Servers and gaming machines

The server system addresses the challenge of providing real-time gaming machine services and reducing costs by synchronizing data across user terminals and gaming machines, enabling personalized user interactions and centralized server management.

JP2026092711APending Publication Date: 2026-06-05GENDA GIGO ENTERTAINMENT CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
GENDA GIGO ENTERTAINMENT CORP
Filing Date
2025-12-17
Publication Date
2026-06-05

AI Technical Summary

Technical Problem

Existing gaming systems struggle to provide services that correspond to the real-time operations of gaming machines and require high system introduction costs due to the need for separate servers at each location.

Method used

A server system that communicates with user terminals and gaming machines via a network, synchronizing data in real-time, and processes information such as coin insertion, contactless payments, and operation instructions, while managing link states and timeouts.

Benefits of technology

Enables real-time services tailored to gaming machine operations and user interactions, reducing costs by centralizing server management and enhancing user engagement through personalized benefits.

✦ Generated by Eureka AI based on patent content.

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Abstract

We provide services that respond to the operation of the gaming machine selected by the user and the operation of the user's terminal. [Solution] The server is configured to communicate with user terminals and multiple gaming machines via a network and has a database capable of real-time data synchronization. The server's receiving means receives gaming machine information acquired by the user terminal through contactless communication with the gaming machine, and user information transmitted from the user terminal. The link processing means associates the received gaming machine information with the user information, registers it as a link status, and uses it as link information. The response receiving means receives operation information from the linked gaming machine or instruction information from the user terminal in real time. The response processing means transmits operation information to the linked gaming machine or provides a response that adds additional value to the user information. The server associates the user with the selected gaming machine in real time and provides services such as granting benefits and remote control according to the state during gameplay.
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Description

Technical Field

[0001] The present invention relates to server and, more specifically, to providing services according to the operations of a gaming machine selected by a user and the operations of a user terminal. server

Background Art

[0002] Gaming machines such as acquisition devices and amusement machines are placed in game centers and the like, and it is common for users to visit the game centers to play. In recent years, with the development of network technology and the improvement of the functions of user terminals such as smartphones, various games can be easily enjoyed at home without going to a game center. On the other hand, a new strategy of increasing the number of visitors to game centers by utilizing a familiar tool such as a smartphone has attracted attention. To meet such needs, various technologies have been proposed, and the conventional technology will be described based on patent documents.

[0003] For example, a technology of a game system aimed at providing services based on the number of coins inserted is known (see, for example, Patent Document 1). Also, a technology of a server management type point management system for automatic service equipment that can quickly perform point processing corresponding to a larger number of point card terminal processing devices without causing a significant increase in cost is known (see, for example, Patent Document 2). However, the game system shown in Patent Document 1 can only grasp the information obtained from the QR code (registered trademark) indicated in the game, and cannot grasp the information corresponding to the real-time operation of the gaming machine, and there is a problem that it cannot provide services corresponding to the operation of the gaming machine. Further, the management system shown in Patent Document 2 requires a server to be prepared for each store in addition to a terminal display device and a point card terminal processing device for the automatic service equipment, and the system introduction cost tends to be high.

Prior Art Documents

Patent Documents

[0004] [Patent Document 1] Japanese Patent Publication No. 2023-40124 [Patent Document 2] Japanese Patent Publication No. 2021-171245 [Overview of the Initiative] [Problems that the invention aims to solve]

[0005] This invention responds to the operation of the gaming machine selected by the user and the operation of the user terminal. Server The purpose is to provide. [Means for solving the problem]

[0006] To achieve the above objective, the present invention employs the following means. (1) A server that is configured to communicate with a user terminal and a plurality of gaming machines via a network, comprising: a database capable of synchronizing data with the user terminal and the gaming machines in real time; receiving means for receiving from each of the plurality of gaming machines, after the user terminal has acquired the gaming machine information of the gaming machine selected by the user and the user information transmitted from the user terminal by performing contactless communication with the gaming machine; link processing means for registering a link state as link information that links the gaming machine information and the user information received by the receiving means; response receiving means for receiving operation information from the gaming machine linked to the user and / or instruction information from the user terminal generated by the user's operation in real time; and response processing means for transmitting operation information to the gaming machine linked to the user and / or adding additional value to the user information based on the information received by the response receiving means. (2) A server according to claim 1, characterized in that it comprises countdown processing means for measuring the elapsed time since the registration of the link information by the link processing, and countdown transmission processing means for transmitting the elapsed time of the expiration date being measured by the countdown processing to the user terminal. (3) A server according to claim 2, characterized in that it comprises a link timeout processing means for interrupting the link state between the game machine information and the user information linked in the link processing when a predetermined time measured by the countdown processing has elapsed. (4) A server according to claim 3, wherein the operation information includes coin insertion information from the gaming machine generated by the user inserting coins, contactless IC payment information from the gaming machine generated by the user making contact with a contactless IC card, control information from the gaming machine generated by the user operating the gaming machine, prize acquisition information from the gaming machine generated by the user winning a prize, and excess balance information generated by cashless payment that exceeds the amount held by the gaming machine. (5) A server according to claim 4, wherein the instruction information includes a credit payment request from the user terminal resulting from the user's selection of credit card payment, an application payment request from the user terminal resulting from the user's selection of application payment, a debit payment request from the user terminal resulting from the user's selection of debit payment, a carrier payment request from the user terminal resulting from the user's selection of carrier payment, and an in-game currency usage request from the user terminal resulting from the user's use of in-game currency. (6) A server according to claim 5, wherein when it receives operation information from the gaming machine or instruction information such as a credit payment request, an app payment request, a debit payment request, a carrier payment request, or an in-game currency usage request, it is further characterized by comprising link maintenance processing means that maintains a link state linking the gaming machine information and the user information without executing the link timeout processing. (7) A server according to claim 6, characterized in that, if the total amount of the amount entered as instruction information exceeds the amount held by the gaming machine, the server is further comprising a difference return processing means for returning the difference between the total amount and the amount held. (8) A gaming machine provided to communicate with a server according to any one of claims 1 to 7 via a network, the gaming machine comprising a cooperation means that performs a function of converting different network protocols between itself when processing operation information generated from the gaming machine and operation information generated from the server. (9) A gaming machine according to claim 8, wherein the coordinating means comprises a gaming machine sub-control device (TB) that receives operation information including pulse signals and digital signals from the gaming machine and transmits operation information to the gaming machine, and a gaming machine gateway (PH) that has the function of converting different network protocols between itself by transmitting the operation information received from the gaming machine sub-control device to the server in real time and receiving operation information transmitted from the server. [Effects of the Invention]

[0007] As described above, the present invention can provide services that correspond to the operation of the gaming machine selected by the user and the operation of the user terminal. [Brief explanation of the drawing]

[0008] [Figure 1] This diagram shows an overview of the services provided by Game System G. [Figure 2] This block shows a part of the configuration of game system G. [Figure 3] This diagram shows the link status between the user terminal 4a and the acquisition device 3a. [Figure 4] It is a diagram showing a non-linked state where the user terminal 4a and the acquisition device 3a are not associated with each other. [Figure 5] It is a diagram showing an example of the logical configuration of the acquisition device information table 209.

[0009] [Figure 6] It is a diagram showing an example of the logical configuration of the link information table 210. [Figure 7] It is a diagram showing an example of the logical configuration of the link history table 211. [Figure 8] It is a diagram showing an example of the logical configuration of the play information table 212. [Figure 9] It is a diagram showing an example of the logical configuration of the prize acquisition information table 213. [Figure 10] It is a diagram showing an example of the logical configuration of the credit card information table 214.

[0010] [Figure 11] It is a diagram showing an example of the logical configuration of the user information table 215. [Figure 12] It is a diagram showing the process of preprocessing. [Figure 13] It is a diagram showing the process of startup processing. [Figure 14] It is a diagram showing the process of user registration processing. [Figure 15] It is a diagram showing the process of link processing.

[0011] [Figure 16] In the user terminal 4, it is a diagram showing the usage status of the application. [Figure 17] In the user terminal 4, it is a diagram showing the linked state. [Figure 18] It is a diagram showing the processes of countdown processing and timeout processing. [Figure 19] In the user terminal 4, it is a diagram showing the link timeout screen. [Figure 20]This diagram shows the interruption and disconnection processes in a linked user terminal 4a and acquisition device 3a.

[0012] [Figure 21] This diagram shows the link interruption screen and link timeout screen on user terminal 4. [Figure 22] This diagram shows the usage process on user terminal 4a. [Figure 23] This diagram shows the processing that occurs when in-game currency is used between a linked user terminal 4a and an acquisition device 3a. [Figure 24] This block diagram shows the movement of the acquisition device 3a when in-game currency is used. [Figure 25] This diagram shows the usage process on user terminal 4d.

[0013] [Figure 26] This diagram shows the credit usage process in a linked user terminal 4d and credit acquisition device 3d. [Figure 27] This is a block diagram showing the movement of the 3D credit acquisition device during credit usage processing. [Figure 28] This diagram shows the usage process on user terminal 4b. [Figure 29] This diagram shows the cash transaction process at the linked user terminal 4b and cash acquisition device 3b.

[0014] [Figure 30] This is a block diagram showing the movement of the cash acquisition device 3b when cash is used. [Figure 31] This diagram shows the usage process on user terminal 4c. [Figure 32] This diagram shows the processing when using contactless IC payment in a linked user terminal 4c and acquisition device 3c. [Figure 33] This block diagram shows the movement of the acquisition device 3c when using contactless IC payment. [Figure 34]This diagram shows the prize acquisition process in a linked user terminal 4d and prize acquisition device 3d. [Figure 35] This block diagram shows the movement of the prize acquisition device 3c when a prize is won. [Figure 36] This diagram shows the relink request process. [Figure 37] This diagram shows the process for limiting the amount held when a user terminal 4d and acquisition device 3d are linked. [Figure 38] This block shows the process for limiting the amount held beyond the limit. [Figure 39] This is a diagram showing a screen indicating that the operation was partially successful. [Modes for carrying out the invention]

[0015] [Overview of the Embodiment] The server in this embodiment is configured to communicate with user terminals and multiple gaming machines via a network and has a database capable of synchronizing data with these devices in real time. The server's receiving means receives gaming machine information acquired by the user terminal through contactless communication with the gaming machine, and user information transmitted from the user terminal. The link processing means associates the received gaming machine information with the user information, registers it as a link state, and uses it as link information. Subsequently, the response receiving means receives operation information from the linked gaming machine or instruction information from the user terminal in real time. Based on this information, the response processing means transmits operation information to the linked gaming machine or provides a response that adds additional value to the user information. The server in this embodiment associates the user with the selected gaming machine in real time and realizes services such as granting benefits and remote control according to the state during gameplay.

