Game system

The gaming system addresses excessive gameplay by distinguishing pre-game and in-game values and notifying players of immersion, effectively reducing addiction through state transition and condition determination features.

JP2025112444AActive Publication Date: 2025-08-01NIPPON GAME CARD

Patent Information

Application Number
JP2024006666
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-19
Publication Date
2025-08-01
Estimated Expiration
2044-01-19

AI Technical Summary

Technical Problem

Existing gaming systems fail to effectively suppress player immersion in games, particularly with cashless payment methods, as they lack sufficient measures to monitor and control gameplay intensity based on player actions during the game.

Method used

A gaming system that includes a gaming device, a mobile terminal, and a management function unit to manage and distinguish between pre-game and in-game valuable values, determining when a player becomes immersed and notifying them to prevent excessive gameplay, with features like state transition and condition determination to set upper limits and notify players of potential addiction.

Benefits of technology

The system effectively suppresses excessive gameplay by distinguishing pre-game and in-game values, allowing players to moderate their gaming experience and reducing the risk of addiction by notifying them when they reach immersion thresholds.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025112444000001_ABST
    Figure 2025112444000001_ABST
Patent Text Reader

Abstract

To provide a game system capable of inhibiting a player from being absorbed in a game more effectively by determining a state that the player is absorbed in the game from an action during the play, and performing notification based on the determination result.SOLUTION: In a game system 1, a valuable value storage unit 40b stores a pre-game corresponding value associated with a portable terminal 40 before the game starting time and an in-game corresponding value associated with the portable terminal 40 at or after the game starting time, distinguishing between them. A condition determination unit 40f determines whether or not a sum total of the in-game corresponding value that is a cumulative portable corresponding value paid from the in-game corresponding value of the sum total of the portable corresponding values paid to a game device 12 by a payment execution unit 40d, reaches a predetermined amount on the day of the game. A notification unit 40g notifies that the sum total of the in-game corresponding value has reached the predetermined amount on the day of the game on the basis of a determination result.SELECTED DRAWING: Figure 2
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Description

Technical Field

[0001] The present invention relates to a gaming system including a gaming device installed in association with a gaming machine capable of playing games using gaming value, a portable terminal owned by a player, and a management function unit capable of communicating with the gaming device and the portable terminal.

Background Art

[0002] Conventionally, in games using "pachinko machines" (hereinafter, "pachinko machines" are referred to as "pachinko machines") that use game balls as game media, and "rotary gaming machines" (hereinafter, "rotary gaming machines" are referred to as "pachislot machines") that use game medals as game media, a gaming device is installed in association with each gaming machine. The gaming device converts the value of cash inserted from an insertion slot into a prepaid valuable value, and manages this valuable value in association with or recorded on a recording medium such as an IC (Integrated Circuit) card issued by a game parlor. A player can enjoy the game by, for example, withdrawing the valuable value associated with the recording medium in exchange for, or in the case where the gaming machine is a so-called "smart gaming machine", using game points, which are intangible electronic data given by the game parlor.

[0003] On the other hand, in games using gaming machines, there is an increasing social concern about problems such as addiction to so-called gambling, where players become overly involved in the game and it affects their daily and social lives. Therefore, in Japan, the "Basic Act on Measures against Gambling and Other Addictions" has been implemented as a measure against gambling and other addictions. Various efforts have been made by related business operators such as game parlors that provide games to support counseling organizations that handle problems of gambling and other addictions, and to conduct enlightenment activities using posters, stickers, and other posters for the prevention of the onset and recurrence of addiction.

[0004] By the way, in recent years in Japan, in addition to payments by credit cards and debit cards, the use of so-called cashless payments that do not use cash, such as payments by prepaid electronic money recorded on IC cards such as Suica (registered trademark), and payments by two-dimensional codes such as barcodes or QR codes (registered trademark) using mobile terminals such as smartphones, has been promoted. Such a policy is considered to spread throughout the entire industrial sector in the future, and it is considered that there is a high possibility that cashless payments will be introduced even in gaming machines and gaming devices that can currently be used for gaming only with prepaid cash-based pre-charging.

[0005] However, for example, when payment by two-dimensional code using a mobile terminal is introduced into a gaming device and cashless payment becomes possible, a player may be able to continue playing by making excessive payments without leaving their seat during the game, so there is a risk that the player will become more immersed in the game. Therefore, in Patent Document 1, a gaming medium lending device (gaming device) has been proposed that enables payment by a wireless communication device such as a mobile phone having a function as electronic money, and makes a payment based on the result of comparing usage amount information, which is information regarding the usage amount of a gaming medium, and usage limit amount information, which is information regarding the usage limit amount of electronic money and is related to the usage limit amount of the gaming medium. This gaming medium lending device acquires the usage amount information and the usage limit amount information from the wireless communication device or the store server, so that even when a player changes the gaming machine used in the same store or plays in different stores, the lending of the gaming medium by the wireless communication device can be appropriately restricted.

Prior Art Documents

Patent Documents

[0006]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0007] However, like the game medium lending device (game device) described in Patent Document 1, for example, it is common to set an upper limit on the deposit amount as the usage limit, for example, an upper limit of 30,000 yen on the amount that can be deposited in a day. From the perspective of preventing immersion in the game, this cannot be said to be a sufficient measure. In particular, since a player is calm before starting the game but becomes excited during the game, it is conceivable that it becomes difficult to make appropriate judgments after once starting the game. Therefore, if there is a game system that can more appropriately determine a state in which a player can be regarded as being immersed in the game by focusing on the actions of the player during the game when the player lacks calmness, it is possible to more effectively suppress immersion in the game.

[0008] Therefore, an object of the present invention is to provide a game system that can more effectively suppress immersion in the game by determining a state in which a player is immersed in the game from the actions during the game and performing notification based on the determination result.

Means for Solving the Problems

[0009] In order to solve the above problems, a gaming system according to the present invention includes a gaming device installed in association with a gaming machine that can play games using gaming value, a mobile terminal owned by a player, and a management function unit capable of communicating with the gaming device and the mobile terminal. The management function unit includes information management means for generating a specified amount of valuable value based on a charge request by the player and managing mobile correspondence information, which is information associating the valuable value with the mobile terminal. The management function unit or the mobile terminal includes valuable value storage means for acquiring and storing from the information management means a mobile correspondence value, which is the valuable value associated with the mobile terminal by the information management means, among the mobile correspondence information. The management function unit or the mobile terminal includes deposit execution means for withdrawing a specified amount of the mobile correspondence value from the valuable value storage means based on a use request by the player and depositing it into the gaming device. The gaming device includes gaming value granting means for directly or indirectly storing the deposited mobile correspondence value and converting a specified amount of the mobile correspondence value into gaming value based on a conversion request by the player and granting it to the gaming machine. The management function unit, the mobile terminal, or the gaming device includes condition determination means for determining whether or not a cumulative amount of the mobile correspondence value deposited into the gaming device by the deposit execution means satisfies a predetermined condition. The management function unit, the mobile terminal, or the gaming device includes notification means for notifying that the predetermined condition has been satisfied based on a determination result in the condition determination means. The valuable value storage means has a value identification storage function of distinguishing and storing a pre-game correspondence value, which is the mobile correspondence value associated with the mobile terminal before the game start time, and a mid-game correspondence value, which is the mobile correspondence value associated with the mobile terminal after the game start time, by regarding the time of depositing the mobile correspondence value based on the first use request on the game day by the deposit execution means as the game start time. The predetermined condition is that a cumulative amount of the mid-game correspondence value, which is the cumulative amount of the mobile correspondence value deposited from the mid-game correspondence value among the cumulative amounts, reaches a predetermined amount on the game day.

[0010] In the above invention, the gaming device is provided with recording medium processing means for receiving a recording medium held by a player and identifying whether the recording medium is a member recording medium issued to a player who has registered as a member at the game parlor. The notification means has a notification enabling function for enabling notification that the predetermined condition has been satisfied when the recording medium is the member recording medium and when the player desires. The condition determination means may have an upper limit amount setting function for setting, based on a setting request by the player when the recording medium is the member recording medium, the upper limit amount that can be used for gaming in a day, which is defined as the predetermined amount, as an index for determining the gaming dependence tendency of the player to become engrossed in the game.

[0011] In the above invention, the mobile terminal includes the valuable value storage means, the payment execution means, and state transition means for transitioning from a pre-game state to an in-game state at the start time of the game. The valuable value storage means distinguishes the pre-game corresponding value and the in-game corresponding value by recognizing, based on the state transition of the mobile terminal, the mobile corresponding value associated with the mobile terminal in the pre-game state as the pre-game corresponding value and the mobile corresponding value associated with the mobile terminal in the in-game state as the in-game corresponding value.

[0012] In the above invention, the state transition means may store the date of the game day and, when detecting that the date has become the day after tomorrow or later, transition the state from the in-game state to the pre-game state.

[0013] In the above invention, when receiving the use request, the payment execution means may debit the pre-game corresponding value preferentially over the in-game corresponding value when both the pre-game corresponding value and the in-game corresponding value are stored in the valuable value storage means.

[0014] In the above invention, when the deposit execution means receives the usage request, if the remaining amount of the pre-game corresponding value is less than the unit amount that can be converted into the game value by the game value granting means, the in-game corresponding value may be preferentially debited over the pre-game corresponding value.

[0015] In the above invention, when the first usage request on the game day is received by the deposit execution means, if there is a remaining amount of the in-game corresponding value, the valuable value storage means may transfer this remaining amount from the in-game corresponding value to the pre-game corresponding value.

[0016] In the above invention, the predetermined condition may be that the total in-game corresponding value cumulative amount obtained by summing the in-game corresponding value cumulative amounts within a predetermined period spanning a plurality of preset days among the cumulative amounts reaches a predetermined amount corresponding to another predetermined period within the predetermined period.

Advantages of the Invention

[0017] According to the game system of the present invention, the valuable value storage means having a value identification storage function stores separately the pre-game corresponding value associated with the mobile terminal before the game start time and the in-game corresponding value associated with the mobile terminal after the game start time. The condition determination means determines whether the in-game corresponding value cumulative amount obtained by accumulating the mobile corresponding value deposited from the in-game corresponding value among the cumulative amounts of the mobile corresponding value deposited into the game device by the deposit execution means reaches a predetermined amount on the game day. Then, based on this determination result, the notification means notifies that the in-game corresponding value cumulative amount has reached the predetermined amount on the game day. Therefore, in the valuable value storage means, it is possible to distinguish and manage the pre-game corresponding value charged by a player who is considered to be in a calm state before the start of the game and the in-game corresponding value charged by a player who is considered to be in an excited state after the start of the game (during the game). When the cumulative amount of the in-game corresponding value reaches a predetermined amount on the game day, this can be notified by the notification means. Therefore, compared with the conventional countermeasures against addiction, it is possible to more effectively suppress the overuse of the portable corresponding value charged when the player is in an excited state. In particular, the pre-game corresponding value charged before the start of the game on the game day (including the day before the game day) is excluded from the target of the addiction determination as a portable corresponding value that can be used systematically, and only the in-game corresponding value is targeted for the addiction determination. Therefore, it is possible to appropriately grasp the state in which the player is assumed to be addicted to the game after the start of the game. By notifying the player of the state in which the player is assumed to be addicted to the game by the notification means, it is possible to give the player an opportunity to notice their addiction to the game.

[0018] According to the game system of the present invention, when the recording medium received by the game device is a member recording medium, the notification by the notification means can be activated only when the player desires it, and the predetermined amount of the predetermined condition in the condition determination means can be set as the upper limit amount that can be used for one day's game as an index for determining the game dependence tendency of the player to be addicted to the game. Therefore, a player who has registered as a member at the game store can set the upper limit amount that can be used for one day's game by themselves, and can enjoy the game moderately within the set upper limit amount. In addition, by introducing the game system of the present invention into the game store, it is possible to suppress excessive addiction of the members of the game store.

[0019] According to the gaming system of the present invention, the mobile terminal includes a valuable value storage means, a payment execution means, and a state transition means that transitions from a pre-game state to an in-game state with the game start time as a boundary. Based on the state transition by this state transition means, the valuable value storage means recognizes the mobile corresponding value associated with the mobile terminal in the pre-game state as the pre-game corresponding value, and recognizes the mobile corresponding value associated with the mobile terminal in the in-game state as the in-game corresponding value and differentiates them. Then, since the mobile terminal in the gaming system of the present invention is provided with a valuable value storage means, a payment execution means, and a state transition means, for example, all of the differentiation between the pre-game corresponding value and the in-game corresponding value using the state transition means by the valuable value storage means, and the process of regarding the time of depositing the mobile corresponding value as the game start time can be performed within the mobile terminal. Therefore, many components in the gaming system of the present invention can be configured as, for example, software applications that can be installed in the mobile terminal. Thus, since it is not necessary to greatly modify the conventional gaming device and management function unit, it becomes a gaming system that is easy to introduce.

[0020] According to the gaming system of the present invention, the state transition means stores the date of the game day, and when it detects that this date has become the next day or later, it transitions from the in-game state to the pre-game state. Then, the state transition means can automatically transition from the in-game state to the pre-game state and return to the original state by detecting the update of the date after once transitioning to the in-game state. Therefore, at the game start time on the day after the next day (when depositing the mobile corresponding value based on the first use request by the payment execution means), since it automatically transitions to the pre-game state and the state has returned to the original state, it becomes possible to transition from the pre-game state to the in-game state again with the game start time as a boundary. Thus, since it is not necessary to manually switch the state transition in the state transition means, it becomes a gaming system that is easy to operate.

[0021] According to the gaming system of the present invention, when the payment execution means receives a usage request, if the gaming pre-corresponding value and the gaming in-corresponding value are stored in the valuable storage means, the gaming pre-corresponding value can be withdrawn preferentially over the gaming in-corresponding value. Therefore, since the gaming in-corresponding value charged by the player during the game is not withdrawn first, even if there is a balance in the gaming pre-corresponding value, the player can safely charge a new portable corresponding value during the game. In addition, since the gaming pre-corresponding value is withdrawn preferentially over the gaming in-corresponding value, it is possible to prevent the cumulative amount of the gaming in-corresponding value from reaching a predetermined amount while the gaming pre-corresponding value charged by a calm player remains. Therefore, it is possible to appropriately apply the determination based on the cumulative amount of the portable corresponding value (cumulative amount of the gaming in-corresponding value) deposited from the gaming in-corresponding value.

[0022] According to the gaming system of the present invention, when the payment execution means receives a usage request, if the balance of the gaming pre-corresponding value is less than the unit amount that can be converted into a gaming value by the gaming value granting means, the gaming in-corresponding value can be withdrawn preferentially over the gaming pre-corresponding value. Therefore, when the balance of the gaming pre-corresponding value is a small amount that cannot be used for the game, it is possible to convert the gaming in-corresponding value into a gaming value, deposit it into the gaming device, and play the game while leaving the gaming pre-corresponding value.

[0023] According to the gaming system of the present invention, when the valuable storage means receives the first usage request on the game day by the payment execution means, if there is a balance in the gaming in-corresponding value, this balance is transferred from the gaming in-corresponding value to the gaming pre-corresponding value. Therefore, for example, even if the game ends with a balance in the gaming in-corresponding value on the game day, when the payment execution means receives the first usage request when the player visits the store on a later day, the balance is automatically transferred from the gaming in-corresponding value to the gaming pre-corresponding value, so that the player can use the balance of the gaming in-corresponding value left at the end of the game before the previous day as the gaming pre-corresponding value.

[0024] According to the gaming system of the present invention, a predetermined condition is that the total cumulative amount of in-game corresponding value during a predetermined period spanning multiple preset days among the cumulative amount of portable corresponding value deposited into the gaming device by the deposit execution means reaches a predetermined amount corresponding to the predetermined period within the predetermined period. Therefore, even if the cumulative amount of in-game corresponding value does not reach the predetermined amount on the gaming day, if the total cumulative amount of in-game corresponding value reaches the predetermined amount corresponding to the predetermined period within the predetermined period spanning multiple days, the notification means notifies that the predetermined condition is satisfied based on the determination result by the condition determination means. Accordingly, by setting an upper limit not only for the cumulative amount of in-game corresponding value obtained by accumulating the deposit amount on the gaming day but also for the total cumulative amount of in-game corresponding value obtained by summing up the cumulative amounts of in-game corresponding value within the predetermined period spanning multiple days, it is possible to suppress the immersion in the game based on the deposit amount from the in-game corresponding value during the predetermined period.

Brief Description of the Drawings

[0025]

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Modes for Carrying Out the Invention

[0026] Hereinafter, a game system according to an embodiment of the present invention will be described based on the accompanying drawings.

[0027] <First Embodiment> FIG. 1 is a schematic configuration diagram of a game system 1 according to the first embodiment of the present invention. The game system 1 includes a game device 12 installed alongside the gaming machine 11, a portable terminal 40 which is a device having an electronic transaction (cashless settlement) function using electronic money such as a smartphone or a tablet terminal owned by a player, and a management function unit 100 capable of communicating with the game device 12 and the portable terminal 40. In each of the game parlors 10, 10´, a plurality of gaming machines 11 and a plurality of game devices 12 associated with each gaming machine 11 are installed. Further, a management device 14 for comprehensively managing each gaming machine 11 and each game device 12 via a HUB 13 and a relay device 15 capable of communicating with each game device 12 via the HUB 13 are provided. Also, a registration machine 16, a settlement machine 17, etc. are installed in each of the game parlors 10, 10´. Outside the game arcades 10 and 10', there are a cashless center 20 that can communicate with the mobile terminals 40 and each relay device 15 in each game arcade 10 and 10', and comprehensively manages the processes related to cashless settlement by the mobile terminals 40, and a prepaid settlement center 30 that can communicate with each management device 14 in each game arcade 10 and 10', and comprehensively manages prepaid valuable values (hereinafter, the "prepaid valuable values" are referred to as "prepaid values") associated with the recording medium 50 by the gaming device 12. The prepaid value recorded on the recording medium 50 can be settled in cash by the payment machine 17.

[0028] The management function unit 100 of the game system 1 functions by the cooperation of the relay device 15 and the cashless center 20. The management function unit 100 manages the information related to the linking registration between the mobile terminal 40 and the recording medium 50 issued from the game arcade 10, and manages the information related to the cashless settlement by the mobile terminal 40. Specifically, the relay device 15 relays the communication between the gaming device 12 and the cashless center 20, and mainly manages the information related to the linking registration between the mobile terminal 40 and the recording medium 50 using the registration machine 16 installed inside the game arcade 10, and performs the processing inside the game arcade 10 related to the cashless settlement by the mobile terminal 40. On the other hand, the cashless center 20 communicates with the mobile terminal 40 and mainly comprehensively manages the information related to the cashless settlement by the mobile terminal 40. By the cooperation of these relay device 15 and cashless center 20, the management function unit 100 functions.

[0029] In the game system 1 of the present embodiment, the management function unit 100 is constituted by a relay device 15 that manages information related to the linked registration between the mobile terminal 40 and the recording medium 50 and processes in the game parlor 10 related to cashless payment by the mobile terminal 40, and a cashless center 20 that comprehensively manages information related to cashless payment by the mobile terminal 40 outside the game parlor 10. However, for example, the management function unit may be aggregated as one device or one configuration, such as a relay device 15 having various functions in the cashless center 20 or a cashless center 20 having various functions in the relay device 15. However, from the viewpoint of the efficiency of each process, it is desirable that the information managed in the game parlor 10 and the information related to cashless payment be configured to be processed and managed separately.

[0030] FIG. 2 is a functional block diagram showing the schematic functions of the gaming machine 11, the gaming device 12, the management device 14, the management function unit 100 (relay device 15, cashless center 20), and the mobile terminal 40. Hereinafter, each of these configurations will be described in detail.

