Game system, management device, and game method
The gaming system addresses the challenge of overspending by implementing a management device that enforces usage restrictions on prepaid values associated with cards through both cashless and cash payments, ensuring financial stability and social order.
Patent Information
- Application Number
- JP2023191167
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-08
- Publication Date
- 2025-05-20
AI Technical Summary
Existing gaming systems lack efficient mechanisms to impose usage restrictions when prepaid values are associated with cards through both cashless and cash payments, potentially leading to overspending and disruption in daily and social life.
A gaming system comprising a first device for associating prepaid value with a storage medium through cashless payment, a second device for associating prepaid value with a storage medium through cash payment, and a management device that manages the identification information of the storage medium and prepaid value, including an upper limit storage means, management means, total amount calculation means, and judgment means to enforce usage restrictions.
The system efficiently imposes usage restrictions, preventing overspending by accurately tracking and managing prepaid values across both cashless and cash payment methods, thereby maintaining financial stability and social order.
Smart Images

Figure 2025078531000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming system, a management device, and a gaming method that can efficiently impose usage restrictions when a prepaid value can be associated with a card through cashless payment and cash payment. [Background technology]
[0002] Conventionally, gaming establishments are equipped with devices called ticket vending machines, which are devices that associate a prepaid value amount with a general card or a membership card (collectively referred to as a "card" below).
[0003] There is also known technology in which such a ticket vending machine associates a predetermined amount of electronic money as prepaid value (see, for example, Patent Document 1). In addition, with the recent spread of app payments, there is also a demand to associate a predetermined amount as prepaid value through app payments. For this reason, it may become possible for a ticket vending machine to associate prepaid value with a card through electronic money or app payments (hereinafter collectively referred to as "cashless payments"). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2006-288748 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, if it were possible to associate prepaid value with cashless payment at the ticket machine, it would be possible for a player to associate prepaid value with a card even if he or she ran out of cash, which could lead to overspending and disruption to daily and social life.
[0006] For example, if the daily usage limit is set to 10,000 yen, if a user associates a prepaid value of 5,000 yen with a ticket vending machine through cashless payment, and then uses up all of the prepaid value through play, and then deposits an additional 10,000 yen into the inter-machine card processing machine, and uses up 6,000 yen of that prepaid value, then a total of 11,000 yen will have been used, exceeding the usage limit of 10,000 yen.
[0007] The present invention has been made to solve the problems of the conventional technology described above, and aims to provide a gaming system, management device, and gaming method that can efficiently impose usage restrictions when it is possible to associate prepaid value with a card through cashless payment and cash payment. [Means for solving the problem]
[0008] In order to solve the above problems, the present invention provides a gaming system having a first device that associates a prepaid value equivalent to a payment amount with the identification information of a storage medium through cashless payment, a second device that associates the prepaid value equivalent to the payment amount with the identification information of the storage medium through cash payment, and a management device that associates and manages the identification information of the storage medium and the prepaid value, wherein the management device is characterized in having an upper limit storage means that stores a predetermined upper limit of usage, a management means that manages the usage amounts of the prepaid value associated with the identification information of the storage medium through the cashless payment and / or the cash payment, a total amount calculation means that calculates the total of usage amounts corresponding to the identification information of the storage medium managed by the management means, and a judgment means that judges whether the total amount calculated by the total amount calculation means exceeds the upper limit of usage stored in the upper limit storage means.
[0009] In addition, in the above invention, the present invention is characterized in that the management device further includes a usage limiting means for limiting the usage of the prepaid value associated with the identification information of the storage medium when the determination means determines that the total amount calculated by the total amount calculation means exceeds the usage upper limit amount stored in the upper limit memory means.
[0010] In addition, in the above invention, the present invention is characterized in that the cashless payment is payment using a payment app installed on a mobile terminal carried by the player.
[0011] In addition, in the above invention, the present invention is characterized in that the management device further includes a notification means for notifying the mobile terminal that the usage upper limit has been exceeded when the determination means determines that the total amount calculated by the total amount calculation means exceeds the usage upper limit stored in the upper limit memory means.
[0012] In addition, in the above invention, the present invention is characterized in that the management device further includes a request means for requesting a predetermined terminal device to perform an operation to allow play to continue when the determination means determines that the total amount calculated by the total amount calculation means exceeds the usage upper limit amount stored in the upper limit memory means, and a usage restriction release means for releasing the usage restriction imposed by the usage restriction means when the operation to allow play to continue is received from the terminal device.
[0013] In addition, the present invention is characterized in that, in the above invention, the first device is a ticket vending machine, and the second device is each machine device attached to a gaming machine.
[0014] The present invention also provides a management device that manages identification information of a storage medium in association with prepaid value, and is characterized in that it comprises an upper limit storage means for storing a predetermined upper usage limit, a management means for managing the usage amount of the prepaid value associated with the identification information of the storage medium by cashless payment and / or cash payment, a total amount calculation means for calculating the total amount of usage corresponding to the identification information of the storage medium managed by the management means, and a judgment means for judging whether the total amount calculated by the total amount calculation means exceeds the upper usage limit stored in the upper limit storage means.
[0015] The present invention also provides a gaming method executed in a gaming system having a first device that associates a prepaid value equivalent to a payment amount with identification information of a storage medium through cashless payment, a second device that associates the prepaid value equivalent to the payment amount with identification information of the storage medium through cash payment, and a management device that associates and manages the identification information of the storage medium and the prepaid value, the method including a storage step in which the management device stores a predetermined upper usage limit in an upper limit memory unit, a management step in which the management device manages the usage amounts of the prepaid value associated with the identification information of the storage medium through the cashless payment and / or the cash payment, a total amount calculation step in which the management device calculates the total amount of usage corresponding to the identification information of the storage medium managed by the management step, and a determination step in which the management device determines whether the total amount calculated by the total amount calculation step exceeds the upper usage limit stored in the upper limit memory unit. Effect of the Invention
[0016] According to the present invention, when it is possible to associate a prepaid value with a card through cashless payment and cash payment, it is possible to efficiently impose usage restrictions. [Brief description of the drawings]
[0017] [Figure 1] FIG. 1 is an explanatory diagram of an overview of the gaming system according to the first embodiment. [Diagram 2] FIG. 2 is a diagram showing a system configuration of the gaming system according to the first embodiment. [Diagram 3] FIG. 3 is a diagram showing the external configuration of the inter-machine card processor and the gaming machine shown in FIG. [Figure 4] FIG. 4 is a functional block diagram showing the configuration of the inter-machine card processing machine shown in FIG. [Diagram 5] FIG. 5 is a diagram showing an example of the host device status data and card data shown in FIG. [Figure 6] FIG. 6 is a functional block diagram showing the configuration of the gaming machine shown in FIG. [Figure 7] FIG. 7 is a functional block diagram showing the configuration of the management device shown in FIG. [Figure 8] FIG. 8 is a diagram showing an example of the card management data, the device management data, and the member management data shown in FIG. [Figure 9] FIG. 9 is a diagram showing an example of the usage upper limit data and the usage amount management data shown in FIG. [Figure 10] FIG. 10 is a functional block diagram showing the configuration of the ticket vending machine shown in FIG. [Figure 11] FIG. 11 is a flowchart illustrating a processing procedure for managing a usage amount according to the first embodiment. [Figure 12] FIG. 12 is an explanatory diagram of an outline of a gaming system according to a modified example. [Figure 13] FIG. 13 is a functional block diagram showing a configuration of a management device according to a modified example. [Figure 14] FIG. 14 is a diagram showing an example of the usage amount data shown in FIG. [Figure 15] FIG. 15 is a functional block diagram showing the configuration of a usage amount management device according to a modified example. [Figure 16] FIG. 16 is a diagram showing an example of the member management data and the upper limit usage management data shown in FIG. [Figure 17] FIG. 17 is a diagram showing an example of the usage amount management data shown in FIG. [Figure 18]FIG. 18 is a diagram showing an example of a display on a mobile terminal according to a modified example. [Figure 19] FIG. 19 is a flowchart showing a processing procedure for managing a usage amount according to the modified example. [Figure 20] FIG. 20 is an explanatory diagram of an overview of a gaming system according to the second embodiment. [Figure 21] FIG. 21 is a diagram showing an example of the display on the settlement machine and the mobile terminal according to the second embodiment. [Figure 22] FIG. 22 is an explanatory diagram (part 1) of an overview of a gaming system according to the third embodiment. [Figure 23] FIG. 23 is an explanatory diagram (part 2) of the outline of the gaming system according to the third embodiment. [Figure 24] FIG. 24 is an explanatory diagram of an overview of a gaming system according to the fourth embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0018] [Embodiment 1] Hereinafter, the gaming system, management device, and gaming method according to the first embodiment will be described in detail with reference to the drawings.
[0019] In this specification, "held balls" refers to data indicating game media acquired by a player in a game, which can be used again only on the same day (before the closing time of the game establishment). "Number of held balls" refers to the number of game media acquired by a player in a game. "Saved balls" refers to data indicating game media deposited by a player in a game establishment, which can be used again on the following day (after the closing time of the game establishment). "Saved balls" refers to the number of game media deposited by a player in a game establishment. Both regular and member players can use held balls, and are used when a game machine is moved. In principle, only member players can use saved balls, and are used when acquired game media are used to play a game machine on the following day. "Number of balls managed on a game machine" refers to the number of balls managed on a game machine that a player can use for a game.
[0020] <Outline of the gaming system according to the first embodiment> First, an overview of the gaming system according to the present embodiment 1 will be described. Fig. 1 is an explanatory diagram for explaining the overview of the gaming system according to the present embodiment 1.
[0021] As shown in Fig. 1, in the gaming system according to the first embodiment, when the ticket vending machine 40 accepts a membership card and the camera 42 reads the QR code (registered trademark) displayed by the mobile terminal 90, the gaming-only Pay is associated with the membership card and a cashless deposit is made (S1). For example, a cashless deposit of 5,000 yen is made.
[0022] When a player inserts a membership card into the inter-machine card processor 10 and deposits cash (S2), the deposited amount is associated with the membership card.
[0023] If the upper limit for a membership card is set at 10,000 yen, and a player uses the prepaid value balance of 10,000 yen to play (S3), the management device 50 determines that the amount has reached the upper limit (S4) and notifies the mobile terminal 90 that the upper limit has been reached (S5).
[0024] The mobile terminal 90 displays a message to the effect that the usage limit has been reached (S6). For example, it displays a message saying "The usage limit has been reached. Please plan your usage carefully."
[0025] In this way, the gaming system of this embodiment 1 is configured to set an upper limit on usage, and when the amount of gaming usage reaches this upper limit, the player is notified that the upper limit has been reached. Therefore, when it is possible to associate a prepaid value with a card through cashless payment and cash payment, usage restrictions can be efficiently imposed.
[0026] <System configuration according to the first embodiment> Next, a description will be given of the system configuration of the gaming system according to the present embodiment 1. Fig. 2 is a diagram showing the system configuration of the gaming system according to the present embodiment 1. As shown in Fig. 2, a gaming establishment is provided with a plurality of gaming machines 20 and an inter-machine card processor 10 provided corresponding to each gaming machine 20.
[0027] The inter-machine card processing machine 10 is connected to a communication line, which is an in-store network, via an island controller 30. The island controller 30, ticket vending machines 40, a management device 50, a prize management device 60, and a settlement machine 70 are connected to the communication line.
[0028] The management device 50 is connected to the Internet, and a payment server 80 and a mobile terminal 90 are connected to the Internet so as to be able to communicate with each other.
[0029] The gaming machine 20 is a device that plays games by shooting gaming balls enclosed inside the device onto a gaming board. The gaming balls are physical "balls" used in the game, and are different from "game balls" that the gaming machine 20 treats as data. The gaming board of the gaming machine 20 is provided with a plurality of winning areas (winning holes), and a predetermined number of gaming balls are awarded as prize balls based on the passing of the gaming balls through the winning areas. In addition, the gaming board is provided with a predetermined number of starting areas (starting holes), and a predetermined lottery is performed based on the passing of the gaming balls through the starting areas. If the lottery is a jackpot, a predetermined movable member or the like is operated to increase the probability of the gaming balls passing through the winning areas or other starting areas, and other operations that are advantageous in the game are performed. It is possible for there to be an area that serves as both a starting area and a winning area.
[0030] The winning area is provided with a winning sensor for detecting the passage of a game ball into the winning area, and the winning sensor detects the passage (winning) of a game ball shot into the winning area. The control unit of the gaming machine 20 also has a prize ball memory for storing the number of game balls to be awarded as prize balls for each winning area, and a game ball number memory for indicating the number of game balls managed by the gaming machine. The control unit of the gaming machine 20 also periodically transmits the number of game balls managed by the gaming machine to the machine-to-machine card processing machine 10.
