Unit device and absorption prevention method
Patent Information
- Application Number
- JP2023132785
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-17
- Publication Date
- 2025-02-28
AI Technical Summary
【0010】 この発明によれば、遊技者の精神状態(心理状態)を考慮して、消費額上限等を適切に変更することによって、遊技の実行を適切に制御し、遊技者の遊技へののめり込みを効果的に抑止できる。
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Figure 2025027721000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to an apparatus and method for suppressing (preventing) a player from becoming addicted to games using gaming machines such as pachinko gaming machines and pachinko-type slot machines. [Background technology]
[0002] In games using gaming machines such as pachinko machines and pachinko-type slot machines, players pay a fee to receive loan balls and medals, which they then use to play. In pachinko machines, players get prize balls by inserting loan balls into a prize slot, and in pachinko-type slot machines, players spin drum-type reels and get medals according to the pictures on the reels. For this reason, it is possible to receive more prize balls and medals than the fee paid, and players may become addicted to the game in an attempt to get as many prize balls and medals as possible. For this reason, players may pay an excessive fee, and measures have been considered for preventing such addiction.
[0003] For example, Patent Document 1, which will be described later, proposes an amusement center management system that can prevent players from becoming addicted by granting so-called life points to the players and adjusting the number of life points that the players possess. In this amusement center management system, when the amount of money spent in a game (the amount of money that the player has charged) reaches a predetermined amount, the life points are subtracted and the execution of the game is prevented according to the life points. Also, by stopping the game for a certain period of time, the life points are added and the inhibition of the execution of the game is lifted. In this way, by preventing the execution of the game at the timing when the amount of money spent has increased to a certain degree, the player can return to a calm state and have an opportunity for the player to reflect on the course of the game, which contributes to preventing addiction. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 6974119 Summary of the Invention [Problem to be solved by the invention]
[0005] However, in the case of the game center management system disclosed in the above-mentioned Patent Document 1, life points are increased only by the time during which the game was suspended. Therefore, when the execution of a game is suppressed at a game center A that employs the game center management system, it is possible to go to another game center B nearby to play the same game, and after a certain amount of time has passed, return to the original game center A to play again. In other words, whether or not the game can be resumed is not determined by taking into consideration the mental state (psychological state) of the player after the interruption. Therefore, if a player who is suppressed from playing because he has spent too much at game center A moves to another game center B nearby to change his mood and spends too much there, there is a high probability that the stress will remain high.
[0006] After this, when the person returns to the original arcade A, because he had stopped playing there, his life points have increased and he is able to resume playing, but his spending continues to increase, and he is able to resume playing while still under a great deal of stress. This state of high stress cannot be said to be a normal mental state, and the tendency to become increasingly addicted to the game in question is maintained, so there is a high possibility that the amount of spending on the game will increase.
[0007] In view of the above, the present invention aims to appropriately control the execution of a game by taking into account the mental state (psychological condition) of the player, thereby effectively preventing the player from becoming addicted to the game. [Means for solving the problem]
[0008] In order to solve the above problem, the unit device of the invention described in claim 1 comprises: A unit device that is connected to a gaming machine that can be used in response to a charge, and controls execution of a game on the gaming machine in response to charge information recorded in a predetermined recording medium provided for each player, the information regarding the charge recorded on the recording medium includes a balance to which a deposited amount is added and from which a charged amount is subtracted, a consumption amount to which the charged amount is added, and a preset upper limit of the consumption amount; the recording medium is provided with a start stress level recording field, a limit stress level recording field, and a restart stress level recording field; An acquisition means for acquiring biometric information of a player who plays on the gaming machine; A detection means for detecting a stress level of the player based on the biological information acquired by the acquisition means; a first recording control means for detecting a start stress level through said acquisition means and said detection means when a game is started by said gaming machine, and for recording said stress level in said start stress level recording field if said stress level is not recorded in said start stress level recording field of said recording medium; a first consumption upper limit changing means for changing the consumption upper limit of the recording medium in a direction to decrease the consumption upper limit when the start stress level recorded in the start stress level recording field is high by the first recording control means; an information updating means for, in response to a charging operation, subtracting a charging amount corresponding to the charging operation from the balance of the recording medium and adding the subtracted charging amount to the consumption amount; a limiting control means for disabling execution of a game on the gaming machine when the consumption amount of the recording medium becomes equal to or greater than the consumption amount upper limit; The present invention is characterized by comprising:
[0009] According to the unit device of the invention described in claim 1, at the start of a game, the start stress level is detected by the acquisition means and the detection means. If the start stress level has not been recorded in the recording medium, the first recording control means records it in the start stress level recording field of the recording medium. If the start stress level is high, the first consumption amount change means changes the consumption upper limit of the recording medium in a subtractive direction. Thereafter, the information update means subtracts the charge amount from the balance and adds the charge amount to the consumption amount, and if the consumption amount exceeds the consumption upper limit, the restriction control means disables execution of the game on the gaming machine. Effect of the Invention
[0010] According to this invention, by taking into account the mental state (psychological condition) of the player and appropriately changing the upper limit of the consumption amount, etc., it is possible to appropriately control the execution of the game and effectively prevent the player from becoming addicted to the game. [Brief description of the drawings]
[0011] [Figure 1] 1 is a block diagram for explaining a configuration example of an addiction prevention system according to an embodiment; [Diagram 2] FIG. 2 is a block diagram for explaining a configuration example of a machine for separating a machine according to an embodiment. [Diagram 3] 1 is a block diagram for explaining an example of the configuration of a gaming machine according to an embodiment. [Figure 4] 11 is a diagram for explaining an example of information recorded on a membership card. FIG. [Diagram 5] 11 is a diagram for explaining an example of information recorded on a membership card. FIG. [Figure 6] 10 is a flowchart for explaining a process performed by the inter-machine of the embodiment. [Figure 7] 7 is a flowchart continuing from FIG. 6. [Figure 8] FIG. 2 is a block diagram illustrating a configuration example of a management server device according to an embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0012] Hereinafter, an embodiment of the device and method according to the present invention will be described with reference to the drawings. In this specification, a gaming machine is a device that executes a game in response to the operation of a player and generates an increase or decrease in points. Gaming machines include pachinko machines (automatic ball play machines), pachinko-type slot machines (reel-type gaming machines), and various gaming machines installed in so-called game centers. Note that pachinko machines are sometimes called pachinko gaming machines.
[0013] Therefore, the points that cause an increase or decrease in a gaming machine are the number of balls held (the number of so-called pachinko balls) if the gaming machine is a pachinko machine, and the number of medals held (the number of so-called slot medals) if the gaming machine is a pachinko type slot machine. Also, when the gaming machine is a variety of gaming machines, the points that cause an increase or decrease in a gaming machine are points (scores) or level values that increase or decrease in each gaming machine, or may be functions or items that are acquired or lost.
[0014] In the following embodiment, for the sake of simplicity, the gaming machine is a pachinko machine installed in a pachinko parlor. In the pachinko parlor of the following embodiment, a card medium is used so that players do not need to pay money every time they receive a loan ball, and players do not need to carry pachinko balls. The card medium has a so-called prepaid function and a ball management function.
