Gaming system
The gaming system addresses inaccurate cashless payment management and player addiction determination by implementing value information generation, identification, and processing means, ensuring precise tracking and addiction level assessment.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NIPPON GAME CARD
- Filing Date
- 2024-12-04
- Publication Date
- 2026-06-16
Smart Images

Figure 2026097044000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming system.
Background Art
[0002] While cashless payment has become widespread in the world, in the gaming industry, transactions are currently only conducted in cash, and the introduction of cashless payment is desired by many gamers. However, in order to introduce it, it is necessary to consider countermeasures against dependence, that is, so-called anti-entrapment measures, and each company is proceeding with corresponding measures.
[0003] For example, in Patent Document 1, in a management system for managing the amount of money used by game players in a game arcade, a face photo of a game player and a planned usage amount are stored, compared with the face photo taken by a ticket vending machine, and when the ticket amount reaches the planned usage amount, it is disclosed that the ticket vending machine gives a notification.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] The system described in the above Patent Document 1 manages the upper limit of the amount of money used in cash or electronic money deposits as a countermeasure against dependence. However, in addition to the problem of the accuracy of face photos, it is an insufficient system for accurate management, such as being unable to accurately determine the face of a game player when the game player is wearing a mask.
[0006] Therefore, an object of the present invention is to manage the amount of money used for a game card issued by a gamer through cashless payment on a per-gamer basis and determine the entrapment state of the gamer based on the amount of money used.
Means for Solving the Problems
[0007] To achieve the above objective, the gaming system according to the present invention is characterized by comprising: value information generation means that generates value information for enabling gaming on a gaming machine based on a payment made by a predetermined payment means using a player's mobile terminal; association means that associate player identification information that uniquely identifies the player who generated the value information with value identification information that identifies the generated value information; management means that manage the use value information used for gaming on the gaming machine from the generated value information for each player identification information; determination means that execute a determination process to determine whether the use value information for each player identification information managed by the management means satisfies predetermined conditions; and processing execution means that execute a process based on the determination result by the determination means. [Effects of the Invention]
[0008] According to the present invention, the amount spent by each player on game cards issued via cashless payment can be managed on a per-player basis, and the player's level of addiction can be determined based on the amount spent. [Brief explanation of the drawing]
[0009] [Figure 1] This is an overall configuration diagram of a gaming system according to an embodiment of the present invention. [Figure 2] This is a functional block diagram showing the functions of the devices that make up the above-mentioned gaming system. [Figure 3] This is a sequence diagram showing the encryption and decryption process of the transaction ID during ticket issuance in the above-mentioned gaming system. [Figure 4] This figure shows an example of data stored in the memory unit of the addiction prevention server in the above-mentioned gaming system. [Figure 5] This is a sequence diagram showing an overview of the series of processes in the above-mentioned gaming system. [Figure 6] This is a sequence diagram showing an example of the ticket issuance process in the above-mentioned gaming system. [Figure 7]This is a sequence diagram showing an example of the ticket issuance process in the above-mentioned gaming system. [Figure 8] This is a sequence diagram showing the basic flow of judgment processing and notification processing in the above-mentioned gaming system. [Figure 9] This is a sequence diagram showing the process that occurs when the card balance reaches zero in the above gaming system. [Figure 10] This sequence diagram shows an example of the flow from gameplay to judgment processing and then to notification processing in the above-mentioned gaming system. [Figure 11] This sequence diagram shows an example of the flow from gameplay to judgment processing and then to notification processing in the above-mentioned gaming system. [Figure 12] This sequence diagram shows an example of the flow from gameplay to judgment processing and then to notification processing in the above-mentioned gaming system. [Figure 13] This sequence diagram shows an example of the flow from gameplay to judgment processing and then to notification processing in the above-mentioned gaming system. [Figure 14] This sequence diagram shows an example of the flow from gameplay to judgment processing and then to notification processing in the above-mentioned gaming system. [Figure 15] This sequence diagram shows an example of the flow from gameplay to judgment processing and then to notification processing in the above-mentioned gaming system. [Modes for carrying out the invention]
[0010] ● System Overview Hereinafter, embodiments of the gaming system according to the present invention will be described with reference to the figures. Figure 1 shows an example of the overall configuration of the gaming system 1 according to this embodiment. Figure 2 shows an example of the functions provided by each device or terminal that constitutes the gaming system 1. The gaming system 1 is a system for providing a gaming service to players to enable gaming by gaming machines 11 such as pachinko machines and slot machines in a game arcade, and is composed of a gaming machine 11, a gaming device 12, a ticket vending machine 13, a management device 14, a financial institution server 15, a cashless center 16, and a countermeasure server 17. Note that the devices or terminals constituting this gaming system 1 are an example, and various devices or terminals operating in a general game arcade, such as a monitoring terminal used by the staff of the game arcade to monitor the inside of the game arcade, a counter for counting game balls, and a settlement machine for settling the card balance, may be included.
[0011] Among the elements constituting the gaming system 1, the gaming machine 11, the gaming device 12, the ticket vending machine 13, and the management device 14 are installed for each game arcade, and these are configured to be communicable via a communication network 31. The communication network 31 is, for example, a LAN, but may be constructed by a dedicated line or the like regardless of whether it is wired or wireless. In addition, the management device 14, the financial institution server 15, the cashless center 16, and the countermeasure server 17 are configured to be communicable via a communication network 32. The communication network 32 is, for example, the Internet or a virtual dedicated line (VPN) provided on the Internet. In addition, the mobile terminal 2 used by the player is configured to be communicable with the gaming system 1 via a communication network 33. The communication network 33 is, for example, the Internet, and may be constructed by a public telephone line network, a mobile phone line network, a wireless communication path, Ethernet (registered trademark), or the like.
[0012] Here, the definitions of the terms used in this embodiment will be described.
[0013] <Player> A player is a person who broadly enjoys the services provided by the gaming system 1, including both customers of the gaming establishment (players) and those who are not players. This player uses their own mobile terminal 2 to enjoy the services provided by the gaming system 1, such as payment for issuing gaming cards necessary for playing games and notifications regarding excessive gaming.
[0014] <Gaming media> The gaming medium is a medium necessary for playing games on the gaming machine 11, and includes things like pachinko balls and slot machine tokens. This gaming medium does not have a physical form and may be provided to the player as an idea (digital data), and broadly includes any medium necessary for playing games on the gaming machine 11.
[0015] <Value Information> Value information is the monetary value that enables a player to borrow a gaming medium from a gaming parlor and play games using the gaming machine 11. This value information is either the card balance recorded on the gaming card, or the device management balance issued and managed in conjunction with the card ID by the management device 14, etc., and the player receives value information when playing games.
[0016] <Game Card> A game card is a recording medium lent to a player by the arcade when the player borrows the game equipment necessary for playing the game. It contains recorded value information, or the value information is linked to (or associated with) specific information. The gaming cards provided at amusement parlors are cards that can be used at specific amusement parlors or their affiliated stores, and there are two types of cards: general cards and membership cards. A general card is a prepaid card issued by a gaming establishment to an unspecified player on a case-by-case basis, while a membership card is a prepaid card issued by a gaming establishment to a player who has already registered as a member.
[0017] Both general cards and membership cards are, for example, magnetic cards or IC cards. They record a card ID as identification information, as well as information such as the card balance and the number of game tokens (balls) the player has acquired during gameplay. The card ID constitutes value identification information used to identify the generated value information. However, the management device 14 may manage information such as card balance and number of tokens held in conjunction with the card ID. In this case, the gaming device 12 receives the device management balance linked to the card ID from the management device 14 based on the card ID recorded on the gaming card, recognizes the device management balance before gameplay, and transmits the device management balance after gameplay to the management device 14. As a result, the management device 14 recognizes the device management balance after gameplay.
[0018] In the following, no particular distinction is made between types of game cards. However, the issuance process for game cards includes not only physically ejecting the game card from the game device 12 or ticket vending machine 13, but also charging the card balance (issuing the device-managed balance) and activating the game card to a state where it can be used for gameplay. The term "issuance" is used in the same sense. Furthermore, even if only "charging the card balance" or "using the card balance" is mentioned in relation to a given process or function, unless otherwise specified, the given process or function will be performed similarly for "issuing the device-managed balance" or "using the device-managed balance." Furthermore, a game card is an example of a recording medium that stores a card ID to identify the person to whom the game medium is lent. Therefore, other recording media can be used as long as they can store the card ID in a way that makes it available. For example, a mobile terminal 2 can be used as a recording medium, or a card whose original purpose is use outside of amusement parlors can be used.
[0019] ● Mobile device 2 Mobile terminal 2 is a terminal used by players receiving gaming services within the gaming establishment. Players use this mobile terminal 2 to access payment services for issuing gaming cards and to perform necessary processing and operations to receive gaming services. This mobile terminal 2 is implemented by a so-called portable smart device such as a smartphone, and as shown in the example in Figure 2, it mainly comprises a communication unit 201, a display unit 202, a storage unit 203, and a reading unit 204.
[0020] The communication unit 201 is a functional unit that performs data transmission and reception with financial institution servers 15 and cashless payment centers 16 via a communication network 33 using a predetermined communication protocol, and is implemented by a browser program or the like.
[0021] The display unit 202 is a functional unit that displays various types of information, and is implemented, for example, by a touch panel that also serves as a means for inputting information.
[0022] The memory unit 203 is a functional unit that stores various types of information and is implemented by a solid-state drive, flash memory, or the like.
[0023] The reading unit 204 is a functional unit that reads various optically readable codes, such as one-dimensional codes (barcodes) and two-dimensional codes (stacked two-dimensional codes and matrix-type two-dimensional codes such as QR codes (registered trademarks)), and is implemented by, for example, a CCD camera or a CMOS camera. This reading unit 204 reads the payment codes described later, which are coded and displayed in the ticket vending machine 13 and the gaming device 12, and can also acquire information by decoding the read payment codes.
