System, computer-implemented method, and computer program
The system addresses the challenge of varying loan rates and validity periods by recording attribute data for each gaming media loan, facilitating centralized management and reducing operational complexity and costs in gaming establishments.
Patent Information
- Application Number
- JP2024104762
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-28
- Publication Date
- 2026-01-16
AI Technical Summary
Existing systems for managing loaned gaming media, such as pachinko balls or medals, fail to account for varying loan rates and validity periods across different gaming establishments, leading to inconvenience and increased operational costs due to the need for separate management systems at each location.
A system that records and manages the remaining number of gaming media along with attribute data for each loan, including lending rate, expiration date, and payment method, allowing for centralized management and consistent handling of gaming media across multiple locations.
Enables efficient tracking and utilization of gaming media based on their attributes, reducing operational complexity and costs while ensuring user convenience by allowing for consistent handling and utilization across different gaming facilities.
Smart Images

Figure 2026006037000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a system, a computer-implemented method, and a computer program related to a gaming medium. [Background technology]
[0002] The gaming media are used in gaming parlors. For example, the gaming media are pachinko balls or medals. Patent Document 1 discloses a technique for lending gaming media by credit card. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2004-298219 Summary of the Invention
[0004] To improve user convenience, it is conceivable to record the remaining number of loaned game media in a storage device such as an IC card or a server. If the recorded game media are available for use at the gaming establishment, the user can save the unused game media and use them when needed.
[0005] However, even if the number of gaming media is the same, the value of the gaming media, such as the rental rate or remaining valid period, may differ depending on the store where the gaming media was rented or the timing of rental.
[0006] For example, consider a case where gaming media loaned from multiple stores with different loan rates are recorded together. Suppose a user U is loaned 1,000 balls (worth 4,000 yen) from store A, where the loan rate is 4 yen per ball, and 1,000 balls (worth 3,000 yen) from store B, where the loan rate is 2 yen per ball. In this case, if the number of balls loaned to user U from both stores A and B is recorded together, the number of balls saved by user U will be 2,000 balls.
[0007] However, if only the number of balls were recorded, it would be possible for gaming media loaned at store B, which has a lower rate, to be used at store A, which has a higher rate, which would be inconvenient. In this way, even if the number of gaming media is the same, their value may differ. On the other hand, if store A and store B each try to manage the number of gaming media loaned to users in order to avoid such inconvenience, each store A and store B would need to install their own system for managing the number of gaming media loaned. Installing a system for each store is cumbersome and costly. Furthermore, for users, if each store has a different system, it would be difficult to keep track of the number of gaming media.
[0008] Furthermore, in order to promote the use of loaned game media, it is conceivable to set a validity period for the loaned game media. If a validity period for the loaned game media (for example, a validity period of six months from the date of loan) is set, game media loaned in January 2024 and game media loaned in May 2024 will have different remaining validity periods, and therefore, even if the number of game media is the same, their values will differ.
[0009] However, if only the number of game media is recorded regardless of the timing of loan, it is difficult to use the game media according to the remaining validity period, which makes it difficult to set a validity period for the loaned game media.
[0010] In this way, the attributes of the loaned gaming media, such as their value, may differ for each loan. Therefore, when recording the remaining number of gaming media that may be loaned multiple times, it is desirable to be able to handle the fact that the attributes of the loaned gaming media, such as their value, may differ for each loan.
[0011] One aspect of the present disclosure is a system for managing the remaining number of game media loaned to a user, and is configured to execute a recording process for recording the remaining number of game media loaned to the user as well as attribute data for each loan of the game media.
[0012] Another aspect of the present disclosure is a method for managing remaining numbers of game media loaned to users, the method including executing a recording process for recording the remaining numbers of the game media loaned to users and attribute data for each loan of the game media with remaining numbers.
[0013] Another aspect of the present disclosure is a computer program that causes a computer to execute a recording process for managing the remaining number of game media loaned to a user, and for recording the remaining number of game media loaned to a user and attribute data for each loan of the game media with remaining numbers in a database.
[0014] Further details will be described in the following embodiments. [Brief explanation of the drawings]
[0015] [Figure 1] FIG. 1 is an explanatory diagram of the system. [Figure 2] FIG. 2 is a configuration diagram of the server, the inter-machine unit, and the gaming machine. [Figure 3] FIG. 3 is a flowchart of the recording process. [Figure 4] FIG. 4 is a diagram showing the loan history. [Figure 5] FIG. 5 is a diagram showing the usage history. [Figure 6] FIG. 6 is a diagram showing the remaining number history. DETAILED DESCRIPTION OF THE INVENTION
[0016] 1. Overview of the System, Computer-Implemented Method, and Computer Program
[0017] (1) A system according to an embodiment may be a system for managing the remaining number of gaming media loaned to a user. The system according to an embodiment may be configured to execute a recording process for recording the remaining number of gaming media loaned to a user as well as attribute data for each loan of the gaming media. In this case, since attribute data for each loan is recorded, it is possible to deal with the fact that the attributes of gaming media may differ for each loan.
[0018] (2) The recording process may include a subtraction process for subtracting the remaining number according to the number of uses of the gaming medium, and a process for determining which attribute data to subtract from the remaining number. The subtraction process may include subtracting a subtraction amount according to the number of uses from the remaining number corresponding to the determined attribute data, thereby obtaining a new remaining number after the gaming medium has been used.