[0031] When the inter-machine card processing machine 10 receives a deposit from a player, it associates a prepaid value corresponding to the amount of the deposit with the identification information (card ID) of the card stored inside the machine. This prepaid value can be used to lend game balls. The inter-machine card processing machine 10 can also accept the insertion of a card associated with a prepaid value, retained balls, saved balls, etc. Then, at the end of a game, the inter-machine card processing machine 10 ejects the card associated with the prepaid value, retained balls, saved balls, etc. and returns it to the player. The inter-machine card processing machine 10 also transmits a history of operations such as deposits, card insertion, and card ejection to the management device 50.
[0032] When a predetermined number of game balls are shot onto the game board, the game machine 20 transmits out data to the inter-machine card processor 10. When a game ball passes through a winning area (so-called winning) and a predetermined number of prize balls are added to the game balls, the game machine 20 transmits safe data to the inter-machine card processor 10. Furthermore, when a special state such as a jackpot occurs during play, the game machine 20 transmits special prize data indicating the occurrence of such state to the inter-machine card processor 10.
[0033] The out data corresponds to the number of balls inserted, which is the number of balls inserted by the player onto the game board. The safe data corresponds to the number of balls won as a result of winning. Furthermore, the special prize data indicates the status of the gaming machine 20, such as a jackpot. Each piece of data is transmitted to the management device 50 via the inter-machine card processing device 10, and the management device 50 can obtain the operation history of the gaming machine 20 by accumulating the out data, safe data, and special prize data.
[0034] The inter-machine card processing machine 10 accepts deposits, lends gaming balls, and communicates with the management device 50 and the gaming machines 20. When the inter-machine card processing machine 10 accepts bills inserted by a player, it sends a deposit notification including the amount of the deposit to the management device 50, thereby adding the prepaid value equivalent to the amount of the deposit to the prepaid value managed by the management device 50. Then, when a specified ball lending operation is performed, it sends a ball lending request to the management device 50, subtracts the prepaid value managed by the management device 50, and notifies the gaming machine 20 of the number corresponding to the subtracted prepaid value, which is added to the number of balls managed by the gaming machine.
[0035] When the inter-machine card processing machine 10 accepts the insertion of a card, it sends a card insertion notification to the management device 50. Furthermore, when the inter-machine card processing machine 10 receives the prepaid value, the balance of held balls, or the balance of saved balls from the management device 50, it stores the balance. When the inter-machine card processing machine 10 receives and stores the balance of held balls, it sends a request to subtract held balls to the management device 50, thereby clearing the balance of held balls (number of held balls) managed by the management device 50 to zero.
[0036] When the inter-machine card processing machine 10 accepts a held ball replay operation, it subtracts a predetermined number from the number of held balls it manages, notifies the gaming machine 20 of the number corresponding to the subtracted held balls, and adds it to the number of balls managed by the gaming machine. In addition, when the inter-machine card processing machine 10 accepts a saved ball replay operation, it sends a saved ball replay request to the management device 50, thereby subtracting a predetermined number from the number of saved balls managed by the management device 50, notifies the gaming machine 20 of the number corresponding to the subtracted saved balls, and adds it to the number of balls managed by the gaming machine.
[0037] When the inter-machine card processor 10 accepts a card return operation, it sends a ball addition request including the number of held balls to the management device 50, and after having the management device 50 add the number of held balls, it sends a card ejection notification to the management device 50 and controls the ejection of the card. Note that if a counting operation is accepted from the gaming machine 20 before the card return operation, the number of gaming machine managed balls is added to the number of held balls.
[0038] The inter-machine card processing device 10 has a function of acquiring a gaming machine ID from the gaming machine 20, and authenticating the gaming machine 20 using the acquired gaming machine ID and an authentication key received from the management device 50. This authentication is performed at the time of opening a store, etc., and the gaming machine 20 becomes available for play on condition that the authentication is successful.
[0039] The island controller 30 is a device that bundles together a group of gaming machines 20 and inter-machine card processors 10 installed on the gaming island, and relays various information to the management device 50.
[0040] When the management device 50 receives a card insertion notification from the inter-machine card processing device 10, it manages the identification information of the inserted card (hereinafter referred to as the "card ID") in association with the inter-machine card processing device 10, and transmits the prepaid value and the remaining balls associated with the card ID to the inter-machine card processing device 10. Also, if the card ID indicated in the card insertion notification is the card ID of a membership card, it transmits the stored ball replay data to the inter-machine card processing device 10.
[0041] In addition, when the management device 50 receives a request to subtract balls held from the inter-machine card processing machine 10, it clears the balance of held balls to zero, and when it receives a request to add balls held from the inter-machine card processing machine 10, it adds the number of held balls indicated in the request to add balls held to the balance of held balls.
[0042] Furthermore, when the management device 50 receives a ball lending request from the inter-machine card processing device 10, it subtracts a predetermined value from the prepaid value associated with the card ID and transmits ball lending permission to the inter-machine card processing device 10. When the management device 50 receives a saved ball replay request, it transmits saved ball replay data to the inter-machine card processing device 10.
[0043] Furthermore, when the management device 50 receives a card ID from the prize management device 60, it notifies the prize management device 60 of the number of balls held associated with this card ID. Furthermore, when the management device 50 receives a card ID from the settlement machine 70, it notifies the settlement machine 70 of the prepaid value associated with this card ID.
[0044] The management device 50 also acquires a gaming machine ID from the inter-machine card processor 10 and manages the gaming machines 20 installed in its own arcade. It also acquires an authentication key for authenticating the gaming machines 20 set in its own arcade from an authentication key management center (not shown) outside the arcade and distributes it to the inter-machine card processor 10.
[0045] The management device 50 also manages the member management data of the members who are registered with the gaming establishment. Specifically, the management device 50 manages the number of balls, points, PIN, name, etc., in association with the member card ID issued to the member.
[0046] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it transmits stored ball replay data including the balance of stored balls and the PIN number corresponding to the card ID indicated in the card insertion notification to the inter-machine card processing machine 10. In addition, when the management device 50 receives a stored ball replay request from the inter-machine card processing machine 10, it subtracts a predetermined number from the balance of stored balls associated with the card ID indicated in the stored ball replay request, and transmits stored ball replay data including the balance of stored balls after the subtraction to the inter-machine card processing machine 10.
[0047] In addition, when the management device 50 receives an inquiry about the number of stored balls from the prize management device 60, it notifies the prize management device 60 of the balance of the stored balls corresponding to the specified card ID.
[0048] Furthermore, when the management device 50 receives the usage upper limit associated with the card ID, the management device 50 stores the received data in the usage upper limit data.
[0049] Furthermore, when the management device 50 receives deposit request data from the ticket vending machine 40, it adds its own device ID to the received data and transmits it as payment request data to the payment server 80. At this time, it includes the deposit amount included in the received deposit request data as the payment amount in the payment request data, and stores the card ID and user ID included in the deposit request data in association with each other.
[0050] Furthermore, when management device 50 receives payment response data from payment server 80, it adds the prepaid value equivalent to the payment amount included in this payment response data to the prepaid value in the card management data. Then, it transmits the payment amount and card ID included in the payment response data to the ticket vending machine 40 as deposit response data. At this time, the payment amount included in the payment response data is included in the deposit response data as the deposit amount.
[0051] Furthermore, when the management device 50 receives a deposit notification from the ticket vending machine 40 or the inter-machine card processing device 10, it uses the card ID and deposit amount included in the deposit notification and stores them as data on the card ID and cash deposit amount in the usage amount management data. At this time, the total usage amount stored in the usage amount management data is the same as the most recent total usage amount associated with the same card ID.
[0052] Furthermore, when the management device 50 receives payment response data from the payment server 80, it uses the user ID and payment amount contained in this payment response data and stores them as card ID and cashless deposit amount data in the usage amount management data.
[0053] Furthermore, when the prepaid value is subtracted, the management device 50 adds the amount equivalent to the subtracted prepaid value and the corresponding card ID to the total usage amount corresponding to the card ID in the usage amount management data, and stores the result.
[0054] Furthermore, when the total usage amount is updated by adding, the management device 50 identifies the upper limit using the card ID corresponding to this total usage amount, and if the total usage amount reaches this upper limit, notifies the mobile terminal 90 that the total usage amount has reached the upper limit.
[0055] The ticket vending machine 40 is a device that accepts deposits in cash or by cashless payment and issues a card associated with the deposit amount. When a card is inserted into the card insertion slot and a bill is inserted into the bill insertion slot, the ticket vending machine 40 notifies the management device 50 of the card ID of the inserted card and the deposit amount as a deposit notification.
[0056] In addition, when a card is inserted into the card insertion slot and the ticket vending machine 40 accepts the user ID and deposit amount read from the QR code (registered trademark) by the camera, it transmits the card ID of the inserted card, the user ID, and the deposit amount to the management device 50 as deposit request data.
[0057] The prize management device 60 is a terminal device for prize exchange that is attached to the prize exchange counter in the game parlor, and performs the prize exchange process for acquired balls, saved balls, and held balls. A card reader that reads the card ID of a card and a prize payout device that pays out prizes are connected to this prize management device 60. When the prize management device 60 reads the card ID from a general card or a membership card, it transmits the card ID to the management device 50 and requests the remaining balance of held balls for that card ID. When saved balls are to be exchanged for prizes, the management device 50 is requested to indicate the remaining balance of saved balls.
[0058] The settlement machine 70 is a device that settles the balance of the prepaid value associated with the card. When a card associated with the prepaid value is inserted, the settlement machine 70 transmits the card ID of the card to the management device 50, obtains the prepaid value associated with the card, and dispenses cash equivalent to the obtained prepaid value.
[0059] Next, the ball lending process in the gaming system according to this embodiment will be described. When a player performs a ball lending operation on the inter-machine card processing machine 10, the inter-machine card processing machine 10 transmits a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted in the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, and a ball lending request.
[0060] When the management device 50 receives a message including a ball lending request, it updates the card management data by subtracting a predetermined value (for example, 5 units, which represents 500 yen when 1 unit is 100 yen) from the prepaid value associated with the card ID in the message, and transmits ball lending permission to the inter-machine card processing machine 10 that sent the message. The inter-machine card processing machine 10 that has received the ball lending permission transmits an addition signal to the gaming machine 20, requesting the addition of a number corresponding to the subtracted prepaid value (for example, "125") to the number of balls managed by the gaming machine.
[0061] The gaming machine 20 that has received the addition signal adds up the number of balls managed by the gaming machine, and transmits the number of balls managed by the gaming machine after the addition to the inter-machine card processing machine 10. The inter-machine card processing machine 10 compares the sum of the number of balls managed by the gaming machine before the addition and the number of balls lent out with the number of balls managed by the gaming machine after the addition, and determines whether the addition of the number of balls managed by the gaming machine has been performed appropriately.
[0062] Next, the ball replay process in the gaming system according to this embodiment will be described. When the inter-machine card processing machine 10 accepts the insertion of a general card or a membership card, it transmits a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.
[0063] When the management device 50 receives a card insertion notification from the inter-machine card processing machine 10, it notifies the inter-machine card processing machine 10 of the balance of balls held at the rate specified by the message, among the balls held associated with the card ID in the message.
[0064] The inter-machine card processing machine 10 stores the balance of held balls received from the management device 50. Then, it transmits a message to the management device 50, including information specifying the card ID and rate, and a request to subtract held balls. When the management device 50 receives the request to subtract held balls, it clears the balance of held balls specified by the card ID and rate to zero. Furthermore, when the inter-machine card processing machine 10 accepts a request to replay held balls, it subtracts a fixed number from the balance of held balls, notifies the gaming machine 20 of the corresponding number, and adds it to the number of balls managed by the gaming machine.
[0065] When the inter-machine card processing machine 10 receives a management transfer request from the gaming machine 20 to transfer the management of the gaming machine 20 by making the number of gaming machine managed balls of the inter-machine card processing machine 10 the balls held by the inter-machine card processing machine 10, the inter-machine card processing machine 10 adds the number of gaming machine managed balls indicated in the management transfer request to the balls held by the own machine. After that, when the card return operation is accepted, the inter-machine card processing machine 10 transmits a message including a request to add the balls held to the management device 50. This message includes the card ID of the card to be discharged, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, the balance of the balls held, and a request to add the balls held.
[0066] When the management device 50 receives the request to add the balls in hand, it updates the balance (number of balls in hand) of the balls in hand associated with the card ID in the message to the received value. After that, the card processor 10 transmits a card ejection notification to the management device 50 and controls the ejection of the card.
[0067] Next, the stored ball replay process in the gaming system according to this embodiment will be described. When the inter-machine card processing machine 10 accepts a membership card, it sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted into the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a card insertion notification.
[0068] The management device 50 transmits stored ball replay data to the inter-machine card processing machine 10, the data including the PIN number associated with the card ID in the message and the remaining balance of stored balls at the rate specified by the message.
