Gaming system

The gaming system effectively manages player value by distinguishing between units converted from electronic money and currency, preventing premature settlement and ensuring accurate usage history tracking.

JP2026092021APending Publication Date: 2026-06-04MARS ENGINEERING CORPORATION

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
MARS ENGINEERING CORPORATION
Filing Date
2026-03-26
Publication Date
2026-06-04

AI Technical Summary

Technical Problem

Existing gaming systems fail to accurately manage the value owned by players, particularly when electronic money is converted to game tokens and tokens are not fully utilized before a jackpot occurs, leading to inaccurate usage history information.

Method used

A gaming system that includes a recording medium issuing means, a game recording medium receiving means, and a management device to store and manage recording medium identification information and player identification information, distinguishing between units converted from electronic money and currency, and performing provisional and final settlement transactions.

Benefits of technology

Enables clear management of player value, preventing unused electronic money from being settled prematurely and providing accurate usage history information.

✦ Generated by Eureka AI based on patent content.

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Abstract

We provide a gaming system that clearly manages the value owned by the player. [Solution] In a gaming system, the recording medium issuing means displays a code when the money deposited by the player is converted into gaming value used in the game, or when the player makes a transaction to convert electronic money into gaming value using code payment with a mobile communication terminal, and issues a gaming recording medium that records recording medium identification information linked to value information related to the gaming value converted from electronic money. The management device stores the recording medium identification information when money is deposited and converted into gaming value, but does not store the player identification information, and stores both the recording medium identification information and the player identification information when electronic money is converted into gaming value.
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Description

Technical Field

[0001] The present invention relates to a gaming system.

Background Art

[0002] In a game parlor where gaming machines such as pachinko machines are installed, game media such as pachinko balls are lent to players, and the players play games on the gaming machines using the game media.

[0003] The lending of game media is performed, for example, by a player inserting currency into a pedestal machine installed as a gaming device corresponding to the gaming machine, and the pedestal machine executing using the frequency obtained by converting the currency. Also, an IC card issued by the game parlor to the player as a game recording medium is inserted into the pedestal machine, and the lending of game media is executed using the frequency specified from the card ID recorded on the IC card.

[0004] In addition to this, for the purpose of improving convenience, it has been proposed to convert the electronic money of a player using a smartphone into frequency, and use the converted frequency to lend out game media. Here, for example, a transaction for lending out game media is performed by code settlement of the "user scan method" in which a player images a code displayed in a game parlor with a smartphone.

[0005] Specifically, a code related to code settlement (for example, a two-dimensional code) is displayed on the display screen of the pedestal machine. Then, the code displayed on the display screen is imaged with a smartphone to read the code information. After inputting payment information such as the amount of electronic money to be converted into frequency is executed with the smartphone, the code information and the payment information are transmitted from the smartphone to an electronic money settlement server. When it is determined that the transaction is possible in the electronic money settlement server, the electronic money is converted into frequency in the pedestal machine. Then, the game media is lent out using the converted frequency (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0006] [Patent Document 1] Japanese Patent Publication No. 2021-90506 [Overview of the Initiative] [Problems that the invention aims to solve]

[0007] As described above, when game tokens are lent out via code payment, a jackpot may occur before all the converted tokens are used. In that case, the player settles the remaining tokens and converts them back into electronic money. Even if the electronic money converted to tokens via code payment has not yet been used to lend out game tokens, the entire amount of the converted electronic money is settled, including the amount that will be settled and converted back into electronic money later, and the electronic money is considered to have been used. However, in such situations, it is necessary to clarify the player's value information, such as the amount of electronic money converted to tokens, the amount of tokens used to lend out game tokens, and the value information of unused funds that may be converted back into electronic money. By clarifying this, for example, it becomes possible to exclude the amount of value that was converted to tokens via code payment but not used to lend out game tokens, and then converted back into electronic money, from the information of the code payment amount, thereby providing accurate usage history information that makes it easy to check the electronic money used.

[0008] Therefore, the present invention aims to provide a gaming system that clearly manages the value owned by the player. [Means for solving the problem]

[0009] The present invention relates to a gaming system used in amusement parlors where players play games on gaming machines, A recording medium issuing means capable of issuing a recording medium that displays a code for code payment when the money deposited by the player is converted into game value used in the game, or when the player makes a transaction using a mobile communication terminal to convert the player's electronic money into game value used in the game via code payment, and when the electronic money is converted into game value by code payment, records recording medium identification information linked to the converted game value, A game recording medium receiving means that receives the game recording medium issued by the aforementioned recording medium issuing means, A lending means that performs a lending process to enable the game based on the value information identified from the recording medium identification information recorded on the game recording medium that was received, A management device is configured to store the recording medium identification information and the player identification information for managing the electronic money, and to communicate with an electronic money payment server. It has, When the management device deposits the currency and converts it into the value of the game, it stores the recording medium identification information but does not store the player identification information. When the electronic money is converted into the value of the game, it stores both the recording medium identification information and the player identification information. [Effects of the Invention]

[0010] According to the present invention, it is possible to provide a gaming system that clearly manages the value owned by the player. [Brief explanation of the drawing]

[0011] [Figure 1] Figure 1 is a schematic diagram showing the overall configuration of the gaming system 10 according to the embodiment. [Figure 2] Figure 2 is a schematic block diagram showing the configuration of the ticket dispenser 15 in the gaming system 10 according to this embodiment. [Figure 3]FIG. 3 is a block diagram schematically showing the configuration of the smartphone 26 in the gaming system 10 according to the embodiment. [Figure 4] FIG. 4 is a block diagram schematically showing the configuration of the inter-machine unit 3 in the gaming system 10 according to the embodiment. [Figure 5] FIG. 5 is a block diagram schematically showing the configuration of the management device 5 in the gaming system 10 according to the embodiment. [Figure 6] FIG. 6 is a conceptual diagram showing a table stored in the management device 5 in the gaming system 10 according to the embodiment. [Figure 7] FIG. 7 is a flowchart showing an outline of operations when converting electronic money into frequencies in code settlement in the gaming system 10 according to the embodiment. [Figure 8] FIG. 8 is a flowchart showing an outline of operations of the pachinko ball lending process (ball lending) in the gaming system 10 according to the embodiment. [Figure 9] FIG. 9 is a flowchart showing an outline of operations of the pachinko ball lending process (ball lending) in the gaming system 10 according to Modification Example 1 of the embodiment. [Figure 10] FIG. 10 is a flowchart showing an outline of operations of the pachinko ball lending process (ball lending) in the gaming system 10 according to Modification Example 2 of the embodiment.

