Game system, game program, and game system control method
Patent Information
- Application Number
- JP2024229741
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-12-26
- Publication Date
- 2025-08-08
- Estimated Expiration
- 2039-03-29
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a game that utilizes an electronic gaming medium. [Background technology]
[0002] For example, game systems that use electronic gaming media such as electronic medals instead of tangible physical gaming media such as token coins (medals) have been proposed. For example, Patent Document 1 discloses a configuration in which the amount of electronic gaming media owned by each of a plurality of pre-registered users is registered in an electronic medal management system, and the users play games in exchange for consuming the electronic gaming media. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2016-2150 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, under the technology of Patent Document 1, a user must register in advance to use an electronic gaming medium in a game, and an unregistered user cannot use the electronic gaming medium to play a game. This limits a large number of users from playing games that can use electronic gaming media. In consideration of the above circumstances, the present invention aims to promote the use of electronic gaming media by a large number of users. [Means for solving the problem]
[0005] In order to solve the above problems, a game system according to a preferred embodiment of the present invention is a game system comprising a game device that executes a game using electronic gaming media, and a management device that manages account data in which the amount of electronic gaming media owned by each user is registered, and the game system comprises a management unit that associates a retained quantity, which is the number of electronic gaming media owned by the user in the game device, with first identification information, a reception unit that accepts input of second identification information, and a registration unit that registers the retained quantity in the account data as the amount owned by the user when the first identification information and the second identification information correspond to each other.
[0006] A game system according to a preferred embodiment of the present invention is a game system comprising a game device which executes a game using electronic gaming media, and a management device which manages account data in which the amount of electronic gaming media owned by each user is registered, and in response to instructions from a user, determines whether or not the user has been authenticated, and if the user has been authenticated, registers the retained quantity, which is the number of electronic gaming media owned by the user in the game device, into the account data, and if the user has not been authenticated, does not register the retained quantity into the account data, and stops the user's progress in playing the game.
[0007] A preferred embodiment of the present invention provides an operating method of a game system having a game device that executes a game using electronic gaming media and a management device that manages account data in which the amount of electronic gaming media owned by each user is registered, the method associating a retained quantity, which is the number of electronic gaming media owned by the user in the game device, with first identification information, accepts input of second identification information, and, if the first identification information and the second identification information correspond to each other, registers the retained quantity in the account data as the amount owned by the user.
[0008] A preferred embodiment of the present invention relates to an operating method of a game system having a game device that executes a game that uses electronic gaming media, and a management device that manages account data in which the amount of electronic gaming media owned by each user is registered, and in response to instructions from a user, determines whether or not the user has been authenticated, and if the user has been authenticated, registers a retained quantity, which is the number of electronic gaming media owned by the user in the game device, into the account data, and if the user has not been authenticated, does not register the retained quantity into the account data, and stops the user's progress in playing the game. [Brief description of the drawings]
[0009] [Figure 1] 1 is a block diagram illustrating a configuration of a game system according to a first embodiment. [Diagram 2] FIG. 2 is a block diagram illustrating a configuration of a management device. [Diagram 3] FIG. 2 is a schematic diagram of account holder data. [Figure 4] FIG. 2 is a block diagram illustrating a configuration of a medium providing device. [Diagram 5] 11 is a flowchart illustrating a specific procedure of a first medium providing process. [Figure 6] FIG. 1 is a block diagram illustrating a configuration of a game device. [Figure 7] 13 is a flowchart illustrating a specific procedure of a withdrawal process. [Figure 8] 13 is a flowchart illustrating a specific procedure of a withdrawal process. [Figure 9] 11 is a flowchart illustrating a specific procedure of a second medium providing process. [Figure 10] 11 is a flowchart illustrating a specific procedure of an end process. [Figure 11] 13 is a flowchart illustrating specific steps of a deposit process. [Figure 12] 13 is a flowchart illustrating a specific procedure of a storage process. [Figure 13]10 is a flowchart illustrating a specific procedure of a registration process. [Figure 14] 10 is a flowchart illustrating a specific procedure of a storage process in the second embodiment. [Figure 15] 13 is a flowchart illustrating a specific procedure of an end process in the third embodiment. [Figure 16] 13 is a flowchart illustrating a specific procedure of a registration process in the fourth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] The embodiments of the present invention will be described with reference to the drawings. The embodiments described below include various technically suitable limitations. The scope of the present invention is not limited to the embodiments exemplified below.
[0011] [First embodiment] 1 is a block diagram illustrating the configuration of a game system 1 according to the first embodiment. The game system 1 of the first embodiment is installed in, for example, a game facility. The game facility is, for example, an entertainment facility such as a game center or a casino, or a commercial facility such as a shopping center. A plurality of users H (Ha, Hb) are present in the game facility.
[0012] In the game system 1 of the first embodiment, electronic game media are used. Electronic game media are electronic media (i.e., electronic data) having value used in games, and are distinguished from physical game media, which are tangible media such as token coins (medals), coins (currency), or tickets. In contrast to physical medals such as token coins, electronic game media are also referred to as electronic medals.
[0013] In order to use electronic gaming media in the game system 1, the user H must register in advance (hereinafter referred to as "user registration"). In the following explanation, for convenience, the multiple users H in the gaming facility are distinguished into users Ha who have already registered and users Hb who have not registered. Upon registration, the user Ha is given identification information U. The identification information U is a code string for identifying the user Ha. The identification information U is stored in a portable recording medium (hereinafter referred to as a "registration card"), such as an IC card issued to the user Ha.
[0014] As illustrated in FIG. 1, the game system 1 of the first embodiment includes a management device 10, a medium providing device 20, and a plurality of game devices 30. Each of the plurality of game devices 30 provides a game to a user H (Ha or Hb). The management device 10 manages electronic game media used in a game executed by each of the plurality of game devices 30. The management device 10 communicates with each of the plurality of game devices 30 via a communication network 2. The communication network 2 is, for example, a LAN (Local Area Network) constructed in a game facility. Note that communication between the management device 10 or each game device 30 and the communication network 2 may be either wired or wireless. The medium providing device 20 is connected to the management device 10, for example, wired or wirelessly, and communicates with the management device 10. Note that the medium providing device 20 may communicate with the medium providing device 20 via the communication network 2. Also, the function of the medium providing device 20 may be installed in the management device 10. Note that the communication network 2 may include, for example, the Internet.
[0015] Fig. 2 is a block diagram illustrating an example of the configuration of the management device 10. As illustrated in Fig. 2, the management device 10 includes a control device 11, a storage device 12, a communication device 13, a display device 14, and an operation device 15. The management device 10 may be realized as a single device, or may be realized as a set of multiple devices (i.e., a system) configured separately from one another.
[0016] The control device 11 is composed of, for example, one or more processors, and controls each element of the management device 10. Specifically, the control device 11 is composed of one or more types of processors, such as a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processor (DSP), a field programmable gate array (FPGA), or an application specific integrated circuit (ASIC). The communication device 13 communicates with each of the multiple game devices 30 and the medium providing device 20 under the control of the control device 11.