[0015] [Example of an addiction prevention system configuration] 1 is a block diagram for explaining a configuration example of an addiction prevention system according to an embodiment. In the addiction prevention system according to this embodiment, a plurality of gaming machines (pachinko machines) 2(1), 2(2), ... and a plurality of space-between machines 1(1), 1(2), ... are installed. Space-between machine 1(1) is connected to gaming machine 2(1), and space-between machine 1(2) is connected to gaming machine 2(2). In other words, each of space-between machines 1(1), 1(2), ... is provided in one-to-one correspondence with each of gaming machines 2(1), 2(2), ....
[0016] Therefore, one gaming system used by one player is made up of a gaming machine and a space-between machine, which correspond one-to-one. Space-between machines 1(1), 1(2), ... are independent devices that are formed by dividing up functions that gaming machines 2(1), 2(2), ... may have, and are also called unit devices. Also, while FIG. 1 shows only two gaming systems, in reality, dozens or even hundreds of gaming systems are installed in a pachinko parlor.
[0017] The gaming machines 2(1), 2(2), ... are gaming machines in which, by operating a handle, pachinko balls are shot, for example, from the bottom left of the board onto a board covered with a glass plate and with many nails driven into it, and when the pachinko balls that fall along the nails enter a prize hole, a prize ball is obtained. The inter-machine machines 1(1), 1(2), ... accept the insertion of money (currency) to lend out pachinko balls, and accept membership cards and general cards to cooperate with the corresponding gaming machines 2(1), 2(2), ... to manage the balls held.
[0018] Here, the member card is given to a player (customer) who frequently plays at the pachinko parlor and is registered as a member (member). The member card records information about the member, such as the member's name and phone number, the balance of the deposited money, and the balls held, and can be taken home by the member. The general card is temporarily lent to a player (customer) who is not a member, such as a person who occasionally uses the pachinko parlor or a person who happens to stop by the pachinko parlor. The general card can be moved to another game system in the pachinko parlor and used if the balance of the deposited money or the balls held are not 0 (zero), but is basically returned on the day it is lent after settlement or exchange for prizes. The member card and the general card can be configured as an IC (integrated circuit) card or a magnetic card, but the member card and the general card in this embodiment are assumed to be IC cards.
[0019] The management server device 3 realizes functions such as managing information recorded on member cards and general cards, managing the number of bills inserted into the inter-machine machines 1(1), 1(2), ..., and managing information provided to the inter-machine machines 1(1), 1(2), .... The POS (POS terminal) 4(1), ... performs processing to exchange the game value corresponding to the balls held associated with the member cards and general cards for prizes. Specifically, it accepts the member cards and general cards, records and outputs the number of balls stored therein, for example, on a paper medium, and performs processing to clear the number of balls held on the member cards and general cards to 0 (zero). General cards with both the deposit balance and the number of balls held of 0 (zero) are collected by the POS 4(1), ....
[0020] Some POS4(1), etc. are installed in so-called service counters and operated by store clerks. Others allow players to insert their membership cards or general cards into the POS4(1), etc. to settle ball accounts, and some are installed near entrances and exits or service counters. Players can exchange balls for prizes by taking the paper medium on which the number of balls output from the POS4(1), etc. is recorded to the service counter.
[0021] The settlement machines 5(1), ... perform a process of refunding cash corresponding to the balance recorded on the membership card or general card (the amount obtained by subtracting the amount of lent balls from the amount deposited) . Specifically, the settlement machines 5(1), ... accept the membership card or general card, refund cash corresponding to the balance stored therein, and perform a process of clearing the balance of the membership card or general card to 0 (zero). In this embodiment, the settlement machines 5(1), ... are assumed to be installed, for example, near the entrance / exit or near the service counter. General cards with both the balance and held balls of 0 (zero) are collected by the settlement machines 5(1), ....
[0022] In this embodiment, as shown in Fig. 1, the inter-machine machines 1(1), ..., the management server device 3, the POS 4(1), ..., and the settlement machines 5(1), ... are connected via a LAN (Local Area Network). This allows communication between the inter-machine machines 1(1), ... and the management server device 3 to update customer (member) information and receive necessary information in accordance with the execution of a game. Similarly, each of the POS 4(1), ..., and the settlement machines 5(1), ... can communicate with the management server device 3 to update customer (member) information and receive necessary information in accordance with the processing in each device.
[0023] In the above description, the management server device 3 and each device are connected via a LAN, but this is not the only option. For example, the management server device 3 may be provided on the Internet, and the machine-to-machine 1, POS 4(1), ..., settlement machine 5(1), ... may be able to access the management server device 3 via a gateway device. In this case, in the case of a chain of pachinko halls, each pachinko hall may share one management server device 3.
[0024] In an addiction prevention system configured as described above, the inter-machine machines 1(1), ... in particular, constitute the main part for preventing addiction. In this embodiment, a spending limit is set on the membership card or general card, which is the upper limit of the amount a player can pay in one day at the pachinko parlor. This spending limit can be set for each player (customer), but in this embodiment, for simplicity, it is set to "10,000 yen."
[0025] In addition, since inter-machine machines 1(1), 1(2), ... are configured similarly, they will be collectively referred to as inter-machine machines 1, unless otherwise required to be distinguished. In addition, since gaming machines 2(1), 2(2), ... are configured similarly, they will be collectively referred to as gaming machines 2, unless otherwise required to be distinguished.
[0026] A player inserts a membership card or a general card into the machine 1, inserts bills to increase the balance, and in principle, if there is a balance, by pressing the ball lending button, which is a charge execution operation, the player can receive loaned balls and add them to the balls he has, and can play within the range of the balls he has. However, in the addiction prevention system of this embodiment, the machine 1 has a function to detect the player's stress level (starting stress level) at the start of a game. If this starting stress level is high, the upper limit of the consumption amount is changed in the direction of subtraction (reducing direction). The detection of the player's stress level will be described in detail later.
[0027] After this, the player presses the loan ball button to receive loan balls and play the game. When loan balls are received, the charge for the loan balls is subtracted from the balance and added to the consumption amount. If this consumption amount exceeds the consumption limit and the number of balls held becomes zero, loan balls cannot be received even if there is a balance remaining, the game is disabled (prohibited), and the game cannot be continued. In this case, the member card or general card is ejected from the machine 1. In this way, even if the game is disabled, the machine 1 detects the player's stress level (stress level during the limit). If this stress level during the limit is high, the added amount per unit time is changed in the direction of subtraction (reducing).
[0028] The additional amount per unit time is used to change the daily consumption limit in accordance with the interruption time from when the game is disabled to when the game is resumed, when the daily consumption exceeds the daily consumption limit. For example, if the additional amount per unit time is 1,000 yen for 60 minutes, an interruption of 120 minutes means that 2,000 yen will be added to the consumption limit.