BEST MODE FOR CARRYING OUT THE INVENTION

[0012] [A] Overview of the Gaming System 10 FIG. 1 is a diagram schematically showing the overall configuration of the gaming system 10 according to the embodiment.

[0013] As shown in FIG. 1, the gaming system 10 includes a plurality of pachinko machines 2 (gaming machines) and a plurality of slot machines 7 (gaming machines), a plurality of inter-machine units 3 (gaming devices) and a plurality of inter-machine units 8 (gaming devices), a plurality of data display machines 9, a network 20, and an island computer 25, and is provided in a gaming store.

[0014] [A-1]Inter-tier machines 3 and inter-tier machines 8 In the game system 10, each of the plurality of inter-tier machines 3 is provided corresponding to each of the plurality of pachinko machines 2 and is communicably connected to each of the plurality of pachinko machines 2. Each of the plurality of inter-tier machines 8 is provided corresponding to each of the plurality of slot machines 7 and is communicably connected to each of the plurality of slot machines 7. The inter-tier machines 3 and the inter-tier machines 8 are equipped with a bill discriminator (bilvari) and the like.

[0015] [A-2]Data display machine 9 The plurality of data display machines 9 are respectively connected to the plurality of pachinko machines 2 and the plurality of slot machines 7. The data display machine 9 connected to the pachinko machine 2 displays information such as a slump graph, the number of starts, and the number of jackpot times.

[0016] [A-3]Network 20 The network 20 is constructed using communication devices such as a hub and a Wi-Fi (registered trademark) access point.

[0017] [A-4]Island computer 25 The island computer 25 is interposed between devices such as the plurality of pachinko machines 2, the plurality of slot machines 7, the plurality of inter-tier machines 3, the plurality of inter-tier machines 8, and the plurality of data display machines 9, and the network 20.

[0018] In the following description, unless it is necessary to separately describe the pachinko machine 2 and the slot machine 7 as gaming machines, the case where the gaming machine is the pachinko machine 2 will be described as an example.

[0019] [A-5]Peripheral devices In addition to the devices described above, various peripheral devices are provided in the game system 10.

[0020] The gaming system 10 includes peripheral devices such as a management device 5, a personal computer 5a, a prize dispensing machine 11, a settlement machine 12, a counting machine 14, a ticket issuing machine 15, a prize management machine 16 (prize exchange device), a data disclosure machine 17, a protocol converter 21, a modem 22, a card center 23, and a replay reception machine 24. These devices are connected to each other via a network 20 so that they can communicate with one another.

[0021] Among the peripheral devices, the management device 5 is a prize management device, a member management device, or a hall computer, and is configured to function as, for example, an information collection device that collects information, and is configured so that the information collected by the management device 5 is referenced using a personal computer 5a. The prize dispensing machine 11 is installed to dispense prizes according to the number of stored game balls (pachinko balls, tokens) received. The settlement machine 12 is installed to settle any remaining units (game value) that were not used for dispensing balls, and to return the equivalent value, such as currency, to the player. The counting machine 14 is installed to count the game balls (pachinko balls, tokens). The ticket issuing machine 15 is installed to issue member cards 27 or non-member cards 28 that store a card ID linked to the units. The prize management machine 16 is installed to indicate the type and quantity of prizes based on the number of stored balls, etc. Data display machine 17 is installed to display information related to gameplay on gaming machines such as pachinko machine 2 (number of starts, number of jackpots, etc.).

[0022] The peripheral devices are configured to communicate with gaming machines such as the pachinko machine 2. Information output by the gaming machines such as the pachinko machine 2 and each peripheral device is output to the management device 5 via the network 20, collected, and then transmitted to the card center 23 via the protocol converter 21 and modem 22. Information is communicated from the modem 22 to the card center 23 via an external network such as a general communication line. The replay reception machine 24 is provided to accept requests for replays from players.

[0023] [A-6] Member card 27, Non-member card 28 Member cards 27 and non-member cards 28 are contactless recording media having an IC chip and an antenna, and are in the shape of a card or a coin.

[0024] Member card 27 stores a card ID (recording medium identification information). The card ID of member card 27 is linked to information about the member who plays the game.

[0025] The information linked to the card ID of member card 27 may include, for example, the game ID (collection identification information), membership number, balance of credits (game value), out, safe, and amount spent. The card ID of member card 27 may also be linked to information such as the number of stored balls (number of stored tokens in the case of slot machine 7), win / loss record (number of outs minus safe), number of balls lent (number of tokens lent in the case of slot machine 7), type of game machine, historical information related to this information (daily information, weekly information, etc.), personal information to identify the member player (address, name, age, gender, contact information, PIN, etc.), and information about the member player's favorite machines. Information related to points may also be linked to the card ID of member card 27. In addition, when playing, for example, the number of the game machine the player is playing on or the number of the inter-machine machine 3 may be temporarily linked, and the time played and the number of jackpots that occurred may be aggregated and linked. In other words, information necessary for game management may be linked to the card ID as appropriate. The above information is managed by the management device 5.

[0026] Non-member card 28 has a different shape from member card 27 in order to distinguish it from member card 27. For example, non-member card 28 is shorter in both length and width, and is also thinner than member card 27.

[0027] Card 28 for non-members, like card 27 for members, stores a card ID (recording medium identification information). The card ID of card 28 for non-members is linked to information about the non-member player.

[0028] The information associated with the card ID of the non-member card 28 includes information such as game ID, frequency (game value), loan balls, and deposits. Information such as membership number and points is not associated with the card ID of the non-member card 28. The above information is managed by the management device 5. The association with the card ID of the non-member card 28 is performed only for a predetermined period.

[0029] In addition, in the above, a "member player" is a player who has a member card 27, and attribute information such as address, name, age, gender, favorite table (favorite type of gaming machine), contact information, and password is associated with a membership number (member ID) that can individually identify the member player and is registered in the management device 5. A "non-member player" is an ordinary player for whom information is not registered as a member player.

[0030] The "frequency (game value)" is obtained by converting (frequency conversion) the amount of money deposited into a numerical value consumed by the game. For example, when 10,000 yen is frequency-converted, it becomes 100 frequencies.

[0031] "Out" is the number of balls fired from the pachinko machine 2. "Out" may also be referred to as "in (number of medals inserted)" in the slot machine 7, but here, even in the slot machine 7, it is referred to as "out" in the same way as the pachinko machine 2.

[0032] "Safe" is the number of pachinko balls supplied to the upper tray of the pachinko machine 2 (balls acquired by the player). "Safe" may also be referred to as "out (number of medals paid out)" in the slot machine 7, but here, even in the slot machine 7, it is referred to as "safe" in the same way as the pachinko machine 2.

