entry Database

[0207] DB2 membership database

[0208] D1 entry record data

[0209] D2 Membership Data

[0210] CO Entertainment Restrictions

[0211] 200 entertainment machines

[0212] 400 Mobile Terminal

[0213] 410 Communication Unit

[0214] 420 Position Information Acquisition Unit

[0215] 430 Payment Unit

Claims

1. A management device configured to manage admission to an entertainment venue, the management device comprising: an admission database configured to store admission record data generated based on the user's identity verification document when the user enters the entertainment venue; a member database configured to store the member data of the user input when the user registers as a member; a checking unit configured to check the admission record data and the member data against each other; as well as The notification unit is configured to notify the user of specific information when the checking result is that the verification is unsuccessful.

2. The management device according to claim 1, wherein: The specific information includes a message prompting registration as a member or a message for updating the member data.

3. The management device according to claim 1 or 2, wherein The member data includes a member identifier, and The management device further includes a management unit configured to register the member identifier of the user read from the member data as member data information in the admission record data when the check result is successful authentication.

4. The management device according to claim 3, wherein: When the check result is that the authentication is successful, the management unit further registers information that the user has stayed in the place as a status in the member data.

5. The management device according to claim 3, wherein: When the check result is that the verification is unsuccessful, the management unit does not register anything as the member data information included in the admission record data.

6. The management device according to claim 4, wherein: When the user requests to log in to an entertainment machine in the entertainment venue, the management unit further refers to the user's status in the membership data to determine whether to allow the login; and The notification unit also notifies the user of a result of the determination as to whether the login is permitted.

7. The management device according to claim 6, wherein: The management unit permits the login when information that the user is staying in the place is registered as a status in the member data of the user.

8. A management device configured to manage admission to an entertainment venue, the management device comprising: an admission database configured to store admission record data generated based on the user's identity verification document when the user enters the entertainment venue; a member database configured to store member data input by the user when registering as a member and including a member identifier of the user; a checking unit configured to check the admission record data and the member data against each other; as well as A management unit is configured to register the user's member identifier read from the member data as member data information in the entry record data when the verification result is successful, and is also configured to not allow login to the entertainment machine in the entertainment venue when the verification result is unsuccessful.

9. A program for causing a computer to execute a plurality of steps, the computer comprising: an admission database configured to store admission record data generated based on an authentication document of a user when the user enters an entertainment venue; and a member database configured to store the member data of the user input when the user registers as a member, causing the steps executed by the computer to include: checking the admission record data and the member data against each other; as well as When the check result is that the verification is unsuccessful, specific information is notified to the user.

10. A management method for an entertainment venue, the management method being executed by a computer, the computer comprising: an admission database configured to store admission record data generated based on an identity verification document of a user when the user enters an entertainment venue; and a member database configured to store the member data of the user input when the user registers as a member, the management method comprising the following steps: checking the admission record data and the member data against each other; as well as When the check result is that the verification is unsuccessful, specific information is notified to the user.