[0017] The display device 14 is composed of, for example, a liquid crystal display panel, and displays various images under the control of the control device 11. The operation device 15 accepts operations by the user H in the amusement facility. For example, a plurality of operators pressed by the user H, or a touch panel that detects contact by the user H, is used as the operation device 15.
[0018] The storage device 12 stores the programs executed by the control device 11 and various data used by the control device 11. For example, a known recording medium such as a semiconductor recording medium or a magnetic recording medium, or a combination of multiple types of recording media, is adopted as the storage device 12. The storage device 12 of the first embodiment stores account data A.
[0019] Fig. 3 is a schematic diagram of the account data A. As illustrated in Fig. 3, the account data A is a data table in which, for each of a plurality of registered users Ha, the identification information U (U1, U2, ...) and the owned amount X (X1, X2, ...) of the user Ha are registered. The owned amount X is the number of electronic gaming media owned by the user Ha. The user Ha can use the electronic gaming media in any game device 30 by transferring the electronic gaming media from the management device 10 to the game device 30 within the range of the owned amount X.
[0020] 4 is a block diagram illustrating the configuration of the medium dispensing device 20. The medium dispensing device 20 is a device that dispenses electronic game media in exchange for currency owned by a registered user Ha, and corresponds to a medal lending machine for physical medals. As illustrated in FIG. 4, the medium dispensing device 20 includes a control device 21, a storage device 22, a communication device 23, an operation device 25, and a reception mechanism 26.
[0021] The control device 21 is composed of, for example, one or more processors, and controls each element of the medium providing device 20. Specifically, the control device 21 is composed of one or more types of processors, such as a CPU, a GPU, a DSP, an FPGA, or an ASIC. The communication device 23 communicates with the management device 10 under the control of the control device 21. The storage device 22 stores the programs executed by the control device 21 and various data used by the control device 21. For example, a known recording medium such as a semiconductor recording medium or a magnetic recording medium, or a combination of multiple types of recording media, is adopted as the storage device 22. The operation device 25 accepts operations by the user Ha. For example, multiple operators pressed by the user Ha, or a touch panel that detects contact by the user Ha, is used as the operation device 25.
[0022] The reception mechanism 26 is a mechanism that receives currency from the user Ha. Specifically, an insertion mechanism that receives currency such as bills or coins from the user Ha is suitably used as the reception mechanism 26. In a configuration that receives electronic currency expressed as electronic data (i.e., electronic money), a reader that obtains information from a recording medium such as an IC card used for settlement with electronic money is used as the reception mechanism 26.
[0023] 5 is a flowchart illustrating a specific procedure of a process (hereinafter referred to as a "first medium providing process") in which the medium providing device 20 provides electronic game media to the user Ha. The first medium providing process is executed in response to an instruction from the user Ha to the operation device 25.
[0024] When the first medium provision process is started, the control device 21 accepts the identification information U of the user Ha (Sa1). For example, a process of acquiring the identification information U from a registered card, or a process of acquiring the identification information U instructed by the user Ha through the operation of the operation device 25 is executed.
[0025] The control device 21 receives currency from the user Ha through the reception mechanism 26 (Sa2). The user Ha can arbitrarily select the amount of currency (hereinafter referred to as the "input amount") to be used to acquire electronic gaming media. The control device 21 sets the quantity of electronic gaming media (hereinafter referred to as the "granted amount") Y1 according to the amount of currency inserted (Sa3). For example, the granted amount of electronic gaming media Y1 is calculated by multiplying the amount of currency inserted by a predetermined conversion rate R1. The conversion rate R1 is the ratio of the quantity of electronic gaming media to the amount of currency inserted.
[0026] The control device 21 transmits a medium provision request from the communication device 23 to the management device 10 (Sa4). The medium provision request is a message requesting the provision of electronic gaming media to the user Ha. The medium provision request includes the identification information U received from the user Ha and the amount Y1 of the electronic gaming media to be provided.
[0027] The control device 11 of the management device 10 receives the medium provision request sent by the medium provision device 20 via the communication device 13 (Sa5). The control device 11 updates the owned amount X of electronic gaming media registered in the account data A for the user Ha (Sa6). Specifically, the control device 11 searches the account data A for the identification information U in the medium provision request, and adds the provided amount Y1 in the medium provision request to the owned amount X of electronic gaming media corresponding to the identification information U. As can be understood from the above explanation, the electronic gaming media (owned amount X) provided to the user Ha by inserting currency into the medium provision device 20 is stored in the management device 10.
[0028] FIG. 6 is a block diagram illustrating the configuration of each of the multiple game devices 30. As illustrated in FIG. 6, the game device 30 includes a control device 31, a storage device 32, a communication device 33, a display device 34, an operation device 35, and a reception mechanism 36. Although not illustrated in FIG. 6, the game device 30 is actually equipped with a game mechanism according to the content of the game. For example, a physical lottery mechanism (e.g., a roulette) for the physical lottery is installed in the game device 30 for a lottery game including a physical lottery. Also, a pusher mechanism for moving and dropping the physical medals is installed in the game device 30 for a pusher game in which multiple physical medals are dropped. Each game device 30 may be realized as a single device, or may be realized as a set of multiple devices (i.e., a system) configured separately from each other.
[0029] The control device 31 is composed of, for example, one or more processors, and controls each element of the game device 30. Specifically, the control device 31 is composed of one or more types of processors, such as a CPU, a GPU, a DSP, an FPGA, or an ASIC. The communication device 33 communicates with the management device 10 via the communication network 2 under the control of the control device 31.
[0030] The display device 34 is composed of, for example, a liquid crystal display panel, and displays various images under the control of the control device 31. For example, a game screen showing the progress of the game is displayed on the display device 34. The operation device 35 accepts operations by the user H. For example, a plurality of operators pressed by the user H, or a touch panel that detects contact by the user H, is used as the operation device 35.
[0031] The storage device 32 stores the programs executed by the control device 31 and various data used by the control device 31. For example, a known recording medium such as a semiconductor recording medium or a magnetic recording medium, or a combination of multiple types of recording media is adopted as the storage device 32.
[0032] The storage device 32 of the first embodiment stores the amount C of credits used by the user H to play the game. The credits are electronic media (i.e., electronic data) consumed by the user H as payment for playing the game. The amount C of credits increases or decreases as the game progresses on the game device 30. For example, if the user H wins a lottery held in the game, or if the user H achieves a goal in various events such as a match, the credits increase. Also, if the user H does not win a lottery, or if the user H fails to achieve a goal in various events, the credits decrease. Electronic game media and credits are mutually convertible.
[0033] The reception mechanism 36 is a mechanism that receives currency from the user H. Specifically, an insertion mechanism that receives currency such as paper money or coins from the user H is suitably used as the reception mechanism 36. In a configuration that receives electronic currency expressed as electronic data (i.e., electronic money), a reader that obtains information from a recording medium such as an IC card used for payment with electronic money is used as the reception mechanism 36. An amount of credit corresponding to the currency received by the reception mechanism 36 is granted to the user H.
