Game system

The gaming system establishes a virtual connection between gaming devices and mobile terminals using a management function unit with communication relay information, enabling service requests and value conversion, addressing the lack of direct wireless communication in gaming devices.

JP2026025151AActive Publication Date: 2026-02-13NIPPON GAME CARD
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Patent Information

Application Number
JP2024127732
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-02
Publication Date
2026-02-13
Estimated Expiration
2044-08-02

AI Technical Summary

Technical Problem

Gaming devices in parlors lack short-range wireless communication functionality, preventing direct wireless connection with mobile terminals, which are necessary for providing various services.

Method used

A gaming system that utilizes a management function unit equipped with communication relay information management and execution means to create a virtual connection between gaming devices and mobile terminals, using optically readable codes and communication relay information to facilitate service requests through mobile terminals.

Benefits of technology

Enables players to receive various services within the gaming facility by creating a virtual connection that mimics direct communication between gaming devices and mobile terminals, allowing service requests and management of gaming value conversion.

✦ Generated by Eureka AI based on patent content.

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Abstract

To achieve virtual connection as if a device for a game and a portable terminal which are not provided with a function for performing direct communication are directly connected and communicated.SOLUTION: A management function part 100 manages a combination of a specific portable terminal 30 and a game device 12 as communication relay information, and relays communication between the game device 12 and the portable terminal 30, so that the game system 1 can achieve virtual connection as if the game device 12 and the portable terminal 30 are directly connected for communication.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] To provide a gaming system that can realize a virtual connection between a gaming device installed in a gaming parlor that does not have a function for direct communication and a mobile terminal carried by a player, so that the virtual connection appears as if the device is directly connected and communicating with the mobile terminal. [Background technology]

[0002] Gaming parlors offer games using gaming machines that use gaming media. To play, players must borrow gaming media from the parlor that can be used to play on the gaming machine. Therefore, each gaming machine is provided with a gaming device with a gaming media lending function. By inserting money or a charged recording medium (such as an IC card) into a gaming device installed at the parlor, players can receive a service that allows them to borrow gaming media up to the amount of money they can use. For example, in a pinball gaming machine, players borrow gaming balls as gaming media and play by shooting the gaming balls into the gaming board. The gaming board of a pinball gaming machine is provided with multiple prize areas (prize holes), and a predetermined number of gaming balls are awarded to the player as prize gaming media based on the passing of a gaming ball through one of the prize areas. On the other hand, in slot machines, gaming medals are borrowed as gaming media, and the reels are spun by inserting gaming medals. A win or loss is determined based on the number of gaming medals inserted and the stopping status of the reel patterns, and in the event of a win, a predetermined number of gaming medals are awarded to the player as prize gaming media.

[0003] In recent years, mobile devices such as smartphones and tablet devices have become widespread, and many players now own mobile devices. Therefore, the applicant of the present application has proposed an amusement facility management system that can provide players with a variety of services by simply and safely wirelessly connecting standard mobile devices owned by players to gaming devices within the amusement facility (see, for example, Patent Document 1).

[0004] In the amusement parlor management system described in Patent Document 1, a mobile terminal carried by a player is wirelessly connected to the gaming devices installed in the amusement parlor, enabling mutual data communication, thereby allowing the player to receive services within the amusement parlor via the mobile terminal. Services available within the amusement parlor include a game continuation service that prevents other players from using a gaming machine even if a player leaves the machine in the middle of a game, and a gaming media rental service that uses electronic money, etc., which can be handled via a security chip in the mobile terminal. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Japanese Patent Application Publication No. 2024-003514 Summary of the Invention [Problem to be solved by the invention]

[0006] However, currently, gaming devices installed in gaming parlors do not come equipped with short-range wireless communication functionality as standard, and in order to wirelessly connect the mobile terminal devices carried by players to gaming devices, as in the invention described in Patent Document 1, gaming devices equipped with short-range wireless communication functionality must be installed in each gaming parlor.

[0007] Therefore, the present invention aims to provide a gaming system that can realize a virtual connection between a gaming device and a mobile terminal that do not have the function of direct communication, making it appear as if they are directly connected and communicating. [Means for solving the problem]

[0008] In order to solve the above-mentioned problems, the gaming system according to the present invention includes a gaming device that is installed in association with a gaming machine that can be played using gaming value and that can provide gaming-related services, which are any services related to gaming, a portable terminal that is owned by a player and that can operate a gaming application program that can use the gaming-related services provided by the gaming device, and a management function unit that can communicate with both the gaming device and the portable terminal, wherein the gaming device is equipped with gaming device identification information presenting means that generates and displays an optically readable code that includes unique gaming device identification information set in the gaming device based on an operation by the player, and the portable terminal is equipped with a management function unit that can display an optically readable code that can use the gaming device identification information set in the gaming device based on an operation by the player, and the portable terminal is equipped with a management function unit that can display an optically readable code that can use the gaming application program that can use the gaming-related services provided by the gaming device. and a communication relay information sending means for sending communication relay information including the gaming device identification information acquired by the gaming device identification information acquisition means and unique application identification information set in the gaming application program to the management function unit, wherein the management function unit comprises a communication relay information management means for managing the communication relay information sent from the mobile terminal, and a communication relay execution means for relaying communication between the gaming device and the mobile terminal identified based on the communication relay information that is managed by the communication relay information management means.

[0009] In addition, in the above configuration, the communication relay information management means of the management function unit may manage the communication relay information only when an appropriate authentication result is obtained from the gaming device identified based on the communication relay information transmitted from the mobile terminal.

[0010] Furthermore, in the above configuration, the gaming device can provide, as the gaming-related service, converting a valuable value into the gaming value and granting it to the gaming machine, and the management function unit is equipped with a valuable management means that manages the deposit and withdrawal of the valuable linked to unique mobile terminal identification information set in the mobile terminal, and, based on the establishment of a predetermined valuable value granting condition, grants part or all of the valuable value to the gaming device corresponding to the mobile terminal identified based on the communication relay information that is managed by the communication relay information management means, and the player can operate the mobile terminal and / or the gaming device identified based on the communication relay information that is managed by the communication relay information management means of the management function unit to make a gaming value conversion request, thereby making it possible to use the gaming-related service that converts part or all of the valuable value granted to the gaming device into the gaming value and grants it to the gaming machine.

[0011] In addition, in the above configuration, the valuable management means of the management function unit may receive a valuable granting request transmitted by the player operating the gaming device, and determine that the valuable granting condition has been met when approval for the valuable granting request is received from the gaming application program running on the mobile terminal.

[0012] In addition, in the above configuration, the valuable management means of the management function unit may receive a valuable granting request sent by the player operating the gaming application program running on the mobile terminal, and may determine that the valuable granting condition has been met when approval for the valuable granting request is received from the gaming device. [Effects of the Invention]

[0013] According to the gaming system of the present invention, a management function unit equipped with a communication relay information management means and a communication relay execution means relays communication between the gaming device and the mobile terminal, thereby realizing a virtual connection that makes it appear as if the gaming device and the mobile terminal are directly connected and communicating. This allows players to make service requests to the gaming device via their mobile terminal, enabling them to receive various services within the gaming facility. [Brief explanation of the drawings]

[0014] [Figure 1] 1 is a schematic diagram of a gaming system according to an embodiment of the present invention; [Figure 2] FIG. 2 is a functional block diagram showing the general functions of the gaming machine, gaming device, management function unit, and mobile terminal. [Figure 3] (A1) is an image diagram showing an example of a communication relay information management table managed by the cashless center. (A2) is an image diagram showing an example of a mobile balance management table managed by the cashless center. (B1) is an image diagram showing an example of a communication relay information management table managed by a relay device. (B2) is an image diagram showing an example of a deposit balance management table managed by a relay device. [Figure 4] FIG. 10 is a communication sequence diagram between the gaming device, the relay device, the cashless center, and the portable terminal, showing an example of a process of virtually connecting the portable terminal and the gaming device when a game starts. [Figure 5] (A1) to (A5) are examples of display screens on a gaming device in the process of establishing a virtual connection with a mobile terminal. (B1) to (B3) are examples of display screens on a mobile terminal in the process of establishing a virtual connection with a gaming device. [Figure 6] FIG. 10 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example in which authentication fails during the process of virtually connecting the mobile terminal and the gaming device upon the start of a game. [Figure 7](A1) to (A5) are examples of the display screen of a gaming device when authentication fails during the process of establishing a virtual connection with a mobile terminal. (B1) to (B3) are examples of the display screen of a mobile terminal when authentication fails during the process of establishing a virtual connection with a gaming device. [Figure 8] FIG. 10 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of a process for making a cashless deposit requested from the gaming device. [Figure 9] (A1) to (A4) are examples of the display screen of a gaming device during the process of making a cashless deposit requested from the gaming device. (B1) to (B3) are examples of the display screen of a mobile terminal during the process of making a cashless deposit requested from the gaming device. [Figure 10] This is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of a case where authentication from a mobile terminal is not obtained during the process of making a cashless deposit requested from the gaming device. [Figure 11] (1) to (3) are examples of the display screen on the gaming device when authentication from the mobile terminal cannot be obtained during the process of making a cashless deposit requested from the gaming device. [Figure 12] FIG. 10 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of a process for making a cashless deposit requested from the mobile terminal. [Figure 13] (A1) to (A3) are examples of the display screen of a gaming device during the process of making a cashless deposit requested from a mobile terminal. (B1) to (B4) are examples of the display screen of a mobile terminal during the process of making a cashless deposit requested from the mobile terminal. [Figure 14] FIG. 10 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example in which authentication fails during the process of making a cashless deposit requested from the mobile terminal. [Figure 15](A1) to (A3) are examples of the display screen on a gaming device when authentication fails during the process of making a cashless deposit requested from a mobile terminal. (B1) to (B4) are examples of the display screen on a mobile terminal when authentication fails during the process of making a cashless deposit requested from a mobile terminal. [Figure 16] This is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of the process of lending balls requested from the gaming device. [Figure 17] (A1) to (A3) are examples of the display screen of a gaming device in the process of lending balls requested from the gaming device. (B) is an example of the display screen of a mobile terminal in the process of lending balls requested from the gaming device. [Figure 18] This is a communication sequence diagram between the gaming device, relay device, cashless center, and mobile terminal, showing an example of the process of lending balls requested from the mobile terminal. [Figure 19] (A1) and (A2) are examples of the display screen of the gaming device in the process of lending balls requested from the mobile terminal. (B1) to (B4) are examples of the display screen of the mobile terminal in the process of lending balls requested from the mobile terminal. [Figure 20] FIG. 10 is a communication sequence diagram between the gaming device, the relay device, the cashless center, and the mobile terminal, showing an example of the process of leaving a seat requested from the mobile terminal. [Figure 21] (A) is an example of a display screen on a gaming device in the process of making a request from a mobile terminal to leave the game. (B1) to (B4) are examples of display screens on a mobile terminal in the process of making a request from a mobile terminal to leave the game. [Figure 22] This is a communication sequence diagram between the gaming device, relay device, cashless center, and mobile terminal, showing an example of the process of performing an absence cancellation process requested from the mobile terminal. [Figure 23] (A1) to (A3) are examples of display screens on a gaming device during the process of canceling a user's absence request from a mobile terminal. (B1) to (B4) are examples of display screens on a mobile terminal during the process of canceling a user's absence request from a mobile terminal. [Figure 24] This is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of the process of performing leave processing and leave cancellation processing requested from the gaming device. [Figure 25] (A1) to (A6) are examples of display screens on a gaming device during the process of processing a request from the gaming device to leave the game and cancel the request. (B1) to (B3) are examples of display screens on a mobile terminal during the process of processing a request from the gaming device to leave the game and cancel the request. [Figure 26] This is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of authentication failure during the process of performing an absence cancellation process requested from the gaming device. [Figure 27] (A1) to (A5) are examples of the display screen on the gaming device when authentication fails during the process of leaving the seat and canceling the seat request from the gaming device. (B1) and (B2) are examples of the display screen on the mobile terminal when authentication fails during the process of canceling the seat request from the gaming device. [Figure 28] 10 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of a process for obtaining gaming information requested from the gaming device. FIG. [Figure 29] (A1) and (A2) are examples of the display screen of a gaming device during the process of obtaining game information requested from the gaming device. (B) is an example of the display screen of a mobile terminal during the process of obtaining game information requested from the gaming device. [Figure 30] 10 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of a process for obtaining gaming information requested from the mobile terminal. FIG. [Figure 31] (1) to (3) are examples of the display screen of the mobile terminal during the process of obtaining game information requested from the mobile terminal. [Figure 32] FIG. 10 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of a process for ending a game requested from the mobile terminal. [Figure 33] (A) is an example of a display screen on a gaming device in the process of completing a game requested from a mobile terminal. (B1) to (B3) are examples of display screens on a mobile terminal in the process of completing a game requested from the mobile terminal. [Figure 34] FIG. 10 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of a process for completing a game requested by the gaming device. [Figure 35] (A1) to (A4) are examples of display screens on a gaming device in the process of completing a game requested by the gaming device. (B1) and (B2) are examples of display screens on a mobile terminal in the process of completing a game requested by the gaming device. [Figure 36] FIG. 10 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example in which the mobile terminal rejects a request from the gaming device to end a game during the process. [Figure 37] (A1) to (A4) are examples of the display screen of the gaming device when the mobile terminal rejects a request to end a game made by the gaming device. (B1) and (B2) are examples of the display screen of the mobile terminal when the mobile terminal rejects a request to end a game made by the gaming device. [Figure 38] This is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of a case where authentication from a mobile terminal is not obtained during the process of ending a game requested from the gaming device. [Figure 39] (A1) to (A4) are examples of display screens on a gaming device when authentication from a mobile terminal is not obtained in the process of completing a game requested by the gaming device. (B) is an example of display screens on a mobile terminal when authentication from the mobile terminal is not obtained in the process of completing a game requested by the gaming device. [Figure 40] FIG. 10 is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of a process in which the gaming device determines that a communication termination condition has been met and terminates the game. [Figure 41](A) is an example of a display screen on a gaming device when the gaming device determines that a communication termination condition has been met and terminates the game. (B1) and (B2) are examples of a display screen on a mobile terminal when the gaming device determines that a game termination condition has been met and terminates the game. [Figure 42] This is a communication sequence diagram between a gaming device, a relay device, a cashless center, and a mobile terminal, showing an example of a case where authentication from a mobile terminal is not obtained in the process of the gaming device determining that the communication termination condition has been met and terminating the game. [Figure 43] FIG. 10 is a communication sequence diagram (first half) between gaming device B, gaming device A, a relay device, a cashless center, and a mobile terminal, showing an example of a process for performing a machine movement requested from the mobile terminal. [Figure 44] FIG. 10 is a communication sequence diagram (middle) between gaming device B, gaming device A, a relay device, a cashless center, and a mobile terminal, showing an example of a process for performing a machine movement requested from a mobile terminal. [Figure 45] FIG. 10 is a communication sequence diagram (second half) between gaming device B, gaming device A, the relay device, the cashless center, and the mobile terminal, showing an example of a process for performing machine movement requested from the mobile terminal. [Figure 46] (1) to (5) are examples of the display screen of the mobile terminal during the process of performing the table movement requested from the mobile terminal. [Figure 47] (A1) and (A2) are examples of the display screen of gaming device A (the machine currently being played) in the process of performing the machine movement requested from the mobile terminal. (B1) to (B5) are examples of the display screen of gaming device B (the machine to be moved) in the process of performing the machine movement requested from the mobile terminal. DETAILED DESCRIPTION OF THE INVENTION

[0015] Next, an embodiment of a gaming system 1 according to the present invention will be described in detail with reference to the accompanying drawings. As shown in FIG. 1, the gaming system 1 is connected to a plurality of gaming establishments 10 and a cashless center 20. The gaming system 1 is available by launching a gaming application program (hereinafter simply referred to as a "gaming app") on a mobile terminal 30 owned by a player. The mobile terminal 30 in the gaming system 1 is limited to a terminal capable of running a gaming app. The gaming app is not limited to an application program installed on the mobile terminal 30, but may also be a web app (application software utilizing the web) that runs on a web browser on the mobile terminal 30. The mobile terminal 30 is not limited to a terminal owned by a player under contract with a telecommunications carrier, but may also be a terminal borrowed from the gaming establishment 10, as long as it is owned by a player who intends to use services within the gaming establishment 10.