[0033] "Points" include, for example, store points (points given when the member card 27 is inserted into the between-table machine 3), loan ball points (points given according to the number of loan balls), win / loss points (points given to a losing customer according to the difference between the number of outs and the number of safes), operation points (points given according to the number of outs), etc.

[0034] The "Game ID" is an ID assigned, for example, when money is inserted into the inter-machine machine 3, and subsequent game information is managed in association with this Game ID. For example, when a player who does not possess a member card 27 or a non-member card 28 starts playing with money, a Game ID is first issued, and game information is linked to and managed with this Game ID. Subsequently, for example, if a non-member card 28 is issued, the card ID stored in the non-member card 28 is additionally linked to and managed with the Game ID. In addition, a player who possesses a member card 27 may start playing by inserting the member card 27 into the inter-machine machine 3 without inserting money; in this case, a Game ID may be issued when the member card 27 is accepted.

[0035] [A-7] Regarding the lending of gaming media When a player plays a game at a game parlor (2 pachinko machines, 7 slot machines), the parlor lends the player the game medium (pachinko balls, tokens) used in the game. The lending of the game medium is performed, for example, when the player inserts money (banknotes, coins) into a game device (inter-machine device 3, inter-machine device 8) installed in conjunction with the game machine, and the game device uses the value (game value, value information) obtained by converting that money. Alternatively, a game recording medium such as a membership card 27 issued by the parlor is inserted into the game device, and the lending of the game medium is performed using the value identified from the card ID (recording medium identification information) recorded on the game recording medium such as the membership card 27.

[0036] In the gaming system 10 of this embodiment, the system is further configured to convert the player's electronic money into units using a smartphone 26 (mobile communication terminal), and to lend out gaming media using the converted units. As will be described in detail later, in this embodiment, the transaction for lending out gaming media is carried out by a "user scan method" code payment in which the player scans a code displayed on the ticket machine 15 with their smartphone 26.

[0037] [B] Details of Gaming System 10 The main components of the gaming system 10 of this embodiment, and the player's smartphone 26 (mobile communication terminal), will be described in detail below.

[0038] [B-1] Ticket machine 15 Figure 2 is a schematic block diagram showing the configuration of the ticket dispenser 15 in the gaming system 10 according to this embodiment.

[0039] The ticket dispenser 15 is an island-end ticket dispenser, and for example, one unit is installed in an island (section) where multiple pachinko machines 2 are arranged in a gaming parlor. As shown in Figure 2, the ticket dispenser 15 comprises a control unit 80, a card receiving unit 81, a card processing unit 82, a currency receiving unit 83, an operation unit 84, a display unit 85, and a communication unit 86.

[0040] [B-1-1] Control Unit 80 The control unit 80 is configured to comprehensively control each part that makes up the ticket issuing machine 15. The control unit 80 includes electronic components such as an arithmetic unit and memory, and performs control by having the arithmetic unit perform calculations using programs and data stored in the memory.

[0041] [B-1-2] Card Reception Section 81 The card receiving section 81 is configured to accept either a member card 27 or a non-member card 28.

[0042] [B-1-3] Card Processing Unit 82 The card processing unit 82 comprises a reader / writer unit and a card issuing unit.

[0043] The reader / writer unit is configured to read information from the member card 27 or non-member card 28 received by the card reception unit 81, and to write information to the member card 27 or non-member card 28. For example, the reader / writer unit reads value information such as the card ID and balance. The reader / writer unit also outputs the read information and writes value information such as the card ID and updated balance.

[0044] The card issuing unit issues cards, for example, member cards 27 or non-member cards 28, with information such as card ID and value information stored on them. When a member card 27 or non-member card 28 is issued, issuance information related to that issuance is transmitted to the management device 5. The issuance information includes information indicating that a card has been issued, the card ID of the issued card, and information such as value information linked to the card ID. For example, if a non-member card 28 is newly issued to a player who does not possess a member card 27 or non-member card 28, issuance information related to the newly issued non-member card 28 is transmitted to the management device 5.

[0045] [B-1-4] Coin Reception Section 83 The currency receiving unit 83 includes, for example, a banknote identification device and is provided to recognize the amount of currency received. The amount recognized by the currency receiving unit 83 is used for currency conversion.

[0046] [B-1-5] Operation section 84 The operation unit 84 includes, for example, a button for purchasing units. The unit purchase button is provided for selecting the amount to be used for unit conversion from the amount recognized by the currency receiving unit 83. The operation unit 84 also includes an input interface such as a touch panel or a keypad. Alternatively, instead of selecting the purchase amount using the unit purchase button on the ticket machine, the purchase amount may be selected using, for example, the operation unit 64 of the smartphone 26 described later.

[0047] [B-1-6]Display section 85 The display unit 85 has a display panel such as a liquid crystal display panel and is configured to display various images on the screen.

[0048] [B-1-7] Communications Department 86 The communication unit 86 is equipped with a communication interface. The communication unit 86 is provided for transmitting and receiving information (signals) to and from each device via the network 20.

[0049] [B-1-8] Features of this edition In this embodiment, the ticket issuing machine 15 is configured to enable transactions that convert the player's electronic money into units to be carried out via code payment.

[0050] Specifically, when a transaction to convert a player's electronic money into units is performed using code payment, the player inputs an instruction to convert the electronic money into units into units into the operation unit 84 of the ticket machine 15. When the instruction to convert the electronic money into units is input, the display unit 85 displays a code image such as a two-dimensional code. Here, the code image displayed on the display unit 85 includes information such as ticket machine information that identifies the ticket machine 15 into which the instruction to convert to units was input, time information related to the time the instruction to convert to units was input, and the amount of money to be used for the unit conversion.

[0051] The code displayed on the display screen 85 of the ticket machine 15 is captured by the smartphone 26, and the code information is read. After the code information and information that can identify the player making the transaction are transmitted from the smartphone 26 to the electronic money payment server 100, if the electronic money payment server 100 determines that the transaction is possible, the electronic money is deposited from the player's electronic money account to the arcade, and the deposited electronic money is converted into units.

[0052] The ticket machine 15 then issues a member card 27 or a non-member card 28, which records a card ID linked to value information related to the converted units. In other words, the ticket machine 15 is configured to grant units converted from the player's currency, as well as units converted from the player's electronic money using a smartphone 26. The value information is stored in a way that distinguishes between units converted from electronic money and units converted from currency other than electronic money, along with the unit value. Furthermore, the card ID recorded on the member card 27 or non-member card 28 issued based on electronic money is also linked to information that can identify the player who made the transaction, and this information is stored, for example, by the management device 5.