[0016] [Details of the Embodiment] [First Embodiment] A first embodiment of the present invention will be described in detail with reference to the drawings. Figure 1 is a diagram showing an overview of the services provided by the game system G. Figure 2 is a block diagram showing a part of the configuration of the game system G. The game system G of the first embodiment of the present invention is a system for receiving services according to the settings and operation of the gaming machine selected by the user. The game system G is configured such that a provider server 1, acquisition devices 3 (3a to 3d), and user terminals 4 (4a to 4d) are connected via a communication network such as the Internet. The communication network is configured using, for example, the Internet, and communication can be kept confidential from the outside using an appropriate encryption protocol such as SSL (Secure Sockets Layer). Furthermore, since these devices and terminals are connected via the Internet, they can be used by people and corporations all over the world, transcending national borders, without being restricted by location.

[0017] [Provider Server 1] As shown in Figure 1, Provider Server 1 is located within a server managed by the provider operating Game System G, and functions as a server that provides Game System G. Provider Server 1 is located within an ASP (Application Service Provider) or cloud managed by the service company providing Provider Server 1, but it may also be located within the provider's own organization.

[0018] The provider server 1 is a server that stores and manages information such as the model information of the acquisition device 3 and user information, as well as processing information necessary to operate the game system G. The provider server 1 can be implemented as a single device configuration, or it can be implemented in a configuration distributed across multiple devices. As shown in Figure 1, the provider server 1 consists of an application server AS, a database server DB, and an application gateway AGW.

[0019] [Application Server AS] The application server AS is the hardware on which the software for running the game system G operates. The application server AS is a server that performs predetermined information processing by receiving operational information from the acquisition device 3 and instruction information from the user terminal 4. The application server AW performs various information processing such as link processing, response processing, countdown processing, countdown transmission processing, link timeout processing, and link maintenance processing. The application server AW receives requests from users, retrieves the necessary data from the database server DB, and performs predetermined information processing. The application server AW receives information collected by the gateway AGA from the acquisition device 3 and performs predetermined information processing. The application server AW also provides support for payment processing; for example, it receives requests from the user terminal 4 to acquire multi-use tickets and assists with payment settlement processing between the payment server and the user terminal.

[0020] Figure 2(a) is a block diagram illustrating the hardware configuration of the application server AS. The application server AS is composed of a CPU (Central Processing Unit) 101, RAM (Random Access Memory) 102, ROM (Read Only Memory) 103, communication control unit 104, input unit 105, output unit 106, and storage unit 107, all connected by bus lines. The CPU 101 is a central processing unit that operates according to the game system software 108 stored in the storage unit 107 and performs information processing related to the services that the game system G provides to the user.

[0021] RAM 102 is a read / write memory that provides working memory for each process performed by the CPU 101. ROM 103 is a read-only memory that stores basic programs and parameters for operating the CPU 101. The communication control unit 104 connects the application server AS to the internet. The application server AS can communicate with the database server DB, application gateway AGW, acquisition device 3, and user terminal 4 via the communication control unit 104.

[0022] The input unit 105 is a device for receiving data from an external source and includes hard keys that accept input via a keyboard, an external camera that reads predetermined images, and a touch panel that accepts data input via soft keys. The output unit 106 includes a liquid crystal display that shows menu screens, images of articles, etc., and a speaker that emits instruction and warning sounds. The storage unit 107 is configured using a large-capacity storage medium such as a hard disk or solid-state drive and stores game system software 108 and various data 109.

[0023] [Database Server DB] The database server DB is a cloud-based database that accesses, stores, and manages the vast amount of data necessary for the operation of the game system G via the internet. The database server DB synchronizes data with connected devices in real time, supporting the smooth operation of the game system G. Figure 2(b) is a block diagram illustrating the hardware configuration of the database server DB. The database server DB is composed of components such as the CPU 201, RAM 202, ROM 203, communication control unit 204, input unit 205, output unit 206, and storage unit 207, which are connected by bus lines. The CPU 201 is a central processing unit that operates according to the database software 208 stored in the storage unit 207 and performs information processing related to the data that the game system G provides to the user.

[0024] The memory unit 207 is configured using a large-capacity storage medium such as a hard disk or solid-state drive, and stores database software 208 and various tables. The memory unit 207 of the database server DB stores acquisition device information table 209, link information table 210, link history table 211, play information table 212, prize acquisition information table 213, credit card information table 214, user information table 215, etc. Note that the RAM 202, ROM 203, communication control unit 204, input unit 205, and output unit 206 of the database server DB have the same configuration as the corresponding components of the application server AS, so a detailed explanation is omitted.

[0025] [Application Gateway AGW] The Application Gateway (AGW) is a cloud computing service that centrally manages information sent from many acquisition devices (3). The Application Gateway (AGW) connects the information sent from the acquisition devices (3) to the Application Server (AP) for collection, analysis, and management of the acquisition devices (3). The Application Gateway (AGW) also monitors the operational status of connected acquisition devices (3), issues alerts in the event of an anomaly, and can remotely restart the devices. In this example, the Application Gateway (AGW) utilizes AWS IoT Core, provided by AWS (registered trademark). While there is theoretically no clear upper limit on the number of devices that can be connected to AWS IoT Core, it is a cloud computing service capable of connecting to millions or tens of millions of acquisition devices (3).

[0026] [Payment Server 2] Payment Server 2 is a server that handles payment processing used in various situations, such as purchasing goods and using services on the internet. Payment Server 2 transmits payment information received from the user to payment processing companies and financial institutions, and performs payment processing to determine whether the payment is approved or not. In this example, Payment Server 2 is used for in-app purchases in the game system G, such as the purchase of multi-use tickets.

[0027] [Acquisition device 3] The prize acquisition devices 3a, 3b, 3c, and 3d (hereinafter collectively referred to as prize acquisition device 3) are, for example, amusement machines that, upon receiving payment from user A, operate an arm to grab and dispense prizes installed inside the machine. In this example, prize acquisition device 3 is given as an example of an amusement machine, but it could also be any other amusement machine, such as a medal game, music game, racing game, fighting game, sports game, or shooting game. Prize acquisition device 3 can be replaced with various models depending on the type of prizes that can be won and the rules of the game. In this example, prize acquisition device 3 is used as a "prize stand" model in which a player can win prizes by using a crane arm to grab prizes such as stuffed animals and moving them towards the exit. However, prize acquisition device 3 is not limited to this, and various variations can be used, such as "prize mix" which uses different shapes and types of prizes, "combination" which uses different combinations of prizes, "alternative prize" which provides alternative prizes instead of high-value prizes, and "game medium" which allows players to win prizes on the condition that they clear a game using a game medium.

[0028] Figure 2(c) is a block diagram illustrating the hardware configuration of the acquisition device 3. The acquisition device 3 is composed of a CPU 301, RAM 302, ROM 303, short-range communication unit ANC, gaming machine sub-control unit TB, gaming machine gateway PH, coin detection unit CM, acquisition detection unit IS, short-range settlement unit SNF, input unit 304, output unit 305, and storage unit 306, all connected by bus lines. The CPU 301 functions as a central processing unit and performs information processing such as controlling predetermined devices and communicating with the provider server 1 based on instructions from the gaming machine software 307 stored in the storage unit 306. The CPU 301, RAM 302, ROM 303, input unit 304, output unit 305, and storage unit 306 of the acquisition device 3 are collectively referred to as the main control board 300m (see Figure 24).

[0029] [Near Field Communications Department ANC] The Near Field Communication Unit (ANC) employs NFC (Near Field Communication), enabling data exchange simply by bringing it close to devices such as the user terminal 4 or contactless IC cards. The ANC can transmit the NFC ID of the acquisition device 3 to the user terminal 4 by performing contactless communication with the UNC (Near Field Communication Unit) of the user terminal 4. In this example, NFC is used in the ANC, but a similar function can be achieved by replacing it with a Beacon using Bluetooth Low Energy (BLE) technology, which emits radio waves at regular intervals with low power consumption.

[0030] [Coin detection unit CM] The coin detection unit (CM) is a device that identifies the type and number of inserted coins and determines whether they are valid or not. The coin detection unit (CM) can be an optical type that optically identifies the size and material of the coins, or an electromagnetic type that uses electromagnetic induction for identification, and either type may be used. When the coin detection unit (CM) detects a number of valid coins, it transmits that information to the gaming machine's sub-control device (TB). The coin detection unit (CM) detects inserted coins, and if it determines that they are valid, it transmits the number of coins to the gaming machine's sub-control device (TB).

[0031] [Gaming machine sub-control device TB] The gaming machine sub-control device TB receives operation information from the coin acquisition device 3 indicating the operation of the coin acquisition device 3 and transmits operation information to the coin acquisition device 3 to instruct it to operate. In other words, the gaming machine sub-control device TB controls the operation of the coin acquisition device 3 by transmitting pulse signals to the main control board 300m of the coin acquisition device 3 according to the operation information and operation information. The gaming machine sub-control device TB is also a device that transmits operation information to the gaming machine gateway PH and a device that receives operation information from the gaming machine gateway PH. For example, when the gaming machine sub-control device TB receives "detection of a valid coin" from the coin detection unit CM, it transmits a pulse signal to the main control board 300m of the coin acquisition device 3 to prompt the start of the game, and also transmits operation information that a coin has been inserted to the gaming machine gateway PH. For example, when the gaming machine sub-control device TB receives operation information from the gaming machine gateway PH to "transmit a pulse signal for one play to the main control board 300m", it transmits a pulse signal to the main control board 300m of the coin acquisition device 3 once to prompt the start of the game.

[0032] [Gaming Machine Gateway PH] The gaming machine gateway PH is a device that transmits operational information received from the gaming machine sub-control unit TB to the provider server 1 and receives operation information transmitted from the provider server 1. The gaming machine gateway PH is a device that processes various types of signals, including pulse signals and digital signals, and communicates with other devices. In other words, the gaming machine gateway PH is a device that connects the acquisition device 3, which is an edge device, and the provider server 1, which is a platform, and enables the transmission and reception of data by mutually converting different network protocols between the two.

[0033] The gaming machine gateway PH connects to the network N via wireless LAN devices such as access points and wireless routers using its built-in Wi-Fi® function. The gaming machine gateway PH has the function of transmitting data collected in real time from the acquisition device 3 to the provider server 1 via the network. The gaming machine gateway PH also has the function of receiving instruction information sent by the user to the provider server 1 using an application on the user terminal 4 as operation information transmitted via the provider server 1. In this example, the gaming machine sub-control unit TB and the gaming machine gateway PH are connected by a UART (Universal Asynchronous Receiver Transmitter) cable, and information is transmitted and received bidirectionally. By integrating the gaming machine sub-control unit TB and the gaming machine gateway PH, data transfer delays can be eliminated and the overall processing speed of the acquisition device 3 can be improved.

[0034] [Acquisition Detection Unit IS] The prize acquisition detection unit (IS) is a device that detects whether or not a user has successfully acquired a prize. Depending on the type of game machine and the size and shape of the prize, the prize acquisition detection unit uses various detection methods, such as optical sensors (photo sensors, cameras, etc.), mechanical sensors (microswitches, limit switches, etc.), weight sensors, and ultrasonic sensors. The prize acquisition detection unit (IS) detects the acquisition of a prize, and if it determines that the acquisition is valid, it transmits the result to the game machine's sub-control device (TB).