[0029] However, in the inter-machine machine 1 of this embodiment, the consumption upper limit is not changed simply by interrupting the game for more than a unit time. In the inter-machine machine 1 of the addiction prevention system of this embodiment, when the player resumes the game after the execution of the game is inhibited, the stress level of the player (stress level at restart) is detected. If the stress level at restart is normal (normal state), an additional amount to be added to the consumption upper limit is calculated according to the interruption time from the time the execution of the game is inhibited to the time the game is restarted and a predetermined additional amount per unit time. By adding this calculated additional amount to the consumption upper limit, the consumption upper limit is changed in the direction of increasing (increasing). As a result, the player can receive loan balls within the balance, and the game can be resumed. However, if the stress level of the player at restart is high, the consumption upper limit is not changed and the state in which the execution of the game is disabled is maintained.
[0030] In this way, the addiction prevention system of this embodiment executes a change to subtract the upper limit of the consumption amount, a change to subtract the amount added per unit time, or a change to add the upper limit of the consumption amount, depending on the stress level of the player. This appropriately prevents the player from becoming addicted to the game, and prevents the player from being overcharged. Below, a specific example of the configuration and operation of the inter-machine machine 1, which is the main part of the addiction prevention system of this embodiment, will be described in detail.
[0031] [Example of configuration of machine 1] 2 is a block diagram for explaining a configuration example of the machine 1 according to the embodiment. The management server communication unit 101 enables mutual communication with the management server device 3. The control unit 102 is a microprocessor including a central processing unit (CPU), read only memory (ROM), random access memory (RAM), non-volatile memory, etc., not shown. The control unit 102 realizes the function of controlling each unit of the machine 1. The card processing unit 103 is configured with a mechanism for inserting and ejecting a membership card or a general card, a mechanism for reading information from a card / recording information to a card (reader / writer mechanism), etc.
[0032] When a player who has a membership card or a general card starts playing, he or she inserts the card into the card processing unit 103 of the machine 1. The card processing unit 103 reads necessary information such as the card ID (membership ID), balance, and balls held from the inserted card, supplies it to the control unit 102, and records it in, for example, a non-volatile memory so that it can be updated.
[0033] The money processing unit 104 is configured to include a mechanism for inserting and ejecting money as payment for receiving loan balls, and a mechanism for storing the inserted money. In the machine 1 of this embodiment, the money processing unit 104 is configured to accept only bills such as 1000 yen bills, 5000 yen bills, and 10000 yen bills, and not accept coins. When the money processing unit 104 accepts money, it stores and holds it, and notifies the control unit 102 of the amount of money accepted. The control unit 102 adds the amount of money inserted to the balance of the card inserted in the card processing unit 103, which is information recorded in a non-volatile memory. A player can receive loan balls within the range of the balance.
[0034] The storage device 105 is a device unit that is configured with a recording medium such as an SSD (Solid State Drive) and its driver. The storage device 105 stores and holds programs and data required for various processes, and is also used as a work area that temporarily stores intermediate results in various processes. The operation unit 106 is configured with several operation button switches (hereinafter simply referred to as buttons) that accept pressing operation inputs from the player. The operation unit 106 is provided with, for example, a counting button, a card ejection button, a ball lending button, and the like.
[0035] The counting button is for counting the number of balls held when a game ends, and the card ejection button is for ejecting a membership card or a general card with remaining balance or balls held. The loan ball button is a button for inserting loan balls into the corresponding gaming machine 2 within the balance. In this embodiment, each time the loan ball button is pressed, an instruction is given to insert, for example, 125 pachinko balls (worth 500 yen, assuming 4 yen each) into the corresponding gaming machine 2.
[0036] The display unit 107 is configured using a display element such as an LCD or an organic EL display, and displays various display messages such as guidance messages. When the ball lending button, which is a charging operation, is pressed through the operation unit 106, the information update processing unit 108 performs a process of updating the balance and consumption amount of the card inserted in the card processing unit 103, which are information recorded in the non-volatile memory, in response to the operation. Specifically, the charge amount according to the ball lending is subtracted from the balance of the card, and the charge amount is added to the consumption amount of the card. In this embodiment, as described above, 500 yen is subtracted from the balance and 500 yen is added to the consumption amount by one pressing of the ball lending button.
[0037] In this embodiment, the control unit 102 realizes the function of the limit control means. That is, the control unit 102 disables execution of a game on the corresponding gaming machine 2 when the amount of consumption of the card inserted in the card processing unit 103, which is information recorded in a non-volatile memory, exceeds a predetermined upper limit of the consumption amount. More specifically, when the amount of consumption exceeds the upper limit of the consumption amount, the game is not immediately disabled, but the game can be continued as long as there are balls in hand. However, when the number of balls in hand becomes 0 (zero), it is not possible to receive the provision of loaned balls by pressing the loan ball button of the operation unit 106, even if there is a balance remaining.
[0038] In this embodiment, the bioinformation acquisition unit 109 is configured as a heart rate sensor. The bioinformation acquisition unit 109 in this embodiment has an insertion hole for the player's finger, like a pulse oximeter, emits light from an LED (Light Emitting Diode) to the player's finger inserted into the insertion hole, and detects the light reflected by blood vessels and coming out of the skin. Since oxygenated hemoglobin in blood has strong absorption characteristics for light around 550 nm, the power of the detected 550 nm light changes according to the blood volume, but since the blood volume changes with pulsation, the heart rate can be detected based on the change in the detected power of the 550 nm light.
[0039] The stress detection unit 110 detects the stress level of the player based on the player's heart rate acquired by the bio-information acquisition unit 109. In general, it can be understood that the shorter the heart rate interval, the higher the stress level, and the longer the heart rate interval, the lower the stress level. Therefore, for ease of explanation, the stress detection unit 110 of this embodiment detects the stress level as "normal" if the heart rate is 100 bpm (Beats Per Minute) or less, and detects the stress level as "high" if the heart rate is greater than 101 bpm.
[0040] In this embodiment, the stress level is detected according to the heartbeat interval, but the present invention is not limited to this. For example, the stress level may be detected by taking into consideration other detectable biological information, such as blood pressure, body temperature, and respiratory rate.
[0041] Under the control of the control unit 102, the consumption upper limit change unit 111 performs a process of changing the consumption upper limit of the card inserted in the card processing unit 103, which is information recorded in a non-volatile memory. Specifically, when starting a game, if the player's stress level at the start is high, the consumption upper limit change unit 111 performs a process of changing the consumption upper limit in a subtractive direction. Also, when resuming a game, if the player's stress level at the time of resumption is not high (normal), the consumption upper limit change unit 111 adds an additional amount calculated according to the additional amount per unit time and the interruption time to the consumption upper limit, thereby changing the consumption upper limit in an increasing direction.
[0042] The additional amount change unit 112, under the control of the control unit 102, performs a process of changing the additional amount per unit time of the card inserted in the card processing unit 103, which is information recorded in a non-volatile memory. Specifically, it functions when the consumption amount exceeds the consumption amount upper limit and execution of the game is disabled (when execution of the game is restricted). In other words, when the player's stress level at the time of restriction is high when the execution of the game is restricted, the additional amount change unit 112 changes the information recorded in the non-volatile memory, which is the additional amount per unit time of the card inserted in the card processing unit 103, in a subtracting direction. This makes it possible to prevent the consumption amount upper limit from being excessively increased for a player who has a high stress level when execution of the game is restricted.