[0016] Each gaming facility 10 is equipped with a plurality of gaming machines 11, and a gaming device 12 is installed corresponding to each gaming machine 11. Games can be played on the gaming machines 11 using gaming media that have been assigned as gaming value by the gaming value assignment function of the gaming device 12. The gaming device 12 also has a function to provide game-related services (described in detail below), which are any services related to games, in response to a player's request. The game-related services provided by the gaming device 12 can be used by running a gaming app on a mobile terminal 30 owned by the player.

[0017] Within the gaming establishment 10, a relay device 14 (described in detail later) and a management device 15 (a device that comprehensively manages the gaming machines 11 and gaming devices 12 within the gaming establishment 10) are connected via a HUB 13. The management device 15 is configured to have integrated functions such as a member management device and a sales management device so that it can comprehensively manage various information within the gaming establishment 10, but a member management device and a sales management device may also be provided separately from the management device 15. The member management device manages member information, including personal information of registered players, by linking it to unique identification information set in the mobile terminal 30 (such as a terminal ID, a chip ID within the terminal, or a unique number for an installed gaming app). The sales management device manages the converted value as the store's sales when it converts valuable assets such as electronic money that can be used on the mobile terminal 30 held by the player into gaming value that can be used for games (including physical gaming media such as gaming balls and gaming medals, as well as electronic data that is treated as the number of gaming balls and gaming medals).

[0018] The gaming machines 11 installed in the gaming parlor 10 include pachinko machines and pachislot machines, differing in the gaming media used. Pachinko machines use gaming balls as gaming media, and the game is played by shooting the gaming balls into the gaming board. The gaming board is provided with multiple prize areas (prize slots). When a gaming ball passes through a prize area during the game, a predetermined number of gaming balls are awarded to the player as prize gaming media, which are counted as the number of acquired gaming media. On the other hand, pachislot machines use gaming medals as gaming media, and the game progresses by inserting gaming medals to spin the reels, which stop when a stop button is pressed or when a time period has passed. If the stopped state of the reel symbols corresponds to a prize, a predetermined number of gaming medals are awarded to the player as prize gaming media, which are counted as the number of acquired gaming media. A gaming device 12 capable of controlling the lending of gaming balls as gaming media is connected to a pachinko machine using gaming balls as gaming media, and a gaming device 12 capable of controlling the lending of gaming medals as gaming media is connected to a pachislot machine using gaming medals as gaming media.

[0019] In addition, in the gaming machine 11, the number of gaming media consumed in the game and the number of gaming media acquired as a result of the game are not limited to a method of actually counting and managing physical gaming balls or gaming medals, but may also be a method of treating the number of gaming media consumed and the number of gaming media acquired as electronic information and counting and managing them through calculations.

[0020] Furthermore, standard gaming devices 12 installed in gaming establishments 10 do not have the ability to communicate directly with mobile terminals 30 (devices with electronic money payment functions, such as smartphones and tablet terminals) carried by players, and therefore, the mobile terminals 30 cannot directly request the provision of gaming-related services from the gaming devices 12. Therefore, in the gaming system 1 of this embodiment, a management function unit 100 capable of communicating with both the gaming devices 12 and the mobile terminals 30 is used to relay communication between the gaming devices 12 and the mobile terminals 30. The management function unit 100 is composed of a relay device 14 within each gaming establishment 10 and a cashless center 20 located outside the establishment. Note that it is desirable to increase the reliability of the management function unit 100 by connecting the cashless center 20 and the relay device 14 of each gaming establishment 10 via a network with high communication quality and security performance.

[0021] In the gaming system 1, the gaming devices 12 installed in each gaming establishment 10 are connected to a relay device 14 of the management function unit 100 via an in-store network, and the mobile terminals 30 carried by visiting players are connected to the cashless center 20 of the management function unit 100 using a wireless LAN such as Wi-Fi (registered trademark) or carrier communication. In other words, if the management function unit 100 manages the combination of a specific gaming device 12 and a specific mobile terminal 30, the management function unit 100 can relay communication between the specific gaming device 12 and the specific mobile terminal 30, thereby realizing a virtual connection that makes it appear as if the gaming device 12 and the mobile terminal 30 are directly connected and communicating. This allows players to request services from the gaming device 12 via the mobile terminal 30, thereby enabling them to receive various services within the gaming establishment 10.

[0022] In order for the management function unit 100 to relay communication between a specific gaming device 12 and a specific mobile terminal 30, it is necessary to set the combination of the specific gaming device 12 and the specific mobile terminal 30 required for communication relay as communication relay information, and to execute communication relay based on the set communication relay information. For this purpose, the gaming device 12 is equipped with gaming device identification information presenting means, the mobile terminal 30 is equipped with gaming device identification information acquiring means and communication relay information transmitting means, and the management function unit 100 is equipped with communication relay information managing means and communication relay executing means.

[0023] The gaming device identification information presenting means of the gaming device 12 generates an optically readable code including the unique gaming device identification information U-id set in the gaming device itself and the gaming facility identification information H-id of the gaming facility 10 where the gaming device itself is installed, based on the player's operation, and displays the code on a display unit such as a display panel. Note that there are no particular limitations on the type of optically readable code, and an appropriate code may be used depending on the required data capacity, such as a barcode which is a one-dimensional code, a stacked two-dimensional code in which these barcodes are vertically stacked, or a matrix two-dimensional code such as a QR code (registered trademark). The gaming device identification information U-id may be an alphanumeric control number arbitrarily assigned by each gaming facility 10 or an individual identification number assigned at the time of shipment from the manufacturer, as long as it can uniquely identify all gaming devices 12 managed in each gaming facility 10 that uses the gaming system 1. However, if the gaming device identification information U-id is associated with the machine number of the gaming machine 11 to which the gaming device 12 is connected, the gaming device identification information U-id can be treated as the machine number of each gaming machine 11 in the gaming facility 10, which is highly convenient. Note that if the gaming device identification information U-id assigned to the gaming device 12 is unique information that is not duplicated in all gaming facilities 10, there is no need to transmit the gaming facility identification information H-id. In this case, however, the cashless center 20 needs information that can identify the relay device 14 of the gaming facility 10 in which the specific gaming device 12 is installed.

[0024] The gaming device identification information acquisition means of the mobile terminal 30 acquires gaming device identification information U-id and gaming parlor identification information H-id from an optically readable code (hereinafter referred to as a two-dimensional code) displayed on the display unit of the gaming device 12, which serves as the gaming device identification information presentation means, based on the player's operation of the gaming app. A function for reading and analyzing two-dimensional codes is provided in standard mobile terminals 30 and can be used from the gaming app. The communication relay information transmission means of the mobile terminal 30 transmits communication relay information including the gaming device identification information U-id and gaming parlor identification information H-id acquired by the gaming device identification information acquisition means and unique application identification information A-id set in the gaming app to the cashless center 20 of the management function unit 100. The application identification information A-id may be unique information (e.g., information of any number of digits combining alphanumeric characters, symbols, etc.) set in all gaming apps that can be operated on each mobile terminal 30 using the gaming system 1.

[0025] The communication relay information management means of the management function unit 100 manages the communication relay information (at least information that can grasp the combination of the gaming device identification information U-id and the application identification information A-id) transmitted from the mobile terminal 30. The communication relay execution means of the management function unit 100 relays communication between the mobile terminal 30 and the gaming device 12 that is identified based on the communication relay information that is managed by the communication relay information management means. When the management function unit 100 is configured with the cashless center 20 and the relay device 14 of each gaming facility 10, the cashless center 20 and the relay device 14 each have the functions of the communication relay information management means and the communication relay execution means.

[0026] The cashless center 20 of the management function unit 100 also has a function for managing a mobile device account linked to the mobile device identification information S-id of the mobile device 30 owned by the player. For example, the mobile device account can be charged from a pre-registered bank account or credit card company, or the mobile device account can be cashlessly deposited into the gaming device 12 so that it can be treated as valuable. In the gaming system 1, the cashless center 20 manages communication relay information, so that the gaming device 12 corresponding to the mobile device 30 is identified as the deposit destination, eliminating the need to specify the deposit destination gaming device 12 and enabling convenient cashless deposits. The mobile device identification information S-id may be any information (e.g., information of any number of digits combining alphanumeric characters, symbols, etc.) that is unique among the mobile devices 30 using the gaming system 1, and may include a telephone number, a line contract number, or a globally recognized international mobile device identity number.

[0027] Next, with reference to FIG. 2, a schematic configuration of the gaming machine 11, the gaming device 12, and the management function unit 100 (the relay device 14 and the cashless center 20) will be described.

[0028] The gaming machine 11 includes a control unit 11a for controlling the game and a gaming device communication unit 11b for communicating with the gaming device 12. The gaming machine 11 outputs to the gaming device 12 various types of game information that occur or change as the game progresses, and the gaming device 12 outputs to the gaming machine 11 rental information for renting gaming media that can be used for the game.

[0029] The gaming device 12, which receives gaming information from the gaming machine 11, includes a control unit 12a that controls key functions such as the lending of gaming media, a gaming machine communication unit 12b that communicates with the gaming machine 11, a relay device communication unit 12c that controls communication with the relay device 14, and an encoded information presentation unit 12d that encodes and presents the gaming device identification information U-id and gaming facility identification information H-id that are unique to the device itself. For example, when a player selects "Start Game" by operating the menu on the display screen, a two-dimensional code is displayed as encoded information, and advance preparations for starting the game begin. In the gaming device 12, the control unit 12a, the encoded information presentation unit 12d, and other components work together to realize the function of the gaming device identification information presentation means described above.

[0030] When the gaming device 12 is virtually connected to the mobile terminal 30 via the management function unit 100, it may inquire of the management device 15 about the membership information of the application identification information A-id of the gaming application running on the virtually connected mobile terminal 30, and may withdraw gaming media (savings gaming media) deposited at the gaming establishment 10 so that they can be used on the gaming machine 11. The gaming device 12 also manages the value deposited from the account of the mobile terminal 30 to be connected, and consumes part or all of the managed value, converts it into gaming value, and grants it to the gaming machine 11 based on the player's ball lending request.

[0031] The mobile terminal 30 includes a control unit 31 that performs overall control of communication functions and application program operation functions, an information management unit 32 that manages various information necessary for the operation control of the control unit 31, a wireless communication unit 33 that controls wireless communication such as wireless LAN and carrier communication, and an encoded information decoding unit 34 that decodes a two-dimensional code as encoded information displayed on the display unit of the gaming device 12 to obtain gaming device identification information U-id and gaming facility identification information H-id. In the mobile terminal 30, the camera function that takes images and the encoded information decoding unit 34 work together to realize the function as the gaming device identification information acquisition means described above, and the control unit 31, wireless communication unit 33, and the like work together to realize the function as the communication relay information transmission means described above.

[0032] The relay device 14 in the management function unit 100 includes a control unit 14a that processes relaying between the mobile terminal 30 and the gaming device 12 within the gaming facility 10 based on communication relay information to be managed, an information management unit 14b that stores, updates, and appropriately manages various information necessary for control processing in the control unit 14a, a center communication unit 14c that communicates with the cashless center 20, and a gaming device communication unit 14d that controls communication with the gaming device 12. In the relay device 14, the control unit 14a, the information management unit 14b, etc. work together to realize the function as the communication relay information management means described above, and the center communication unit 14c, the gaming device communication unit 14d, etc. work together to realize the function as the communication relay execution means described above.

[0033] The cashless center 20 in the management function unit 100 comprises a control unit 21 that performs overall processing of electronic money, such as cashless charging to an account linked to a mobile terminal 30 held by a player and cashless depositing from the account to the gaming device 12, an information management unit 22 that stores, updates, and appropriately manages various information necessary for the control processing in the control unit 21, a relay device communication unit 23 that communicates with the relay device 14 of each gaming facility 10, and a mobile terminal communication unit 24 that controls communication with the mobile terminal 30. In this cashless center 20, the control unit 21, the information management unit 22, etc. work together to realize the function as the communication relay information management means described above, and the relay device communication unit 23, the mobile terminal communication unit 24, etc. work together to realize the function as the communication relay execution means described above.

[0034] Furthermore, the cashless center 20 in the management function unit 100 manages the communication relay information using, for example, a communication relay information management table as shown in Fig. 3 (A1). That is, the communication relay information management table manages the combination of the application identification information A-id, gaming device identification information U-id, and gaming facility identification information H-id contained in the communication relay information transmitted from the mobile terminal 30. For example, for a communication whose source is the application identification information A-id "1234," it is known that the destination is the gaming device identification information U-id "0001." Therefore, the cashless center 20 can simply designate the gaming facility identification information H-id "X" of the gaming facility 10 where the corresponding gaming device 12 is installed and transfer the communication to the relay device 14.