[0035] [Short-range payment department SNF] The Near-Field Payment Unit (SNF) is a device that enables contactless and cashless payments. Using NFC technology, the SNF performs contactless payments using transportation IC cards, electronic money, credit cards, QR codes (registered trademark), etc. The SNF detects IC cards, etc., and if it determines that the payment is valid, it transmits the contactless IC payment information to the gaming machine's sub-control unit (TB). Furthermore, integrating the SNF and the Near-Field Communication Unit (ANC) reduces installation space and improves design aesthetics.

[0036] [Input section 304] The input unit 304 is a device that receives data from an external source. The input unit 304 consists of a touch panel that accepts data input via hard keys such as levers, buttons, and keyboards operated by the user, a camera that photographs the prize acquisition device 3, and sensors that detect the position of the crane arm and contact with prizes. The input unit 304 detects the user's input to the prize acquisition device 3, and if it determines that the input is valid, it transmits the input information to the gaming machine sub-control device TB.

[0037] [Output section 305] The output unit 305 is a device that displays menu screens, images of prizes, etc. The output unit 305 consists of a prize acquisition mechanism, a liquid crystal display that displays information, a speaker that outputs instructions, warnings, music, and other sounds, and lighting that outputs the illumination of lights. The prize acquisition mechanism consists of a drive system that drives the crane arm and a control system that controls its operation, and is a device that operates the crane arm incorporated into the prize acquisition device 3. The output unit 305 detects the output of the prize acquisition device 3, and if it determines that the output is valid, it transmits the control information to the gaming machine sub-control device TB.

[0038] [Storage unit 306] The memory unit 306 is constructed using a large-capacity storage medium such as a hard disk or solid-state drive, and stores the gaming machine software 307 and various data 308. Since its configuration is similar to that of the RAM 302, ROM 303, and corresponding components of the application server AS of the acquisition device 3, a detailed explanation is omitted.

[0039] [User terminals 4a, 4b, 4c, 4d] User terminals 4a, 4b, 4c, and 4d (hereinafter collectively referred to as user terminal 4) are terminals used by users A, B, C, and D to operate the remotely located acquisition device 3. User terminals 4 consist of smartphones, mobile phones, tablet computers, etc., equipped with a browser and predetermined application software. In this embodiment, user terminal 4 is a smartphone with game application 408 installed that connects to the portal site of game system G. User terminal 4a can communicate with provider server 1 through the functions provided by game application 408 and receive services according to the settings and operation of the acquisition device 3 selected by the user.

[0040] Figure 2(d) is a block diagram illustrating the hardware configuration of the user terminal 4a. The user terminal 4a is configured with a CPU 401, RAM 402, ROM 403, communication control unit 404, short-range communication unit UNC, input unit 405, output unit 406, and storage unit 407 connected by bus lines. The CPU 301 is a central processing unit that operates according to the game application 408 stored in the storage unit 407 and performs information processing related to the services provided by the game system G to the user.

[0041] The near-field communication unit UNC employs NFC, and is a device that can exchange data simply by bringing the near-field communication unit ANC of the acquisition device 3 close to it. The near-field communication unit UNC communicates with the near-field communication unit UNC of the acquisition device 3, allowing the user terminal 4 to receive the NFC ID of the acquisition device 3. Note that the RAM 402, ROM 403, communication control unit 404, input unit 405, and output unit 406 of the user terminal 4 have the same configuration as the corresponding components of the application server AS, so a detailed explanation is omitted.

[0042] [Link status] The linked state is when a user is logged into the game system G and their user terminal 4 is linked to the selected acquisition device 3. Figure 3 shows the linked state where user terminal 4a and acquisition device 3a are linked. Figure 4 shows the unlinked state where user terminal 4a and acquisition device 3a are not linked. By linking user terminal 4 and acquisition device 3, users can receive personalized services in response to the operation of the acquisition device 3 selected by the user and the operation of user terminal 4. When the game system G is in the linked state, it can synchronize instructions from user terminal 4 and the operation of acquisition device 3 with provider server 1 in real time, and instantly reflect any events on user terminal 4.

[0043] For example, by linking and playing with acquisition device 3 while linked, users can obtain benefits that give them an advantage in the application program, such as in-game currency, items, characters, experience points, increased experience point gain, limited items, discounts on in-game currency purchases, and information. Furthermore, by having users play the game while repeatedly linking, the game system G can analyze a person's behavior patterns and interests from their play time, the type of game they choose, and the items they acquire. Based on these analysis results, each game center can then provide personalized services to each user, such as recommending the most suitable game for them or inviting them to special events. Note that the linked state between user A and acquisition device 3a is shown as a connected chain as in Figure 3, and the unlinked state is shown as a broken chain as in Figure 4.

[0044] [Each table] Figures 5 to 11 show the tables stored in the database server DB. Note that the diagrams showing each table are simplified examples for illustrative purposes; actual databases are constructed as relational databases logically linked to other databases, and the data is stored in a normalized format.

[0045] [Acquisition Device Information Table 209] Figure 5 shows an example of the configuration of the acquisition device information table 209, which consists of items such as "NFCID", "PHID", "Store ID", "AM Machine ID", and "Link Status Upper Limit" as acquisition device information. "NFCID" is an item that uniquely identifies the Near Field Communication Unit ANC attached to the acquisition device 3, and registers unique ID information assigned by the provider of the game system G. "PHID" is an item that uniquely identifies the gaming machine gateway PH attached to the acquisition device 3, and registers unique ID information assigned by the provider of the game system G.

[0046] The "Store ID" is an item that uniquely identifies the store (game center, etc.) where the prize acquisition device 3 is installed, and it contains unique ID information assigned by the provider of the game system G. The "AM Machine ID" is an item that uniquely identifies the prize acquisition device 3, and it contains unique ID information assigned by the provider of the game system G. As shown in Figure 1, prize acquisition devices 3a to 3d use "prize machine" models, and each is assigned a different AM Machine ID (AM001, AM002, AM003, AM004). However, it is also possible to diversify the prize configuration using elements such as "prize mix," "combination," "alternative prizes," and "game media," and assign different AM Machine IDs to each. Chapter 1 Furthermore, the AM machine ID can be assigned based on the "game type," "prize type," etc., of the prize acquisition device 3. In addition, the AM machine ID can be assigned based on the "restrictions on usable payment methods" and "number of prizes that can be won" of the prize acquisition device 3 that can be used. The "link state limit" is an item that indicates the maximum amount that can be spent on a game when the user terminal 4 and the prize acquisition device 3 are linked, and the limit set by the provider of the game system G is registered therein.

[0047] [Link Information Table 210] Figure 6 shows an example of the configuration of the link information table 210, which consists of items such as "NFCID," "User ID," "Session ID," and "Validity Period" as link information. "NFCID" is an item that uniquely identifies the ANC (Active Noise Canceller) attached to the acquisition device 3, and unique ID information corresponding to the acquisition device information table 209 is registered therein. "User ID" is an item that uniquely identifies the user using the acquisition device 3, and unique ID information corresponding to the user information table 215 is registered therein.

[0048] The "Session ID" is an item that uniquely identifies a series of link states generated by the game system G, and contains the unique ID information assigned by the game system G. The "Validity Period" is an item that indicates the time until the link state is interrupted, and contains a predetermined time set in the game system G. In this example, the "Validity Period" is set to 1 minute, but it is best to allow this time to be freely set depending on the equipment and circumstances being used.

[0049] [Link History Table 211] Figure 7 shows an example of the structure of the link history table 211, which consists of items such as "ID", "NFCID", "User ID", "Session ID", "Store ID", "AM Machine ID", "Link Date and Time", "Validity Period", and "Link Deactivation Date and Time". "ID" is an item that uniquely identifies a series of link states generated by the game system G, and the unique ID information assigned by the game system G is registered therein. "NFCID", "User ID", and "Session ID" are the same items as the corresponding items in the link information table 210, so a detailed explanation is omitted.

[0050] "Store ID" is an item that uniquely identifies the store where the acquisition device 3 is installed, and the store ID information from the acquisition device information table 209 is registered therein. "AM machine ID" is an item that uniquely identifies the acquisition device 3, and the ID information that combines the AM machine ID and port ID from the acquisition device information table 209 is registered therein. "Link date and time" is an item that indicates the time when the link state started, and the time when the game system G generated the link state is registered therein. "Validity period" is an item that indicates the time until the link state is interrupted, and the time that has elapsed since the game system G generated the link state is registered therein. "Link release date and time" is an item that indicates the time when the link state was released, and the time when the game system G released the link state is registered therein.

[0051] [Play Information Table 212] Figure 8 shows an example of the configuration of the play information table 212, which consists of items such as "ID", "NFCID", "User ID", "PHID", "Payment Method", "Amount Used / Number of Tickets", "Number of Plays", "Play Date and Time", "ID of Ticket Used", "Coin Type", and "Number of Transmitted Pulses". "ID" is an item that uniquely identifies a series of play states generated by the user playing on the acquisition device 3, and the unique ID information assigned by the game system G is registered therein. "NFCID" and "User ID" are the same items as the corresponding items in the link information table 210, so a detailed explanation is omitted. "PHID" is an item that uniquely identifies the gaming machine gateway PH attached to the acquisition device 3, and the unique ID information of the acquisition device 3 being used by the user is registered therein.

[0052] "Payment Method" is an item indicating how the user paid for the acquisition device 3, and the payment method assigned by the game system G according to the user's payment method is registered. Payment methods include multi-use tickets, service tickets, cash, contactless IC payment, credit, etc. "Amount Used / Number of Tickets" is an item indicating the multi-use tickets or service tickets used by the user at the acquisition device 3, and the amount used / number of tickets assigned by the game system G according to the user's usage is registered. "Number of Plays" is an item indicating the number of times the user has used the acquisition device 3, and the number of plays assigned by the game system G according to the user's usage is registered. "Play Date and Time" is an item indicating the time when the play state started, and the time when the game system G created the play state is registered.

[0053] "ID of ticket used" is an item that indicates the number of tickets or service tickets used by the user with the acquisition device 3, and the ID assigned to the ticket or service ticket used by the user is registered. In this example, tickets purchased for a fee are assigned the ID "PT**", and service tickets provided free of charge are assigned the ID "FT**". "Coin type" is an item that indicates the type of coin used by the user with the acquisition device 3, and the coin assigned by the game system G according to the type of coin used by the user is registered. "Number of transmitted pulses" is an item that indicates the number of pulses transmitted by the gaming machine sub-control device TB to the main control board 300m, and the number of pulses counted by the game system G is registered.

[0054] [Prize Acquisition Information Table 213] Figure 9 shows an example of the structure of the prize acquisition information table 213, which consists of items such as "ID," "NFCID," "User ID," "Session ID," "Store ID," "AM Machine ID," "PHID," and "Acquisition Date and Time." "ID" is an item that uniquely identifies the state in which a user has acquired a prize, and the unique ID information assigned by the game system G is registered therein. "NFCID," "User ID," "Session ID," "Store ID," "AM Machine ID," and "PHID" are the same items as the corresponding items in the previous tables, so a detailed explanation is omitted. "Acquisition Date and Time" is an item that indicates the date and time when the user acquired the prize, and the unique ID information assigned by the game system G is registered therein.