[0019] (3) The recording process may include an addition process for increasing the remaining number according to the number of loaned game media, and a process for determining which attribute data to increase from the remaining number. The addition process may include determining a new remaining number after the loan of game media by increasing an addition number according to the loaned number from the remaining number corresponding to the determined attribute data.
[0020] (4) The attribute data may include a first lending rate at the time of lending the gaming medium.
[0021] (5) The recording process may further include an available number calculation process that calculates the number of gaming media available in the gaming facility based on a second lending rate at the gaming facility where the gaming media are used and the first lending rate.
[0022] (6) The attribute data may include data for identifying the expiration date of the gaming medium.
[0023] (7) The recording process includes a subtraction process that subtracts the remaining number according to the number of uses of the gaming medium, and a process that determines which quantity of the remaining number corresponds to which expiration date to subtract from the remaining number, and the subtraction process may include determining the new remaining number after use of the gaming medium by subtracting a subtraction amount according to the number of uses from the quantity of the remaining number that corresponds to the determined expiration date.
[0024] (8) The quantity corresponding to which expiration date data should be subtracted from the remaining quantity can be determined based on the expiration date.
[0025] (9) The attribute data may include the type of payment method used by the user to lend the gaming medium.
[0026] (10) The use of the remaining balance may be restricted based on the type of payment method.
[0027] (11) A method according to an embodiment may be a computer-implemented method executed by a computer for managing the remaining number of game media loaned to a user. The method according to an embodiment may include executing a recording process for recording the remaining number of game media loaned to a user and attribute data for each loan of the game media with a remaining number.
[0028] (12) A computer program according to an embodiment may be a computer program for causing a computer to execute a recording process for recording in a database the remaining number of game media loaned to a user, together with attribute data for each loan of the game media with a remaining number, in order to manage the remaining number of game media loaned to a user. The computer program may be stored in a non-transitory computer-readable storage medium.
[0029] 2. Examples of Systems, Computer-Implemented Methods, and Computer Programs
[0030] Hereinafter, the embodiments will be described in more detail with reference to the drawings.
[0031] 1 and 2 show a system according to an embodiment. The system according to the embodiment performs processing related to gaming parlors A and B. As an example, the system according to the embodiment manages gaming media used in gaming parlors A and B. Gaming parlors A and B are, for example, stores in which gaming machines 110 are installed. The gaming machines 110 are, for example, pachinko machines or slot machines. The gaming media are, for example, pachinko balls or medals.
[0032] A system according to an embodiment may include one or more devices. Each of the one or more devices constituting the system according to an embodiment may include one or more computers. As an example, the system according to an embodiment may include a server 10 connected to a network 50 such as the Internet. The server 10 executes management processing. As an example, the server 10 may be configured by a cloud server.
[0033] The server 10 can manage one or more amusement parlors A and B. In FIG. 1, the server 10 manages gaming media in multiple amusement parlors A and B. The server 10 is connected to in-game parlor devices 100 installed in each amusement parlor A and B via a network 50. Note that the management processing performed by the server 10 may be executed by one or more of the multiple devices shown in FIG. 1, such as the in-game parlor devices 100 described below, and devices not shown.
[0034] As shown in FIG. 2, the server 10 may be configured by one or more computers including a processor 11 and a storage device 12 connected to the processor 11. The storage device 12 of the server 10 includes, for example, a primary storage device and a secondary storage device. The primary storage device is, for example, RAM. The secondary storage device is, for example, a hard disk drive (HDD) or a solid state drive (SSD). The storage device 12 includes a computer program 13 executed by the processor 11. The processor 11 of the server 10 reads and executes the computer program 13 stored in the storage device 12. The computer program 13 has program code representing instructions for causing a computer to execute a recording process 11A according to the embodiment.
[0035] The storage device 12 includes a database 14. The database 14 may store, for example, data related to what the user U may acquire through payment. The things the user U may acquire through payment may be gaming media. Note that gaming media may also be acquired as a result of the user U playing the gaming machine 110, and such acquisition may also be recorded in the database 14.
[0036] Furthermore, what the user U can acquire through payment may be a paid gaming value. The gaming value is a value that can be used in the gaming machine 110. The gaming value may be expressed in the same units as a currency such as "yen," or in predetermined point units. The gaming value may be exchanged for gaming media at a predetermined rate.
[0037] In the following description, as an example, data on game media lending history 15, game media usage history 16, and game media remaining number history 17 are recorded in the database 14. These data 15, 16, and 17 will be described later.
[0038] Note that the loan, use, and remaining number of game media recorded in the database 14 etc. may be the loan, use, and loan of game value, respectively, and the loan, use, and remaining number recorded in the database 14 etc. may be both game media and game value. The following mainly describes game media, but the following descriptions of game media also apply to game value. However, unless otherwise specified, the loan, use, and remaining number of game media shall include the loan, use, and loan of game value that can be exchanged for game media, respectively.
[0039] The in-game facility device 100 shown in Fig. 1 is configured by a computer with a communication function, and is capable of communicating with a server 10 via a network 50. The in-game facility device 100 is also capable of communicating with a payment system 20 for the lending of game media, etc., via the network 50. The payment system is a system for cashless payments such as credit card payments, debit card payments, electronic money payments, and code payments.
[0040] The in-game facility device 100 is communicably connected to each of a plurality of inter-machine machines 120 (or gaming machines 110) installed in the game facilities A and B via the in-game facility network.