[0035] Meanwhile, the relay device 14 in the management function unit 100 manages communication relay information using a communication relay information management table such as that shown in Fig. 3(B1). Since all gaming devices 12 to be managed by the relay device 14 are installed inside the store, it is sufficient for the relay device 14 to manage combinations of application identification information A-id and gaming device identification information U-id. For example, when communication whose sender is application identification information A-id "1234" is transferred from the cashless center 20, the relay device 14 recognizes that gaming device identification information U-id "0001" is the destination, and by transmitting the communication to the corresponding gaming device 12, communication relay from the mobile terminal 30 with application identification information A-id "1234" to the gaming device 12 with gaming device identification information U-id "0001" is completed.

[0036] That is, in the gaming system 1, since the management function unit 100 manages the communication relay information, only the application identification information A-id or gaming device identification information U-id indicating the sender is required, and there is no need to specify the destination one by one. Moreover, when registering communication relay information, all a player needs to do is read the two-dimensional code displayed on the gaming device 12 by the player's own operation with the mobile terminal 30 that the player operates. That is, since the player is simply operating the mobile terminal 30 that the player owns and the nearby gaming device 12, the player is unaware of the existence of the management function unit 100, and can feel as if the mobile terminal 30 and the gaming device 12 are directly connected.

[0037] The cashless center 20 also manages mobile accounts linked to the mobile terminals 30, and manages the mobile accounts corresponding to the mobile terminal identification information S-id using, for example, a mobile account management table such as that shown in FIG. 3(A2) to enable cashless deposits to the gaming devices 12 within the account balance. Furthermore, in the gaming system 1, the application identification information A-id is used as membership information for the gaming facility 10, so the mobile account management table is configured to identify the combination of the mobile terminal identification information S-id and the application identification information A-id. Note that while it is desirable to have a one-to-one correspondence between the mobile terminal identification information S-id and the application identification information A-id, if the gaming facilities 10 connected to the cashless center 20 belong to multiple gaming facilities and each facility uses a different gaming app, multiple gaming apps may be installed on one mobile terminal 30. Therefore, management may be performed such that one mobile terminal identification information S-id is associated with multiple application identification information A-ids.

[0038] Meanwhile, it is desirable that the relay device 14, which manages the communication relay information, also manages the mobile account management table of the mobile terminal 30, which is the object of management of the communication relay information, since it mediates cashless deposits to the gaming devices 12 in the gaming establishment 10. Therefore, mobile account management information corresponding to the communication relay information is sent from the cashless center 20 to the relay device 14, and the relay device 14 also manages the mobile account management table. By checking the mobile account management information managed by the cashless center 20 against the mobile account management information managed by the relay device 14 at an appropriate time, such as when the communication relay is released at the end of play, it may be possible to quickly discover any fraudulent theft of gaming value that has taken place in the gaming establishment 10.

[0039] The relay device 14 may also manage the usage status of the valuable value managed by the gaming device 12. In the gaming device 12, ball lending operations are performed within the balance deposited cashlessly from the mobile phone account, gaming media equivalent to the gaming value of the amount used are granted to the gaming machine 11, and the amount used is managed as sales by the gaming parlor 10, but the gaming value of the amount not used is returned to the mobile phone account. Therefore, it is desirable to manage the same deposit balance management information as the deposits and withdrawals managed in the gaming device 12 in the relay device 14. The deposit balance management table is as shown in Figure 3 (B2), and can manage the gaming device deposit balance in combination with mobile terminal identification information S-id and gaming device identification information U-id, which can identify the mobile phone account. When a cashless deposit is made, the gaming device deposit balance is added to the gaming device deposit balance in the deposit balance management table, and the gaming device deposit balance in the deposit balance management table is subtracted based on sales signals, etc., from the gaming device 12 to the management device 15, allowing the relay device 14 to accurately grasp the gaming device deposit balance. Furthermore, if this deposit balance management table can also be managed by the cashless center 20, the cashless center 20 can also accurately grasp the balance of the gaming device 12 that is under management based on communication relay information, and the accurate balance of the gaming device 12 can be reported to the mobile terminal 30 that is under management at any time.

[0040] Next, an example of a procedure for virtually connecting the mobile terminal 30 possessed by a player to the gaming device 12 corresponding to the gaming machine 11 on which the player wishes to start playing will be described. Fig. 4 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of a process for virtually connecting the mobile terminal 30 and the gaming device 12 when a game is started.

[0041] A player performs a game start operation on the touch panel of the gaming device 12 of an empty machine (a gaming machine 11 on which no one is playing) where he or she wants to start playing. For example, as shown in Fig. 5(A1), the game start operation is performed by pressing the game start button displayed on the screen, and a two-dimensional code as shown in Fig. 5(A2) is displayed.

[0042] Before or after performing the above-described game start operation on the gaming device 12, the player launches the gaming app (see FIG. 5(B1)) and selects the start game button, which enables the player to read a two-dimensional code such as a QR code (registered trademark) (see FIG. 5(B2)). By following the instructions on the screen and reading the two-dimensional code displayed on the display unit of the gaming device 12 using the camera function of the mobile terminal 30, the gaming device identification information U-id and gaming parlor identification information H-id can be obtained from the two-dimensional code. Next, the mobile terminal 30 automatically transmits communication relay information including the application identification information A-id, gaming device identification information U-id, and gaming parlor identification information H-id to the cashless center 20.

[0043] The cashless center 20, which receives the communication relay information from the mobile terminal 30, provisionally registers the application identification information A-id, gaming device identification information U-id, and gaming store identification information H-id as communication relay information, and transmits the communication relay information including the application identification information A-id and gaming device identification information U-id to the relay device 14 of the gaming store 10 identified by the gaming store identification information H-id.

[0044] The relay device 14 that receives the communication relay information from the cashless center 20 provisionally registers the application identification information A-id and the gaming device identification information U-id as communication relay information, and transmits the communication relay information including the application identification information A-id to the gaming device 12 identified by the gaming device identification information U-id.

[0045] Upon receiving the communication relay information from the relay device 14, the gaming device 12 displays an authentication screen as shown in FIG. 5(A3) and waits for the player to perform an authentication operation. For example, if the application identification information (hereinafter also referred to as application ID) A-id displayed on the screen of the mobile terminal 30 on which the gaming application is running is correctly entered on the screen of the gaming device 12, the authentication result will be OK. Note that the content of the authentication operation by the player is not particularly limited, and it may be any passcode arbitrarily generated by the mobile terminal 30, a password set by the player who owns the mobile terminal 30 when registering as a member in the gaming application, or the like, as long as it can confirm the likelihood that the owner of the mobile terminal 30 and the player operating the gaming device 12 are the same person. If the authentication result is OK, the gaming device 12 sends a message indicating the authentication result OK to the relay device 14, along with its own gaming device identification information U-id indicating the sender. Thereafter, the gaming device 12 displays a game start indication (see, for example, FIG. 5(A4)) for a predetermined period of time, and then displays a normal indication (see, for example, FIG. 5(A5)) indicating that the game can be continued.

[0046] The relay device 14, which has received the message indicating the authentication result being OK and which includes the gaming device identification information U-id from the gaming device 12, properly registers the combination of the application identification information A-id and the gaming device identification information U-id, including the corresponding gaming device identification information U-id, as communication relay information. Then, the relay device 14 transfers the message indicating the authentication result being OK and which includes the gaming device identification information U-id, to the cashless center 20.

[0047] The cashless center 20, which has received a message indicating the authentication result is OK and which includes the gaming device identification information U-id from the relay device 14, properly registers the combination of the application identification information A-id, the gaming device identification information U-id, and the gaming store identification information H-id, which includes the corresponding gaming device identification information U-id, as communication relay information.The cashless center 20 then transfers the message indicating the authentication result is OK and which includes the gaming device identification information U-id to the mobile terminal 30 on which the application identification information A-id is installed, which is the destination of the communication relay information.

[0048] The mobile terminal 30, which has received a message indicating the authentication result is OK and which is accompanied by the gaming device identification information U-id from the cashless center 20, stores the gaming device identification information U-id of the gaming device 12 corresponding to the gaming machine 11 on which the player wishes to play as the destination, and displays a message indicating that the player can start playing (see, for example, FIG. 5(B3)) informing the player that the player can play on the corresponding gaming machine 11. After displaying the message indicating that the player can start playing for a predetermined period of time (for example, 5 seconds), the mobile terminal 30 may automatically switch to a normal message for playing the game, prompting the player to start playing.

[0049] In this way, when a virtual connection is established between a specific mobile terminal 30 and a gaming device 12, gaming-related services that can be provided by the gaming device 12 (for example, a ball lending service, a seat leaving service, a gaming information providing service, etc.) become available through communication with the mobile terminal 30. Note that when a virtual connection is established, the specific pair of mobile terminal 30 and gaming device 12 relays communication by the management function unit 100 without specifying each other's destinations one by one, but it is desirable to store information on the virtually connected destinations at least while the virtual connection is maintained. Also, in this gaming system 1, the gaming device identification information U-id is set as the machine number of the gaming machine 11, so the gaming device identification information U-id stored as the virtual connection destination can be used for display in the gaming app as the machine number of the gaming machine 11.

[0050] Next, an example of a case where a virtual connection between the mobile terminal 30 possessed by a player and the gaming device 12 corresponding to the gaming machine 11 on which the player wishes to start playing will be described. Fig. 6 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of authentication failure in the process of virtually connecting the mobile terminal 30 and the gaming device 12 upon the start of a game.

[0051] A player starts playing by pressing the start game button displayed on the screen as shown in Fig. 7(A1) on the touch panel of the vacant gaming device 12 at which the player wants to start playing, and a two-dimensional code as shown in Fig. 7(A2) is displayed. When the player launches the gaming app on the mobile terminal 30 (see Fig. 7(B1)) and selects the start game button, it becomes possible to read a QR code (registered trademark) (see Fig. 7(B2)), and by reading the two-dimensional code with the mobile terminal 30, gaming device identification information U-id and gaming facility identification information H-id can be obtained from the two-dimensional code.

[0052] The mobile terminal 30 transmits communication relay information including the application identification information A-id, gaming device identification information U-id, and gaming facility identification information H-id to the cashless center 20. The cashless center 20 provisionally registers the application identification information A-id, gaming device identification information U-id, and gaming facility identification information H-id as communication relay information, and transmits the communication relay information including the application identification information A-id and gaming device identification information U-id to the relay device 14 of the gaming facility 10 identified by the gaming facility identification information H-id. The relay device 14 provisionally registers the application identification information A-id and gaming device identification information U-id as communication relay information, and transmits the communication relay information including the application identification information A-id to the gaming device 12 identified by the gaming device identification information U-id.

[0053] The gaming device 12 that has received the communication relay information from the relay device 14 displays an authentication screen as shown in FIG. 7(A3) and waits for the player to perform an authentication operation. If incorrect application identification information A-id is entered, an authentication failure screen as shown in FIG. 7(A4) is displayed. Authentication failure is permitted up to a predetermined number of times (e.g., three times), and the player is prompted to re-enter the application identification information A-id. However, if the authentication determination result is NG the predetermined number of times in a row, the gaming device 12 transmits a message indicating the authentication result NG to the relay device 14, along with its own gaming device identification information U-id indicating the sender. Thereafter, the gaming device 12 displays a message indicating that game start is not possible (e.g., see FIG. 7(A5)) for a predetermined period of time, and then displays the normal display of an available machine.

[0054] The relay device 14, which has received a message indicating an NG authentication result and which includes the gaming device identification information U-id from the gaming device 12, deletes the provisionally registered communication relay information including the corresponding gaming device identification information U-id, and then transfers the message indicating an NG authentication result and which includes the gaming device identification information U-id to the cashless center 20.

[0055] The cashless center 20, which has received the message indicating the authentication result NG and containing the gaming device identification information U-id from the relay device 14, deletes the provisionally registered communication relay information that includes the corresponding gaming device identification information U-id, and then transfers the message indicating the authentication result NG and containing the gaming device identification information U-id to the mobile terminal 30 on which the application identification information A-id, which is the destination of the communication relay information, is installed.

[0056] The mobile terminal 30, which has received a message indicating an authentication result of NG and accompanied by the gaming device identification information U-id from the cashless center 20, terminates the virtual connection with the gaming device identification information U-id of the gaming device 12 corresponding to the gaming machine 11 on which the user wishes to play, and discards the gaming device identification information U-id and gaming facility identification information H-id read from the two-dimensional code of the gaming device 12. The mobile terminal 30 also displays a message indicating that the user is not allowed to start playing (see, for example, FIG. 7(B3)).

[0057] As described above, in the gaming system 1 of this embodiment, only when a proper authentication result (e.g., input of application identification information A-id displayed on the mobile terminal 30) is obtained from the gaming device 12 identified based on the communication relay information transmitted from the mobile terminal 30, the cashless center 20 and the relay device 14, functioning as the management function unit 100, officially register the communication relay information as a management target, enabling communication between a specific pair of the mobile terminal 30 and the gaming device 12 to be relayed. If authentication at the gaming device 12 is required, it can be confirmed that the player possessing the mobile terminal 30 is in the vicinity of the paired gaming device 12, and it can be determined that there is a high probability that the player will start playing on the gaming machine 11 corresponding to the gaming device 12 that the player authenticated. Furthermore, if authentication at the gaming device 12 can be omitted and a virtual connection can be established between the specific pair of the mobile terminal 30 and the gaming device 12, the player can easily complete the procedure to start playing, thereby increasing convenience for the player. On the other hand, since it is expected that people will reserve a gaming machine 11 as if they were reserving a seat even though they do not intend to start playing immediately, operational measures are required to prevent a decrease in the operating rate of the gaming machine 11.

[0058] As described above, after a virtual connection between a specific pair of mobile terminals 30 and gaming devices 12 is established and communication relay by the cashless center 20 and the relay device 14 becomes possible, gaming media must be made available on the gaming machine 11 in order to play games on the gaming machine 11 connected to the gaming device 12. If the gaming device 12 has a value equivalent to cash, this value can be converted into gaming value and provided to the gaming machine 11, thereby making it possible to use the gaming media on the gaming machine 11. Hereinafter, a process for depositing value into the gaming device 12 without inserting cash (cashlessly) (hereinafter referred to as cashless deposit process) will be described with reference to FIGS. 8 to 15.

[0059] FIG. 8 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of the process of making a cashless deposit requested from the gaming device 12.

[0060] When a cashless deposit request operation is performed on a gaming device 12 that is virtually connected to a specific mobile terminal 30 by operating to start playing (see, for example, Figure 9 (A1)), the gaming device 12 generates a deposit code as authentication information and displays it so that the player can confirm it (see, for example, Figure 9 (A2)), and transmits this authentication code and the gaming device identification information U-id of its own device to the relay device 14.

[0061] The relay device 14, which has received the deposit code and gaming device identification information U-id from the gaming device 12, can identify the application identification information A-id corresponding to the gaming device identification information U-id from the communication relay information management table, and can identify the mobile terminal identification information S-id corresponding to the application identification information A-id from the mobile account management table. Then, the relay device 14 transmits the deposit code and the mobile terminal identification information S-id to the cashless center 20.