[0034] A registered user Ha can transfer electronic gaming media that he owns from the management device 10 to the game device 30 and use the credits converted from the electronic gaming media in games. On the other hand, a user Hb who has not registered can use credits that are granted to the user Hb by inserting currency into the reception mechanism 36 in games. User Ha can also use credits that are granted by inserting currency into the reception mechanism 36 in games, in addition to using credits that correspond to electronic gaming media transferred from the management device 10.
[0035] 7 and 8 are flow charts illustrating specific steps of a process (hereinafter, referred to as "withdrawal process") for transferring electronic game media from the management device 10 to the game device 30. A registered user Ha can instruct the transfer of electronic game media from the management device 10 by operating the operation device 35 of a desired game device 30. The withdrawal process is started in response to an instruction from the user Ha.
[0036] When the withdrawal process is started, the control device 31 accepts the identification information U of the user Ha (Sb1). For example, a process of acquiring the identification information U from a registered card, or a process of acquiring the identification information U instructed by the user Ha through an operation on the operation device 35 is executed.
[0037] The control device 31 transmits an authentication request including the identification information U received from the user Ha from the communication device 33 to the management device 10 (Sb2). The control device 11 of the management device 10 receives the authentication request via the communication device 13 (Sb3). Upon receiving the authentication request, the control device 11 executes authentication process Sb4. The authentication process Sb4 is a process for determining whether or not the user is registered (i.e., the legitimacy of the user Ha) depending on whether or not the identification information U in the authentication request is registered in the account data A. The control device 31 transmits the authentication result from the communication device 13 to the requesting game device 30 (Sb5).
[0038] The control device 31 of the game device 30 receives the authentication result via the communication device 33 (Sb6). If the authentication result is negative (authentication failed), the control device 31 displays a message indicating the authentication failed on the display device 34 and then ends the withdrawal process. On the other hand, if the authentication result is positive (authentication successful), the control device 31 executes the following process for transferring the electronic game medium.
[0039] The user Ha operates the operation device 35 to specify the quantity Q of electronic gaming media to be transferred from the management device 10 to the game device 30 (hereinafter referred to as the "specified amount"). As illustrated in FIG. 8, the control device 31 accepts the specified amount Q specified by the user Ha (Sb7). The control device 31 transmits a withdrawal request from the communication device 33 to the management device 10 (Sb8). The withdrawal request is a message requesting the management device 10 to withdraw electronic gaming media. The withdrawal request includes the identification information U of the user Ha and the specified amount Q specified by the user Ha.
[0040] The control device 11 of the management device 10 receives the withdrawal request transmitted by the game device 30 through the communication device 13 (Sb9). The control device 11 searches the account data A for the identification information U in the withdrawal request and identifies the owned amount X of electronic game media corresponding to the identification information U (Sb10). The control device 11 determines whether the specified amount Q in the withdrawal request exceeds the owned amount X of electronic game media (Sb11). If the specified amount Q exceeds the owned amount X (Sb11: YES), the owned amount X is set as the transfer amount Z (Sb12). That is, the entire owned amount X of electronic game media is set as the transfer amount Z. On the other hand, if the specified amount Q is less than the owned amount X (Sb11: NO), the control device 11 sets the specified amount Q as the transfer amount Z (Sb13). The control device 11 subtracts the transfer amount Z from the owned amount X of electronic game media (Sb14). When the designated amount Q exceeds the owned amount X, the management device 10 may notify the game device 30 that the designated amount Q of electronic game media designated by the user Ha cannot be transferred (that is, the balance is insufficient).
[0041] The control device 11 transmits a withdrawal notification from the communication device 13 to the game device 30 that transmitted the withdrawal request (Sb15). The withdrawal notification includes the transfer amount Z of electronic gaming media. As can be understood from the above explanation, the control device 11 transfers electronic gaming media that is available in the game device 30 that transmitted the withdrawal request to that game device 30.
[0042] The control device 31 of the game device 30 receives the withdrawal notice sent by the management device 10 via the communication device 33 (Sb16). The control device 31 calculates the amount of credits (hereinafter referred to as the "increased amount") Y2 corresponding to the transfer amount Z in the withdrawal notice (Sb17). Specifically, the control device 31 calculates the increased amount of credits Y2 by multiplying the transfer amount Z by a predetermined conversion rate R2. The conversion rate R2 is the ratio of the amount of credits to the amount of electronic gaming media (so-called credits / medals), and is stored in the storage device 32, for example.
[0043] The control device 31 adds the increment Y2 to the current credit quantity C (Sb18). The control device 31 executes the game in exchange for consuming a predetermined amount of credits in response to an instruction from the user H (Sb19). Specifically, the control device 31 starts the game in exchange for consuming a predetermined amount of credits, and progresses the game while consuming credits as needed in response to an instruction from the user Ha via the operation device 35.
[0044] As described above, each of the multiple game devices 30 converts the electronic game media transferred from the management device 10 to the game device 30 into credits in an amount corresponding to the transfer amount Z, and plays a game in exchange for consuming the credits. That is, the user Ha can play a game by using the electronic game media (transfer amount Z) transferred from the management device 10 to the game device 30.
[0045] The game device 30 of the first embodiment does not have a payout mechanism that dispenses a number of physical medals corresponding to the credit quantity C. In a configuration capable of paying out physical medals, the number of physical medals must be a natural number. On the other hand, in a configuration not equipped with a payout mechanism, the number of electronic game media is not limited to a natural number. That is, the number of electronic game media may be a floating point number (a decimal number whose integer part is not zero). Therefore, in a configuration that handles electronic game media, there is an advantage that the conversion rate R2 can be set to a variety of numerical values (there are fewer constraints on the conversion rate R2).
[0046] As described above, the user H (Ha or Hb) can use credits acquired by inserting currency into the reception mechanism 36 in a game. Fig. 9 is a flow chart illustrating a specific procedure of a process (hereinafter referred to as "second medium providing process") in which the game device 30 provides credits to the user H by inserting currency. The second medium providing process is executed in response to an instruction from the user H via the operation device 35.
[0047] The control device 31 receives currency from the user H through the reception mechanism 36 (Sc1). The user H can arbitrarily select the amount of currency to be inserted. The control device 31 sets the amount of credits (hereinafter referred to as the "amount of credits") Y3 to be granted to the user H according to the amount of currency inserted by the user H (Sc2). For example, the amount of credits to be granted Y3 is calculated by multiplying the amount of currency inserted by a predetermined conversion rate R3. The conversion rate R3 is the ratio of the amount of credits to the amount of currency inserted, and is stored in the storage device 32, for example. The control device 31 adds the amount of credits to the current amount of credits C (Sc3). The control device 31 executes the game in exchange for consuming the credits after the addition (Sc4).