[0053] The above operation is performed by the control unit 80 using a program related to code payment to control each part. [B-2] Smartphone 26 Figure 3 is a schematic block diagram showing the configuration of a smartphone 26 in the gaming system 10 according to this embodiment.

[0054] As shown in Figure 3, the smartphone 26 is an example of a mobile communication terminal and includes a control unit 60, an audio input unit 61, an audio output unit 62, a display unit 63, an operation unit 64, an imaging unit 65, and a communication unit 68.

[0055] [B-2-1] Control Unit 60 In the smartphone 26, the control unit 60 is configured to comprehensively control each part that makes up the smartphone 26. The control unit 60 includes electronic components such as an arithmetic unit and memory, and performs control by having the arithmetic unit perform calculations using programs and data stored in the memory.

[0056] [B-2-2] Voice input section 61 The audio input unit 61 has a microphone and is configured to convert sound into an audio signal, which is an electrical signal, and output it.

[0057] [B-2-3] Audio output section 62 The audio output unit 62 has a speaker and is configured to convert an audio signal input as an electrical signal into sound and output it.

[0058] [B-2-4] Display section 63 The display unit 63 has a display panel such as a liquid crystal display panel and is configured to display an image signal input as an electrical signal as an image on the display screen.

[0059] [B-2-5] Operation section 64 The operation unit 64 has an input interface such as a touch panel and is configured to output the input operation content as an operation signal, which is an electrical signal.

[0060] [B-2-6] Imaging unit 65 The imaging unit 65 has an image sensor and is configured to convert an image into an image signal, which is an electrical signal. In this embodiment, the imaging unit 65 is used to capture the code image displayed on the ticket machine 15 when converting the player's electronic money into units.

[0061] [B-2-7] Communications Section 68 The communications unit 68 is provided for communicating with other devices.

[0062] [B-2-8] Features In this embodiment, the smartphone 26 is configured to enable transactions that convert the player's electronic money into units of credits to be carried out via code payment.

[0063] Specifically, when a transaction converting electronic money into units is performed using code payment, the player uses the imaging unit 65 of their smartphone 26 to capture an image of the code displayed on the display unit 85 of the ticket machine 15. The control unit 60 then performs image analysis on the code captured by the imaging unit 65 to read the code information.

[0064] Then, the communication unit 68 of the smartphone 26 transmits information such as code information and information for identifying the player conducting the transaction to the electronic money payment server 100. In addition, the display unit 63 of the smartphone 26 displays information such as the amount converted from electronic money to units by the player, the amount for which game media were lent using the converted units, the amount converted back from units to electronic money after playing, and the remaining balance of electronic money in a timely manner, allowing the player to check the above information.

[0065] The above operation is performed by the control unit 60 using a program related to code payment to control each part. [B-3] Inter-machine machine 3 (gaming device) Figure 4 is a schematic block diagram showing the configuration of the inter-machine machine 3 in the gaming system 10 according to this embodiment. Note that the inter-machine machine 8, which is an inter-machine medal dispenser, has the same functions as the inter-machine machine 3, so a detailed explanation is omitted.

[0066] As shown in Figure 4, the inter-machine unit 3 comprises a control unit 30, a card receiving unit 31, a card processing unit 32, a currency receiving unit 33, an operation unit 34, a display unit 35, a lamp unit 36, and a communication unit 37. The inter-machine unit 3 primarily functions to supply pachinko balls to the upper tray of the pachinko machine 2. The inter-machine unit 3 may also include a counting unit for counting the pachinko balls won by the corresponding pachinko machine 2, and a dispensing unit for dispensing pachinko balls.

[0067] [B-3-1] Control Unit 30 The control unit 30 is configured to comprehensively control each part that makes up the inter-unit machine 3. The control unit 30 includes electronic components such as an arithmetic unit and memory, and performs control by having the arithmetic unit perform calculations using programs and data stored in the memory.

[0068] [B-3-2] Card Reception Section 31 The card receiving unit 31 (game recording medium receiving means) is configured to accept either a member's card 27 or a non-member's card 28.

[0069] [B-3-3] Card Processing Unit 32 The card processing unit 32 comprises a reader / writer unit, a card storage unit, and a card issuing unit.

[0070] The reader / writer unit reads the card ID from the member card 27 or non-member card 28 received by the card reception unit 31. If the member card 27 or non-member card 28 has value information such as the number of credits stored on it, the reader / writer unit also reads this value information in addition to the card ID. The reader / writer unit then outputs the read information and writes the card ID, number of credits, and updated value information such as the number of credits to the newly issued non-member card 28.

[0071] The card storage unit is provided to store non-member cards 28 that have been collected because their value information, such as the number of uses, has become "0".

[0072] The card issuing unit issues a non-member card 28 with newly stored information such as a card ID and the latest value information. The card issuing unit uses a non-member card 28 stored in the card storage unit for issuance. The "latest value information (remaining balance information)" is, for example, information indicating the remaining credits that have not been consumed in gameplay. If the inter-machine machine 3 is equipped with a counting unit, it also includes information on the number of pachinko balls counted (acquired game media).

[0073] When the card issuing unit issues a new non-member card 28, issuance information regarding the issuance of the non-member card 28 is transmitted to the management device 5. The issuance information includes, for example, information indicating that a non-member card 28 has been issued, the card ID recorded on the new non-member card 28, the latest value information stored on the non-member card 28, and, in the case of a non-member card 28 issued based on electronic money, information that can identify the player. Alternatively, electronic money code payment may be made at the inter-machine machine 3 instead of the aforementioned island-end ticket issuing machine. In that case, a member card 27 or non-member card 28 with a number assigned to it is issued via code payment (recording medium issuance means).

[0074] [B-3-4] Coin Reception Section 33 The currency receiving unit 33 is connected, for example, to a banknote identification device, which can recognize when currency has been inserted and the value of the currency. The recognized value of the currency is converted into units that can be used to play the pachinko machine 2.

[0075] [B-3-5] Operation section 34 The control unit 34 is equipped with operation buttons such as a ball dispensing button, a ball dispensing button for replay, and a return button. In addition, the control unit 34 may have an input interface such as a touch panel or a keypad. Furthermore, if electronic money code payment is performed at the inter-machine unit 3, the control unit 34 is equipped with a button for purchasing units.

[0076] The ball dispensing button is pressed by the player when they request to borrow pachinko balls. For example, when the ball dispensing button is pressed once, 500 yen worth of pachinko balls are dispensed based on the number of presses, and the pachinko balls are dispensed from inside the pachinko machine 2 (dispensing mechanism).

[0077] The replay ball dispensing button is pressed by the player when they request a replay (re-dispensing of stored balls). The replay balls may be dispensed not from the pachinko machine 2, but from the dispensing unit on the inter-machine unit 3.