[0062] The cashless center 20, which has received the deposit code and the mobile terminal identification information S-id from the relay device 14, interprets this as a request for cashless deposit from the mobile account of the mobile terminal 30 corresponding to the mobile terminal identification information S-id to the gaming device 12 with the gaming device identification information U-id corresponding to the application identification information A-id of the mobile terminal 30. The cashless center 20 manages, in a mobile account management table, the deposits and withdrawals of valuables linked to the mobile terminal identification information S-id unique to the mobile terminal 30, and therefore can grasp the balance of the mobile account corresponding to the mobile terminal identification information S-id and can grasp the application identification information A-id of the mobile terminal 30 corresponding to this account. Therefore, in order to identify the gaming device 12 that is the target of the cashless deposit, the cashless center 20 identifies the gaming device identification information U-id and gaming store identification information H-id corresponding to the application identification information A-id from the communication relay information management table, and transmits the store name, gaming device identification information U-id, mobile account balance, and the deposit code generated by the gaming device 12 that performed the cashless deposit request operation to the mobile terminal 30 corresponding to the mobile terminal identification information S-id.

[0063] The mobile terminal 30, which receives information about cashless deposits (store name, gaming device identification information U-ID, balance, and deposit code) from the cashless center 20, prompts the player possessing the mobile terminal 30 to enter the deposit code for authentication and permission (see, for example, FIG. 9(B1)). When the player correctly enters the deposit code displayed on the virtually connected gaming device 12 into the mobile terminal 30 and presses the authentication button, it is determined that the cashless deposit request has been authenticated and the player's permission has been obtained, and the player is then allowed to select the deposit amount (see, for example, FIG. 9(B2)). Note that the mobile terminal 30 is notified of the balance of the mobile account by the cashless center 20, so it is desirable to adjust the selectable deposit amount so that it does not exceed the balance of the mobile account. Furthermore, if the account balance is less than the minimum deposit amount, a screen prompting the player to top up the mobile account may be displayed on the mobile terminal 30.

[0064] When the player selects the amount to deposit, the mobile terminal 30 transmits the amount to be deposited and the mobile terminal identification information S-id to the cashless center 20, which then executes the cashless deposit by subtracting the amount of the deposit from the balance of the mobile account corresponding to the mobile terminal identification information S-id and updating the mobile account management table. Similarly, the relay device 14, which receives the amount of the deposit and the mobile terminal identification information S-id from the cashless center 20, also executes the cashless deposit by subtracting the amount of the deposit from the balance of the mobile account corresponding to the mobile terminal identification information S-id and updating the mobile account management table. The gaming device 12, which receives the amount of the deposit from the relay device 14, executes the cashless deposit by storing and managing the value of the deposit amount so that it can be used to lend gaming media.

[0065] Note that the cashless deposit process may be considered completed when a cashless deposit is made on the gaming device 12, but in Figure 8, in order to increase reliability, after the cashless deposit process is made on the gaming device 12, a deposit completion process is performed to notify the mobile terminal 30 that the deposit to the gaming device 12 has been completed.

[0066] Specifically, when the gaming device 12 that executed the cashless deposit process transmits completion information and the gaming device identification information U-id to the relay device 14, the relay device 14 updates the deposit balance management table corresponding to the gaming device identification information U-id and transmits the completion information and the gaming device identification information U-id to the cashless center 20. The cashless center 20, upon receiving this, selects the mobile account management table corresponding to the application identification information A-id to which the gaming device identification information U-id is connected and updates the account balance by subtracting the cashless deposit amount. The mobile terminal 30 that received the completion information from the cashless center 20 displays a message indicating that the cashless deposit has been completed (see, for example, FIG. 9(B3)). Meanwhile, the gaming device 12 that has completed the cashless deposit also displays a message indicating that the cashless deposit has been completed (see, for example, FIG. 9(A3)). However, the timing from when the cashless deposit was executed to when the cashless deposit completion message is displayed on the mobile terminal 30 may be slightly delayed, taking into account the delay time until the cashless deposit completion message is displayed on the mobile terminal 30. In addition, after a predetermined time (e.g., 3 seconds) has elapsed since the cashless deposit completion display was displayed, the display screen of the gaming device 12 may automatically change to a normal display for gaming (e.g., see Figure 9 (A4)), prompting the player to start playing.

[0067] As described above, the cashless center 20, which functions as the management function unit 100, manages the deposits and withdrawals of valuables linked to the mobile terminal identification information S-id unique to each mobile terminal 30 in a mobile account management table. When a predetermined valuable granting condition is met, such as when a cashless deposit request operation is executed by operating the gaming device 12, the cashless center 20 and the relay device 14 work together to enable a cashless deposit, in which an amount (part or all of the valuables) selected by the player on the mobile terminal 30 is granted to the gaming device 12 corresponding to the mobile terminal 30. That is, the management function unit 100 in the gaming system 1 functions as valuable management means that enables cashless deposits. The valuable management means receives a valuable granting request transmitted from the gaming device 12 by the player's operation, and determines that the valuable granting condition is met when it receives approval for the valuable granting request from the gaming application running on the mobile terminal 30.

[0068] Furthermore, although the gaming device 12 in this gaming system 1 does not have a function for handling prepaid cards on which valuable value is stored, if a player operates the gaming device 12 to make a request for the provision of valuable value, the valuable value to be converted into gaming value usable in the gaming machine 11 can be provided to the gaming device 12 from the mobile account of the mobile terminal 30 (cashless deposit), so convenience for the player is not impaired. On the other hand, there is a concern that an unauthorized cashless deposit may be made from the mobile account of the mobile terminal 30 to the gaming device 12 if a third party who is not the owner of the mobile terminal 30 operates the gaming device 12 to make a request for the provision of valuable value, and high security is required for withdrawals from mobile accounts. Therefore, in this gaming system 1, an authentication operation on the mobile terminal 30 is required when making a cashless deposit, and if proper authentication is not obtained, the cashless deposit will not be made. Figure 10 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of a case where authentication from the mobile terminal 30 is not obtained during the process of making a cashless deposit requested from the gaming device 12.

[0069] When a cashless deposit request operation is performed on a gaming device 12 that is virtually connected to a specific mobile terminal 30 by operating to start playing (see, for example, FIG. 11(1)), the gaming device 12 generates a deposit code as authentication information and displays it so that the player can confirm it (see, for example, FIG. 11(2)), and transmits this authentication code and its own gaming device identification information U-id to the relay device 14. Then, information regarding the cashless deposit (store name, gaming device identification information U-id, balance, deposit code) is transmitted to the mobile terminal 30 via the relay device 14 and the cashless center 20.

[0070] At this time, if the mobile terminal 30 is unable to communicate with the cashless center 20 or the player does not notice the authentication / approval screen displayed on the mobile terminal 30, there will be no response from the mobile terminal 30 to the cashless center 20 even after a predetermined time (for example, one minute) has passed, and approval for the value grant request will not be obtained, so the value grant condition will not be met. Also, since it is pointless to continue waiting for a response from the mobile terminal 30 without the value grant condition being met and the cashless deposit in response to the value grant request being executed, the absence of a response from the mobile terminal 30 to the cashless center 20 even after a predetermined time has passed is set as a cashless deposit invalidation condition. In other words, if the player who owns the mobile terminal 30 has operated the gaming device 12 himself to make a cashless deposit request, he should be aware that he needs to input a deposit code from the mobile terminal 30. Therefore, if authentication and authorization is not performed on the mobile terminal 30, it is highly likely that a third party other than the player who owns the mobile terminal 30 has made the cashless deposit request. Therefore, if such a cashless deposit request is invalidated, the mobile account of the player who owns the mobile terminal 30 can be protected.

[0071] Therefore, when the cashless deposit invalidation conditions are met, the cashless center 20 automatically decides to cancel the deposit without waiting for instructions from the mobile terminal 30, and causes the relay device 14 to cancel the deposit by transmitting invalidation information and the mobile terminal identification information S-id to the relay device 14. The relay device 14 then transmits the invalidation information to the gaming device 12 that requested the cashless deposit. Upon receiving this invalidation information, the gaming device 12 does not execute the cashless deposit, and displays a message indicating that the cashless deposit is invalid (see, for example, Figure 11 (3)). In this way, by requiring authentication and permission from the mobile terminal 30, it is possible to prevent a third party from executing a cashless deposit that the player does not want.

[0072] The cashless deposit invalidation condition is not limited to the absence of a response from the mobile terminal 30, but may be any condition that determines that the cashless deposit request operation from the gaming device 12 is not appropriate. For example, if a player who owns a mobile terminal 30 that is requested to authenticate and authorize a cashless deposit selects to cancel the cashless deposit, causing the value granting condition to be not met, the cashless deposit invalidation condition may be the receipt by the cashless center 20 of this rejection response.

[0073] Furthermore, the cashless deposit request operation may be performed not only from the gaming device 12 but also from the mobile terminal 30. Fig. 12 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of the process of making a cashless deposit requested from the mobile terminal 30. That is, here, the valuable management means provided in the management function unit 100 receives a valuable provision request transmitted by the player operating a gaming application running on the mobile terminal 30, and determines that the valuable provision condition is met when approval for the valuable provision request is received from the gaming device 12.

[0074] When a cashless deposit request operation is performed on a mobile terminal 30 that is virtually connected to a specific gaming device 12 by operating to start playing (see, for example, Figure 13 (B1)), the deposit amount can be selected (see, for example, Figure 13 (B2)).When the deposit amount is selected, the mobile terminal 30 generates a deposit code as authentication information and displays it so that the player can confirm it (see, for example, Figure 13 (B3)), and transmits this deposit code, the deposit amount, and the mobile terminal identification information S-id to the cashless center 20.

[0075] The cashless center 20 receives the deposit code, deposit amount, and mobile terminal identification information S-id from the mobile terminal 30 and can identify the application identification information A-id corresponding to the mobile terminal identification information S-id from the mobile account management table, and can identify the gaming device identification information U-id and gaming store identification information H-id corresponding to the application identification information A-id from the communication relay information management table, and then transfers the cashless deposit information (deposit code, deposit amount, mobile terminal identification information S-id) to the relay device 14 of the relevant store.

[0076] The relay device 14 that receives information for cashless deposit from the cashless center 20 can identify the application specific information A-id corresponding to the mobile terminal specific information S-id from the mobile account management table, and can identify the gaming device specific information U-id corresponding to the application specific information A-id from the communication relay information management table, and therefore transmits the deposit code and the deposit amount to the corresponding gaming device 12.

[0077] The gaming device 12, which has received cashless deposit information (deposit code, deposit amount) from the relay device 14, prompts the player carrying the mobile terminal 30 to perform authentication by entering the deposit code (see, for example, FIG. 13(A1)). When the player correctly enters the deposit code generated by the virtually connected mobile terminal 30 into the authentication screen of the gaming device 12 and presses the authentication button, the gaming device 12 determines that authentication and approval for the cashless deposit request has been obtained, and transmits the authentication result OK and gaming device identification information U-id to the relay device 14. In response, the relay device 14 transmits the authentication result OK and the mobile terminal identification information S-id to the cashless center 20 as a request to execute the cashless deposit.

[0078] Upon receiving this, the cashless center 20 determines that the value provision condition is met, updates the account balance in the mobile account management table (subtracts the deposit amount from the account balance), executes the cashless deposit, and transmits the subtracted deposit amount and the mobile terminal identification information S-id, which can identify the mobile account to which the deposit is to be made, to the relay device 14. Receiving this, the relay device 14 updates the deposit balance management table (adds the deposit amount to the gaming device deposit balance corresponding to the gaming device identification information U-id), and transmits the deposit amount for the cashless deposit to the corresponding gaming device 12. The gaming device 12 that received the deposit amount from the relay device 14 executes the cashless deposit by storing and managing the value of the deposit amount so that it can be used to lend gaming media. After this, when the deposit completion process described above is performed, the mobile terminal 30 displays a message indicating that the cashless deposit has been completed (see, for example, FIG. 13(B4)), and the gaming device 12 also displays a message indicating that the cashless deposit has been completed (see, for example, FIG. 13(A2)). Furthermore, after the gaming device 12 displays the completion of cashless deposit, the display screen of the gaming device 12 may automatically change to a normal display for gaming (see, for example, FIG. 13(A3)).

[0079] Furthermore, when a cashless deposit request operation is made from the mobile terminal 30, a cashless deposit invalidation condition may be set to determine that the cashless deposit request operation is improper. Figure 14 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless payment center 20, and the mobile terminal 30, showing an example of authentication failure during the process of making a cashless deposit requested from the mobile terminal 30. That is, if permission for the value provision request is not received from the gaming device 12 and the value provision condition is not met, the cashless deposit invalidation condition is determined to be the first invalidation condition in which authentication using a deposit code fails a predetermined number of times (e.g., three times), or the second invalidation condition in which a predetermined time (e.g., one minute) has passed without proper authentication or permission being obtained from the gaming device 12. If a third party who does not know the deposit code displayed on the mobile terminal 30 enters an incorrect deposit code into the gaming device 12 a predetermined number of times, or if a predetermined time passes without the correct deposit code being entered, the cashless deposit is invalidated because it is highly likely that the request is not the desired value grant request of the original player who owns the mobile terminal 30. Note that only one of the first invalidation condition or the second invalidation condition may be used to determine whether the cashless deposit invalidation condition is met.

[0080] When a cashless deposit request operation is performed on a mobile terminal 30 that is virtually connected to a specific gaming device 12 by performing a game start operation (see, for example, FIG. 15(B1)), the player can select the deposit amount (see, for example, FIG. 15(B2)), and when the deposit amount is selected, the mobile terminal 30 generates a deposit code as authentication information and displays it so that the player can confirm it (see, for example, FIG. 15(B3)), and transmits this deposit code, the deposit amount, and the mobile terminal identification information S-id to the cashless center 20. Then, via the cashless center 20 and the relay device 14, the cashless deposit information (deposit code, deposit amount) is transmitted to the gaming device 12 that is the target of the cashless deposit, and the player who owns the mobile terminal 30 is prompted to enter the deposit code for authentication (see, for example, FIG. 15(A1)).

[0081] If the player enters a deposit code different from the code generated by the virtually connected mobile terminal 30 into the authentication screen of the gaming device 12 and presses the authentication button, the gaming device 12 displays an authentication failure screen indicating that the deposit code is incorrect because it does not match the deposit code received via the relay device 14 (see FIG. 15(A2)). Authentication failure is graced up to a predetermined number of times (e.g., three times) and the player is prompted to re-enter the deposit code. However, if the authentication result is NG for the predetermined number of consecutive times, or if the correct deposit code is not entered (the value granting condition is not met) and a predetermined grace period (e.g., one minute) elapses and the cashless deposit invalidation condition is met, the gaming device 12 sends a message indicating the authentication result NG to the relay device 14, along with its own gaming device identification information U-id indicating the sender. Thereafter, the gaming device 12 displays a message indicating that game play cannot be started (see FIG. 15(A3)) for a predetermined period of time, and then displays the normal display of an available machine.