[0043] The gaming machine communication unit 113 realizes a function of communicating with the corresponding gaming machine 2. The gaming machine communication unit 113 provides information on held balls from the inter-machine machine 1 to the corresponding gaming machine 2, and receives information on balls dispensed and balls used from the gaming machine 2. When information on balls dispensed is received from the gaming machine 2, the control unit 102 functions to add balls dispensed to held balls, and when information on balls used is received, the control unit 102 functions to subtract balls used from held balls. In addition, although not shown, the inter-machine machine 1 is provided with a clock circuit, and when a member card or general card is inserted into the card processing unit 103, the current time at the time of insertion can be obtained from the clock circuit and recorded on the member card or general card.
[0044] In this way, it is assumed that the information recorded in the non-volatile memory is read from the card inserted in the card processing unit 103 and rewritten. In this case, when the membership card or general card inserted in the card processing unit 103 is ejected, the card processing unit 103 functions under the control of the control unit 102, and the latest card information held in the non-volatile memory of the control unit 102 is written back to the card. This allows the latest information to be managed for the membership card or general card.
[0045] When the count button on the operation unit 106 is pressed, the control unit 102 counts the balls held, etc., and the non-volatile memory is also recorded, and the information of the card inserted in the card processing unit 103 can be updated. When the card ejection button is pressed and the counting process of the balls held, etc. is not complete, the member card or the general card with remaining balance or balls can be ejected after the counting process is performed. In this case, the card processing unit 103 also functions under the control of the control unit 102.
[0046] Also, in the above description, the information recorded on a membership card or general card inserted into the card processing unit 103 is temporarily recorded in the non-volatile memory of the control unit 102, an update process is performed, and when the card is ejected, the card information in the non-volatile memory is written back. However, this is not limited to this. It is of course possible to adopt a method of directly updating the card information recorded on a membership card or general card inserted into the card processing unit 103.
[0047] Also, a player who does not have a card can create a membership card at a specified location, such as a service counter, and use it to play (pachinko). Also, as described above, by inserting bills into the money processing unit 104, a player can receive loaned balls and play a game. In the latter case, if there are any balances or balls at the end of the game, they are recorded in an unrecorded state on a general card held in the inter-machine machine 1. After this, by pressing the card ejection button on the operation unit 106, the general card is ejected, and the player can move to another gaming machine 2, settle the balls held using the POS 4(1)..., or settle the balance using the settlement machine 5(1),...
[0048] [Configuration example of gaming machine 2] 3 is a block diagram for explaining a configuration example of the gaming machine 2 of the embodiment which is a pachinko machine. The inter-machine communication unit 201 enables mutual communication with the inter-machine machine 1 connected to the own machine. This makes it possible to receive notification of the number of lent balls from the inter-machine machine 1 and to notify the inter-machine machine 1 of the number of dispensed balls and the number of used balls generated in the own machine. The control unit 202 is a microprocessor equipped with a CPU, ROM, RAM, and non-volatile memory (not shown), and controls each unit of the gaming machine 2.
[0049] The operation unit 203 is a part equipped with a handle that can be rotated to instruct the balls held to be ejected onto the surface of the board. The display unit 204 is composed of an LCD, an organic EL display, or the like, and displays the number of balls held (the number of pachinko balls that can be ejected), etc. The game function unit 205 is a mechanism for executing pachinko as a game, such as a board on which many nails are hammered, a pachinko ball ejection mechanism, a prize ball mechanism, and a pachinko ball supply mechanism linked to a pachinko ball supply system.
[0050] The control unit 202 controls the gaming function unit 205 to insert pachinko balls and make them available for use in the machine itself in response to an instruction to insert loan balls from the inter-machine 1. The control unit 202 can also grasp the number of pachinko balls that have received prize balls (number of balls dispensed) and the number of pachinko balls that have been ejected onto the board (number of balls used) based on information from the gaming function unit 205.
[0051] [Example of membership card information] A specific example of updating information recorded on a membership card used by a player, which is performed in the above-mentioned machine 1, will be described. As described above, in the pachinko parlor of this embodiment, there are membership cards used by registered members and general cards lent to players (customers) who are not registered but play at the pachinko parlor. General cards basically manage the same information as membership cards, except that they cannot identify individual customers who are players. For this reason, the following will be described using the case of a membership card as an example to simplify the explanation, but general cards are also processed in the same way.
[0052] 4 and 5 are diagrams for explaining examples of information recorded on a membership card. As shown in FIG. 4(A), a card ID, a consumption limit, and an additional amount per unit time (unit time / addition amount) are recorded on a membership card that is first given to a registered member, and the remaining amount, balls held, balls saved, consumption amount, and an initial value of 0 (zero) are input. Furthermore, the date and time column, stress storage column, and interruption time storage column of the membership card are in an initialized state. In this embodiment, the consumption limit is the upper limit of consumption amount per day, and is set to 10,000 yen. In addition, in this embodiment, the consumption amount on the membership card is also the consumption amount for one day.
[0053] In this embodiment, as described above, when a membership card is inserted into the machine separation device 1, the information of the inserted membership card is read into the non-volatile memory of the control unit 102 in order to speed up processing, and various values are updated for this read information. Thereafter, when the membership card is to be ejected from the machine separation device 1, the information read into the non-volatile memory and updated is written back to the membership card and ejected. In the following, to simplify the explanation, the explanation of updating the membership card information read into the non-volatile memory of the control unit 102 will be omitted.
[0054] Furthermore, the time of various actions taken on the membership card, such as the time of insertion into the inter-machine 1, the time of ejection, the time of deposit, etc., are updated so that they can be distinguished from one another. However, to simplify the explanation, only the date and time of the most recent action is shown in Figures 4 and 5. The date and time are made up of the current year, month, and date and the current time (hour and minute), but the year, for example "2023", is omitted.
[0055] A player inserts his / her membership card into the machine 1 connected to the gaming machine 2 he / she is playing on to start playing. When the member card is inserted into the machine 1, the machine 1 obtains the current time from the clock circuit and updates the date and time field. In the case of FIG. 4(B), it is recorded that the member card was inserted into the machine 1 at 10:05 a.m. on March 10th. At this point, the upper limit of the consumption amount is set to 10,000 yen, and the additional amount per unit time is set to 60 minutes / 1,000 yen. This additional amount per unit time means that if the consumption amount exceeds the upper limit of the consumption amount and the game cannot be played, as described above, if the game is suspended for 60 minutes, the additional amount to the upper limit of the consumption amount is 1,000 yen. Therefore, if the suspension time is 2 hours (120 minutes), the additional amount to the upper limit of the consumption amount is 2,000 yen.