[0055] [Credit Card Information Table 214] Figure 10 shows an example of the structure of the credit card information table 214, which consists of items such as "ID," "NFCID," "User ID," "Session ID," "Store ID," "AM Machine ID," "Amount," "Number of Plays," "Purchase ID," "Purchase Result," and "Payment Date and Time" as credit card information. "ID" is an item that uniquely identifies the state in which the user has used the credit card, and the unique ID information assigned by the game system G is registered therein. "NFCID," "User ID," "Session ID," "Store ID," and "AM Machine ID" are the same items as the corresponding items in the previous tables, so a detailed explanation is omitted. "Amount" is an item that shows the amount paid by the user with the credit card, and the amount assigned by the game system G according to the user's usage is registered therein.

[0056] "Number of Plays" is an item indicating the number of times the user has used the acquisition device 3, and the number assigned by the game system G according to the user's usage is registered. "Purchase ID" is an item indicating the ID of the credit card used by the user, and the ID assigned by the payment server 2 after tokenizing the credit card number is registered. "Purchase Result" is an item indicating the result of the payment, etc., of the credit card used by the user, and the status assigned by the provider server 1 or payment server 2 is registered. Depending on the status of the payment, "Credit Authorization Successful," "Successful," "Failed," "Partially Successful," etc. are registered for "Purchase Result." "Payment Date and Time" is an item indicating the date and time of the credit card used by the user, and the date and time assigned by the payment server 2 according to the date and time of the user's payment is registered.

[0057] [User Information Table 215] Figure 11 shows an example of the structure of the user information table 215, which consists of items such as "User ID," "User Name," "Number of Prizes Acquired," "Coupon," "Service Coupon," "Experience Points," and "Level" as user information. "User ID" is an item that uniquely identifies a user registered in the game system G, and contains the unique ID information assigned to each user by the game system G. "User Name" is an item that indicates the name of the user registered in the game system G, and contains the name assigned by the game system G in response to user input.

[0058] "Number of Prizes Acquired" is an item that shows the number of prizes acquired using the game system G, and the number of prizes counted by the game system G is registered. "Number of Tickets" is an item that shows the number of tickets purchased for a fee by users registered with the game system G, and the number of tickets counted by the game system G according to the user's purchase is registered. "Number of Service Tickets" is an item that shows the number of tickets provided free of charge to users registered with the game system G, and the number of service tickets counted by the game system G according to the number provided to the user is registered. "Experience Points" is an item that shows the value that a user can acquire by using the game system G or clearing designated quests, and the number counted by the game system G according to the user's use is registered. "Level" is an item that shows the growth stage of a user using the game system G, and the number awarded by the game system G according to the experience points acquired by the user is registered. The user information table may also contain other items such as "Age," "Gender," "Address," "Phone Number," and "Email."

[0059] [Various processes] Next, we will explain the various processes performed by the game system G. The following processes are executed by the CPU 101 of the application server AP, the CPU 301 of the acquisition device 3, the CPU 401 of the user terminal 4, etc., according to predetermined programs.

[0060] [Pre-processing] Figure 12 shows the pre-processing steps. In this example, the pre-processing includes the acquisition device registration process, etc.

[0061] [Acquisition device registration process] As shown in Figure 12, the acquisition device registration process is a process for the provider to register acquisition device information necessary for the execution of the game system G. The provider enters the information of acquisition device 3 as one record on the acquisition device registration screen (not shown) (st101). The information entered is "NFCID", "PHID", "Store ID", "AM machine ID", and "Link status upper limit" (see Figure 3). Upon receiving this information, the CPU 101 of the application server AS stores the acquisition device information in RAM 102.

[0062] When the provider selects the registration button, the CPU 101 of the application server AS sends the information of the acquisition devices 3a to 3b stored in RAM to the database server DB. The acquisition device information of acquisition devices 3a to 3b sent from the application server AS is received by the CPU 201 of the database server DB and registered in the database. Through the above process, the provider can provide the game system G service to users using the acquisition devices 3a to 3b installed in the game center GCA or GCB. Once the acquisition device registration process is complete, the database server DB records the registration date and time in the registered record. In addition, if the contents of the record are updated, the update date and time are recorded in the update date and time field of the record.

[0063] [Startup process] Figure 13 shows the startup process. As shown in Figure 13, the startup process is a process in which the provider server 1 confirms that the gaming machine gateway PH of the acquisition devices 3a to 3d installed in the game center GCA or GCB has started up successfully. Employees of game center GCA start up acquisition devices 3a and 3b, and employees of game center GCB start up acquisition devices 3c and 3d (st201). The gaming machine gateway PH installed in acquisition devices 3a to 3d transmits gaming machine gateway information to the provider server 1 (st202). The transmitted information includes "PHID", "terminal status", "signal strength", and "notification date and time" (not shown).

[0064] The transmitted gaming machine gateway information for acquisition devices 3a to 3b is received by the CPU 201 of the database server DB and registered in the database (st203). Once the startup process is complete, the database server DB records the registration date and time in the registered record. If the record's contents are updated, the update date and time are recorded in the record's update date and time field. The application server AP can save and analyze the history of gaming machine gateway information in the event of a gaming machine gateway PH failure, enabling rapid recovery and prevention of recurrence.

[0065] [User registration process] Figure 14 shows the user registration process. As shown in Figure 14, the user registration process is the process of registering with the provider that the user is a user of the game system G service. The CPU 401 of user terminal 4 accesses the initial screen of the portal site of the provider server 1 that provides the game system G through user A's browser operation (st301). When the CPU 101 of provider server 1 receives this request, it generates user registration screen data in RAM 102 and sends it to user terminal 4 (st302). When the CPU 401 of user terminal 4 receives the user registration screen data from provider server 1, it stores it in RAM and uses it to display the user registration screen (not shown) on the display (st303). User A enters user information as one record on the user registration screen (not shown) (st304). The information entered is, for example, "user name", "age", "gender", "phone number", and "email" (not shown). Upon receiving this information, the CPU 401 of user terminal 4 stores the user information in RAM 402.

[0066] When the user selects the registration button, the CPU 401 of the user terminal 4 sends the registration information stored in RAM 402 to the provider server 1 (st305). The user information of user A sent is received by the CPU 201 of the database server DB, assigned a unique user ID, and registered in the database (st306). Once the user registration process is complete, the database server DB records the registration date and time in the registered record. If the record's contents are updated, the update date and time are recorded in the record's update date and time field.

[0067] Once the user registration process is complete, the provider server 1 generates registration completion screen data and sends it to the user terminal 4 along with a unique user ID (st307). The CPU 401 of the user terminal 4 temporarily stores the user ID received from the provider server 1 in RAM, and then stores it in the memory unit 407 (st308). Through the above process, the user can log in to the game system G. In this example, the game system G is primarily used by installing the game application 408 from a designated download site. However, some or all of the functions of the game system G may be provided via a web browser.

[0068] [Link Processing] Figure 15 shows the linking process. Figure 16 shows the application usage status on user terminal 4. As shown in Figure 15, the linking process is the process of linking user terminal 4 with the selected acquisition device 3 while user A is logged into the game system G. User A can launch the application by tapping the icon of the game application 408 displayed on user terminal 4a, as shown in Figure 16 (st401). When the game application 408 is launched, the CPU 401 of user terminal 4 reads the data necessary to launch the application, including the "User ID," from the memory unit 407 into RAM 402, and displays a link button screen on the display as shown in Figure 16(a) (st402). The linking process screen displays a "G Link" button 16a prompting the user terminal 4a and the acquisition device 3a to be linked. Note that G Link is a common name for the game system G, and is expressed as "G Link" on the display of user terminal 4 and on the packaging of acquisition device 3.

[0069] When user A selects the "G-Link" button 16a, the CPU 401 of user terminal 4a transfers the explanation screen data read from the memory unit 40 to the RAM 402, and displays the explanation screen on the display as shown in Figure 16(b) (st403). The explanation screen displays how to use G-Link and cautionary notes, and the "Start G-Link" button 16b, which links user terminal 4a and acquisition device 3a into a linked state, is displayed.

[0070] Figure 17 shows the link status in user terminal 4a. When user A selects the "Start G-Link" button 182, the CPU 401 of user terminal 4 transfers the half-modal data read from the memory unit 407 to the RAM 402, and displays the half-modal 17a on the display as an explanatory screen (st404), as shown in Figure 17(a). The half-modal 17a displays "Hold the tip of the terminal over the G-mark," prompting the user to bring the short-range communication unit UNC of user terminal 4a closer to the short-range communication unit ANC of acquisition device 3. The half-modal 17a is provided with a "Cancel" button 17b to interrupt the operation.

[0071] When user A brings the near-field communication unit ANC of user terminal 4a close to the near-field communication unit UNC of acquisition device 3a (st405), electromagnetic induction induces a current in the near-field communication unit ANC, and data communication takes place between the two. As a result, the NFCID of acquisition device 3a is transferred to user terminal 4a (st406). CPU 401 temporarily stores the transferred NFCID in RAM 402 (st407). As a link request process, CPU 401 sends the NFCID of acquisition device 3a and user A's user ID to provider server 1 (st408).

[0072] The CPU 101 of the application server AP checks if the transmitted user ID exists in the user information table 215a of the database server DB (st409). If it does, it reads the user information and acquisition device information into RAM 102 (st410). The user information read includes "user name," "ticket," "service ticket," "experience points," etc. (see Figure 11, user information table 215a). The acquisition device information read includes "PHID," "store ID," "AM machine ID," "link status limit," etc. The CPU 101 of the application server AP associates the NFC ID with the user ID, generates a unique session ID, assigns an expiration date (e.g., 1 minute), and adds a record to the link information table 210 (st411). This establishes a link state between user C's user terminal 4a and the selected acquisition device 3.

[0073] When the game system G is linked, it synchronizes instructions from the user terminal 4 and the operation of the acquisition device 3 with the provider server 1 in real time, allowing any event to be immediately reflected on the user terminal 4. When the user terminal 4a and the acquisition device 3a are linked, the CPU 101 of the application server AP waits for instruction information from the user terminal 4a and operation information from the acquisition device 3a for a certain period of time, and starts a countdown process to monitor the link status. If the link process is successful, the CPU 101 of the provider server 1 sends a message indicating the success of the link and predetermined information to the user terminal 4 (st412). The predetermined information to be sent consists of "ticket," "service ticket," and "experience points" from the user information table 215a, "expiration date" from the link information table 210, and "PHID," "store ID," "AM machine ID," and "link status limit" from the acquisition device information table 209.