[0041] The in-game facility device 100 relays communication between the inter-machine machine 120 (or gaming machine 110) and the management server 10 or payment system 20. As shown in Fig. 2, the controller 121 of the inter-machine machine 120 (or gaming machine 110) can communicate with the server 10 or payment system 20 via the communication unit 122.
[0042] The inter-machine device 120 is a device for dispensing game media (game media dispensing device). An inter-machine device 120 is provided corresponding to each game machine 110. A controller 121 of the inter-machine device 120 executes processing for dispensing game media (pachinko balls, medals, etc.) to be used in the corresponding game machine 110. In FIG. 1, as an example, the inter-machine device 120 corresponding to the game machine 110 is arranged on the left side of the game machine 110.
[0043] At the inter-machine machine 120, the user U can make a settlement (payment) for the loan of gaming media. The settlement for the loan of gaming media can also be made at a card issuing machine 150 installed in the gaming facility. The card issuing machine 150 issues a card 6 (gaming card; gaming prepaid card) such as an IC card on which the paid amount or number of gaming media is recorded (charged). The inter-machine machine 120 accepts the card 6 and lends gaming media up to the paid amount or number of gaming media recorded on the card 6. The card 6 can also be recharged by making a settlement at the inter-machine machine 120 that accepts the card 6.
[0044] Here, the "lending of gaming media" may be a one-stage lending or a two-stage lending.
[0045] In one-stage lending, gaming media corresponding to the amount paid are immediately loaned. For example, when a payment is made at the inter-machine machine 120, the number of gaming media corresponding to that amount is immediately loaned. The loan in one-stage lending may be a digital loan in which the number of gaming media loaned is reflected in the data, or it may be a loan of physical gaming media. In the case of a digital loan, the physical gaming media are provided (paid out) to the user by a subsequent operation. The digital loan may be stored on the card 6 or other storage means.
[0046] In two-stage lending, the paid amount is recorded on the card 6 or other storage means as the user U's paid gaming fee (gaming value), and then gaming media corresponding to the amount of the paid gaming fee (gaming value) desired by the user are loaned. For example, when a payment is made at the inter-machine machine 120, the paid amount is recorded on the card 6 or other storage means, and then when the user U operates the inter-machine machine 120 to loan gaming media, the gaming media are loaned to the gaming machine 110 corresponding to the inter-machine machine 120. Also, when a payment is made at the card issuing machine 150, a card 6 is issued on which the paid amount and other information are recorded. The user U uses the card 6 at the inter-machine machine 120 to loan gaming media. In two-stage lending, the loan may be a digital loan, in which the number of loaned gaming media is reflected in the data, or a loan of physical gaming media.
[0047] The record (charge) of the paid amount or the number of gaming media does not need to be recorded on the card 6, but may be recorded in the database 14 of the server 10, for example. The user U can refer to the record in the database 14 using a terminal such as a smartphone 5, and can also use it at the inter-machine machine 120.
[0048] Payment in a device having a payment function, such as the inter-machine machine 120 or the card issuing machine 150, is, for example, cash payment using banknotes 2 and / or cashless payment.
[0049] For payment, the inter-machine device 120 is provided with a payment device 123. The following describes the payment device 123 of the inter-machine device 120, but the card issuing machine 150 may also be provided with a similar payment device.
[0050] The payment device 123 may have functionality for either cash payment or cashless payment, or both. The payment device 123 may support one or more types of cashless payment.
[0051] Cash payment is performed by the user U by inserting cash such as banknotes 2 into a cash slot (not shown) of the inter-machine machine 120. The payment amount for cash payment can be selected by the user U by operating the operation unit 124 provided on the inter-machine machine 120.
[0052] Cashless payments include, for example, payment by credit card 1, payment by debit card, payment by electronic money, and code payment using a terminal such as a smartphone 5. Code payment may be a two-dimensional code payment such as a QR code (registered trademark), or may be a barcode payment. Cashless payments are made using a card for cashless payments (for example, a credit card 1) or a terminal such as a smartphone 5. The payment amount for cash payments can be selected by the user U operating the operation unit 124 provided on the machine 120 or a terminal such as a smartphone 5.
[0053] The inter-machine machine 120 includes an inter-machine machine interface 125. The inter-machine machine 120 is connected to the gaming machine 110 corresponding to the inter-machine machine 120 via the inter-machine machine interface 125. The gaming machine 110 is connected to the inter-machine machine 120 via the gaming machine interface 113. Therefore, the inter-machine machine 120 and the gaming machine 110 corresponding to that inter-machine machine 120 can communicate with each other. Signals related to the lending of gaming media are exchanged between the inter-machine machine 120 and the gaming machine 110, and the gaming media is loaned.
[0054] The gaming machine 110 includes a controller 111 for controlling the gaming machine 110. The gaming machine 110 also includes a gaming medium payout device 112. The payout device 112 pays out loaned gaming media or gaming media (prize balls) acquired by the user on the gaming machine 110.
[0055] 3 shows an example of the procedure of the recording process 11A. As described above, the system according to the embodiment can manage game media. The recording process 11A records attribute data for each game medium loaned to a user along with the remaining number of game media loaned to the user.
[0056] In the recording process 11A of the embodiment, as an example, a gaming medium lending history 15, a usage history 16, and a remaining number history 17 are recorded in a database 14 (see FIG. 2). The database 14 can record the histories 15, 16, and 17 for each of multiple users U. Therefore, by referring to the database 14, the histories 15, 16, and 17 of a certain user U can be ascertained.