[0069] The inter-machine card processing device 10 stores the received saved ball replay data, and when the balance of saved balls indicated in the saved ball replay data is equal to or greater than the number of game ball payout units in saved ball replay (number of saved ball replay units, for example "125 balls"), it is capable of accepting a saved ball replay operation.
[0070] When the inter-machine card processor 10 receives a saved ball replay operation for the first time after storing the saved ball replay data, it requests the player to input a PIN number and checks whether the input PIN number matches the PIN number shown in the saved ball replay data.
[0071] If the PIN numbers match, the inter-machine card processing machine 10 sends a message addressed to the local address of the management device 50. This message includes the card ID of the card inserted in the inter-machine card processing machine 10, an address or any identification information that identifies the inter-machine card processing machine 10 that is the sender, information for identifying the rate of the inter-machine card processing machine 10, and a request to replay the stored balls.
[0072] The management device 50 subtracts a predetermined value from the balance of stored balls at the rate specified by the message among the stored balls associated with the card ID in the message, and transmits stored ball replay data including the balance after subtraction to the inter-machine card processing machine 10.
[0073] The inter-machine card processing device 10 receives the stored ball replay data, updates the balance of stored balls, and notifies the gaming machine 20 of the number corresponding to the number of stored ball replay units to add it to the number of balls managed by the gaming machine. It also determines whether the updated balance of stored balls is less than the number of stored ball replay units. If the updated balance of stored ball data is equal to or greater than the number of stored ball replay units, it is possible to accept a stored ball replay operation again, and if a stored ball replay operation is accepted, it transmits a stored ball replay request. For the second or subsequent stored ball replay operations, it is not necessary to confirm the PIN. If the updated balance of stored ball data is less than the number of stored ball replay units, it is not possible to accept a stored ball replay operation.
[0074] Next, the transition from held balls to saved balls during the store closing process will be explained. The management device 50 checks the balance of held balls in the card management data during the store closing process, and if there are held balls whose balance is greater than "0", it adds the balance of the held balls to the balance of saved balls to update it. After that, the management device 50 clears the balance of the held balls to zero.
[0075] The settlement server 80 is a device that performs settlement processing related to the gaming-only Pay. When the settlement server 80 accepts information about a user, it issues a unique user ID and stores the accepted information about the user and the user ID in association with each other in the user management data.
[0076] Furthermore, when the settlement server 80 receives a user ID and a deposit amount from a deposit machine (not shown), it adds the deposit amount to the balance of the balance data corresponding to this user ID. The deposit machine is a device for depositing money into Game-only Pay, and when it accepts a user ID and a deposit of cash for Game-only Pay, it notifies the settlement server 80 of the user ID and the deposit amount.
[0077] When the payment server 80 receives the payment request data from the management device 50, the payment server 80 performs payment processing based on the user ID and payment amount included in the payment request data. Then, the payment server 80 transmits payment response data including the user ID and payment amount to the management device 50.
[0078] The mobile terminal 90 is a terminal that accepts and displays operations related to Game-Only Pay. When the mobile terminal 90 accepts a deposit amount using Game-Only Pay, it encodes data including the deposit amount, user ID, and balance data into a QR code (registered trademark) and displays the QR code (registered trademark).
[0079] Furthermore, when the mobile terminal 90 receives message data from the management device 50, it displays the message data.
[0080] <External configuration of the inter-machine card processing device 10 and the gaming machine 20> Next, the external configuration of the inter-machine card processing machine 10 and the gaming machine 20 shown in Fig. 2 will be described. Fig. 3 is a diagram showing the external configuration of the inter-machine card processing machine 10 and the gaming machine 20 shown in Fig. 2. In the figure, the inter-machine card processing machine 10 that accepts only paper money is illustrated, but a unit that can accept electronic money can also be provided.
[0081] As shown in Figure 3, the inter-machine card processing machine 10 is provided with a status display unit 11 which displays the status of the inter-machine card processing machine 10 by turning on or blinking lamps of a predetermined color, a bill insertion slot 12a which accepts various types of bills, a display operation unit 13 such as a touch panel display, and a card insertion slot 14a which accepts cards which have an associated card ID.
[0082] The gaming machine 20 is provided with a gaming board, a handle 21 used to throw enclosed gaming balls onto the gaming board, and a counting button 22.
[0083] The count button 22 is an operation button for performing a management transfer, which transfers the management of the number of balls that can be dispensed from the gaming machine 20 to the inter-machine card processor 10, by subtracting the number of balls managed by the gaming machine 20 and adding the corresponding number to the balls held by the inter-machine card processor 10. In the open-type gaming machine 20 in which actual gaming balls are dispensed upon winning, this management transfer corresponds to a counting process in which the inter-machine card processor 10 counts the dispensed gaming balls and adds them to the balls held.
[0084] <Configuration of the inter-machine card processing device 10> Next, a description will be given of the configuration of the inter-machine card processing machine 10 shown in Fig. 2. Fig. 4 is a functional block diagram showing the configuration of the inter-machine card processing machine 10 shown in Fig. 2. As shown in Fig. 4, the inter-machine card processing machine 10 has a banknote transport unit 12, a display operation unit 13, a reader / writer 14, a communication unit 15, a memory unit 16, a control unit 17, and a game management unit 18.
[0085] The bill transport unit 12 is a transport unit that transports the bills inserted from the bill insertion slot 12a to a bill storage unit (not shown) while determining the denomination and authenticity of the bills. The display operation unit 13 is an input / output device such as a touch panel display that displays various information such as value and accepts various operations such as ball lending operations.
[0086] The reader / writer 14 is a reading unit that reads a card ID from a card inserted into the card insertion slot 14a. The card inserted into the card insertion slot 14a is stored in a card storage unit (not shown) through the reader / writer 14. The communication unit 15 is an interface unit for performing data communication with the management device 50 via the island controller 30.
[0087] The storage unit 16 is a storage device including a hard disk drive, a non-volatile memory, etc. The storage unit 16 stores the device status data 16a and the card data 16b.
[0088] The own machine status data 16a is data indicating the status of the inter-machine card processing machine 10. The own machine status data 16a includes the inter-machine card processing machine ID, the game machine ID, the game type, etc. The inter-machine card processing machine ID is identification information for uniquely identifying the inter-machine card processing machine 10 within the gaming establishment. The game type is data indicating the rate set in the inter-machine card processing machine 10. When game balls of multiple rates are handled within the gaming establishment, game type names are set and managed for each rate, such as "Ball 1" for game balls of a 4 yen rate, "Ball 2" for game balls of a 2 yen rate, and "Ball 3" for game balls of a 1 yen rate. The inter-machine card processing machine 10 selects a rate to be used for a game from these game types and stores it as the game type. The game type may be fixed for each section in which the inter-machine card processing machine 10 is installed, or may be changeable by the operation of the player.
[0089] The card data 16b is data related to the card being used by the player. The card data 16b includes a card ID, a PIN number, a prepaid value, held balls, saved balls, etc. The card ID is a card ID read by the reader / writer 14. When a card is transported from a card storage section (not shown) to the card insertion slot 14a and then ejected, the card data 16b is updated by the card ID read by the reader / writer 14 during this transport. Also, when a card is transported from the card insertion slot 14a to a card storage section (not shown), the card data 16b is updated by the card ID read by the reader / writer 14 during this transport. The prepaid value indicates the balance of the prepaid value that can be used for ball lending, and the held balls and saved balls indicate their respective balances.
[0090] The gaming management unit 18 is a processing unit that performs processing related to authentication and communication with the gaming machine 20. It is preferable that the gaming management unit 18 is formed on a board different from that of the control unit 17. The gaming management unit 18 has an authentication processing unit 18a, an authentication key management unit 18b, and a gaming machine status management unit 18c. In practice, these programs are loaded into a CPU (Central Processing Unit) and executed, causing the authentication processing unit 18a, the authentication key management unit 18b, and the gaming machine status management unit 18c to execute processes corresponding thereto.
[0091] The authentication processing unit 18a performs authentication of the gaming machine 20 using the authentication key received from the management device 50. If the authentication is successful, the authentication processing unit 18a transmits an operation permission to the gaming machine 20. If the authentication is unsuccessful, the authentication processing unit 18a prohibits the use of the gaming machine 20. Note that even if the authentication is unsuccessful, the authentication processing unit 18a may be configured to transmit an operation permission to the gaming machine 20 if it is within a predetermined period from the last successful authentication, and not transmit an operation permission to the gaming machine 20 after the predetermined period has elapsed from the last successful authentication, and to prohibit the use of the gaming machine 20.
[0092] The authentication key management unit 18b is a processing unit that manages the authentication key. A usage time is set for the authentication key, and when the cumulative operating time of the gaming machine 20 reaches the usage time of the authentication key, the authentication key becomes unusable. Specifically, the authentication key management unit 18b uses the power-on time of the board on which the game management unit 18 is formed as the operating time of the gaming machine 20, and manages the usage time of the authentication key. When the authentication key becomes unusable, the authentication key management unit 18b obtains a new authentication key from an authentication key management center outside the store via the management device 50, and updates the authentication key.
[0093] The gaming machine status management unit 18c is a processing unit that communicates with the gaming machine 20 and manages the status of the gaming machine 20. Specifically, the gaming machine status management unit 18c acquires the gaming machine ID from the gaming machine 20, transmits a request to add to the number of balls managed by the gaming machine by ball lending, transmits a request to transfer management from held balls to the number of balls managed by the gaming machine by replaying held balls, transmits a request to add to the number of balls managed by the gaming machine by replaying saved balls, receives game results such as the number of balls inserted and the number of balls paid out in the gaming machine 20, and receives a request to transfer management from the number of balls managed by the gaming machine to held balls by counting. The communication between the inter-machine card processing machine 10 and the gaming machine 20 is encrypted communication using a predetermined encryption method.
[0094] The gaming machine status management unit 18c also acquires the status set for the game, such as the current number of managed balls, start, jackpot, jackpot type, and number of lotteries of the gaming machine 20. It is desirable to set the time interval at which the gaming machine status management unit 18c acquires the status of the gaming machine 20 shorter than the interval at which game balls are shot (used) in the gaming machine 20. Furthermore, when the gaming machine status management unit 18c acquires the number of managed balls from the gaming machine 20, it passes the number of managed balls to the control unit 17.
[0095] The timing when the gaming machine status management unit 18c acquires a new gaming machine ID from the gaming machine 20 is not limited to before opening. The acquisition of the gaming machine ID and the determination of replacement of the gaming machine 20 can be performed when the inter-machine card processing machine 10 is powered on or off, during regular communication, when processing related to the number of gaming machine balls managed (ball lending, replay, counting, etc.) is performed, when returning from an offline state, etc. Also, these timings may be used in combination.
[0096] The control unit 17 is a control unit that performs overall control of the inter-machine card processing machine 10, and includes a data management unit 17a. In practice, this program is loaded into the CPU and executed, thereby causing the process corresponding to the data management unit 17a to be executed.
[0097] The data management unit 17a is a processing unit that manages the card data 16b. When a card is inserted, the data management unit 17a transmits a card insertion notification including a card ID and an inter-machine card processor ID to the management device 50. When the data management unit 17a receives data including a value (at least one of a prepaid value, held balls, and saved balls) and a PIN number from the management device 50, it updates the card data 16b with the received value and PIN number.
[0098] Furthermore, when a bill is inserted into the bill insertion slot 12a, the data management unit 17a transmits a deposit notification to the management device 50, the notification including the amount of the inserted bill, the card ID, and the inter-machine card processor ID.
[0099] Furthermore, when a ball lending operation is performed by a player, the data management unit 17a transmits a ball lending request including the card ID and the inter-machine card processor ID to the management device 50. If permission to lend balls is received as a response to this ball lending request, the data management unit 17a instructs the gaming management unit 18 to subtract the prepaid value of the card data 16b and add a predetermined number of balls to the gaming machine managed number of balls of the gaming machine 20.
[0100] In addition, when the data management unit 17a accepts a held ball replay operation, it instructs the game management unit 18 to subtract and update the held balls in the card data 16b and add the corresponding number of balls to the number of balls managed by the gaming machine 20.
[0101] In addition, when the balance of the stored balls shown in the card data 16b is equal to or greater than the number of the stored ball replay units, the data management unit 17a displays a stored ball replay button on the display operation unit 13, and allows the stored ball replay operation to be accepted. When the stored ball replay operation is performed by the player, the data management unit 17a transmits a stored ball replay request including the card ID and the inter-machine card processor ID to the management device 50. If the data management unit 17a receives stored ball replay data in response to the stored ball replay request, it updates the balance of the stored balls in the card data 16b and instructs the gaming management unit 18 to add the number of balls corresponding to the number of the stored ball replay units to the number of balls managed by the gaming machine 20. In addition, when the stored ball replay operation is performed for the first time, the input of a PIN is requested, and the condition for transmitting a stored ball replay request is that the PIN matches the PIN shown in the card data 16b.