[0031] The gaming machine 11 includes a pachinko machine that uses game balls as game media and a pachislot machine that uses game medals as game media, depending on the type of game media used in the game. In the pachinko machine, the game progresses when game balls are launched onto the game board surface. The game board surface is provided with a plurality of winning areas (winning holes), and when a game ball passes through a winning area, a predetermined number of game balls are given to the player as prize game media. On the other hand, in the pachislot machine, the game progresses by inserting game medals and rotating the spinning reels. The spinning reels stop by operating the stop button or after a lapse of time. At this time, if the symbols on the stopped spinning reels match the winning combination, a predetermined number of game medals are given to the player as prize game media. Note that the game balls and game medals given to the player as prize game media are counted as the number of acquired game media.

[0032] In addition to gaming machines 11 such as pachinko machines and pachislot machines that use physical gaming media such as gaming balls and gaming medals, there is also a so-called "smart gaming machine" that can be used for gaming using predetermined electronic data with no physical entity, i.e., gaming points. For example, in the case of a pachinko machine as a smart gaming machine, by enclosing gaming balls inside the pachinko machine and circulating them, the player can play the game using gaming points, which are electronic data, instead of gaming balls without touching the gaming balls at all. On the other hand, in the case of a pachislot machine, by using gaming points, which are electronic data, as credits instead of gaming medals, the game can proceed without using any gaming medals. Therefore, in a smart gaming machine, the number of consumed gaming media used in the game and the number of acquired gaming media obtained as the game result are not counted by the physical gaming balls or gaming medals lent out by the game parlor 10, but are managed by counting gaming points, which are electronic data, through calculation. In the gaming system 1 of the present embodiment, the case where the gaming machine 11 is a pachinko machine as a smart gaming machine will be described as an example.

[0033] The gaming machine 11 includes a control unit 11a that controls the progress of the game and a gaming device communication unit 11b that communicates with the gaming device 12. A gaming device 12 corresponding to each gaming machine 11 is connected to each gaming machine 11. From the gaming machine 11 to the gaming device 12, various gaming information generated or changed as the game progresses is output, and from the gaming device 12 to the gaming machine 11, granting information for granting gaming points, which are the gaming value that can be used for the game by the gaming machine 11, is output. Note that the control unit 11a is a microcomputer including a CPU (Central Processing Unit) that performs various processes according to a program, a ROM (Read Only Memory) that records electronic data such as a program for operating the CPU, and a RAM (Random Access Memory) that can read and write electronic data.

[0034] The gaming device 12 includes a control unit 12a that comprehensively controls the main functions of the gaming device 12, such as granting game points to the gaming machine 11 and recording various information on the recording medium 50; a gaming machine communication unit 12b that communicates with the gaming machine 11; a relay device communication unit 12c that communicates with the relay device 15; a management device communication unit 12d that communicates with the management device 14; a recording medium processing unit 12e that processes the recording medium 50 issued by the game parlor 10; a game value granting unit 12f that converts a valuable value (prepaid value and the valuable value associated with the portable terminal 40 described later) into game points (game value) and grants it to the gaming machine 11; and a notification unit 12g that notifies that a predetermined condition has been satisfied based on a notification from the notification unit 40g of the portable terminal 40 described later. In general, the gaming device 12 includes a bill insertion slot (not shown) for inserting bills and a currency identification device (not shown) that identifies the authenticity and bill type of the bills inserted from the bill insertion slot. When a bill is inserted from the bill insertion slot, the value of the bill is converted into a prepaid value, and the converted prepaid value is managed in association with the recording medium 50. The prepaid value associated with this recording medium 50 is notified as sales to the prepaid settlement center 30 via the management device 14 and the management device 14, and is managed by the management device 14 and comprehensively managed by the prepaid settlement center 30. Note that the control unit 12a is composed of a microcomputer including a CPU, ROM, RAM, etc., similar to the control unit 11a. Also, between the gaming device 12 and the relay device 15, for example, settlement information regarding the valuable value associated with the portable terminal 40 described later is output to each other.

[0035] The recording medium processing unit 12e corresponds to the "recording medium processing means" and performs processes such as reading information recorded on the recording medium 50 and writing updated information. The recording medium 50 includes a membership recording medium issued to a player whose personal information is specified by registering as a member at the game parlor 10, and a general recording medium issued to a player who has not registered as a member at the game parlor 10 and whose personal information is not specified. The membership recording medium is a recording medium that can be used not only at a specific game parlor 10 but also at a game parlor 10' that is a affiliated store of the game parlor 10. The general recording medium is a recording medium that can be used only for games on the same day at a specific game parlor 10. Also, the recording medium 50 includes, for example, an IC card 51 (FIG. 1) that is inserted into and used by the gaming device 12 connected to a pachinko machine, and an IC coin 52 (FIG. 1) that is inserted into and used by the gaming device 12 connected to a pachislot machine. The recording medium processing unit 12e reads the recording medium identification information (for example, card ID), which is the unique identification information of these recording media 50, and uses this recording medium identification information to associate the prepaid value managed by the management device 14 and the prepaid settlement center 30 with the recording medium 50. Then, in the gaming device 12, for example, when a player wishes to use the prepaid value associated with the recording medium 50, each time, the recording medium identification information read by the recording medium processing unit 12e is used to inquire about the remaining balance of the prepaid value to the management device 14 or the prepaid settlement center 30, so that the charging and use of the prepaid value can be managed. In the above-described example, the prepaid value is configured to be indirectly managed by associating it with the recording medium 50, but the prepaid value may be configured to be electronically directly recorded on and managed by the recording medium 50.

[0036] The game value awarding unit 12f directly or indirectly stores valuable value, and based on a conversion request by the player, converts the valuable value into game value (game points) and awards it to the gaming machine 11. Directly storing valuable value means storing the valuable value as it is in the game device 12 using a recording device such as the RAM provided in the control unit 12a. Indirectly storing valuable value means converting the valuable value into a prepaid value associated with the recording medium 50, and notifying the management device 14 and the prepaid settlement center 30 of this prepaid value as sales, so that the management device 14 or the prepaid settlement center 30 stores (manages) it. Since the prepaid value stored in the management device 14 or the prepaid settlement center 30 can be read by making an inquiry to the management device 14 or the prepaid settlement center 30, such a recording method is referred to as indirect storage. In addition to the prepaid value described above, the valuable value handled in the game system 1 includes valuable value associated with the mobile terminal 40 managed by the management function unit 100 (hereinafter, the "valuable value associated with the mobile terminal 40" is referred to as "mobile terminal corresponding value"). This mobile terminal corresponding value is generated by the management function unit 100 based on a charge request by the player, and as shown in Fig. 3(A), is managed in association with the mobile terminal identification information unique to each player's mobile terminal 40, for example, a mobile terminal ID such as an International Mobile Equipment Identifier. In the game system 1, the mobile terminal corresponding value linked to the mobile terminal identification information (mobile terminal ID) of the mobile terminal 40 is managed as the "cashless balance", and this cashless balance (mobile terminal corresponding value) is a valuable value that can be deposited into the game device 12 by the deposit execution unit 40d of the mobile terminal 40 described later. Note that the "game value awarding unit 12f" corresponds to the "game value awarding means".

[0037] In the gaming system 1, the mobile-compatible value (cashless balance) deposited in the gaming device 12 is indirectly stored by the gaming value granting unit 12f. Indirect storage means that, as described above, for example, the gaming value granting unit 12f converts the mobile-compatible value deposited in the gaming device 12 into a prepaid value via the recording medium processing unit 12e and associates it with the recording medium 50, so that it is stored as a prepaid value in the management device 14 or the prepaid settlement center 30. As a result, although the mobile-compatible value (cashless balance) deposited in the gaming device 12 is converted into a prepaid value, it is indirectly stored by the gaming value granting unit 12f. Then, based on a conversion request by the player, for example, a conversion request due to an operation of a gaming point granting button (not shown) provided on the housing of the gaming device 12, the gaming value granting unit 12f converts a specified amount of the prepaid value converted from the mobile-compatible value and associated with the recording medium 50 (hereinafter, for convenience, the "prepaid value converted from the mobile-compatible value and associated with the recording medium 50" is referred to as the "mobile-compatible prepaid value") into a gaming value (gaming points) and grants it to the gaming machine 11 in exchange for a withdrawal of the mobile-compatible prepaid value. Note that the conversion of the mobile-compatible prepaid value into a gaming value consumes the mobile-compatible prepaid value within the range of the mobile-compatible prepaid value held by the player when the conversion request is received, and a gaming value corresponding to the consumed amount of the mobile-compatible prepaid value is granted to the gaming machine 11. When the gaming value granting unit 12f indirectly stores the mobile-compatible value via the recording medium processing unit 12e, the mobile-compatible prepaid value is treated in the same way as the prepaid value and transmitted to the management device 14 and the prepaid settlement center 30 as the sales of the prepaid company.

[0038] In the gaming system 1, the gaming value awarding unit 12f is configured to indirectly store the mobile-compatible value as a mobile-compatible prepaid value by converting the mobile-compatible value deposited in the gaming device 12 into a prepaid value and associating it with the recording medium 50. However, for example, the gaming value awarding unit 12f may be configured to directly store the mobile-compatible value (directly store it without converting it into a prepaid value or associating it with the recording medium 50) using a recording device such as a RAM provided in the control unit 12a. In this case, for example, the mobile-compatible value deposited in the gaming device 12 is managed by being associated with gaming device identification information (e.g., the manufacturing number or unit number of the gaming device 12), which is unique identification information for each gaming device 12, in each gaming device 12. Also, in this case, since the mobile-compatible value deposited in the gaming device 12 is directly stored by the gaming value awarding unit 12f and has not been converted into a prepaid value, at this point, it is not notified to the management device 14 and the prepaid settlement center 30 as sales. Therefore, when the mobile-compatible value is directly stored in the gaming value awarding unit 12f in the gaming device 12, the notification to the management device 14 and the prepaid settlement center 30 as sales is sent every time the gaming value awarding unit 12f converts the mobile-compatible value into a gaming value (gaming points) and awards it to the gaming machine 11.

[0039] The notification unit 12g receives a notification from the notification unit 40g of the mobile terminal 40 described later, and based on this notification, notifies the player and the staff of the game parlor 10 that the determination result in the condition determination unit 40f of the mobile terminal 40 satisfies a predetermined condition. The notification to the player and the staff of the game parlor 10 is made using various notification functions provided in the gaming device 12. For example, in addition to notification by a notification sound or automatic voice, or notification by lighting a lamp provided on the housing of the gaming device 12, it is also made by notification such as display on a display screen provided on the housing of the gaming device 12. Note that the "notification unit 12g" corresponds to a "notification means".

[0040] The management device 14 includes a control unit 14a that comprehensively manages each gaming machine 11 and each gaming device 12, an information management unit 14b that manages the setting information of each gaming machine 11 and each gaming device 12, and a gaming device communication unit 14c that communicates with the gaming device 12. From the management device 14 to the gaming device 12, setting information for controlling the gaming machine 11 and the gaming device 12 is output. From the gaming device 12 to the management device 14, for example, notification information for notifying a staff member of the game parlor 10 of an error in the gaming machine 11 or the gaming device 12 is output. Note that the control unit 14a also has a prepaid value management function for managing prepaid value together with the prepaid settlement center 30, but its description is omitted. Further, the control unit 14a is composed of a microcomputer including a CPU, a ROM, a RAM, and the like.

[0041] As described above, the management function unit 100 is composed of the relay device 15 and the cashless center 20, and functions by their cooperation. The relay device 15 mainly includes a control unit 15a that manages information related to the association registration between the mobile terminal 40 and the recording medium 50, and processes in the game parlor 10 related to cashless payment by the mobile terminal 40; an information management unit 15b that stores, updates, and manages various information necessary for the control processing in the control unit 15a; a center communication unit 15c that communicates with the cashless center 20; and a game device communication unit 15d that communicates with the game device 12. The relay device 15, for example, manages the association registration information between the recording medium 50 and the mobile terminal 40 that are associated and registered in the registration machine 16 installed in the game parlor 10. In this association registration information, the mobile terminal ID, which is the mobile terminal identification information of the mobile terminal 40, and the recording medium identification information (for example, card ID), which is the unique identification information of the recording medium 50 issued to the player who owns the mobile terminal 40, are associated. By associating and registering the mobile terminal 40 and the recording medium 50 in this way, it becomes possible to connect the mobile terminal 40 and the game device 12 via the relay device 15 and the cashless center 20. Then, to a player who does not understand the processing performed by the relay device 15 and the cashless center 20, it feels as if the mobile terminal 40 and the game device 12 are directly connected. As described above, the method by which the management function unit 100 (the relay device 15 and the cashless center 20) mediates the processing between the mobile terminal 40 and the game device 12 will be described later.

[0042] The cashless center 20 can communicate with each relay device 15 installed in a plurality of gaming stores 10 and with the mobile terminal 40 owned by the player, and can also communicate with each gaming device 12 via each relay device 15. The cashless center 20 mainly includes a control unit 20a that comprehensively manages information related to cashless settlement by the mobile terminal 40, a valuable value generated using the cashless settlement by the mobile terminal 40, information related to this valuable value, and various information necessary for the control processing in the control unit 20a. It also includes an information management unit 20b that stores, updates, and manages them, a relay device communication unit 20c that communicates with each relay device 15 of each gaming store 10, and a mobile terminal communication unit 20d that communicates with the mobile terminal 40. The cashless center 20 is composed of a server equipped with a microcomputer including a CPU, ROM, RAM, etc., and a recording device such as an HDD (Hard Disk Drive) or SSD (Solid State Drive) capable of storing electronic data.

[0043] In the cashless center 20, for example, based on the reception of a charge request transmitted from the mobile terminal 40 by the operation of the player, the control unit 20a uses the cashless settlement by the mobile terminal 40 to generate a valuable value of an amount specified by the player. The generated valuable value is associated by the information management unit 20b with the mobile terminal identification information (mobile terminal ID) for each mobile terminal 40 and is managed as mobile-corresponding information together with other information related to the cashless settlement. FIG. 3(A) is an example of a cashless center management table 60 showing the mobile-corresponding information aggregated in the information management unit 20b. In this cashless center management table 60, the mobile-corresponding value is managed as the cashless balance associated with the mobile terminal identification information (mobile terminal ID) of the mobile terminal 40. In addition, the mobile-corresponding information managed in the cashless center management table 60 includes, in addition to the mobile terminal ID and the mobile-corresponding value (cashless balance), the store ID, which is the unique store identification information for each store of the gaming store 10, the table number, which is the unique gaming device identification information for each gaming device 12, and the transaction date and time, which is the date and time when the balance of the mobile-corresponding value has changed due to a new charge or debit. In the above-described example, the cashless center 20 and the mobile terminal 40 directly communicate with each other, and an example is shown in which a specified amount of valuable value is generated at the cashless center 20 by using the cashless payment by the mobile terminal 40. In addition to such a method of generating valuable value, for example, the payment terminal 17 installed in the game parlor 10 and the mobile terminal 40 perform wireless communication, for example, wireless communication using Bluetooth (registered trademark) or NFC (near field communication). By doing so, it may be configured such that a specified amount of valuable value is generated at the cashless center 20 by using the cash payment at the payment terminal 17. In this case, a charge request is transmitted to the cashless center 20 via the payment terminal 17 and the relay device 15, and based on the reception of this charge request, a valuable value corresponding to the amount of cash payment made at the payment terminal 17 is generated at the cashless center 20. Note that the "control unit 20a and information management unit 20b" in the cashless center 20 corresponds to the "information management means", and functions as the "information management means" by the cooperation of the "control unit 20a and information management unit 20b".

[0044] Note that FIG. 4(A) is an example of the relay device management table 70 in the information management unit 15b of the relay device 15. The relay device 15 holds, in the relay device management table 70, the same information as a part of the mobile-compatible information aggregated in the cashless center management table 60, and together with the cashless center 20, performs processing in the game parlor 10 among the processes related to the cashless payment by the mobile terminal 40. Therefore, in the relay device management table 70, in addition to the mobile terminal ID and the mobile-compatible value (cashless balance), the game device identification information (table number) for each game device 12 and the transaction date and time when the balance of the mobile-compatible value has changed due to a new charge or debit are aggregated.

[0045] Among the mobile-compatible information managed by the information management unit 20b, when the mobile-compatible value (cashless balance) is associated with the mobile terminal 40 in the information management unit 20b, it is acquired by the valuable value storage unit 40b of the mobile terminal 40 described later and stored in the valuable value storage unit 40b. When the mobile-compatible value is stored in the valuable value storage unit 40b of the mobile terminal 40 in this way, the player can make a cashless deposit of the mobile-compatible value from the mobile terminal 40 to the gaming device 12. When the mobile-compatible value is deposited into the gaming device 12 by cashless deposit, based on a conversion request such as an operation of the game point awarding button by the player, the mobile-compatible value (mobile-compatible prepaid value) can be converted into a game value (game points) that can be used in the game by the gaming machine 11. Regarding the method of cashless deposit, it may be performed by wireless communication between the mobile terminal 40 and the gaming device 12, for example, wireless communication using Bluetooth (registered trademark) or NFC (near field communication), or for example, causing the two-dimensional code displayed on the display screen (not shown) provided in the mobile terminal 40 to be read by the reading device (not shown) of the gaming device 12, or causing the two-dimensional code displayed on the display device 12l of the gaming device 12 to be read by the reading device (not shown) of the mobile terminal 40, or for example, causing the processing between the mobile terminal 40 and the gaming device 12 to be mediated by the cashless center 20 and the relay device 15. Note that between the relay device 15 and the cashless center 20, for example, settlement information regarding the mobile-compatible value deposited into the gaming device 12 and the like is output to each other.

[0046] The mobile terminal 40 is a device such as a smartphone or a tablet terminal owned by a player, and has an electronic transaction (cashless payment) function using electronic money. The mobile terminal 40 includes a control unit 40a that comprehensively controls various functions such as the electronic transaction (cashless payment) function provided by the mobile terminal 40 and communication with other devices, a valuable value storage unit 40b that acquires and stores the mobile-compatible value generated by the cashless center 20, a communication unit 40c that communicates with other devices such as a server constituting the cashless center 20, a deposit execution unit 40d that deposits the mobile-compatible value into the gaming device 12, a state transition unit 40e for the valuable value storage unit 40b to distinguish and recognize the mobile-compatible value based on the game start time, a condition determination unit 40f that determines whether the cumulative amount of the mobile-compatible value satisfies a predetermined condition, and a notification unit 40g that notifies that the predetermined condition has been satisfied.

[0047] The mobile terminal 40 communicates with the cashless center 20, and can cause the cashless center 20 (management function unit 100) to generate valuable values of a specified amount through electronic transactions (cashless payments) using electronic money, withdrawals from a registered bank account, etc. Specifically, for example, based on an operation of the mobile terminal 40 by a player, a charge request is transmitted from the mobile terminal 40 to the cashless center 20. This charge request includes, for example, a specified amount (charge specified amount) for charging as a mobile-compatible value specified by the player. The cashless center 20 that has received the charge request transmits confirmation information for confirming the charge specified amount to the mobile terminal 40. Thereafter, on the mobile terminal 40 that has received the confirmation information, the confirmation information is displayed on a display screen (not shown) provided in the mobile terminal 40, and a settlement procedure by cashless payment of the mobile terminal 40 is performed by an operation of the player who has confirmed the charge specified amount. Then, when the settlement procedure by cashless payment is completed, a notification of settlement completion is notified to the cashless center 20, and a valuable value of the amount specified as the charge specified amount is generated by the control unit 20a of the cashless center 20. The generated valuable value is associated with the mobile terminal ID of the mobile terminal 40 by the information management unit 20b and is managed as a mobile-compatible value (cashless balance) in the mobile-compatible information. In addition, the electronic transaction (cashless payment) function in the mobile terminal 40 includes various payments such as so-called carrier payments that are paid in combination with the usage fee of the mobile phone, IC payments that are made by a contactless IC linked to a credit card, and so-called QR code (registered trademark) payments by two-dimensional codes.