[0057] FIG. 3 shows, as the recording process 11A, processes in the case of lending (steps S311 to S314) and processes in the case of using (steps S321 to S325).
[0058] First, the process in the case of lending (steps S311 to S314) will be described. In step S311, when gaming media are lent to user U, the server 10 receives data related to the lending (attribute data) along with the number of gaming media lent. The server 10 may receive this data, for example, from the inter-machine machine 120 or card issuing machine 150 where the process for lending was performed. The server 10 may receive this data, for example, each time gaming media is lent. Note that the lending here mainly refers to a digital lending. The digital lending may be a digital lending in a one-stage lending system or a two-stage lending system. The lent gaming media may also be gaming media acquired by user U as a result of playing the gaming machine 110.
[0059] In step S312, the server 10 records the received data in the database 14 as the loan history 15. FIG. 4 shows an example of the loan history 15. In FIG. 4, the number of loaned gaming media and the attributes of the loaned gaming media are recorded for each loan. An identifier (loan ID) is assigned to each loan. For example, a loan with a loan ID of id00 is recorded in association with 4000, which indicates the number of loaned gaming media, and various data (attribute data) related to the loaned gaming media. By assigning a loan ID to each loan, each loan can be distinguished.
[0060] In Fig. 4, as an example, the attribute data includes the rental store (rented amusement center), rental rate, rental date and time, expiration date, and type of payment method. The attribute data may be at least one of these data. The attribute data may be other than that shown in Fig. 4.
[0061] By recording attribute data for each loan, even if the same number of game media are loaned, it becomes possible to distinguish which attribute the game media are loaned from and handle them accordingly.
[0062] Among the attribute data shown in FIG. 4, "rented store" indicates the store (e.g., amusement parlor A or B) where the gaming medium was rented. Since each store has different rental rates for gaming media and different practices such as whether the gaming medium can be used at other stores, including the rental store as attribute data makes it possible to distinguish between rental stores and handle gaming media. For example, the use of gaming media can be limited to the same amusement parlor as the one that rented it, or to amusement parlors owned by the same company as the amusement parlor that rented it, or affiliated amusement parlors.
[0063] The attribute data may include data indicating the device from which the loan was made (for example, which machine 120 or which card issuing machine 150). In this case, it becomes possible to distinguish the device from which the loan was made and handle the gaming medium.
[0064] Among the attribute data shown in FIG. 4, the "rental rate" indicates the lending rate of the gaming medium. For example, if the lending rate is 4 yen / ball, one ball is lent for 4 yen. In FIG. 4, as an example, the lending rate at lending store A is 4 yen / ball, and the lending rate at lending store B is 2 yen / ball. By including the lending rate as attribute data, it is possible to handle gaming media by distinguishing between lending rates. For example, the use of gaming media can be limited to gaming media with the same lending rate as the gaming facility to be used. Furthermore, when using gaming media, the number of gaming media that can actually be used can be calculated from the number of gaming media lent based on the difference between the lending rate at the gaming facility to be used and the lending rate at the time of lending (exchange process for gaming media with different lending rates).
[0065] Among the attribute data shown in FIG. 4, the "loan date and time" indicates the date and time when the gaming medium was loaned. By including the loan date and time as attribute data, it becomes possible to distinguish the loan date and time when handling gaming media. For example, a process can be performed in which gaming media with an older loan date and time are given priority for use by user U. The loan date and time is also data for identifying the expiration date, which will be described later.
[0066] Among the attribute data shown in Figure 4, "Expiration Date" indicates the expiration date set for the loaned gaming medium. The expiration date is data for identifying the expiration date of the gaming medium. If the loaned gaming medium is not used within the expiration date, for example, the number of loaned gaming media may be lost. The expiration date is, for example, six months or three months from the date of loan. In Figure 4, for loaning store A, the expiration date is six months from the date of loan, and for loaning store B, the expiration date is three months from the date of loan. By including the expiration date as attribute data, it is possible to handle gaming media by distinguishing between expiration dates. For example, a process can be performed in which user U is given priority for using gaming media with an earlier expiration date.
[0067] Among the attribute data shown in FIG. 4, "type of payment method" indicates the type of payment for the loan. The type of payment is, for example, cash payment / cashless payment, and for cashless payment, the payment types may further include credit card payment, debit card payment, electronic money payment, and code payment. The type of payment method may also indicate the type of method for acquiring gaming media. The acquisition method may be, for example, exchange from gaming media acquired at another store, or acquisition of gaming media as a result of playing on the gaming machine 110.
[0068] Furthermore, the payment types may be determined by classifying these various payment types from a predetermined perspective. For example, payment types may be divided into a first type of immediate payment and a second type of deferred payment. The first type of payment is a payment in which the actual payment is made at the time of payment, such as cash payment or debit card payment. The second type of payment is a payment (credit payment) in which the actual payment is made after payment, such as credit card payment.
[0069] By including the type of payment method as attribute data, it becomes possible to distinguish between the types of payment methods and handle gaming media. For example, it is possible to allow deferred payment (second type of payment) to be used in the gaming machine 110, but not to allow its use for exchange for prizes (especially so-called "special prizes").
[0070] For example, the server 10 or other device can exclude from the number of gaming media recorded as owned by user U the number of gaming media loaned in a payment made after actual payment by credit card or the like from the number of gaming media exchangeable for special prizes, etc. This makes it possible to prevent gaming media loaned in a credit card payment from being exchanged for special prizes, etc. Here, special prizes are special prizes in the so-called three-store system. Special prizes are items handled by businesses in the three-store system, and user U can exchange them for cash, etc. at the prize exchange center.