[0024] Mobile terminal 2 uses an application program (referred to as "game app") provided for use with the gaming system 1. The gaming application is an application program that works in conjunction with ticket vending machines 13, gaming devices 12, or cashless centers 16, etc., to execute transactions and manage information necessary when a player plays games in a gaming establishment. It functions as an interface for players to receive gaming cards and notifications based on the results of the addiction assessment described later. This gaming application may be provided as an installable application implemented on the mobile terminal 2, or as a web application that can be executed on a designated website. In the case of a web application, the mobile terminal 2 utilizes the functions of the gaming application via a communication unit 201 such as a browser program.
[0025] This gaming application comprises a functional unit consisting of at least an information storage unit and a purchase processing unit.
[0026] The information storage unit is an area reserved in the storage unit 203 of the mobile terminal 2, and stores information necessary for the execution of the gaming application's functions. This information storage unit stores at least a player ID that the cashless center 16 uses to identify the player or the gaming application. The Player ID is player identification information that uniquely identifies the player or gaming application receiving the value information. This Player ID may be information automatically assigned after the completion of identity verification (eKYC online identity verification) during the player's account registration and set in the gaming application, or it may be information set by the player. It may also be the terminal identification number (IMEI) pre-set on the mobile device 2. However, the Player ID cannot be changed by the player.
[0027] The purchase processing unit is a functional unit that, in accordance with the player's instructions, is responsible for executing payments related to the issuance of game cards. This purchase processing unit works in cooperation with the cashless center 16 to perform the necessary processing on the mobile terminal 2 side for the payment process that involves paying a predetermined amount to the cashless system operator. The cashless system operator is a provider that offers cashless payment services to players and game parlors, which players use when receiving game cards. In payment processing, a wide range of cashless payment methods can be used, such as instant withdrawal from a bank account, credit card payments, and general-purpose payment apps. In the specific payment process, for example, when a player makes a payment request to the cashless center 16 for the issuance of a game card through an operation on the game application, the player is asked to pay a predetermined amount corresponding to the issuance amount. The player requests payment processing from the financial institution server 15 on a platform that supports any payment method. Once the payment processing is executed at the financial institution server 15, the financial institution server 15 sends the execution result of the payment processing to the mobile terminal 2 and the cashless center 16.
[0028] Furthermore, the mobile terminal 2 may implement an application program (payment app) for executing the payment service provided by the financial institution server 15, as a platform that supports any of the above-mentioned payment methods, and may request payment processing from the financial institution server 15 using the payment app. Such payment apps are provided according to the type of payment service described above, and players install the payment app corresponding to the payment service they use on the mobile terminal 2. The financial institution server 15 receives payment request information from the player on the payment app, including the player ID, information specifying the operator as the transaction target, and a predetermined amount, and performs payment based on the payment request information. When a payment completion notification is sent from the financial institution server 15 to the payment app, a payment completion screen is displayed on the payment app and on the game app that has received information from the payment app. However, notwithstanding this, payment processing may also be requested from the financial institution server 15 via a browser. Furthermore, the payment processing request for the amount corresponding to the issued gaming card may be sent from the mobile terminal 2 to the financial institution server 15 via the cashless center 16.
[0029] The player uses such a mobile terminal 2 to request the ticket vending machine 13 to issue a game card with a predetermined balance recorded on it. When making the issuance request, the player launches the game application, selects the amount to be issued at the ticket vending machine 13, and reads the payment code displayed on the ticket vending machine 13 using the game application. Then, the player sends a payment request to the cashless center 16 from the game application. The payment request includes at least the player ID, card ID, arcade ID, ticket vending machine ID or game device ID, issuance amount, and transaction ID. Of these, all information except the player ID is obtained from the ticket vending machine 13 as the payment code. Details of each ID will be explained separately.
[0030] Alternatively, players can read a payment code from the gaming device 12 and make a cashless deposit directly into the gaming device 12, instead of using the ticket vending machine 13. In this case, the deposit will be made to a game card stored inside the gaming device 12. After playing, the gaming device 12 may also issue a game card. Alternatively, instead of reading the payment code displayed on the ticket vending machine 13 or gaming device 12 with the mobile terminal 2, the payment code displayed on the mobile terminal 2 may be read by the ticket vending machine 13 or gaming device 12. In this case, the payment code displayed on the mobile terminal 2 will include at least the player ID. Even when the payment code is displayed on the mobile terminal 2, the payment code may be information encoded as a two-dimensional code or the like.
[0031] ● Gaming machine 11 The gaming machine 11 is a device on which players play games using gaming media, and includes pachinko machines and slot machines. As shown in Figure 2, this gaming machine 11 is equipped with functional units such as a communication unit 111, a payout control unit 112, a main control unit 113, and a performance control unit 114, and is connected to a gaming device 12 which will be described later.
[0032] The communication unit 111 is a functional unit that performs data transmission and reception with the gaming device 12 according to a predetermined communication protocol.
[0033] The payout control unit 112 controls the payout mechanism for game media and dispenses game media based on the card balance usage and game results.
[0034] The main control unit 113 includes a CPU (Central Processing Unit), RAM (Random Access Memory) which functions as a temporary data storage area and work area, and ROM (Read Only Memory) which stores programs executed by the CPU, and it oversees the control of the entire gaming machine 11, including other control units.
[0035] The performance control unit 114 controls input / output means such as audio and video, and develops performances that correspond to the game.
[0036] ● Gaming device 12 The gaming device 12 is a device, also called an inter-machine unit, installed for each gaming machine 11. It lends gaming media to players within the limits of the balance on the gaming card, the device management balance, or the deposited amount, and counts and records the gaming media dispensed from the dispensing mechanism of the gaming machine 11 based on the results of the game.
[0037] As shown in Figure 2, the gaming device 12 includes functional units such as a security unit 121, a control unit 122, a communication unit 123, a banknote identification unit 124, a display unit 125, a storage unit 126, and a card R / W 127. In addition, the gaming device 12 appropriately includes mechanisms that are typically found in known inter-machine machines or units, such as a counting mechanism for counting gaming media.
[0038] The security unit 121 is a functional unit that ensures security in information processing, and performs processes such as encryption and decryption of information when sending and receiving data with other devices.
[0039] The control unit 122 includes a CPU (Central Processing Unit), RAM (Random Access Memory) which functions as a temporary data storage area and work area, and ROM (Read Only Memory) which stores the program executed by the CPU, and controls the entire gaming device 12. This control unit 122 includes a transaction ID issuance means, a payment code generation means, a ticket issuance means, and a balance processing means.
[0040] The transaction ID issuance method issues a transaction ID that uniquely identifies the transaction when it receives a request to issue a game card from the mobile terminal 2. Furthermore, this transaction ID issuance means may be provided by the mobile terminal 2, in which case it does not necessarily have to be provided by the gaming device 12.
[0041] The payment code generation means generates a payment code by encoding predetermined information into an optically readable code and displays it on the display unit 125. The encoding method or type is not particularly limited; for example, one-dimensional codes (barcodes) and two-dimensional codes (stacked two-dimensional codes and matrix two-dimensional codes such as QR codes (registered trademarks)) can be used, and an appropriate code can be used depending on the required data capacity.
[0042] The payment code includes, for example, the card ID, the arcade ID, the arcade machine ID, the amount issued, and information related to the transaction ID mentioned above. The card ID is unique identification information that can identify the game card being issued. This card ID is recorded on the game card and, for example, read from the game card when it is issued. The arcade ID is a unique identifier for an arcade. This arcade ID is used to identify a specific arcade where a player is currently playing (or has played) from among multiple arcades. The gaming device ID is identification information that uniquely identifies the gaming device 12. This gaming device ID allows a specific gaming device 12 to be identified from among multiple gaming devices 12 installed in the store. The issuance amount is the remaining balance on the game card being issued. Game cards are sold in fixed amounts, such as "1,000 yen," "2,000 yen," "5,000 yen," and "10,000 yen," and players select a game card of the specified amount and request issuance.
[0043] The ticketing means, in response to a ticketing instruction received from the cashless center 16 via the management device 14, uses the security unit 121 to determine whether the ticketing instruction is valid or not based on the transaction ID. If it is valid, it issues a game card based on the ticketing instruction. At the time of issuance, at least the issuance amount is recorded on the game card. If the game device 12 successfully issues a game card, it returns the processing result to the cashless center 16.
[0044] The process used to determine whether the ticketing instruction is valid involves comparing the information generated as a payment code with the information received from the cashless center 16 based on the transaction ID. For example, as shown in Figure 3, transaction IDs are encrypted and decrypted based on a key code and predetermined rules. More specifically, the key code is "100", the encryption rule is "multiply the ID value by X (key code)", and the decryption rule is "divide the ID value by X (key code)". The original transaction ID is referred to as ID_A, and becomes ID_A' or ID_A'' depending on whether it is encrypted or decrypted. Now, looking at the transmission of the transaction ID from the gaming device 12 to the cashless center 16, in encryption, if ID_A is "1", then the encrypted ID_A' will be "100". On the other hand, in decryption, if ID_A' is "100", then the decrypted ID_A will be "1". Also, looking at the transmission of the transaction ID from the cashless center 16 to the gaming device 12, in encryption, as mentioned above, the ID_A obtained after decryption is "1", so the encrypted ID_A'' will be "100". On the other hand, in decryption, if ID_A'' is "100", then the decrypted ID_A will be "1". As a result, the acquired transaction ID matches the original transaction ID, and it is determined that the ticket issuance instruction is successful.