[0048] As can be understood from the above explanation, in the first embodiment, even a user Hb who has not registered can play the game by using credits granted in exchange for currency. Furthermore, even if user Ha has used up all of his / her owned amount X of electronic gaming media, he / she can continue playing the game by inserting currency to obtain credits. Then, user H (Ha or Hb) can stop playing the game at any desired point.
[0049] 10 is a flowchart illustrating a specific procedure of a process (hereinafter, referred to as "end process") that is executed when the user H instructs to end the game. The end process is executed in response to an instruction from the user H to the operation device 35.
[0050] When the termination process is started, the control device 31 of the game device 30 calculates the number of electronic gaming media (hereinafter referred to as the "retained number") M according to the current number of credits C (Sd1). Specifically, the retained number M is calculated by multiplying the current number of value media by the reciprocal of the conversion rate R2. When the retained number M is calculated, the user H is placed in a state in which he or she cannot play the game.
[0051] The control device 31 determines whether or not user H has been authenticated by the authentication process Sb4 (i.e., authentication has been successful) (Sd2). The authentication process Sb4 requires identification information U that is provided by prior usage registration. Therefore, the determination of whether or not authentication has been performed (Sd2) can be said as a process of determining whether or not usage registration has been performed for user H. Also, as described above, usage registration enables registration of the amount X of owned electronic gaming media, so the determination of whether or not authentication has been performed (Sd2) can be said as a process of determining whether or not the amount X of owned electronic gaming media has been registered in the account data A of the management device 10.
[0052] If user H is authenticated (Sd2: YES), a process (hereinafter referred to as a "deposit process") is executed to transfer the held quantity M of electronic gaming media to the management device 10 and register it in the account data A. On the other hand, if user H is not authenticated (Sd2: NO), a process (hereinafter referred to as a "storage process") is executed to temporarily store the held quantity M of electronic gaming media in the management device 10. In other words, the held quantity M is not registered in the account data A. As can be understood from the above explanation, the deposit process is executed for user Ha, and the storage process is executed for user Hb. During the storage process, the control device 31 stops the progress of the game play by user Hb. For example, the consumption of credits by user Hb is prohibited. The consumption of credits is, for example, the use of credits (i.e., betting) in the game device 30 that executes the lottery process.
[0053] 11 is a flow chart illustrating the specific steps of the deposit process executed for a registered user Ha. When the deposit process starts, the control device 31 transmits a deposit request from the communication device 33 to the management device 10 (Se1). The deposit request is a message requesting the management device 10 to deposit electronic gaming media. The deposit request includes identification information U of the user Ha and the number M of electronic gaming media held.
[0054] The control device 11 of the management device 10 receives the deposit request via the communication device 13 (Se2). The control device 11 updates the owned amount X of electronic gaming media registered in the account data A for the user Ha (Se3). Specifically, the control device 11 searches the account data A for the identification information U in the deposit request, and adds the held quantity M in the deposit request to the owned amount X of electronic gaming media corresponding to the identification information U. As can be understood from the above explanation, the control device 31 of the game device 30 functions as an element that transfers a quantity of electronic gaming media corresponding to the quantity C of credits to the management device 10.
[0055] FIG. 12 is a flow chart illustrating a specific procedure of the storage process executed for an unregistered user Hb. When the storage process is started, the control device 31 of the game device 30 presents the identification information D1 to the user Hb (Sf1). The identification information D1 is a code string for authenticating that the user Hb is the legitimate owner of the electronic gaming media with the held quantity M. Specifically, the control device 31 presents the identification information D1 to the user Hb by displaying the identification information D1 on the display device 34. The identification information D1 can only be confirmed by the user Hb. The user Hb stores or takes note of the identification information D1. Note that the control device 31 may present the identification information D1 when a manager such as an employee of the gaming facility gives a predetermined operation to the operation device 35.
[0056] The control device 31 transmits a storage request from the communication device 33 to the management device 10 (Sf2). The storage request is a message requesting the management device 10 to temporarily store the holding quantity M of electronic game media. The storage request includes the identification information D1 presented by the user Hb and the holding quantity M of electronic game media.
[0057] The control device 11 of the management device 10 receives the storage request via the communication device 13 (Sf3). The control device 11 associates the holding quantity M and the identification information D1 included in the storage request and stores them in the storage device 12 (Sf4). That is, the holding quantity M of electronic gaming media owned by the user Hb is not currently registered in the account data A, and is temporarily stored in the storage device 12. As can be understood from the above explanation, the control device 11 of the management device 10 functions as an element (management unit) that associates the holding quantity M of electronic gaming media with the identification information D1. The holding quantity M and the identification information D1 stored in the storage device 12 are erased, for example, when a predetermined time has passed.
[0058] User Hb, who has been presented with identification information D1, moves from game device 30 to management device 10 within the gaming facility. User Hb appropriately operates operation device 15 of management device 10 to instruct management device 10 to perform a process for user registration (hereinafter referred to as "registration process"). The registration process is a process for registering the held quantity M of electronic gaming media in account data A after user Hb has played a game.
[0059] 13 is a flowchart illustrating a specific procedure of the registration process. As described above, the registration process is started in response to an instruction from the user Hb.
[0060] When instructing to start the registration process, the user Hb operates the operation device 15 to input the identification information D1 that he or she has memorized or noted down. The control device 11 of the management device 10 accepts the input of the identification information D2 by the user H (Sg1). The identification information D2 matches the identification information D1 when properly input by a legitimate user Hb who owns the holding quantity M of electronic gaming media. However, the identification information D2 input by a user H other than the user Hb (i.e., a third party to whom the identification information D1 has not been presented) does not match the identification information D1. As can be understood from the above explanation, the control device 11 functions as an element (reception unit) that accepts the input of the identification information D2. The identification information D1 is an example of the "first identification information", and the identification information D2 is an example of the "second identification information".
[0061] The control device 11 judges whether the identification information D1 stored in the storage device 12 and the identification information D2 received from the user H match each other (Sg2). That is, the legitimacy of the user H who input the identification information D2 is authenticated. If the identification information D1 and the identification information D2 do not match (Sg2: NO), it is highly likely that the user H who input the identification information D2 is not a legitimate user Hb. Therefore, the control device 11 displays a message indicating the failure of the authentication on the display device 14 and ends the registration process.
[0062] On the other hand, if the identification information D1 and the identification information D2 match (Sg2: YES), it is presumed that the user H who input the identification information D2 is a legitimate user Hb. If the identification information D1 and the identification information D2 match, the control device 11 causes the user Hb to execute a predetermined procedure for user registration (Sg3). For example, user registration is completed when the user Hb inputs various information about the user Hb (such as a name, address, or email address).
[0063] When the usage registration is complete, the control device 11 assigns identification information U to user Hb (Sg4). Then, the control device 11 registers the held quantity M, which was stored in memory device 12 in association with identification information D1, as the owned amount X in the account data A in association with identification information U (Sg5). As can be understood from the above explanation, when identification information D1 and identification information D2 match each other, the control device 11 functions as an element (registration unit) that registers the held quantity M in the account data A as the owned amount X of user Hb.