[0071] The system may be configured to vary the method of lending depending on the type of payment method. For example, either the one-stage lending or the two-stage lending described above may be selected depending on the type of payment method. For example, in the case of a first type of payment, the two-stage lending described above may be performed, and in the case of a second type of payment, the one-stage lending described above may be performed.
[0072] Returning to FIG. 3, in step S313, the server 10 determines the remaining number of game media loaned to the user U (new remaining number). In step S313, the new remaining number is determined by performing an addition process that adds the number of loaned game media to the original remaining number. For example, if the loan was made at amusement parlor A, the server 10 determines to increase the remaining number at amusement parlor A (the number of game media corresponding to the attribute of amusement parlor A), and determines the new remaining number at amusement parlor A by adding the number of loaned game media to the remaining number at amusement parlor A.
[0073] In step 314, the server 10 records (updates) the determined remaining number. The server 10 records the determined remaining number, for example, in the database 14 as the remaining number history 17 shown in Fig. 6. The remaining number and the attributes of the gaming media related to the remaining number may be recorded as remaining number data 8 (see Fig. 2) in a recording medium such as a card 6 or smartphone 5 owned by the user in addition to or instead of the database 14.
[0074] The remaining number history 17 shown in Figure 6 is recorded (updated) each time a gaming medium is loaned or used. The remaining number of gaming media increases when the gaming medium is loaned and decreases when the gaming medium is used. In Figure 6, the remaining number of gaming media is recorded together with the "date and time" of loan or use.
[0075] Further explanation of the remaining number history 17 in FIG. 6 will be given after the explanation of the use of gaming media.
[0076] The following describes the process (steps S321 to S325) when using FIG.
[0077] In step S321, the number of gaming media that user U intends to use is determined. User U performs an operation to determine the number of gaming media that user U intends to use from the remaining number of gaming media that user U owns. User U or the system can also determine which attribute or rental ID gaming media to use. For example, gaming media rented at the same gaming facility as the gaming facility that user U intends to use, or gaming media with the same rental rate regardless of the gaming facility where they were rented, can be selected automatically by the system or by user U's operation. Gaming media from different gaming facilities or with different rental rates may also be selected. User U or the system can also determine which gaming media to use by prioritizing gaming media with older rental dates or gaming media with earlier expiration dates.
[0078] The system (e.g., server 10) can also execute an available number calculation process that calculates the number of gaming media that can actually be used (available number) from the recorded remaining number of rental gaming media. The available number calculation process can be executed, for example, when the recorded rental rate (first rental rate) of the gaming media to be used differs from the rental rate (second rental rate) at the gaming parlor where user U intends to use the gaming media. For example, if the number of gaming media to be used is 1,000 and the recorded first rental rate is 2 yen / ball, while the second rental rate at gaming parlor A where user U intends to use the gaming media is 4 yen / ball, then based on the difference between the rental rates, 500 is calculated as the number of gaming media available at gaming parlor A from the recorded number of gaming media (1,000). This process can also be considered a process for exchanging gaming media with different rental rates. The value calculated as the number of gaming media available at gaming parlor A may be less than 500, taking into account the exchange fee.
[0079] Furthermore, when game media are used for prize exchange, the available number calculation process can determine the number of game media available for prize exchange from the recorded remaining number of loaned game media. For example, from the recorded remaining number, the number of game media related to credit card payment is excluded from the number of game media available for prize exchange.
[0080] The number of gaming media determined in step S321 is used by the user U in step S322. The use may be for playing games on the gaming machine 110, for exchanging for prizes, or for gaming media at a different lending rate or at a store. The available number calculated by the available number calculation process is displayed on a terminal such as the smartphone 5 of the user U, or on the inter-machine machine 120 or gaming machine 110 used by the user U.
[0081] In step S322, when a gaming medium is used, the server 10 receives data such as the number of gaming media used from the device on which the gaming medium is used. The server 10 may receive this data each time a gaming medium is used. Note that the server 10 does not need to receive data that is already known to the server 10, such as data determined by the server 10 itself.
[0082] In step S323, the server 10 records the received data, such as the number of game media, in the database 14 as the usage history 16. FIG. 5 shows an example of the usage history 16. In FIG. 5, the number of game media used and the attributes of the game media used are recorded for each use. An identifier (usage ID) is assigned to each use. For example, for a use with a usage ID of idA01, 2500 indicating the number of game media used is recorded in association with various data (attribute data) related to the game media used. By assigning a usage ID to each use, each use can be distinguished.
[0083] In Fig. 5, as an example, the attribute data includes the store used (the gaming facility used), the date and time of use, and the rental ID corresponding to the gaming medium used. The attribute data may include at least one of these data. The attribute data may be other than that shown in Fig. 5.
[0084] By recording attribute data for each use, even if the same number of game media are used, it becomes possible to distinguish and handle the use of game media according to which attribute it relates to.
[0085] Among the attribute data shown in FIG. 5, "Store Used" indicates the store where the gaming medium was used (for example, amusement parlor A or B). The store used may also indicate a prize exchange center. Since the rental rate for gaming media varies from store to store, including the store used as attribute data makes it possible to distinguish between the stores used and handle gaming media. For example, if the store used is amusement parlor A, the number of used gaming media can be subtracted from the remaining number of gaming media loaned at amusement parlor A, not at other amusement parlors.