[0074] [Processing to output progress information] The CPU 401 of the user terminal 4 receives information such as messages, tickets, service ticket experience points, expiration dates, and link status limits from the provider server 1 and stores it in the RAM 402. Using all or part of this information, it displays the link status screen on the display as shown in Figure 17(b) (st413). At the top of the link status screen, a message 17c indicating successful linking is displayed, and below it, the expiration date 17d is displayed as 1 minute remaining. User A must perform an operation on the user terminal 4a or acquisition device 3 within the time limit while watching the countdown on the display as the numbers decrease.

[0075] The link status screen displays the total number of tickets (17e) held, including play tickets and service tickets, as the number of tickets available to play the game (see Figure 11: User Information Table 215a). The link status screen also displays a link interruption button (17f) to cancel the link. Through this linking process, User A links User Terminal 4 and Acquisition Device 3 on the game system G, allowing them to receive personalized services based on the user's selected actions on Acquisition Device 3 and operations on User Terminal 4. Users are attracted to the rewards, such as experience points, that can be obtained by playing Acquisition Device 3, and repeatedly play to maintain the link status.

[0076] [Countdown process] Figure 18 shows the countdown processing and link timeout processing steps. As shown in Figure 18, the countdown processing is the process of timing the elapsed time since the link information was registered. When the user terminal 4 and the acquisition device 3 are linked through the link processing, the countdown processing is executed and the countdown begins (st501). The provider server 1 synchronizes the elapsed time information being timed by the countdown processing with the user terminal 4a as part of the elapsed time information synchronization process (st502). The provider server 1 can synchronize with an NTP server or use a real-time clock (RTC) if high-precision time synchronization is required. The provider server 1 and the user terminal 4 can synchronize their time in various ways, such as real-time communication via WebSocket if high-precision time synchronization is required, HTTP requests for simple time synchronization, or push notifications if battery consumption needs to be reduced.

[0077] Provider Server 1 monitors for the presence or absence of operation information (st504), the presence or absence of instruction information (st505), whether the link status is below the upper limit (st506), whether other users have linked (st507), and the expiration of the validity period (st508). If Provider Server 1 receives operation information (no in st504) or instruction information (no in st505), it restarts the countdown of the validity period as a refresh process (returns to st501). If Provider Server 1 does not receive operation information (yes in st504) or instruction information (yes in st505) and the link status is above the upper limit (no in st506), it performs a relink process (see Figure 36). If Provider Server 1 is below the upper limit of the link status (yes in st506), it determines whether or not another user's link process has been performed (st507). If another user's link process has been performed (no in st507), Provider Server 1 performs a disconnection process (see Figure 20(b)). If provider server 1 has not performed link processing for other users (yes in st507), it determines whether the expiration date has passed (expiration date passed in st508). If provider server 1 has not passed the expiration date (no in st508), it resumes monitoring (returns to st504). If provider server 1 has passed the expiration date (yes in st508), it executes link timeout processing (st509).

[0078] The link timeout process is a process that interrupts the link between the game machine information and user information linked by the link process when a predetermined time, measured by the countdown process, has elapsed. When the expiration date has passed, the provider server 1 releases the link between the user terminal 4 and the acquisition device 3 (st510). The provider server 1 generates a unique "ID" and registers information such as "NFCID", "User ID", "Session ID", "Store ID", "AM machine ID", "Game ID", "Link date and time", "Validity period", and "Link release date and time" as records in the link history table 211 (st511). As a result, the user terminal 4 and the acquisition device 3 become unlinked (see Figure 4), and real-time synchronization between the user terminal 4, the acquisition device 3, and the provider server 1 also ends.

[0079] [Link Timeout Screen] Figure 19 shows the link timeout screen on user terminal 4. When the link timeout process is executed, provider server 1 generates link timeout screen data and sends it to user terminal 4 (st512). When the CPU 401 of user terminal 4 receives the link timeout screen data from provider server 1, it stores it in RAM 402 and uses it to display the link timeout screen on the display as shown in Figure 19 (st513). The link timeout screen displays a message 19a indicating that a timeout has occurred. The link timeout screen also displays a "Relink" button 19b prompting the user to relink and a "Return to Home" button 19c prompting the user to return to the home screen.

[0080] [Link Interruption Process] Figure 20 shows the interruption and disconnection processes in a linked user terminal 4a and acquisition device 3a. The link interruption process is performed when the user selects the link interruption button 17f on the link status screen shown in Figure 17(b), interrupting the link state between the game machine information and user information linked by the link process. As shown in Figure 20(a), when user A selects the link interruption button 17f (st601), the CPU 401 of user terminal 4 sends link interruption information to the provider server 1 (st602). When the provider server 1 receives the link interruption information, the link interruption process is executed, and the link state between user terminal 4 and acquisition device 3 is released (st603). The provider server 1 generates a unique "ID" and registers information such as "NFCID", "User ID", "Session ID", "Store ID", "AM Machine ID", "Game ID", "Link Date and Time", "Validity Time", and "Link Release Date and Time" as records in the link history table 211 (st605). As a result, the user terminal 4 and the acquisition device 3 become disconnected (see Figure 4), and real-time synchronization between the user terminal 4, the acquisition device 3, and the provider server 1 also ends.

[0081] Once the link interruption process is complete, the provider server 1 generates interruption screen data and sends it to the user terminal 4a (st605). Figure 21 shows the link interruption screen and link timeout screen on the user terminal 4. When the CPU 401 of the user terminal 4 receives the interruption screen data from the provider server 1, it stores it in the RAM 402 and uses it to display the link interruption screen on the display as shown in Figure 21(a) (st606). The link interruption screen displays a message 21a indicating that the user has interrupted the link. The link timeout screen displays a "Relink" button 21b prompting the user to relink and a "Return to Home" button 21c prompting the user to return to the home screen.

[0082] [Link disconnection process] The link disconnection process occurs when, while the user terminal 4a of user A and the acquisition device 3a are linked, user C performs a link process with their own user terminal 4c and the acquisition device 3a, thereby disconnecting the previous link. In other words, the link disconnection process is a process that allows another user B to quickly establish a link when user A leaves the acquisition device 3 without interrupting the link state. As shown in Figure 20(b), when user A's user terminal 4a and the acquisition device 3a are linked, user C uses user terminal 4c to perform a link request process (st607) with the acquisition device 3a, and then performs the link processing steps st401 to st412 (see Figure 18), link success information is transmitted (st608). At this point, the provider server 1 performs the link disconnection process to release the link state between user terminal 4 and the acquisition device 3 (st609).

[0083] The CPU 101 of the application server AP generates a unique "ID" and registers information such as "NFCID", "User ID", "Session ID", "Store ID", "AM Machine ID", "Game ID", "Link Date and Time", "Validity Period", and "Link Deactivation Date and Time" as records in the link history table 211 (st610). As a result, the user terminal 4a and the acquisition device 3a become unlinked (see Figure 4), and real-time synchronization between the user terminal 4a, the acquisition device 3a, and the provider server 1 ends. On the other hand, the user terminal 4c and the acquisition device 3a become linked (see Figure 3), and real-time synchronization between the user terminal 4c, the acquisition device 3a, and the provider server 1 begins (see Figure 18).

[0084] Once the link disconnection process is complete, the provider server 1 generates interruption screen data and sends it to the user terminal 4a (st611). The CPU 401 of the user terminal 4a receives the disconnection screen data from the provider server 1, stores it in the RAM 402, and uses it to display the link disconnection screen on the display as shown in Figure 21(b) (st612). The link interruption screen displays a message 21d indicating that the user's link state has been disconnected. The link timeout screen displays a "Relink" button 21e prompting the user to relink and a "Return to Home" button 21f prompting the user to return to the home screen. According to the game system G, user C can switch to a linked state at any time without waiting for user A's link state to time out or be interrupted.

[0085] [Response Processing] Response processing is the process by which the provider server 1 receives operational information from the acquisition device 3 generated by the user's operation and / or instruction information from the user terminal 4 generated by the user's operation, and then transmits the operational information to the acquisition device 3 associated with the user and / or grants benefits to the user information. Response processing includes processing for operational information generated when the user directly operates the acquisition device 3, and processing for instruction information generated when the user indirectly operates the acquisition device 3 by operating the user terminal. Response processing includes processing when in-game currency is used, when credits are used, when cash is used, when contactless IC payment is used, and when prizes are acquired.

[0086] [Processing when using in-game currency] The in-game currency usage processing is one of the response processes, and it is the process of making the acquisition device 3 playable when a user uses in-game currency such as tickets or service tickets from the user terminal 4. Figure 22 shows the User A link status screen that is displayed when User A successfully completes the link process and the user terminal 4a and the acquisition device 3a are linked. The number of tickets held 22a displayed on the link status screen is 2 because User A has 2 service tickets (see Figure 11 Customer Information Table (Before Play) 216a). The number of tickets consumed 22b is 0 because User A has not played the game today. The "Play for Free" button 22c is displayed on the link status screen because User A has service tickets.

[0087] When user A presses the add button 22d or subtract button 22e to select an amount to insert 22f, the CPU 401 of user terminal 4a stores this as instruction information (in-game currency usage request) to "use two service tickets to play the game twice" in RAM 402. Figure 23 shows the processing when in-game currency is used in the linked user terminal 4a and acquisition device 3a. When the user selects the "play for free" button (st701), the CPU 401 of user terminal 4a sends the instruction information (in-game currency usage request) stored in RAM 402 along with the user ID to the provider server 1 (st702). The instruction information from user A is received by the provider server 1 and checked against the user information table (before play) 216a in the database server DB to verify the instruction information (st703). The provider server 1 checks the existence of service tickets, expiration date, usage history, usage conditions, etc. The provider server 1 compares the instruction information with the link information table 210 to check if the link status is appropriate and if any abnormalities such as timeouts, interruptions, or disconnections have occurred (st704).

[0088] If the instruction information is deemed appropriate, the provider server 1 generates operation information stating that "the user terminal 4a will send pulse signals for two plays to the main control board 300m of the acquisition device 3a, which is in a linked state," and transmits this operation information to the acquisition device 3a via the application gateway AGW (st705).

[0089] As shown in Figure 24, the gaming machine gateway PH mounted on the acquisition device 3a receives operation information from the application gateway AGW and transmits it to the gaming machine sub-control device TB (st706). The gaming machine sub-control device TB commands the main control board 300m to perform an operation according to the operation information (st707). In this example, the gaming machine sub-control device TB has received operation information from the gaming machine gateway PH stating that "User A will send pulse signals for two plays to the main control board 300m of the acquisition device 3a, which is in a linked state," and therefore sends pulse signals to the main control board 300m of the acquisition device 3a to play the game twice.

[0090] Once the main control board 300m receives all the pulse signals, the prize acquisition device 3a can perform game operations (st708, see Figure 23). In other words, user A can play the prize acquisition device 3d twice, and when user A operates the prize acquisition device 3a using the input unit 304 or output unit 305, the operation signals are sent to the main control board 300m. The main control board 300m analyzes the received signals and controls a series of operations such as the movement of the crane arm, the turning on of the lights, and the playback of sound effects to advance the game. As shown in Figure 24, once all the pulses for playing the game twice have been received and the operation has been successfully executed, the main control board 300m sends a pulse signal indicating "operation successful" to the game machine sub-control device (st709), and the game machine sub-control device TB of the prize acquisition device 3a sends a pulse signal indicating "operation successful" to the game machine gateway PH (st710). The game machine gateway PH converts the pulse signal indicating "operation successful" into digital signal operation success information. The gaming machine gateway PH transmits the operation success information and the application gateway AGW to the provider server 1 (st711).