[0048] The valuable value storage unit 40b acquires and stores the mobile-compatible value from the information management unit 20b of the cashless center 20. In the information management unit 20b, the mobile-compatible value generated by the control unit 20a is managed as mobile-compatible information (Fig. 3(A)). The valuable value storage unit 40b acquires the mobile-compatible value from the mobile-compatible information managed by the information management unit 20b, and stores the acquired mobile-compatible value in a recording device such as an IC chip provided in the mobile terminal 40. By storing the mobile-compatible value in the mobile terminal 40 in this way, the cashless deposit from the mobile terminal 40 to the gaming device 12 becomes possible by the deposit execution unit 40d described later.

[0049] Also, the valuable value storage unit 40b has a value identification storage function of distinguishing and storing the mobile-compatible value before and after the game start time (during the game) when the player starts the game using the gaming machine 11. Specifically, when the valuable value generated in the control unit 20a of the cashless center 20 is associated with the mobile terminal ID of the mobile terminal 40 by the information management unit 20b, the valuable value storage unit 40b immediately acquires the valuable value (mobile-compatible value) associated with the mobile terminal 40. At this time, the valuable value storage unit 40b distinguishes and stores whether the acquired mobile-compatible value is the mobile-compatible value associated with the mobile terminal 40 before the game start time or the mobile-compatible value associated with the mobile terminal 40 at a time considered to be after the game start time, that is, during the game. Regarding the method by which the valuable value storage unit 40b distinguishes between before and after the game start time, the state transition by the state transition unit 40e of the mobile terminal 40 described later is used. Note that the "valuable value storage unit 40b" corresponds to the "valuable value storage means".

[0050] Based on the usage request by the player, for example, based on the usage request by the player's operation of the mobile terminal 40, the deposit execution unit 40d withdraws the specified amount of mobile-compatible value from the valuable value storage unit 40b and deposits it into the gaming device 12. At this time, the deposit execution unit 40d deposits the mobile-compatible value withdrawn from the valuable value storage unit 40b into the gaming device 12 by means of wireless communication or two-dimensional code reading between the mobile terminal 40 and the gaming device 12, or by having the cashless center 20 and the relay device 15 mediate the process between the mobile terminal 40 and the gaming device 12. The mediation method when the cashless center 20 and the relay device 15 mediate to deposit the mobile-compatible value into the gaming device 12 will be described later. Also, when depositing into the gaming device 12, the deposit execution unit 40d acquires the store ID of the game parlor 10, the stand number of the gaming device 12, etc. When the deposit into the gaming device 12 is completed, the deposit execution unit 40d notifies the state transition unit 40e of a notice (deposit completion notice) indicating that the deposit including information such as the store ID of the game parlor 10 and the stand number of the gaming device 12 has been completed. This deposit completion notice includes, in addition to the store ID of the game parlor 10 and the stand number of the gaming device 12 into which the mobile-compatible value has been deposited, the date and time when the deposit was completed, which is timed using the timing function provided in the mobile terminal 40. Note that the "deposit execution unit 40d" corresponds to the "deposit execution means".

[0051] The state transition unit 40e is mainly used to recognize when the mobile-compatible value acquired by the valuable value storage unit 40b from the information management unit 20b of the cashless center 20 was associated with the mobile terminal 40. The state transition unit 40e transitions the state, for example, based on the presence or absence of an identification flag (in-game flag). Before the game start time, the state transition unit 40e sets the in-game flag to absent. When it is determined that the game by the player has started and it is after the game start time (during the game), the state transition unit 40e sets the in-game flag to present and transitions the state. In other words, before the game start time, the state transition unit 40e is in a pre-game state without an in-game flag, and after the game start time, it is in an in-game state with an in-game flag. In this way, the state transition unit 40e transitions from the pre-game state to the in-game state at the game start time as the boundary.

[0052] Here, when the state transition unit 40e determines whether the game by the player has started, the deposit completion notification from the above-described deposit execution unit 40d is used. When the deposit completion notification is the first notification on the game day, the state transition unit 40e regards that the game by the player has started at the time of deposit by the deposit execution unit 40d, and determines the time of that deposit as the game start time. In other words, the state transition unit 40e regards the time of deposit of the portable corresponding value based on the first use request on the game day by the deposit execution unit 40d as the game start time. Whether the deposit completion notification is the first notification on the game day is determined based on the deposit completion date and time included in the deposit completion notification. For example, in the deposit completion notification, when the deposit completion date and time is updated to a new date and this deposit completion notification is notified for the first time on the new date, the deposit completion notification is determined as the first deposit completion notification on the game day. Note that the "state transition unit 40e" corresponds to the "state transition means".

[0053] The valuable value storage unit 40b distinguishes and recognizes whether the portable corresponding value is associated with the portable terminal 40 in the pre-game state or the portable terminal in the game state based on the state transition in the above-described state transition unit 40e. Specifically, when the valuable value storage unit 40b acquires the portable corresponding value from the information management unit 20b of the cashless center 20, it refers to the presence or absence of the in-game flag of the state transition unit 40e. If the in-game flag is absent, it recognizes that the portable corresponding value acquired at that time is the portable corresponding value (pre-game corresponding value) associated with the portable terminal 40 in the pre-game state. On the other hand, when acquiring the portable corresponding value from the information management unit 20b, if the in-game flag is present, it recognizes that the portable corresponding value acquired at that time is the portable corresponding value (in-game corresponding value) associated with the portable terminal 40 in the game state.

[0054] As described above, the valuable value storage unit 40b stores the pre-game corresponding value, the in-game corresponding value, and the portable corresponding value while distinguishing between them based on the state of the state transition unit 40e when acquiring the portable corresponding value from the information management unit 20b. Note that when the payment execution unit 40d receives a use request from the player, if both the pre-game corresponding value and the in-game corresponding value are stored in the valuable value storage unit 40b, the payment execution unit 40d has a pre-game corresponding value priority debit function of preferentially debiting the pre-game corresponding value over the in-game corresponding value and depositing it into the gaming device 12.

[0055] The condition determination unit 40f determines whether or not the cumulative amount of the portable corresponding value deposited into the gaming device 12 by the payment execution unit 40d satisfies a predetermined condition. Specifically, each time the payment execution unit 40d deposits the portable corresponding value into the gaming device 12, the condition determination unit 40f adds the deposited amount to calculate the cumulative amount of the portable corresponding value deposited into the gaming device 12. Then, it determines whether or not this cumulative amount satisfies a predetermined condition. The predetermined condition determined by the condition determination unit 40f is that the cumulative amount of the portable corresponding value deposited from the in-game corresponding value (the cumulative in-game corresponding value amount) among the cumulative amount of the portable corresponding value deposited into the gaming device 12 by the payment execution unit 40d reaches a predetermined amount on the game day. For the predetermined amount, for example, an arbitrary amount preset in the cashless center 20 by the operation of the staff of the game parlor 10 is used, and this amount is notified from the cashless center 20 and stored by the condition determination unit 40f as the predetermined amount. Also, the storage of the predetermined amount is, for example, stored in a recording device such as an IC chip of the mobile terminal 40.

[0056] In the valuable value storage unit 40b, as described above, the portable corresponding value acquired from the information management unit 20b of the cashless center 20 is stored separately as a pre-game corresponding value and an in-game corresponding value. Therefore, each time a deposit is made into the gaming device 12 by the deposit execution unit 40d, the condition determination unit 40f refers to the valuable value storage unit 40b to distinguish and determine whether the portable corresponding value withdrawn from the valuable value storage unit 40b by the deposit execution unit 40d is a pre-game corresponding value or an in-game corresponding value. Therefore, each time a deposit is made into the gaming device 12 by the deposit execution unit 40d, the respective cumulative amounts can be calculated by adding the withdrawn pre-game corresponding value and in-game corresponding value to each. As described above, in the deposit execution unit 40d, when a usage request from the player is received, if both the pre-game corresponding value and the in-game corresponding value are stored in the valuable value storage unit 40b, the pre-game corresponding value is preferentially withdrawn, and then the in-game corresponding value is withdrawn. Therefore, in the condition determination unit 40f, after all the pre-game corresponding values are withdrawn and deposited into the gaming device 12 and the cumulative amount of the pre-game corresponding values is calculated, the cumulative amount of the in-game corresponding values, which is the cumulative amount of the portable corresponding values deposited from the in-game corresponding values, is calculated. Then, the condition determination unit 40f determines whether or not the cumulative amount of the in-game corresponding values reaches a predetermined amount on the game day and satisfies a predetermined condition. When the cumulative amount of the in-game corresponding values reaches the predetermined amount, it is determined that the predetermined condition is satisfied, and the determination result is notified to the notification unit 40g. Note that the "condition determination unit 40f" corresponds to the "condition determination means".

[0057] When the determination result in the condition determination unit 40f satisfies a predetermined condition, the notification unit 40g notifies the player that the cumulative value of the in-game corresponding value has reached a predetermined amount based on the notification from the condition determination unit 40f. The notification to the player is made using various notification functions provided in the mobile terminal 40. For example, in addition to notification by incoming call sound or automatic voice, or notification by vibration, the notification to the player is made by, for example, pop-up displaying a notification on the screen of the mobile terminal 40 indicating that the predetermined amount has been reached. Further, when the notification unit 40g receives a determination result that satisfies a predetermined condition from the condition determination unit 40f, it notifies the notification unit 12g of the gaming device 12 to that effect as in-game corresponding value upper limit reach information. The notification from the notification unit 40g to the notification unit 12g may be made by wireless communication between the mobile terminal 40 and the gaming device 12, or may be made by having the processing between the mobile terminal 40 and the gaming device 12 mediated by the cashless center 20 and the relay device 15. Note that the "notification unit 40g" corresponds to the "notification means".

[0058] Here, the method of mediating the processing between the mobile terminal 40 and the gaming device 12 by the above-described management function unit 100 (relay device 15 and cashless center 20) will be described in detail. In the management function unit 100, the relay device 15 connected to the registration device 16 installed in the game parlor 10 and the cashless center 20 capable of communicating with the mobile terminal 40 cooperate to mediate the processing between the mobile terminal 40 and the gaming device 12. As a result, the player can be made to feel that the mobile terminal 40 and the gaming device 12 are directly connected. For this purpose, first, the mobile terminal 40 owned by the player who has come to the game parlor 10 and the recording medium 50 issued by the game parlor 10 to the player are associated and registered by the registration device 16. The association registration information, which is the information associating the mobile terminal 40 and the recording medium 50, is managed by the relay device 15. After that, when the gaming device 12 accepts the recording medium 50 that has been associated and registered with the mobile terminal 40, the recording medium identification information (card ID) of the recording medium 50 is read by the recording medium processing unit 12e, and then the recording medium identification information (card ID) is transmitted from the gaming device 12 to the relay device 15. In the relay device 15, the association registration information between the recording medium identification information (card ID) of the recording medium 50 and the mobile terminal identification information (mobile terminal ID) of the mobile terminal 40 is referred to, and based on the recording medium identification information (card ID) received from the gaming device 12, the mobile terminal identification information (mobile terminal ID) associated with the recording medium identification information (card ID) is specified. In this way, if the communication from the gaming device 12 that has accepted the recording medium 50 associated and registered with the mobile terminal 40 has specified the mobile terminal identification information (mobile terminal ID) associated and registered with the recording medium 50, even when the communication from the mobile terminal 40 is mediated by the cashless center 20 and the relay device 15, it becomes possible to identify the gaming device 12 that has caused the player to accept the recording medium 50.

[0059] Thus, even when the gaming device 12 and the mobile terminal 40 cannot directly exchange information through wireless communication, it is possible to make a cashless deposit of the mobile-compatible value (cashless balance) to the gaming device 12 via the management function unit 100 (relay device 15 and cashless center 20) from the mobile terminal 40. In this way, by the cooperation of the relay device 15 and the cashless center 20, even if the mobile terminal 40 and the gaming device 12 are not directly connected, the management function unit 100 (relay device 15 and cashless center 20) can mediate the process so that it appears as if the mobile terminal 40 and the gaming device 12 are directly connected. By using such an intermediation method, for example, even if either or both of the mobile terminal 40 and the gaming device 12 do not support wireless communication, the deposit execution unit 40d can deposit the mobile-compatible value from the valuable value storage unit 40b of the mobile terminal 40 to the gaming device 12 through the mediation of the management function unit 100. In the above-described example, each of the relay device 15 and the cashless center 20 is configured to perform distributed processing. However, for example, the relay device 15 may be made to hold the mobile-compatible information managed by the cashless center 20, and the relay device 15 may be configured to be able to mediate by communicating with the mobile terminal 40. Alternatively, the relay device 15 may be made to hold the association registration information managed by the cashless center 20, and the cashless center 20 may be configured to be able to mediate by communicating with the mobile terminal 40.

[0060] The gaming system 1 is configured as described above. Next, the processing flow in the gaming system 1 will be described.

[0061] FIG. 5 is a sequence diagram showing the processing until it is notified that the cumulative amount of in-game compatible value has reached a predetermined amount and a predetermined condition is satisfied on the gaming day in the gaming system 1. In the following description, the case where the predetermined amount is set to 20,000 yen in advance in the cashless center 20 will be described as an example.

[0062] The cashless center 20 notifies the mobile terminal 40 that the upper limit amount of the value corresponding during the game, which is a preset predetermined amount, is 20,000 yen. In the mobile terminal 40 that has received this notification, it is stored that the predetermined amount of the predetermined condition in the condition determination unit 40f is 20,000 yen, which is the upper limit amount of the value corresponding during the game. Next, based on a charge request by the player, when 10,000 yen worth of mobile - corresponding value is charged in the cashless center 20, the valuable - value storage unit 40b of the mobile terminal 40 acquires and stores this mobile - corresponding value. At this time, since the first - time use request on the game day has not been received yet, the state transition unit 40e of the mobile terminal 40 is in the pre - game state. Therefore, the 10,000 yen worth of mobile - corresponding value acquired by the valuable - value storage unit 40b at this time is stored as the pre - game corresponding value.

[0063] Subsequently, when a use request for using the mobile - corresponding value stored in the valuable - value storage unit 40b is received due to an operation of the mobile terminal 40 by the player, based on this use request, the deposit execution unit 40d withdraws the mobile - corresponding value of the specified amount (for example, 10,000 yen) and deposits it into the game device 12. Then, in the valuable - value storage unit 40b, the balance of the pre - game corresponding value is updated to 0 yen. Also, the deposit execution unit 40d notifies the state transition unit 40e of the deposit completion notice. Since the use request notified by the deposit execution unit 40d at this time is the first - time use request on the game day, the state transition unit 40e that has received the deposit completion notice regards the time of depositing the mobile - corresponding value based on this first - time use request as the game start time, and makes a state transition from the pre - game state to the in - game state with this game start time as the boundary. On the other hand, in the game device 12, the deposited mobile - corresponding value is indirectly stored by the game - value granting unit 12f. Then, based on the conversion request of the player, the game - value granting unit 12f grants the game value (game points) converted from the mobile - corresponding value (mobile - corresponding prepaid value) to the gaming machine 11 in exchange for the withdrawal of the mobile - corresponding value (mobile - corresponding prepaid value).

[0064] Subsequently, based on a recharge request made again by the player, when the cashless center 20 recharges a portable-compatible value of 20,000 yen, the valuable value storage unit 40b acquires and stores this portable-compatible value. At this time, since it is after the first use request on the day of the game is received, the state transition unit 40e has transitioned to the in-game state. Therefore, the 20,000 yen worth of portable-compatible value acquired by the valuable value storage unit 40b is stored as the in-game compatible value.

[0065] Next, when a use request for using the portable-compatible value is received due to an operation of the portable terminal 40 by the player, based on this use request, the deposit execution unit 40d withdraws a specified amount (for example, 10,000 yen) of the portable-compatible value and deposits it into the gaming device 12. Then, in the valuable value storage unit 40b, 10,000 yen worth of the in-game compatible value is withdrawn from the 20,000 yen worth of the in-game compatible value, and the remaining balance of the in-game compatible value is updated to 10,000 yen. Also, at this time, since the portable-compatible value deposited by the deposit execution unit 40d is the portable-compatible value deposited from the in-game compatible value, the condition determination unit 40f calculates that the cumulative amount of the in-game compatible value, which is the cumulative amount of the portable-compatible value deposited from the in-game compatible value, is 10,000 yen. On the other hand, in the gaming device 12, as described above, based on the conversion request of the player, the gaming value awarding unit 12f awards the gaming value (game points) converted from the portable-compatible value (portable-compatible prepaid value) to the gaming machine 11.

[0066] After that, when a re-use request for using the mobile-compatible value is received due to an operation of the mobile terminal 40 by the player, based on this use request, the deposit execution unit 40d withdraws the mobile-compatible value of the specified amount (for example, 10,000 yen) and deposits it into the gaming device 12. Then, in the valuable value storage unit 40b, since 10,000 yen worth of in-game corresponding value is withdrawn from the in-game corresponding value of 10,000 yen, the remaining balance of the in-game corresponding value is updated to 0 yen. Also, at this time, since the mobile-compatible value deposited by the deposit execution unit 40d is the mobile-compatible value deposited from the in-game corresponding value, in the condition determination unit 40f, 10,000 yen is added to the in-game corresponding value cumulative amount, and the in-game corresponding value cumulative amount is calculated to be 20,000 yen.

[0067] Here, the in-game corresponding value cumulative amount reaches 20,000 yen and reaches the upper limit of the in-game corresponding value usage set as a predetermined amount under predetermined conditions on the gaming day. Therefore, the condition determination unit 40f determines that the predetermined conditions are satisfied and notifies the determination result to the notification unit 40g. The notification unit 40g that has received this notification notifies that the predetermined conditions have been satisfied, in other words, that the in-game corresponding value cumulative amount has reached the predetermined amount on the gaming day. Thereby, the player can know that the usage amount of the mobile-compatible value charged during the game (the cumulative amount deposited from the in-game corresponding value into the gaming device 12) has reached the predetermined upper limit. Also, since the notification unit 40g has received a determination result from the condition determination unit 40f that the predetermined conditions are satisfied, it notifies the notification unit 12g of the in-game corresponding value upper limit reached information. Then, the notification unit 12g that has received the in-game corresponding value upper limit reached information also notifies that the in-game corresponding value cumulative amount has reached the predetermined amount on the gaming day. Thereby, employees of the game store 10 other than the player can know that the usage amount of the mobile-compatible value charged during the game (the cumulative amount deposited from the in-game corresponding value into the gaming device 12) has reached the predetermined upper limit.

[0068] In the above-described gaming system 1, the case where a player continues playing at the same gaming parlor 10 and a predetermined condition is satisfied has been described as an example. However, for example, the state transition unit 40e and the condition determination unit 40f recognize and distinguish between the gaming parlor 10 and another gaming parlor 10' which is a franchise store of the gaming parlor 10. After the player starts playing at the gaming parlor 10 (depositing the portable corresponding value into the gaming device 12) and a predetermined condition is satisfied, if the player tries to move to another gaming parlor 10' on the same day of the game to play, there may be an other-store setting function that enables either a "maintenance setting" for maintaining the in-game state in the state transition unit 40e and the cumulative in-game corresponding value in the condition determination unit 40f, or a "reset setting" for returning the state in the state transition unit 40e from the in-game state to the pre-game state and performing a process of resetting the cumulative in-game corresponding value in the condition determination unit 40f.