[0045] Furthermore, the responding cashless center 16 may use a different key code for encryption than that used by the gaming device 12. For example, in the above example, the cashless center 16 encrypts ID_A'' to "200", the gaming device 12 decrypts it and obtains "1" as the decrypted ID_A. In this case, the cashless center 16 notifies the gaming device 12 of the key code it used, or the gaming device 12 stores the key code used by the cashless center 16 in advance. This enhances the security level in sending and receiving transaction IDs.
[0046] Note that while the transaction ID value, key code, and rules are represented numerically for clarity in this explanation, they may also be represented as strings or other characters, and the rules may be complex. Furthermore, the rules must be predetermined and set on both the cashless center 16 and the gaming device 12 (or mobile terminal 2 / gaming device 12) sides, but they must remain unchanged. The key code is updated periodically for security reasons, and notification from one side to the other is required each time it is updated. Since the key code is updated periodically, the rules do not need to be updated.
[0047] Furthermore, when issuing a game card that is a standard card, or when issuing a new membership card, the machine will either charge a predetermined balance onto a game card stocked in the machine and issue it in response to the player's request, or it will issue a game card that has a predetermined balance pre-charged onto it from among the game cards stocked in the machine. On the other hand, when charging the balance onto a membership card that the player already possesses, the machine will receive the membership card from the player, charge the balance onto the membership card, and return it to the player. Furthermore, in the illustrated example, the gaming device 12 receives the ticket issuance instruction, but the same applies if the mobile terminal 2 or the ticket vending machine 13 receives the ticket issuance instruction. Also, in the illustrated example, the cashless center 16 receives the transaction ID from the mobile terminal 2, but the same applies if the dependency management server 17 receives the transaction ID.
[0048] Furthermore, the ticketing means may record the player ID of the player who received the ticket on the game card when issuing the game card. In this case, when the player uses value information in the game device 12, the game device 12 can send the card ID and player ID together to the cashless center 16 or the addiction prevention server 17. If only the card ID is sent, in a situation where communication between the game device 12 and the cashless center 16 or the addiction prevention server 17 is interrupted due to a power outage or the like, if the second player uses the same game card that the first player used to play, the cashless center 16 or the addiction prevention server 17 will not recognize that the player has changed, and only the card ID will be transmitted. As a result, when the game system 1 returns to normal, there is a possibility that the amounts spent by different players will be combined. In contrast, if the card ID and player ID are recorded together on the game card, and the game device 12 transmits the card ID and player ID together to the cashless center 16 or the dependency management server 17, the player can be identified based on the player ID, thus preventing any problems even in the abnormal situations described above.
[0049] The balance processing means associates the balance (balls or tokens held) and post-game value information, which indicate the quantity of game media obtained by the player through playing on the game machine 11, with the card R / W 127 based on the counting results of the game media by the counting mechanism. Furthermore, when the balance processing means manages the value information in the management device 14, it communicates with the management device 14 and receives value information associated with the card ID from the management device 14 when the player starts playing, and transmits value information associated with the card ID to the management device 14 in response to the player's use of the value information.
[0050] The communication unit 123 is a functional unit that performs data transmission and reception with the management device 14 via the communication network 31 according to a predetermined communication protocol.
[0051] The banknote identification unit 124 is a functional unit that accepts banknote deposits from players. The banknote identification unit calculates the deposit amount and can lend game media to players within the range of the deposit amount.
[0052] The display unit 125 is a functional unit that displays various types of information. For example, it may be a liquid crystal panel that displays information, or it may be a touch panel that also serves as a means for inputting information.
[0053] The memory unit 126 is a functional unit that stores various types of information and is implemented by a solid-state drive, flash memory, or the like. This memory unit 126 stores, for example, the gaming machine ID of the connected gaming machine 11 and the gaming device ID of the gaming device 12.
[0054] Card R / W127 reads card ID and value information from the game card, and, in response to instructions from the balance processing device, writes the balance (number of game tokens held) and value information after gameplay to the game card, indicating the quantity of game tokens obtained by the player.
[0055] In a gaming device 12 configured in this way, for example, when a player inserts a game card, the gaming device 12 or the gaming machine 11 dispenses a predetermined number of game media (e.g., 125 balls) for each predetermined unit of value information (e.g., 500 yen) from the gaming machine 11 and lends them to the player. In the case of a so-called smart gaming machine, electronic information is transmitted from the gaming device 12 to the gaming machine 11, and the electronic information related to the game media on the gaming machine 11 side is added. The gaming device 12 is connected to the gaming machine 11 via a predetermined communication network and performs data transmission and reception.
[0056] Furthermore, the gaming device 12 transmits usage value information to the addiction prevention server 17 via the management device 14 as appropriate, depending on the player's use of value information. The usage amount information includes at least the card ID and the amount used. The transmission timing may be each time value information is used, or it may be done when a certain amount of information has been collected.
[0057] ● Ticket vending machine 13 The ticket vending machine 13 is a device that receives a ticket issuance operation from a player and issues a game card on which value information of a predetermined amount is recorded. This ticket vending machine 13 includes a communication unit 131, a control unit 132, a display unit 133, a storage unit 134, and a card R / W 135. It may also include a security unit, similar to the gaming device 12.
[0058] The communication unit 131 is a functional unit that performs data transmission and reception with the management device 14 via the communication network 31 according to a predetermined communication protocol.
[0059] The control unit 132 includes a CPU (Central Processing Unit), RAM (Random Access Memory) which functions as a temporary data storage area and work area, and ROM (Read Only Memory) which stores the program executed by the CPU, and controls the entire ticket vending machine 13. This control unit 132 includes, as means for executing processes related to the issuance of game cards, transaction ID issuance means, payment code generation means, and ticket issuance means, similar to those of the game device 12.
[0060] Furthermore, if the mobile terminal 2 is equipped with a transaction ID issuance function, this transaction ID issuance method does not necessarily have to be provided in the ticket vending machine 13. Furthermore, the payment code generated by the payment code generation means includes, for example, a card ID, amusement store ID, ticket vending machine ID, the amount issued, and information related to the transaction ID mentioned above. The ticket vending machine ID is identification information that can uniquely identify the ticket vending machine 13. This ticket vending machine ID makes it possible to identify one ticket vending machine 13 from among multiple ticket vending machines 13 installed in the store. Furthermore, if the ticketing means is equipped with a security unit similar to the gaming device 12, the security unit 121 will determine whether the ticketing instruction received from the cashless center 16 via the management device 14 is valid or not using the transaction ID, and if it is valid, it will issue a gaming card based on the ticketing instruction.
[0061] The display unit 133 is a functional unit that displays various types of information, and is implemented, for example, by a touch panel that also serves as a means for inputting information.
[0062] The memory unit 134 is a functional unit that stores various types of information and is implemented by a solid-state drive, flash memory, or the like. This memory unit 134 primarily stores the aforementioned amusement arcade ID and ticket vending machine ID in advance.
[0063] Card R / W135 reads information such as the card ID recorded on the game card and writes the card balance to the game card.
[0064] ●Management device 14 The management device 14 is installed in each amusement parlor and manages the gaming machines 11, gaming devices 12, and ticket vending machines 13 within the parlor as a higher-level device. It also connects to a predetermined center or server outside the parlor and manages them as a relay device between that center or server and the lower-level devices. For example, it processes and manages information necessary to provide amusement services to players, such as processing payments for issuing gaming cards for players to play games on the gaming machines 11, and managing the operating status of the gaming machines 11 within the parlor and the players' balls and stored balls. The management device 14 may be composed of separate devices that perform the former payment-related processing and the latter management-related processing. Unless otherwise specified, in this embodiment, data transmission and reception between the gaming devices 12 and ticket vending machines 13 located below the management device 14 and the cashless center 16 and addiction prevention server 17 configured to communicate with the management device 14 are performed via the management device 14.
[0065] Furthermore, the management device 14 is implemented by a so-called server computer and includes a communication unit 141, a control unit 142, a display unit 143, and a storage unit 144.
[0066] The communication unit 141 is a functional unit that transmits and receives data with the gaming machine 11, gaming device 12, and ticket vending machine 13 via the communication network 31 using a predetermined communication protocol, and also transmits and receives data with the cashless center 16 via the communication network 32. It may also transmit and receive data with the financial institution server 15 and the dependency management server 17 via the communication network 32.
[0067] The control unit 142 includes a CPU (Central Processing Unit), RAM (Random Access Memory) which functions as a temporary data storage area and work area, and ROM (Read Only Memory) which stores programs executed by the CPU, and controls the entire management device 14.
[0068] The display unit 143 is a functional unit that displays various types of information. For example, it may be a liquid crystal panel that displays information, or it may be a touch panel that also serves as a means for inputting information.
[0069] The memory unit 144 is a functional unit that stores various types of information and is implemented by a solid-state drive, flash memory, or the like. This memory unit 144 primarily records the game machine IDs of the lower-level game machines 11, the game device IDs of the game devices 12, and the game store ID of the game store where the management device 14 is installed. In addition, information about each game machine 11 in the game store, such as model information and rate information, may also be recorded.
[0070] ●15 servers for financial institutions The financial institution server 15 is a device that provides payment services related to the purchase of goods and services, and executes cashless payments based on general-purpose valuables (general-purpose money), such as real legal tender or electronic money, held by the player, in accordance with requests from the mobile terminal 2 or the cashless center 16.
[0071] One example of a payment service is a so-called general-purpose payment service that enables transactions by transferring electronic money between accounts of trading partners. In this example, a so-called common electronic money usable at amusement parlors belonging to the service's member stores is used as the general-purpose money. The financial institution server 15 manages, for example, the electronic money accounts of trading partners or the information of such accounts for the purpose of transactions, and in accordance with requests from designated trading partners, it deposits electronic money into the designated trading partner's account or transfers electronic money from the designated trading partner's account to the account of another trading partner. In this example, when the financial institution server 15 receives a payment request from a player requesting that a predetermined amount of electronic money be paid to the operator, it executes a process to transfer the electronic money from the player's account to the operator's account.