[0091] When provider server 1 receives information that the operation was successful, it adds it to user information table 215 (st712). In this example, user A used the service for free, did not use a multi-use ticket, used two service tickets, played twice, and did not win a prize. Provider server 1 subtracts two "service tickets" from user A's possession for the service used by user A, adds 100 "experience points," and then raises the "level" by one stage according to the "experience points" (see Figure 11, customer information table (before play) 216a, customer information table (after play) 216b). If the contents of a registered record are updated, the update date and time are recorded in the "update date and time" field of the record.

[0092] When the provider server 1 receives information indicating a successful operation, it registers a record in the play information table 212 (st713). The provider server 1 generates a unique "ID" and registers information such as "NFCID", "User ID", "PHID", "Sequence ID", "Payment Method", "Amount Used / Number of Tickets", "Number of Plays", "Play Date and Time", "ID of Ticket Used", "Coin Type", "Number of Transmitted Pulses", "Error Code", and "Error Message" as records in the play information table 212 (see Figure 8). When user A starts a game while linked, the provider server 1 synchronizes the operation information with the acquisition device 3a in real time, so a refresh process is performed (see Figure 18), and the link state is maintained.

[0093] When the processing for using in-game currency is completed, the provider server 1 generates operation success screen data, reads updated information such as "tickets" and "service tickets" into RAM 102, and sends it to the user terminal 4a (st714). When the CPU 401 of the user terminal 4a receives the operation success screen data from the provider server 1, it stores it in RAM 402 and uses it to display the operation success screen on the display as shown in Figure 22(b) (st715). The number of tickets 22g displayed on the operation success screen is 0 because user A used 2 service tickets (see Figure 11 Customer Information Table (After Play) 216b). The number of tickets consumed 22h is 2 because user A used 2 "service tickets" today. The operation success screen can also display "experience points" and "level" as needed.

[0094] [Processing when using credit] The credit usage processing is one of the response processes, and when a user uses the acquisition device 3 with a credit card from the user terminal 4, it enables the acquisition device 3 to be played and adds benefits to the user information. Figure 25 shows the User D link status screen displayed when User D successfully completes the link processing and the user terminal 4d and acquisition device 3d are linked. The number of tickets held 25a displayed on the link status screen is 0 because User D does not have any multi-use tickets or service tickets (see Figure 11 Customer Information Table (Before Play) 216a). The number of tickets consumed 25b is 0 because User D has not played the game today. The "Play" button 25c is displayed on the link status screen because User D has entered an amount 25f that is greater than the amount of multi-use tickets or service tickets.

[0095] When user D presses the add button 25d or subtract button 25e to select an input amount 25f of "500 yen", the CPU 401 of user terminal 4d stores this as instruction information (credit card payment request) to "pay and play the game 5 times" in RAM 402. Figure 26 shows the processing when a credit card is used in the linked user terminal 4d and acquisition device 3d. Note that this is user D's first time using a credit card with the game system G, and this procedure requires agreement to the terms of service and registration of card information. When the user selects the "Play" button and chooses to pay by credit card (st801), the CPU 401 of user terminal 4d sends the instruction information (credit registration request) stored in RAM 402 along with the user ID to provider server 1 (st802). The instruction information from user D sent is received by provider server 1 and verified against the user information table (before play) 216a in the database server DB (st803).

[0096] Provider Server 1 verifies the existence of the service voucher, its expiration date, usage history, and usage conditions. Provider Server 1 compares the instruction information with the link information table 210 to confirm that the link status is appropriate and that no abnormalities such as timeouts, interruptions, or disconnections have occurred (st804). Provider Server 1 checks the credit card information table 214a in the database server DB to confirm whether user D's information exists (st805). If user terminal 4a and acquisition device 3a are linked and user A needs to enter credit card information, Provider Server 1 does not accept countdown processing, link timeout processing, or disconnection processing, but instead executes link maintenance processing to maintain the link status.

[0097] If the provider server 1 does not have user information in the credit card information table 214a, it generates credit registration screen data in RAM 102 and sends it to the user terminal 4d (st806). When the CPU 401 of the user terminal 4d receives the credit registration screen data from the provider server 1, it stores it in RAM 402 and uses it to display the credit registration screen (not shown) on the display (st807). User D enters credit card information as one record on the credit registration screen (not shown) (st808). The information entered includes the card number, expiration date, security code, etc. Upon receiving this information, the CPU 401 of the user terminal 4d stores the credit card information in RAM 402.

[0098] When user D selects the registration button, the CPU 401 of user terminal 4d sends the instruction information (credit card payment request) and credit card information stored in RAM 402 to the payment server 2 (st809). The credit card information of user A that has been sent is received by the payment server 2 (st809). Based on the received credit card information, the payment server 2 sends a credit authorization request to the corresponding card company (st810). The card company, upon receiving a credit request from the payment server, performs a credit check and returns information such as "purchaser ID," "purchase result," and "amount" (not shown) regarding whether or not a credit limit can be set. Payment server 2 sends the credit check result from the card company to provider server 1 (st811). If the credit limit is successfully set, provider server 1 adds the necessary information to credit card information table 214b (see Figure 10) (st812).

[0099] The provider server 1 generates a unique "ID" and registers "NFCID", "User ID", "Session ID", "Store ID", "AM Machine ID", "Amount", "Number of Plays", "Purchase ID", "Purchase Result", "Payment Date and Time", etc. as records in the credit card information table 214b (see Figure 10). As shown in Figure 10, "Credit Authorization Successful" is registered as the "Purchase Result" in the credit card information table 214b. Once the payment is completed and the instruction information is deemed appropriate, the provider server 1 generates operation information stating that "the user terminal 4d will send pulse signals for 5 plays to the main control board 300m of the acquisition device 3d, which is in a linked state", and sends this operation information to the acquisition device 3d via the application gateway AGW (st813).

[0100] As shown in Figure 27, the gaming machine gateway PH mounted on the acquisition device 3d receives operation information from the application gateway AGW and transmits it to the gaming machine sub-control device TB (st814). The gaming machine sub-control device TB commands the main control board 300m to perform an operation according to the operation information (st815). In this example, the gaming machine sub-control device TB has received operation information from the gaming machine gateway PH stating that "User A will send pulse signals for 5 plays to the main control board 300m of the acquisition device 3d, which is in a linked state," and therefore sends pulse signals to the main control board 300m of the acquisition device 3d to play the game 5 times.

[0101] Once the main control board 300m receives all the pulse signals, the prize acquisition device 3d can perform game operations (st816, see Figure 26). In other words, user D can play the prize acquisition device 3d five times, and when user D operates the prize acquisition device 3d using the input unit 304 or output unit 305, the operation signals are sent to the main control board 300m. The main control board 300m analyzes the received signals and controls a series of operations such as the movement of the crane arm, the turning on of the lights, and the playback of sound effects to advance the game. As shown in Figure 27, once all the pulses for playing the game five times have been received and the operation has been successfully executed, the main control board 300m sends a pulse signal indicating "operation successful" to the game machine sub-control device (st817), and the game machine sub-control device TB of the prize acquisition device 3d sends a pulse signal indicating "operation successful" to the game machine gateway PH (st818). The game machine gateway PH converts the pulse signal indicating "operation successful" into digital signal operation success information. The gaming machine gateway PH transmits operation success information and the application gateway AGW to the application server AP (st819).

[0102] Provider Server 1 receives the operation success information and, after confirming that User D's request to acquisition device 3d was successful, requests Payment Server 2 to settle the payment for 5 games based on the credit card information table 214b (st820). Based on the received payment request, Payment Server 2 sends an authentication request to the relevant card company (st821). The card company replies with a result regarding the success or failure of the payment in response to the authentication request from the Payment Server (not shown). Payment Server 2 sends the authentication result from the card company to Provider Server 1 (st822). If the payment is successfully completed, Provider Server 1 adds a record with "Purchase Result" set to "Success" in the credit card information table 214a (st823).

[0103] When provider server 1 receives information that the operation was successful, it adds it to user information table 215 (st824). In this example, user D ultimately spent 4000 yen, played 40 times without using any tickets or service coupons, and won 2 prizes. Provider server 1 subtracts 2 "service coupons" from user D's possessions, adds 4000 "experience points" to the services used by user D, and then raises the "level" by 5 stages according to the "experience points" (see Figure 11, customer information table (before play) 216a, customer information table (before play) 216a). If the contents of a registered record are updated, the update date and time are recorded in the "update date and time" field of the record.

[0104] When provider server 1 receives operation success information, it registers a record in play information table 212 (st825). Provider server 1 generates a unique "ID" and registers information such as "NFCID", "User ID", "PHID", "Sequence ID", "Payment Method", "Amount Used / Number of Tickets", "Number of Plays", "Play Date and Time", "ID of Ticket Used", "Coin Type", "Number of Transmitted Pulses", "Error Code", and "Error Message" as records in play information table 212 (see Figure 6). When user D starts a game while linked, provider server 1 synchronizes operation information with acquisition device 3d in real time, so a refresh process is performed (see Figure 18), and the link state is maintained.

[0105] When the credit transaction is completed, the provider server 1 generates operation success screen data, reads information such as the amount inserted into RAM 102, and sends it to the user terminal 4d (st826). When the CPU 401 of the user terminal 4d receives the operation success screen data from the provider server 1, it stores it in RAM 402 and uses it to display the operation success screen on the display, as shown in Figure 25(b) (st827). The operation success screen shows that the insertion of 500 yen has been completed. The operation success screen can also display "experience points" and "level" as needed. In this example, the explanation was given assuming that the user does not have a ticket booklet or service coupon, but it is also possible to combine a ticket booklet with a credit card and pay the remaining balance with the credit card. If the user has one 100 yen ticket booklet and needs another 100 yen, the remaining 100 yen can be paid with a credit card.

[0106] [Processing when using cash] The cash usage processing is one of the response processes. When a user has entered a linked state and inserts cash or other coins into the acquisition device 3, the acquisition device 3 becomes playable and a bonus is added to the user's information. Figure 28 shows the User B linked state screen displayed when User B successfully completes the linking process and User Terminal 4b and acquisition device 3b enter a linked state. The number of tickets held 28a displayed on the linked state screen is 0 because User D does not have any multi-use tickets or service tickets (see Figure 11 Customer Information Table (Before Play) 216a). The number of tickets consumed 28b is 0 because User B has not played the game today. The "Play" button is displayed on the linked state screen because User B has entered an amount exceeding the amount of multi-use tickets or service tickets they would normally use.