[0069] For example, by selecting the above-described "maintenance setting" in the state transition unit 40e and the condition determination unit 40f, after starting playing (depositing the portable corresponding value into the gaming device 12) and a predetermined condition is satisfied, even if the player moves to another gaming parlor 10' on the same day of the game, the in-game state is maintained in the state transition unit 40e and the cumulative in-game corresponding value is maintained in the condition determination unit 40f. Therefore, every time the player deposits money into the gaming device 12 at another gaming parlor 10', the notification that the predetermined condition is satisfied continues. As a result, it is possible to prevent a situation where the player can play without worrying about the notification that the predetermined condition is satisfied when moving to another gaming parlor 10'. On the other hand, for example, by selecting the above-described "reset setting" in the state transition unit 40e and the condition determination unit 40f, even after starting playing and a predetermined condition is satisfied, when moving to another gaming parlor 10', it is considered that the player may have returned to a calm state during the movement to the other gaming parlor 10'. Therefore, the state in the state transition unit 40e is returned to the pre-game state and the cumulative in-game corresponding value in the condition determination unit 40f is reset. Then, the player is in a state where the player has not started playing yet (has not deposited the portable corresponding value into the gaming device 12 even once on the day of the game) at the other gaming parlor 10'. Therefore, the player can start playing normally at the other gaming parlor 10'. The method for the state transition unit 40e and the condition determination unit 40f to distinguish and recognize the gaming store 10 from another gaming store 10' is, for example, to identify using the store ID of the gaming store 10 obtained when the payment execution unit 40d makes a payment to the gaming device 12. Note that the other store setting function in the state transition unit 40e and the condition determination unit 40f as described above is for the case where the player moves from the gaming store 10 to another gaming store 10'. Therefore, for example, when moving to other gaming machines (not shown) and gaming devices (not shown) within the same gaming store 10, the state transition unit 40e maintains the gaming state, and the condition determination unit 40f does not reset the cumulative amount of corresponding values during the game either.

[0070] <Second Embodiment> FIG. 6 is a schematic configuration diagram of a gaming system 2 (FIG. 1) which is the second embodiment of the present invention. Note that the gaming system 2 has the same configuration as the gaming system 1 of the first embodiment. Therefore, the same components as those of the gaming system 1 are denoted by the same reference numerals, and mainly, the components different from those of the gaming system 1 will be described, and the description of the same components as those of the gaming system 1 will be omitted.

[0071] In the gaming system 2, instead of the condition determination unit 40f, a cumulative amount notification unit 40h is provided in the mobile terminal 40, and a cumulative amount detection unit 12h is provided in the gaming device 12. Also, instead of the notification unit 12g, a notification unit 12i is provided to notify that the cumulative amount of corresponding values during the game has reached a predetermined amount on the game day based on the notification from the cumulative amount detection unit 12h.

[0072] When a payment is made to the gaming device 12 by the payment execution unit 40d, the cumulative amount notification unit 40h can distinguish and grasp whether the mobile corresponding value withdrawn by the payment execution unit 40d is the corresponding value before the game or the corresponding value during the game in the same way as the condition determination unit 40f, and calculate the respective cumulative amounts. Then, the cumulative amount of the corresponding value during the game, which is the cumulative amount of the mobile corresponding value received from the corresponding value during the game, is calculated each time there is a payment to the gaming device 12 by the payment execution unit 40d, and the calculated cumulative amount of the corresponding value during the game is notified to the cumulative amount detection unit 12h.

[0073] Based on the cumulative value during the game notified by the cumulative amount notification unit 40h, the cumulative amount detection unit 12h determines whether the cumulative value during the game reaches a predetermined amount and satisfies a predetermined condition on the game day. When the cumulative value during the game reaches the predetermined amount, it is determined that the predetermined condition is satisfied, and the determination result is notified to the notification unit 12i. In the game system 2, for the predetermined amount, for example, an arbitrary amount preset in the management device 14 or the relay device 15 by the operation of the staff of the game parlor 10 is used, and the cumulative amount detection unit 12h stores the amount notified from the management device 14 or the relay device 15 as the predetermined amount. Also, the storage of the predetermined amount is performed using a recording device such as the RAM of the control unit 12a of the gaming device 12. In this way, in the game system 2, instead of the condition determination unit 40f, the above-mentioned cumulative amount notification unit 40h and cumulative amount detection unit 12h cooperate to perform the function of the condition determination unit 40f. Therefore, in the game system 2, the "cumulative amount notification unit 40h and cumulative amount detection unit 12h" correspond to the "condition determination means".

[0074] Based on the notification from the cumulative amount detection unit 12h, the notification unit 12i notifies the player and the staff of the game parlor 10 that the determination result by the cumulative amount detection unit 12h satisfies a predetermined condition. The notification method is the same as that of the notification unit 12g. In the game system 2, the "notification unit 12i" corresponds to the "notification means".

[0075] FIG. 7 is a sequence diagram showing the processing until it is notified that the cumulative value during the game reaches a predetermined amount and a predetermined condition is satisfied on the game day in the game system 2. In the following description, a case where the predetermined amount is preset to 20,000 yen in the management device 14 or the relay device 15, which is the upper device of the gaming device 12, will be described as an example.

[0076] The management device 14 or the relay device 15 notifies the gaming device 12 that the upper limit of the value used during the game, which is a preset fixed amount, is 20,000 yen. In the gaming device 12 that has received this notification, it is stored that the fixed amount under the predetermined conditions in the cumulative amount detection unit 12h is 20,000 yen, which is the upper limit of the value used during the game. Next, when, based on a charge request by the player, 10,000 yen worth of mobile-compatible value is charged at the cashless center 20, the valuable value storage unit 40b acquires this mobile-compatible value, and the valuable value storage unit 40b stores 10,000 yen worth of pre-game corresponding value.

[0077] Subsequently, when a use request for using the mobile-compatible value stored in the valuable value storage unit 40b is received due to an operation of the mobile terminal 40 by the player, based on this use request, the withdrawal execution unit 40d withdraws the mobile-compatible value of the specified amount (for example, 10,000 yen) and deposits it into the gaming device 12. Then, in the valuable value storage unit 40b, the balance of the pre-game corresponding value is updated to 0 yen. Also, the withdrawal execution unit 40d notifies the state transition unit 40e of the deposit completion notification. At this time, since there has been a deposit into the gaming device 12 by the withdrawal execution unit 40d, the cumulative amount notification unit 40h calculates the cumulative amount of the value used during the game and notifies the calculated cumulative amount of the value used during the game to the cumulative amount detection unit 12h. At this point, since the cumulative amount of the value used during the game is 0 yen, this fact is notified to the cumulative amount detection unit 12h.

[0078] On the other hand, since the use request notified from the withdrawal execution unit 40d at this time is the first use request on the day of the game, the state transition unit 40e that has received the deposit completion notification regards the time of deposit of the mobile-compatible value based on the first use request as the game start time, and makes a state transition from the pre-game state to the in-game state with this game start time as the boundary. On the other hand, in the gaming device 12, the deposited mobile-compatible value is indirectly stored by the game value granting unit 12f, and then, based on the conversion request of the player, the game value granting unit 12f grants the gaming machine 11 the game value (game points) converted from the mobile-compatible value (mobile-compatible prepaid value) in exchange for the deduction of the mobile-compatible value.

[0079] Subsequently, when the non-cash center 20 charges 20,000 yen worth of mobile-compatible value based on the player's request for recharging, the valuable value storage unit 40b acquires and stores this mobile-compatible value. At this time, since the first usage request on the gaming day has been received, the state transition unit 40e has transitioned to the gaming state. Therefore, the 20,000 yen worth of mobile-compatible value acquired by the valuable value storage unit 40b is stored as the in-game corresponding value.

[0080] Next, when a usage request for using the mobile-compatible value is received based on the operation of the mobile terminal 40 by the player, the deposit execution unit 40d deducts the specified amount (for example, 10,000 yen) of the mobile-compatible value and deposits it into the gaming device 12 based on this usage request. Then, in the valuable value storage unit 40b, 10,000 yen worth of the in-game corresponding value is deducted from the 20,000 yen worth of the in-game corresponding value, and the remaining balance of the in-game corresponding value is updated to 10,000 yen. Also, at this time, since the mobile-compatible value deposited by the deposit execution unit 40d is the mobile-compatible value deposited from the in-game corresponding value, the cumulative amount notification unit 40h updates the cumulative amount of the in-game corresponding value, which is the cumulative amount of the mobile-compatible value deposited from the in-game corresponding value, to 10,000 yen, and notifies the cumulative amount detection unit 12h to that effect. On the other hand, in the gaming device 12, as described above, based on the conversion request of the player, the game value granting unit 12f grants the gaming machine 11 the game value (game points) converted from the mobile-compatible value (mobile-compatible prepaid value).

[0081] After that, when a re-use request for using the mobile-compatible value is received due to an operation of the mobile terminal 40 by the player, based on this use request, the deposit execution unit 40d withdraws the mobile-compatible value of the specified amount (for example, 10,000 yen) and deposits it into the gaming device 12. Then, in the valuable value storage unit 40b, since 10,000 yen worth of in-game corresponding value is withdrawn from the in-game corresponding value of 10,000 yen, the remaining amount of the in-game corresponding value is updated to 0 yen. Also, at this time, since the mobile-compatible value deposited by the deposit execution unit 40d is the mobile-compatible value deposited from the in-game corresponding value, the cumulative amount notification unit 40h adds 10,000 yen to the cumulative amount of the in-game corresponding value, updates the cumulative amount of the in-game corresponding value to 20,000 yen, and notifies the cumulative amount detection unit 12h to that effect.

[0082] Here, the cumulative amount detection unit 12h that has received the cumulative amount of the in-game corresponding value from the cumulative amount notification unit 40h determines that the cumulative amount of the in-game corresponding value has reached 20,000 yen and has reached the upper limit of the in-game corresponding value usage set as a predetermined amount under predetermined conditions, so it determines that the predetermined conditions have been satisfied and notifies the notification unit 12i of the determination result. In the notification unit 12i that has received the notification, it notifies that the predetermined conditions have been satisfied, in other words, that the cumulative amount of the in-game corresponding value has reached the predetermined amount on the game day. Thereby, the player and the staff of the game parlor 10 etc. can know that the usage amount of the mobile-compatible value charged during the game (the cumulative amount deposited from the in-game corresponding value into the gaming device 12) has reached the predetermined upper limit.

[0083] Subsequently, the configuration common to the game system 1 of the first embodiment and the game system 2 of the second embodiment will be described in more detail.

[0084] FIG. 8 is a sequence diagram showing an example of the deposit process to the gaming device 12 by the deposit execution unit 40d. As described above, when the deposit execution unit 40d receives a use request from a player, if both the pre-game corresponding value and the in-game corresponding value are stored in the valuable value storage unit 40b, the deposit execution unit 40d has a pre-game corresponding value priority debit function of preferentially debiting the pre-game corresponding value over the in-game corresponding value and depositing it into the gaming device 12. For example, as shown in FIG. 8, when 10,000 yen worth of mobile device corresponding value is charged at the cashless center 20 based on a charge request from the player, the valuable value storage unit 40b of the mobile terminal 40 acquires and stores this mobile device corresponding value. At this time, since the first use request on the game day has not been received yet, 10,000 yen worth of pre-game corresponding value is stored.

[0085] Thereafter, when a use request for using the mobile device corresponding value stored in the valuable value storage unit 40b is received due to an operation of the mobile terminal 40 by the player, based on this use request, the deposit execution unit 40d debits the mobile device corresponding value of the specified amount (for example, 5,000 yen) and deposits it into the gaming device 12. Here, since the mobile device corresponding value stored in the valuable value storage unit 40b is only the pre-game corresponding value, 5,000 yen worth of pre-game corresponding value is debited from the 10,000 yen worth of pre-game corresponding value and deposited into the gaming device 12. Then, in the valuable value storage unit 40b, the remaining amount of the pre-game corresponding value is updated to 5,000 yen. Also, the deposit execution unit 40d notifies the state transition unit 40e of the deposit completion notification, and the state transition unit 40e that has received this notification transitions from the pre-game state to the in-game state.

[0086] Thereafter, for example, before the player deposits the remaining charged pre-game corresponding value (5,000 yen) into the gaming device 12, if 20,000 yen worth of mobile device corresponding value is additionally charged at the cashless center 20 due to a recharge request again, this mobile device corresponding value is acquired and stored by the valuable value storage unit 40b. At this time, since the state transition unit 40e has transitioned to the in-game state, the 20,000 yen worth of mobile device corresponding value acquired by the valuable value storage unit 40b is stored as the in-game corresponding value.

[0087] Subsequently, when a usage request for using the mobile-compatible value is received due to an operation of the mobile terminal 40 by the player, based on this usage request, the deposit execution unit 40d withdraws the mobile-compatible value of the specified amount (for example, 5,000 yen) and deposits it into the gaming device 12. At this time, since the valuable value storage unit 40b stores the pre-game corresponding value of 5,000 yen and the in-game corresponding value of 20,000 yen, the deposit execution unit 40d preferentially withdraws from the pre-game corresponding value of 5,000 yen rather than the in-game corresponding value of 20,000 yen and deposits it into the gaming device 12. Then, in the valuable value storage unit 40b, the pre-game corresponding value of 5,000 yen is withdrawn, and the remaining amount of the pre-game corresponding value is updated to 0 yen. In this way, when the deposit execution unit 40d receives a usage request from the player, if both the pre-game corresponding value and the in-game corresponding value are stored in the valuable value storage unit 40b, the pre-game corresponding value is preferentially withdrawn rather than the in-game corresponding value and deposited into the gaming device 12. Thus, if it is the deposit execution unit 40d having the pre-game corresponding value preferential withdrawal function, the in-game corresponding value charged by the player during the game will not be withdrawn first. Therefore, even if there is a remaining amount in the pre-game corresponding value, the player can safely charge a new mobile-compatible value during the game. Also, since the pre-game corresponding value is preferentially withdrawn rather than the in-game corresponding value, it is possible to prevent the cumulative amount of the in-game corresponding value from reaching a predetermined amount while the pre-game corresponding value charged by a calm player remains. Therefore, it is possible to appropriately apply the determination based on the cumulative amount of the mobile-compatible value deposited from the in-game corresponding value (cumulative in-game corresponding value).

[0088] FIG. 9 is a sequence diagram showing an example of the process by the deposit execution unit 40d having the unit amount determination function. When the deposit execution unit 40d receives a usage request from a player, for example, when both the pre-game corresponding value and the in-game corresponding value are stored in the valuable value storage unit 40b, and the remaining amount of the pre-game corresponding value is less than the unit amount that can be converted into a game value by the game value awarding unit 12f, the in-game corresponding value can be withdrawn preferentially over the pre-game corresponding value. In the deposit execution unit 40d having a unit amount determination function, for the portable corresponding value that can be converted into a game value (game points) by the game value awarding unit 12f, the minimum exchange unit amount, which is the minimum unit amount that can be converted into a game value (game points), is stored using a recording device such as an IC chip provided in the portable terminal 40. Note that the minimum exchange unit amount may be set in advance in the deposit execution unit 40d of the portable terminal 40, or may be set in advance by a staff member of the game parlor 10 in any of the game device 12, the management device 14, the relay device 15, or the cashless center 20, and when any of these communicates with the portable terminal 40, the deposit execution unit 40d may acquire and store it. Also, the amount of the minimum exchange unit amount is arbitrary. For example, as a general amount, it is 500 yen for a pachinko machine and 1,000 yen for a pachislot machine. In the game system 1 and the game system 2, the minimum exchange unit amount is set to 500 yen.

[0089] For example, as shown in FIG. 9, assume that a player starts a game at another game parlor 10', causes the state transition unit 40e to transition to the in-game state, and then uses the pre-game corresponding value at the other game parlor 10', and then moves from the other game parlor 10' and visits the game parlor 10. At this time, when 20,000 yen worth of portable corresponding value is charged at the cashless center 20 due to a charge request with 50 yen worth of pre-game corresponding value recorded in the valuable value storage unit 40b of the portable terminal 40, in addition to the 50 yen worth of pre-game corresponding value, 20,000 yen worth of in-game corresponding value is stored in the valuable value storage unit 40b. After a use request is received from a player, when the balance of the pre-game corresponding value is compared with the minimum exchange unit amount by the deposit execution unit 40d, if the balance of the pre-game corresponding value is less than the minimum exchange unit amount, the amount specified by the use request is deducted not from the pre-game corresponding value but from the in-game corresponding value. For example, in the gaming system 1 and the gaming system 2, since the minimum exchange unit amount is set to 500 yen, as shown in FIG. 9, assuming that a use request (designated amount is 5,000 yen) is received, the deposit execution unit 40d compares the balance of the pre-game corresponding value (50 yen) with the minimum exchange unit amount of 500 yen. And in this case, since the balance of the pre-game corresponding value (50 yen) is less than the minimum exchange unit amount of 500 yen, the deposit execution unit 40d preferentially deducts the 5,000 yen of the portable corresponding value specified by the use request not from the pre-game corresponding value but from the in-game corresponding value and deposits it into the gaming device 12. Then, in the valuable value storage unit 40b, the balance of the in-game corresponding value is updated to 15,000 yen, and the pre-game corresponding value remains 50 yen. As described above, the unit amount determination function of the deposit execution unit 40d functions. Thus, in the case of the deposit execution unit 40d having the unit amount determination function, when the balance of the pre-game corresponding value is an amount that cannot be used for the game, it is possible to leave the pre-game corresponding value and convert the in-game corresponding value into a game value, deposit it into the gaming device 12, and play the game.

[0090] FIG. 10 is a sequence diagram showing an example of the process by the valuable value storage unit 40b having the portable corresponding value transfer function. When the valuable value storage unit 40b receives the first use request on the game day by the deposit execution unit 40d, if there is a balance in the in-game corresponding value, this balance is transferred from the in-game corresponding value to the pre-game corresponding value. In the gaming system 1 and the gaming system 2, when the payment execution unit 40d receives a usage request from a player, it notifies the valuable value storage unit 40b in advance that it has received the usage request (usage request reception notice). Then, when the usage request reception notice received from the payment execution unit 40d is the first usage request reception notice on the gaming day, if there is a balance carried over from before the previous day that the player has not used for the in-game corresponding value, this balance is transferred from the in-game corresponding value to the pre-game corresponding value. The usage request reception notice notified from the payment execution unit 40d includes the usage request reception date and time, which is the date and time when the usage request was received using the timekeeping function provided by the mobile terminal 40, similar to the payment completion notice to the state transition unit 40e. The valuable value storage unit 40b determines whether the notified usage request reception notice is the first notice on the gaming day based on the usage request reception date and time. Then, when the usage request reception notice received from the payment execution unit 40d is the first usage request reception notice on the gaming day, the balance of the in-game corresponding value is transferred from the in-game corresponding value to the pre-game corresponding value. Note that the valuable value storage unit 40b notifies the payment execution unit 40d that the transfer process from the in-game corresponding value to the pre-game corresponding value has been completed. On the other hand, the payment execution unit 40d waits for the notice of the completion of the transfer process from the valuable value storage unit 40b, and once this notice arrives, it executes the payment process to the gaming device 12 as usual. This can prevent the payment process by the payment execution unit 40d from being performed before the transfer of the portable corresponding value is completed by the valuable value storage unit 40b.

[0091] For example, as shown in FIG. 10, when the state transition unit 40e is in the gaming state, if a portable-compatible value of 20,000 yen is charged at the cashless center 20 based on a charge request by the player, this portable-compatible value is stored as a gaming-compatible value of 20,000 yen by the valuable value storage unit 40b. Thereafter, when the deposit execution unit 40d receives a use request from the player, the deposit execution unit 40d notifies the valuable value storage unit 40b of a use request reception notice (not shown). Since the use request reception notice notified at this time is not based on the first use request on the gaming day because the game has already started, in the valuable value storage unit 40b, as usual, 10,000 yen of the gaming-compatible value deposited in the gaming device 12 by the deposit execution unit 40d is deducted, and the balance of the gaming-compatible value is updated to 10,000 yen. In this state, assume that on this day the player ended the game while leaving the balance of the gaming-compatible value as it is.