[0082] The relay device 14, which has received a message indicating an NG authentication result and accompanied by the gaming device identification information U-id from the gaming device 12, cancels the deposit and transfers the message indicating an NG authentication result and accompanied by the gaming device identification information U-id to the cashless center 20. The cashless center 20, which has received this, cancels the deposit and transfers the message indicating an NG authentication result to the mobile terminal 30. The mobile terminal 30, which has received this, discards the cashless deposit request and displays a message indicating that the cashless deposit is invalid (see, for example, FIG. 15(B4)).

[0083] In this way, even if a cashless deposit request is made from the mobile terminal 30, by requiring authentication and permission from the gaming device 12 virtually connected to this mobile terminal 30, it is possible to prevent a third party from making a cashless deposit that the original player does not want.

[0084] Next, a ball lending service, which is one of the gaming-related services that can be provided by the gaming device 12, will be described with reference to Figures 16 to 19. This ball lending service is a gaming-related service in which a player operates the gaming device 12 or the mobile terminal 30 to make a gaming value conversion request, and a part or all of the valuable value assigned to the gaming device 12 is converted into gaming value and assigned to the gaming machine 11.

[0085] Figure 16 is a communication sequence diagram between the gaming device 12, relay device 14, cashless center 20, and mobile terminal 30, showing an example of the process of performing a ball loan requested by the gaming device 12. In Figure 16, a virtual connection that allows communication relay between the gaming device 12 and the mobile terminal 30 is established by the game start operation, and a cashless deposit that provides the gaming device 12 with valuables that can be used for ball loaning from the mobile account is also completed.

[0086] When a player requests ball lending as a value conversion request by pressing the ball lending button from the gaming menu on the gaming device 12 (see, for example, FIG. 17(A1)), the player is prompted to select a loan amount within a range not exceeding the deposit balance of the gaming device 12 (see, for example, FIG. 17(A2)). When the player selects the loan amount, the gaming device 12 confirms the loan amount, accepts the player's loan operation, and transmits loan information converted into gaming value equivalent to the loan amount to the gaming machine 11. Upon receiving this loan information, the gaming machine 11 performs the loan operation by paying out gaming media (gaming balls, gaming medals, etc.) equivalent to the gaming value or by adding the amount as electronic data usable for play, and when the loan operation is completed, returns a loan completion signal or the like to the gaming device 12.

[0087] The gaming device 12, having confirmed that the loan from the gaming machine 11 has been completed, updates the deposit balance by subtracting the loan amount from the deposit balance, and displays a message indicating that the ball loan has been completed (see, for example, FIG. 17(A3)). Furthermore, since the loan amount of the valuable value converted into gaming value becomes sales for the gaming facility 10, the gaming device 12 transmits sales information based on the loan amount to a sales management device (for example, the management device 15) of the gaming facility 10. In this way, by having the player operate the gaming device 12 to make a gaming value conversion request, the player can use a gaming-related service in which part or all of the valuable value granted to the gaming device 12 is converted into gaming value and granted to the gaming machine 11.

[0088] The relay device 14 of the gaming system 1 manages the deposit balances of the gaming devices 12 using a deposit balance management table, and therefore, when a gaming device 12 updates its deposit balance, it transmits the loan amount to the relay device 14 together with its own gaming device identification information U-id. The relay device 14 then updates the deposit balance by subtracting the loan amount from the gaming device deposit balance corresponding to the gaming device identification information U-id. If such a deposit balance management table is also managed by the cashless center 20, the relay device 14 transmits the loan amount and the gaming device identification information U-id to the cashless center 20, and the cashless center 20 then updates the deposit balance by subtracting the loan amount from the gaming device deposit balance corresponding to the gaming device identification information U-id (shown by the two-dot chain line in FIG. 16).

[0089] Furthermore, when the mobile terminal 30 is also notified that a ball loan has been executed on the gaming device 12, the cashless center 20 transmits the loan amount and the remaining balance to the mobile terminal 30 identified by the application identification information A-id, which is the destination of the communication relay information corresponding to the gaming device identification information U-id (shown by a two-dot chain line in FIG. 16). As a result, the loan result is displayed on the mobile terminal 30 (see, for example, FIG. 17(B)), and the loan amount for this ball loan operation and the remaining deposit balance in the gaming device 12 can be confirmed on the mobile terminal 30. For example, if the player who owns the mobile terminal 30 has not made a loan request on the gaming device 12, the player can notice the abnormality from the display of the loan result, allowing for a prompt response.

[0090] The above-mentioned loan request (game value return request) can also be made from the mobile terminal 30 without directly operating the gaming device 12. In other words, by having the player operate the mobile terminal 30 specified based on the communication relay information managed by the communication relay information management means of the management function unit 100 to make a loan request, the player can use the ball loan service in which part or all of the deposit amount stored and managed by the gaming device 12 is converted into game value and given to the gaming machine 11.

[0091] Figure 18 is a communication sequence diagram between the gaming device 12, relay device 14, cashless center 20, and mobile terminal 30, showing an example of the process of performing a ball loan requested from the mobile terminal 30. In Figure 18, a virtual connection is established by the game start operation, which allows communication relay between the gaming device 12 and the mobile terminal 30, and a cashless deposit is also completed, which grants valuables that can be used for ball loaning from the mobile account to the gaming device 12.

[0092] When a player requests a ball loan as a value conversion request by pressing the ball loan button from the menu of the gaming application on the mobile terminal 30 (see, for example, FIG. 19(B1)), the player is prompted to select a loan amount within a range not exceeding the deposited balance of the gaming device 12 (see, for example, FIG. 19(B2)). When the player selects the loan amount, the mobile terminal 30 confirms the loan amount and displays on the screen that the loan operation by the player has been accepted (see, for example, FIG. 19(B3)), and transmits the loan amount and application identification information A-id to the cashless center 20.

[0093] The cashless center 20, upon receiving this, identifies the gaming facility 10 to which the relay is to be performed based on the communication relay information managed in the communication relay information management table, and transmits the loan amount and the application identification information A-id to the corresponding relay device 14. The relay device 14, upon receiving this, identifies the gaming device identification information U-id to which the relay is to be performed based on the communication relay information managed in the communication relay information management table, and transmits the loan amount to the corresponding gaming device 12.

[0094] The gaming device 12, which has received the loan amount from the relay device 14 as a loan instruction, displays that ball loan is in progress (see, for example, FIG. 19(A1)), and transmits loan information converted into a game value equivalent to the loan amount to the gaming machine 11. Upon receiving this loan information, the gaming machine 11 performs a loan operation by paying out game media (game balls, game medals, etc.) equivalent to the game value or by adding the amount as electronic data usable for play, and when the loan operation is completed, returns a loan completion signal or the like to the gaming device 12.

[0095] The gaming device 12, which has confirmed that the loan from the gaming machine 11 has been completed, updates the deposit balance by subtracting the loan amount from the deposit balance, and displays a message indicating that the balls have been loaned (see, for example, FIG. 19(A2)). In addition, since the loan amount of the valuable value converted into gaming value becomes sales for the gaming facility 10, the gaming device 12 transmits sales information based on the loan amount to a sales management device (for example, the management device 15) of the gaming facility 10.

[0096] Next, the gaming device 12 transmits the loan completion result, loan amount, and gaming device identification information U-id associated with the execution of the loan operation to the relay device 14. Upon receiving this, the relay device 14 updates the gaming device deposit balance managed in the deposit balance management table and relays the loan completion result, loan amount, and gaming device identification information U-id to the destination based on the communication relay information. Note that if there is only one cashless center 20, the relay device 14 only needs to forward the deposit completion result, etc. to that cashless center 20, but if multiple cashless centers 20 are installed to allow multiple gaming systems to coexist, it is necessary to manage the corresponding cashless center 20 in the communication relay information and specify the cashless center 20 corresponding to the gaming device identification information U-id of the sender when transmitting.

[0097] The cashless center 20, which has received the loan completion result, loan amount, and gaming device identification information U-id from the relay device 14, transmits the loan completion result and loan amount to the mobile terminal 30 of the application identification information A-id identified based on the communication relay information. The mobile terminal 30, upon receiving this, displays a message indicating that the loan operation has been completed (see, for example, FIG. 19(B4)). In this way, by operating the mobile terminal 30 to make a gaming value conversion request, the player can use a gaming-related service in which part or all of the valuable value assigned to the gaming device 12 is converted into gaming value and assigned to the gaming machine 11.

[0098] Next, an away-from-seat service, which is one of the game-related services that can be provided by the gaming device 12, will be described with reference to Figures 20 to 27. This away-from-seat service is a game-related service in which a player operates the gaming device 12 or the mobile terminal 30 to make a request to leave the gaming machine 11 corresponding to the gaming device 12, thereby putting the gaming machine 11 into an away-from-seat state in which a third party cannot play, and allowing the player to leave the machine in peace.

[0099] 20 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of a process for leaving a seat requested from the mobile terminal 30. In FIG. 20, a virtual connection is established by a game start operation, which allows communication relay between the gaming device 12 and the mobile terminal 30.

[0100] When a player requests to leave the game by pressing the leave button from the menu of the gaming app on the mobile terminal 30 (see, for example, FIG. 21(B1)), confirmation is requested using the machine number of the gaming machine 11 on which the game is to be suspended in order to leave the game (see, for example, FIG. 21(B2)). When the player authenticates this, the mobile terminal 30 accepts the leave operation and transmits the leave request and the app identification information A-id to the cashless center 20.

[0101] The cashless center 20, upon receiving this, identifies the gaming establishment 10 to which the relay is to be made based on the communication relay information managed in the communication relay information management table, and transmits a request to leave the seat and the application identification information A-id to the corresponding relay device 14. The relay device 14, upon receiving this, identifies the gaming device identification information U-id to which the relay is to be made based on the communication relay information managed in the communication relay information management table, and transmits a request to leave the seat to the corresponding gaming device 12.

[0102] The gaming device 12 that has received the leave request from the relay device 14 prevents the gaming machine 11 from continuing play, and transitions to an absent state in which it does not accept game-related requests from the game menu. Next, the gaming device 12 transmits to the relay device 14 a processing result indicating that it has performed a processing operation in response to the leave request, along with gaming device identification information U-id. After transitioning to the absent state, the gaming device 12 displays an absent display (see, for example, FIG. 21(A)) to notify third parties that the machine is unavailable for play.

[0103] The relay device 14, which has received the processing result and the gaming device identification information U-id from the gaming device 12, relays the processing result and the gaming device identification information U-id to the destination based on the communication relay information. Since the gaming system 1 has only one cashless payment center 20, the relay device 14 transfers the processing result and the gaming device identification information U-id to the cashless payment center 20. The cashless payment center 20, which has received the processing result and the gaming device identification information U-id from the relay device 14, transmits the processing result to the mobile device 30 of the application identification information A-id identified based on the communication relay information. The mobile device 30, upon receiving this, displays a completion message indicating that the user has left the game (see, for example, FIG. 21(B3)). After a predetermined time (e.g., 5 seconds) has elapsed since the completion message was displayed, the display may automatically return to the normal display indicating that the user has left the game (see, for example, FIG. 21(B4)). In this way, by the player operating the mobile terminal 30 to make a request to leave the seat, the gaming device 12 is transitioned to an away state so that the player cannot play on the gaming machine 11, and the player can use the away service to leave the machine in peace.

[0104] When a player who has used the above-described away-seat service to leave his / her seat for a break or the like returns, an away-seat cancellation operation is required to resume play on the gaming machine 11. Fig. 22 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of the process of performing an away-seat cancellation process requested from the mobile terminal 30. In Fig. 22, a virtual connection that allows communication relay between the gaming device 12 and the mobile terminal 30 is established by the game start operation, and the away-seat operation transitions the gaming device 12 to an away-seat state.

[0105] When the gaming device 12 is in an away-from-seat state, it displays an away-from-seat status so as not to accept operations by a third party (see FIG. 23(A1)). Meanwhile, in the gaming app on the mobile terminal 30, an away-from-seat menu is open (see, for example, FIG. 23(B1)). When the away-from-seat cancellation button is pressed here, authentication for cancellation of away-from-seat status is prompted (see, for example, FIG. 23(B2)). If authentication is obtained, the away-from-seat cancellation operation is accepted by the player, and an away-from-seat cancellation request and app identification information A-id are sent to the cashless center 20.

[0106] The cashless center 20, upon receiving this, identifies the gaming establishment 10 to which the relay is to be made based on the communication relay information managed in the communication relay information management table, and transmits a leave cancellation request and the application identification information A-id to the corresponding relay device 14. The relay device 14, upon receiving this, identifies the gaming device identification information U-id to which the relay is to be made based on the communication relay information managed in the communication relay information management table, and transmits a leave cancellation request to the corresponding gaming device 12.

[0107] The gaming device 12 that has received the absence cancellation request from the relay device 14 enables play on the gaming machine 11, cancels its own absence state, and displays a message that the absence state has been cancelled (see, for example, FIG. 23(A2)). Note that, after the absence state is cancelled, if a predetermined time (for example, 5 seconds) has elapsed, the gaming device 12 may automatically return to a normal display that is ready to accept requests for game-related services (see, for example, FIG. 23(A3)). Next, the gaming device 12 transmits to the relay device 14 a processing result indicating that it has performed a processing operation in response to the absence cancellation request, together with the gaming device identification information U-id.

[0108] The relay device 14, which has received the processing result and the gaming device identification information U-id from the gaming device 12, relays the processing result and the gaming device identification information U-id to the destination based on the communication relay information. Since the gaming system 1 has only one cashless payment center 20, the relay device 14 transfers the processing result and the gaming device identification information U-id to the cashless payment center 20. The cashless payment center 20, which has received the processing result and the gaming device identification information U-id from the relay device 14, transmits the processing result to the mobile device 30 of the application identification information A-id identified based on the communication relay information. The mobile device 30, upon receiving this, displays a completion message for the away-from-seat cancellation operation (see, for example, FIG. 23(B3)). After a predetermined time (e.g., 5 seconds) has elapsed since the completion message for the away-from-seat cancellation operation was displayed, the display may automatically return to the normal display of the gaming application (see, for example, FIG. 23(B4)). In this way, by operating the mobile terminal 30 and making a request to cancel the absence state, the gaming device 12 is returned from the absence state to a playable state, and an absence service can be used to resume playing on the gaming machine 11.