[0064] As described above, in the first embodiment, the held quantity M of electronic gaming media is associated with the identification information D1, and the held quantity M is registered in the account data A as the owned quantity X of user Hb on condition that the identification information D1 matches the identification information D2 input by user H. In other words, when an unregistered user Hb plays a game, the electronic gaming media owned by user Hb are registered in the account data A afterwards. With the above configuration, prior registration by user H is not required in order to use the account data A managed by the management device 10. This makes it possible to encourage many users H, including unregistered user Hb, to play the game.
[0065] Furthermore, in the first embodiment, if user H is authenticated, the holding quantity M is registered in the account data A, and if user H is not authenticated, the holding quantity M is not registered in the account data A. With the above configuration, user H does not need to instruct whether or not to register the holding quantity M in the account data A. This makes it possible to reduce the burden on user H.
[0066] [Second embodiment] A second embodiment of the present invention will be described. For elements in the following exemplary aspects that have the same functions as those in the first embodiment, the reference symbols used in the description of the first embodiment will be used and detailed descriptions thereof will be omitted as appropriate.
[0067] Fig. 14 is a flow chart illustrating a specific procedure of the storage process in the second embodiment. As in the first embodiment, the storage process in Fig. 14 is started when user H is not authenticated in the end process (Fig. 10) executed when an instruction to end the game is given.
[0068] The user Hb who has instructed to end the game provides the identification information D1 of the user Hb to the game device 30. The control device 31 of the game device 30 accepts the identification information D1 from the user H (Sf1). Specifically, the control device 31 accepts the identification information D1 relating to any one of aspects 1 to 3 exemplified below.
[0069] [Aspect 1] The user Hb inputs desired identification information D1 by operating the operation device 35. The control device 31 accepts the identification information D1 input by the user Hb (Sf1). For example, the control device 31 accepts the identification information D1 consisting of a predetermined number of letters or numbers. That is, the identification information D1 in aspect 1 is information input by the user Hb to the game device 30.
[0070] [Aspect 2] Each user H owns a portable recording medium (hereinafter referred to as a "game card") in which identification information given to the user H is stored. The above-mentioned registered card may be used as the game card. The control device 31 of the game device 30 controls the game by using game data corresponding to the identification information acquired from the game card. The game data is data representing the state of the game at the time when the user H played in the past. For example, the game data includes the stage of the game progress in the past play, the items acquired in the past play, the ability values of the characters appearing in the game, and the like. The control device 31 of the game device 30 resumes the game from the state where the user H ended the play in the past by acquiring the game data corresponding to the identification information stored in the game card from, for example, a server device. In the storage process, the control device 31 acquires the identification information stored in the game card exemplified above as the identification information D1 (Sf1). That is, the identification information D1 in aspect 2 is information registered for the game card. The information registered for the game card is, for example, the identification information recorded in the game card, or the identification information stored in the game server in association with the identification information recorded in the game card.
[0071] [Aspect 3] User H can use network services using a terminal device such as a smartphone owned by the user. Network services are, for example, various services that use a communication network such as the Internet. For example, a typical example of a network service is a social networking service (SNS) that provides functions such as the exchange of information between registered users or the posting and viewing of various articles. In a network service, identification information (account information) is given to each registered user.
[0072] User Hb operates operation device 35 to input identification information of the network service that user Hb uses to game device 30. Control device 31 executes SNS authentication (e.g., OAuth authentication) using the identification information input by user Hb. If authentication is successful, control device 31 accepts the identification information input by user Hb as identification information D1 for authentication of holding quantity M (Sf1). That is, identification information D1 in aspect 3 is information of user Hb in the network service that user Hb uses.
[0073] When the identification information D1 is received according to any of the procedures of the above-mentioned example 1 to example 3, the control device 31 transmits a storage request including the identification information D1 and the number M of held electronic game media to the management device 10 from the communication device 33 (Sf2), as illustrated in Fig. 14. The operation of the management device 10 that receives the storage request is the same as that of the first embodiment.
[0074] As in the first embodiment, the user Hb moves from the game device 30 to the management device 10 in the amusement facility and instructs the management device 10 to perform the registration process (FIG. 13) by operating the operation device 15. In the registration process, the control device 11 accepts the input of the identification information D2 by the user H (Sg1). The specific method of accepting the identification information D2 is the same as the method of accepting the identification information D1 described above (Aspects 1 to 3).
[0075] [Aspect 1] User H inputs identification information D2 by operating the operation device 15. A legitimate user Hb who inputs identification information D1 in the storage process can input identification information D2 that is identical to the identification information D1. The control device 11 accepts the input of identification information D2 by user H (Sg1). The processing after the reception of identification information D2 (Sg1) is the same as in the first embodiment.
[0076] [Aspect 2] The control device 11 acquires the identification information stored in the game card owned by the user H as the identification information D2 (Sg1).
[0077] [Aspect 3] User H inputs identification information for the network service that he / she uses by operating the operation device 15. The control device 11 accepts the identification information input by user H as identification information D2, on the condition that the above-mentioned SNS authentication is successful (Sg1).
[0078] The second embodiment also achieves the same effects as the first embodiment. Moreover, the second embodiment has the advantage that the user Hb does not need to remember or take note of the identification information D1 presented by the game device 30 because the identification information D1 presented by the user Hb is used in the registration process.
[0079] In the above-mentioned aspect 1, since the identification information D1 is input by the user Hb, the identification information D1 that is easy for the user Hb to remember can be used. In the aspect 2, since the identification information stored in a game card owned by the user Hb is used as the identification information D1, there is an advantage that the user Hb does not need to input and remember the identification information D1. Moreover, in the aspect 3, since the information of the user Hb in the network service used by the user Hb is used as the identification information D1, there is an advantage that there is no need to generate new identification information D1.
[0080] [Third embodiment] Fig. 15 is a flow chart illustrating the specific steps of the end process executed when user H instructs to end the game in the third embodiment. As illustrated in Fig. 15, the control device 31 of the game device 30 calculates the amount M of electronic gaming media held according to the current amount C of credits (Sd1), and determines whether or not user H has been authenticated (Sd2). If user H has been authenticated (Sd2: YES), the amount M is added to the amount X held in the account data A by the deposit process (Fig. 11), as in the first embodiment.
[0081] On the other hand, if user H is not authenticated (Sd2: NO), the control device 31 stops the progress of the game played by user Hb (Sd3). The process of stopping the progress of the game play includes a process of stopping the progress of the game, as well as a process of prohibiting, for example, a change in the amount C of credits owned by user Hb. That is, the control device 31 prohibits, for example, an increase in credits by inserting electronic gaming media or currency, and a decrease in credits by consumption in the game. Note that consumption of credits in the game means, for example, using credits (i.e., betting) in the game device 30 that executes the lottery process. As can be understood from the above explanation, if user H is not authenticated (Sd2: NO), the held amount M is not registered in the account data A.