[0072] Another example of a payment service is a service that enables transactions by transferring legal tender between the accounts of the parties involved in the transaction, such as debit card payments or BankPay. In this example, actual legal tender is used as general-purpose money. The financial institution server 15 manages, for example, the bank accounts of the parties involved in the transaction or information about those bank accounts, and, in accordance with a request from a designated party, transfers legal tender from the designated party's bank account to the bank account of another party involved in the transaction. In this example, when the financial institution server 15 receives a payment request from a player requesting that a predetermined amount of legal tender be paid to the operator, it executes a process to transfer the legal tender from the player's account to the operator's account.
[0073] Another example of a payment service is a service that enables transactions through credit sales, so-called credit card payment. In this example, at amusement parlors belonging to the service's member stores, traders make payments using credit cards (information associated with credit cards) under the credit provision of a credit company. The financial institution server 15 makes advance payments to designated trading partners and debits payments from the bank accounts of other trading partners according to the transaction. In this example, actual legal tender, or equivalent value, provided as credit to the players by the credit company is used as general-purpose money. In this example, when the financial institution server 15 receives a payment request from a player requesting a predetermined amount to be paid by credit card, it performs a payment advance process to the operator.
[0074] This financial institution server 15 is implemented, for example, by a so-called server computer and includes, as hardware resources, a communication unit 151, a control unit 152, a display unit 153, and a storage unit 154.
[0075] The communication unit 151 is a functional unit that performs data transmission and reception with the mobile terminal 2 and the cashless center 16 via the communication networks 32 and 33 using a predetermined communication protocol.
[0076] The control unit 152 includes a CPU (Central Processing Unit), RAM (Random Access Memory) which functions as a temporary data storage area and work area, and ROM (Read Only Memory) which stores programs executed by the CPU, and controls the entire financial institution server 15. This control unit 152 includes a settlement processing means as a means for executing settlement processing of general-purpose money.
[0077] The payment processing device executes a payment to the operator using the general-purpose money held by the player, in accordance with the payment processing request received from the mobile terminal 2 or the cashless center 16. The results of the payment processing are registered in the storage unit 154 and transmitted to the mobile terminal 2 and the cashless center 16.
[0078] The display unit 153 is a functional unit that displays various types of information. For example, it may be a liquid crystal panel that displays information, or it may be a touch panel that also serves as a means for inputting information.
[0079] The memory unit 154 stores information about users of the payment service and payment processing history information. In this embodiment, users of the payment service include players and operators. User information includes, for example, user account information, bank account information, and information about general-purpose money held by the user.
[0080] ●Cashless Center 16 The cashless center 16 is a device that performs processing related to the issuance of gaming cards. This cashless center 16 is implemented by a so-called server computer and includes a communication unit 161, a control unit 162, a display unit 163, and a storage unit 164.
[0081] The communication unit 161 is a functional unit that performs data transmission and reception with the mobile terminal 2, management device 14, and dependency management server 17 via communication networks 32 and 33 using a predetermined communication protocol.
[0082] The control unit 162 includes a CPU (Central Processing Unit), RAM (Random Access Memory) which functions as a temporary data storage area and work area, and ROM (Read Only Memory) which stores the program executed by the CPU, and controls the entire cashless center 16. This control unit 162 includes a value information generation means, a ticket issuance instruction means, and an association means.
[0083] The value information generation means generates value information that enables gameplay on the gaming machine 11 based on a payment made using a predetermined payment method via the player's mobile terminal 2.
[0084] In response to the generation of value information, the ticketing instruction means identifies a ticket vending machine 13 or gaming device 12 that issues game cards based on the game shop ID included in the payment request received from the mobile terminal 2 and the ticket vending machine ID or gaming device ID, and transmits a game card issuance instruction to the ticket vending machine 13 or gaming device 12. This issuance instruction includes at least the player ID, card ID, issuance amount, and transaction ID.
[0085] The association means associates the player ID, card ID, and ticket amount. That is, when the association means receives the player ID, card ID, ticket amount, and transaction ID as a result of the ticket issuance process of a game card from the ticket vending machine 13 or game device 12, it associates the player ID, card ID, and ticket amount and registers this as ticket information in the storage unit 164. The transaction ID may also be associated at the same time.
[0086] Ticketing information may be shared with dependency management server 17. Furthermore, information sharing from the cashless center 16 to the addiction countermeasure server 17 is not limited to sharing ticketing information only when the cashless center 16 receives the result of the ticketing process from the ticket vending machine 13 or the gaming device 12. For example, information included in the payment request may be shared when the payment request is received from the mobile terminal 2, or information included in the ticketing instruction may be shared when the cashless center 16 sends a ticketing instruction to the ticket vending machine 13 or the gaming device 12.
[0087] The display unit 163 is a functional unit that displays various types of information. For example, it may be a liquid crystal panel that displays information, or it may be a touch panel that also serves as a means for inputting information.
[0088] The memory unit 164 is a functional unit that stores various types of information and is implemented by a solid-state drive, a hard disk drive, or the like.
[0089] In addition to ticket issuance information, this memory unit 164 stores, for example, player information. The player information includes, for example, a player ID that uniquely identifies the player or mobile terminal 2, and includes information such as an ID and password that the player uses to log in to the system via the game application. If the player is a registered member, it also includes, for example, the player's name or registered name, the player's contact information (e.g., email address, phone number, address, etc.), and information related to the player's gameplay, such as the number of tokens the player has saved.
[0090] ● Dependency management server 17 The addiction prevention server 17 is a device that manages the gaming status of players and prevents them from becoming addicted to the game. This dependency management server 17 is implemented by a so-called server computer and includes, for example, a communication unit 171, a control unit 172, a display unit 173, and a storage unit 174.
[0091] The communication unit 171 is a functional unit that performs data transmission and reception with the cashless center 16 via the communication network 32 using a predetermined communication protocol. Alternatively, it may communicate directly with the management device 14 or the gaming device 12 without going through the cashless center 16.
[0092] The control unit 172 includes a CPU (Central Processing Unit), RAM (Random Access Memory) which functions as a temporary data storage area and work area, and ROM (Read Only Memory) which stores programs executed by the CPU, and controls the entire dependency management server 17. This control unit 172 includes management means, determination means, and processing execution means.
[0093] The management means manages the value information used for gameplay on the gaming machine 11 for each player ID from the generated value information. This management means receives ticketing information from the cashless center 16 and manages said ticketing information, and when it receives the card ID and amount used from the gaming device 12, it updates the amount used for the player ID associated with said card ID.
[0094] In addition to managing the use value information for each player ID as described above, the management means may also manage other information in conjunction with it, depending on the information necessary for the determination process by the determination means described later. In other words, as an example, the management means may further link the use value information with a game store ID that uniquely identifies the game store where the use value information was used. In another example, the management means may further link the use value information with a game store ID that uniquely identifies the game store where the use value information was used, and a game device ID that uniquely identifies the game device 12 on which the use value information was used. In another example, the management method may further link the use value information with the model information of the gaming machine 11 that the player played. In another example, the management method may involve further linking date information indicating the day the player played with the use value information. Furthermore, as another example of a management method, the management may involve further linking and managing the game characteristics of each player to each player ID.
[0095] Furthermore, the management system will unlink the card ID and player ID if the value information (card balance, device management balance) linked to the game card becomes zero due to the player's gameplay. The addiction prevention server 17 can recognize that the value information has become zero if the issuance amount and the usage value information are the same amount. However, there are cases where the value information is not known to the addiction prevention server 17, such as when the game is offline. Therefore, the game device 12 may notify the addiction prevention server 17 that the value information has become zero, or request the unlinking of the card ID and player ID based on this, and the unlinking may be performed based on this notification. If the balance of a game card becomes zero, it will be stored in the game device 12 if it is a regular card.
[0096] Furthermore, the management means may be provided by the cashless center 16, and the dependency management server 17 may refer to the information managed by the management means in the cashless center 16 as needed. Alternatively, both the dependency management server 17 and the cashless center 16 may be equipped with management means, and the information managed by the management means provided by each may be synchronized.
[0097] The determination means performs a determination process to determine whether or not the player is engrossed in the game. Specifically, the determination means sets predetermined conditions for a state in which a player can be considered engrossed in the game, and determines whether or not the use value information for each player ID managed by the management means satisfies these predetermined conditions. The predetermined conditions are, for example, that the total amount of use value information for each player ID has reached a predetermined amount.
[0098] The determination conditions used in the determination process performed by this determination means are not limited to elements such as the sum of the use value information for each player ID as described above, but may be appropriately combined with other elements or multiple elements to match the actual gameplay of the player. Examples of determination conditions and specific determination processes for each example will be described later as embodiments.
[0099] The processing execution means performs a predetermined process based on the determination result by the determination means. The predetermined process is, for example, a process to notify a player of their excessive gambling. For example, based on the player ID, the addiction prevention server 17 notifies the mobile terminal 2 via the cashless center 16 of the determination result, and in response, the mobile terminal 2 notifies the player of their excessive gambling state by displaying a predetermined message on the screen or emitting a predetermined sound. Also, based on the player ID, the addiction prevention server 17 notifies the gaming device 12 via the management device 14 of the determination result, and in response, the gaming device 12 displays a predetermined message on the screen or changes the color of a lamp.
[0100] Furthermore, as a prescribed process, restrictions may be imposed to disable cashless payments made using mobile terminal 2 identified by the relevant player ID for a specified period of time, or from the following day onward.