[0109] In the above-described leave service, a leave request and a leave cancellation request are made by operating the mobile terminal 30, but the leave request and the leave cancellation request may also be made by the player operating the gaming device 12. Fig. 24 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of the process of performing the leave processing and the leave cancellation processing requested from the gaming device 12. In Fig. 24, a virtual connection is established by a game start operation, which allows communication relay between the gaming device 12 and the mobile terminal 30.

[0110] When a player requests to leave the game by pressing the leave button from the display menu on the gaming device 12 (see, for example, FIG. 25(A1)), the gaming device 12 asks for confirmation that the game will be suspended in order to leave the game (see, for example, FIG. 25(A2)). If the player authenticates this, the gaming device 12 accepts the leave operation, prevents the gaming machine 11 from continuing the game, and transitions to an absent state in which the gaming device 12 does not accept game-related requests from the game menu. Next, the gaming device 12 transmits an absent message and gaming device identification information U-id, which are the result of the absence processing in response to the absence request, to the relay device 14. After transitioning to the absent state, the gaming device 12 displays an absent display (see, for example, FIG. 25(A3)), informing third parties that the machine is unavailable for play.

[0111] The relay device 14, which has received the processing result and the gaming device identification information U-id from the gaming device 12, relays the away message and the gaming device identification information U-id to the destination based on the communication relay information. The cashless center 20, which has received the away message and the gaming device identification information U-id from the relay device 14, transmits the away message to the mobile terminal 30 of the application identification information A-id identified based on the communication relay information. The mobile terminal 30, which has received this, displays an away message (see, for example, FIG. 25(B1)). In this way, by the player operating the gaming device 12 to request an absence, the gaming device 12 transitions to an away state, making it impossible to play on the gaming machine 11, and the player can use an away service that allows the player to leave the machine with peace of mind.

[0112] When a player who has performed the above-described away-seat processing and left his / her seat for a break or the like returns to the machine, an "Away" message is displayed on the gaming device 12 (see, for example, FIG. 25(A3)). When the away-seat message screen is touched, a screen for canceling the away-seat message is displayed (see, for example, FIG. 25(A4)). When the "Away-seat Cancel" button is pressed on this screen, an app ID input screen prompting authentication for canceling the away-seat message is displayed (see, for example, FIG. 25(A5)). That is, by using the app ID (app identification information A-id) of the gaming app installed on the mobile terminal 30 to authenticate the away-seat message, a third party who does not possess the mobile terminal 30 virtually connected to the gaming device 12 cannot know the app ID (see, for example, FIG. 25(B1)) displayed on the app screen, making it difficult for the third party to cancel the away-seat message. If the appropriate application identification information A-id is input to the gaming device 12 and the authentication result is OK, the gaming machine 11 allows the player to play the game, and also cancels the away-from-seat state and displays a message that the away-from-seat state has been canceled (see, for example, FIG. 25(A6)). Note that, after the away-from-seat state is canceled, when a predetermined time (for example, 5 seconds) has elapsed, the display automatically returns to the normal display in which requests for game-related services can be accepted.

[0113] The gaming device 12 that has canceled the absence notification transmits a message of absence cancellation and the gaming device identification information U-id to the relay device 14. The relay device 14, which has received the message of absence cancellation and the gaming device identification information U-id from the gaming device 12, relays the message of absence cancellation and the gaming device identification information U-id to the cashless center 20. The cashless center 20, which has received the message of absence cancellation and the gaming device identification information U-id from the relay device 14, transmits the message of absence cancellation to the mobile terminal 30 with the application identification information A-id that is identified based on the communication relay information.

[0114] The mobile terminal 30, which has received the message from the cashless center 20 requesting the cancellation of the absence request, displays the absence request cancellation (see, for example, FIG. 25(B2)). Note that, after the display indicating the completion of the absence request cancellation, the display may automatically return to the normal display of the gaming app when a predetermined time (for example, 5 seconds) has elapsed (see, for example, FIG. 25(B3)). In this way, by having the player operate the gaming device 12 to request the cancellation of the absence request, the gaming device 12 is returned from the absence state to a playable state, and the player can use the absence service to resume playing on the gaming machine 11.

[0115] If authentication fails when performing an absence cancellation operation on the gaming device 12, it is highly likely that a third party has touched the machine while the player was away, so it is desirable to maintain the absence state without freezing the gaming machine 11, so that the player who performed the absence operation is not disadvantaged. Figure 26 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of authentication failure during the process of performing absence cancellation processing requested by the gaming device 12.

[0116] A gaming device 12 in an away state displays "Away" (see, for example, FIG. 27(A1)), and when this away screen is touched, a screen for canceling the away state is displayed (see, for example, FIG. 27(A2)), and when the away state cancel button is pressed on this screen, an app ID input screen prompting authentication for canceling the away state is displayed (see, for example, FIG. 27(A3)). That is, by using the app ID (app identification information A-id) of the gaming app installed on the mobile terminal 30 for authentication of the away state cancellation, a third party who does not possess the mobile terminal 30 virtually connected to the gaming device 12 cannot know the app ID (see, for example, FIG. 27(B1)) displayed on the app screen, making it difficult for the third party to cancel the away state.

[0117] The gaming device 12 waits for an authentication operation by the player, and if incorrect application identification information A-id is entered, an authentication failure screen such as that shown in FIG. 27(A4) is displayed. Authentication failure is permitted up to a predetermined number of times (e.g., three times), and the player is prompted to re-enter the application identification information A-id. In the gaming system 1, the absence cancellation failure condition is determined to be the first failure condition, in which the authentication determination result is NG a predetermined number of times in a row, or the second failure condition, in which correct application identification information A-id is not entered even after a predetermined time has elapsed. If this absence cancellation failure condition is met, the gaming device 12 transmits a message indicating absence cancellation NG to the relay device 14, along with its own gaming device identification information U-id, which indicates the sender. Thereafter, the gaming device 12 displays an absence cancellation failure display (e.g., see FIG. 27(A5)) for a predetermined time, and then returns to the absence status display. It should be noted that only one of the first failure condition and the second failure condition may be used to determine whether the absence cancellation failure condition is met.

[0118] The relay device 14, which has received a message indicating that the absence request cannot be canceled and which includes the gaming device identification information U-id from the gaming device 12, transfers the message indicating that the absence request cannot be canceled and the gaming device identification information U-id to the cashless payment center 20. The cashless payment center 20, which has received the message indicating that the absence request cannot be canceled and the gaming device identification information U-id from the relay device 14, transmits the message indicating that the absence request cannot be canceled to the mobile terminal 30, which is the destination based on the communication relay information. The mobile terminal 30, which has received the message indicating that the absence request cannot be canceled from the cashless payment center 20, displays a message indicating that the absence request cannot be canceled (see, for example, FIG. 27(B2)). For example, if the player owning the mobile terminal 30 has not made a request to cancel the absence request on the gaming device 12, the player can become aware of the abnormality from the message indicating that the absence request cannot be canceled, enabling a prompt response.

[0119] Next, a gaming information providing service, which is one of the gaming-related services that can be provided by the gaming device 12, will be described with reference to Figures 28 to 31. This gaming information providing service is a gaming-related service that allows various information related to games played on the gaming machines 11 connected to the gaming device 12 to be received by the mobile terminal 30.

[0120] 28 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of the process of acquiring game information requested by the gaming device 12. In FIG. 28, a virtual connection capable of relaying communication between the gaming device 12 and the mobile terminal 30 is established by the game start operation, and a cashless deposit is also completed, granting valuable money that can be used for ball lending from the mobile account to the gaming device 12.

[0121] A gaming medium is lent out by converting a cashless deposit of value into the gaming device 12 into gaming value and assigning it to the gaming machine 11, and when a game is started on the gaming machine 11, various gaming information accumulated as the game progresses is stored in the gaming device 12. Note that the gaming information that can be provided by the gaming information providing service is not particularly limited, and any gaming-related information obtained from the gaming machine 11 or information managed by the gaming device 12 itself can be provided. For example, gaming information includes deposits (total amount deposited from a mobile phone account), consumption (total loan amount consumed for ball lending), counting (value obtained by counting the number of prize gaming media of the gaming machine 11 as the number of acquired gaming media), replays (number of gaming media used to play on the gaming machine 11 by withdrawing saved balls deposited in the gaming facility 10), jackpots (number of times a gaming state is entered in which a special game in which a large gaming profit can be obtained in a relatively short period of time can be started), number of spins (number of times a game is played on the gaming machine 11), number of chance hits (number of times a probability-changing hit is drawn), outs (total number of gaming media used in the game), and safes (total number of gaming media acquired as a prize as a result of the game).

[0122] When a player presses the gaming information button from the menu of the gaming device 12 to request acquisition of gaming information (see, for example, Figure 29 (A1)), a confirmation message for the gaming information acquisition request is displayed (see, for example, Figure 29 (A2)), and when the player selects to execute the gaming information acquisition request, the gaming information acquisition operation is accepted by the gaming device 12, and the gaming information transmission process described below is carried out.

[0123] In the gaming information transmission process, first, the gaming device 12 transmits gaming information and gaming device identification information U-id that identifies the gaming device 12 to the relay device 14. Upon receiving this, the relay device 14 transfers the gaming information and gaming device identification information U-id to the cashless center 20. The cashless center 20, which receives the gaming information and gaming device identification information U-id from the relay device 14, transmits the gaming information to the mobile terminal 30, which is the destination based on the communication relay information. The mobile terminal 30, which receives the gaming information from the cashless center 20, displays the gaming information (see, for example, FIG. 29(B)). In other words, the gaming information from the gaming device 12 is relayed by the relay device 14, which is the management function unit 100, and the cashless center 20, and delivered to the mobile terminal 30.

[0124] The gaming information service can also be received by operating the mobile terminal 30. Fig. 30 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of the process of acquiring gaming information requested from the mobile terminal 30. In Fig. 30, a virtual connection capable of relaying communication between the gaming device 12 and the mobile terminal 30 is established by the game start operation, and a cashless deposit is also completed to grant valuable money usable for ball lending from the mobile account to the gaming device 12, and gaming information accumulated as the game progresses on the gaming machine 11 is stored in the gaming device 12.

[0125] When a player presses a gaming information button from the menu of the mobile terminal 30 to make a gaming information acquisition request (see, for example, FIG. 31(1)), a confirmation message for the gaming information acquisition request is displayed (see, for example, FIG. 31(2)), and when the player selects to execute the gaming information acquisition request, the gaming information acquisition operation is accepted by the mobile terminal 30. The mobile terminal 30 that accepted the gaming information acquisition operation transmits the gaming information acquisition request and the application identification information A-id to the cashless center 20, and the cashless center 20 that received this forwards the gaming information acquisition request and the application identification information A-id to the relay device 14 of the gaming facility 10 based on the communication relay information. The relay device 14 that received the gaming information acquisition request and the application identification information A-id from the cashless center 20 transmits the gaming information acquisition request to the gaming device 12 that is the destination based on the communication relay information.

[0126] The gaming device 12 to which the gaming information acquisition request is transmitted from the relay device 14 accepts the request as a gaming information acquisition request from the mobile terminal 30, which is the communication destination based on the communication relay information. When the gaming device 12 accepts this gaming information acquisition request, the above-mentioned gaming information transmission process is performed, and the gaming information transmitted from the gaming device 12 is delivered to the mobile terminal 30 via relays from the relay device 14, which is the management function unit 100, and the cashless center 20. The mobile terminal 30 that receives the gaming information displays the gaming information (for example, see FIG. 31(3)). In other words, even when a gaming information acquisition request is made from the mobile terminal 30, the gaming device 12 can receive the gaming information provision service.

[0127] As described above, while communication relay information capable of relaying communication between a specific mobile terminal 30 and a gaming device 12 is managed by the cashless center 20 and the relay device 14, which are the management function unit 100, a player who possesses the mobile terminal 30 can exclusively use the gaming machine 11 connected to the gaming device 12 paired with that mobile terminal 30. Therefore, if a player continues to monopolize the gaming machine 11 without playing on it, other players will not be able to use it, resulting in a loss of profit opportunities and potentially reducing the revenue of the gaming facility 10. Therefore, the communication relay information management means provided in the management function unit 100 of the gaming system 1 is configured to terminate relaying of communication between the mobile terminal 30 and the gaming device 12 by the communication relay execution means by excluding from the management target the communication relay information corresponding to the mobile terminal 30 and the gaming device 12 for which the communication termination condition is met, based on the mobile terminal 30 and the gaming device 12 identified based on the communication relay information to be managed.

[0128] The most common condition for terminating communication is when a player performs a game termination operation via the mobile terminal 30 or the gaming device 12. Fig. 32 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of the process of completing a game requested from the mobile terminal 30. In Fig. 32, a virtual connection is established by the game start operation, which allows communication relay between the gaming device 12 and the mobile terminal 30, and the gaming machine 11 connected to the gaming device 12 paired with the mobile terminal 30 is in exclusive use by the player who owns the mobile terminal 30.

[0129] Here, when the player presses the game end button from the menu of the mobile terminal 30 to request to end the game (see, for example, FIG. 33(B1)), a confirmation message for the game end request is displayed (see, for example, FIG. 33(B2)), and when the player selects to execute the game end, the game end operation is accepted by the mobile terminal 30. The mobile terminal 30 transmits a game end confirmation message and the application identification information A-id to the cashless center 20, and the cashless center 20, having received this, transfers the game end confirmation message and the application identification information A-id to the relay device 14 of the gaming facility 10 based on the communication relay information. The relay device 14, having received the game end confirmation message and the application identification information A-id from the cashless center 20, transmits the game end confirmation message to the gaming device 12, which is the destination based on the communication relay information.

[0130] The gaming device 12, having received a message from the relay device 14 confirming the end of the game, performs a game end process. The game end process is a general process for making the gaming machine 11 available for use by other players, such as counting the loaned gaming media and prize gaming media remaining in the gaming machine 11 and transmitting them to the management device 15 as balls held by the member linked to the application identification information A-id. When the game end process is performed by the gaming device 12, the following relay cancellation process is executed.

[0131] In the relay cancellation process, first, the gaming device 12 cancels the communication relay by deleting the registration of the mobile terminal 30, which is the communication destination via the virtual connection, and transmits a relay cancellation message and the gaming device identification information U-id to the relay device 14. Receiving this, the relay device 14 transfers the relay cancellation message and the gaming device identification information U-id to the cashless center 20, and deletes the communication relay information set for the application identification information A-id and the gaming device identification information U-id (or removes it from the management target and stores it in the past communication relay information history). The cashless center 20, which receives the relay cancellation message and the gaming device identification information U-id from the relay device 14, transmits a relay cancellation message to the mobile terminal 30, which is the destination based on the communication relay information, and deletes the communication relay information set for the application identification information A-id and the gaming device identification information U-id (or removes it from the management target and stores it in the past communication relay information history). The mobile terminal 30 that has received the message of canceling the relay from the cashless center 20 cancels the communication relay by deleting the registration of the gaming device 12 that is the communication destination via the virtual connection.