[0102] In addition, when the game management unit 18 receives a request to transfer game balls from the game machine 20, the data management unit 17a adds the number of balls instructed by the game management unit 18 to the held balls in the card data 16b to update it.
[0103] In addition, when the data management unit 17a accepts a card return operation, it transmits a ball addition request including the card ID, the inter-machine card processing machine ID, and the remaining balls to the management device 50. Then, after clearing the card data 16b, it transmits a card ejection notification to the management device 50 and ejects the card.
[0104] Next, an example of data stored in the memory unit 16 of the inter-machine card processor 10 shown in Fig. 4 will be described. Fig. 5 is a diagram showing an example of the own device status data 16a and card data 16b shown in Fig. 4.
[0105] The own device status data 16a shown in Figure 5 (a) indicates a state in which the ID of the inter-machine card processing machine 10 is "A101", the gaming machine ID of the connected gaming machine 20 is "B201", and "Ball 1" is set as the game type of the inter-machine card processing machine 10.
[0106] The card data 16b shown in FIG. 5(b) indicates that the ID of the card inserted into the inter-machine card processor 10 is "2015." Here, the first digit of the card ID indicates the type of card, with a card with the first digit "1" being a general card and a card with the first digit "2" being a membership card. The card data 16b also indicates that the PIN number for replaying saved balls is "1234" and the prepaid value is "100" points. Here, the prepaid value points are equivalent to 100 yen per point.
[0107] In addition, card data 16b indicates that, in terms of held balls, the balance of held balls for ball 1 is "990" balls, the balance of held balls for ball 2 is "0" balls, and the balance of held balls for ball 3 is "0" balls, and, in terms of saved balls, the balance of saved balls for ball 1 is "0" balls, the balance of saved balls for ball 2 is "0" balls, and the balance of saved balls for ball 3 is "0" balls.
[0108] <Configuration of the gaming machine 20> Next, the configuration of the gaming machine 20 shown in Fig. 2 will be described. Fig. 6 is a functional block diagram showing the configuration of the gaming machine 20 shown in Fig. 2. As shown in Fig. 6, the gaming machine 20 has a communication control unit 23, a performance control unit 24, a game control unit 25, and a game ball control unit 26. The communication control unit 23 is a control unit for controlling data communication with the inter-machine card processing machine 10. Communication with the inter-machine card processing machine 10 uses encrypted communication using a predetermined encryption method.
[0109] When the gaming machine 20 is started up, the communication control unit 23 reads out the identification information from the control CPU provided in the gaming control unit 25 and / or gaming ball control unit 26, checks whether the identification information is appropriate, and if it is appropriate, establishes communication with the inter-machine card processing machine 10 and goes into standby mode. In the standby mode, if an operation permission is received from the inter-machine card processing machine 10, the performance control unit 24, the gaming control unit 25, and the gaming ball control unit 26 are started up, making the gaming machine ready for play.
[0110] The game control unit 25 is a control unit that controls games played by the gaming machine 20. In practice, a program corresponding to the game control unit 25 is loaded into the CPU and executed to execute a process.
[0111] Specifically, the game control unit 25 controls the launch of game balls onto the game board by detecting handle operation, detects game balls that have entered the winning hole on the game board, obtains random numbers (random numbers from 0 to 65535, with numbers assigned to a jackpot, small jackpot, or miss within a predetermined range) using game balls that have entered the starting hole and draws lots (special and normal symbols), controls movable members (tulips, etc.) installed on the game board, controls the display of a special symbol display device installed on the game board, detects abnormalities that may be fraudulent (the front frame is open, vibration is detected, etc.) and notifies a higher-level device, etc.
[0112] A large number of obstacle pins are set on the game board, and a game ball is shot onto the game board by operating the handle, falls between the obstacle pins, and either enters a prize hole or a starting hole, or is ejected from the game board through an outlet hole without entering a prize. When a game ball enters a starting hole, a lottery is held, and if a jackpot is awarded, a jackpot game is played in which a specific prize hole on the game board is controlled to be open multiple times, and by making it easier for game balls to enter the prize hole, a prize ball is awarded to the player.
[0113] In addition, there is a special jackpot game that gives a player a special bonus game after the jackpot game ends. The special jackpot game includes a probability-varying jackpot and a time-saving jackpot. The probability-varying jackpot and the time-saving jackpot give the probability-varying game and the time-saving game as special bonus games after the jackpot, respectively. The time-saving game is a bonus game that increases the number of lotteries per unit time by shortening the fluctuation time (the time from the start of the lottery process to the display of the result) of the normal pattern lottery (the lottery for opening and closing the movable member described above) and / or the special pattern lottery (the lottery for the jackpot lottery by the winning of the game ball described above), thereby increasing the probability of winning the jackpot per unit time. This bonus game may include a normal pattern probability fluctuation that increases the probability of winning the normal pattern. The time-saving game by the time-saving jackpot ends when the number of lotteries for the special pattern lottery has been performed a predetermined number of times after the jackpot. Probability-changing games will be described later.
[0114] The game control unit 25 has a probability variation function. The probability variation function is a function that performs control to change the random number range of the jackpot used in the next lottery (generally to about 10 times) when the lottery result is a jackpot that falls within a particularly specified random number range. The probability variation game is a game in which a special symbol is drawn using the changed probability. The probability variation game continues until the next jackpot is won. In addition, the probability variation game and the time-saving game may be given at the same time. However, in order to prevent unexpected losses to the gaming facility, if a player acquires a certain number of game media after the probability variation game or the time-saving game starts, a process of stopping the game (discharging the card once and requesting a prize exchange or a machine move) may be performed. In this case, the number of game media after the probability variation game state is entered is counted by the gaming machine 20, and when the count value reaches a predetermined value, the game can be stopped by performing a game stop control such as stopping the release of game balls.
[0115] The performance control unit 24 is a control unit that controls the performance during a game, and has a performance symbol lottery unit 24a and a performance lottery unit 24b. In practice, by loading these programs into a CPU and executing them, the performance symbol lottery unit 24a and the performance lottery unit 24b will execute processes corresponding to them, respectively.
[0116] The effect pattern lottery unit 24a performs lottery (specifically, whether to stop the display at 7, 7, 7, etc.) for effect patterns (patterns to be displayed on an effect pattern display device such as a display device on the game board surface) based on the special pattern lottery in the game control unit 25.
[0117] The effect selection unit 24b selects the type of effect to be performed before the result of the selection based on the effect symbols is displayed (such as a character appearing and a reach effect). Such effects are set so that the effects selected are different from the main selection result.
[0118] The performance control unit 24 stores performance data for each performance. Furthermore, the performance control unit 24 controls the display of the performance pattern display device, and when a performance is executed, the performance data is superimposed on the background pattern data to display the performance. In addition, when the probability fluctuates, background color data different from that in the normal state is set.
[0119] The game ball control unit 26 is a control unit that controls the number of game balls managed by the game machine. In practice, a program corresponding to the game ball control unit 26 is loaded into the CPU and executed to execute the process. The game ball number management unit 26a is a management unit that manages the number of game balls, i.e., the number of game balls managed by the game machine.
[0120] Specifically, the game ball control unit 26 stores the number of game balls managed by the game machine in a game ball number memory, subtracts "1" from the number of game balls managed by the game machine each time a game ball is released, and adds the number of prize balls acquired by winning to the number of game balls managed by the game machine. Also, when the number of balls is notified by the inter-machine card processing machine 10, it adds the notified number of balls to the number of game machine managed balls and transmits a confirmation signal to the inter-machine card processing machine 10 indicating that the number of balls has been added to the number of game machine managed balls. The game ball control unit 26 can also perform cleaning control of the game balls (circulating balls) enclosed in the game machine 20.
[0121] The game ball control unit 26 also periodically transmits the number of game machine balls stored in the game ball number memory to the machine-to-machine card processing machine 10. In this case, the game ball control unit 26 continues updating the number of game machine balls according to the game status without clearing the contents of the game ball number memory to zero, and transmits the number of game machine balls at the time of data acquisition to the machine-to-machine card processing machine 10.
[0122] The gaming machine 20 is also provided with a counting button 22, and a signal indicating that the counting button 22 has been pressed is input to the gaming ball control unit 26. The gaming ball control unit 26 detects the pressing of the counting button 22, and if the detection signal rises and falls within a certain period of time, it transmits a management transfer request to the inter-machine card processing machine 10 together with data on the number of gaming machine managed balls at a fixed number of times (for example, 100 balls per operation). Then, it subtracts (invalidates) the number of balls transferred to the management of the inter-machine card processing machine 10 from the number of gaming machine managed balls. If the pressing of the counting button 22 is detected and a fall is not detected for a predetermined period of time or more after the detection signal rises, it transmits a management transfer request to the inter-machine card processing machine 10 together with data on the number of gaming machine managed balls at a fixed number of times (for example, 200 balls per 5 seconds) each time the detection signal continues to rise for a certain period of time. Then, the number of balls transferred to the management of the inter-machine card processor 10 is subtracted (invalidated) from the number of balls managed by the gaming machine. When subtracting from the number of balls managed by the gaming machine, possible methods include decrementing the value to be subtracted from the value of 1 stored in memory, or updating the value stored in memory with the value after the subtraction and deleting or logically deleting the value before the subtraction to invalidate it, but there are no particular limitations as long as the value after the subtraction is in a state where it can be specified.
[0123] The game control unit 25 and the game ball control unit 26 are each configured on a separate board. The game control board on which the game control unit 25 is configured and the game ball control board on which the game ball control unit 26 is configured each have their own unique ID. The game machine 20 combines the ID of the game control board and the ID of the game ball control board and uses them as the game machine ID.
[0124] <Configuration of management device 50> Next, a description will be given of the configuration of the management device 50 shown in Fig. 2. Fig. 7 is a functional block diagram showing the configuration of the management device 50 shown in Fig. 2. As shown in Fig. 7, the management device 50 is connected to a display unit 51 and an input unit 52, and has an external network communication unit 53, a store network communication unit 54, a storage unit 55, and a control unit 56.
[0125] The display unit 51 is a display device such as a liquid crystal panel or a display device. The input unit 52 is an input device such as a keyboard or a mouse. The external network communication unit 53 is an interface unit for data communication with the settlement server 80, the mobile terminal 90, and an authentication key management center (not shown) via an external network. The store network communication unit 54 is an interface unit for data communication with the island controller 30, the ticket vending machine 40, the prize management device 60, and the settlement machine 70 via a communication line within the gaming facility.
[0126] The storage unit 55 is a storage device such as a hard disk drive or non-volatile memory, and stores card management data 55a, device management data 55b, member management data 55c, upper limit data 55d, and usage amount management data 55e.
[0127] The card management data 55a is data that associates the card ID with the balance of prepaid value and the balance of balls held. The device management data 55b is data related to the devices installed in the gaming facility. The member management data 55c is data that associates the card ID of the member card issued to the member with the member's name, ball information, etc.
[0128] The upper limit data 55d indicates the upper limit for each card ID. The usage amount management data 55e indicates the time series of the cash deposit amount, the cashless deposit amount, the usage amount, and the total usage amount for each card ID.
[0129] The control unit 56 is a control unit that performs overall control of the management device 50, and has a card management unit 56a, a device management unit 56b, a member management unit 56c, a usage upper limit management unit 56d, a cashless deposit control unit 56e, a usage amount management unit 56f, a judgment unit 56g, and a message notification unit 56h. In practice, by loading these programs into a CPU and executing them, the card management unit 56a, the device management unit 56b, the member management unit 56c, the usage upper limit management unit 56d, the cashless deposit control unit 56e, the usage amount management unit 56f, the judgment unit 56g, and the message notification unit 56h are caused to execute processes corresponding thereto.
[0130] The card management unit 56a is a processing unit that manages the card management data 55a. The card management unit 56a communicates with the inter-machine card processing machine 10, the ticket vending machine 40, the prize management device 60, and the settlement machine 70 to update the prepaid value and the balance of the balls associated with the card ID.
[0131] For example, when a ball lending request is received from the inter-machine card processor 10, a predetermined value is subtracted from the prepaid value in the card management data 55a associated with the card ID, and permission to lend balls is notified to the inter-machine card processor 10. When a deposit notification is received from the ticket vending machine 40, the card ID and deposit amount included in the deposit notification are used to add the prepaid value equivalent to the deposit amount to the prepaid value corresponding to the card ID in the card management data 55a. Then, a deposit completion notification is notified to the ticket vending machine 40.
[0132] In addition, when the card management unit 56a receives a card insertion notification from the inter-machine card processing machine 10 or a request for value associated with the card from the prize management device 60, it notifies the player of the value associated with the card and the remaining balance of balls held.