[0082] When the progress of the game play is stopped, the user Hb notifies the manager, such as an employee of the gaming facility, of the stop of the game, for example verbally. The manager hands over to the user Hb a quantity of physical gaming media (physical medals) equivalent to the holding quantity M of electronic gaming media. The user Hb can play a game that can use the physical gaming media handed over by the manager. As can be understood from the above description, in the third embodiment, when the user H is not authenticated, the transfer of the electronic gaming media to the management device 10 and the registration of the holding quantity M in the account data A are not executed. Note that, in the above description, a configuration in which the user Hb verbally notifies the manager of the stop of the game are exemplified, but the method for notifying the manager of the stop of the game is not limited to the above example. For example, the stop of the game may be notified to the manager by an alarm mechanism installed in the gaming facility. The alarm mechanism is, for example, a sound emitting device (for example, a speaker) that notifies the manager of the stop of the game by emitting a notification sound, or a lighting device (for example, a notification lamp) that notifies the manager of the stop of the game by emitting light, for example.
[0083] As described above, in the third embodiment, if user H is authenticated, the holding quantity M is registered in the account data A, and if user H is not authenticated, the holding quantity M is not registered in the account data A. This has the advantage that user H does not need to instruct whether or not to register the holding quantity M in the account data A.
[0084] In the above description, an example is given of a configuration in which, when user H is not authenticated, the administrator hands over a quantity of physical gaming media equivalent to the held quantity M of electronic gaming media to user Hb, but the handling of electronic gaming media when user H is not authenticated is not limited to the above example. For example, in response to an operation of the administrator or user Hb on the management device 10, the identification information U of user Hb and the owned quantity X of electronic gaming media may be registered in the account data A. In other words, an account may be created for user Hb.
[0085] [Fourth embodiment] The control device 31 of the game device 30 in the fourth embodiment, like the third embodiment, calculates the held quantity M of electronic game media (Sd1) and determines whether or not user H is authenticated (Sd2). If user H is authenticated (Sd2: YES), the deposit process (FIG. 11) is executed like the third embodiment.
[0086] If user H is not authenticated (Sd2: NO), the control device 31 stops the progress of the game play by user Hb (Sd3), as in the third embodiment. A specific example of the process for stopping the progress of the game play is the same as in the third embodiment. As can be understood from the above explanation, in the fourth embodiment, as in the third embodiment, if user H is not authenticated, the held quantity M is not registered in the account data A and the progress of the game play by user H is stopped. Therefore, the same effect as in the third embodiment is achieved.
[0087] In the fourth embodiment, after the game exemplified above is stopped, a registration process exemplified in Fig. 16 is executed. Instead of the storage process in Fig. 12 and the registration process in Fig. 13, the registration process in Fig. 16 is executed.
[0088] When the registration process starts, the control device 31 of the game device 30 causes the user Hb to execute a predetermined procedure for user registration (Sh1). For example, the control device 31 accepts various information related to the user Hb (e.g., name, address, email address, etc.) from the user Hb.
[0089] When the user registration is complete, the control device 31 assigns identification information U to the user Hb (Sh2). Then, the control device 31 transmits a registration request from the communication device 33 to the management device 10 (Sh3). The registration request is a message requesting the management device 10 to register the electronic gaming media owned by the user Hb in the game device 30 in the account data A. The registration request includes the identification information U assigned to the user Hb and the number M of electronic gaming media held.
[0090] The control device 11 of the management device 10 receives the registration request via the communication device 13 (Sh4). The control device 11 registers the holding quantity M in the registration request in the account data A (Sh5). Specifically, the control device 11 adds the holding quantity M included in the registration request to the account data A as the owned quantity X, and associates the identification information U in the registration request with the owned quantity X to the account data A.
[0091] As described above, in the fourth embodiment, the process (Sh1) for usage registration is executed in the game device 30, and then the holding quantity M is registered in the account data A of the management device 10. This has the advantage that the user Hb does not need to move to the management device 10.
[0092] In the above description, a configuration has been exemplified in which game device 30 assigns identification information U to user Hb, but management device 10 may also assign identification information U to user Hb. In other words, the registration request does not include identification information U. For example, upon receiving a registration request, control device 11 of management device 10 assigns identification information U to user Hb and adds the identification information U and the holding quantity M (i.e., the owned amount X) to account data A.
[0093] [Variations] Each of the above-mentioned embodiments can be modified in various ways. Specific modified embodiments that can be applied to each of the above-mentioned embodiments are exemplified below. Two or more embodiments selected from the following examples may be combined to the extent that they are not mutually contradictory.
[0094] (1) In the first and second embodiments, the management device 10 executes the registration process, but a device other than the management device 10 may execute the registration process. For example, a registration device (not shown) separate from the management device 10 may execute the registration process. For example, the game device 30 transmits a storage request to the registration device in the storage process (Sf2). The registration device executes usage registration and assignment of the identification information U on the condition that the identification information D2 accepted from the user H matches the identification information D1 received from the game device 30 (Sg1 to Sg4), and transmits the identification information U and the holding quantity M to the management device 10 (Sg5). The management device 10 registers the identification information U and the holding quantity M received from the registration device in the account data A. Note that a terminal device such as a smartphone owned by the user H may execute the registration process.
[0095] (2) In the first embodiment, the identification information D1 is displayed on the display device 34, but the method of presenting the identification information D1 to the user Hb is not limited to the above example. For example, the identification information D1 may be displayed on the display device 34 as a two-dimensional code (barcode) or a QR code (registered trademark). The user Hb reads the QR code displayed on the display device 34 with his / her own terminal device (e.g., a smartphone). The identification information D1 may also be transmitted from the game device 30 to the terminal device of the user Hb. In the registration process, the control device 11 of the management device 10 receives the identification information D2 (=D1) from the terminal device of the user Hb. The above configuration has the advantage that the user Hb does not need to store the identification information D1.
[0096] (3) In each of the above-described embodiments, a configuration is illustrated in which the identification information D1 stored in correspondence with the holding quantity M and the identification information D2 entered by the legitimate user Hb are mutually identical, but the relationship between the identification information D1 and the identification information D2 is not limited to the above examples.
[0097] For example, in the storage process (FIG. 12), the control device 31 of the game device 30 presents the user Hb with the identification information obtained by converting the identification information D1 stored by the management device 10 in association with the holding quantity M according to a predetermined rule (Sf1). The user Hb inputs the identification information presented by the game device 30 to the management device 10. In the registration process (FIG. 13), the control device 11 of the management device 10 generates the identification information D2a by inversely converting the identification information D2 received from the user Hb, and determines whether the identification information D1 and the identification information D2a match (Sg2). If the identification information D1 and the identification information D2a match, the user H who inputted the identification information D2 is presumed to be the legitimate user Hb. Therefore, the control device 11 executes the usage registration (Sg3), the assignment of the identification information U (Sg4), and the registration of the holding quantity M to the account data A (Sg5).