[0101] Furthermore, notification based on the execution of the processing execution means may not be performed depending on the state of the gaming machine 11. For example, even if the use value information meets predetermined conditions, notification may not be performed if the gaming machine 11 is in a probability variation state. In this case, the gaming device 12 monitors the state of the gaming machine 11. When the device receives a judgment result indicating an addiction state or a notification request from the addiction countermeasure server 17 via the management device 14, it will withhold notification if the gaming machine 11 is in a specific state such as a probability variation state. The withheld notification may be executed after the specific state of the gaming machine 11 ends, or it may be canceled without execution.
[0102] The display unit 173 is a functional unit that displays various types of information. For example, it may be a liquid crystal panel that displays information, or it may be a touch panel that also serves as a means for inputting information.
[0103] The memory unit 174 is a functional unit that stores various types of information and is implemented by a solid-state drive, a hard disk drive, or the like.
[0104] As shown in Figure 4, this memory unit 174 stores information related to the player ID, card ID, issuance amount, and usage amount. The card ID and issuance amount are stored when the game card is issued, and the usage amount is stored according to the player's gameplay. In the illustrated example, the history of each piece of information is managed, and any changes in information are sequentially stored as cards are issued or the card balance is used. In the illustrated example, in step No. 1, it is determined that player A, identified by player ID "ABC," has used up the entire balance of 10,000 yen associated with the game card with card ID "1234." As a result of player A using up the entire balance, the game card with card ID "1234" is no longer linked to player A's player ID and becomes available for loan to a new player. In case No. 2, player A receives a new game card with card ID "2345" and a balance of 10,000 yen, uses 5,000 yen of it, and settles the remaining 5,000 yen. In No. 3, the player identified by player ID "XYZ" (hereinafter referred to as "Player B") receives a game card with card ID "1234" that has a balance of 1,000 yen, and uses the entire balance of 1,000 yen. As mentioned above, this game card with card ID "1234" is a game card that has been unlinked from Player A as a result of Player A using up the entire balance, and has been lent out to a new player, namely Player B. Then, as described above, as Player B uses up the entire balance, the link to Player B's player ID is unlinked, and the card becomes available for lending to a new player. In case No. 4, player A receives a new game card with card ID "3456" and a balance of 10,000 yen, and uses the entire 10,000 yen balance. In case No. 5, player A receives a new game card with card ID "4567" and a balance of 5,000 yen, and uses the entire 5,000 yen balance. Based on the history of entries No. 1, 2, 4, and 5, it is determined that player A spent a total of 30,000 yen. The determination method will be based on this total amount spent.
[0105] In this embodiment, the cashless payment center 16 and the dependency management server 17 have been described as separate devices. However, the cashless payment center 16 and the dependency management server 17 may be configured as a single device that possesses all the functions of each. In this case, sharing of ticketing information, etc., becomes unnecessary.
[0106] ●Processing flow The following will explain the processing flow in game system 1 with reference to the diagram. In the following explanation, we will use the case where a game card is issued by the game device 12 as an example. However, there are also cases where a game card is issued by a ticket vending machine 13 instead of the game device 12. In this case, you can simply replace the game device 12 with the ticket vending machine 13 and the game device ID with the ticket vending machine ID. Furthermore, taking the case where a management device 14 is interposed between the gaming device 12 and the cashless center 16 as an example, if the gaming device 12 or the cashless center 16 has the functions of the management device 14, the management device 14 is not necessarily required. Furthermore, while the management device 14 and the gaming device 12 perform data transmission and reception via the cashless center 16 for processing with the addiction prevention server 17 and the financial institution server 15, they can also be configured to perform data transmission and reception directly with the addiction prevention server 17 and the financial institution server 15. Furthermore, taking the example where the cashless center 16 also has the functionality of the dependency management server 17 and constitutes a single device, if the cashless center 16 and the dependency management server 17 are separate, the cashless center 16 performs data transmission and reception with the management device 14. Then, the information from the cashless center 16 is shared with the dependency management server 17, and the dependency management server 17 performs the judgment process. Furthermore, although the financial institution server 15 is not shown in Figure 5 and subsequent diagrams illustrating the processing flow, as described above, the cashless center 16 sends and receives data with the financial institution server 15 as appropriate during the payment processing. Furthermore, taking the example of a case where a card balance is generated as value information and used for gaming, the ticket issuance process, judgment process, and notification process are the same even when the value information is a device management balance.
[0107] First, Figure 5 shows an overview of the series of processes performed by the gaming system 1. The player uses the mobile terminal 2 to perform a cashless payment operation (cashless ticket issuance operation) on the gaming device 12 to issue a gaming card. Next, when the gaming device 12 requests payment processing from the cashless center 16, the gaming device 12, having received a ticket issuance instruction from the cashless center 16, executes the ticket issuance process. At this time, the cashless center 16 manages the ticket amount for each player ID. Furthermore, when a player plays a game on the gaming machine 11, the gaming device 12 performs game processing such as updating the card balance, and the cashless center 16 updates the amount spent for each player ID linked to the card ID. The cashless center 16 may also update the card balance along with the amount spent. The cashless center 16 performs a determination process based on the card balance usage and performs a notification process based on the determination result.
[0108] Figure 6 shows the details of the game card issuance process, specifically the case where the game device 12 displays a payment code. The player selects the amount to be issued as part of a cashless payment operation (cashless issuance operation) at the gaming device 12. In response, the gaming device 12 displays a payment code. The payment code displayed at this time includes, for example, the card ID of the gaming card that the gaming device 12 is scheduled to issue, the arcade ID, the gaming device ID, the amount to be issued, and the transaction ID issued by the transaction ID issuance means. The player launches the gaming app and reads the payment code displayed on the gaming device 12. When the player performs a payment operation after obtaining the information encoded in the payment code via the gaming app, a payment request is sent to the cashless center 16. The payment request includes at least the player ID, card ID, arcade ID, gaming device ID, ticket amount, and transaction ID, and this information is linked and managed at the cashless center 16.
[0109] When the payment process is executed, a ticket issuance instruction is sent from the cashless center 16 to the management device 14 based on the game store ID. This ticket issuance instruction includes, for example, the player ID, card ID, game device ID, ticket amount, and transaction ID. The management device 14 sends a ticket issuance instruction to the corresponding gaming device 12 based on the gaming device ID, and the gaming device 12 issues a gaming card in response. Once the ticket issuance process is complete, the ticket issuance information is transmitted from the gaming device 12 to the cashless center 16 via the management device 14 and registered. As a result, information indicating that the process is complete is also sent to the gaming app, and the player recognizes the completion of the process on the gaming app.
[0110] Figure 7 shows the details of the game card issuance process, illustrating the case where a payment code is displayed on the mobile terminal 2 based on the execution of a game application function. The player launches the game application on their mobile device 2 to issue a game card via cashless payment (cashless payment operation), performs the payment operation on the game application, and displays a payment code on the mobile device 2. The payment code contains the player ID, which the player has the game device 12 read.
[0111] The gaming device 12 transmits to the cashless center 16 the player ID it has read, as well as the card ID, gaming store ID, gaming device ID, ticket amount, and transaction ID issued by the transaction ID issuance means. In response, the cashless center 16 manages the received information by linking it and then executes the payment process. Once the payment process is executed, a ticket issuance instruction is sent to the corresponding management device 14 based on the game store ID, and as a result, the gaming device 12 issues a game card. Once the ticket issuance process is complete, the ticket issuance information is transmitted from the gaming device 12 to the cashless center 16 via the management device 14 and registered. As a result, information indicating that the process is complete is also sent to the gaming app, and the player recognizes the completion of the process on the gaming app.
[0112] Figure 8 shows the basic flow from when a player plays a game, when a judgment process is executed in response, and when a notification process is issued. In this example, the determination of addiction is performed based on the relationship between the total amount spent (use value information) and its upper limit. When a player uses their card balance on the gaming machine 11, the gaming device 12, which received the card balance usage request, transmits the card ID and the amount used to the management device 14. In response, the management device 14 transmits the gaming device ID, card ID, and the amount used to the cashless center 16.
[0113] The cashless center 16 updates the spending amount per player ID linked to the card ID. The determination means determines whether the total spending amount, which is the sum of the spending amounts per player ID, has reached a predetermined amount. If the total spending amount has reached the predetermined amount, the cashless center 16 sends an instruction to the management device 14 to execute notification processing based on the game store ID. This instruction includes the game device ID of the game device 12 to which notification processing is to be performed. The management device 14 requests the gaming device 12, identified by the gaming device ID, to perform notification processing. As a result, notification processing is performed in the gaming device 12, and the player is made aware of their state of being engrossed in the game. Furthermore, the cashless center 16 requests the mobile terminal 2 to perform notification processing, which is then executed on the mobile terminal 2, making the player aware of their state of being engrossed in the game.
[0114] Figure 9 shows the process when the card balance becomes 0 due to the use of a game card. Suppose a player uses their card balance to play a game, and as a result, the card balance becomes 0. If the game card has a balance of 0, it is stored in the game device 12 if it is a regular card. Meanwhile, depending on the amount used from the card balance, the card ID and the amount used are transmitted to the management device 14, which then transmits the gaming device ID, card ID, and the amount used to the cashless center 16. The cashless center 16 updates the amount spent per player ID linked to the card ID, and determines whether the total amount spent per player ID has reached a predetermined amount using a determination means. If the total amount spent per player ID reaches a predetermined amount, the cashless center 16 sends an instruction to the management device 14 to execute a notification process based on the game store ID. This instruction includes the game device ID of the game device 12 that is the target of the notification process. The management device 14 requests the game device 12 identified by the game device ID to execute the notification process, thereby executing the notification process on the game device and making the player aware of their state of being engrossed in the game. The cashless center 16 also requests the mobile terminal 2 to execute the notification process, thereby executing the notification process on the mobile terminal 2 and making the player aware of their state of being engrossed in the game.