[0086] The attribute data may include data indicating the device on which the game was used (for example, the gaming machine 110 or a device for exchanging prizes). In this case, it becomes possible to handle the game media by distinguishing the device on which the game was used.
[0087] 5, the "usage date and time" indicates the date and time when the game medium was used. In this case, it becomes possible to handle the game medium by distinguishing the usage date and time.
[0088] Among the attribute data shown in Figure 5, the "rental ID corresponding to the gaming medium used" indicates which rental ID the gaming medium used is related to. By referring to the rental history 15 based on the rental ID, the attributes of the rented gaming medium can be identified. Note that the attribute data in Figure 5 may also record attributes corresponding to the gaming medium used (see Figure 4).
[0089] There may be one or more loan IDs (attributes corresponding to gaming media) corresponding to the gaming media used. For example, in a use with a usage ID of idA0 (number of gaming media used = 2500), "2500:id00" is recorded as one loan ID. This indicates that the loan ID corresponding to the number of gaming media used, 2500, is id00 (see Figure 4). In other words, in a use with a usage ID of idA0, 2500 of the 4000 gaming media loaned in the loan with a loan ID of id00 were used.
[0090] Furthermore, for use with a usage ID of idA1 (number of gaming media used = 2000), multiple loan IDs are recorded as "1500:id00, 400:id01." This indicates that the loan IDs corresponding to the number of gaming media used, 2000, are id00 and id01 (see Figure 4). In other words, the breakdown of use with a usage ID of idA1 indicates that 1500 out of 2000 are loans with loan ID = id00, and 500 out of 2000 are loans with loan ID = id01. Furthermore, the breakdown of use with a usage ID of idA1 can indicate that 1500 out of 2000 are gaming media paid for in cash, and 500 out of 2000 are gaming media paid for by credit card.
[0091] In this way, the loan ID corresponding to the used gaming medium may indicate one or more attributes among one or more attributes (see FIG. 4) associated with the loan ID. Therefore, it can be considered that the attribute data of the usage history 16 includes the attribute data of the used gaming medium at the time of loan.
[0092] 3, in step S324, the server 10 determines the remaining number of game media lent to the user (new remaining number). In step S324, the new remaining number is determined by executing a subtraction process that subtracts a subtraction number corresponding to the number of game media used from the original remaining number.
[0093] In step S325, the server 10 records (updates) the new remaining number. The server 10 records the determined remaining number, for example, in the database 14 as the remaining number history 17 shown in Fig. 6. The remaining number and the attributes of the gaming media related to the remaining number may be recorded as remaining number data 8 (see Fig. 2) in a recording medium such as a card 6 or smartphone 5 owned by the user in addition to or instead of the database 14.
[0094] As mentioned above, in FIG. 6, as an example, the remaining number of gaming media is recorded together with the "date and time" of loan or use. Furthermore, the remaining number is recorded for each store where the gaming media was loaned (for example, each amusement parlor A, B). Therefore, the remaining number for a certain user U is calculated as the total of the remaining numbers at each store. Note that in the remaining number history of FIG. 6, the remaining number may be recorded for each same loan rate rather than for each store. In this case, the total of the remaining numbers at multiple stores with the same loan rate may be recorded.
[0095] In the remaining number history 17 of FIG. 6, the remaining number of each game medium is associated with the "rental ID corresponding to the game medium with the remaining number" and the "rental ID / usage ID that affected the remaining number."
[0096] The "loan ID corresponding to the gaming media with remaining quantity" indicates which loan ID the gaming media indicated by the remaining quantity were loaned under. For example, the "loan ID corresponding to the gaming media with remaining quantity" corresponding to the remaining quantity of "4000" for loan store A at "2024 / 03 / 25 15:00" is "4000:id00". This indicates that the remaining quantity of "4000" is due to loan ID=id00 shown in Figure 4. Therefore, it can be seen that the attributes of the gaming media for the remaining quantity of "4000" are the attributes associated with loan ID=id00 in Figure 4.
[0097] Furthermore, the "loan ID corresponding to the gaming media with remaining quantity" corresponding to the remaining quantity "1500" for loan store A at "2024 / 03 / 25 15:05" is "1500:id00". This indicates that the remaining quantity "1500" is due to a loan at loan ID=id00 shown in Figure 4 (the remainder after use of id00). Therefore, it can be seen that the attribute of the gaming media for the remaining quantity "1500" is the attribute associated with loan ID=id00 in Figure 4.
[0098] The "loan ID / usage ID that affected the balance" indicates the ID corresponding to the loan or use that resulted in that balance. For example, the "loan ID / usage ID that affected the balance" corresponding to the remaining balance "4000" for loan store A at "2024 / 03 / 25 15:00" is "id00" (loan). This indicates that the remaining balance "4000" is due to the loan of id00 (loan of 4000) shown in Figure 4. Note that this remaining balance "4000" is determined by server 10 performing an addition process in which the remaining balance "0" at store A before the remaining balance "4000" was reached is added to the remaining balance "0" at store A, which was "0." Server 10 determines the remaining balance "0" at store A (attribute) as the remaining balance to be added (augment) based on the fact that the store from which the loaned "4000" was received is A (attribute). Then, the server 10 adds the addend 4000 to the augend "0" to obtain the new remainder "4000".
[0099] Also, in Figure 6, the "loan ID / usage ID that affected the balance" corresponding to the remaining balance of "1500" for loan store A at "2024 / 03 / 25 15:05" is "idA0" (use). This indicates that the remaining balance of "1500" was due to the use of idA0 (use of 2500) shown in Figure 5.