[0092] Then, when the date is updated and the player returns to the gaming parlor 10 after the next day, the remaining balance of the in-game corresponding value of 10,000 yen remains in the valuable value storage unit 40b. Here, when a use request from the player is received by the deposit execution unit 40d, the deposit execution unit 40d notifies the valuable value storage unit 40b of a use request reception notice (not shown in the figure). The use request reception notice notified at this time is based on the first use request of the day. Then, since there is a remaining balance of the in-game corresponding value (10,000 yen) carried over from before the previous day in the valuable value storage unit 40b, this remaining balance is transferred from the in-game corresponding value to the pre-game corresponding value, and the remaining balance of the pre-game corresponding value is updated to 10,000 yen. After that, the valuable value storage unit 40b notifies the deposit execution unit 40d of the completion of the transfer process of the portable corresponding value from the in-game corresponding value to the pre-game corresponding value, and the deposit process to the gaming device 12 is executed by the deposit execution unit 40d that has received this notice. At this time, for example, if the amount specified in the use request received by the deposit execution unit 40d is 5,000 yen, the deposit execution unit 40d withdraws 5,000 yen of the pre-game corresponding value from the 10,000 yen of the pre-game corresponding value and deposits it into the gaming device 12. After that, in the valuable value storage unit 40b, the remaining balance of the pre-game corresponding value is updated to 5,000 yen. In this way, in the case of the valuable value storage unit 40b having the portable corresponding value transfer function, for example, even when the game ends with a remaining balance in the in-game corresponding value on the game day, when the first use request is received by the deposit execution unit 40d when the player comes to the store on a later day, the remaining balance is automatically transferred from the in-game corresponding value to the pre-game corresponding value, so that the player can use the remaining balance of the in-game corresponding value left at the end of the game before the previous day as the pre-game corresponding value.

[0093] FIG. 11 is a sequence diagram showing an example of processing by the state transition unit 40e having the pre-game state restoration function. The state transition unit 40e stores the date of the game day, and when it detects that this date has become the day after tomorrow or later, it transitions from the in-game state to the pre-game state and automatically returns to the pre-game state. In the gaming system 1 and the gaming system 2, each component of the mobile terminal 40 including the state transition unit 40e (for example, components such as the valuable value storage unit 40b, the deposit execution unit 40d, and the condition determination unit 40f) is configured as one software application installed in the mobile terminal 40. Therefore, when the software application is launched, the mobile terminal 40 communicates with other devices such as the cashless center 20, and also, the components within the mobile terminal 40 communicate with each other to update various information. The state transition unit 40e uses the timing function provided in the mobile terminal 40 to obtain the date when it transitions to the in-game state, and stores this date as the date of the game day using a recording device such as an IC chip provided in the mobile terminal 40. After that, for example, each time the software application including the state transition unit 40e is launched, the state transition unit 40e uses the timing function provided in the mobile terminal 40 to obtain the date at the time of launching the software application. Then, by comparing the date at the time of launching the software application with the date of the game day, if the date at the time of launching the software application is the day after tomorrow or later than the date of the game day, it detects that the date has been updated (it has become the day after tomorrow or later), and transitions from the in-game state to the pre-game state.

[0094] Specifically, for example, as shown in FIG. 11, assuming that the date when the state transition unit 40e transitions to the in-game state is October 10, 2023, the state transition unit 40e acquires and stores the date as the date of the game day. After that, when the player finishes the game and leaves the store, and then starts the software application including the state transition unit 40e installed in the mobile terminal 40 on or after the next day (October 11, 2023), the state transition unit 40e acquires the date at the time of starting the software application. Then, by comparing the date at the time of starting the software application (a date on or after October 11, 2023) with the date of the game day (October 10, 2023), since the date at the time of starting the software application (a date on or after October 11, 2023) is on or after the day after the date of the game day (October 10, 2023), it is detected that the date has been updated. Based on the detection of this date update, the state transition unit 40e transitions from the in-game state to the pre-game state. The subsequent processing flow is the same as the description in the game system 1. In this way, for the state transition unit 40e having the pre-game state return function, after once transitioning to the in-game state, by detecting the date update, it can automatically transition from the in-game state to the pre-game state and restore the state. Therefore, at the game start time on or after the next day (when depositing the mobile-compatible value based on the first use request by the deposit execution means), since it automatically transitions to the pre-game state and the state is restored, it becomes possible to transition from the pre-game state to the in-game state again starting from the game start time. Therefore, since there is no need to manually switch the state transition in the state transition unit 40e, the game system 1 or the game system 2 becomes easy to operate.

[0095] In the gaming system 1 and the gaming system 2, it is configured such that additional portable compatible value can be charged (generated) when there is a remaining amount in the pre-game corresponding value. However, for example, it may be configured as a control unit 20a having an additional charge control function that cannot charge (generate) a new portable compatible value unless all of the remaining amount of the pre-game corresponding value has been deposited into the gaming device 12. Also, the setting may be variably configured so that the additional charge control function of the control unit 20a configured as such can be enabled or disabled. Furthermore, in the gaming system 2, in the gaming device 12 including the cumulative amount detection unit 12h and the notification unit 12i, an example was shown in which a determination of a predetermined condition is made and notification is performed based on the determination result. However, the notification in the gaming device 12 including the cumulative amount detection unit 12h and the notification unit 12i is not limited to the notification unit 12i. For example, the determination result may be notified to the mobile terminal 40, the management device 14, and / or the relay device 15, etc., and configured to be notified from these devices (devices such as the mobile terminal 40, the management device 14, and / or the relay device 15).

[0096] Also, for example, in the gaming system 1 and the gaming system 2, the recording medium processing unit 12e in the gaming device 12 is provided with a recording medium identification function capable of receiving the recording medium 50 held by the player and identifying whether the recording medium 50 is a member recording medium issued to a player who has registered as a member at the game parlor 10. Furthermore, the notification unit 12g and the notification unit 40g in the gaming system 1 and the notification unit 12i in the gaming system 2 are configured to have a notification enabling function that enables notification of satisfaction of a predetermined condition when the recording medium 50 is a member recording medium and when the player desires. Also, for example, the condition determination unit 40f in the gaming system 1 and the cumulative amount detection unit 12h in the gaming system 2 may be configured to have an upper limit setting function that can set the upper limit amount that can be used for the player's game in a day predetermined by the player as a predetermined amount based on a setting request by the player when the recording medium 50 is a member recording medium. When configured as described above, for example, when the recording medium processing unit 12e receives the recording medium 50 held by the player, it inquires of a membership management server (not shown) based on the recording medium identification information (e.g., card ID), which is the unique identification information of the recording medium 50, and acquires type identification information, which is information for identifying whether the received recording medium 50 is a membership recording medium or a general-purpose recording medium. As a result of the determination based on this type identification information, if the recording medium 50 is a membership recording medium, in the gaming system 1, the recording medium processing unit 12e notifies the condition determination unit 40f, the notification unit 12g, and the notification unit 40g to that effect. Also, in the gaming system 2, the recording medium processing unit 12e notifies the cumulative amount detection unit 12h and the notification unit 12i to that effect. Then, in the notification units 12g, 12i, and 40g that have received the notification that it is a membership recording medium, it becomes possible to enable the notification that a predetermined condition has been satisfied if the player desires. Note that the desire of the player may be received, for example, by an operation of the portable terminal 40 in the case of the notification unit 40g in the portable terminal 40, or by an operation of an input device such as a touch panel provided in the gaming device 12 in the case of the notification unit 12g or the notification unit 12i in the gaming device 12. And when receiving the desire of the player to enable the notification, the notification that a predetermined condition has been satisfied is enabled. In addition, the identification by the recording medium processing unit 12e as to whether the recording medium is a membership recording medium may be, for example, a method of attaching an identifier indicating that it is a membership recording medium to the recording medium 50 that is a membership recording medium in addition to the identification based on the recording medium identification information (e.g., card ID), and identifying based on the presence or absence of this identifier.

[0097] When configured as described above, in the condition determination unit 40f and the cumulative amount detection unit 12h that receive the notification that the recording medium 50 is a member recording medium, a predetermined amount can be set based on the setting request by the player. It is desirable that the predetermined amount determined at this time is the upper limit amount that can be used for the games of one day, which is determined as an index for judging the game-dependent tendency of the player to immerse himself in the game. Thereby, the player can know that the cumulative amount of in-game corresponding value has reached the upper limit amount set by himself through the notification based on the determination result that a predetermined condition is satisfied. Therefore, the player can appropriately enjoy the game within the upper limit amount set by himself. Note that the setting request by the player may be received, for example, by an operation of the portable terminal 40 in the case of the condition determination unit 40f in the portable terminal 40, or may be received by an operation of an input device such as a touch panel provided in the gaming device 12 in the case of the cumulative amount detection unit 12h in the gaming device 12. Further, it may be configured such that the player reports the upper limit amount to the staff of the game parlor 10, and after the reported upper limit amount is set as a predetermined amount in the cashless center 20, the management device 14 or the relay device 15, it is notified to the condition determination unit 40f and the cumulative amount detection unit 12h.

[0098] In addition, in the gaming systems 1 and 2, an example where the valuable value storage unit 40b and the deposit execution unit 40d are provided in the mobile terminal 40 has been shown. However, the valuable value storage means and the deposit execution means may be provided in a management function unit 100 such as the cashless center 20, for example. Further, in the gaming system 1, an example where the condition determination unit 40f and the deposit execution unit 40d are provided in the mobile terminal 40 has been shown. However, the condition determination means may be provided in the management function unit 100 (relay device 15 and / or cashless center 20) or the gaming device 12. Also, the management function unit 100 (relay device 15 and / or cashless center 20) may be provided with notification means, and it may be configured such that the notification means notifies that a predetermined condition has been satisfied. For the notification in this case, for example, in the relay device 15 and / or cashless center 20 constituting the management function unit 100, notification by a ringtone or automatic voice, or notification by displaying on a screen provided in the relay device 15 and / or cashless center 20 that a predetermined amount has been reached, etc. can be considered.

[0099] <Third Embodiment> The schematic configuration of the gaming system 1a (FIG. 1), which is the third embodiment of the present invention, will be described with reference to FIG. 2. Note that the gaming system 1a has the same configuration as the gaming system 1 of the first embodiment. Therefore, the same components as those of the gaming system 1 are denoted by the same reference numerals, and mainly, the components different from those of the gaming system 1 will be described, and the description of the same components as those of the gaming system 1 will be omitted.

[0100] In the gaming system 1a, the condition determination unit 40i in the mobile terminal 40 has a period-by-period determination function. In addition to the determination based on the above-described predetermined conditions, the condition determination unit 40i makes a determination based on a predetermined condition different from the predetermined condition (hereinafter, the "predetermined condition different from the above" is referred to as the "other condition"). The other condition is that the total cumulative value during the game within a predetermined period spanning a plurality of preset days among the cumulative amount of the mobile-compatible value deposited into the gaming device 12 by the deposit execution unit 40d reaches a predetermined amount corresponding to the predetermined period (hereinafter, the "predetermined amount corresponding to the predetermined period" is referred to as the "other predetermined amount") within the predetermined period. Note that, for the predetermined period and the other predetermined amount, for example, an arbitrary period spanning a plurality of days preset in the cashless center 20 by an operator of the gaming parlor 10 and an arbitrary amount are used, and this period and amount are notified from the cashless center 20 to the condition determination unit 40i and stored in the condition determination unit 40i as the predetermined period and the other predetermined amount, respectively. Further, these storages are stored using a recording device such as an IC chip of the mobile terminal 40. For example, in the condition determination unit 40i, the predetermined amount of the predetermined condition is set to 30,000 yen, which is the upper limit of the value used during the game on the game day. On the other hand, the predetermined period of the other condition is set to one month, and the other predetermined amount (the predetermined amount corresponding to the one-month predetermined period) is set to 100,000 yen, which is the upper limit of the value used during the game for one month. Then, for example, even if the days continue when the cumulative value during the game on the game day is less than 30,0000 yen, when the total cumulative value during the game obtained by summing up the cumulative values during the game within the one-month predetermined period reaches the other predetermined amount of 100,000 yen, the condition determination unit 40i determines that another condition different from the predetermined condition is satisfied.

[0101] FIG. 12 is a sequence diagram showing an example of the process by the condition determination unit 40i. Note that, in FIG. 12, the case where the above-described predetermined amount, predetermined period, and other predetermined amount are preset in the cashless center 20 is described as an example. First, in the condition determination unit 40i of the mobile terminal 40 that has received a notification regarding a predetermined amount, a predetermined period, and another predetermined amount from the cashless center 20, 30,000 yen, which is the upper limit of the in-game corresponding value usage per day, is stored as the predetermined amount of a predetermined condition, one month is stored as the predetermined period of another condition, and further, 100,000 yen, which is the upper limit of the in-game corresponding value usage for one month, is stored as another predetermined amount. After that, for example, in the one-month period which is the predetermined period, assume that the player deposited and used the in-game corresponding value charged after the start of the game into the gaming device 12 at 20,000 yen per day from the first day to the fifth day of the game. At this time, the daily cumulative amount of the in-game corresponding value is 20,000 yen per day from the first day to the fifth day of the game, and since the predetermined amount is not reached on the game day, the predetermined condition is not satisfied.

[0102] On the other hand, the total cumulative amount of the in-game corresponding value, which is the sum of the daily cumulative amounts of the in-game corresponding value (20,000 yen) from the first day to the fifth day of the game, reaches 100,000 yen on the fifth day. Since it reaches another predetermined amount (100,000 yen) within the predetermined period (one month), another condition is satisfied. Then, even if the predetermined condition is not satisfied, the condition determination unit 40i determines that another condition is satisfied because another condition is satisfied, and notifies the determination result to the notification unit 40g. In the notification unit 40g that has received this notification, a notification is made, and the fact that it has received a notification from the condition determination unit 40i is notified to the notification unit 12g as the in-game corresponding value upper limit reach information. Then, a notification is also made by the notification unit 12g that has received the in-game corresponding value upper limit reach information.

[0103] <Fourth Embodiment> The schematic configuration of the gaming system 2a (FIG. 1), which is the fourth embodiment of the present invention, will be described with reference to FIG. 6. The gaming system 2a has the same configuration as the gaming system 2 of the second embodiment. Therefore, the same components as those of the gaming system 2 are denoted by the same reference numerals, and mainly, the components different from those of the gaming system 2 will be described, and the description of the same components as those of the gaming system 2 will be omitted. Further, the gaming system 2a has the same functions as the gaming system 1a described above. Therefore, terms having the same meaning as those used in the description of the gaming system 1a (for example, terms such as "total cumulative amount of corresponding values during the game", "another condition", and "another predetermined amount") will be described using the same terms.

[0104] In the gaming system 2a, the total cumulative amount notification unit 40j provided in the mobile terminal 40 has a total cumulative amount calculation function for calculating the total cumulative amount of corresponding values during the game, and the total cumulative amount detection unit 12j provided in the gaming device 12 has a total cumulative amount determination function. The total cumulative amount notification unit 40j calculates the total cumulative amount of corresponding values during the game by summing up the cumulative amounts of corresponding values during the game within a predetermined period spanning a plurality of preset days, and notifies the calculated total cumulative amount of corresponding values during the game to the total cumulative amount detection unit 12h. On the other hand, the total cumulative amount detection unit 12j makes a determination based on another condition in addition to the determination based on a predetermined condition. The another condition is the same as in the case of the gaming system 1a, that is, among the cumulative amounts of mobile device corresponding values deposited into the gaming device 12 by the deposit execution unit 40d, the total cumulative amount of corresponding values during the game within a predetermined period spanning a plurality of preset days reaches another predetermined amount within the said predetermined period. Note that for the predetermined period and the another predetermined amount, for example, an arbitrary period spanning a plurality of preset days and an arbitrary amount preset in the management device 14 or the relay device 15 by an operator of the game arcade 10 are used, and this period and amount are notified from the management device 14 or the relay device 15 to the total cumulative amount detection unit 12j and stored in the total cumulative amount detection unit 12j as the predetermined period and the another predetermined amount, respectively. Further, these storages are stored using a recording device such as the RAM of the control unit 12a of the gaming device 12.

[0105] The cumulative amount detection unit 12j determines whether the cumulative total amount of the corresponding values during the game that spans multiple days reaches another predetermined amount and another condition is satisfied within a predetermined period, based on the cumulative total amount of the corresponding values during the game notified from the cumulative amount notification unit 40j. When the cumulative total amount of the corresponding values during the game reaches another predetermined amount, it is determined that another condition is satisfied, and the determination result is notified to the notification unit 12i. For example, in the cumulative amount detection unit 12j, the upper limit amount of the corresponding values during the game on the game day, which is 30,000 yen, is set as the predetermined amount of a predetermined condition. On the other hand, one month is set as the predetermined period of another condition, and 100,000 yen, which is the upper limit amount of the corresponding values during the game for one month, is set as another predetermined amount (the predetermined amount corresponding to the one-month predetermined period). Then, even if the days continue when the cumulative amount of the corresponding values during the game on the game day is less than 30,000 yen, when the cumulative total amount of the corresponding values during the game, which is the sum of the cumulative amounts of the corresponding values during the game within one month as the predetermined period, reaches another predetermined amount of 100,000 yen, the cumulative amount detection unit 12j determines that another condition different from the predetermined condition is satisfied.

[0106] FIG. 13 is a sequence diagram showing an example of the processing by the cumulative amount notification unit 40j and the cumulative amount detection unit 12j. In FIG. 13, the case where the above-described predetermined amount, predetermined period, and another predetermined amount are preset in the management device 14 or the relay device 15, which is the upper device of the gaming device 12, will be described as an example. First, in the cumulative amount detection unit 12j of the gaming device 12 that has received the notification regarding the predetermined amount, predetermined period, and another predetermined amount from the management device 14 or the relay device 15, 30,000 yen, which is the upper limit amount of the corresponding values during the game (per day), is stored as the predetermined amount of the predetermined condition, one month is stored as the predetermined period of another condition, and further, 100,000 yen, which is the upper limit amount of the corresponding values during the game (for one month), is stored as another predetermined amount.

[0107] Thereafter, for example, within a predetermined period of one month, assume that the player deposited and used 20,000 yen per day from the first day to the fifth day of the game into the gaming device 12 for the in-game corresponding value charged after the start of the game. At this time, the cumulative amount notification unit 40j notifies the cumulative amount detection unit 12j of the daily cumulative amount of the in-game corresponding value, and also notifies the total cumulative amount of the in-game corresponding value for each day. Specifically, for example, on the first day of the game, it is notified that the cumulative amount of the in-game corresponding value is 20,000 yen and the total cumulative amount of the in-game corresponding value is 20,000 yen. On the second day of the game, it is notified that the cumulative amount of the in-game corresponding value is 20,000 yen and the total cumulative amount of the in-game corresponding value is 40,000 yen. On the third day of the game, it is notified that the cumulative amount of the in-game corresponding value is 20,000 yen and the total cumulative amount of the in-game corresponding value is 60,000 yen.

[0108] And until the fourth day of the game, the cumulative amount of the in-game corresponding value is 20,000 yen per day, and since the predetermined amount has not been reached on the day of the game, the predetermined condition is not satisfied. Also, since the total cumulative amount of the in-game corresponding value is also 80,000 yen, another condition is not satisfied. On the other hand, on the fifth day of the game, the total cumulative amount of the in-game corresponding value obtained by summing up the cumulative amounts of the in-game corresponding value (20,000 yen) from the first day to the fifth day of the game becomes 100,000 yen. Since it has reached another predetermined amount (100,000 yen) within the predetermined period (one month), another condition is satisfied. Then, even if the predetermined condition is not satisfied, the cumulative amount detection unit 12j determines that another condition is satisfied because another condition is satisfied, and notifies the determination result to the notification unit 12i. And notification is performed in the notification unit 12i that has received this notification. Note that the cumulative total value during the game is not limited to the amount deposited in the same gaming device 12, and may be configured to include the amount deposited in different gaming devices 12. In this case, for example, if the player deposits 20,000 yen each into different gaming devices 12 on the first and second days of the game, the cumulative total value during the game on the second day of the game will be 40,000 yen. Also, when the player plays at gaming store 10 and gaming store 10', which is a franchise store of gaming store 10, the amounts deposited in the gaming devices 12 of both gaming stores 10 and 10' may be configured to be included in the cumulative total value during the game. In this case, for example, if 20,000 yen is deposited into the gaming device 12 of gaming store 10 on the first day of the game and 20,000 yen is deposited into the gaming device 12 of gaming store 10' on the second day of the game, the cumulative total value during the game on the second day of the game will be 40,000 yen.