[0056] Furthermore, in the inter-machine 1 of this embodiment, the biometric information acquisition unit 109 functions to acquire biometric information of the player, and the stress detection unit 110 functions based on this biometric information to detect the stress level at the start and update it to the stress column at the start. As shown in FIG. 4B, in this example, the stress level at the start is "normal", that is, the mental state (psychological state) of the player is understood to be in a normal state. At the start, the inside of the biometric information acquisition unit 109 is made to blink with an LED or the like, and a display message such as "Place your finger on the blinking section" is displayed on the display unit 107 to prompt the player so that the inter-machine 1 can acquire the biometric information of the player. Also, although a display message is used here, the inter-machine 1 may be provided with an audio output unit and a speaker to prompt the player with an audio message.
[0057] After that, suppose that at 10:06 on March 10th, the player inserts a 10,000 yen note into the money processing unit 104 of the inter-machine 1 to make a deposit. In this case, as shown in Fig. 4(C), the control unit 102 obtains the current time from the clock circuit and updates the date and time column, and further updates the balance column to indicate that 10,000 yen has been deposited. This allows the player to play using the updated 10,000 yen in the balance.
[0058] After that, as shown in Fig. 4(D), the entire remaining balance of 10,000 yen is withdrawn into loaned balls, so that the remaining balance becomes 0 (zero), and the amount of consumption becomes the same as the daily limit of 10,000 yen. In this way, when the amount of consumption in one day becomes equal to or exceeds the daily limit of consumption, the control unit 102 of the inter-machine 1 prohibits the purchase of new loaned balls after all the balls have been consumed, disables the execution of games, and ejects the membership card from the inter-machine 1. In this way, when the amount of consumption in one day becomes equal to or exceeds the daily limit of consumption, it is considered that the player is addicted to games and is in a situation where he or she may consume money excessively on games.
[0059] In this case, the current time is also acquired from the clock circuit and updated in the date and time column. In this example, as shown in FIG. 4(D), it is shown that the consumption amount exceeded the consumption amount upper limit at 11:50 a.m. on March 10, and the game was disabled. Furthermore, in the inter-machine 1, the bio-information acquisition unit 109 functions to acquire the player's bio-information, and the stress detection unit 110 functions based on this bio-information to detect the stress level at the time of the limit, and updates this in the stress column at the time of the limit. As shown in FIG. 4(E), in this example, the stress level at the time of the limit is "normal", that is, it is understood that the mental state (psychological state) of the player is in a normal state. Even during the time of the limit, the inside of the bio-information acquisition unit 109 is made to flash, for example, by an LED, and a display message such as "Place your finger on the flashing part" is displayed on the display unit 107 to prompt the player so that the inter-machine 1 can acquire the player's bio-information. Further, although a display message is used here, the machine 1 may be provided with a voice output section and a speaker so that the player is prompted by a voice message.
[0060] In the pachinko parlor of this embodiment, when the amount of consumption exceeds the upper limit of consumption, the player is prevented from playing using the membership card, and the player is encouraged to take a break of at least one hour. If the player takes a break of at least one hour in a rest area attached to the pachinko parlor or a nearby restaurant, for example, and interrupts playing for at least one hour, the upper limit of consumption is updated in the direction of increasing, and the player is able to resume playing. However, it is considered that the stress level may be high after playing at a nearby pachinko parlor. Therefore, the inter-machine machine 1 of the pachinko parlor of this embodiment detects the stress level of the player when playing is resumed, as well as when playing starts and when restrictions are imposed on playing.
[0061] That is, as shown in FIG. 5(A), assume that the member card is inserted into the machine 1 at 16:30 on March 10th to resume play. In this case, the control unit 102 still obtains the current time from the clock circuit and updates the date and time column, but calculates the interruption time from the time limit and the restart time, and updates this in the interruption time column of the member card information. Specifically, as shown in FIG. 4(D), the time limit is 11:50. Also, as shown in FIG. 5(A), the restart time is 16:30. Therefore, taking into account the actual time in seconds, the interruption time is understood to be 4h39m (4 hours and 39 minutes).
[0062] Furthermore, the biometric information acquisition unit 109 of the machine 1 functions to acquire biometric information of the player, and the stress detection unit 110 functions based on this biometric information to detect the stress level at the time of restart and update it in the stress column at the time of restart. As shown in FIG. 5(A), in this example, the stress level at the time of restart is "normal", that is, it is understood that the mental state (psychological state) of the player is in a normal state. Note that even at the time of restart, the inside of the biometric information acquisition unit 109 is made to blink an LED or the like, and a display message such as "Place your finger on the blinking part" is displayed on the display unit 107 to prompt the player so that the machine 1 can acquire the biometric information of the player. Also, although a display message is used here, the machine 1 may be provided with an audio output unit and a speaker to prompt the player by an audio message.
[0063] In the example shown in Fig. 5(A), the player's stress level is "normal" and the player's mental state can be understood to be normal at the start of the game, when the game is restricted, and when the game is resumed. In this case, the upper limit consumption change unit 111 of the inter-machine 1 determines the additional amount based on the additional amount per unit time and the interruption time. As shown in Fig. 5(A), the additional amount per unit time (60 minutes) is 1000 yen, so 1000 yen x 4 hours (interruption time less than 1 hour is rounded down) = 4000 yen.
[0064] As a result, the upper limit of the consumption amount is updated to 14,000 yen, as shown in FIG. 5(A). This allows the player to deposit an additional 4,000 yen and resume playing. As explained with reference to Figures 4(A)-(E) and Figure 5(A), if the player's stress level at the start of playing, when the game is restricted, and when the game is resumed is all "normal," the player's mental state is normal and the likelihood of becoming addicted is considered to be low. For this reason, the upper limit on the amount of consumption is increased by an amount corresponding to the interruption time, allowing the player to resume playing.
[0065] However, if the player's stress level is high when the game is restricted or when the game is resumed, the player is not in a normal mental state and is more likely to become addicted to the game. In the inter-machine 1, as shown in Fig. 5(B), when the amount of consumption exceeds the upper limit of the amount of consumption and the game cannot be played, if the stress level at the time of the restriction is "high", the additional amount change unit 112 functions to update the additional amount per unit time by decreasing it. In the example shown in Fig. 5(B), the conversion amount per unit time is reduced from 1000 to half, 500 yen.
[0066] As shown in Fig. 5(B), when the game was restricted, the player's stress level was high, so the amount per unit time was updated to be decreased, but the stress level of the player when he resumed the game remained at "high." In this case, since it is considered that the player is highly likely to become addicted to playing, even if the player had a 4 hour and 39 minute interruption, the amount of consumption limit is not updated to be increased, and the player's status of being unable to play is maintained.
[0067] In contrast, as shown in FIG. 5(C), when the player's stress level was high during the restriction on the game, the amount per unit time was updated to be decreased, but when the player resumes the game, the stress level of the player has returned to "normal". In this case, as shown in FIG. 5(C), the amount per unit time (60 minutes) is 500 yen, so 500 yen x 4 hours (the amount of interruption time less than one hour is rounded down) = 2000 yen. As a result, the upper limit on the amount of consumption is updated to 12000 yen, as shown in FIG. 5(C). Therefore, the player can resume the game by depositing another 2000 yen. In this way, the amount per unit time was decreased because the player's stress level was high during the restriction, but since the player's stress level has returned to "normal" when the player resumes the game, the upper limit on the amount of consumption is updated to be increased by half of the original amount, making it possible to resume the game.