[0100] The use of idA0 is at amusement parlor A (see FIG. 4) where the loan (id00) corresponding to the gaming medium with remaining balance was made, and at amusement parlor A (see FIG. 5) that is the same parlor. The loan rate is the same for the same parlor. Therefore, the server 10 determines to subtract a subtraction value corresponding to the number of uses from the remaining quantity at parlor A (the attribute). Furthermore, based on the fact that the attributes of parlor or loan rate at the time of use and loan are the same, the server 10 determines to use the number of uses (2500) of idA0 as the subtraction value in the subtraction process to obtain the new remaining quantity (1500) after use from the remaining quantity before use (4000). In this case, the subtraction process calculates 1500, which is the subtraction value of 2500 from the remaining quantity at parlor A before use (4000).
[0101] At "2024 / 04 / 14 16:00" in Figure 6, the "rental IDs corresponding to remaining gaming media" corresponding to the remaining number "3500" for lending store A are "1500:id00, 2000:id01." This indicates that the remaining number "3500" is broken down into 1500 of the 4000 loaned for lending ID = id00 shown in Figure 4, and 2000 for lending ID = id01 also shown in Figure 4. Therefore, it can be seen that the attributes of the gaming media for "1500" of the remaining number "3500" are the attributes associated with lending ID = id00 in Figure 4, and the attributes of the gaming media for "2000" are the attributes associated with lending ID = id01 in Figure 4. The remaining number "3500" is calculated by the server 10 by performing an addition process in which the new loan number of 2000 is added to the remaining number "1500" at store A before the remaining number became "3500".
[0102] Furthermore, the "loan ID / usage ID that affected the balance" corresponding to the remaining balance of "3500" for loan store A at "2024 / 04 / 14 16:00" is "id01" (loan). This indicates that the remaining balance of "3500" is due to the loan of id01 (loan of 2000) shown in Figure 4. Note that this remaining balance of "3500" was calculated by server 10 performing an addition process in which the new loan quantity of 2000 at store A is added to the remaining quantity of "1500" at store A before the remaining quantity reached "3500".
[0103] The remaining numbers after that in Figure 6 are also recorded for each loan / use shown in Figure 4 and Figure 5. Below, we will explain the remaining numbers after that in Figure 6, including the remaining numbers for "2024 / 06 / 10 10:00", "2024 / 06 / 10 10:05", and "2024 / 06 / 10 10:06".
[0104] As shown in Figure 4, at "2024 / 06 / 10 10:00", a loan with loan ID = id04 (a loan of 500 at store A) is made. As a result, the remaining quantity at store A at "2024 / 06 / 10 10:00" shown in Figure 6 is "2000", which is the sum of "500" and "1500", the remaining quantity before the loan.
[0105] Thereafter, as shown in Figure 4, at "2024 / 06 / 10 10:05", the remaining game media at store B are exchanged for game media at store A. As a result of this exchange, the number of game media loaned becomes "250", and the remaining number at store A becomes "2250". In this exchange, all of the remaining number of game media at store B immediately before the exchange, "500", are exchanged for game media from store A. The reason why the remaining number of game media at store B used for the exchange, "500", and the number of game media loaned at store A through the exchange, "250", do not match is because the loan rates between stores A and B are different.
[0106] When user U wishes to exchange the remaining number "500" at store B for gaming media at store A, the server 10 identifies the loan rate, which is one of the attributes of the remaining number "500" to be exchanged. For example, according to the remaining number history in FIG. 6, the "loan ID corresponding to the gaming media with remaining number" of the remaining number "500" to be exchanged is id03. In the loan history 15 shown in FIG. 4, the loan rate (first loan rate) for the loan of id03 is "2 yen / ball." Meanwhile, the loan rate (second loan rate) at store A to be exchanged is "4 yen / ball." Therefore, the exchange rate from store B to store A is 2:1 (2 balls at store B are equivalent to 1 ball at store A). Therefore, based on this exchange rate, the server 10 calculates the number of gaming media to be exchanged, "250," from the remaining number "500" to be exchanged.
[0107] In addition, calculating the number of gaming media after exchange, "250," in this manner may correspond to an available number calculation process that calculates the number of gaming media available at the gaming facility based on the second lending rate at the gaming facility where the gaming media are used and the first lending rate at the time of lending.
[0108] Furthermore, calculating the number of gaming media after the exchange, "250," in this manner may be equivalent to calculating the addend "250" to be added to the original remaining number, "2000," based on the second lending rate at gaming facility A where the gaming media are used and the first lending rate at the time of lending, in order to calculate the remaining number of gaming media at gaming facility A after the exchange, "2250."
[0109] The calculated number of gaming media after the exchange, "250," is presented to user U in advance of the exchange, and the exchange is executed when user U performs an operation to accept the exchange, and for store A, this is reflected as the new remaining number, "2250." For store B, this is reflected as the new remaining number, "0." Store B's new remaining number, "0," is calculated by subtracting the "500" used for the exchange from the remaining number before the exchange, "500."
[0110] Then, at the time of "2024 / 06 / 10 10:06" in Figure 6, a use with use ID = idA5 (use of 2150 at store A) is made as shown in Figure 5. This use uses "2150" out of the remaining balance of "2250" at store A immediately before that use.