[0078] The return button is pressed by the player when issuing or returning a member card 27 or a non-member card 28.

[0079] [B-3-6] Display section 35 The display unit 35 displays, for example, the remaining balance and various information related to the game being played by the player. In addition, when electronic money code payment is performed at the inter-machine machine 3, the display unit 35 displays the code in response to the player's code payment request operation.

[0080] [B-3-7] Lamp section 36 The lamp unit 36 ​​is configured to turn the lamp on and off.

[0081] [B-3-8] Communications Department 37 The communication unit 37 is equipped with a communication interface. The communication unit 37 is provided for transmitting and receiving information (signals) to and from each device via the network 20.

[0082] [B-2-9] Features In this embodiment, the inter-machine machine 3 is configured to perform a lending process (lending means) for lending out game media (pachinko balls) to be used in the pachinko machine 2, based on the value information of the units converted from the player's electronic money.

[0083] Specifically, the inter-machine machine 3 receives a member card 27 or a non-member card 28, which stores a card ID linked to the value information of the credits converted from electronic money, via the card reception unit 31. Subsequently, the inter-machine machine 3 executes a lending process based on the value information of the credits identified from the card ID recorded on the received member card 27 or non-member card 28, via the control unit 30. When the inter-machine machine 3 has performed the lending process, it outputs lending information related to that lending process to the management device 5. The lending information includes information such as the card ID of the member card 27 or non-member card 28 used in the lending process and the value of the credits used in the lending process. The value information of the credits identified from the card ID is updated based on the lending information to a value obtained by subtracting the credits used in the lending process from the credits before the lending process was executed.

[0084] [B-3] Management device 5 Figure 5 is a schematic block diagram showing the configuration of the management device 5 in the gaming system 10 according to the embodiment. Figure 6 is a conceptual diagram showing the table stored in the management device 5 in the gaming system 10 according to the embodiment.

[0085] As shown in Figure 5, the management device 5 includes a control unit 50, a timer unit 51, an information aggregation unit 52, a database unit 54, a communication unit 55, and an ID management unit 56. Each component of the management device 5 is composed of, for example, electronic elements such as IC chips, electrical circuits, external devices, and various programs that operate them.

[0086] [B-3-1] Control Unit 50 The control unit 50 is configured to comprehensively control each part that constitutes the management device 5. The control unit 50 includes electronic components such as an arithmetic unit and memory, and performs control by having the arithmetic unit perform calculations using programs and data stored in the memory.

[0087] [B-3-2] Timer unit 51 The timer unit 51 has a timer and is provided for measuring time. The timer unit 51 starts the timing operation, and when the predetermined time is reached and the time is up, it notifies the control unit 50, the information aggregation unit 52, etc., that the time has been up. The timing operation of the timer unit 51 is reset after the time-up notification.

[0088] [B-2-3] Information Aggregation Department 52 The information aggregation unit 52 is configured to aggregate the information transmitted from each unit. Based on various information transmitted from devices such as the island computer 25, inter-machine machines 3, inter-machine machines 8, pachinko machines 2, and slot machines 7, the information aggregation unit 52 registers and aggregates game data in the database unit 54 (see Figure 6).

[0089] Game data includes, for example, "active (playing) / inactive (game ended or temporarily suspended)", "ball increase information" indicating an increase in acquired balls, "card information" indicating the insertion status of member / non-member cards, "issued amount" converted into units by the player, "used units" indicating the number of units used by the player to dispense game media, "unit balance" indicating the number of units held by the player, "amount spent" indicating the amount spent by the player on the day, and "number of stored units" indicating the number of stored units held by the player. It also includes information that can identify the player, such as the member number and an ID that can identify the player on the electronic money payment server 100.

[0090] In addition, game data includes "number of acquired game media," which represents the number of game media acquired by the player. Game data also includes information such as the number of starts and the number of jackpots. Furthermore, information such as whether or not a jackpot is in progress, whether or not a bonus round is in progress, and the last update time of the table are also managed as game data. This game information is managed based on signals output from the pachinko machine 2 (jackpot signal, start signal, winning signal, bonus round signal, out signal, safe signal, signal related to the number of pachinko balls dispensed) and signals output from the inter-machine unit 3 (deposit signal, ball dispensing signal, replay ball dispensing signal).

[0091] When there are multiple tables, as shown in Figure 6, it is possible to manage them in a related manner by linking each table with a table-specific identifier such as a data number. Game data can also be managed in the information aggregation unit 52 as historical information, daily information, weekly information, etc. For example, the information aggregation unit 52 aggregates and manages game data for various types of information, such as aggregating game data for each type of jackpot.

[0092] [B-3-4] Database Section 54 The database unit 54 is equipped with various storage devices, such as hard disk drives and solid-state drives. The aforementioned information is stored in tables within the database unit 54. This information is read and written as needed.

[0093] [B-3-5] Communications Section 55 The communication unit 55 is equipped with a communication interface. The communication unit 55 is provided to transmit and receive information (signals) via the network 20 to peripheral devices such as the pachinko machine 2 and the inter-machine unit 3. It can also communicate with management devices of external payment institutions via the internet or other means.

[0094] [B-3-6] ID management section 56 The ID management unit 56, although not shown in the diagram, includes an ID search unit, an ID issuance unit, and an ID registration unit. The ID search unit searches for a predetermined game ID from a table stored in the database unit 54. As a search result, the ID search unit notifies the control unit 50 of the presence or absence of a game ID, or if a game ID is found, the retrieved game ID. The ID issuance unit issues a new game ID. The ID registration unit stores the game ID issued by the ID issuance unit in the database unit 54. The ID registration unit also registers the card ID included in the issuance information in the database unit 54 in association with the game ID.

[0095] [B-3-8] Features In this embodiment, the management device 5 is configured to enable transactions that convert the player's electronic money into units to be carried out via code payment.

[0096] Specifically, when the ticketing machine 15 issues a member card 27 or the like, which has a card ID linked to value information about the number of units converted from electronic money, the management device 5 sends a provisional settlement command to the electronic money settlement server 100 via the communication unit 55, along with the value information and information that can identify the player, thereby causing the electronic money settlement server 100 to perform the provisional settlement process.

[0097] Furthermore, when a loan transaction is performed using the number of units converted from electronic money in the inter-machine 3, the management device 5, based on the loan information related to that loan transaction, sends a final settlement command to the electronic money settlement server 100 via the communication unit 55, which executes the final settlement transaction for the electronic money for which a provisional settlement transaction has been performed in the electronic money settlement server 100, causing the electronic money settlement server 100 to execute the final settlement transaction.