[0068] In the case of Fig. 5(C), if the consumption amount exceeds the consumption amount upper limit again after the game is resumed, the game is disabled, and if the stress level at the time of the restriction is high, the additional amount per unit time is updated to be decreased, and otherwise it is left as it is. In this case, if the additional amount per unit time has already been decreased, it may be left as it is even if the stress level at the time of the restriction is high, or it may be further decreased from the decreased state.
[0069] If the player resumes play after having been suspended for a predetermined time (e.g., 60 minutes) or more after being disabled from playing, the disabled state is maintained and the player is not allowed to resume play if the player's stress level is high when the game is resumed. However, if the player's stress level has returned to "normal" when the game is resumed, the upper limit on the amount of consumption is updated in an upward direction according to the amount of increase per unit time and the duration of the interruption, and the game can be resumed.
[0070] Also, as shown in Fig. 5(D), if the player's stress level is already high when the game starts, it is considered that the player is already likely to become addicted to the game, so the upper limit of the amount of consumption is updated to be decreased. In the example shown in Fig. 5(D), the original upper limit of the amount of consumption is 10,000 yen, but because the player's stress level is high when the game starts, it is reduced to half that amount, 5,000 yen. This makes it possible to impose restrictions that make it impossible to play the game early on, and effectively prevents the player from becoming addicted to the game.
[0071] [Explanation of processing at machine 1] Next, the processing performed by the machine spacing machine 1, which is a main component of the addiction prevention system of this embodiment, will be described. Figures 6 and 7 are flow charts for explaining the processing performed by the machine spacing machine 1 of this embodiment. The machine spacing machine 1 is set to operate when the pachinko parlor is open for business, and the processing in Figures 6 and 7 is processing performed by the control unit 102 controlling each unit when a membership card or general card is inserted into the card processing unit 103 of the machine spacing machine 1. Note that the same processing is performed for membership cards and general cards, so in the following, unless there is a need to distinguish between them, the membership card and general card will be collectively referred to simply as card.
[0072] When a card is inserted into the card processing unit 103, the card processing unit 103 functions under the control of the control unit 102 to read information recorded on the card through short-range wireless communication (step S101). Next, the control unit 102 controls the biometric information acquisition unit 109 and the stress detection unit 110 to perform processing to detect the stress level of the player (step S102). After that, the control unit 102 determines whether the start stress level of the inserted card has already been updated (step S103).
[0073] In the determination process of step S103, it is determined that the start stress has not been updated. In this case, the control unit 102 performs a process of updating the stress level detected in step S102 to the start column of the stress column of the card information as described with reference to Fig. 4(B) (step S104). Thereafter, the control unit 102 determines whether the updated start stress level is high or not (step S105), and if it is determined to be high, performs a process of updating the consumption upper limit recorded on the card in the direction of decreasing it (step S106).
[0074] Furthermore, when it is determined in the determination process of step S103 that the start stress has been updated, control unit 102 determines whether or not the stress level at limit has already been updated for the inserted card (step S107). Assume that it is determined in the determination process of step S107 that the stress level at limit has already been updated. In this case, since the stress level detected this time is the stress level at restart, control unit 102 performs a process of updating the stress level detected in step S102 to the stress level at restart column of the card information stress column, as described using FIG. 5(A) etc. (step S108).
[0075] Thereafter, the control unit 102 judges whether the updated stress level at the time of restart is high or not (step S109), and if it is judged not to be high, it performs a process of adding an additional amount for the interruption time to the upper limit of the amount of consumption recorded on the card (step S110). On the other hand, if it is judged in the judgment process of step S109 that the updated stress level at the time of restart is high, it outputs a message to the effect that the game cannot be restarted, for example by displaying it on the display unit 107 (step S111). Thereafter, the control unit 102 ejects the card inserted in the card processing unit 103 (step S112), and ends the process shown in FIG. 6 and FIG. 7.
[0076] After the process of step S106, when it is determined in the determination process of step S107 that the stress level during the limit has not been updated on the card, and after the process of step S110, the process from step S113 is performed. That is, the control unit of the inter-machine 1 accepts operations from the player through the operation unit 106 etc. (step S113). In step S113, not only is an operation input accepted through the operation unit 106, but also a monetary input is accepted through the monetary processing unit 104.
[0077] Next, the control unit 102 determines whether the operation etc. accepted in step S113 is a pressing operation of the card ejection button of the operation unit 106 (step S114). In the determination process of step S114, it is determined that the pressing operation of the card ejection button has been accepted. In this case, the control unit 102 controls the information update processing unit 108 to notify the corresponding gaming machine 2 of the end of the game, and executes a counting process of the held balls (step S115). After this, the control unit 102 controls the card processing unit 103 to eject the card from the inter-machine machine 1 (step S116), and ends the process shown in FIG. 6 and FIG. 7.
[0078] Also, suppose that it is determined in the determination process of step S114 that the card ejection button has not been pressed. In this case, the control unit 102 proceeds to the process of Fig. 7, and determines whether or not a deposit has been accepted through the money processing unit 104 (step S117). If it is determined in the determination process of step S117 that a monetary deposit has been accepted, the control unit 102 performs a deposit process of adding the deposit amount to the balance of the card information (step S118), and repeats the process from step S113 in Fig. 6.
[0079] When it is determined in the process of step S117 that the deposit of money has not been accepted, the control unit 102 determines whether the operation etc. accepted in step S113 is the operation of pressing the ball loan button (step S119). When it is determined in the determination process of step S119 that the operation etc. accepted is not the operation of pressing the ball loan button, the control unit 102 determines whether the balls held in the card information are 0 (zero) or not (step S120). It is assumed that it is determined in the determination process of step S120 that the balls held are 0 (zero). In this case, the control unit 102 outputs a message such as "Please accept the provision of balls for loan" to the display unit 107 (step S121), and repeats the process from step S113 in FIG. 6. This allows the operation on the operation unit 106 and the input of money through the money processing unit 104 to be accepted.
[0080] Also, in the determination process of step S120, it is determined that the number of balls held is not 0 (zero). In this case, the control unit 102 cooperates with the corresponding gaming machine 2 to execute the game process (step S122) so that the player can enjoy the game. After that, the control unit 102 determines whether the game on the gaming machine 2 has been interrupted (whether the handle operation has been interrupted) based on the operation information from the corresponding gaming machine 2 (step S123). In the determination process of step S123, when it is determined that the game on the gaming machine 2 has not been interrupted, the process from step S123 is repeated, and the game process on the gaming machine 2 is continued. In the determination process of step S123, when it is determined that the game on the gaming machine 2 has been interrupted, the process from step S113 in FIG. 6 is repeated, and the input of the operation on the operation unit 106 or the input of the money through the money processing unit 104 can be accepted.