[0111] Here, the breakdown of the remaining balance "2250" at store A immediately before use is as shown in Figure 6: 1500 from the loan of id01, 500 from the loan of id04, and 250 from the loan of id05. When idA05 is used, 2150 is used, but the breakdown of this usage is as shown in Figure 5: 1500 from the loan of id01, 400 from the loan of id04, and 250 from the loan of id04. Therefore, the remaining balance of "100" after the use of idA05 is due to the loan of id04. In this way, the loan of id04 remains.
[0112] The server 10 can decide to keep the loaned amount of id04, as described above, based on the expiration date, for example. When there are multiple loans corresponding to gaming media with remaining stock, in most cases, the one with the oldest loan date and time can be deducted first. When a fixed expiration date (for example, a uniform expiration date of 6 months) is set, the one with the oldest loan date and time can be deducted first, allowing for a deducting amount that is advantageous to the user U.
[0113] However, if the expiration dates differ depending on the loan, it is more advantageous for user U to prioritize subtracting the one with the earliest expiration date. In this case, the loan date and time of id04 is earlier than that of id05, but its expiration date is later than that of id05. This is because id05's expiration date follows the expiration date of id05 at store B before the exchange, which was in March, and its expiration date is shorter than that of id04. Furthermore, id05's expiration date is earlier than that of id01. Therefore, server 10 prioritizes subtracting the remaining balance of 250 from id05, which has the earliest expiration date among id01, id04, and id05, and then subtracts the remaining balance of 1,500 from id01, which has the next earliest expiration date. Finally, the remaining balance of 400 that could not be subtracted from id04 and id01 is subtracted from the remaining balance of 500 for id04. As a result, the remaining balance corresponding to the loan of id04 becomes 100.
[0114] In this way, by taking into consideration the expiration date and determining which loan-related remaining quantity to subtract, it is possible to obtain the remaining quantity that is advantageous to user U. Note that which remaining quantity to subtract may be determined automatically by the system or by user selection.
[0115] Furthermore, the remaining number of 100 corresponds to the loan of id04, and since this loan is made by credit card payment as shown in FIG. 4, the system (server 10) can restrict the use of this remaining number. Restricted use is, for example, exchange for special prizes. In this way, in this embodiment, even if a loan is made by other type of payment after credit card payment, the attributes (such as the type of payment method) of the gaming media remaining as the remaining number can be identified, so that usage can be appropriately restricted.
[0116] The present invention is not limited to the above-described embodiment, and various modifications are possible. [Explanation of symbols]
[0117] 1: Credit card 2: Paper money 5: Smartphone 6: Card 8: Remaining number data 10: Server 11: Processor 11A: Recording process 12:Storage device 13: Computer Programs 14: Database 15: Loan history 16: Usage history 17: Remaining balance history 20: Payment system 50: Network 100: Equipment in amusement parks 110: Gaming machines 111: Controller 112: Dispensing device 113: Gaming machine interface 120: Machine between machines 121: Controller 122: Communications Department 123: Payment device 124:Operation unit 125: Machine-to-machine interface 150: Card issuing machine A:Amusement park B: Amusement park U:User
Claims
1. A system for managing the remaining number of game media loaned to a user, The system is configured to execute a recording process for recording the remaining number of game media lent to the user and attribute data for each loan of the game media. system.
2. The recording process includes: a subtraction process for subtracting the remaining number according to the number of uses of the gaming medium; a process of determining which attribute data should be subtracted from the remaining number; Including, the subtraction process subtracts a subtraction amount corresponding to the number of uses from the remaining number corresponding to the determined attribute data, thereby determining a new remaining number after the use of the gaming medium; Including, The system of claim 1 .
3. The recording process includes: an addition process for increasing the remaining number according to the number of loaned game media; a process of determining which attribute data should be increased from the remaining number; Including, the addition process calculates a new remaining number after the game media are lent by increasing an addition number corresponding to the lent number from the remaining number corresponding to the determined attribute data; Including, The system of claim 1 .
4. The attribute data includes a first lending rate at the time of lending the gaming medium. A system according to any one of claims 1 to 3.
5. The recording process further includes an available number calculation process for calculating the number of gaming media available in the gaming facility based on a second lending rate in the gaming facility where the gaming media are used and the first lending rate. The system of claim 4.
6. The attribute data includes data for identifying the expiration date of the game medium. A system according to any one of claims 1 to 3.
7. The recording process includes: a subtraction process for subtracting the remaining number according to the number of uses of the gaming medium; A process of determining which expiration date to subtract from the remaining number; Including, the subtraction process includes subtracting a subtraction amount corresponding to the number of uses from a quantity of the remaining number corresponding to the determined expiration date, thereby determining a new remaining number after the use of the gaming medium; The system of claim 6.
8. The quantity corresponding to the expiration date data to be subtracted from the remaining quantity is determined based on the expiration date. The system of claim 7.
9. The attribute data includes the type of payment method used by the user to lend the game medium. A system according to any one of claims 1 to 3.
10. The use of the remaining amount is limited based on the type of the payment method. The system of claim 9.
11. A computer-implemented method executed by a computer for managing the remaining number of gaming media loaned to a user, comprising: execute a recording process for recording the remaining number of the game media lent to the user together with attribute data for each loan of the game media with a remaining number; A computer-implemented method comprising:
12. In order to manage the remaining number of game media loaned to users, execute a recording process for recording the remaining number of the game media lent to the user and attribute data for each loan of the game media with a remaining number in a database; A computer program for
Citation Information
Patent Citations
Game system
JP2004298219A