[0133] Furthermore, when the card management unit 56a receives a request for the value associated with the card from the settlement machine 70, it notifies the remaining balance of the value associated with the card.
[0134] The device management unit 56b is a processing unit that manages the device management data 55b. The device management unit 56b generates and updates the device management data 55b based on the inter-machine card processor ID, the installation location, and the gaming machine ID acquired from the inter-machine card processor 10.
[0135] The member management unit 56c is a processing unit that manages the member management data 55c. The member management unit 56c communicates with the inter-machine card processing machine 10 and the prize management device 60 to update the balance of the balls associated with the card ID. In addition, when the member management unit 56c receives a member registration request, it updates the member management data 55c to add the member.
[0136] Here, the stored ball replay process by the member management unit 56c will be explained. When the member management unit 56c receives the stored ball replay request data from the machine-to-machine card processing machine 10, it subtracts the payout unit number of the remaining balls of the payout rate from the stored balls associated with the card ID in the stored ball replay request data, and recalculates the number of possible stored ball replays. Then, it transmits the stored ball replay data including the remaining balance after subtraction and the number of possible stored ball replays to the machine-to-machine card processing machine 10.
[0137] The usage upper limit management unit 56d is a processing unit that manages the usage upper limit data 55d. When the usage upper limit management unit 56d receives the usage upper limit associated with the card ID from the input unit 52, the usage upper limit management unit 56d stores the received data in the usage upper limit data 55d.
[0138] The cashless deposit control unit 56e is a processing unit that performs deposit processing by cashless payment. When the cashless deposit control unit 56e receives deposit request data from the ticket vending machine 40, it adds its own device ID to the received data and transmits it as payment request data to the payment server 80. At this time, it includes the deposit amount included in the received deposit request data as the payment amount in the payment request data, and stores the card ID and user ID included in the deposit request data in association with each other.
[0139] Furthermore, when the cashless deposit control unit 56e receives payment response data from the payment server 80, it adds the prepaid value equivalent to the payment amount included in this payment response data to the prepaid value in the card management data 55a. Then, it transmits the payment amount and the card ID included in the payment response data to the ticket vending machine 40 as deposit response data. At this time, the payment amount included in the payment response data is included in the deposit response data as the deposit amount.
[0140] The usage amount management unit 56f is a processing unit that manages the usage amount management data 55e. When the usage amount management unit 56f receives a deposit notification from the ticket vending machine 40 or the inter-machine card processor 10, it uses the card ID and deposit amount included in the deposit notification and stores them as data on the card ID and cash deposit amount in the usage amount management data 55e. At this time, the total usage amount in the usage amount management data 55e is stored as the same amount as the most recent total usage amount associated with the same card ID.
[0141] Furthermore, when the usage amount management unit 56f receives payment response data from the payment server 80, it uses the user ID and payment amount included in this payment response data to store them as data on the card ID and cashless deposit amount in the usage amount management data 55e. Note that the card ID to be stored in the usage amount management data 55e is specified using the correspondence between the card ID and user ID stored by the cashless deposit control unit 56e.
[0142] In addition, when the card management unit 56a subtracts the prepaid value from the card management data 55a, the usage amount management unit 56f uses the amount equivalent to the subtracted prepaid value and the corresponding card ID to store the card ID and usage amount data in the usage amount management data 55e. At this time, the total usage amount in the usage amount management data 55e is stored as the most recent total usage amount associated with the same card ID plus the usage amount.
[0143] The determination unit 56g is a processing unit that determines whether the total usage amount of the prepaid value has reached the usage upper limit. When the usage amount management unit 56f adds and updates the total usage amount in the usage amount management data 55e, the determination unit 56g identifies the usage upper limit from the usage upper limit data 55d using the card ID corresponding to this total usage amount. Then, if the total usage amount in the usage amount management data 55e has reached this usage upper limit, the determination unit 56g passes a notification instruction including the card ID to the message notification unit 56h.
[0144] The message notification unit 56h is a processing unit that notifies a message when the total usage amount of the prepaid value reaches the usage upper limit. When the message notification unit 56h receives a notification instruction from the determination unit 56g, the message notification unit 56h identifies a mobile terminal ID from the member management data 55c using the card ID included in the notification instruction, and notifies the mobile terminal 90 corresponding to the mobile terminal ID that the total usage amount of the prepaid value has reached the usage upper limit.
[0145] Next, an example of data stored in the storage unit 55 of the management device 50 shown in Fig. 7 will be described. Fig. 8 and Fig. 9 are diagrams showing examples of the card management data 55a, the device management data 55b, the member management data 55c, the usage upper limit data 55d, and the usage amount management data 55e shown in Fig. 7.
[0146] In the card management data 55a shown in Fig. 8(a), the card ID "1001" is associated with a state in which the prepaid value is "0" points, the balance of the balls held for each rate is "0" balls, and the destination ID is "A101". In other words, the card with the card ID "1001" is inserted into the inter-machine card processing machine 10 with the device ID "A101", and the management of the balls held has been transferred to the inter-machine card processing machine 10. Therefore, the balance of the balls held for each rate becomes zero.
[0147] In addition, in the card management data 55a, the card ID "2015" is associated with a state in which the prepaid value is "100" points. In addition, the states in which the balance of balls held for ball 1 is "990", the balance of balls held for ball 2 is "0", and the balance of balls held for ball 3 is "0" are associated with the card management data 55a. However, there is no association with a usage ID. In other words, the card with the card ID "2015" is not inserted into the inter-machine card processing machine 10, and the management of the balls held is being performed by the management device 50.
[0148] The device management data 55b shown in Fig. 8(b) associates the following states with the inter-machine card processor 10 with the ID "A101", the installation location is "island 1-1", the ID of the connected gaming machine 20 is "B201", the gaming machine number is "11", the game type is "ball 1", the model of the gaming machine 20 is "EV01", and the serial number is "a". It also indicates that this gaming machine 20 is in use.
[0149] The device management data 55b also associates the inter-machine card processor 10 with the ID "A201" with the following states: its installation location is "island 2-1", the ID of the connected gaming machine 20 is "B506", the gaming machine number is "21", the game type is "ball 3", the model of the gaming machine 20 is "DX03", and the serial number is "g". It also indicates that this gaming machine 20 is in use.
[0150] The member management data 55c shown in Fig. 8(c) indicates the name, the saved balls, the mobile terminal ID, etc., associated with the card ID "2015." Specifically, the member management data 55c associates the name with "Tokutei Taro," the saved ball balance for ball 1 is "0," the saved ball balance for ball 2 is "0," the saved ball balance for ball 3 is "0," and the mobile terminal ID is "QWER145" with the card ID "2015."
[0151] The upper limit data 55d shown in FIG. 9(a) associates a state in which the upper limit is "10,000" yen with the card ID "2015," and associates a state in which the upper limit is "15,000" yen with the card ID "2045."
[0152] The usage amount management data 55e shown in Figure 9 (b) associates a state in which the cash deposit amount is "0" yen, the cashless deposit amount is "5000" yen, the usage amount is "0" yen, and the total usage amount is "0" yen with the date and time "2023.12.1 10:00" and the card ID "2015", and a state in which the cash deposit amount is "0" yen, the cashless deposit amount is "0" yen, the usage amount is "5000" yen, and the total usage amount is "5000" yen with the date and time "2023.12.1 10:25" and the card ID "2015".
[0153] In addition, the usage amount management data 55e associates the date and time "2023.12.1 10:30" and the card ID "2015" with a state in which the cash deposit amount is "5000" yen, the cashless deposit amount is "0" yen, the usage amount is "0" yen, and the total usage amount is "5000" yen, and associates the date and time "2023.12.1 10:52" and the card ID "2015" with a state in which the cash deposit amount is "0" yen, the cashless deposit amount is "0" yen, the usage amount is "5000" yen, and the total usage amount is "10000" yen.
[0154] <Configuration of ticket vending machine 40> Next, a description will be given of the configuration of the ticket vending machine 40 shown in Fig. 2. Fig. 10 is a functional block diagram showing the configuration of the ticket vending machine 40 shown in Fig. 2. As shown in Fig. 10, the ticket vending machine 40 has a display operation unit 41, a camera 42, a banknote transport unit 43, a reader / writer 44, a communication unit 45, and a control unit 46.
[0155] The display operation unit 41 is an input / output device such as a touch panel display. The camera 42 is an input device for reading a QR code (registered trademark) displayed by the mobile terminal 90. The banknote transport unit 43 is a transport unit that transports the banknote inserted from the banknote insertion slot to a banknote storage unit (not shown) while determining the denomination and authenticity of the banknote.
[0156] The reader / writer 44 is a reading unit that reads a card ID from a card inserted into a card insertion slot. The communication unit 45 is an interface unit for data communication with the management device 50 via a communication line.
[0157] The control unit 46 is a control unit that performs overall control of the ticket vending machine 40, and has a cash deposit processing unit 46a and a cashless deposit processing unit 46b. In practice, these programs are loaded into the CPU and executed, causing the cash deposit processing unit 46a and the cashless deposit processing unit 46b to execute processes corresponding thereto.
[0158] The cash deposit processing unit 46a is a processing unit that associates the amount of cash deposit with the card ID. When a card is inserted into the card insertion slot and a bill is inserted into the bill insertion slot, the cash deposit processing unit 46a notifies the management device 50 of the card ID of the inserted card and the amount of deposit as a deposit notification. Then, when a deposit completion notification is received from the management device 50, the card is returned.
[0159] The cashless deposit processing unit 46b is a processing unit that performs deposit processing by cashless payment. When a card is inserted into the card insertion slot and the user ID and deposit amount read from the QR code (registered trademark) by the camera 42 are accepted, the cashless deposit processing unit 46b transmits the card ID of the inserted card, the user ID, and the deposit amount as deposit request data to the management device 50. Then, when deposit response data is received from the management device 50, the card is returned.
[0160] <Processing procedure for managing usage amounts according to the first embodiment> Next, a description will be given of a processing procedure for managing a usage amount according to the present embodiment 1. Fig. 11 is a flowchart showing a processing procedure for managing a usage amount according to the present embodiment 1.
[0161] As shown in FIG. 11, the management device 50 receives a notification of the insertion of a membership card from the machine-to-machine card processing device 10 (step S101; Yes), and then, when it receives a ball lending request (step S102; Yes), it sets the amount of usage to an amount equivalent to the prepaid value subtracted in response to the ball lending request, and adds this usage amount to the total usage amount (step S103).
[0162] If the total usage amount is equal to or greater than the upper usage limit (step S104; Yes), the mobile terminal 90 is notified that the total usage amount of the prepaid value has reached the upper usage limit (step S105).
[0163] If a card ejection notification has not been received from the inter-machine card processor 10 (step S106; No), the process proceeds to step S102. Also, if a membership card insertion notification has not been received in step S101 (step S101; No), the process proceeds to step S107, and if a ball loan request has not been received in step S102 (step S102; No), the process proceeds to step S106.
[0164] If a card ejection notification is received from the inter-machine card processor 10 (step S106; Yes) and the store closing process has not started (step S107; No), the process proceeds to step S101. If the store closing process has started (step S107; Yes), the process ends.
[0165] As described above, in the gaming system according to the first embodiment, a maximum usage amount is set, and when the amount of gaming usage reaches this maximum usage amount, the gamer is notified that the maximum usage amount has been reached. Therefore, when the prepaid value can be associated with the card by cashless payment and cash payment, usage restrictions can be efficiently imposed. Note that when the amount of gaming usage reaches a predetermined amount (for example, the amount obtained by subtracting the predetermined amount from the maximum usage amount), a notification that the maximum usage amount is approaching may be provided, and multiple predetermined amounts may be provided in stages. When multiple predetermined amounts are provided, it is also possible to vary the content of the notification according to each predetermined amount, for example, by changing the color of the text or mark of the information to be notified, adding text such as "be careful not to overspend," or displaying the remaining amount available up to the maximum usage amount (for example, "remaining amount 10,000 yen / day," "remaining amount 5,000 yen / day").
[0166] In the above embodiment 1, a configuration is described in which, when the amount of gaming usage reaches the upper limit, the player is notified that the upper limit has been reached, but the present invention is not limited to this. When the amount of gaming usage reaches the upper limit, the use of prepaid value can be restricted, for example by disabling the operation of the card processing machine between the machines. In this case, a configuration can be made in which an upper limit can be set for the use of game media such as balls and medals held by member players.
[0167] In the above embodiment 1, a configuration has been described in which, when the amount spent on games reaches the upper limit, a player is notified that the upper limit has been reached, but the present invention is not limited to this. When the amount spent on games reaches the upper limit, a device such as a pre-registered mobile terminal (for example, a smartphone, tablet, wearable device, remote control, etc. carried by an employee) can be inquired as to whether or not the pre-paid value can be used. In this case, whether or not the pre-paid value can be used is controlled by the response operation of the pre-registered mobile terminal, etc.