[0098] As can be understood from the above explanation, in order to authenticate the legitimacy of user H who inputted identification information D2, it is sufficient that identification information D1 and identification information D2 correspond to each other, and identification information D1 and identification information D2 do not necessarily need to match. In other words, a typical example of when identification information D1 and identification information D2 "correspond to each other" is when identification information D1 and identification information D2 match each other, but the concept of "corresponding to each other" also includes the case where a predetermined relationship is established between identification information D1 and identification information D2 (for example, when one is a transformed version of the other).
[0099] (4) In each of the above-described embodiments, the control device 11 assigns the identification information U to the user Hb upon completion of the usage registration (Sg4), but the identification information U is not limited to information assigned by the control device 11. For example, the identification information registered for a game card owned by the user Hb may be registered in the account data A as the identification information U. For example, the identification information recorded on the game card or the identification information registered in the game server for the game card (for example, the identification information associated with the identification information recorded on the game card) is used as the identification information U.
[0100] (5) In each of the above embodiments, a configuration has been exemplified in which account data A is stored in management device 10. However, account data A may also be stored in a server device (hereinafter referred to as an “account server device”) separate from management device 10.
[0101] For example, a configuration is assumed in which both the management device 10 and the account server device hold account data A. With the above configuration, if a failure occurs in the management device 10, it is possible to restore the account data A held by the account server device (i.e. mirrored or backed up) to the management device 10.
[0102] The management device 10 may not hold the account data A, and only the account server device may hold the account data A. A configuration in which the account server device holds the account data A has the advantage that, for example, in a situation in which a gaming facility in which game system 1 is installed is closed, the account data A can be easily transferred from the account server device to a game system 1 in another gaming facility.
[0103] (6) In the first and second embodiments, the deposit process and the storage process are switched depending on the result of judging (Sd2) whether or not user H has been authenticated by the authentication process Sb4, but the judgment of authentication (Sd2) may be omitted. For example, user H may select either the deposit process or the storage process. A registered user Ha selects the deposit process, and an unregistered user Hb selects the storage process.
[0104] (7) In each of the above-described embodiments, the electronic game medium transferred to each game device 30 is converted into a value medium and then consumed to play the game, but the conversion of the electronic game medium into a value medium may be omitted. In other words, the user Ha may play a game in exchange for consuming a predetermined amount of the electronic game medium transferred to the game device 30. As can be understood from the above explanation, the credit consumed to play the game is also included in the concept of "electronic game medium."
[0105] (8) As described above, the functions of the management device 10 according to each of the above-mentioned embodiments are realized by the cooperation of one or more processors constituting the control device 11 and the program. Similarly, the functions of the game device 30 according to each of the above-mentioned embodiments are realized by the cooperation of one or more processors constituting the control device 31 and the program. The programs according to each of the above-mentioned embodiments can be provided in a form stored in a computer-readable recording medium and installed in a computer. The recording medium is, for example, a non-transitory recording medium, and a good example is an optical recording medium (optical disk) such as a CD-ROM, but also includes any known type of recording medium such as a semiconductor recording medium or a magnetic recording medium. Note that the non-transitory recording medium includes any recording medium except for a transient, propagating signal, and does not exclude volatile recording media. In addition, in a configuration in which a distribution device distributes a program via a communication network, a storage device that stores the program in the distribution device corresponds to the non-transitory recording medium described above.
[0106] [Note] From the above description, for example, preferred embodiments of the present invention can be understood as follows. In order to facilitate understanding of each embodiment, reference numerals in the drawings are written in parentheses for convenience, but the present invention is not limited to the illustrated embodiments.
[0107] [Appendix 1] A game system (1) according to a preferred embodiment (Appendix 1) of the present invention comprises a game device (30) that executes a game using electronic gaming media, and a management device (10) that manages account data (A) in which the amount (X) of electronic gaming media owned by each user (H) is registered, and the game system (1) comprises a management unit (11, Sf4) that associates a retained quantity (M), which is the amount of electronic gaming media owned by the user (H) in the game device (30), with first identification information (D1), a reception unit (11, Sg1) that receives input of second identification information (D2), and a registration unit (11, Sg5) that registers the retained quantity (M) in the account data (A) as the amount (X) owned by the user (H) when the first identification information (D1) and the second identification information (D2) correspond to each other. According to the above embodiment, the number (M) of electronic gaming media held is associated with the first identification information (D1), and the number (M) of electronic gaming media held is registered in the account data (A) as the number (X) of electronic gaming media owned, provided that the first identification information (D1) matches the identification information input by the user (H). In other words, when an unregistered user (H) plays a game, the electronic gaming media owned by the user (H) are registered in the account data (A) after the fact. According to the above configuration, the user (H) is not required to register in advance to use the account data (A) managed by the management device (10). Therefore, it is possible to encourage many users (H), including unregistered users (H), to play the game.
[0108] An "electronic gaming medium" is an electronic medium (i.e., electronic data) that has value used in a game. For example, electronic medals or credits are good examples of electronic gaming media. "Use of electronic gaming media" means that a user (H) consumes electronic gaming media for some action related to a game. For example, consuming electronic gaming media to play a game, or consuming electronic gaming media for various actions such as participating in a specific event in a game or acquiring an item, are typical examples of "use of electronic gaming media."
[0109] The "retained quantity (M)" is the quantity of electronic game media that the game device (30) retains so that the user (H) can use it in games. Typical examples of the "retained quantity (M)" include the quantity of electronic game media, including electronic game media transferred from the management device (10) to the game device (30), electronic game media acquired by the user (H) in exchange for currency on the game device (30), and electronic game media acquired by the user (H) by playing a game on the game device (30).
[0110] The "first identification information (D1)" and the "second identification information (D2)" are code sequences for authenticating the legitimacy of the user (H) who is attempting to register the holding quantity (M). The first identification information (D1) may be information presented to the user (H) by the game system (1) or information designated by the user (H) (e.g., a PIN number). For example, identification information stored in a recording medium possessed by the user (H) may be associated with the holding quantity (M) as the first identification information (D1), and the identification information stored in the recording medium may be accepted as the second identification information (D2).
[0111] "The first identification information (D1) and the second identification information (D2) correspond to each other" means that a certain relationship for authenticating the legitimacy of the user (H) is established between the first identification information (D1) and the second identification information (D2). "The legitimacy of the user (H)" means that the user (H) who inputs the second identification information (D2) corresponds to the user (H) who owns the number (M) of electronic gaming media held. Typically, the legitimacy of the user (H) is authenticated by the first identification information (D1) and the second identification information (D2) matching each other.
[0112] The management unit (11, Sf4) and the reception unit (11, Sg1) may be installed in any position. Specifically, the management unit (11, Sf4) and the reception unit (11, Sg1) may be installed in either the management device (10) or the game device (30). Either or both of the management unit (11, Sf4) and the reception unit (11, Sg1) may be installed in a device other than the management device (10) or the game device (30).
[0113] [Appendix 2] In a preferred example (Supplementary Note 2) of Supplementary Note 1, the game device (30) presents the first identification information (D1) to the user (H). According to the above aspect, the user (H) inputs the first identification information (D1) presented by the game device (30) to authenticate the authenticity of the user (H), which has the advantage of simplifying the process required for authentication.