[0132] That is, when the relay cancellation process is executed, the communication relay between the mobile terminal 30 and the gaming device 12, which is performed by the relay device 14, which is the management function unit 100, and the cashless center 20 based on the communication relay information, is canceled, and the gaming machine 11 connected to the gaming device 12 becomes vacant and becomes available for use by another player. After the relay cancellation process is performed on the gaming device 12, a game end display (see, for example, FIG. 33(A)) may be displayed to notify that play on the gaming machine 11 connected to this gaming device 12 has ended. Similarly, after the relay cancellation process is performed on the mobile terminal 30, a game end display (see, for example, FIG. 33(B3)) may be displayed to notify that play on the gaming machine 11 connected to the gaming device 12, whose virtual connection with this mobile terminal 30 has been released, may be displayed.

[0133] Furthermore, the game termination operation may be performed not only from the mobile terminal 30 but also from the gaming device 12. In this case, it is desirable to consider the possibility that a third party other than the player who owns the mobile terminal 30 may be operating the gaming device 12. Figure 34 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of a process for completing a game requested from the gaming device 12. In Figure 34, a virtual connection is established by the game start operation, allowing communication relay between the gaming device 12 and the mobile terminal 30, and the gaming machine 11 connected to the gaming device 12 paired with the mobile terminal 30 is in exclusive use by the player who owns the mobile terminal 30.

[0134] Here, when the player presses the game end button from the menu of the gaming device 12 to request to end the game (see, for example, FIG. 35(A1)), a confirmation of the game end request is displayed (see, for example, FIG. 35(A2)), and when the player selects to execute the game end, the game end operation is accepted by the gaming device 12. At this time, the gaming device 12 displays a warning on the mobile terminal 30 (see, for example, FIG. 35(A3)) to notify the player that authentication is required on the mobile terminal 30. Next, the gaming device 12 transmits a game end confirmation message and the gaming device identification information U-id of its own device, which is the sender, to the relay device 14, and upon receiving this, the relay device 14 transfers the game end confirmation message and the gaming device identification information U-id to the cashless center 20 based on the communication relay information. The cashless center 20 receives the message confirming the completion of the game and the gaming device identification information U-id from the relay device 14, and then transmits the message confirming the completion of the game to the mobile terminal 30, which is the destination based on the communication relay information.

[0135] The mobile terminal 30, which has received a message confirming the end of game play from the cashless center 20, displays a confirmation of the request to end game play (see, for example, FIG. 35(B1)), and when the player selects to end game play, the operation to end game play is accepted by the mobile terminal 30. The mobile terminal 30 transmits a message confirming the end of game play and the application identification information A-id to the cashless center 20, and the cashless center 20, which has received this, transfers the message confirming the end of game play and the application identification information A-id to the relay device 14 of the gaming facility 10 based on the communication relay information. The relay device 14, which has received the message confirming the end of game play and the application identification information A-id from the cashless center 20, transmits the message confirming the end of game play to the gaming device 12, which is the destination based on the communication relay information. The gaming device 12, which has received the message confirming the end of game play from the relay device 14, performs a game end process.

[0136] After the game termination process is performed as described above, the relay cancellation process described above is executed, and the communication relay between the mobile terminal 30 and the gaming device 12, which is performed by the relay device 14 (the management function unit 100) and the cashless center 20 based on the communication relay information, is cancelled, and the gaming machine 11 connected to the gaming device 12 becomes vacant. After the relay cancellation process is performed on the gaming device 12, a game end display (see, for example, FIG. 35(A4)) may be displayed to notify that the game on the gaming machine 11 connected to this gaming device 12 has ended. Similarly, after the relay cancellation process is performed on the mobile terminal 30, a game end display (see, for example, FIG. 35(B2)) may be displayed to notify that the game on the gaming machine 11 connected to the gaming device 12, whose virtual connection with this mobile terminal 30 has been terminated, may be displayed.

[0137] On the other hand, there is a possibility that the end of game play may not be authenticated by the mobile terminal 30, for example, when a third party other than the player who owns the mobile terminal 30 performs a game end operation from the gaming device 12. Figure 36 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example in which the mobile terminal 30 rejects a game end request made by the gaming device 12 during the process of the request. In Figure 36, a virtual connection is established by the game start operation, enabling communication relay between the gaming device 12 and the mobile terminal 30, and the gaming machine 11 connected to the gaming device 12 paired with the mobile terminal 30 is in exclusive use by the player who owns the mobile terminal 30.

[0138] When a player presses the game end button from the menu of the gaming device 12 to request to end the game (see, for example, FIG. 37(A1)), a confirmation of the game end request is displayed (see, for example, FIG. 37(A2)), and when the player selects to execute the game end, the game end operation is accepted by the gaming device 12. At this time, the gaming device 12 displays a warning on the mobile terminal 30 (see, for example, FIG. 37(A3)) to notify the player that authentication is required on the mobile terminal 30. Next, the gaming device 12 transmits a game end confirmation message and the gaming device identification information U-id of its own device, which is the sender, to the relay device 14, and upon receiving this, the relay device 14 transfers the game end confirmation message and the gaming device identification information U-id to the cashless center 20 based on the communication relay information. The cashless center 20 receives the message confirming the completion of the game and the gaming device identification information U-id from the relay device 14, and then transmits the message confirming the completion of the game to the mobile terminal 30, which is the destination based on the communication relay information.

[0139] The mobile terminal 30 that has received a message from the cashless center 20 confirming the end of the game displays a confirmation of the request to end the game (see, for example, FIG. 37(B1)), but if the player selects to cancel the end of the game, the refusal to end the game is accepted by the mobile terminal 30, and the message of refusal to end the game and the application identification information A-id are transmitted to the cashless center 20. The mobile terminal 30 also displays a message indicating that the game has been invalidated (see, for example, FIG. 37(B2)), to notify the player that the game can be continued on the gaming machine 11 connected to the gaming device 12 that is virtually connected to the mobile terminal 30.

[0140] The cashless center 20, which has received the game termination refusal message and the application identification information A-id from the mobile terminal 30, transfers the game termination refusal message and the application identification information A-id to the relay device 14 of the gaming facility 10 based on the communication relay information. The relay device 14, which has received the game termination refusal message and the application identification information A-id from the cashless center 20, transmits the game termination refusal message to the gaming device 12, which is the destination based on the communication relay information. The gaming device 12, which has received the game termination refusal message from the relay device 14, displays a game termination invalid message (see, for example, FIG. 37 (A4)) and returns to the state before accepting the game termination operation. In other words, by requiring authentication on the mobile terminal 30 in response to a game termination request made by the gaming device 12, it is possible to prevent game termination processing from being executed against the intention of the player who owns the mobile terminal 30, and it is possible to quickly respond to fraudulent operations on the gaming device 12 by a third party.

[0141] On the other hand, if a player possessing a mobile terminal 30 for which a virtual connection has been executed leaves the gaming device 12 that is the target of communication relay without performing the leaving process or game end process, goes outside the parlor to a place where radio waves cannot reach, fails to notice the game end confirmation display from the cashless center 20, or deliberately ignores the game end confirmation, it is considered that the player possessing the mobile terminal 30 does not intend to continue playing on the gaming machine 11. Therefore, even if a third party requests game end on the gaming device 12, if there is a high probability that the player possessing the mobile terminal 30 will not continue playing on the gaming machine 11, the virtual connection may be forcibly released and the gaming machine 11 may be released.

[0142] 38 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of a case where authentication from the mobile terminal 30 is not obtained in the process of completing a game requested by the gaming device 12. In Fig. 38, a virtual connection that allows communication relay between the gaming device 12 and the mobile terminal 30 is established by a game start operation, and the gaming machine 11 connected to the gaming device 12 paired with the mobile terminal 30 is in exclusive use by the player who owns the mobile terminal 30.

[0143] When a player presses the game end button from the menu of the gaming device 12 to request to end the game (see, for example, FIG. 39(A1)), a confirmation of the game end request is displayed (see, for example, FIG. 39(A2)), and when the player selects to execute the game end, the game end operation is accepted by the gaming device 12. At this time, the gaming device 12 displays a warning on the mobile terminal 30 (see, for example, FIG. 39(A3)) to notify the player that authentication is required on the mobile terminal 30. Next, the gaming device 12 transmits a game end confirmation message and the gaming device identification information U-id of its own device, which is the sender, to the relay device 14, and upon receiving this, the relay device 14 transfers the game end confirmation message and the gaming device identification information U-id to the cashless center 20 based on the communication relay information. The cashless center 20 receives the message confirming the completion of the game and the gaming device identification information U-id from the relay device 14, and then transmits the message confirming the completion of the game to the mobile terminal 30, which is the destination based on the communication relay information.

[0144] If the cashless center 20 does not receive a response from the mobile terminal 30 within a predetermined time (e.g., one minute) after sending a message confirming the end of play to the mobile terminal 30, the intention of the player who owns the mobile terminal 30 (whether to confirm or decline to end play) is unknown. However, if the mobile terminal 30 and the cashless center 20 are unable to communicate, maintaining a virtual connection would prevent the player from receiving game-related services from the gaming device 12. Therefore, maintaining a virtual connection and placing the gaming machine 11 under the exclusive possession of a specific player is not desirable. Furthermore, if the mobile terminal 30 and the cashless center 20 are able to communicate but the player is so focused on something else that they do not notice the game end confirmation display, it is unlikely that the player will immediately return to the gaming machine 11 to resume play. Furthermore, if the player notices the game end confirmation from the mobile terminal 30 but does not select whether to confirm or decline to end play, it is also unlikely that the player will return to the gaming machine 11 to resume play.

[0145] Therefore, if there is no response from the mobile terminal 30 for a predetermined time after the cashless center 20 sends a message confirming the end of play to the mobile terminal 30, the cashless center 20 determines that the communication termination condition is met and forcibly cancels the communication relay. For example, the cashless center 20 sends a message to cancel the forced relay and application identification information A-id indicating the cancellation target to the relay device 14, and deletes (or excludes from management) the communication relay information corresponding to the mobile terminal 30 and gaming device 12 for which the communication termination condition is met. Furthermore, upon receiving the message to cancel the forced relay and the application identification information A-id from the cashless center 20, the relay device 14 sends the message to cancel the forced relay and the application identification information A-id to the gaming device 12 that is the communication destination based on the communication relay information, and deletes (or excludes from management) the communication relay information corresponding to the mobile terminal 30 and gaming device 12 that are the target of the forced relay cancellation.

[0146] Then, the gaming device 12 that has received the forced relay cancellation message from the relay device 14 performs a game end process, cancels the communication relay with the mobile terminal 30, and displays a game end display (see, for example, FIG. 39(A4)). As a result, the gaming machine 11 connected to the gaming device 12 whose communication relay has been canceled becomes vacant and can be used by other players. Note that the cashless center 20 may store cases where the forced relay has been canceled, and when the mobile terminal 30 from which the forced relay has been canceled communicates with the cashless center 20 via a gaming app, the mobile terminal 30 may be made to display a display (see, for example, FIG. 39(B)) informing the player of the current situation.

[0147] The communication termination condition described above is determined based on a termination operation performed by a player using a mobile terminal 30 or a gaming device 12, the communication relay information of which is stored as a management target of the management function unit 100. However, if the gaming machine 11 is not in operation for a long time before the player performs the termination operation, the operating rate of the gaming machine 11 will decrease accordingly. Therefore, the fulfillment of the communication termination condition may be determined based on the fulfillment of a game termination estimation condition, which indicates a high probability that the player has finished playing on the corresponding gaming machine 11, in a gaming device 12, the communication relay information of which is stored as a management target of the management function unit 100. Figure 40 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of a process in which the gaming device 12 determines the fulfillment of the communication termination condition and terminates play. In Figure 40, a virtual connection is established by the start of game operation, which allows communication relay between the gaming device 12 and the mobile terminal 30, and the gaming machine 11 connected to the gaming device 12 paired with the mobile terminal 30 is in exclusive possession of the player who owns the mobile terminal 30.

[0148] Here, if the gaming information of the gaming machine 11 connected to the gaming device 12 does not change for a certain period of time (for example, 5 minutes), it can be assumed that no game has been played on the gaming machine 11 for the certain period of time. For example, the gaming device 12 starts timing a certain period from the time when game play on the gaming machine 11 was last confirmed, and when the certain period has elapsed, it is determined that the communication termination condition has been met. Note that even if a game is not started for a certain period of time after a game start operation is performed and communication relay becomes possible, it is assumed that the player has no intention of playing, and therefore, the communication termination condition may also be determined to be met even if no game is played for a certain period of time from the completion of the game start operation.

[0149] Next, the gaming device 12 transmits a message confirming completion of play and the gaming device identification information U-id of its own device, which is the sender, to the relay device 14, and the relay device 14, which receives this, transfers the message confirming completion of play and the gaming device identification information U-id to the cashless center 20 based on the communication relay information. The cashless center 20, which has received the message confirming completion of play and the gaming device identification information U-id from the relay device 14, transmits the message confirming completion of play to the mobile terminal 30, which is the destination based on the communication relay information.

[0150] The mobile terminal 30, which has received a message confirming the end of game play from the cashless center 20, displays a confirmation of the request to end game play (see, for example, FIG. 41(B1)), and when the player selects to end game play, the operation to end game play is accepted by the mobile terminal 30. The mobile terminal 30 transmits a message confirming the end of game play and the application identification information A-id to the cashless center 20, and the cashless center 20, which has received this, transfers the message confirming the end of game play and the application identification information A-id to the relay device 14 of the gaming facility 10 based on the communication relay information. The relay device 14, which has received the message confirming the end of game play and the application identification information A-id from the cashless center 20, transmits the message confirming the end of game play to the gaming device 12, which is the destination based on the communication relay information. The gaming device 12, which has received the message confirming the end of game play from the relay device 14, performs a game end process.

[0151] After the game termination process is performed as described above, the relay cancellation process described above is executed, and the communication relay between the mobile terminal 30 and the gaming device 12, which is performed by the relay device 14 (the management function unit 100) and the cashless center 20 based on the communication relay information, is cancelled, and the gaming machine 11 connected to the gaming device 12 becomes vacant. After the relay cancellation process is performed on the gaming device 12, a game end display (see, for example, FIG. 41(A)) may be displayed to notify that the game on the gaming machine 11 connected to this gaming device 12 has ended. Similarly, after the relay cancellation process is performed on the mobile terminal 30, a game end display (see, for example, FIG. 41(B2)) may be displayed to notify that the game on the gaming machine 11 connected to the gaming device 12, whose virtual connection with this mobile terminal 30 has been terminated, may be displayed.