[0168] In the above embodiment 1, the setting of the upper limit of the amount of use is performed by an employee of the gaming facility on the management device, but the present invention is not limited to this. The setting of the upper limit of the amount of use can also be performed by a provider of the gaming system, a player or a family member or friend of the player, an artificial intelligence system that has learned the player's past gaming history and amount of use history, etc.
[0169] In the above embodiment 1, the configuration in which cashless payment is made at the ticket vending machine has been described, but the present invention is not limited to this. Cashless payment can also be made at a machine-to-machine card processor, or at a device that has the functions of both a ticket vending machine and a fare adjustment machine (a device that combines a ticket vending machine and a fare adjustment machine).
[0170] In the above embodiment 1, a configuration is described in which, when the amount of money spent on a game reaches the upper limit, a notification that the upper limit has been reached is sent to a mobile terminal, but the present invention is not limited to this. When the amount of money spent on a game reaches the upper limit, the fact that the upper limit has been reached can be notified and displayed on in-store equipment devices such as a card processor between machines, a machine lamp, a prize management device, and an employee mobile terminal.
[0171] In the above embodiment 1, a configuration has been described in which, when the amount of gaming usage reaches the upper limit, the player is notified that the upper limit has been reached, but the present invention is not limited to this. It may also be configured to notify the player that the upper limit has been reached when the total amount of deposits reaches the upper limit. When the total amount reaches the upper limit as a result of a deposit, a message to confirm the deposit (for example, "The upper limit will be reached by depositing. Do you want to continue the deposit process?") may be displayed to the player, and the deposit process may be completed only when the player performs an operation to continue the deposit process. When the player performs an operation to not continue the deposit process, the deposit process is canceled.
[0172] [Variations] In the above embodiment 1, a configuration is described in which, when the amount spent on games in a single gaming establishment reaches the upper limit, a player is notified that the upper limit has been reached, but the present invention is not limited to this. It is also possible to configure the system so that, when the amount spent on games in multiple gaming establishments reaches the total upper limit, a player is notified that the total upper limit has been reached.
[0173] In this modified example, a gaming system will be described that notifies a player that a total spending upper limit has been reached when the total spending upper limit has been reached in a plurality of gaming facilities.
[0174] <Overview of the gaming system according to the modified example> The outline of the gaming system according to this modified example will be described. Fig. 12 is an explanatory diagram of the outline of the gaming system according to this modified example. In the gaming system according to this modified example, it is possible to set the upper limit of spending at each store and the total upper limit of spending at multiple stores.
[0175] As shown in Figure 12, in the gaming system of this modified example, if a player spends 10,000 yen at gaming establishment A (S11) and 10,000 yen at gaming establishment B (S12), the upper limit for spending at gaming establishment A is 12,000 yen, and the upper limit for spending at gaming establishment B is 15,000 yen, so the amount spent at each establishment does not reach the upper limit for spending.
[0176] However, the total amount spent at multiple stores is 20,000 yen, which reaches the total spending limit of 20,000 yen. Therefore, the mobile terminal 90 held by the player is notified that the total spending limit has been reached (S13). For example, the mobile terminal 90 that receives this notification displays "Total spending limit reached. Total spending of 20,000 yen. Please refrain from spending."
[0177] In this way, the gaming system of this modified example is configured to notify the player when the total amount spent on gaming at multiple gaming establishments reaches the total spending limit, so that usage restrictions can be efficiently imposed when it is possible to associate prepaid value with a card through cashless payment and cash payment.
[0178] <Configuration of management device 100> Next, the configuration of the management device 100 according to this modified example will be described. Fig. 13 is a functional block diagram showing the configuration of the management device 100 according to this modified example. As shown in Fig. 13, the management device 100 is connected to a display unit 51 and an input unit 52, and has an external network communication unit 53, a store network communication unit 54, a storage unit 110, and a control unit 120. Note that a description of the same functional units as those of the management device 50 shown in Fig. 6 will be omitted.
[0179] The storage unit 110 is a storage device such as a hard disk drive or non-volatile memory, and stores card management data 55a, device management data 55b, member management data 55c, and usage amount data 111. The usage amount data 111 is data indicating the usage amount using each card ID.
[0180] The control unit 120 is a control unit that performs overall control of the management device 100, and has a card management unit 56a, a device management unit 56b, a member management unit 56c, a cashless deposit control unit 56e, and a usage amount management unit 121. In practice, by loading these programs into a CPU and executing them, the card management unit 56a, the device management unit 56b, the member management unit 56c, the cashless deposit control unit 56e, and the usage amount management unit 121 will each execute a corresponding process.
[0181] The usage amount management unit 121 is a processing unit that manages the usage amount data 111 and transmits data related to the deposit amount and usage amount. When the usage amount management unit 121 receives a deposit notification from the ticket vending machine 40 or the inter-machine card processing machine 10, it adds a store ID to this deposit notification and transmits it to the usage amount management device 200 as cash deposit data.
[0182] Furthermore, when the usage amount management unit 121 receives the payment response data from the payment server 80, it identifies the card ID from the user ID included in the payment response data. Then, it adds the card ID and the store ID to the payment response data and transmits it to the usage amount management device 200 as cashless deposit data.
[0183] Furthermore, when the card management unit 56a subtracts the prepaid value from the card management data 55a, the usage amount management unit 121 uses the amount equivalent to the subtracted prepaid value (hereinafter referred to as the "equivalent amount") and the corresponding card ID to store the card ID and usage amount data in the usage amount data 111. Note that if data of this card ID has already been stored in the usage amount data 111, the equivalent amount is added to the usage amount of this data to update it.
[0184] Furthermore, when the usage amount management unit 121 receives a card ejection notification from the inter-machine card processor 10, it extracts the usage amount corresponding to the card ID included in this card ejection notification from the usage amount data 111. Then, it transmits the card ID, usage amount, and store ID as usage amount data to the usage amount management device 200. After that, it clears the data related to this card ID in the usage amount data 111 to zero.
[0185] Next, an example of data stored in the storage unit 110 of the management device 100 shown in Fig. 13 will be described. Fig. 14 is a diagram showing an example of the usage amount data 111 shown in Fig. 13. The usage amount data 111 shown in Fig. 14 indicates a state in which the usage amount for card ID "2015" is "4000" yen, and the usage amount for card ID "2045" is "3000" yen.
[0186] <Configuration of usage amount management device 200> Next, the configuration of the usage amount management device 200 according to this modified example will be described. Fig. 15 is a functional block diagram showing the configuration of the usage amount management device 200 according to this modified example. As shown in Fig. 15, the usage amount management device 200 is connected to a display unit 201 and an input unit 202, and has a communication unit 204, a storage unit 210, and a control unit 220.
[0187] The display unit 201 is a display device such as a liquid crystal panel, a display device, etc. The input unit 202 is an input device such as a keyboard, a mouse, etc. The communication unit 204 is an interface unit for data communication with the management device 100 via an external network.
[0188] The storage unit 210 is a storage device such as a hard disk drive or non-volatile memory, and stores member management data 211 , upper limit management data 212 , and usage amount management data 213 .
[0189] Member management data 211 is data showing the correspondence between member IDs and card IDs and mobile terminal IDs of each gaming establishment. Usage limit management data 212 is data showing the usage limit and total usage limit for each card ID. Usage amount management data 213 is data showing the time series of the cash deposit amount, cashless deposit amount, usage amount, total usage amount for each establishment, and total usage amount for each member ID.
[0190] The control unit 220 is a control unit that performs overall control of the usage amount management device 200, and has a member management unit 221, a usage upper limit management unit 222, a usage amount management unit 223, a judgment unit 224, and a message notification unit 225. In practice, by loading these programs into a CPU and executing them, the processes corresponding to the member management unit 221, the usage upper limit management unit 222, the usage amount management unit 223, the judgment unit 224, and the message notification unit 225 are executed.
[0191] The member management unit 221 is a processing unit that manages the member management data 211. When the member management unit 221 receives one or more sets of data of a store ID, a card ID, and a mobile terminal ID of the same player from the input unit 202, it generates a unique member ID and stores this member ID in the member management data 211 in association with the set of data of the store ID, the card ID, and the mobile terminal ID.
[0192] The usage upper limit management unit 222 is a processing unit that manages the usage upper limit management data 212. When the usage upper limit management unit 222 receives from the input unit 202 one or more sets of data including a member ID and a total usage upper limit, and a store ID and a usage upper limit, the usage upper limit management unit 222 stores the received data in the usage upper limit management data 212.
[0193] The usage amount management unit 223 is a processing unit that manages the usage amount management data 213. When the usage amount management unit 223 receives cash deposit data from the management device 100, it identifies a member ID from the member management data 211 using the store ID and card ID included in the cash deposit data. Then, it stores this member ID in the usage amount management data 213 in association with the store ID and deposit amount included in the cash deposit data.
[0194] Furthermore, when the usage amount management unit 223 receives cashless deposit data from the management device 100, it uses the store ID and card ID included in this cashless deposit data to identify the member ID from the member management data 211. Then, it stores this member ID in the usage amount management data 213 in association with the store ID and deposit amount included in the cashless deposit data.
[0195] Furthermore, when the usage amount management unit 223 receives usage amount data from the management device 100, it uses the store ID and card ID included in this usage amount data to identify the member ID from the member management data 211. Then, it associates this member ID with the store ID and usage amount included in the received usage amount data and stores them in the usage amount management data 213. Furthermore, it extracts the most recent data with the same store ID and card ID, identifies the total usage amount and aggregate usage amount for the store ID included in the received usage amount data, and stores the amount obtained by adding the usage amount included in the received usage amount data to this total usage amount and aggregate usage amount as the newly stored total usage amount and aggregate usage amount in the usage amount management data 213 to update them.
[0196] The determination unit 224 is a processing unit that determines whether the total usage amount or aggregate usage amount for each store has reached the usage upper limit or total usage upper limit. When the usage amount management unit 223 adds and updates the total usage amount in the usage amount management data 213, the determination unit 224 uses the member ID corresponding to this total usage amount to identify the total usage upper limit and the usage upper limit corresponding to the store ID from the usage upper limit management data 212. Then, the determination unit 224 performs the following process.
[0197] If the total usage amount for each store in the usage amount management data 213 has reached the usage upper limit of the corresponding store in the usage upper limit management data 212, a store notification instruction including the member ID is passed to the message notification unit 225. If the total usage amount in the usage amount management data 213 has reached the total usage upper limit in the usage upper limit management data 212, a total notification instruction including the member ID is passed to the message notification unit 225.
[0198] The message notification unit 225 is a processing unit that notifies a message when the total usage amount for each store or the aggregate usage amount reaches the usage upper limit or the aggregate usage upper limit. When the message notification unit 225 receives a store notification instruction from the determination unit 224, it identifies a mobile terminal ID from the member management data 211 using the member ID included in the store notification instruction, and notifies the mobile terminal 90 corresponding to the mobile terminal ID that the total usage amount at a single store has reached the usage upper limit. Also, when the message notification unit 225 receives a total notification instruction from the determination unit 224, it similarly notifies the mobile terminal 90 that the total usage amount at multiple stores has reached the aggregate usage upper limit.
[0199] Next, an example of data stored in the storage unit 210 of the usage amount management device 200 shown in Fig. 14 will be described. Fig. 15 and Fig. 16 are diagrams showing examples of the member management data 211, the usage upper limit management data 212, and the usage amount management data 213 shown in Fig. 14.
[0200] The member management data 211 shown in Figure 15 (a) associates a state in which the card ID is "2015" and the mobile terminal ID is "QWER145" with the member ID "SK1055" and the store ID "ABC123", and associates a state in which the card ID is "2133" and the mobile terminal ID is "QWER145" with the member ID "SK1055" and the store ID "BCD456".
[0201] In addition, the member management data 211 associates the member ID "SK1060" and store ID "ABC123" with a state in which the card ID is "2045" and the mobile terminal ID is "SDFG589", and associates the member ID "SK1060" and store ID "CDE789" with a state in which the card ID is "2367" and the mobile terminal ID is "SDFG589".
[0202] The upper limit management data 212 shown in FIG. 15(b) corresponds to a member ID "SK1055," a total upper limit of "20,000" yen, a store ID of store 1 being "ABC123," a upper limit of "10,000" yen, a store ID of store 2 being "BCD456," and a upper limit of "15,000" yen.
[0203] In addition, the usage limit management data 212 associates the member ID "SK1060" with a total usage limit of "30,000" yen, the store ID of store 1 being "ABC123", the usage limit being "15,000" yen, the store ID of store 2 being "CDE789", and the usage limit being "20,000" yen.
[0204] The usage amount management data 213 shown in Figure 16 associates the date and time "2023.12.1 10:00" with the following states: member ID is "SK1055", store ID is "ABC123", cash deposit amount is "0" yen, cashless deposit amount is "5000" yen, usage amount is "0" yen, store ID of store 1 is "ABC123", total usage amount is "0" yen, store ID of store 2 is "BCD456", total usage amount is "0" yen, and total usage amount is "0" yen.