[0109] <Fifth Embodiment> FIG. 14 is a schematic configuration diagram of a gaming system 1b (FIG. 1) according to the fifth embodiment of the present invention. Note that the gaming system 1b has the same configuration as the gaming system 1 of the first embodiment. Therefore, the same components as those of the gaming system 1 are denoted by the same reference numerals, and mainly, the components different from those of the gaming system 1 will be described, and the description of the same components as those of the gaming system 1 will be omitted.

[0110] In the gaming system 1b, a valuable value storage unit 20e is provided in the cashless center 20 instead of the valuable value storage unit 40b in the portable terminal 40. Also, in the portable terminal 40, a payment execution unit 40k that withdraws the portable corresponding value from the valuable value storage unit 20e and deposits it into the gaming device 12, and a state transition unit 40l that can notify the valuable value storage unit 20e of information regarding the state transition are provided. The valuable value storage unit 20e stores the pre-game corresponding value and the in-game corresponding value separately, similar to the valuable value storage unit 40b in the mobile terminal 40. At this time, in order to distinguish the pre-game corresponding value from the in-game corresponding value, the valuable value storage unit 20e receives information related to state transition from the state transition unit 40l together with the charge request by the player, and based on this information related to state transition, stores the portable corresponding value separately as the pre-game corresponding value and the in-game corresponding value. Specifically, the information related to state transition transmitted from the state transition unit 40l is information that can determine whether the state of the state transition unit 40l at the time when the charge request is transmitted, in other words, whether the state transition unit 40l is in the pre-game state or the in-game state. Based on this information that can determine whether it is in the pre-game state or the in-game state, the valuable value storage unit 20e stores the portable corresponding value separately as the pre-game corresponding value and the in-game corresponding value. In addition, the valuable value storage unit 20e notifies the mobile terminal 40 of the information related to the stored pre-game corresponding value and in-game corresponding value.

[0111] In the mobile terminal 40 that has received the information related to the pre-game corresponding value and the in-game corresponding value, the player can check the remaining amounts of the pre-game corresponding value and the in-game corresponding value. Then, the player who has checked this remaining amount can transmit a use request for the portable corresponding value to the deposit execution unit 40k by operating the mobile terminal 40. The deposit execution unit 40k that has received this use request transmits that fact to the valuable value storage unit 20e, and deducts the portable corresponding value of the amount specified in the use request from the valuable value storage unit 20e and deposits it into the gaming device 12. In other words, in the game system 1b, the portable corresponding value is stored in the cashless center 20, and the deposit execution unit 40k in the mobile terminal 40 acquires the portable corresponding value stored in this cashless center 20 and is configured to deposit it into the gaming device 12.

[0112] FIG. 15 is a sequence diagram showing an example of the processing by the valuable value storage unit 20e, the deposit execution unit 40k, and the state transition unit 40l. First, based on the operation of the mobile terminal 40 by the player, a charge request is sent to the cashless center 20. At this time, since the game by the player has not started, along with the charge request, as information regarding state transition from the state transition unit 40l, it is sent that the state transition unit 40l is in the pre-game state. And assuming that the amount specified in the charge request is 10,000 yen, at the cashless center 20, after performing a charge process of charging 10,000 yen worth of mobile-compatible value, this mobile-compatible value is acquired and stored by the valuable value storage unit 20e. At this time, since the information regarding state transition sent from the state transition unit 40l is the pre-game state, the 10,000 yen worth of mobile-compatible value acquired by the valuable value storage unit 20e is stored as the pre-game corresponding value. Then, information regarding the 10,000 yen worth of pre-game corresponding value and 0 yen worth of in-game corresponding value recorded in the valuable value storage unit 20e is notified to the mobile terminal 40.

[0113] Next, when a usage request is sent by the operation of the mobile terminal 40 by the player who has confirmed the remaining amounts of the pre-game corresponding value and the in-game corresponding value, based on this usage request, the deposit execution unit 40k notifies the valuable value storage unit 20e to that effect, and withdraws the mobile-compatible value of the specified amount (for example, 10,000 yen) and deposits it into the gaming device 12. At this time, in the valuable value storage unit 20e, the remaining amount of the pre-game corresponding value is updated to 0 yen. Also, the deposit execution unit 40k notifies the state transition unit 40l of a deposit completion notification. The state transition unit 40l that has received the deposit completion notification, since the usage request notified from the deposit execution unit 40k is the first usage request on the game day, regards the time of deposit of the mobile-compatible value based on this first usage request as the game start time, and performs a state transition from the pre-game state to the in-game state with this game start time as the boundary.

[0114] Subsequently, based on the operation of the mobile terminal 40 by the player, a recharge request is sent again to the information management unit 20b of the cashless center 20. At this time, since the game by the player has started, along with the recharge request, information indicating that the state transition unit 40l is in the playing state is sent from the state transition unit 40l as information regarding state transition. And assuming that the amount specified in the recharge request is 20,000 yen, at the cashless center 20, after a recharge process of charging 20,000 yen worth of mobile-compatible value is performed, this mobile-compatible value is acquired and stored by the valuable value storage unit 20e. At this time, since the information regarding state transition sent from the state transition unit 40l is in the playing state, the 20,000 yen worth of mobile-compatible value acquired by the valuable value storage unit 20e is stored as the playing-state compatible value. Then, information regarding the pre-game compatible value of 0 yen and the playing-state compatible value of 20,000 yen recorded in the valuable value storage unit 20e is notified to the mobile terminal 40.

[0115] Next, when a use request is sent by the player who has confirmed the remaining amounts of the pre-game compatible value and the playing-state compatible value through an operation of the mobile terminal 40 again, based on this use request, the deposit execution unit 40k notifies the valuable value storage unit 20e to that effect and withdraws the mobile-compatible value of the specified amount (for example, 10,000 yen) and deposits it into the gaming device 12. At this time, in the valuable value storage unit 20e, the remaining amount of the playing-state compatible value is updated to 10,000 yen. In the game system 1b, an example where information regarding the pre-game compatible value and the playing-state compatible value recorded in the valuable value storage unit 20e is automatically notified to the mobile terminal 40 has been shown. However, it may be configured such that information regarding the pre-game compatible value and the playing-state compatible value recorded in the valuable value storage unit 20e is notified from the valuable value storage unit 20e in response to an inquiry request from the mobile terminal 40 in the form of responding to this inquiry request.

[0116] Also, in the gaming system 1b, an example was shown in which only the portable-compatible value is recorded in the valuable value storage unit 20e. However, for example, the valuable value storage unit 20e may be incorporated into the information management unit 20b and configured to aggregate portable-compatible information as in the cashless center management table 61 shown in FIG. 3(B), and distinguish and manage the portable-compatible value (cashless balance) into a pre-game corresponding value and an in-game corresponding value therein. When the relay device 15 holds information similar to the cashless center management table 61, for example, as shown in FIG. 4(B), in the relay device management table 71, the portable-compatible value (cashless balance) is distinguished and managed as a pre-game corresponding value and an in-game corresponding value.

[0117] <Sixth Embodiment> FIG. 16 is a schematic configuration diagram of a gaming system 1c (FIG. 1) which is the sixth embodiment of the present invention. The gaming system 1c has the same configuration as the gaming system 1 of the first embodiment. Therefore, the same components as those of the gaming system 1 are denoted by the same reference numerals, and mainly, the components different from those of the gaming system 1 will be described, and the description of the same components as those of the gaming system 1 will be omitted.

[0118] In the gaming system 1c, a display unit 12k is provided in the gaming device 12. The display unit 12k outputs various information to a display device 12l (Figs. 17(A) and 17(B)), such as a 7-segment display, a liquid crystal display device, or an organic EL (Electro Luminescence) display device, provided in the gaming device 12 so as to be displayable. In the gaming system 1c, the display unit 12k acquires information regarding a portable-compatible value (portable-compatible prepaid value) associated with the recording medium 50 via the recording medium processing unit 12e by the gaming value granting unit 12f when money is deposited into the gaming device 12, and outputs the information from the gaming value granting unit 12f. For example, as shown in Figs. 17(A) and 17(B), the information output from the display unit 12k is displayed on the display device 12l of the gaming device 12. In Fig. 17(A), the balance of the portable-compatible value (portable-compatible prepaid value) associated with the IC card 51 is displayed as "card balance", and among the portable-compatible value, the amount used that was deposited from the in-game compatible value into the gaming device 12 is displayed as "in-game charge usage". On the other hand, in Fig. 17(B), the balance of the portable-compatible value (portable-compatible prepaid value) associated with the IC card 51 is displayed as "card balance", and among the portable-compatible value, the amount used that was deposited from the pre-game compatible value into the gaming device 12 is displayed as "pre-game charge usage", and among the portable-compatible value, the amount used that was deposited from the in-game compatible value into the gaming device is displayed as "in-game charge usage".

[0119] <Seventh Embodiment> The schematic configuration of a gaming system 1d (Fig. 1), which is the seventh embodiment of the present invention, will be described with reference to Fig. 2. Note that the gaming system 1d has the same configuration as the gaming system 1 of the first embodiment. Therefore, the same components as those of the gaming system 1 are denoted by the same reference numerals, and mainly, the components different from those of the gaming system 1 will be described, and the description of the same components as those of the gaming system 1 will be omitted.

[0120] In the gaming system 1d, the condition determination unit 40m has a total mobile-compatible value cumulative amount determination function. In the condition determination unit 40m, in addition to the same functions as the condition determination unit 40f in the gaming system 1, the pre-game compatible value cumulative amount, which is the cumulative amount of the mobile-compatible value deposited into the gaming device 12 from the pre-game compatible value, and the in-game compatible value cumulative amount, which is the cumulative amount of the mobile-compatible value deposited from the in-game compatible value, are added together to calculate the total mobile-compatible value cumulative amount, and it is determined whether this total mobile-compatible value cumulative amount satisfies a predetermined condition. When a deposit is made into the gaming device 12 by the deposit execution unit 40d, the condition determination unit 40m calculates the pre-game compatible value cumulative amount and the in-game compatible value cumulative amount for the mobile-compatible value withdrawn by the deposit execution unit 40d, and further adds the calculated pre-game compatible value cumulative amount and in-game compatible value cumulative amount to calculate the total mobile-compatible value cumulative amount. Then, it is determined whether this total mobile-compatible value cumulative amount satisfies a predetermined condition. At this time, the predetermined condition determined by the condition determination unit 40m is that the total mobile-compatible value cumulative amount, which is the cumulative amount of the mobile-compatible value deposited into the gaming device 12 by the deposit execution unit 40d, reaches a predetermined amount on the gaming day.

[0121] FIG. 18 is a sequence diagram showing the processing until it is notified that the total mobile-compatible value cumulative amount reaches a predetermined amount on the gaming day and a predetermined condition is satisfied in the gaming system 1d. In the following description, a case where a predetermined amount is set to 30,000 yen in advance at the cashless center 20 will be described as an example. First, the cashless center 20 notifies the mobile terminal 40 that the upper limit amount of the mobile-compatible value, which is a predetermined amount set in advance, is 30,000 yen. In the mobile terminal 40 that receives this notification, it is stored that the predetermined amount of the predetermined condition in the condition determination unit 40m is 30,000 yen. After that, when 10,000 yen worth of mobile-compatible value is charged at the cashless center 20 based on a charge request by the player, this mobile-compatible value is stored as a pre-game compatible value in the valuable value storage unit 40b of the mobile terminal 40.

[0122] Next, when a usage request for using the mobile device-compatible value stored in the valuable value storage unit 40b is received due to an operation of the mobile device 40 by the player, based on this usage request, the deposit execution unit 40d withdraws the mobile device-compatible value of the specified amount (for example, 10,000 yen) and deposits it into the gaming device 12. At this time, in the valuable value storage unit 40b, the remaining amount of the pre-game compatible value is updated to 0 yen, and the deposit execution unit 40d notifies the state transition unit 40e of the deposit completion notification. Also, in the condition determination unit 40m, the total mobile device-compatible value cumulative amount is calculated. In FIG. 18, it is shown that the total mobile device-compatible value cumulative amount is 10,000 yen as the "used amount". Further, the state transition unit 40e that has received the deposit completion notification makes a state transition from the pre-game state to the in-game state. Subsequently, when 20,000 yen worth of mobile device-compatible value is charged at the cashless center 20 based on a charge request by the player, this mobile device-compatible value is stored in the valuable value storage unit 40b as the in-game compatible value.

[0123] Next, when a usage request for using the mobile device-compatible value is received due to an operation of the mobile device 40 by the player, based on this usage request, the deposit execution unit 40d withdraws the mobile device-compatible value of the specified amount (for example, 10,000 yen) and deposits it into the gaming device 12. Then, in the valuable value storage unit 40b, since 10,000 yen worth of the in-game compatible value is withdrawn from the 20,000 yen worth of the in-game compatible value, the remaining amount of the in-game compatible value is updated to 10,000 yen. Also, at this time, the condition determination unit 40m calculates the total mobile device-compatible value cumulative amount again, and the "used amount" is updated. In FIG. 18, it is shown that 10,000 yen is added to the "used amount" (total mobile device-compatible value cumulative amount), and the "used amount" (total mobile device-compatible value cumulative amount) is updated to 20,000 yen.

[0124] After that, when a request for re - use for using the mobile - compatible value is received due to an operation of the mobile terminal 40 by the player, based on this use request, the deposit execution unit 40d withdraws the mobile - compatible value of the specified amount (for example, 10,000 yen) and deposits it into the gaming device 12. Then, in the valuable value storage unit 40b, since 10,000 yen worth of in - game - compatible value is withdrawn from the in - game - compatible value of 10,000 yen, the remaining amount of the in - game - compatible value is updated to 0 yen. Also, at this time, the total mobile - compatible value cumulative amount is calculated again by the condition determination unit 40m, and the "used amount" is updated. In FIG. 18, it is shown that 10,000 yen is further added to the "used amount" (total mobile - compatible value cumulative amount), and the "used amount" (total mobile - compatible value cumulative amount) is updated to 30,000 yen.

[0125] Here, the total mobile - compatible value cumulative amount (used amount) becomes 30,000 yen, reaching the upper limit amount of 30,000 yen of the mobile - compatible value set as the predetermined amount in the predetermined condition in the condition determination unit 40m. Therefore, the condition determination unit 40m determines that the predetermined condition is satisfied and notifies the notification unit 40g of the determination result. The notification unit 40g that has received this notification notifies that the total mobile - compatible value cumulative amount has reached the predetermined amount on the game day. Thereby, the player can know that the total mobile - compatible value cumulative amount used in the game has reached the predetermined upper limit amount. Also, the notification unit 40g notifies the notification unit 12g of the receipt of the notification from the condition determination unit 40m as upper - limit - reached information, and the notification unit 12g that has received this upper - limit - reached information also notifies that the total mobile - compatible value cumulative amount has reached the predetermined amount on the game day. Thereby, persons other than the player, such as the staff of the game parlor 10, can know that the total mobile - compatible value cumulative amount used in the game has reached the predetermined upper limit amount.

[0126] <Eighth Embodiment> The schematic configuration of the gaming system 2b (Fig. 1), which is the eighth embodiment of the present invention, will be described with reference to Fig. 6. Note that the gaming system 2b has the same configuration as the gaming system 2 of the second embodiment. Therefore, the same components as those of the gaming system 2 are denoted by the same reference numerals, and mainly, the components different from those of the gaming system 2 will be described, while the description of the same components as those of the gaming system 2 will be omitted.

[0127] In the gaming system 2b, the cumulative amount notification unit 40n of the mobile terminal 40 has a total mobile-compatible value cumulative amount calculation function, and the cumulative amount detection unit 12m of the gaming device 12 has a total mobile-compatible value cumulative amount detection function. In addition to the same function as the cumulative amount notification unit 40h in the gaming system 2, the cumulative amount notification unit 40n can calculate the pre-game compatible value cumulative amount, which is the cumulative amount of the mobile-compatible value deposited into the gaming device 12 from the pre-game compatible value, and the in-game compatible value cumulative amount, which is the cumulative amount of the mobile-compatible value deposited from the in-game compatible value, and then calculate the total mobile-compatible value cumulative amount by adding them together. On the other hand, in addition to the same function as the cumulative amount detection unit 12h, the cumulative amount detection unit 12m having the total mobile-compatible value cumulative amount detection function can determine whether the total mobile-compatible value cumulative amount calculated by the cumulative amount notification unit 40n satisfies a predetermined condition.

[0128] When the deposit is made into the gaming device 12 by the deposit execution unit 40d, the cumulative amount notification unit 40n calculates the pre-game compatible value cumulative amount and the in-game compatible value cumulative amount for the mobile-compatible value debited by the deposit execution unit 40d, and further adds the calculated pre-game compatible value cumulative amount and in-game compatible value cumulative amount to calculate the total mobile-compatible value cumulative amount. Then, the calculated total mobile-compatible value cumulative amount is notified to the cumulative amount detection unit 12m. The cumulative amount detection unit 12m that has received the notification of the total mobile-compatible value cumulative amount determines whether the total mobile-compatible value cumulative amount satisfies a predetermined condition. At this time, the predetermined condition determined by the cumulative amount detection unit 12m is that the total mobile-compatible value cumulative amount, which is the cumulative amount of the mobile-compatible value deposited into the gaming device 12 by the deposit execution unit 40d, reaches a predetermined amount on the game day.

[0129] FIG. 19 is a sequence diagram showing the processing in the gaming system 2b until it is notified that the cumulative total value corresponding to mobile devices has reached a predetermined amount and a predetermined condition is satisfied on the day of the game. In the following description, a case where a predetermined amount is set to 30,000 yen in advance in the management device 14 or the relay device 15, which is a higher-level device of the gaming device 12, will be described as an example. First, the management device 14 or the relay device 15 notifies the gaming device 12 that the upper limit amount of the value corresponding to mobile devices, which is a preset predetermined amount, is 30,000 yen. In the gaming device 12 that has received this notification, the cumulative amount detection unit 12m stores the fact that the predetermined amount of the predetermined condition is 30,000 yen. After that, when 10,000 yen worth of value corresponding to mobile devices is charged at the cashless center 20 based on a charge request by the player, this value corresponding to mobile devices is stored as a pre-game corresponding value in the valuable value storage unit 40b of the mobile terminal 40.

[0130] Next, when a use request for using the value corresponding to mobile devices stored in the valuable value storage unit 40b is received due to an operation of the mobile terminal 40 by the player, based on this use request, the withdrawal execution unit 40d withdraws the value corresponding to mobile devices in the specified amount (for example, 10,000 yen) and deposits it into the gaming device 12. At this time, in the valuable value storage unit 40b, the remaining balance of the pre-game corresponding value is updated to 0 yen, and the withdrawal execution unit 40d notifies the state transition unit 40e of the deposit completion notification. Also, in the cumulative amount notification unit 40n, the cumulative total value corresponding to mobile devices is calculated, and this cumulative total value corresponding to mobile devices is notified to the cumulative amount detection unit 12m. In FIG. 19, it is shown that the "used amount" (cumulative total value corresponding to mobile devices) at this point is 10,000 yen and is notified as the "used cumulative amount" from the cumulative amount notification unit 40n to the cumulative amount detection unit 12m. Further, the state transition unit 40e that has received the deposit completion notification makes a state transition from the pre-game state to the in-game state. Subsequently, when 20,000 yen worth of value corresponding to mobile devices is charged at the cashless center 20 based on a charge request by the player, this value corresponding to mobile devices is stored as an in-game corresponding value in the valuable value storage unit 40b.