[0081] On the other hand, when it is determined in the determination process of step S119 that the accepted operation is a push operation of the ball loan button, the control unit 102 first determines whether or not the daily consumption amount of the read card information is smaller than the daily consumption amount upper limit (step S124). In the determination process of step S124, it is assumed that the daily consumption amount is determined to be smaller than the daily consumption amount upper limit. In this case, as described above, by pushing the ball loan button once, 500 yen worth of pachinko balls (125 balls) can be borrowed, and the ball loan process is executed to subtract 500 yen from the balance and add 500 yen to the consumption amount (step S125). After this, the process from step S113 in FIG. 6 is repeated.
[0082] On the other hand, suppose that in the determination process of step S124, it is determined that the daily consumption amount is not less than the daily consumption upper limit, but is already equal to or greater than the daily consumption upper limit. In this case, the control unit 102 controls the biometric information acquisition unit 109 and the stress detection unit to perform a process of detecting the stress level of the player (step S126). Thereafter, as described with reference to FIG. 4(E) and the like, the control unit 102 performs a process of updating the stress level at the time of limit in the stress column of the inserted card (step S127).
[0083] After this, the control unit 102 judges whether the stress level at the time of the limit that has been updated is high or not (step S128), and when it is judged to be high, it performs processing to update in the direction of subtracting the additional amount per unit time recorded on the card (step S129). After the processing of this step S129, and when it is judged in the judgment processing of step S128 that the stress level at the time of the limit is not high (normal), it performs processing from step S130. That is, the control unit 102 outputs a predetermined message such as "The amount of consumption in one day has exceeded the upper limit. Please take a sufficient break" (step S130), ejects the card from the inter-machine 1 (step S131), and ends the processing of Figs. 6 and 7. Although not shown in Fig. 7, even if it is judged in the judgment processing of step S124 that the amount of consumption in one day is not smaller than the upper limit of the amount of consumption in one day, if there are balls in hand, it is possible to continue playing for the balls in hand.
[0084] [Effects of the embodiment] As described above, the inter-machine 1 of the addiction prevention system of this embodiment detects the stress level of the player when the game starts, when the game is restricted (when the game is disabled), and when the game is resumed after the game is disabled. If the player's stress level is high at the start of the game, the upper limit of the amount of consumption is updated in a subtractive manner, and if the player's stress level is high when the game is restricted, the additional amount per unit time is updated in a subtractive manner. Furthermore, if the player's stress level is high when the game is resumed, the resumption of the game is prohibited.
[0085] In this way, the upper limit of the amount of consumption and the additional amount per unit time can be updated in a decreasing direction according to the stress level of the player, so that even if the game is executed, the player can be effectively prevented from becoming addicted to the game. Also, if the stress level of the player is high when the game is resumed, the resumption of the game itself is prohibited, so that the player can be prevented from becoming addicted to the game. In other words, by appropriately changing the upper limit of the amount of consumption and the like in consideration of the mental state of the player, the execution of the game can be appropriately controlled, and the player can be effectively prevented from becoming addicted to the game.
[0086] [Variations] <Management of card information in management server device 3> In the above embodiment, the membership card and general card are configured to hold and update information related to charges, but this is not limited to this. The membership card can also be configured to hold only a card ID, and all information related to charges, etc., can be stored and held for each card ID in the management server device 3, and the information in this management server device can be updated.
[0087] FIG. 8 is a block diagram for explaining a configuration example of the management server device 3. The device communication unit 301 enables mutual communication with devices such as the inter-machine machine 1, the POS 4(1), ..., the settlement machine 5(1), .... The control unit 302 is a microprocessor (not shown) that includes a CPU, a ROM, a RAM, a non-volatile memory, etc. The control unit 302 realizes the function of controlling each unit of the management server device 3. The storage device 303 is a device unit that includes a recording medium such as an SSD and its driver. The storage device 303 stores and holds programs and data required for various processes, and is also used as a working area for temporarily storing intermediate results in various processes.
[0088] The customer DB304 is a device unit that is composed of a recording medium, such as an SSD, and its driver, and stores and holds member information of members who have been issued membership cards, and information of customers who use general cards. The member information includes the member's name, sex, age, address, and usage history, as well as detailed information such as the balance, balls held, balls saved, consumption amount, consumption limit, additional amount per unit time, stress column, and interruption time. The information of customers who use general cards does not include information that identifies the customer, but does include detailed information such as the card ID (temporary member ID), balance, balls held, consumption amount, consumption limit, additional amount per unit time, stress column, and interruption time.
[0089] The information providing unit 305 performs processing to provide information in the customer DB 304 in response to requests from the inter-machine machine 1, the POS 4(1), ..., and the settlement machine 5(1), .... The information updating unit 306 performs processing to update information in the customer DB 304 in response to requests from the inter-machine machine 1, the POS 4(1), ..., and the settlement machine 5(1), .... In this way, the management server device 3 stores and holds various information required by each device installed in the pachinko parlor. The management server device 3 is capable of providing and updating the information it stores in response to requests from each device.
[0090] For this reason, the card ID is read from the membership card or general card, and based on this card ID, necessary information such as information related to charging is obtained from the customer DB 304 of the management server device 3 and recorded in the non-volatile memory of the control unit 102. The information related to charging and the like recorded in this non-volatile memory is updated. Then, when the card is ejected from the inter-machine device 1, the information in the non-volatile memory is written back to the customer DB 304 of the management server device 3.
[0091] In this case, even if a member card is lost, the member information and information regarding charges will not disappear, so if the card ID can be identified based on member information such as name and address, a new member card can be issued and the player can play. In this case, information regarding charges can be carried over as is, so the player will not suffer any disadvantage. Of course, the same information regarding charges may be managed on both the member card, general card and management server device 3.
[0092] <Other examples of acquiring biometric information> In the above embodiment, the machine is described as having the biometric information acquisition unit 109 configured as a heartbeat sensor, but the present invention is not limited to this. For example, a watch-type wearable device called a smart watch or the like equipped with a function for detecting biometric information such as heartbeat may be lent from a pachinko parlor, and the player may wear the device while in the pachinko parlor. This allows the wearable device to constantly acquire the player's biometric information. Then, when necessary, communication is performed between the machine 1 and the wearable device by short-range wireless communication, and the player's biometric information can be instantly provided to the machine 1. In this case, the biometric information acquisition unit 109 of the machine 1 is a short-range wireless communication unit that communicates with the wearable device.
[0093] The wearable device may be one that is personally owned by the player, or may be provided by the pachinko parlor by loaning it to the player. In the case of loaning, the device may be loaned at the time of entry and returned at the time of exit. It is also possible to manage the loan of the wearable device by associating it with a card ID (member ID), for example, so that the return can be requested as necessary. It is also possible to require the player to deposit a security deposit when the wearable device is loaned, and to refund the security deposit to the player when the wearable device is returned.
[0094] Furthermore, as long as the biometric information of the player can be appropriately detected, the device is not limited to a wearable device, and for example, the biometric information of the player may be acquired by a smartphone carried by the player, and the smartphone may provide the biometric information to the inter-machine 1. In short, various methods that can appropriately detect the biometric information of the player and provide the biometric information to the inter-machine 1 may be used.