[0205] In addition, the usage amount management data 213 associates the date and time "2023.12.1 10:25" with the following states: member ID is "SK1055", store ID is "ABC123", cash deposit amount is "0" yen, cashless deposit amount is "0" yen, usage amount is "5000" yen, store ID of store 1 is "ABC123", total usage amount is "5000" yen, store ID of store 2 is "BCD456", total usage amount is "0" yen, and total usage amount is "5000" yen.
[0206] In addition, the usage amount management data 213 associates the date and time "2023.12.1 10:30" with the following states: member ID is "SK1055", store ID is "ABC123", cash deposit amount is "5000" yen, cashless deposit amount is "0" yen, usage amount is "0" yen, store ID of store 1 is "ABC123", total usage amount is "5000" yen, store ID of store 2 is "BCD456", total usage amount is "0" yen, and total usage amount is "5000" yen.
[0207] In addition, the usage amount management data 213 associates the date and time "2023.12.1 10:52" with the following states: member ID is "SK1055", store ID is "ABC123", cash deposit amount is "0" yen, cashless deposit amount is "0" yen, usage amount is "5000" yen, store ID of store 1 is "ABC123", total usage amount is "10000" yen, store ID of store 2 is "BCD456", total usage amount is "0" yen, and total usage amount is "10000" yen.
[0208] In addition, the usage amount management data 213 associates the date and time "2023.12.1 13:00" with the following states: member ID is "SK1055", store ID is "BCD456", cash deposit amount is "0" yen, cashless deposit amount is "5000" yen, usage amount is "0" yen, store ID of store 1 is "ABC123", total usage amount is "10000" yen, store ID of store 2 is "BCD456", total usage amount is "0" yen, and total usage amount is "10000" yen.
[0209] In addition, the usage amount management data 213 associates the date and time "2023.12.1 13:20" with the following states: member ID is "SK1055", store ID is "BCD456", cash deposit amount is "0" yen, cashless deposit amount is "0" yen, usage amount is "5000" yen, store ID of store 1 is "ABC123", total usage amount is "10000" yen, store ID of store 2 is "BCD456", total usage amount is "5000" yen, and total usage amount is "15000" yen.
[0210] In addition, the usage amount management data 213 associates the date and time "2023.12.1 13:25" with the following states: member ID is "SK1055", store ID is "BCD456", cash deposit amount is "5000" yen, cashless deposit amount is "0" yen, usage amount is "0" yen, store ID of store 1 is "ABC123", total usage amount is "10000" yen, store ID of store 2 is "BCD456", total usage amount is "5000" yen, and total usage amount is "15000" yen.
[0211] In addition, the usage amount management data 213 associates the date and time "2023.12.1 13:50" with the following states: member ID is "SK1055", store ID is "BCD456", cash deposit amount is "0" yen, cashless deposit amount is "0" yen, usage amount is "5000" yen, store ID of store 1 is "ABC123", total usage amount is "10000" yen, store ID of store 2 is "BCD456", total usage amount is "10000" yen, and total usage amount is "20000" yen.
[0212] <Example of display on mobile terminal 90 according to modified example> Next, a description will be given of an example of a display on the mobile terminal 90 according to this modification. Fig. 18 is a diagram showing an example of a display on the mobile terminal 90 according to this modification.
[0213] As shown in Fig. 18(a), when the total amount of use for each store reaches the upper limit, a message is displayed to inform the user that the total amount of use for each store has reached the upper limit. For example, a message is displayed saying "Store usage limit reached. Total usage: 10,000 yen. Please plan your usage carefully."
[0214] As shown in FIG. 18(b), when the total amount used at multiple stores reaches the total upper limit, a message is displayed to inform the user that the total amount used has reached the total upper limit. For example, a message such as "Total upper limit has been reached. Total amount used is 20,000 yen. Please refrain from using." In addition to the text, the color of the text or background (yellow for each store, red for multiple stores, etc.), the color of the mark, etc. may be displayed differently depending on whether the total amount used at each store has reached the upper limit or the total amount used at multiple stores has reached the total upper limit.
[0215] <Processing procedure for managing usage amounts related to the modified example> Next, a processing procedure for managing the usage amount according to this modification will be described below. Fig. 19 is a flowchart showing the processing procedure for managing the usage amount according to this modification.
[0216] As shown in FIG. 19, when the usage amount management device 200 receives usage amount data from the management device 100 (step S201; Yes), it adds the usage amount to the total usage amount and the aggregate usage amount for the store ID in the usage amount management data 213 corresponding to the store ID included in the usage amount data (step S202).
[0217] If the total amount of use at the store, including the usage amount, is equal to or greater than the upper limit of use at this store (step S203; Yes), the mobile terminal 90 is notified that the total amount of use at a single store has reached the upper limit of use (step S204).
[0218] If the total amount of usage including the usage amount is equal to or greater than the total usage upper limit (step S205; Yes), the mobile terminal 90 is notified that the total amount of usage at a plurality of stores has reached the total usage upper limit (step S206), and the process ends.
[0219] As described above, in the gaming system of this modified example, when the total amount spent on gaming at multiple gaming establishments reaches the total spending limit, the gaming system is configured to notify the player that the total spending limit has been reached. Therefore, when it is possible to associate a prepaid value with a card through cashless payment and cash payment, usage restrictions can be efficiently imposed.
[0220] In the above modified example, when the total amount spent on games at a plurality of gaming establishments reaches the total upper limit, a configuration is described in which a player is notified that the total upper limit has been reached, but the present invention is not limited to this. It is also possible to configure the system so that when the total amount spent on games at a plurality of gaming establishments reaches the total upper limit, the use of cashless payment is suspended and a notification is sent to the management devices and employee terminals of the plurality of gaming establishments.
[0221] [Embodiment 2] Incidentally, in the above embodiment 1, a configuration was described in which, in a game using prepaid value deposited in cash or by cashless payment, when the amount used in the game reaches the upper limit, the player is notified that the upper limit has been reached. However, the present invention is not limited to this.
[0222] It is also possible to configure the device so that prepaid value deposited by cashless payment can be used to play games, and the remaining balance of prepaid value after playing can be charged to an app on a mobile device.
[0223] In the second embodiment, a gaming system will be described in which a game can be played using prepaid value deposited by cashless payment, and the remaining balance of the prepaid value after the game can be charged to an application on a mobile terminal.
[0224] <Outline of the gaming system according to the second embodiment> An overview of the gaming system according to the second embodiment will be described below. Fig. 20 is an explanatory diagram of the overview of the gaming system according to the second embodiment.
[0225] 20, in the gaming system according to the second embodiment, a player uses a mobile terminal 300 to purchase a card from a ticket vending machine 400 through cashless payment (S21). For example, a prepaid value of 10,000 yen is associated with this card.
[0226] The player uses the card to play a game and then dispenses the card (S22). For example, if 6,000 yen is used in a game, the dispensed card will have a prepaid value of 4,000 yen associated with it.
[0227] The customer inserts the card into the settlement machine 500 and charges the prepaid value balance of 4,000 yen associated with the card to the application of the mobile terminal 300 (S23).
[0228] <Examples of displays on the settlement machine 500 and the mobile terminal 300 according to the second embodiment> A description will be given of an example of the display on the settlement machine 500 and the mobile terminal 300 according to the present embodiment 2. Fig. 21 is a diagram showing an example of the display on the settlement machine 500 and the mobile terminal 300 according to the present embodiment 2.
[0229] As shown in Figure 21, when the card is inserted into the settlement machine 500, the message "Please select the settlement amount" is displayed. When the "Full Amount" button and the "Next" button are pressed in succession, a QR code (registered trademark) is displayed.
[0230] On the mobile terminal 300, pressing the "Charge" button on the balance display screen displays a QR code (registered trademark) reading screen. When the QR code (registered trademark) displayed on the settlement machine 500 is read, the company number is displayed. Note that the displayed information is not limited to the company number, and any information that can identify the charge destination may be used.
[0231] When the "Next" button is pressed on the settlement machine 500, a company number input screen is displayed. Enter the four-digit company number and press the "Start charging" button.
[0232] The mobile terminal 300 displays a message indicating that the charge has been completed. The settlement machine 500 also displays a message indicating that the charge has been completed. For example, the message "Transaction completed. Thank you for your use. Charge amount: 4000 yen. Charge fee: 0 yen. Balance after transaction: 5000 yen" is displayed.
[0233] As described above, in the gaming system according to the second embodiment, a game can be played using prepaid value deposited by cashless payment, and the balance of the prepaid value remaining after playing can be charged to an app on a mobile terminal.
[0234] In the above-mentioned second embodiment, the configuration in which the remaining balance of the prepaid value after playing is charged to the application of the mobile terminal in the settlement machine has been described, but the present invention is not limited to this. The remaining balance of the prepaid value can also be configured to be charged to the application of the mobile terminal in the inter-machine card processing machine, the ticket vending machine, a device having the functions of both the ticket vending machine and the settlement machine (a device in which the ticket vending machine and the settlement machine are integrated), a prize management device (POS), a vending machine for drinks and daily necessities, a machine lamp, etc. When the remaining balance of the prepaid value is charged to the application of the mobile terminal in the inter-machine card processing machine, if the inserted card is a member card, the card is discharged after charging, and if the inserted card is a general card, the card is not discharged after charging but is stored in the inter-machine card processing machine, but if the general card has a gaming medium value (held balls, held medals) as the prepaid value, the card may be discharged after charging.
[0235] In the above-mentioned second embodiment, the configuration was described in which the remaining prepaid value balance after playing is charged to the application of the mobile terminal in the settlement machine, but the present invention is not limited to this. It is also possible to configure the device (e.g., a ticket vending machine for food tickets) in which a refund may occur after a cashless payment for an individual is made so that the remaining deposit balance can be charged to the application of the mobile terminal.
[0236] In the above-mentioned second embodiment, the configuration was described in which the balance of the prepaid value remaining after playing is charged to the application of the mobile terminal in the settlement machine, but the present invention is not limited to this. It can also be configured so that the settlement amount can be specified only when there is a balance that allows for cash settlement. Furthermore, it can also be configured so that when only the remaining amount purchased by cashless payment is remaining, settlement can only be made in full. In this case, the QR code (registered trademark) may not be displayed on the settlement machine display.
[0237] In the above-mentioned second embodiment, the configuration was described in which the remaining balance of the prepaid value after playing is charged to the application of the mobile terminal in the settlement machine, but the present invention is not limited to this. It is also possible to configure so that the application can be charged by reading card information such as the card ID and barcode in a reading unit provided in the mobile terminal, the inter-machine card processing machine, or the prize management device (POS), or by directly inputting the card ID.
[0238] [Embodiment 3] Incidentally, in the above embodiment 1, a configuration was described in which, in a game using prepaid value deposited in cash or by cashless payment, when the amount used in the game reaches the upper limit, the player is notified that the upper limit has been reached. However, the present invention is not limited to this.
[0239] When managing the prepaid value in association with the payment method used when depositing, it is also possible to configure so that when using the prepaid value, the prepaid value of the payment method to be used preferentially can be set.
[0240] In the third embodiment, a gaming system will be described in which, when managing prepaid value in association with the payment method used when depositing, the prepaid value of the payment method to be used preferentially can be set when using the prepaid value.
[0241] <Outline of the gaming system according to the third embodiment> An outline of the gaming system according to the present embodiment 3 will be described below. Figures 22 and 23 are explanatory diagrams showing the outline of the gaming system according to the present embodiment 3.
[0242] As shown in FIG. 22(a), in the gaming system according to the third embodiment, the priority of the payment method when using the prepaid value is set. For example, priority 1 is set as "cash deposit", priority 2 is set as "debit payment deposit", priority 3 is set as "gaming-only Pay deposit", priority 4 is set as "credit card payment deposit", and priority 5 is set as "virtual currency deposit". The settings may be set by the gaming facility using the management device or prize management device, or by employees using an employee-only terminal on the inter-machine card processing machine, or may be configured to be set by players using the prize management device, inter-machine card processing machine, their own mobile terminal, etc.
[0243] As shown in FIG. 22(b), when a cash deposit or a gaming-only Pay deposit using a QR code (registered trademark) is made in the inter-machine card processing machine 600, the balance of the prepaid value is displayed by payment method, and the payment method to be used with priority is displayed. For example, "Cash 7000 yen, QR 3000 yen, Credit card 2000 yen" and "Withdrawal from cash" are displayed. In addition, when the balance of the prepaid value is displayed by payment method and the payment method to be used with priority is displayed, a button that allows the setting of the priority of the payment method when using the prepaid value may be displayed on the screen.