[0115] Furthermore, the cashless center 16 will unlink the card ID and the player ID when the card balance becomes zero. In this regard, the cashless center 16 can recognize that the card balance has become zero based on the issuance amount and usage amount per card ID. However, the gaming device 12 may notify the cashless center 16 via the management device 14 that the card balance has become zero, or the management device 14 may notify the cashless center 16, and the link between the card ID and the player ID may be unlinked accordingly. Alternatively, the gaming device 12 or the management device 14 may notify the cashless center 16 of a request to unlink the card ID and the player ID based on the card balance becoming zero, and the link may be unlinked based on that notification.
[0116] ●Example of judgment process The following describes an example of the judgment process performed in the game system 1 with reference to the diagram. [Examples]
[0117] <Example of a judgment process using a game store ID> In this example, the management means performs a first determination process to determine whether the use value information for each game store identified by the game store ID satisfies a predetermined first condition, and the management means performs a second determination process to determine whether the total game store use value information, which is the sum of the use value information used at all game stores played by the player identified by the game store ID, satisfies a predetermined second condition, with respect to the use value information for each player ID managed by the management means.
[0118] Figure 10 shows an example of a specific process. The first condition is that the spending limit per amusement parlor (per-parlor limit) is set at 50,000 yen, and the second condition is that the total spending limit across multiple amusement parlors (all amusement parlors limit) is set at 70,000 yen. The determination process will be performed based on the total spending amount for the day.
[0119] In this case, suppose a player spends 40,000 yen on a single gaming machine 11 at amusement store A. The gaming device 12 transmits the card ID and the amount spent to the management device 14, and in response, the management device 14 transmits the gaming device ID of the gaming device 12, the card ID, the amusement store ID of amusement store A, and information related to the amount spent to the cashless center 16. The cashless center 16 manages this information by linking it using its management means. As a result, the amount spent is linked to the amusement store ID of the amusement store where the amount was spent and managed accordingly. The judgment process is executed as the total amount spent per player ID is updated. In this case, since only 40,000 yen was spent at Gaming Store A, the limit for each Gaming Store is not reached.
[0120] Next, suppose the same player moves to amusement store B and spends 30,000 yen on another gaming machine 11. The gaming device 12 transmits the card ID and the amount spent to the management device 14, as described above. In response, the management device 14 transmits the gaming device ID of the gaming device 12, the card ID, the amusement store ID of amusement store B, and information related to the amount spent to the cashless center 16. The judgment process is executed as the total amount spent per player ID is updated. In this case, only 40,000 yen was spent at arcade A and 30,000 yen at arcade B, so the spending limit for each arcade has not been reached. However, since a total of 70,000 yen has been spent at the two arcades, the spending limit for all arcades has been reached, and the player is judged to be in a state of gambling addiction.
[0121] If it is determined that the player is addicted, a notification process corresponding to the determination result is executed on the gaming device 12 and / or mobile terminal 2 of the gaming parlor B where the player most recently played, based on the gaming device ID.
[0122] This allows the cashless center 16 to determine the total amount spent per player ID, taking into account the arcade ID, and then perform the determination process. The arcade ID is pre-configured in the gaming device 12 or management device 14, etc., and it is sufficient that it is transmitted from at least these devices to the cashless center 16 via other devices as appropriate, along with the player ID, etc. Furthermore, if the payment code displayed by the gaming device 12 includes the arcade ID, the gaming app can also transmit the arcade ID to the cashless center 16. [Examples]
[0123] <Example of a judgment process using a game device ID> In this example, a determination process is performed to determine whether the use value information for each player ID managed by the management means satisfies a predetermined first condition, which is whether the use value information used by the same gaming device 12 identified by the same gaming device ID in the same gaming store identified by the same gaming store ID satisfies a predetermined first condition.
[0124] Figure 11 shows an example of a specific process. The first condition is that the maximum amount spent per gaming device 12 (per gaming device limit) is set at 50,000 yen, and the second condition is that the maximum total amount spent across multiple gaming devices 12 (all gaming devices 12) (total gaming device limit) is set at 70,000 yen. The determination process will be performed based on the total amount spent in a single day.
[0125] In this case, suppose a player spends 10,000 yen on the gaming machine 11 that corresponds to gaming device 12_A. Gaming device 12_A transmits the card ID and the amount spent to the management device 14, and in response, the management device 14 transmits the gaming device ID, card ID, and information related to the amount spent for gaming device 12_A to the cashless center 16. The cashless center 16 manages this information by linking it using its management means. As a result, the gaming device ID of the gaming device 12_A on which the amount spent was used is linked and managed accordingly. The judgment process is executed as the total amount spent per player ID is updated. In this case, since only 10,000 yen was spent on gaming device 12_A, neither the limit for each gaming device nor the limit for all gaming devices is reached.
[0126] Next, suppose the same player spends 50,000 yen on another gaming machine 11 that is compatible with gaming device 12_B. As described above, gaming device 12_B transmits the card ID and the amount spent to the management device 14, and in response, the management device 14 transmits the gaming device ID, card ID, and information related to the amount spent for gaming device 12_B to the cashless center 16. The judgment process is executed in accordance with the update of the total amount spent per player ID. In this case, 10,000 yen was spent on gaming device 12_A and 50,000 yen on gaming device 12_B, so the total amount spent on all gaming devices 12 is 60,000 yen, which is below the upper limit. However, looking at gaming device 12 individually, the amount spent on gaming device 12_B has reached the upper limit, and it is determined that the player is in a state of gambling addiction. This judgment is reasonable because, when comparing a case where 50,000 yen is spent on one gaming machine 11 with a case where 10,000 yen is spent on five gaming machines 11, spending 50,000 yen on one machine makes it more likely that the player is gambling addiction.
[0127] If it is determined that the player is addicted, a notification process corresponding to the determination result is executed on the gaming device 12_B and / or mobile terminal 2 that the player most recently played, based on the gaming device ID.
[0128] This allows the cashless center 16 to determine the total amount spent per player ID, taking into account the gaming device ID, and then perform the determination process. Similar to Example 1, the gaming device ID is pre-set in the gaming device 12 or the management device 14, etc., and it is sufficient that it is transmitted from at least these devices to the cashless center 16 via other devices as appropriate, along with the player ID, etc. Furthermore, if the payment code displayed by the gaming device 12 includes the arcade ID, the gaming app can also transmit the arcade ID to the cashless center 16. [Examples]
[0129] <Example of a judgment process using gaming machine model information> In this example, a determination process is performed to determine whether the use value information for each player ID managed by the management means satisfies a predetermined first condition, which is the use value information used in the same type of gaming machine 11.
[0130] Figure 12 shows an example of a specific process. The first condition is that the maximum amount spent on the same type of gaming machine (by machine model) is set at 50,000 yen. The determination process will be performed based on the total amount spent in a single day.
[0131] In this case, suppose a player spends 40,000 yen on gaming machine 11 of model X. The gaming device 12 transmits the card ID, the amount spent, and the gaming machine model to the management device 14. In response, the management device 14 transmits the gaming device ID, card ID, amount spent, and information related to the gaming machine model of the gaming device 12 to the cashless center 16. The cashless center 16 manages this information by linking it using its management means. As a result, the amount spent is linked to the model information of the gaming machine 11 on which the amount was spent and managed accordingly. The judgment process is executed as the total amount spent per player ID is updated. In this case, since only 40,000 yen was spent on game machine 11 of game machine model X, the upper limit for each game machine model is not reached.
[0132] Next, suppose the same player moves to arcade B and spends 10,000 yen on the same type of gaming machine X, model 11, that they had previously played. The gaming device 12 transmits the card ID, amount spent, and gaming machine model to the management device 14, as described above. In response, the management device 14 transmits the gaming device ID, card ID, amount spent, and gaming machine model information of the gaming device 12 to the cashless center 16. The judgment process is executed as the total amount spent per player ID is updated. In this case, even if the player moves to a different arcade, the total amount spent is still considered to be 50,000 yen on the same type of gaming machine 11, so the upper limit for that type of gaming machine is reached, and the player is judged to be in a state of excessive gambling.
[0133] If it is determined that the player is addicted, a notification process corresponding to the determination result is executed on the gaming device 12 and / or mobile terminal 2 of the gaming parlor B where the player most recently played, based on the gaming device ID.
[0134] This allows the cashless center 16 to determine the total amount spent per player ID, taking into account the model information of the gaming machine 11, and then execute the determination process. Similar to Example 1, the gaming machine model of the gaming machine 11 is pre-configured in the gaming device 12 or management device 14, etc., and it is sufficient that it is transmitted from at least these devices to the cashless center 16 via other devices as appropriate, along with the player ID, etc. Furthermore, if the payment code displayed by the gaming device 12 includes the gaming machine model, the gaming app can also transmit the gaming machine model to the cashless center 16. [Examples]
[0135] <Example of judgment processing based on consecutive days of gameplay> In this example, a first determination process is performed to determine whether the use value information used for each player ID managed by the management means satisfies a predetermined first condition, and a second determination process is performed to determine whether the consecutive day use value information, which is the sum of the use value information used on each of the consecutive days, satisfies a predetermined second condition, when the days on which the player played are consecutive.
[0136] Figure 13 shows an example of a specific process. The first condition is that the daily spending limit is set at 50,000 yen, and the second condition is that the daily spending limit is set at 70,000 yen.