[0114] A typical example of "presenting the first identification information (D1)" is direct display of the first identification information (D1) by the display device (34), but the method of presenting the first identification information (D1) is not limited to display. For example, display of an image (e.g., a QR code) representing the first identification information (D1) or transmission of the first identification information (D1) to a terminal device owned by the user (H) is also included in "presenting the first identification information (D1)".
[0115] [Appendix 3] In a preferred example (Supplementary Note 3) of Supplementary Note 1, the first identification information (D1) is information input by the user (H) to the game device (30). According to the above aspect, since the first identification information (D1) is input by the user (H), there is an advantage that the user (H) can use the first identification information (D1) that is easy to remember.
[0116] [Appendix 4] In a preferred example (Supplementary Note 4) of Supplementary Note 1, the first identification information (D1) is information registered for a recording medium owned by the user (H). According to the above aspect, since information stored in a recording medium owned by the user (H) is used as the first identification information (D1), there is an advantage that the user (H) does not need to input and store the first identification information (D1). Note that the "information registered for a recording medium" is a concept that includes information recorded on the recording medium, as well as information registered in association with the information recorded on the recording medium.
[0117] [Appendix 5] In a preferred example (Supplementary Note 5) of Supplementary Note 1, the first identification information (D1) is information on the user (H) in a network service used by the user (H). According to the above aspect, there is an advantage that information on a network service used by the user (H) can be used as the first identification information (D1).
[0118] "Network services" are various services that use communication networks, typically SNS (Social Networking Service). "Information on the user (H) in a network service" is personal information on the user (H) used in the network service, typically an identification information (account) for identifying the user (H) in the network service.
[0119] [Appendix 6] A game system (1) according to another aspect (Supplementary Note 6) of the present invention is a game system (1) including a game device (30) for executing a game using electronic game media, and a management device (10) for managing account data (A) in which the owned amount (X) of electronic game media is registered for each user (H), and in response to an instruction from the user, the system determines whether the user is authenticated, and if the user is authenticated, registers a retained amount (M), which is the amount of electronic game media owned by the user (H) in the game device (30), in the account data (A), and if the user (H) is not authenticated, does not register the retained amount (M) in the account data (A) and stops the progress of the game played by the user (H). The above aspect has the advantage that the user (H) does not need to select whether to register the retained amount (M) in the account data (A) or to temporarily store it.
[0120] "Without registering the retained quantity (M) in the account data (A)" means that the retained quantity (M) is not registered in the account data (A) solely in response to an instruction from the user (H). Therefore, a configuration in which the retained quantity (M) is registered in the account data (A) in response to the establishment of a condition other than an instruction from the user (H) (for example, the execution of a subsequent registration) after the progress of game play has been stopped is included in the scope of Supplementary Note 6. That is, (1) A configuration in which the registration of the holding quantity (M) for the account data (A) is not executed after an instruction from the user (H), and (2) A configuration in which the progress of the game is stopped without registering the retained quantity (M) in the account data (A), and the retained quantity (M) is subsequently registered in the account data (A) on the condition that the user performs the user registration. This is included in the configuration of "stopping the progress of the game played by the user (H) without registering the held quantity (M) in the account data (A)" in Supplementary Note 6. The third embodiment corresponds to an example of configuration (1), and the fourth embodiment corresponds to an example of configuration (2).
[0121] [Appendix 7] A method of operating a game system (1) according to a preferred embodiment (Appendix 7) of the present invention is a method of operating a game system (1) including a game device (30) that executes a game using electronic gaming media, and a management device (10) that manages account data (A) in which an owned amount (X) of electronic gaming media is registered for each user (H), the method associating a retained amount (M), which is the amount of electronic gaming media owned by the user (H) in the game device (30), with first identification information (D1), accepting input of second identification information (D2), and, if the first identification information (D1) and the second identification information (D2) correspond to each other, registering the retained amount (M) in the account data (A) as the owned amount (X) of the user (H).
[0122] [Appendix 8] A method of operating a game system (1) according to a preferred embodiment (Appendix 8) of the present invention is a method of operating a game system (1) comprising a game device (30) for executing a game using electronic gaming media, and a management device (10) for managing account data (A) in which the amount (X) of electronic gaming media owned by each user (H) is registered, and in response to an instruction from the user, the method determines whether or not the user has been authenticated, and if the user has been authenticated, registers a retained quantity (M), which is the amount of electronic gaming media owned by the user (H) in the game device (30), in the account data (A), and if the user (H) has not been authenticated, stops the progress of play of the game by the user (H) without registering the retained quantity (M) in the account data (A). [Explanation of symbols]
[0123] 1...game system, 10...management device, 11, 21, 31...control device, 12, 22, 32...storage device, 13, 23, 33...communication device, 14, 24, 34...display device, 15, 25, 35...operation device, 20...medium providing device, 26, 36...reception mechanism, 30...game device.
Claims
1. a game device that executes a game using electronic game media; a management device for managing account data in which the amount of electronic gaming media owned by each user is registered; A game system comprising: a management unit that associates a retained quantity, which is the quantity of electronic gaming media owned in the game device by a first user whose owned quantity of electronic gaming media is not registered in account data, with first identification information without registering the retained quantity in the account data; a first registration unit that registers the held quantity in the account data as the amount owned by the first user based on the first identification information; a determination unit that determines whether or not account data of the first user is registered when the first user instructs the game to end, If the account data is in a registered state, the holding quantity owned in the game device is registered in the account data of the first user, and if the account data is in a non-registered state, the holding quantity is temporarily stored. Game system.
2. A game device that executes a game using electronic gaming media; a management device for managing account data in which the amount of electronic gaming media owned by each user is registered; A computer incorporated in a game system having the a management means for associating a retained quantity, which is the quantity of electronic gaming media owned in said game device by a first user whose owned quantity of electronic gaming media is not registered in account data, with first identification information without registering said retained quantity in said account data; a first registration means for registering the holding quantity in the account data as the amount owned by the first user based on the first identification information; When the first user instructs the game to end, the device functions as a determination unit that determines whether or not account data of the first user is registered; If the account data is in a registered state, the holding quantity owned in the game device is registered in the account data of the first user, and if the account data is in a non-registered state, the holding quantity is temporarily stored. program.
3. A game device that executes a game using an electronic gaming medium; a management device for managing account data in which the amount of electronic gaming media owned by each user is registered; A computer incorporated in a game system having the above a management procedure for associating a retained quantity, which is the quantity of electronic gaming media owned in the game device by a first user whose owned quantity of electronic gaming media is not registered in account data, with first identification information without registering the retained quantity in the account data; a first registration step of registering the holding quantity in the account data as the amount owned by the first user based on the first identification information; and when the first user instructs the game to end, executing a determination step of determining whether or not account data of the first user is registered; If the account data is in a registered state, the holding quantity owned in the game device is registered in the account data of the first user, and if the account data is in a non-registered state, the holding quantity is temporarily stored. How to control the game system.