[0131] Next, when a usage request for using the mobile-compatible value is received due to an operation of the mobile terminal 40 by the player, based on this usage request, the deposit execution unit 40d withdraws the mobile-compatible value of the specified amount (for example, 10,000 yen) and deposits it into the gaming device 12. Then, in the valuable value storage unit 40b, 10,000 yen worth of in-game corresponding value is withdrawn from the 20,000 yen worth of in-game corresponding value, and the remaining balance of the in-game corresponding value is updated to 10,000 yen. Also, at this time, the total mobile-compatible value cumulative amount is calculated again by the cumulative amount notification unit 40n, and this total mobile-compatible value cumulative amount is notified to the cumulative amount detection unit 12m. In FIG. 19, it is shown that the "usage amount" (total mobile-compatible value cumulative amount) at this time is 20,000 yen, which is notified from the cumulative amount notification unit 40n to the cumulative amount detection unit 12m as the "usage cumulative amount".

[0132] Thereafter, when a re-usage request for using the mobile-compatible value is received due to an operation of the mobile terminal 40 by the player, based on this usage request, the deposit execution unit 40d withdraws the mobile-compatible value of the specified amount (for example, 10,000 yen) and deposits it into the gaming device 12. Then, in the valuable value storage unit 40b, since 10,000 yen worth of in-game corresponding value is withdrawn from the 10,000 yen worth of in-game corresponding value, the remaining balance of the in-game corresponding value is updated to 0 yen. Also, at this time, the total mobile-compatible value cumulative amount is calculated again by the cumulative amount notification unit 40n, and this total mobile-compatible value cumulative amount is notified to the cumulative amount detection unit 12m. In FIG. 19, it is shown that the "usage amount" (total mobile-compatible value cumulative amount) at this time is 30,000 yen, which is notified from the cumulative amount notification unit 40n to the cumulative amount detection unit 12m as the "usage cumulative amount".

[0133] Here, the total cumulative value of mobile device compatibility (usage amount) has reached 30,000 yen, which is the upper limit of the usage amount of the mobile device compatibility value set as a predetermined amount under the predetermined conditions of the cumulative amount detection unit 12m. Therefore, the cumulative amount detection unit 12m determines that the predetermined conditions are satisfied and notifies the determination result to the notification unit 12i. The notification unit 12i that has received this notification notifies the player and the staff of the game parlor 10 that the determination result by the cumulative amount detection unit 12m satisfies the predetermined conditions. The notification method is the same as that of the notification unit 12g.

[0134] <Ninth Embodiment> The schematic configuration of the game system 1e (FIG. 1), which is the ninth embodiment of the present invention, will be described with reference to FIG. 2. Note that the game system 1e has the same configuration as the game system 1 of the first embodiment. Therefore, the same components as those of the game system 1 are denoted by the same reference numerals, and mainly, the components different from those of the game system 1 will be described, and the description of the same components as those of the game system 1 will be omitted.

[0135] In the gaming system 1e, the condition determination unit 40o has a gaming time determination function. The condition determination unit 40o measures the gaming continuation time, which is the time that the player continues the game on the gaming day. When this gaming continuation time reaches a predetermined time set in advance, it is determined that a predetermined condition is satisfied. Specifically, for example, the condition determination unit 40o refers to the deposit completion notice from the deposit execution unit 40d received by the state transition unit 40e, and regards the time of depositing the portable corresponding value based on the first use request on the gaming day by the deposit execution unit 40d as the gaming start time, and starts measuring the gaming continuation time from this gaming start time. At this time, whether the deposit completion notice is for the deposit of the portable corresponding value based on the first use request on the gaming day is determined by referring to the deposit completion date and time included in the deposit completion notice. Specifically, when the date in the deposit completion date and time is updated, the first received deposit completion notice on that date is determined to be for the deposit of the portable corresponding value based on the first use request. Also, each time the deposit completion notice from the deposit execution unit 40d is received by the state transition unit 40e, in other words, each time the portable corresponding value is deposited into the gaming device 12 by the deposit execution unit 40d, the elapsed time from the gaming start time is measured. When the gaming continuation time reaches a predetermined time set in advance, it is determined that a predetermined condition is satisfied, and the determination result is notified to the notification unit 40g. Note that the gaming continuation time is measured using the time measurement function provided in the portable terminal 40.

[0136] FIG. 20 is a sequence diagram showing the processing until it is notified that the gaming continuation time has reached a predetermined time in the gaming system 1e. In the following description, a case where the predetermined time is set to 5 hours in advance in the cashless center 20 will be described as an example. First, the cashless center 20 notifies the mobile terminal 40 that the upper limit of the game time, which is a preset predetermined time, is 5 hours. In the mobile terminal 40 that has received this notification, 5 hours of the upper limit of the game time is stored as the predetermined time of a predetermined condition in the condition determination unit 40o. Also, although not shown, based on a charge request by the player, the cashless center 20 charges the mobile - compatible value, and it is assumed that this mobile - compatible value is stored by the valuable - value storage unit 4gb of the mobile terminal 40.

[0137] After that, based on a use request by the player, the payment execution unit 40d withdraws a mobile - compatible value of a specified amount (for example, 10,000 yen) and deposits it into the gaming device 12. At this time, since the payment completion notification notified from the payment execution unit 40d to the state transition unit 40e is at the time of depositing the mobile - compatible value based on the first use request on the game day, the condition determination unit 40o regards this time of payment as the game start time, and starts counting the game continuation time from this game start time. Then, based on a new use request by the player, when the payment execution unit 40d withdraws a mobile - compatible value of a specified amount (for example, 10,000 yen) and deposits it into the gaming device 12, the condition determination unit 40o counts the elapsed time from the game start time in accordance with this deposit. At this point, the game continuation time (the elapsed time from the game start time) is 1 hour and 30 minutes, and the predetermined time has not been reached.

[0138] After that, further based on a new use request by the player, when the payment execution unit 40d withdraws a mobile - compatible value of a specified amount (for example, 10,000 yen) and deposits it into the gaming device 12, the condition determination unit 40o counts the elapsed time from the game start time again in accordance with this deposit. At this point, the game continuation time (the elapsed time from the game start time) is 5 hours, and the predetermined time has been reached. Therefore, since the game continuation time has reached the preset predetermined time (the upper limit of the game time) of 5 hours, the condition determination unit 40o determines that the predetermined condition has been satisfied, and notifies the determination result to the notification unit <40g>. The subsequent notification by the notification unit 40g and the notification by the notification unit 12g are the same as those of the game system 1. Incidentally, when referring to the payment completion notice, the condition determination unit 40o stores the payment completion date and time included in the payment completion notice, and when detecting that the payment completion date and time has been updated to a new date, resets the game continuation time and returns to the state before the start of timing.

[0139] Incidentally, in the above-described condition determination unit 40o, when the game continuation time on the game day reaches a predetermined time, it is configured to determine that a predetermined condition is satisfied. However, for example, a cumulative game continuation time that is the cumulative time of the game continuation time within a predetermined period (for example, one month) that spans a plurality of preset days is calculated, and within the predetermined period, when the cumulative game continuation time reaches a predetermined time, it may be configured as a condition determination unit 40o that determines that a predetermined condition is satisfied. In this case, the cumulative game continuation time is calculated by accumulating the game continuation time from the start time of the game to the end time of the game. Incidentally, as the end time of the game, for example, the time when the recording medium 50 is returned from the game device 12 may be regarded as the end time of the game, or the end time of the game may be determined by a game end operation of the player on the game device 12, for example, an operation for disconnecting the connection between the game device 12 and the portable terminal 40, such as an operation for disconnecting the connection to the game device 12 or the portable terminal 40. Also, the predetermined time can be set to any time.

[0140] <Tenth Embodiment> The schematic configuration of the game system 2c (FIG. 1), which is the tenth embodiment of the present invention, will be described with reference to FIG. 6. The game system 2c has the same configuration as the game system 2 of the second embodiment. Therefore, the same components as those of the game system 2 are denoted by the same reference numerals, and mainly, the components different from those of the game system 2 will be described, and the description of the same components as those of the game system 2 will be omitted.

[0141] In the game system 2c, the cumulative amount notification unit 40p provided in the portable terminal 40 has a game time notification function, and the cumulative amount detection unit 12n provided in the game device 12 has a game time detection function. In the gaming system 2c, the cumulative amount notification unit 40p measures the gaming continuation time, which is the time the player continues the game on the day of the game, and notifies the measurement result to the cumulative amount detection unit 12n. Then, when the cumulative amount detection unit 12n that has received the measurement result determines that the gaming continuation time has reached a predetermined time set in advance, it determines that a predetermined condition is satisfied. Specifically, for example, the cumulative amount notification unit 40p refers to the deposit completion notification from the deposit execution unit 40d received by the state transition unit 40e, and regards the time of depositing the portable compatible value based on the first use request on the day of the game by the deposit execution unit 40d as the game start time, and starts measuring the gaming continuation time from this game start time. At this time, whether the deposit completion notification is for the deposit of the portable compatible value based on the first use request on the day of the game is determined by referring to the deposit completion date and time included in the deposit completion notification. Specifically, when the date in the deposit completion date and time is updated, the first received deposit completion notification on that date is determined to be for the deposit of the portable compatible value based on the first use request. In addition, every time the deposit completion notification from the deposit execution unit 40d is received by the state transition unit 40e, in other words, every time the portable compatible value is deposited into the gaming device 12 by the deposit execution unit 40d, the elapsed time from the game start time is measured, and the measurement result is notified to the cumulative amount detection unit 12n. On the other hand, when the cumulative amount detection unit 12n that has received this measurement result determines that the gaming continuation time has reached a predetermined time set in advance, it determines that a predetermined condition is satisfied and notifies the determination result to the notification unit 12i. Note that the gaming continuation time is measured using the time measurement function provided in the portable terminal 40.

[0142] FIG. 21 is a sequence diagram showing the processing until it is notified that the gaming continuation time has reached a predetermined time in the gaming system 2c. In the following description, a case where a predetermined time is set to 5 hours in advance in the management device 14 or the relay device 15, which is a higher-level device of the gaming device 12, will be described as an example. First, the management device 14 or the relay device 15 notifies the gaming device 12 that the upper limit of the gaming time, which is a preset predetermined time, is 5 hours. In the gaming device 12 that has received this notification, 5 hours of the upper limit of the gaming time is stored as the predetermined time under the predetermined conditions in the cumulative amount detection unit 12n. Also, although not shown in the figure, based on a charge request by the player, a portable-compatible value is charged at the cashless center 20, and it is assumed that this portable-compatible value is stored by the valuable value storage unit 40b of the portable terminal 40.

[0143] After that, based on a use request by the player, the payment execution unit 40d withdraws a portable-compatible value of a specified amount (for example, 10,000 yen) and deposits it into the gaming device 12. At this time, since the payment completion notification notified from the payment execution unit 40d to the state transition unit 40e is for the deposit of the portable-compatible value based on the first use request on the gaming day, the cumulative amount notification unit 40p regards this deposit time as the game start time, starts measuring the game continuation time from this game start time, and notifies the cumulative amount detection unit 12n of the measurement result (at this point, the game continuation time is 0 minutes). After that, based on a repeated use request by the player, when the payment execution unit 40d withdraws a portable-compatible value of a specified amount (for example, 10,000 yen) and deposits it into the gaming device 12, the cumulative amount notification unit 40p measures the elapsed time from the game start time in accordance with this deposit and notifies the cumulative amount detection unit 12n of the measurement result. At this point, the game continuation time (the elapsed time from the game start time) is 1 hour 30 minutes and has not reached the predetermined time.

[0144] After that, based on a request for reuse by the player again, when the deposit execution unit 40d withdraws the portable compatible value of the specified amount (for example, 10,000 yen) and deposits it into the gaming device 12, the cumulative amount notification unit 40p measures the elapsed time from the start time of the game again in accordance with this deposit, and notifies the cumulative amount detection unit 12n of the measurement result. At this point, the game continuation time (the elapsed time from the start time of the game) is 5 hours, and the predetermined time has been reached. Therefore, the cumulative amount detection unit 12n that has received the measurement result determines that the game continuation time has reached the predetermined time (the upper limit of the game time) of 5 hours that is preset, determines that the predetermined conditions are satisfied, and notifies the determination result to the notification unit 12i. The subsequent notification by the notification unit 12i is the same as that of the game system 2. Note that when referring to the deposit completion notification, the cumulative amount notification unit 40p stores the deposit completion date and time included in the deposit completion notification, and when detecting that the deposit completion date and time has been updated to a new date, resets the game continuation time and returns to the state before the start of measurement.

[0145] Note that in the cumulative amount notification unit 40p and the cumulative amount detection unit 12n described above, the cumulative amount detection unit 12n is configured to determine that the predetermined conditions are satisfied when the game continuation time on the game day reaches the predetermined time. For example, the cumulative amount notification unit 40p calculates the cumulative game continuation time, which is the cumulative time of the game continuation time within a predetermined period (for example, one month) that spans a preset number of days, and notifies the cumulative amount detection unit 12n of this cumulative game continuation time. The cumulative amount detection unit 12n that has received the cumulative game continuation time may be configured to determine that the predetermined conditions are satisfied when the cumulative game continuation time reaches the predetermined time within the predetermined period. In this case, the cumulative game continuation time is calculated by accumulating the game continuation time from the start time of the game to the end time of the game. Note that the end time of the game may be regarded as the time when the recording medium 50 is returned from the gaming device 12, for example, or the end time of the game may be determined by an operation to end the game by the player on the gaming device 12, for example, an operation to disconnect the connection between the gaming device 12 and the portable terminal 40 for disconnecting the connection to the gaming device 12 or the portable terminal 40. Also, the predetermined time can be set to any time.

[0146] <11th Embodiment> The schematic configuration of the gaming system 1f (Fig. 1), which is the 11th embodiment of the present invention, will be described with reference to Fig. 2. Note that the gaming system 1f has the same configuration as the gaming system 1 of the 1st embodiment. Therefore, the same components as those of the gaming system 1 are denoted by the same reference numerals, and mainly, the components different from those of the gaming system 1 will be described, and the description of the same components as those of the gaming system 1 will be omitted.

[0147] In the gaming system 1f, the condition determination unit 40q has a store visit count function. The condition determination unit 40q counts the number of store visits, which is the cumulative number of times a player has visited the game parlor 10, and determines that a predetermined condition is satisfied when the number of store visits reaches a predetermined number within a predetermined period set in advance. Specifically, for example, the condition determination unit 40q refers to the deposit completion notification from the deposit execution unit 40d received by the state transition unit 40e, and counts the number of store visits when this deposit completion notification is for the deposit of the portable compatible value based on the first use request on the game day. Whether the deposit completion notification is for the deposit of the portable compatible value based on the first use request on the game day is determined by referring to the deposit completion date and time included in the deposit completion notification. Specifically, when the date in the deposit completion date and time is updated, the first received deposit completion notification on that date is determined to be for the deposit of the portable compatible value based on the first use request. Then, the condition determination unit 40q counts the number of store visits each time the deposit completion notification for the deposit of the portable compatible value based on the first use request on the game day is notified, and when the number of store visits reaches a predetermined number within a predetermined period set in advance, determines that a predetermined condition is satisfied and notifies the determination result to the notification unit 40g.

[0148] FIG. 22 is a sequence diagram showing the processing until it is notified that the number of store visits has reached a predetermined number within a predetermined period set in advance in the gaming system 1f. In the following description, in the cashless center 20, the predetermined period is set to one month in advance, and the case where the upper limit of the number of store visits in this one month is set to 10 times as the predetermined number will be described as an example. First, the cashless center 20 notifies the mobile terminal 40 that the upper limit of the number of store visits within the predetermined period (one month) set in advance is 10 times. In the mobile terminal 40 that has received this notification, the fact that the upper limit of the number of store visits in one month is 10 times is stored as a predetermined condition in the condition determination unit 40q. Also, although not shown, based on a charge request by the player, the cashless center 20 charges the mobile-compatible value, and it is assumed that this mobile-compatible value is stored by the valuable value storage unit 40b of the mobile terminal 40.

[0149] Thereafter, based on a use request by the player, the deposit execution unit 40d withdraws a mobile-compatible value of a specified amount (for example, 10,000 yen) and deposits it into the gaming device 12. At this time, since the deposit completion notification notified from the deposit execution unit 40d to the state transition unit 40e is for the deposit of the mobile-compatible value based on the first use request on the gaming day, the condition determination unit 40q counts the number of store visits. On the other hand, even if the deposit execution unit 40d withdraws a mobile-compatible value of a specified amount (for example, 10,000 yen) and deposits it into the gaming device 12 based on a second use request by the player on the same day, the deposit completion notification at this time is not for the deposit of the mobile-compatible value based on the first use request on the gaming day, so the number of store visits is not counted.

[0150] After that, the date is updated on and after the next day. Based on the usage request by the player, when the payment execution unit 40d withdraws the mobile-compatible value of the specified amount (for example, 10,000 yen) and deposits it into the gaming device 12, the condition determination unit 40q counts the number of store visits because the payment completion notification notified from the payment execution unit 40d to the state transition unit 40e at this time is for the deposit of the mobile-compatible value based on the first usage request on the gaming day. In this way, the condition determination unit 40q counts the number of store visits every time the payment completion notification for the deposit of the mobile-compatible value based on the first usage request on the gaming day is received by the state transition unit 40e on and after the day following the date update. Then, when the number of store visits reaches the predetermined number of 10 times, the condition determination unit 40q determines that the predetermined conditions are satisfied and notifies the determination result to the notification unit 40g. The subsequent notification by the notification unit 40g and the notification by the notification unit 12g are the same as those in the gaming system 1.

[0151] Note that in the above-described condition determination unit 40q, it is configured to determine that the predetermined conditions are satisfied when the number of store visits reaches the predetermined number (10 times) within the preset predetermined period (one month), but the predetermined period and the predetermined number are arbitrary. In addition, although the above-described condition determination unit 40q is configured to count the number of visits to the same game parlor 10, for example, when a player visits a game parlor 10' that is a chain store of the game parlor 10, the number of visits to the game parlor 10 and the number of visits to the game parlor 10' are counted respectively, and when the total number of visits to both game parlors 10 and 10', which is the sum of the number of visits to both, reaches a predetermined number within a predetermined period set in advance, it may be configured to determine that a predetermined condition is satisfied. Further, when configured as described above, when the visit to the game parlor 10 and the visit to the game parlor 10' are on the same day, the number of visits to both game parlors 10 and 10' may be counted and added together, or it may be configured to count and add only the number of visits to either one of the game parlors among the visits to both game parlors 10 and 10'. Furthermore, it may be configured such that the case of counting and adding the number of visits to both game parlors 10 and 10' respectively and the case of counting and adding only the number of visits to either one of the game parlors among the visits to both game parlors 10 and 10' can be arbitrarily changed.

[0152] <12th Embodiment> FIG. 23 is a sequence diagram showing the processing until it is notified that a predetermined condition is satisfied in the game system 1g (FIG. 1) which is the 12th embodiment of the present invention. The game system 1g has a different notification timing compared to the game system 1. The game system 1 includes a notification unit 40g that immediately notifies when a predetermined condition is satisfied, whereas the game system 1g includes a notification unit 40r (FIG. 2) that notifies that a predetermined condition is satisfied when a charge request is received by an operation (charge operation) by the player after the predetermined condition is satisfied. In the gaming system 1g, for example, as shown in FIG. 23, similar to the gaming system 1, the upper limit (predetermined amount) of the value used during the game is set in advance to 20,000 yen, and it is assumed that the cumulative amount of the value corresponding to the game during the game reaches the predetermined amount, and the condition determination unit 40f determines that a predetermined condition is satisfied. At this time, when the condition determination unit 40f notifies the determination result to the notification unit 40r, the notification unit 40r that has received this notification does not immediately notify that the predetermined condition has been satisfied (that the cumulative amount of the value corresponding to the game during the game day has reached the predetermined amount), but notifies that the predetermined condition has been satisfied when a recharge request is received again by an operation of the player.