[0137] In this case, suppose a player spends 40,000 yen on the gaming machine 11 on the first day. The gaming device 12 transmits the card ID and the amount spent to the management device 14, and in response, the management device 14 transmits the gaming device ID, card ID, and information related to the amount spent from the gaming device 12 to the cashless center 16. The cashless center 16 manages this information by linking it with date and time information using its management means. As a result, the date and time information related to the date and time the amount spent is used is linked to the amount spent and managed accordingly. The judgment process is executed as the total amount spent per player ID is updated. In this case, since only 40,000 yen was spent on the first day, neither the daily limit nor the consecutive day limit is reached.
[0138] Next, suppose the same player spends 30,000 yen on the gaming machine 11 on the following day, the second day. The gaming device 12 transmits the card ID and the amount spent to the management device 14, as described above, and in response, the management device 14 transmits the gaming device ID, card ID, and information related to the amount spent from the gaming device 12 to the cashless center 16. The judgment process is executed as the total amount spent per player ID is updated. In this case, although 30,000 yen was spent on the second day, meaning the daily limit was not reached, the total amount spent over the two consecutive days reached 70,000 yen, thus reaching the limit and resulting in a judgment that the player is in a state of excessive gambling.
[0139] If it is determined that the player is addicted, a notification process corresponding to the determination result is executed on the gaming device 12 and / or mobile terminal 2 that the player most recently played with, based on the gaming device ID.
[0140] This allows the cashless center 16 to determine the total amount spent per player ID, taking into account the continuity of the days, and then execute the judgment process. Similar to Example 1, the gaming device ID of the gaming device 12 is pre-set in the gaming device 12 or the management device 14, etc., and it is sufficient that it is transmitted from at least these devices to the cashless center 16 via other devices as appropriate, along with the player ID, etc. Furthermore, if the payment code displayed by the gaming device 12 includes the gaming device ID, the gaming app can also transmit the gaming device ID to the cashless center 16. [Examples]
[0141] <Example of judgment processing based on the characteristics of the player> In this example, a first determination process is performed to determine whether a predetermined first condition is met when the use value information for each player ID managed by the management means is not based on the player's playing characteristics, and a second determination process is performed to determine whether a predetermined second condition is met when the use value information for each player ID managed by the management means is based on the player's playing characteristics.
[0142] Figure 14 shows an example of a specific process. The first condition, which is not based on the player's playing characteristics and is common to all players, is to set the daily spending limit at 50,000 yen. On the other hand, the second condition, which is based on the player's playing characteristics and is specific to that player, is to set the daily spending limit at a certain percentage above the player's average daily spending. In this example, for the player identified by player ID=ABC, the average daily spending is assumed to be 20,000 yen, and the certain percentage constituting the second condition is set at "20%". Furthermore, the cashless center 16 manages information corresponding to the characteristics of the game being judged, along with the daily spending amount. In this example, based on the player's game history, the daily spending amount of the player is linked to the player ID. This makes it possible to calculate the average spending amount over a predetermined number of days or over the entire period.
[0143] In this case, suppose a player spends 20,000 yen on the gaming machine 11. The gaming device 12 transmits the card ID and the amount spent to the management device 14, and in response, the management device 14 transmits the gaming device ID, card ID, and information related to the amount spent from the gaming device 12 to the cashless center 16. The cashless center 16 manages this information by linking it with date and time information using its management means. As a result, the amount spent is managed by linking it with date and time information related to the date and time the amount was spent, as a player characteristic. The judgment process is executed as the total amount spent per player ID is updated. In this case, since only 20,000 yen was spent in one day, the spending limit based on the first condition is not reached, and the spending limit based on the second condition, which is 24,000 yen (20% more than the average daily spending), is also not reached.
[0144] Next, suppose the same player spends 10,000 yen on gaming machine 11 on the same day. As described above, gaming device 12 transmits the card ID and the amount spent to management device 14, and in response, management device 14 transmits the gaming device ID, card ID, and information related to the amount spent from gaming device 12 to cashless center 16. The judgment process is executed as the total amount spent per player ID is updated. In this case, the total amount spent per day is 30,000 yen, which does not reach the spending limit based on the first condition, but exceeds the spending limit based on the second condition (24,000 yen), so it is determined that the player is in a state of gambling addiction.
[0145] If it is determined that the player is addicted, a notification process corresponding to the determination result is executed on the gaming device 12 and / or mobile terminal 2 that the player most recently played with, based on the gaming device ID.
[0146] This allows the cashless center 16 to determine the total amount spent for each player ID, taking into account the characteristics of the players, and to perform a judgment process. As in Example 1, the gaming device ID of the gaming device 12 is pre-set in the gaming device 12 or the management device 14, etc., and it is sufficient that it is transmitted from at least these devices to the cashless center 16 via other devices as appropriate, along with the player ID, etc. Furthermore, if the payment code displayed by the gaming device 12 includes the gaming device ID, the gaming app can also transmit the gaming device ID to the cashless center 16. This is also the case in the example shown in Figure 15 below.
[0147] Figure 15 shows another example of a judgment process based on the characteristics of the player. The first condition, which is not based on the player's playing characteristics, is the same as described above, with a daily spending limit of 50,000 yen. On the other hand, the second condition, which is based on the player's playing characteristics, that is, the second condition specific to the player, is that if the player plays on a high-stakes gaming machine 11 that they do not normally play, the daily spending limit on that high-stakes gaming machine 11 will be 10,000 yen. In this example, the player identified by player ID=ABC is assumed to have exclusively played on low-stakes machines. In this example as well, the cashless center 16 manages information corresponding to the characteristics of the game being judged, along with the daily amount spent. In this example, based on the player's game history, the rate information set on the gaming machine 11 that the player played is linked to the player ID and managed. In this case, the rate set on the gaming machine 11 is recorded and made accessible, for example, in a separate table that links the gaming machine 11 and the rate. Furthermore, the rate at which the player primarily played is determined, for example, by dividing the rates of the gaming machine 11 into stages and calculating the average value of the stages of the rates of the gaming machine 11 that the player played from the player's game history, or by identifying the rate at which the player played most often.
[0148] In this case, suppose a player spends 10,000 yen in one day on a low-rate gaming machine 11 that they normally play. The gaming device 12_A connected to the low-rate gaming machine 11 transmits the card ID, the amount spent, and the rate information of the gaming machine 11 to the management device 14. In response, the management device 14 transmits the gaming device ID, card ID, amount spent, and the rate information of the gaming device 12_A to the cashless center 16. The cashless center 16 manages this information by linking it using a management means. As a result, the rate information is linked to the amount spent as a characteristic of the player and managed accordingly. The judgment process is executed as the total amount spent per player ID is updated. In this case, since only 10,000 yen was spent in one day, the upper limit of the amount spent based on the first condition has not been reached, and the gaming machine 11 that the player was playing was a low-stakes one that the player usually plays, so the second condition is also not met.
[0149] Next, suppose the same player spends 10,000 yen on a high-stakes gaming machine 11 that they do not normally play on the same day. The gaming device 12_B connected to the high-stakes gaming machine 11 transmits the card ID, the amount spent, and the rate information of the gaming machine 11 to the management device 14, as described above. In response, the management device 14 transmits the gaming device ID, card ID, amount spent, and the rate information of the gaming machine 11 from the gaming device 12_B to the cashless center 16. The judgment process is executed as the total amount spent per player ID is updated. In this case, the total amount spent per day is 20,000 yen, but the upper limit of the amount spent based on the first condition has not been reached. On the other hand, regarding the second condition, the player is playing on a high-stakes gaming machine 11 that they do not normally play, and since this is a type of game that differs from their usual playing style, it is determined that they are addicted.
[0150] If it is determined that the player is addicted, as in the example above, notification processing based on the game device ID is performed on the game device 12_B and / or mobile terminal 2 that the player most recently played with, according to the determination result. This example also shows that the cashless center 16 can take into account player characteristics such as the rate of the gaming machine 11 that the player is playing, grasp the total amount spent for each player ID, and perform a determination process.
[0151] ● Examples of other judgment processes <Example of a judgment process based on the duration or time of play> In this example, a first determination process is performed to determine whether the first condition is met, which is a predetermined condition, for the use value information for each player ID managed by the management means, including the use value information per unit time, the time period during which the player played, or the time interval during which the player played and the use value information.
[0152] For example, if the first condition is that the maximum amount that can be spent per hour is 30,000 yen, then if a player spends more than 30,000 yen in an hour, they will be judged as being addicted. This is because using a large amount of card balance in a unit of time suggests that the player is addicted to gambling. Furthermore, as a primary condition, if the maximum amount that can be spent in the morning is set at 30,000 yen, then if a player spends more than 30,000 yen in the morning, they will be judged as being addicted. This is because if a large portion of the card balance is used in the morning, it is thought that the amount spent will become substantial if the player continues to play in the afternoon. On the other hand, it is thought that the amount spent in the afternoon will not be large, so it is not subject to judgment processing. Furthermore, as a primary condition, if the interval between finishing a game and starting the next game is shorter than a predetermined time, the game is judged to be in a state of addiction if the interval between games is shorter than the predetermined time. The interval between games can be calculated by the difference between the time the player finishes playing on the game machine 11 and the time the player starts playing on the game machine 11 again (this may be the same game machine 11 as before, or a different game machine 11).
[0153] In this example, the cashless center 16 manages information related to the time, time period, or start and end times of a player's gameplay, as well as the amount spent. This allows the cashless center 16 to determine the total amount spent for each player ID, taking into account the time and time period of gameplay, and to perform a determination process.
[0154] <Determination process based on the gambling aspect of the gaming machine 11> In this example, a first determination process is performed to determine whether a predetermined first condition is met when the game is not based on the gambling aspect of the gaming machine 11, with respect to the use value information for each player ID managed by the management means, and a second determination process is performed to determine whether a predetermined second condition is met when the game is based on the gambling aspect of the gaming machine 11, with respect to the use value information for each player ID managed by the management means. The gambling aspect of the gaming machine 11 is determined by the characteristics of the gaming machine 11 itself, such as the high or low probability of hitting a jackpot (payout specifications, machine specifications).