[0244] When the loan button is pressed, the prepaid value is used based on the priority of the payment method. For example, "Paying out 500 yen from remaining cash amount" is displayed. Note that when the loan button is pressed, a confirmation message (for example, "Are you sure you want to pay out from the cash deposit?") may be displayed to confirm with the player whether or not to pay out based on the set priority of the payment method. If the player selects to allow the payout in response to the confirmation message even once, the confirmation message may not be displayed thereafter until the remaining balance based on the payment method is used up, or the confirmation message may be displayed each time the loan button is pressed. In this manner, the display mode of the confirmation message may be switched so that the confirmation message is not displayed until the remaining balance based on the payment method is used up.
[0245] As shown in FIG. 23(a), the priority of the payment methods may not be set in advance, and the payment method to be used may be selected each time the loan button is pressed. Specifically, a "Use" button may be displayed for each payment method, and the corresponding payment method may be selected by pressing this button. The order of display may be a format in which the largest remaining balance is displayed from top to bottom according to the size of the remaining balance, as shown in FIG. 23(a), or a format in which the largest remaining balance is displayed in a preset order regardless of the size of the remaining balance, as shown in FIG. 23(b). Also, a "Display Switch" button may be displayed as shown in FIG. 23(c), allowing the selection of switching the format.
[0246] As described above, in the gaming system of this embodiment 3, when the payment method used at the time of deposit is associated with the prepaid value and managed, when using the prepaid value, it is possible to set the prepaid value of the payment method to be used preferentially.
[0247] In the above embodiment 3, the configuration is described in which the prepaid value of the payment method to be used preferentially is set when using the prepaid value, but the present invention is not limited to this. In the case where the priority of the payment method can be set by both the gaming facility and the player, it is also possible to configure so that which priority is to be adopted can be set.
[0248] In the above embodiment 3, a configuration has been described in which the prepaid value of the payment method to be used preferentially when using the prepaid value is set, but the present invention is not limited to this. The preset priority level is only for general customers, and the members can select the payment method each time they lend balls. It is also possible to configure the system so that among the members, normal members can only use the preset priority level, while good members (so-called VIP members) can select the payment method each time they lend balls.
[0249] In addition, in the above embodiment 3, a configuration has been described in which the prepaid value of the payment method to be used preferentially is set when the prepaid value is used, but the present invention is not limited to this. In a case where the priority can be set using the member app, it is also possible to configure so that balls can be loaned even with a general card based on the priority setting only when the inter-machine card processing machine and the member app are linked (for example, linked by reading a QR code (registered trademark)). Note that the method of linking is not limited to reading a QR code (registered trademark), and it may be configured so that a biometric information acquisition unit provided in the inter-machine card processing machine acquires biometric information (for example, a face image, etc.) of the member registered in the member app, and starts linking when the result of the comparison is a match.
[0250] In the above third embodiment, the configuration is described in which the prepaid value of the payment method to be used preferentially is set when using the prepaid value, but the present invention is not limited to this. It is also possible to configure the device to automatically select the preferred payment method based on the acquired content by acquiring the point setting content or the external server regarding the cashless payment fee and points.
[0251] [Embodiment 4] Incidentally, in the above embodiment 1, a configuration was described in which, in a game using prepaid value deposited in cash or by cashless payment, when the amount used in the game reaches the upper limit, the player is notified that the upper limit has been reached. However, the present invention is not limited to this.
[0252] When a deposit is made at a ticket machine in a game parlor where an inter-machine card processing machine that does not accept cash deposits is installed, the deposit amount can be converted into prepaid value in the inter-machine card processing machine for each specified amount.
[0253] In this embodiment 4, we will describe a gaming system in which, when a deposit is made at a ticket machine in an amusement parlor equipped with an inter-machine card processing machine that does not accept cash deposits, the deposited amount can be converted into prepaid value in the inter-machine card processing machine in specified increments.
[0254] <Outline of the gaming system according to the fourth embodiment> An overview of the gaming system according to the present embodiment 4 will be described below. Fig. 24 is an explanatory diagram of the overview of the gaming system according to the present embodiment 4.
[0255] As shown in FIG. 24, in the gaming system according to the fourth embodiment, by depositing bills into the ticket vending machine 700, a card associated with the deposited amount is dispensed (S31). For example, if 30,000 yen is deposited, a card associated with this 30,000 yen is dispensed. The device for depositing money is not limited to the ticket vending machine, and may be any device that has a function for depositing money, such as a device having the functions of both a ticket vending machine and a fare adjustment machine (a device in which the ticket vending machine and the fare adjustment machine are integrated). Also, the form of deposit is not limited to cash, and the deposit process may be performed by cashless payment using a camera or display unit and a mobile terminal provided in the ticket vending machine.
[0256] The inter-machine card processing machine 800 is set with a usage limit for prepaid value (e.g., 100 points). When a card is inserted into the inter-machine card processing machine 800, the prepaid value associated with the card is displayed within the prepaid value usage limit (S32). For example, 100 points equivalent to 10,000 yen is displayed. In this case, the deposit balance is 20,000 yen. Note that this is also applicable to cases where, in addition to the inter-machine card processing machine 800 having a usage limit for prepaid value (e.g., 100 points), a card has an association limit for prepaid value (e.g., up to 10,000 yen per card).
[0257] When a game is played using the prepaid value and the balance becomes 0 points, the system checks whether or not an additional deposit is required (S33). For example, the system displays "Would you like to make an additional deposit?" and displays an "Additional Deposit" button. The display for checking whether or not an additional deposit is required may be displayed on the mobile terminal or on the machine lamp, and the display for checking whether or not an additional deposit is required may be displayed when the balance becomes 0 points or when a preset number of points is reached or when an additional deposit is possible. Also, when a card is purchased from the ticket vending machine 700, the system may be set in advance to automatically make an additional deposit when the balance becomes 0 points without the need to check whether or not an additional deposit is required.
[0258] When the "Additional Deposit" button is pressed, 10,000 yen is transferred from the deposit balance to the prepaid value, and the prepaid value becomes 100 points (S34). In this case, the deposit balance becomes 10,000 yen. Note that the amount of the additional deposit is not limited to 10,000 yen, and may be selected from a number of amounts (for example, buttons for 10,000 yen, 5,000 yen, and 1,000 yen may be displayed), or the player may specify the amount (for example, a numeric keypad may be displayed on the display operation unit of the inter-machine card processing device 800 and the desired amount may be specified).
[0259] As described above, in the gaming system according to the fourth embodiment, when a deposit is made at a ticket machine in an amusement parlor equipped with an inter-machine card processor that does not accept cash deposits, the deposit amount can be converted to prepaid value in the inter-machine card processor for each predetermined amount. Note that inter-machine card processors that do not accept cash deposits include inter-machine card processors that do not have a bill deposit section (so-called bill barrier-less), inter-machine card processors that have a bill deposit section but the bill slot is physically closed with a cover or the like, and inter-machine card processors that have a bill deposit section but can software-wise prohibit the deposit of bills by changing the internal program or settings.
[0260] In the above embodiments, the present invention is applied to a gaming system related to a smart pachinko that uses gaming balls as gaming media, but the present invention is not limited to this and can be configured to be applied to a gaming system related to a smart pachislot. Also, the present invention can be configured to be applied to a gaming system related to a non-smart gaming machine (CR machine).
[0261] In addition, the configurations illustrated in the above embodiments are merely functional schematics, and are not necessarily physically configured as illustrated. In other words, the form of distribution and integration of each device is not limited to that illustrated, and all or part of the devices can be functionally or physically distributed and integrated in any unit according to various loads, usage conditions, etc. [Industrial Applicability]
[0262] The gaming system, management device, and gaming method according to the present invention are suitable for efficiently imposing usage restrictions when it is possible to associate a prepaid value with a card through cashless payment and cash payment. [Explanation of symbols]
[0263] 10 Card Processing Machines 11 Status display section 12 Banknote transport section 12a Bill insertion slot 13 Display operation section 14 Reader / Writer 14a Card slot 15 Communications Department 16 Memory section 16a Device status data 16b Card Data 17 Control Unit 17a Data Management Department 18 Gaming Management Department 18a Authentication processing section 18b Authentication key management unit 18c Gaming Machine Status Management Department 20 Gaming Machines 21 Handle 22 Count button 23 Communication control section 24 Production Control Unit 24a Design drawing lottery section 24b Production Lottery Section 25 Game control unit 26 Game ball control unit 26a Game Ball Count Management Department 30 Island Controller 40 Ticket Machine 41 Display operation section 42 Camera 43 Banknote transport section 44 Reader / Writer 45 Communications Department 46 Control Unit 46a Cash deposit processing section 46b Cashless deposit processing unit 50 Management device 51 Display section 52 Input section 53 External network communication section 54 Store Network Communication Department 55 Storage section 55a Card Management Data 55b Equipment Management Data 55c Membership Management Data 55d Usage limit data 55e Usage Management Data 56 Control section 56a Card Management Department 56b Equipment management department 56c Membership Management Department 56d Usage limit management department 56e Cashless deposit control unit 56f Usage amount management department 56g Judgment part 56h Message notification section 60 Prize Management Device 70 Payment machine 80 Payment Server 90 Mobile Devices 100 Management device 110 Storage section 111 Usage data 120 Control section 121 Usage amount management department 200 Usage amount management device 201 Display section 202 Input section 204 Communications Department 210 Storage section 211 Membership Management Data 212 Usage limit management data 213 Usage Management Data 220 Control section 221 Membership Management Department 222 Usage limit management department 223 Usage Amount Management Department 224 Judgment section 225 Message notification section 300 Mobile Devices 400 Ticket Machine 500 Payment machine 600 card processing machines 700 Ticket Machine 800 card processing machines
Claims
1. A gaming system comprising: a first device for associating a prepaid value equivalent to a payment amount with identification information of a storage medium by cashless payment; a second device for associating the prepaid value equivalent to the payment amount with identification information of the storage medium by cash payment; and a management device for managing the identification information of the storage medium and the prepaid value in association with each other, The management device includes: an upper limit storage means for storing a predetermined upper limit; a management means for managing a usage amount of the prepaid value associated with the identification information of the storage medium by the cashless payment and / or the cash payment; a total amount calculation means for calculating a total amount of usage fees corresponding to the identification information of the storage medium managed by the management means; a determination means for determining whether or not the total amount calculated by the total amount calculation means exceeds the upper limit of use stored in the upper limit storage means; A gaming system comprising:
2. The management device includes: The gaming system described in claim 1, further comprising a usage limiting means for limiting the usage of the prepaid value associated with the identification information of the storage medium when the determination means determines that the total amount calculated by the total amount calculation means exceeds the usage upper limit stored in the upper limit memory means.
3. The cashless payment is 2. The gaming system according to claim 1, wherein payment is made using a payment application installed on a mobile terminal carried by the player.
4. The management device includes: The gaming system according to claim 3, further comprising a notification means for notifying the mobile terminal that the upper limit of usage has been exceeded when the determination means determines that the total amount calculated by the total amount calculation means exceeds the upper limit of usage stored in the upper limit storage means.
5. The management device includes: a request means for requesting a game continuation permission operation from a preset terminal device when the determination means determines that the total amount calculated by the total amount calculation means exceeds the usage upper limit stored in the upper limit storage means; a usage restriction release means for releasing the usage restriction imposed by the usage restriction means when the game continuation permission operation is received from the terminal device; 3. The gaming system according to claim 2, further comprising:
6. 2. The gaming system according to claim 1, wherein the first device is a ticket vending machine, and the second device is each machine device attached to a gaming machine.
7. A management device that manages identification information of a storage medium and a prepaid value in association with each other, comprising: an upper limit storage means for storing a predetermined upper limit; a management means for managing a usage amount of the prepaid value associated with the identification information of the storage medium by cashless payment and / or cash payment, a total amount calculation means for calculating a total amount of usage fees corresponding to the identification information of the storage medium managed by the management means; a determination means for determining whether or not the total amount calculated by the total amount calculation means exceeds the upper limit of use stored in the upper limit storage means; A management device comprising:
8. A gaming method executed in a gaming system having a first device that associates a prepaid value equivalent to a payment amount with identification information of a storage medium by cashless payment, a second device that associates the prepaid value equivalent to the payment amount with identification information of the storage medium by cash payment, and a management device that associates and manages the identification information of the storage medium and the prepaid value, a storing step of the management device storing a predetermined upper limit amount in an upper limit amount storage unit; a management step in which the management device manages a usage amount of the prepaid value associated with the identification information of the storage medium by the cashless payment and / or the cash payment; a total amount calculation step of the management device calculating a total amount of usage fees corresponding to the identification information of the storage media managed by the management step; a determination step in which the management device determines whether or not the total amount calculated by the total amount calculation step exceeds the upper limit of use stored in the upper limit storage unit; A gaming method comprising:
Citation Information
Patent Citations
System and method for dispensing game medium
JP2006288748A
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