[0153] In the gaming system 1g, in order to enable the notification at the above-described timing, in the communication between the cashless center 20 and the mobile terminal 40, when the cashless center 20 receives a recharge request from the mobile terminal 40 by an operation of the player, the mobile terminal 40 is notified to that effect. When this notification is received by the mobile terminal 40, the mobile terminal 40 notifies the notification unit 40r to that effect, and based on this notification, the notification unit 40r notifies that a predetermined condition is satisfied. Thereby, the player can know that the cumulative amount of the value corresponding to the game during the game has reached the preset upper limit amount immediately before the settlement procedure using the cashless settlement in the mobile terminal 40, so that excessive recharge can be suppressed at a more appropriate timing.

[0154] <Embodiment 13> The schematic configuration of the gaming system 1h (FIG. 1) according to the 13th embodiment of the present invention will be described with reference to FIG. 24. The gaming system 1h has the same configuration as the gaming system 1 of the first embodiment. Therefore, the same components as those of the gaming system 1 are denoted by the same reference numerals, and mainly, the components different from those of the gaming system 1 will be described, and the description of the same components as those of the gaming system 1 will be omitted.

[0155] In the gaming system 1h, the gaming device 12 is provided with a prize gaming medium conversion unit 12o, and the condition determination unit 40s provided in the mobile terminal 40 has an acquired game value corresponding function. When prize game media (such as game balls or game points) are obtained as a result of the game by the gaming machine 11, the prize game media conversion unit 12o converts the obtained prize game media into an amount based on the conversion rate at the game parlor 10. Then, it notifies the condition determination unit 40s of the converted amount as the acquisition value. On the other hand, after calculating the cumulative amount of the portable-compatible value (in-game compatible value cumulative amount) deposited from the in-game compatible value to the gaming device 12 during the game, when the condition determination unit 40s receives the acquisition value from the prize game media conversion unit 12o, it subtracts the amount corresponding to the received acquisition value from the in-game compatible value cumulative amount. Thereby, it is possible to make a determination based on a predetermined condition for preventing immersion in the game only when the amount of game points (consumed game value) consumed in the game by the gaming machine 11 has increased, that is, when the so-called loss amount has become large. In other words, in the game system 1h, the state where the player is immersed in the game is regarded as the state where the game continues even though the loss amount has become large.

[0156] Therefore, for example, in the game system 1h, after the condition determination unit 40s calculates the in-game compatible value cumulative amount to be 20,000 yen, when game balls (prize game media) are obtained as a result of the game by the gaming machine 11, the prize game media conversion unit 12o converts the obtained game balls into an amount based on the conversion rate at the game parlor 10. And when the amount calculated based on the conversion rate is equivalent to 30,000 yen, the prize game media conversion unit 12o notifies the condition determination unit 40s that this 30,000 yen is the amount of the acquisition value. In the condition determination unit 40s that has received the acquisition value, the amount of the acquisition value (30,000 yen) is subtracted from the in-game compatible value cumulative amount (20,000 yen). In this case, since the amount of the acquisition value (30,000 yen) is larger than the in-game compatible value cumulative amount (20,000 yen), the in-game compatible value cumulative amount after the subtraction is reset to 0 yen.

[0157] In addition, game balls and game points obtained as prize game media are converted into an amount in the prize game media conversion unit 12o of the game device 12 and then notified to the condition determination unit 40s as the acquisition value. This notification of the acquisition value may be directly notified from the game device 12 to the mobile terminal 40 by wireless communication, or may be notified from the game device 12 to the mobile terminal 40 by having the relay device 15 and the cashless center 20 mediate the processing between the game device 12 and the mobile terminal 40. Also, the conversion rate at the game parlor 10 uses the conversion rate preset in the management device 14 or the relay device 15, and the prize game media conversion unit 12o stores the conversion rate notified from the management device 14 or the relay device 15. Further, the storage of the conversion rate is performed using a recording device such as the RAM of the control unit 12a of the game device 12.

[0158] Figure 25 is a sequence diagram showing an example of the processing of the prize game media conversion unit 12o and the condition determination unit 40s. First, the management device 14 or the relay device 15 notifies the game device 12 of a conversion rate with a lending unit price of 4 yen, and the prize game media conversion unit 12o of the game device 12 that has received this notification stores the conversion rate. On the other hand, when the player starts the game (deposits the mobile-compatible value into the game device 12), the state transition unit 40e transitions to the in-game state. Based on the subsequent charge request by the player, 20,000 yen worth of mobile-compatible value is charged at the cashless center 20, and this mobile-compatible value is stored as the in-game corresponding value in the valuable value storage unit 40b. When a usage request for using the mobile - compatible value is received based on an operation of the mobile terminal 40 by the player, the withdrawal execution unit 40d withdraws the mobile - compatible value of the specified amount (for example, 10,000 yen) and deposits it into the gaming device 12 based on this usage request. Then, in the valuable - value storage unit 40b, 10,000 yen worth of in - game - compatible value is withdrawn from the 20,000 yen worth of in - game - compatible value, and the remaining balance of the in - game - compatible value is updated to 10,000 yen. Also, at this time, since the mobile - compatible value deposited by the deposit execution unit 40d is the mobile - compatible value deposited from the in - game - compatible value, the condition determination unit 40s calculates that the cumulative amount of the in - game - compatible value, which is the cumulative amount of the mobile - compatible value deposited from the in - game - compatible value, is 10,000 yen.

[0159] Here, for example, assume that the game ends with the player having obtained 2,500 game balls, which are prize - game media, as a result of the game by the gaming machine 11. Then, the prize - game - media conversion unit 12o converts the obtained game balls into an amount based on the conversion rate at the game parlor 10. At this time, since the conversion rate (loan unit price) at the game parlor 10 is 4 yen per game ball, multiplying the obtained game balls (2,500 balls) by 4 yen calculates that the amount of the obtained value is equivalent to 10,000 yen. Then, the prize - game - media conversion unit 12o notifies the condition determination unit 40s that the obtained value is equivalent to 10,000 yen. In the condition determination unit 40s that has received the obtained value, 10,000 yen, which is the amount of the obtained value, is subtracted from the cumulative amount of the in - game - compatible value of 10,000 yen, and the cumulative amount of the in - game - compatible value is updated to 0 yen and reset.

[0160] As described above, the embodiments of the present invention have been described in detail. Subsequently, a modified example of the present invention will be described.

[0161] <First Modified Example> The schematic configuration of the gaming system 3 (Fig. 1), which is the first modification of the invention, will be described with reference to Fig. 2. Note that the gaming system 3 has the same configuration as the gaming system 1 of the first embodiment. Therefore, the same components as those of the gaming system 1 are denoted by the same reference numerals, and mainly, the components different from those of the gaming system 1 will be described, and the description of the same components as those of the gaming system 1 will be omitted.

[0162] In the gaming system 3, the valuable value storage unit 40b' has a function of accumulating the acquired in-game corresponding value and determining on the day of the game that the in-game corresponding value charge cumulative amount obtained by accumulating the in-game corresponding value has reached the in-game corresponding value charge upper limit, which is a preset upper limit amount. When the valuable value storage unit 40b' acquires the portable corresponding value, if the portable corresponding value is the in-game corresponding value, it accumulates this in-game corresponding value and calculates the in-game corresponding value charge cumulative amount, which is the cumulative amount of the in-game corresponding value. Then, when the in-game corresponding value charge cumulative amount reaches the preset in-game corresponding value charge upper limit, it is determined that a predetermined condition is satisfied. Then, the determination result is notified to the notification unit 40g', and the notification unit 40g' that has received this notification notifies to that effect.

[0163] Fig. 26 is a sequence diagram showing the processing until it is notified that the in-game corresponding value charge cumulative amount has reached the in-game corresponding value charge upper limit on the day of the game in the gaming system 3. In the following description, a case where the in-game corresponding value charge upper limit is set to 20,000 yen in advance at the cashless center 20 will be described as an example.

[0164] In the gaming system 3, the cashless center 20 notifies the portable terminal 40 that the preset in-game corresponding value charge upper limit is 20,000 yen, and in the portable terminal 40 that has received this notification, it is stored in the valuable value storage unit 40b' that the in-game corresponding value charge upper limit is 20,000 yen. After that, after the state transition unit 40e transitions to the gaming state, when a recharge request is made by the player and 10,000 yen worth of mobile-compatible value is recharged at the cashless center 20, this mobile-compatible value is stored as in-game corresponding value by the valuable value storage unit 40b'. At this time, although not shown, based on the 10,000 yen worth of in-game corresponding value acquired by the valuable value storage unit 40b', the cumulative in-game corresponding value recharge amount is calculated as 10,000 yen. Subsequently, when, based on a recharge request made again by the player, 10,000 yen worth of mobile-compatible value is recharged again at the cashless center 20, this mobile-compatible value is stored as in-game corresponding value by the valuable value storage unit 40b', and 10,000 yen is added to the cumulative in-game corresponding value recharge amount by the valuable value storage unit 40b', and the cumulative in-game corresponding value recharge amount is calculated as 20,000 yen. Then, the valuable value storage unit 40b' determines that the cumulative in-game corresponding value recharge amount has reached 20,000 yen, which is the in-game corresponding value recharge upper limit, on the gaming day, and notifies the determination result to the notification unit 40g'. The subsequent notification method by the notification unit 40g' is the same as that of the gaming system 1.

[0165] As described above, although the embodiments and modification examples of the present invention have been described in detail, the present invention is not limited to the above-described embodiments. And the present invention can be subjected to various design changes without departing from the matters described in the claims.

[0166] For example, in the game system 1 of the first embodiment and the game system 2 of the second embodiment of the present invention, an example of a payment execution unit 40d having a pre-game corresponding value priority debit function that preferentially debits the pre-game corresponding value over the in-game corresponding value and deposits it into the gaming device 12 was shown. However, for example, as shown in FIG. 27, the payment execution unit 40d may be configured to be able to switch the setting so as to preferentially debit from the in-game corresponding value and deposit it into the gaming device 12. At this time, when the setting is to preferentially debit from the in-game corresponding value, for example, as shown in FIG. 27, when 5,000 yen worth of pre-game corresponding value and 20,000 yen worth of in-game corresponding value are stored in the valuable value storage unit 40b, when a use request is received by the payment execution unit 40d, based on this use request, the payment execution unit 40d debits the specified amount (for example, 5,000 yen) of portable corresponding value from the in-game corresponding value instead of the pre-game corresponding value and deposits it into the gaming device 12. Then, in the valuable value storage unit 40b, the 5,000 yen worth of pre-game corresponding value remains as it is, and the in-game corresponding value is updated to 15,000 yen worth. By configuring as described above, for example, it can meet the wishes of a player who wants to play the game while leaving the portable corresponding value charged before the game start time.

[0167] Also, for example, in the gaming systems 1 and 2, an example was shown where the state transition unit 40e has a pre-game state restoration function that automatically returns from the in-game state to the pre-game state when it detects that the next day has arrived. However, for example, the configuration may be such that the timing of the automatic return from the in-game state to the pre-game state in the state transition unit 40e can be arbitrarily set. In that case, for example, the opening time or closing time of the game parlor 10 may be obtained from another device provided in the game parlor 10, such as the management device 14 or the relay device 15, and the system may be configured to return from the in-game state to the pre-game state in accordance with this opening time or closing time. Or, for example, an arbitrary time preset on the game parlor 10 side may be obtained from the cashless center 20 and stored, and the system may be configured to return from the in-game state to the pre-game state in accordance with this stored time. Also, for example, a return request for returning the state transition unit 40e to the pre-game state may be notified to the state transition unit 40e from the game parlor 10 side via the cashless center 20, and based on the reception of this notification, the state transition unit 40e may be configured to return from the in-game state to the pre-game state.

[0168] Also, for example, in the gaming systems 1 (including 1a to 1h) and 2 (including 2a to 2c), an example was shown where a notification unit (notification means) is provided in the mobile terminal 40 and / or the gaming device 12. However, the notification unit may be configured to include various devices held or worn by the staff of the game parlor 10, such as a headset using a wireless communication system (intercommunication system) within a specific area, or a remote controller or a mobile terminal for controlling various devices such as the gaming device 12, the management device 14, and the relay device 15 in the game parlor 10. In this case, the condition determination unit 40f and the cumulative amount detection unit 12h are configured to notify the above-mentioned various devices of the fact that a predetermined condition has been satisfied.

[0169] Furthermore, for example, in the gaming systems 1 (including 1a to 1h) and gaming systems 2 (including 2a to 2c), although an example is shown where the valuable value storage unit 40b (40b') or the valuable value storage unit 20e distinguishes between pre-game corresponding values and in-game corresponding values based on state transitions by the state transition unit 40e or the state transition unit 40l, the valuable value storage unit 40b (40b') or the valuable value storage unit 20e may obtain information from the gaming machine 11 or the gaming device 12 that can recognize the start of the game, such as information regarding the game points (consumed game values) consumed in the game on the gaming machine 11, and based on this information, distinguish between pre-game corresponding values and in-game corresponding values with the time when the game is started as the boundary. Also, a predetermined amount, a predetermined period, and another predetermined amount can be arbitrarily set.

Explanation of Signs

[0170] 1 Gaming system 1a~1h Gaming systems 2 Gaming system 2a~2c Gaming systems 3 Gaming system 10 Game parlor 10´ Game parlor 11 Gaming machine 11a Control unit 11b Gaming device communication unit 12 Gaming device 12a Control unit 12b Gaming machine communication unit 12c Relay device communication unit 12d Management device communication unit 12e Recording medium processing unit 12f Game value awarding unit 12g Notification unit 12h Total amount detection unit 12i Notification unit 12j Total amount detection unit 12k Display unit 12l Display device 12m Total amount detection unit 12n Total amount detection unit 12o Prize game medium conversion unit 13 HUB 14 Management device 14a Control unit 14b Information management unit 14c Gaming device communication unit 15 Relay device 15a Control unit 15b Information management unit 15c Center communication unit 15d Gaming device communication unit 16 Registration machine 17 Settlement machine 20 Cashless center 20a Control unit 20b Information management unit 20c Relay device communication unit 20d Mobile terminal communication unit 20e Valuable memory unit 30 Prepaid settlement center 40 Mobile terminal 40a Control unit 40b Valuable memory unit 40b´ Valuable memory unit 40c Communication unit 40d Deposit execution unit 40e State transition unit 40f Condition determination unit 40g Notification unit 40g´ Notification unit 40h Cumulative amount notification unit 40i Condition determination unit 40j Cumulative amount notification unit 40k Deposit execution unit 40l State transition unit 40m Condition determination unit 40n Cumulative amount notification unit 40o Condition determination unit 40p Cumulative amount notification unit 40q Condition determination unit 40r Notification unit 40s Condition determination unit 50 Recording medium 51 IC card 52 IC coin 60 Cashless center management table 61 Cashless Center Management Table 70 Relay Device Management Table 71 Relay Device Management Table 100 Management Function Unit (Relay Device and Cashless Center)

Claims

1. A gaming system including: a gaming device installed in association with a gaming machine capable of playing games using game values; a mobile terminal owned by a player; and a management function unit capable of communicating with the gaming device and the mobile terminal, wherein the management function unit includes information management means for generating a specified amount of valuable value based on a charge request by the player and managing mobile terminal correspondence information which is information associating the valuable value with the mobile terminal, wherein the management function unit or the mobile terminal includes valuable value storage means for acquiring and storing from the information management means a mobile terminal correspondence value which is the valuable value associated with the mobile terminal by the information management means among the mobile terminal correspondence information, wherein the management function unit or the mobile terminal includes deposit execution means for withdrawing a specified amount of the mobile terminal correspondence value from the valuable value storage means based on a use request by the player and depositing it into the gaming device, wherein the gaming device includes game value granting means for directly or indirectly storing the deposited mobile terminal correspondence value and converting a specified amount of the mobile terminal correspondence value into the game value based on a conversion request by the player and granting it to the gaming machine, wherein the management function unit, the mobile terminal or the gaming device includes condition determination means for determining whether or not the cumulative amount of the mobile terminal correspondence value deposited into the gaming device by the deposit execution means satisfies a predetermined condition, wherein the management function unit, the mobile terminal or the gaming device includes notification means for notifying that the predetermined condition has been satisfied based on the determination result in the condition determination means, wherein the valuable value storage means has a value identification storage function for distinguishing and storing a pre-game correspondence value which is the mobile terminal correspondence value associated with the mobile terminal before the game start time and a mid-game correspondence value which is the mobile terminal correspondence value associated with the mobile terminal after the game start time, regarding the time of deposit of the mobile terminal correspondence value based on the first use request on the game day by the deposit execution means as the game start time, wherein the predetermined condition is that the cumulative amount of the mid-game correspondence value obtained by cumulating the mobile terminal correspondence value deposited from the mid-game correspondence value among the cumulative amounts reaches a predetermined amount on the game day, characterized by the above gaming system.

2. The gaming device includes recording medium processing means capable of accepting a recording medium held by a player and identifying whether the recording medium is a member recording medium issued to a player who has registered as a member at the game parlor. The notification means has a notification enabling function for enabling notification that the predetermined condition has been satisfied when the recording medium is the member recording medium and when the player desires. When the recording medium is the member recording medium, the condition determination means has an upper limit setting function that sets, based on a setting request by the player, an upper limit amount available for use in the game for one day, which is defined as an index for determining a gaming dependence tendency in which the player is engrossed in the game, as the predetermined amount. The gaming system according to claim 1, characterized in that.

3. The portable terminal includes the valuable value storage means, the payment execution means, and state transition means for transitioning from a pre-game state to an in-game state at the start time of the game. Based on the state transition of the portable terminal, the valuable value storage means recognizes the portable corresponding value associated with the portable terminal in the pre-game state as the pre-game corresponding value, and recognizes the portable corresponding value associated with the portable terminal in the in-game state as the in-game corresponding value, thereby distinguishing between the pre-game corresponding value and the in-game corresponding value. The gaming system according to claim 1 or claim 2, characterized in that.

4. The state transition means stores the date of the game day, and when it detects that the date has become the day after or later, transitions the state from the in-game state to the pre-game state. The gaming system according to claim 3, characterized in that.

5. When the payment execution means receives the usage request, if the pre-game corresponding value and the in-game corresponding value are stored in the valuable value storage means, it withdraws the pre-game corresponding value preferentially over the in-game corresponding value. The gaming system according to claim 1 or claim 2, characterized in that.

6. When the payment execution means receives the usage request, if the remaining amount of the pre-game corresponding value is less than the unit amount that can be converted into the game value by the game value granting means, it withdraws the in-game corresponding value preferentially over the pre-game corresponding value. The gaming system according to claim 1 or claim 2, characterized in that.

7. When the first use request on the game day is received by the deposit execution means, if there is a balance of the in-game corresponding value, the valuable value storage means transfers this balance from the in-game corresponding value to the pre-game corresponding value. The gaming system according to claim 1 or claim 2, characterized by the above.

8. The predetermined condition is that, among the cumulative amounts, the total cumulative amount of the in-game corresponding value obtained by summing the cumulative amounts of the in-game corresponding value within a predetermined period spanning a plurality of preset days reaches a predetermined amount corresponding to another predetermined period within the predetermined period. The gaming system according to claim 1 or claim 2, characterized by the above.

Citation Information

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