[0098] In the management device 5 of this embodiment, the information aggregation unit 52 distinguishes between units converted from electronic money and units converted from currencies other than electronic money, and aggregates them as "unit balance".

[0099] The above operation is performed by the control unit 50 using a program related to code payment to control each part.

[0100] "Main settlement processing" is the process that completes the transaction of converting electronic money to units. "Temporary settlement processing," unlike "main settlement processing," is the process of holding the electronic money converted to units until it is actually used for lending. By performing temporary settlement processing, it is possible to prevent electronic money that has been converted to units but has not yet been used for lending from being used for services other than games that use units. In addition, by performing temporary settlement processing, if electronic money that has been converted to units but not used for lending is settled as described later, it is possible to clearly manage it as an actual usage history of electronic money.

[0101] [C] Operation of the gaming system 10 The operation of the gaming system 10 of this embodiment will now be described.

[0102] [C-1] Operation when converting electronic money to units in code payment Figure 7 is a flowchart illustrating the general operation of the gaming system 10 according to this embodiment when electronic money is converted into units using code payment.

[0103] When converting electronic money to units using code payment, as shown in Figure 7, the code is first displayed (ST11). Here, the player inputs an instruction to the ticket machine 15 to convert the electronic money to units, and in response to that instruction, the ticket machine 15 displays a code (such as a two-dimensional code) to convert the electronic money to units.

[0104] Next, as shown in Figure 7, the code is imaged (ST12). Here, the player uses their smartphone 26 to image the code displayed on the ticket machine 15. The imaged code is analyzed by the smartphone 26, and the code information is read.

[0105] Next, as shown in Figure 7, payment is made using electronic money (ST13). Here, payment information such as the amount of electronic money to be converted into units is entered into the smartphone 26 by the player's operation. Then, information such as code information, payment information, and information to identify the player making the transaction is transmitted from the smartphone 26 to the electronic money payment server 100.

[0106] Next, as shown in Figure 7, a deposit is made from the electronic money account (ST14). Here, when the electronic money payment server 100 determines that a transaction to convert electronic money into units is possible, the electronic money payment server 100 deposits electronic money from the player's electronic money account into the game store's game system 10. At that time, payment information and information to identify the player making the transaction are also transmitted to the management device 5 of the game system 10 and stored in the management device 5.

[0107] Next, as shown in Figure 7, a card is issued (ST15). Here, the electronic money deposited from the electronic money payment server 100 is converted into units by the ticketing machine 15. The ticketing machine 15 then issues a member card 27, etc., to which the value information related to the converted units is linked to the card ID. The management device 5 manages the value information (or the amount of electronic money), the card ID, and information to identify the player making the transaction, linking them together.

[0108] Next, as shown in Figure 7, a provisional settlement command and value information are transmitted (ST16). Here, when the ticketing machine 15 issues a member card 27 or the like linked to value information about the units converted from electronic money, the management device 5 transmits a provisional settlement command to the electronic money settlement server 100, along with value information and information to identify the player making the transaction, to execute a provisional settlement process for that electronic money transaction.

[0109] Next, as shown in Figure 7, a provisional settlement process is performed (ST17). Here, the electronic money settlement server 100 executes the provisional settlement process in response to the provisional settlement command. The provisional settlement process is performed, for example, after the authentication process has been completed, based on value information. In the provisional settlement process, if the value information relating to the amount of the units converted from the electronic money matches the payment information relating to the amount of electronic money to be converted into units, it is determined that the provisional settlement has been completed.

[0110] As a result, as shown in Figure 7, the balance of the electronic money owned by the player is reduced (ST18). For example, if the electronic money balance is 1000 yen, and the 1000 yen electronic money is converted into 1000 yen worth of credits via code payment, the electronic money balance after the temporary settlement process will be reduced by 1000 yen to 0 yen.

[0111] [C-2] Operation of the lending process for game media (pachinko balls) Figure 8 is a flowchart showing an overview of the operation of the pachinko ball dispensing process (ball dispensing) in the gaming system 10 according to the embodiment.

[0112] When processing the dispensing of pachinko balls, the first step is to accept the card (ST20). Here, the player inserts a membership card 27, etc., which has value information of the units converted from electronic money linked to it, into the card acceptance section 31 of the inter-machine machine 3.

[0113] Next, the pachinko ball lending process (ball lending) is performed (ST21a, ST21b). Here, the inter-machine machine 3 uses value information identified from the card ID recorded on the member card 27 etc. that it receives to execute the lending process. The lending process is executed in response to the lending request command entered by the player into the operation unit 34 of the inter-machine machine 3.

[0114] For example, if the value information identified from the member card 27, etc., shows that the balance of units converted from electronic money is 1,000 yen, and a loan request command for 1,000 yen is entered, then 1,000 yen worth of pachinko balls will be lent to the player for gameplay (ST21a). As a result, the balance of units converted from electronic money is reduced by 1,000 yen during the loan process, becoming zero (ST22a).

[0115] On the other hand, for example, when a request to borrow 500 yen worth of pachinko balls is entered, 500 yen worth of pachinko balls are lent to the player for gameplay (ST21b). As a result, the balance of the credits converted from electronic money is reduced by the 500 yen used in the lending process, leaving 500 yen (ST22b).

[0116] When a loan process is executed on the inter-machine 3, as shown in Figure 8, the management device 5 sends a final settlement command to the electronic money settlement server 100 to execute a final settlement process for the electronic money for which a provisional settlement process has been executed on the electronic money settlement server 100, based on the loan information related to that loan process (ST32, ST42, ST52).

[0117] Here, as shown in Figure 8, the settlement command is sent according to the loan information, as in (Case 1), (Case 2), and (Case 3).

[0118] (Case 1) Specifically, as shown in Figure 8, in (Case 1), if the value information identified from the member card 27, etc., becomes zero after the loan process is completed (ST22a), the management device 5 sends a final settlement command to the electronic money settlement server 100 to finalize the provisional settlement process (ST32). The final settlement command is sent, for example, when the loan process is completed. Alternatively, it may be sent during the closing process after the closing time of the amusement store.

[0119] Then, in response to this settlement command, the electronic money settlement server 100 confirms the provisional settlement process as the final settlement process (ST33). As a result, the balance of the electronic money owned by the player after the final settlement process remains 0 yen, maintaining the state in which the balance of electronic money after the provisional settlement process was 0 yen (ST34).