[0107] Figure 29 shows the cash transaction process in a linked user terminal 4b and acquisition device 3b. When user B inserts 200 yen into the acquisition device 3a, which is linked to the user terminal 4b (st901), the coin detection unit CM of the acquisition device 3b determines the type and authenticity of the inserted coin (st902). If the coin is correctly identified, information is transmitted to the credit counter of the acquisition device 3b via a pulse signal, credits are added, and information is also transmitted to the gaming machine sub-control device TB as shown in Figure 30 (st903). Since user B has inserted 200 yen, the gaming machine sub-control device TB sends a pulse signal to the main control board 300m to play the game twice and commands the operation (st904).

[0108] Once the main control board 300m receives all the pulse signals, the prize acquisition device 3a can perform game operations (see st905, Figure 29). In other words, user A can play prize acquisition device 3d five times, and when user A operates prize acquisition device 3a using the input unit 304 or output unit 305, the operation signals are sent to the main control board 300m. The main control board 300m analyzes the received signals and controls a series of actions such as the movement of the crane arm, the turning on of the lights, and the playback of sound effects, thereby advancing the game.

[0109] As shown in Figure 30, once all pulses for playing the game twice have been received and the operation has been successfully executed, the main control board 300m transmits a pulse signal indicating "operation successful" to the gaming machine sub-control device (st906), and the gaming machine sub-control device TB of the acquisition device 3a transmits pulse signals indicating "coin inserted" or "operation successful" to the gaming machine gateway PH (st907). The gaming machine gateway PH converts the pulse signals indicating "coin inserted" or "operation successful" into digital signals of coin insertion information and operation success information. The gaming machine gateway PH transmits the coin insertion information, operation success information, and the NFCID of the acquisition device 3b to the application server AP via the application gateway AGW (st908).

[0110] The provider server 1 compares the received NFCID with the link information table 210 (see Figure 4) to determine if there is a user terminal linked to the corresponding acquisition device 3b (st909). If the provider server 1 determines that the user terminal linked to the acquisition device 3b is user terminal 4b, it refers to the user information table (pre-play) 216a to check if that user information exists (st910). If the provider server 1 identifies the user as user B from the user ID, it adds the user to the user information table 215 based on the received operation information (st911).

[0111] In this example, User B used a 200 yen coin, did not use any tickets or service coupons, and played the game twice, but did not win any prizes. Provider Server 1 adds 200 to User B's "experience points" for the service User B used, and then raises User B's "level" by one stage according to the "experience points" (see Figure 11, Customer Information Table (Before Play) 216a). When the contents of a registered record are updated, the update date and time are recorded in the "Update Date and Time" field of the record.

[0112] When provider server 1 receives operation information, it registers a record in play information table 212 (st912). Provider server 1 generates a unique "ID" and registers information such as "NFCID", "User ID", "PHID", "Sequence ID", "Payment Method", "Amount Used / Number of Tickets", "Number of Plays", "Play Date and Time", "ID of Ticket Used", "Coin Type", "Number of Transmitted Pulses", "Error Code", and "Error Message" as records in play information table 212 (see Figure 6). When user B starts the game while linked, provider server 1 synchronizes operation information with acquisition device 3b in real time, so a refresh process is performed (see Figure 18), and the link state is maintained.

[0113] When the cash transaction is completed, the provider server 1 generates operation success screen data, reads information such as the amount inserted into RAM 102, and sends it to the user terminal 4b (st913). When the CPU 401 of the user terminal 4a receives the operation success screen data from the provider server 1, it stores it in RAM 402 and uses it to display the operation success screen on the display, as shown in Figure 28(b) (st914). The operation success screen indicates that the insertion of 200 yen has been completed. The operation success screen can also display "experience points" and "level" as needed.

[0114] [Processing when using contactless IC payment] The processing for contactless IC payment is a single response process. After the user has entered a linked state, if contactless IC payment is made to the acquisition device 3, the acquisition device 3 is made playable and the user information is updated with benefits. Figure 31 shows the User C linked status screen displayed when User C successfully completes the linking process and User Terminal 4c and acquisition device 3c are linked. The number of tickets held 31a displayed on the linked status screen is 2 because User C has 20 play tickets and 10 service tickets (see Figure 11 Customer Information Table (Before Play) 216a). The number of tickets consumed 31b is 0 because User C has not played the game today. The "Play for Free" button 22c is displayed on the linked status screen because User C has service tickets.

[0115] Figure 32 shows the processing when using contactless IC payment in a linked user terminal 4c and acquisition device 3c. As shown in Figure 32, when user C selects an amount of 400 yen and holds a contactless IC such as an IC card over the short-range communication unit ANC of the acquisition device 3a, which is linked to the user terminal 4c (st901a), the short-range communication unit ANC receives a weak radio wave emitted from the IC card (st902a). The short-range communication unit ANC transmits IC information such as the ID and balance of the IC card contained in the received radio wave to the payment server (902c). The payment server checks the information of the card during payment processing and confirms whether the payment amount exceeds the balance (902d). Once the payment is approved, approval information is sent from the payment server to the reader / writer (902e).

[0116] Once the payment is approved, a pulse signal is sent to the credit counter of the acquisition device 3c, and the credit is added. At the same time, as shown in Figure 30, the information is also sent to the gaming machine sub-control device TB (st903). The gaming machine sub-control device TB, knowing that user C has been approved to pay 400 yen, sends a pulse signal to the main control board 300m to play the game four times and instructs it to operate (st904).

[0117] Once the main control board 300m receives all the pulse signals, the prize acquisition device 3a can perform game operations (see st905z, Figure 32). In other words, user A can play the prize acquisition device 3d five times, and when user A operates the prize acquisition device 3a using the input unit 304 or output unit 305, the operation signals are sent to the main control board 300m. The main control board 300m analyzes the received signals and controls a series of operations such as the movement of the crane arm, the turning on of the lights, and the playback of sound effects to advance the game. The gaming machine gateway PH converts the pulse signals indicating "IC payment approval" into digital signals of IC payment approval operation information.

[0118] As shown in Figure 33, once all five pulses for playing the game have been received and the operation has been successfully executed, the main control board 300m transmits a pulse signal indicating "operation successful" to the gaming machine sub-control device (st906), and the gaming machine sub-control device TB of the acquisition device 3a transmits a pulse signal indicating "IC payment approved" or "operation successful" to the gaming machine gateway PH (st907). The gaming machine gateway PH converts pulse signals indicating "IC payment approval" and "operation success" into digital signals for coin insertion information and operation success information. The gaming machine gateway PH transmits the IC payment approval information, operation success information, and the NFCID of the coin acquisition device 3c to the application server AP via the application gateway AGW (st908).

[0119] The provider server 1 compares the received NFCID with the link information table 210 (see Figure 4) to determine if there is a user terminal linked to the corresponding acquisition device 3c (st909). If the provider server 1 determines that the user terminal linked to the acquisition device 3c is user terminal 4c, it refers to the user information table (pre-play) 216a to check if that user information exists (st910). If the provider server 1 identifies the user as user C from the user ID, it adds the user to the user information table 215 based on the received operation information (stp911).

[0120] User C made a final payment of 2000 yen using a contactless IC card, played the game 20 times without using any tickets or service coupons, and won one prize. Provider Server 1 adds 2000 "experience points" to User C's "experience points" for the services used by User C, and then raises User C's "level" by 6 stages according to the "experience points" (see Figure 11, Customer Information Table (Before Play) 216a). When the contents of a registered record are updated, the update date and time are recorded in the "Update Date and Time" field of the record.

[0121] When provider server 1 receives operation information, it registers a record in play information table 212 (st912). Provider server 1 generates a unique "ID" and registers information such as "NFCID", "User ID", "PHID", "Sequence ID", "Payment Method", "Amount Used / Number of Tickets", "Number of Plays", "Play Date and Time", "ID of Ticket Used", "Coin Type", "Number of Transmitted Pulses", "Error Code", and "Error Message" as records in play information table 212 (see Figure 6). When user B starts the game while linked, provider server 1 synchronizes operation information with acquisition device 3b in real time, so a refresh process is performed (see Figure 18), and the link state is maintained.

[0122] When the contactless IC payment process is completed, the provider server 1 generates operation success screen data, reads information such as the amount inserted into RAM 102, and sends it to the user terminal 4c (st913). When the CPU 401 of the user terminal 4a receives the operation success screen data from the provider server 1, it stores it in RAM 402 and uses it to display the operation success screen on the display, as shown in Figure 31(b) (st914). The operation success screen indicates that the insertion of 400 yen has been completed. The operation success screen can also display "experience points" and "level" as needed.

[0123] [Processing upon prize acquisition] The prize acquisition process is one of the response processes, and when a user acquires a prize using the acquisition device 3 after linking, it is a process that adds a bonus to the user information. The acquisition device 3D for AM machine ID "AM004" is a limited machine in which only one prize can be acquired. As shown in Figure 34, when user D acquires a prize using the acquisition device 3d which is linked to his user terminal 4d (stp1), the acquisition detection unit IS in the device detects this "acquisition operation" (stp2). The acquisition detection unit IS transmits a pulse signal to the main control board 300m or the gaming machine sub-control device TB, transmitting "prize acquired" (stp3). The gaming machine sub-control device TB of the acquisition device 3d transmits a pulse signal indicating "prize acquired" to the gaming machine gateway PH (stp4). The gaming machine gateway PH converts the pulse signal indicating "prize acquired" into digital signal prize acquisition information. The gaming machine gateway PH transmits the prize acquisition information and the NFCID of the prize acquisition device 3b to the application server AP via the application gateway AGW (stp4).

[0124] The provider server 1 compares the received NFCID with the link information table 210 (see Figure 4) to determine if there is a user terminal linked to the corresponding prize acquisition device 3d (stp5). If the provider server 1 determines that the user terminal linked to the prize acquisition device 3d is user terminal 4d, it refers to the user information table (before play) 216a to check if that user information exists (stp6). If the provider server 1 identifies the user as user D from the user ID, it adds the user information to the user information table 215 based on the received operation information (stp7). If the provider server 1 identifies the user as user D from the user ID, it adds the prize acquisition information table 213 based on the received operation information (stp8).

[0125] Provider Server 1 determines whether the number of prizes won by User D is less than or equal to the maximum number of prizes that can be won by the prize-winning device 3D. Provider Server 1 compares the number of prizes won by User D with the prize-winning device 3D's prize-winning limit and determines whether it exceeds the limit (stp9). Provider Server 1 determines that since prize-winning device 3d is a limited machine that can only win one prize at a time, if User D has won a prize (no in stp9), it will perform a refund process. After performing the refund process, Provider Server 1 registers it as a record in the link history table 211 and sets it to a non-linked state. Provider Server 1, for example, restricts the link between User Terminal 4d and Prize-Winning Device 3d, setting today as the expiration date.

[0126] Traditionally, arcade staff had to check each limited-edition machine to see if user D had won a prize, and if so, they had to prohibit play on that machine. In arcades using game system G, there is no need to monitor user D. Also, since user D cannot enter a linked state and gain experience points, they will have no motivation to play on that limited-edition machine. The provider server 1 and the prize acquisition device 3d execute the link maintenance process if user D does not win a prize (yes in stp9).