[0152] If the player refuses to end the game when the end of the game confirmation is sent to the mobile terminal 30, the player's wishes may be respected and the end of the game may be invalidated, and the player who owns the mobile terminal 30 may continue to have exclusive use of the gaming machine 11 connected to the gaming device 12. However, if there is no response within a predetermined period of time after the end of the game confirmation is sent to the mobile terminal 30, it is not desirable to allow the player who owns the mobile terminal 30 to have exclusive use of the gaming machine 11. Therefore, if the gaming machine 11 is released so that a third party can use it, a decrease in the operating rate of the gaming machine 11 can be prevented.

[0153] 42 is a communication sequence diagram between the gaming device 12, the relay device 14, the cashless center 20, and the mobile terminal 30, showing an example of a case where authentication from the mobile terminal 30 is not obtained in the process of the gaming device 12 determining that the communication termination condition is met and ending the game. In FIG. 42, a virtual connection capable of relaying communication between the gaming device 12 and the mobile terminal 30 is established by the game start operation, and the gaming machine 11 connected to the gaming device 12 paired with the mobile terminal 30 is in exclusive use by the player who owns the mobile terminal 30.

[0154] When the gaming information in the gaming machine 11 connected to the gaming device 12 does not change for a certain period of time (for example, 5 minutes), and the gaming device 12 determines that the communication termination condition is met, it transmits a game termination confirmation message and the gaming device identification information U-id of its own device, which is the sender, to the relay device 14, and the relay device 14, which receives this, transfers the game termination confirmation message and the gaming device identification information U-id to the cashless center 20 based on the communication relay information. The cashless center 20, which receives the game termination confirmation message and the gaming device identification information U-id from the relay device 14, transmits the game termination confirmation message to the mobile terminal 30, which is the destination based on the communication relay information.

[0155] Then, if there is no response from the mobile terminal 30 for a predetermined time (for example, one minute) after the cashless center 20 sends a message confirming the end of the game to the mobile terminal 30, it determines that the communication termination condition is met, and in order to forcibly cancel the communication relay, it sends a message of forced relay cancellation and application identification information A-id indicating the cancellation target to the relay device 14, and deletes (or excludes from management) the communication relay information corresponding to the mobile terminal 30 and gaming device 12 for which the communication termination condition is met. Furthermore, upon receiving the message of forced relay cancellation and the application identification information A-id from the cashless center 20, the relay device 14 sends the message of forced relay cancellation and the application identification information A-id to the gaming device 12 that is the communication destination based on the communication relay information, and deletes (or excludes from management) the communication relay information corresponding to the mobile terminal 30 and gaming device 12 that are the target of forced relay cancellation.

[0156] Then, upon receiving the forced relay cancellation message from the relay device 14, the gaming device 12 performs a game termination process, terminates the communication relay with the mobile terminal 30, and displays a game termination message. As a result, the gaming machine 11 connected to the gaming device 12 for which the communication relay has been terminated becomes available for use by another player. If the mobile terminal 30, upon receiving confirmation of the game termination from the cashless center 20, refuses to terminate the game, the game termination is invalidated, and the gaming machine 11 connected to the gaming device 12 can continue to be exclusively used by the player who owns the mobile terminal 30. However, there may be cases where it is undesirable to maintain the virtual connection between the mobile terminal 30 and the gaming device 12. For example, if the communication termination condition is met again without the player playing on the gaming machine 11 after the game termination is invalidated, it may be undesirable to allow the player who owns the mobile terminal 30 to exclusively use the gaming machine 11. Therefore, the cashless center 20 or the relay device 14 may store the fact that the game termination condition has been met, and when the game is interrupted (or the game is not started) and the communication termination condition is met a predetermined number of times (for example, 2 to 3 times), the relay may be forcibly canceled and the gaming machine 11 may be released.

[0157] In the gaming system 1 described above, when a virtual connection is established between a mobile terminal 30 and a gaming device 12, the gaming machine 11 connected to the corresponding gaming device 12 is exclusively used by the player who owns the mobile terminal 30. This should be convenient for the player, but the player's freedom is limited by being tied to the gaming machine 11. For example, in older gaming establishments 10 that use recording media such as IC cards or IC coins, when a player stops playing on a gaming machine 11 and leaves their seat, they can remove the recording media from the gaming device 12 and carry it with them. This allows a player to move to another machine while they are away and start playing there without returning to the machine they are away from. In this case, if a player is required to return to the gaming device 12 where they set their seat away and cancel the seat away setting or end play, the desired machine may be taken by another player, causing inconvenience to the player. Therefore, in this gaming system 1, if a player can move a machine with a simple operation when the player desires to move the machine, convenience for the player can be further improved. The process for enabling this machine movement will be described with reference to Figs. 43 to 47.

[0158] 43 to 45 are communication sequence diagrams between gaming device B (hereinafter referred to as gaming device 12B), gaming device A (hereinafter referred to as gaming device 12A), relay device 14, cashless center 20, and mobile terminal 30, showing an example of a process for performing a machine movement requested from the mobile terminal 30. FIG. 43 shows the first part, FIG. 44 shows the interruption, and FIG. 45 shows the second part. In FIG. 43, a virtual connection capable of relaying communication between gaming device 12A and the mobile terminal 30 is established by a game start operation, and the gaming machine 11 connected to the gaming device 12A paired with the mobile terminal 30 is in exclusive use by the player who owns the mobile terminal 30. In addition, the player who owns the mobile terminal 30 is performing an away-from-seat process, and an away-from-seat display (see, for example, FIG. 47(A1)) is displayed on the gaming device 12A, preventing other players from playing.

[0159] If a player wishes to play at an empty machine that he or she found while away from his or her seat, the player selects machine transfer from the gaming app on the mobile terminal 30 (see, for example, FIG. 46(1)), which enables the QR code (registered trademark) to be read (see FIG. 46(2)). After or before performing this machine transfer operation on the mobile terminal 30, the player performs a game start operation on the touch panel of the gaming device 12B corresponding to the destination gaming machine 11. For example, as shown in FIG. 47(B1), the game start operation is performed by pressing the game start button displayed on the screen, and a two-dimensional code such as that shown in FIG. 47(B2) is displayed.

[0160] By reading the two-dimensional code displayed on the gaming device 12B with the mobile terminal 30 as described above, the gaming device identification information U-idB and the gaming parlor identification information H-id can be obtained from the two-dimensional code. The mobile terminal 30 then displays a confirmation display of the unattended machine A (the gaming machine 11 connected to the gaming device 12A with the gaming device identification information U-idA) and the destination machine B (the gaming machine 11 connected to the gaming device 12B with the gaming device identification information U-idB) (see, for example, FIG. 46(3)), prompting the player to perform a confirmation operation. When the player performs a confirmation operation on the mobile terminal 30, the application identification information A-id, the gaming parlor identification information H-id, and machine transfer information (information including the disconnection of the gaming device identification information U-idA and the connection of the gaming device identification information U-idB) are transmitted to the cashless center 20. In this gaming system 1, when a machine is moved, authentication is required at machine B, the destination machine, and a message prompting authentication at machine B (see, for example, FIG. 43(4)) is displayed.

[0161] The cashless center 20, which has received the machine movement information and the like from the mobile terminal 30, provisionally registers the application identification information A-id, gaming device identification information U-idB, and gaming facility identification information H-id as communication relay information, and transmits the application identification information A-id and the machine movement information to the relay device 14 of the gaming facility 10 identified by the gaming facility identification information H-id. The relay device 14, which has received the application identification information A-id and the machine movement information from the cashless center 20, provisionally registers the application identification information A-id and gaming device identification information U-idB as communication relay information, and transmits the communication relay information including the application identification information A-id to the gaming device 12B identified by the gaming device identification information U-idB.

[0162] Upon receiving the communication relay information from the relay device 14, the gaming device 12B displays an authentication screen as shown in FIG. 47(B3) and waits for the player to perform an authentication operation. For example, if the application identification information A-id displayed on the screen of the mobile terminal 30 on which the gaming app is running is accurately entered on the screen of the gaming device 12, the authentication result will be OK. In this case, the content of the authentication operation by the player is not particularly limited; it can be a passcode arbitrarily generated by the mobile terminal 30, a password set by the player who owns the mobile terminal 30 when registering as a member in the gaming app, or any other information that can confirm the likelihood that the owner of the mobile terminal 30 and the player operating the gaming device 12B are the same person. If the authentication result is OK, the gaming device 12B sends a message indicating the authentication result OK to the relay device 14, along with its own gaming device identification information U-idB indicating the sender. Thereafter, the gaming device 12 displays a game start indication (see, for example, FIG. 47(B4)) for a predetermined period of time, and then displays a normal indication (see, for example, FIG. 47(B5)) indicating that the game can be continued.

[0163] The relay device 14, which has received the electronic message indicating the authentication result is OK and which includes the gaming device identification information U-idB from the gaming device 12B, officially registers the combination of the provisionally registered application identification information A-id and the gaming device identification information U-idB as communication relay information. The relay device 14 then transfers the electronic message indicating the authentication result is OK and which includes the gaming device identification information U-idB to the cashless center 20, which is the destination based on the officially registered communication relay information. The relay device 14 also transmits a game end confirmation electronic message to the gaming device 12A corresponding to the gaming machine 11 that is not occupied, based on the communication relay information corresponding to the combination of the application identification information A-id and the gaming device identification information U-idA.

[0164] The cashless center 20, which has received the authentication result OK message with the gaming device identification information U-idB attached from the relay device 14, officially registers the provisionally registered combination of the application identification information A-id, gaming device identification information U-idB, and gaming facility identification information H-id as communication relay information. The cashless center 20 then transfers the authentication result OK message with the gaming device identification information U-idB attached to the destination mobile terminal 30 based on the officially registered communication relay information. As a result, a virtual connection between the mobile terminal 30 and the gaming device 12B is established, but the mobile terminal 30 waits until the communication relay with the gaming device 12A is released.

[0165] The gaming device 12A, which has received the message confirming the end of the game from the relay device 14, performs a game end process, cancels the communication relay by deleting the registration of the mobile terminal 30 that is the communication destination via the virtual connection, and transmits the relay cancellation message and the gaming device identification information U-idA to the relay device 14. The gaming device 12A also displays that the gaming machine 11 connected to the gaming device 12A is free to use by displaying the end of the game (see, for example, FIG. 47(A2)), and then returns to the normal display, such as the normal menu for starting the game or a demo screen.

[0166] The relay device 14, which has received the relay cancellation message and gaming device identification information U-idA from the gaming device 12A, transfers the relay cancellation message and gaming device identification information U-idA to the cashless center 20, and deletes the communication relay information set for the application identification information A-id and gaming device identification information U-idA (or removes it from the management target and stores it in the past communication relay information history). The cashless center 20, which has received the relay cancellation message and gaming device identification information U-idA from the relay device 14, sends a relay cancellation message to the mobile terminal 30, which is the destination based on the communication relay information, and deletes the communication relay information set for the application identification information A-id and gaming device identification information U-idA (or removes it from the management target and stores it in the past communication relay information history).

[0167] The mobile terminal 30, which has received the message of relay cancellation from the cashless center 20, cancels the communication relay with the waiting gaming device 12A and displays a machine movement completion display (see, for example, FIG. 47(5)). This allows the player to confirm that he has finished playing on machine A (the gaming machine 11 corresponding to gaming device 12A) where the leaving process was performed, and that he is now able to play on machine B (the gaming machine 11 corresponding to gaming device 12B) where he has newly performed the operation to start playing.

[0168] The gaming system according to the present invention has been described above based on an embodiment, but the present invention is not limited to this embodiment, and the scope of rights encompasses all gaming systems that can be realized as long as the configuration described in the claims is not changed. [Explanation of symbols]

[0169] 1 Gaming System 10. Amusement parlors 11 Gaming machines 12 Gaming devices 14 Relay device 20 Cashless Center 30 Mobile Devices 100 Management Function Department

Claims

1. a gaming device that is installed in association with a gaming machine that can be played using a gaming value and that can provide a gaming-related service that is an arbitrary service related to a game; a mobile terminal possessed by a player and capable of running a gaming application program that enables the player to use the gaming-related services provided by the gaming device; a management function unit capable of communicating with both the gaming device and the mobile terminal; A gaming system including: the gaming device is provided with a gaming device identification information presenting means for generating and displaying an optically readable code including unique gaming device identification information set in the gaming device itself based on an operation by the player; The mobile terminal a gaming device identification information acquisition means for acquiring the gaming device identification information from the optically readable code displayed on the gaming device identification information presentation means based on the player's operation of the gaming application program; a communication relay information transmitting means for transmitting communication relay information including the gaming device identification information acquired by the gaming device identification information acquiring means and unique application identification information set in the gaming application program to the management function unit; Equipped with The management function unit a communication relay information management means for managing the communication relay information transmitted from the mobile terminal; a communication relay execution means for relaying communication between the mobile terminal and the gaming device, the mobile terminal being specified based on the communication relay information that is managed by the communication relay information management means; Equipped with A gaming system characterized by:

2. The gaming system described in claim 1, characterized in that the communication relay information management means of the management function unit manages the communication relay information only when an appropriate authentication result is obtained from the gaming device identified based on the communication relay information sent from the mobile terminal.

3. The gaming device is capable of converting a negotiable value into the gaming value and providing the gaming value to the gaming machine as the gaming-related service; the management function unit comprises a value management means for managing the deposit and withdrawal of the value linked to unique mobile terminal identification information set in the mobile terminal, and for granting part or all of the value to the gaming device corresponding to the mobile terminal identified based on the communication relay information that is the object of management by the communication relay information management means, based on the establishment of a predetermined condition for granting the value; The gaming system described in claim 1 or claim 2, characterized in that the player can use the gaming-related service to convert part or all of the valuable value assigned to the gaming device into gaming value and assign it to the gaming machine by operating the mobile terminal and / or the gaming device identified based on the communication relay information managed by the communication relay information management means of the management function unit and making a gaming value conversion request.

4. The gaming system described in claim 3, characterized in that the valuable management means of the management function unit receives a valuable granting request sent by the player operating the gaming device, and determines that the valuable granting condition is met when approval for the valuable granting request is received from the gaming application program running on the mobile terminal.

5. The gaming system described in claim 3, characterized in that the valuable management means of the management function unit receives a valuable granting request sent by the player operating the gaming application program running on the mobile terminal, and determines that the valuable granting condition is met when approval for the valuable granting request is received from the gaming device.

Citation Information

Patent Citations

  • Game parlor management system

    JP2024003514A