[0155] For example, a first condition not based on the gambling aspect of the gaming machine 11, that is, a first condition common to all gaming machines 11, is set at a daily spending limit of 50,000 yen. On the other hand, a second condition based on the gambling aspect of the gaming machine 11 is set at a limit of 10,000 yen when a player plays a high-stakes gaming machine 11 after playing a low-stakes gaming machine 11. In this case, if a player spends 30,000 yen on a low-stakes gaming machine 11 and then spends 10,000 yen on a high-stakes gaming machine 11, the spending limit based on the first condition has not been reached, but the amount of card balance used is equal to the spending limit based on the second condition, and therefore it is determined that the player is in a state of gambling addiction. Furthermore, regardless of this example, the same determination may be made when a player plays a high-stakes gaming machine 11 and then plays a low-stakes gaming machine 11.
[0156] In this example, the management device 14 manages the gambling information of the gaming machines 11 connected to the gaming device 12, using the model number and other information for each gaming device 12. When a gaming card is used in a gaming device 12, the management device 14 transmits the gambling information to the cashless center 16. This allows the addiction prevention server 17 to determine the amount spent by each player ID, taking the gambling information into account, and execute a judgment process. The gambling information managed by the management device 14 may be obtained from the gaming machines 11 connected to the gaming device 12, or from a server that manages information such as the model numbers of gaming machines in general.
[0157] According to the gaming system 1 of this embodiment, the amount spent by each player on gaming cards issued via cashless payment can be managed on a per-player basis, and the player's level of addiction can be determined from various perspectives based on the amount spent. Furthermore, if an addiction is determined, the system can deter the player from becoming even more addicted to the game from that point onward by notifying the player or other means. Furthermore, because the amount spent is managed for each player ID on a server that centrally manages information from multiple amusement parlors, it is possible to determine an individual's level of gambling addiction across multiple parlors. Simply managing the amount of cashless payments could lead to a judgment of gambling addiction based solely on the payment made, even if the user is not actually playing games. However, in the gaming system 1 according to this embodiment, the amount spent is managed, so a judgment is only made when a gaming card is issued and the user is actually playing games, thus enabling more accurate management. Since there is no need to equip ticket vending machines 13 or gaming devices 12 with cameras or other devices to photograph players' faces, amusement parlors can implement addiction countermeasures without incurring the cost of replacing equipment.
[0158] ●Other examples of functional configurations In describing the functions of the devices or terminals constituting the gaming system 1 described above, the main components for implementing the present invention have been mentioned. However, notwithstanding this, known devices, terminals, or functional units that are installed in actual gaming parlor operations may be appropriately provided. For example, it may include a counting machine for counting the number of balls dispensed, a cash processing mechanism that enables cash transactions, and a ticket issuing device that issues receipts with barcodes indicating the remaining game value. Furthermore, the functional components of each device or terminal may not always be necessary depending on how they are used, and in such cases, unnecessary functional components may be omitted.
[0159] Furthermore, in the gaming system 1 according to the embodiment described above, the timing of the judgment process in the cashless center 16 (functionally the judgment process in the addiction prevention server 17) may be performed in real time or at a timing close to real time. That is, while it is most preferable for the judgment process in the addiction prevention server 17 to be performed in real time, there is a risk that it may not be possible to do so. For example, if information is sent to the addiction prevention server 17 each time the dispensing button on the gaming device 12 is pressed, the addiction prevention server 17 would need to constantly process information received from a considerable number of gaming devices 12 in multiple gaming parlors, which could result in an excessive processing load. Therefore, as an example of a configuration to resolve this situation, the management device 14 may receive information from the gaming devices 12 at all times or at regular intervals, and then send the information to the addiction prevention server 17 in a batch at an arbitrary timing, such as after the gaming parlor has closed for the day. After receiving information from the management device 14, the addiction prevention server 17 may perform a judgment process at a predetermined timing, for example, immediately after receipt or at a specific time set in advance, and send the result of the judgment process to each device. Even in this example, the results are reflected after business hours, so it can be considered a near real-time process.
[0160] On the other hand, if the management device 14 cannot perform the judgment process in real time as described above, it cannot notify the player of the judgment result while the player is playing, so the management device 14 may choose not to transmit the judgment result to the gaming device 12. Alternatively, the management device 14 may transmit the judgment result to the gaming device 12, but the gaming device 12 may choose not to notify the player based on the judgment result.
[0161] Furthermore, in the gaming system 1 according to this embodiment described above, the system may be configured to provide or notify not only the player but also the administrator (a company operating a prepaid card business (prepaid card company), the National Police Agency, etc.) of the content and result of the determination by the determination means. The information provision or notification is made, for example, from the cashless center 16 or the addiction countermeasure server 17 to the terminal used by the administrator via a predetermined network. Note that the prepaid card is the gaming card referred to in this embodiment. For example, as in the above embodiment, if a player is determined to be addicted to gambling after playing at amusement parlor B (the second amusement parlor), and a problem arises, amusement parlor B will contact the prepaid card company, and the prepaid card company will verify the details. Such problems may arise, for example, if the player has forgotten or not considered the amount spent at amusement parlor A (the first amusement parlor). In such cases, the prepaid card company can report the findings to amusement parlor B, and the problem can be resolved when amusement parlor B receives the report and explains it to the player. This configuration allows us to address cases that tend to be problematic, especially in the second-hand gaming establishment.
[0162] Furthermore, the above embodiments of the present invention can be applied to other embodiments, in whole or in part, through appropriate design, as long as no inconsistencies arise in function or processing. Furthermore, in order to perform the processing necessary for implementing the present invention, the software resources provided by each of the above-mentioned devices and terminals can be distributed and held across multiple devices, or consolidated into a predetermined device.
[0163] Furthermore, the invention relating to the above-described gaming system 1 can be conceived as an invention of a method defined by the processing performed by the gaming system 1 or the devices and terminals constituting the gaming system 1, or it can be conceived as an invention of a computer program defined by the processing performed by the gaming system 1 or the devices and terminals constituting the gaming system 1. Furthermore, the computer program that commands the gaming system 1 or the devices and terminals constituting the gaming system 1 to perform functions may be provided by download via a network such as the Internet, or by recording it on various computer-readable recording media such as CD-ROMs. [Explanation of Symbols]
[0164] 1: Gaming System 2: Mobile devices 11: Gaming machines 12: Gaming device 13: Ticket vending machine 14: Management device 15: Financial institution servers 16: Cashless Center 17: Dependency management server 31, 32, 33: Communication Networks
Claims
1. A value information generation means that generates value information to enable gameplay on a gaming machine based on a payment made using a predetermined payment method via the player's mobile terminal, A means for associating player identification information that uniquely identifies the player who generated the value information with value identification information that identifies the generated value information, A management means for managing the use value information of the generated value information used for playing games on the gaming machine, for each player identification piece, A determination means that performs a determination process to determine whether the use value information for each of the player identification information managed by the management means satisfies predetermined conditions, The system includes a processing execution means that performs processing based on the determination result of the determination means, A gaming system characterized by the following features.
2. The aforementioned management means is The aforementioned use value information is further managed by linking it with a game store identification information that uniquely identifies the game store where the use value information was used. The determination means is A first determination process determines whether the use value information for each amusement store identified by the amusement store identification information, with respect to the use value information for each amusement store managed by the management means, satisfies the first condition which is the predetermined condition. With respect to the use value information for each player identification information managed by the management means, a second determination process is performed to determine whether the total use value information for all game shops, which is the sum of the use value information used at all game shops where the player played, as identified by the game shop identification information, satisfies the second condition, which is a predetermined condition. The gaming system according to claim 1.
3. The aforementioned management means is The aforementioned value-for-use information is further managed by linking it with amusement store identification information that uniquely identifies the amusement store where the value-for-use information was used, and amusement device identification information that uniquely identifies the amusement device on which the value-for-use information was used. The determination means is With respect to the use value information for each player identification information managed by the management means, a determination process is performed to determine whether the use value information used in the same gaming device identified by the same gaming device identification information in the same gaming store identified by the same gaming store identification information satisfies the first condition, which is a predetermined condition. The gaming system according to claim 1.
4. The system further includes a means for acquiring model information that can identify the model of the gaming machine from a predetermined device, The aforementioned management means is The aforementioned use value information is further linked and managed in conjunction with the model information of the gaming machine played by the player. The determination means is With respect to the use value information for each player identification information managed by the management means, a determination process is performed to determine whether the use value information used in the same type of gaming machine satisfies the first condition, which is a predetermined condition. The gaming system according to claim 1.
5. The aforementioned management means is The aforementioned use value information is further managed by linking it with date information indicating the day the player played the game. The determination means is With respect to the use value information for each player identification information managed by the management means, a first determination process determines whether the use value information used on each day the player played satisfies the first condition, which is a predetermined condition. With respect to the use value information for each player identification information managed by the management means, a second determination process is performed to determine whether the consecutive daily use value information, which is the sum of the use value information used on each of the consecutive days, satisfies the second condition, which is a predetermined condition, when the days on which the player played are consecutive. The gaming system according to claim 1.
6. The aforementioned management means is For each of the aforementioned player identification pieces of information, the player's game characteristics are further linked and managed. The determination means is With respect to the use value information for each player identification information managed by the management means, a first determination process is performed to determine whether the predetermined first condition is met when the game is not based on the player's game characteristics, With respect to the use value information for each player identification information managed by the management means, a second determination process is performed to determine whether the second condition, which is a predetermined condition, is met if the game is based on the player's game characteristics. The gaming system according to claim 1.