[0095] <Other Modifications> In the above embodiment, the gaming machine is a pachinko machine, but the present invention is not limited to this. As described above, the present invention can be applied to pachinko-type slot machines (reel-type gaming machines), various gaming machines installed in game arcades, etc. In short, the present invention can be applied to various gaming machines that allow playing by paying a fee, set a daily consumption limit, and disable playing when the daily consumption (amount of money inserted for the charge) exceeds the daily consumption limit.
[0096] In the above embodiment, the upper limit of the consumption amount is described as 10,000 yen. However, various amounts can be set. Also, it is not necessarily necessary to set it to a fixed amount like this. The upper limit of the consumption amount may be set for each player based on the declaration of each player. The setting can be done through the POS terminal of the service counter. However, if the upper limit of the consumption amount is set at the discretion of the player, it will not lead to prevention of addiction, so it is preferable to set a limit such as allowing it to be set within a range of 5,000 yen to 30,000 yen. Similarly, the additional amount per unit time may be set for each player based on the declaration of each player. In this case, it is also preferable to determine the range of the amount that can be set.
[0097] In the above embodiment, when the stress level of the player is high at the start of the game, the upper limit of the daily consumption amount is changed from 10,000 yen to 5,000 yen, but this is also one example. For example, the amount to be reduced may be determined according to the upper limit of the consumption amount, or the amount to be reduced may be determined for each player (member). Similarly, when the amount to be reduced per unit time is reduced, the amount to be reduced may be determined, or the amount to be reduced may be determined for each player (member).
[0098] In the above-described embodiment, a member card or a general card, which is a card-type recording medium, is used, but the present invention is not limited to this. In recent years, it has become possible to register the stored information of a card-type recording medium in a mobile information terminal such as a smartphone, and to use the mobile information terminal instead of the card-type recording medium. For this reason, it is also possible to register the stored information of a member card or a general card in a mobile information terminal, and to use the mobile information terminal instead of the member card or the general card. In this case, the card processing unit 103 of the inter-machine 1 is configured as a wireless communication unit that performs short-range communication with the mobile information terminal. [Explanation of symbols]
[0099] 1, 1(1), 1(2)...machine between machines, 101...management server communication unit, 102...control unit, 103...card processing unit, 104...money processing unit, 105...storage device, 106...operation unit, 107...display unit, 108...information update processing unit, 109...biometric information acquisition unit, 110...stress detection unit, 2, 2(1), 2(2)...gaming machine, 201...machine between machines communication unit, 202...control unit, 203...operation unit, 204...display unit, 3...management server device, 301...device communication unit, 302...control unit, 303...storage device, 304...customer DB, 305...information provision unit, 4(1)...POS, 5(1)...payment machine
Claims
1. A unit device that is connected to a gaming machine that can be used in response to a charge, and controls execution of a game on the gaming machine in response to charge information recorded in a predetermined recording medium provided for each player, the information regarding the charge recorded on the recording medium includes a balance to which a deposited amount is added and from which a charged amount is subtracted, a consumption amount to which the charged amount is added, and a preset upper limit of the consumption amount; the recording medium is provided with a start stress level recording field, a limit stress level recording field, and a restart stress level recording field; An acquisition means for acquiring biometric information of a player who plays on the gaming machine; A detection means for detecting a stress level of the player based on the biological information acquired by the acquisition means; a first recording control means for detecting a stress level through said acquisition means and said detection means at the start of a game on said gaming machine, and for recording said stress level in said start stress level recording field if said stress level has not been recorded in said start stress level recording field of said recording medium; a first consumption upper limit changing means for changing the consumption upper limit of the recording medium in a direction to decrease the consumption upper limit when the stress level recorded in the start stress level recording field by the first recording control means is high; an information updating means for, in response to a charging operation, subtracting a charging amount corresponding to the charging operation from the balance of the recording medium and adding the subtracted charging amount to the consumption amount; a limiting control means for disabling execution of a game on the gaming machine when the consumption amount of the recording medium becomes equal to or greater than the consumption amount upper limit; A unit device comprising:
2. The unit device according to claim 1, the information about the charge recorded on the recording medium includes an additional charge per unit time, a second record control means for detecting a stress level at the time of the restriction through the acquisition means and the detection means when execution of a game on the gaming machine is disabled by the restriction control means, and for recording the detected stress level in the stress level at the time of the restriction record field; an additional amount changing means for changing the additional amount per unit time of the recording medium in a direction to decrease the additional amount when the stress level at the time of the limit recorded in the stress level at the time of the limit recording field is high by the second recording control means; A unit device comprising:
3. The unit device according to claim 2, A time providing means for providing a current time; a first time acquisition means for acquiring a current time from the time providing means and recording the current time in the recording medium as a time limit when execution of a game on the gaming machine is disabled by the limit control means; a second time acquisition means for acquiring a current time from the time providing means and storing the current time as a restart time when a stress level is recorded in the stress level recording field at the time of starting a game on the gaming machine; a third recording control means for detecting a restart stress level through the acquisition means and the detection means when a game is started by the gaming machine, and for recording the detected stress level in the restart stress level recording field if the stress level is recorded in the limit stress level recording field of the recording medium; a calculation means for calculating an additional amount according to the additional amount per unit time of the recording medium and the time from the time limit to the restart time when the restart stress level recorded in the restart stress level recording field by the third recording control means is not high; a second consumption upper limit changing means for adding the additional amount calculated by the calculation means to the consumption upper limit of the recording medium; A unit device comprising:
4. 1. An addiction prevention method for use in a unit device that is connected to a gaming machine that can be used in response to a charge, and controls execution of a game on the gaming machine in response to charge information recorded on a predetermined recording medium provided for each player, comprising: the information regarding the charge recorded on the recording medium includes a balance to which a deposited amount is added and from which a charged amount is subtracted, a consumption amount to which the charged amount is added, and a preset upper limit of the consumption amount; the recording medium is provided with a start stress level recording field, a limit stress level recording field, and a restart stress level recording field; The unit device includes an acquisition means for acquiring biological information of a player playing on the gaming machine, and a detection means for detecting a stress level of the player based on the biological information acquired by the acquisition means, a first recording control step in which a first recording control means detects a start stress level through the acquisition means and the detection means when a game is started by the gaming machine, and records the stress level in the start stress level record field of the recording medium if the stress level is not recorded in the start stress level record field; a first consumption upper limit changing step in which, when the start stress level recorded in the start stress level recording field is high in the first recording control step, a first consumption upper limit changing means changes the consumption amount upper limit of the recording medium in a direction to decrease the consumption amount upper limit; an information updating step in which, in response to a charging operation, an information updating means subtracts a charging amount corresponding to the charging operation from the balance of the recording medium and adds the subtracted charging amount to the consumption amount; a limit control step in which a limit control means disables execution of a game on the gaming machine when the consumption amount of the recording medium becomes equal to or greater than the consumption amount upper limit; A method for preventing addiction, comprising:
Citation Information
Patent Citations
Game center management system
JP6974119B2