[0127] When the prize acquisition process is complete, the provider server 1 generates acquisition success screen data, reads information about the acquired prize and information related to the limited-edition machine into RAM 102, and sends it to the user terminal 4c (stp10). The CPU 401 of the user terminal 4a receives the acquisition success screen data from the provider server 1, stores it in RAM 402, and uses it to display the acquisition success screen on the display (stp10). The acquisition success screen should display information about the acquired product, and in the case of a limited-edition product, information about stores where related products can be acquired. In addition to detailed information about the acquired product, if it is a limited-edition product, displaying the product's characteristics and a list of related products and stores will lead to increased user satisfaction. The acquisition success screen can also display "experience points" and "level" as needed.

[0128] [Relinking request processing] The relink request process is a process that, when the amount spent exceeds a predetermined value while linked, uses contactless communication between the NFC (Near Field Communication) unit of the acquisition device 3 (which was previously linked) and the user terminal 4 to acquire game machine information from the acquisition device 3 and transmits the game machine information along with user information to the provider server 1. The relink request process is a process to counter malicious users who leave the location while the acquisition device 3 and user terminal 4 are linked, and attempt to acquire points for the amount spent by having another user use cash. The relink request process is a process to counter acts of fraudulent acquisition of experience points. Specifically, it is a process to counter malicious users who leave the location while the acquisition device 3 and user terminal 4 are linked, and attempt to acquire experience points without paying anything themselves by having another user use cash.

[0129] The relink request process is executed through the following steps: usage amount calculation process, link overage detection process, and overage information transmission process. The usage amount calculation process calculates the usage amount used after the acquisition device 3 and the user terminal 4 are linked. The link overage interruption process detects when the usage amount calculated in the usage amount calculation process exceeds a predetermined limit. The overage information transmission process transmits the overage information, which indicates that the predetermined limit has been exceeded in the link overage detection process, to the user terminal 4. As shown in Figure 36, the user terminal 4 displays the screen when it receives the overage information. In this way, the relink request process requires relinking even if the acquisition device 3 has been linked once, whenever the amount of money spent playing the game reaches a certain amount, thus preventing malicious user actions.

[0130] [Retention amount limit processing] The limit on the amount held is a response process that restricts payments by the user to exceed the amount that the coin acquisition device 3 can hold. The coin acquisition device 3 has a set limit on the amount that can be played, and if it is set to allow up to 9 plays, even if coins exceeding 900 yen are inserted, the excess amount will be returned. For example, if the coin acquisition device 3 has a holding amount of 900 yen, and the user pays 500 yen twice using a payment method other than cash, such as a credit card, the limit will be exceeded, and the remaining 100 yen may not be used for play and will be lost. In such cases, it may be possible to explain the situation to the arcade staff and either be allowed to play for the amount that was overpaid or receive a refund. However, the response may differ depending on the store's regulations.

[0131] Game system G is designed to allow users to enjoy the prize acquisition device 3 with peace of mind by preventing payments that exceed the maximum amount held. Figure 37 shows the process of limiting the amount held in a linked user terminal 4d and prize acquisition device 3d. Figure 38 shows the process of limiting the amount held in a linked user terminal 4d and prize acquisition device 3d. Figure 39 shows the screen for partial success of the operation. Note that the process of limiting the amount held in a linked user terminal 4d and prize acquisition device 3d is performed using the same procedure as when using credit, so the process similar to that in Figures 26 and 27 will be omitted from the explanation. As shown in Figure 37, user D has linked user terminal 4d and prize acquisition device 3d, and has registered their credit card with game system G. Also, the maximum amount held in prize acquisition device 3d is 900 yen, and user D has already paid 500 yen with their credit card.

[0132] At this point, user D wants to play for another 500 yen and requests an additional credit card payment. The game system G executes the processing from instruction information (credit card payment request) st809 to operation command st815, similar to the processing when using credit. Even though the main control board 300m receives pulse signals up to 4 times, it does not accept the remaining one, and the acquisition device 3d can only perform game operations 5 times + 4 times = 9 times (st816', see Figure 37). In other words, the main control board 300m does not accept plays exceeding the amount held by the acquisition device 3d because the amount held is 900 yen.

[0133] User D can play the acquisition device 3d nine times. When user D operates the acquisition device 3d using the input unit 304 or output unit 305, the operation signal is sent to the main control board 300m. As shown in Figure 27, when a pulse for playing four additional games is received and the operation is partially successful, the main control board 300m sends pulse signals indicating "partial operation success" and "amount held exceeds limit" to the gaming machine sub-control device (st817'). The gaming machine sub-control device TB of the acquisition device 3d then sends pulse signals indicating "partial operation success" and "amount held exceeds limit" to the gaming machine gateway PH (st818'). The gaming machine gateway PH converts the pulse signals indicating "partial operation success" and "amount held exceeds limit" into digital signals indicating partial operation success information and amount held exceed limit information. The gaming machine gateway PH sends the operation success information to the application server AP via the application gateway AGW (st819').

[0134] Provider Server 1 receives the operation success information and the balance exceeding information, and after confirming that User D's request to the acquisition device 3d was partially successful and that the balance exceeded the limit, it requests Payment Server 2 to settle four games based on the credit card information table 214b (st820). Based on the payment request it received, Payment Server 2 sends an authentication request to the relevant card company (st821'). The card company replies with a result regarding the success or failure of the payment in response to the authentication request from the Payment Server (not shown). Payment Server 2 sends the authentication result from the card company to Provider Server 1 (st822'). If the payment is successfully completed, Provider Server 1 adds a record with "Partial Success" as the "Purchase Result" in the credit card information table 214a (st823').

[0135] Furthermore, if payment is not completed successfully, for example, if the maximum amount of the holding limit is paid in the first deposit and the second main control board 300m does not receive any pulses, the provider server 1 adds a record of "Failure" in the "Purchase Result" of the credit card information table 214a (not shown). The game system G updates the record in the user information table (st824) and updates the record in the play information table 212 (st825).

[0136] Once the limit on the amount held is exceeded, the provider server 1 generates data for a partially successful operation screen, reads information such as the amount inserted into RAM 102, and sends it to the user terminal 4d (st826'). When the CPU 401 of the user terminal 4d receives the data for a partially successful operation screen from the provider server 1, it stores it in RAM 402 and uses it to display the partially successful operation screen on the display, as shown in Figure 39 (st827'). The partially successful operation screen shows that 400 yen of the 500 yen inserted has been successfully inserted, and the remaining 100 yen that could not be inserted has been refunded.

[0137] Game system G returns the difference between the total amount of money that user D intended to insert and the amount held by the winning device 3d if the total amount of money inserted by user D as instruction information exceeds the amount held by the winning device 3d. Therefore, user D can enjoy the winning device 3d with peace of mind, without knowing the amount held by the winning device 3d or having to rely on the arcade staff. Thanks to game system G, user D can enjoy the winning device 3d without worrying about the amount held or having to rely on the arcade staff.

[0138] Although embodiments of the present invention have been described above, the present invention is not limited to these embodiments and can be modified without departing from the purpose and spirit of the present invention. In the present invention, credit card usage information and in-game currency usage information were given as examples of instruction information, but it is also possible to use other information such as debit payment usage information using debit payments or carrier payment usage information using carrier billing. NFC and beacons are used in the near-field communication unit ANC, but RFID (Radio Frequency Identification), UWB (Ultra Wideband), Zigbee, etc. may also be used.

[0139] In this example, the instruction information was explained using credit card payment requests and in-game currency usage information. However, the instruction information is not limited to these, and may also be app payment requests from the user's terminal resulting from the user's selection of application payment, debit payment requests from the user's terminal resulting from the user's selection of debit payment, or carrier payment requests from the user's terminal resulting from the user's selection of carrier payment. In this example, the limit on the amount held was explained using the example of credit card payment, but refunds may also be made using other cashless payment methods.

[0140] 1: Provider Server 2: Payment Server 3: Acquisition device 4: User terminal

Claims

1. A server that is configured to communicate with user terminals and multiple gaming machines via a network, A database that can synchronize data with the user terminal and the gaming machine in real time, A receiving means that receives, after the user terminal acquires the game machine information of the game machine selected by the user and the user information transmitted from the user terminal by performing contactless communication with the game machine, from each of the plurality of game machines, A link processing means that registers the link status of the game machine information and user information received by the receiving means as link information, A response receiving means that receives in real time operation information from the gaming machine linked to the user and / or instruction information from the user terminal generated by the user's operation, A response processing means that transmits operation information to the gaming machine linked to the user and / or adds additional value to the user information based on the information received by the response receiving means. A server characterized by having the following features.

2. A server according to Claim 1, The link processing includes a countdown processing means that measures the time elapsed since the registration of the link information until the expiration date, A countdown transmission processing means that transmits the elapsed time information of the expiration date being measured in the countdown process to the user terminal. A server characterized by having the following features.

3. A server according to claim 2, When a predetermined time measured by the countdown process has elapsed, a link timeout processing means interrupts the link state between the game machine information and the user information linked by the link processing. A server characterized by having the following features.

4. The server according to claim 3, The aforementioned operation information is, The coin insertion information from the gaming machine generated by the user inserting coins, Contactless IC payment information from the gaming machine generated by the user's contactless IC card contact, Control information from the gaming machine generated by the user's operation of the gaming machine, The prize acquisition information from the gaming machine generated by the user winning a prize, Information regarding excess balances that result from cashless payments and exceeding the balance held by the gaming machine. A server characterized by including the following:

5. A server according to claim 4, The instruction information is, A credit payment request from the user terminal resulting from the user's selection of credit card payment, The application payment request from the user's terminal resulting from the user's selection of payment via the application, A debit payment request from the user terminal resulting from the user's selection of debit payment, The carrier payment request from the user's terminal resulting from the user's choice of carrier payment and A request for the use of in-game currency from the user's terminal, resulting from the user's use of in-game currency, A server characterized by including the following:

6. A server according to claim 5, When operation information from the gaming machine or instruction information such as a credit payment request, an app payment request, a debit payment request, a carrier payment request, or an in-game currency usage request is received, a link maintenance processing means maintains the link state linking the gaming machine information and the user information without executing the link timeout process. A server characterized by having the following features.

7. A server according to claim 6, If the total amount of the amount entered as the instruction information exceeds the amount held by the gaming machine, a difference return processing means returns the difference between the total amount and the amount held. A server characterized by having the following features.

8. The gaming machine is configured to communicate with the server described in any one of claims 1 to 7 via a network, When processing the operation information generated from the gaming machine and the operation information generated from the server, the cooperation means is responsible for the function of converting between different network protocols. A gaming machine characterized by having the following features.

9. The gaming machine according to claim 8, The aforementioned linking means, A sub-control device (TB) for a gaming machine receives operation information including pulse signals and digital signals from the gaming machine and transmits operation information to the gaming machine. A gaming machine gateway (PH) has the function of converting between different network protocols by transmitting the operation information received from the gaming machine sub-control device to the server in real time and receiving operation information transmitted from the server. A gaming machine characterized by having the following features.