[0120] (Case 2) In (Case 2), after the loan process is performed (ST21b, ST22b), the settlement machine 12 performs a settlement process to settle the value information identified from the card ID. If settlement information is obtained and the remaining balance converted from electronic money is not zero (ST41), the management device 5 sends this settlement command to the electronic money settlement server 100 along with the settlement information to have the electronic money equivalent to the value of the remaining balance returned (ST42). The transmission of this settlement command and settlement information is performed, for example, when the settlement process is completed. Alternatively, the transmission may also be performed during the closing process after the closing time of the amusement store. Furthermore, in addition to the settlement process being performed at the settlement machine 12, the ticket issuing machine 15 may also be configured to perform the settlement process. Alternatively, instead of settlement at the settlement machine 12, settlement processing (ST41 and ST42 onwards) may be performed by operating the control unit 34 of the inter-machine unit 3, which may terminate the game when returning the member card 27 to the player.

[0121] Then, in response to the settlement command and settlement information, the electronic money settlement server 100 does not finalize all electronic money that has undergone provisional settlement as final settlement, but instead returns electronic money equivalent to the value of the remaining units (ST43), and performs final settlement only for the amount of electronic money equivalent to the units used in the lending process. As a result, after final settlement, the balance of electronic money owned by the player increases from the balance of electronic money after provisional settlement (e.g., 0 yen) by the amount of electronic money equivalent to the value of the remaining units (e.g., 500 yen) (ST44).

[0122] (Case 3) In (Case 3), if, after the loan process is completed (ST21b, ST22b), the settlement process is not performed until the closing time of the amusement parlor, and the value information identified from the card ID has a remaining balance converted from electronic money that is not zero (ST22b), the management device 5 sends this settlement command along with the value information to the electronic money settlement server 100 to have the electronic money equivalent to the remaining balance returned (ST52).

[0123] Then, in accordance with the settlement command and value information, the electronic money settlement server 100 does not finalize the provisional settlement process as the final settlement process, but instead returns electronic money equivalent to the value of the remaining units (ST53), and performs the final settlement process only for the amount of electronic money equivalent to the units used in the lending process. As a result, after the final settlement process, the balance of electronic money owned by the player increases from the balance of electronic money after the provisional settlement process (for example, 0 yen) by the amount of electronic money equivalent to the value of the remaining units (for example, 500 yen) (ST54).

[0124] [E] Summary As described above, in the gaming system 10 of this embodiment, when a player uses a smartphone 26 to perform a transaction to convert electronic money into units using code payment, the ticketing machine 15 displays a code for that code payment. When the player's electronic money is converted into units through a "user scan method" code payment, in which the player scans the code displayed by the ticketing machine 15 with their smartphone, the ticketing machine 15 issues a member card 27 or the like, which records a card ID linked to value information related to the converted units.

[0125] Thus, in this embodiment, a ticket dispenser 15 installed in an island (section) where multiple pachinko machines 2 are arranged in a gaming parlor displays a code for code payment. Therefore, even without providing display devices for displaying codes on all of the multiple inter-machine devices 3 installed to accommodate multiple gaming machines in the gaming parlor, players can use their smartphones 26 to convert electronic money into units and make code payments. As a result, this embodiment makes it possible to introduce code payments at low cost and easily improve convenience.

[0126] Furthermore, in the gaming system 10 of this embodiment, when the ticket issuing machine 15 issues the member card 27, etc., the management device 5 sends a provisional settlement command to the electronic money settlement server 100 along with value information to execute a provisional settlement process for the electronic money, thereby causing the electronic money settlement server 100 to execute the provisional settlement process. The inter-machine machine 3 then receives the member card 27, etc. issued by the ticket issuing machine 15 and, based on the value information identified from the card ID recorded on the received member card 27, etc., executes a lending process to lend out pachinko balls to be used in the pachinko machine 2. When the lending process is executed in the inter-machine machine 3, the management device 5 sends a final settlement command to the electronic money settlement server 100, based on the lending information related to the lending process, to execute a final settlement process for the electronic money for which a provisional settlement process has been performed, thereby causing the electronic money settlement server 100 to execute the final settlement process. Therefore, in this embodiment, even when a lending process is performed to lend out pachinko balls using the number of units converted from electronic money, the payment process can be executed accurately. Specifically, if the number of units converted from electronic money remains unused in the lending process (lending out balls), the process of refunding the amount to the player in electronic money can be executed accurately.

[0127] [F] Variation The above embodiment is merely an example, and various modifications shown below can be adopted.

[0128] [F-1] Variation 1 Figure 9 is a flowchart showing an overview of the operation of the pachinko ball dispensing process (ball dispensing) in the gaming system 10 according to the first modified embodiment.

[0129] In this modified example, as shown in Figure 9, unlike the above embodiment (see Figure 8), the settlement command is transmitted as in (Case 4) instead of (Case 3).

[0130] (Case 4) In (Case 4), if, after the loan process is completed (ST21b, ST22b), the settlement process is not completed by the closing time of the amusement parlor, and the value information identified from the card ID has a remaining value that is not zero, the management device 5 sends a final settlement command to the electronic money settlement server 100 to finalize the provisional settlement process (ST52b).

[0131] Then, in response to the final settlement command, the electronic money settlement server 100 confirms the provisional settlement process as the final settlement process (ST53b). As a result, the balance of the electronic money owned by the player after the final settlement process remains at 0 yen, maintaining the state of the electronic money balance after the provisional settlement process (ST54b). Alternatively, for example, the final settlement may be performed on only a portion of the remaining balance, and the remaining balance, excluding the portion of the balance that has been finalized, may be settled as in Case 3 of Figure 8. Since the non-member card 28 is lent to the player by the amusement store, if the player takes it home with remaining balance, card costs will be incurred, resulting in a loss for the amusement store. Therefore, even if the player takes the card home without settling the balance, the amusement store can prevent losses by finalizing the electronic money equivalent to the card cost.

[0132] Furthermore, in the case of (Case 4), even when the payment processing is executed on the electronic money payment server 100, the management device 5 may be configured to allow the execution of a lending process using the remaining units in the value information (assistance processing). In other words, even if a player finishes playing on a business day with remaining units from the converted electronic money, a lending process may be performed on the next business day or later based on those converted units. This improves the convenience of playing and can be expected to have effects such as encouraging continued play and repeat visits.

[0133] [F-2] Modification 2 Figure 10 is a flowchart showing an overview of the operation of the pachinko ball dispensing process (ball dispensing) in the gaming system 10 according to modified embodiment 2.

[0134] In this modified example, as shown in Figure 10, when a player uses a member card 27 to have the inter-machine machine 3 perform the lending process, the process shown in (Case 3) is executed, similar to the above embodiment (see Figure 8).

[0135] In contrast, as shown in Figure 10, if a player uses a non-member card 28 when instructing the inter-machine machine 3 to perform the lending process, the process shown in (Case 4) is executed, similar to the case of Modification 1 described above (see Figure 9).

[0136] [F-3] Other variations In the above embodiment, if communication between the management device 5 and the inter-machine unit 3 is interrupted and the inter-machine unit 3 cannot transmit loan information to the management device 5, it is preferable that the inter-machine unit 3 is configured to store the loan information in the control unit 30 and transmit the loan information to the management device 5 after communication between the management device 5 and the inter-machine unit 3 is restored. In this case, if there are multiple loan information entries, it is preferable that the inter-machine unit 3 is configured to transmit all of the loan information entries to the management device 5 at once after communication between the management device 5 and the inter-machine unit 3 is restored. Alternatively, the loan information during the communication interruption may be recorded on the member card 27 or non-member card 28, and all of the loan information entries may be transmitted to the management device 5 at once after communication between the management device 5 and the inter-machine unit 3 is restored. In addition, the card on which the loan information is recorded may be received by each device constituting the gaming system 10 that is capable of communicating with the management device 5, and the information may be transmitted to the management device 5 at that time.

[0137] Furthermore, in the above embodiment, if communication between the management device 5 and the electronic money payment server 100 is interrupted and the management device 5 is unable to send the payment command to the electronic money payment server 100, it is preferable that the management device 5 sends the payment command to the electronic money payment server 100 after communication between the management device 5 and the electronic money payment server 100 is restored.

[0138] Furthermore, if communication between the management device 5 and the electronic money payment server 100 is interrupted and the management device 5 is unable to send the payment command to the electronic money payment server 100, the electronic money payment server 100 may be configured to confirm the provisional payment process as the final payment process. The above process is preferably performed, for example, after the closing time of the amusement parlor. Alternatively, the electronic money payment server 100 may be configured to confirm the payment process as the final payment process by performing a predetermined operation.

[0139] Furthermore, if communication between the management device 5 and the electronic money payment server 100 is interrupted, and the management device 5 is unable to send the payment command and settlement information to the electronic money payment server 100, it is preferable that the settlement machine 12 (settlement means) is configured to display a code on its display screen that includes code information related to the payment command and settlement information. In this case, the above code is captured by the player's smartphone 26, and the code information from the captured code is transmitted from the smartphone 26 to the electronic money payment server 100. As a result, the electronic money payment server 100 can execute the payment process and settlement process based on that code information. In addition to the settlement process being executed in the settlement machine 12, if the settlement process is also executed in the ticket issuing machine 15, the ticket issuing machine 15 may be configured to display the above code.

[0140] <Other> Although several embodiments of the present invention have been described above, these embodiments are presented as examples only and are not intended to limit the scope of the invention. These novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and their variations are included in the scope and spirit of the invention, as well as in the claims of the invention and its equivalents. [Explanation of symbols]

[0141] 2: Pachinko machine, 3: Inter-machine machine, 5: Management device, 5a: Personal computer, 7: Slot machine, 8: Inter-machine machine, 9: Data display machine, 10: Gaming system, 11: Prize dispensing machine, 12: Settlement machine, 14: Counting machine, 15: Ticket issuing machine, 16: Prize management machine, 17: Data disclosure machine, 20: Network, 21: Protocol converter, 22: Modem, 23: Card center, 24: Replay reception machine, 25: Island computer, 26: Smartphone, 27: Member card, 28: Non-member card, 30: Control unit, 31: 32: Card reception unit, 33: Card processing unit, 34: Currency reception unit, 36: Lamp unit, 37: Communication unit, 50: Control unit, 51: Timer unit, 52: Information aggregation unit, 54: Database unit, 55: Communication unit, 56: ID management unit, 60: Control unit, 61: Voice input unit, 62: Voice output unit, 63: Display unit, 64: Operation unit, 65: Image capture unit, 68: Communication unit, 80: Control unit, 81: Card reception unit, 82: Card processing unit, 83: Currency reception unit, 84: Operation unit, 85: Display unit, 86: Communication unit, 100: Electronic money payment server

Claims

1. A gaming system used in amusement parlors where players play games on gaming machines, A recording medium issuing means capable of issuing a recording medium that displays a code for code payment when the money deposited by the player is converted into game value used in the game, or when the player makes a transaction using a mobile communication terminal to convert the player's electronic money into game value used in the game via code payment, and when the electronic money is converted into game value by code payment, records recording medium identification information linked to the converted game value, A game recording medium receiving means that receives the game recording medium issued by the aforementioned recording medium issuing means, A lending means that performs a lending process to enable the game based on the value information identified from the recording medium identification information recorded on the game recording medium that was received, A management device is configured to store the recording medium identification information and the player identification information for managing the electronic money, and to communicate with an electronic money payment server. It has, The management device is characterized in that when the currency is deposited and converted into the value of the game, it stores the recording medium identification information but does not store the player identification information, and when the electronic money is converted into the value of the game, it stores both the recording medium identification information and the player identification information.

2. The gaming system according to claim 1, characterized in that the gaming value converted from the aforementioned currency and the gaming value converted from the aforementioned electronic money are stored in a distinguishable manner.

3. The system has a settlement means that obtains settlement information by performing a settlement process to settle the value information identified from the recording medium identification information after the lending process has been carried out, The gaming system according to claim 1, characterized in that the management device transmits the player identification information and the settlement information to the electronic money settlement server so as to return the electronic money equivalent to the value of the remaining gaming value when there is any remaining gaming value in the settlement information.

4. The gaming system according to claim 3, characterized in that, at the time of processing based on the closing of the gaming parlor, if the settlement process is not executed and the gaming value converted from the electronic money remains in the value information identified from the recording medium identification information, the management device transmits the player identification information and the settlement information to the electronic money settlement server to cause the return of the electronic money equivalent to the remaining gaming value to be executed.

5. The gaming system according to claim 3, characterized in that when a settlement process is executed in the settlement means in the event of a communication failure between the management device and the electronic money settlement server, a code related to the settlement information is displayed, and the electronic money equivalent to the remaining value for gaming is returned by the player making a code payment using the player's mobile communication terminal.

6. The gaming system according to claims 1 to 5, characterized in that when the electronic money is converted into the gaming value, the management device transmits a provisional settlement command to the electronic money settlement server, along with the player identification information and the size or value information of the electronic money, to perform a provisional settlement process for the electronic money, causing the electronic money settlement server to perform the provisional settlement process, and then transmits a final settlement command to the electronic money settlement server, which includes at least the player identification information, to perform a final settlement process for the electronic money for which the provisional settlement process has been performed, based on the lending information relating to the lending process performed by the lending means, causing the electronic money settlement server to perform the final settlement process.