Gaming system

The gaming system addresses excessive gambling by implementing behavior-based charge restrictions and release conditions, enhancing addiction prevention through rational decision-making after temporary restrictions are lifted.

JP2026122879AActive Publication Date: 2026-07-29NIPPON GAME CARD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NIPPON GAME CARD
Filing Date
2025-05-19
Publication Date
2026-07-29

AI Technical Summary

Technical Problem

Existing gaming systems with cashless payment options do not adequately prevent gambling addiction, as players can continue playing excessively despite monetary limits, leading to potential addiction issues.

Method used

A gaming system that includes a management function unit to monitor player behavior during gameplay, impose temporary charge restrictions based on charge history, and release restrictions when certain conditions are met, using a charge history management system to manage and control charging.

Benefits of technology

The system effectively prevents excessive gambling by ensuring players make calm judgments after restrictions are lifted, reducing the risk of addiction by allowing players to decide rationally whether to continue charging.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This gaming system provides a more effective way to prevent excessive gambling by determining whether a player is engrossed in the game based on their actions during gameplay, and then implementing temporary restrictions that the player can tolerate based on that determination. [Solution] In the game system 1, when the charge restriction means 100a1 of the management function unit 100 determines that a charge restriction condition has been met based on the history of charges the player has made to the valuable value storage means 12e1 of the game device 12, it restricts the player's charging in order to allow the player to cool down and make a calm judgment. Subsequently, when the charge restriction release means 100a2 of the management function unit 100 determines that a charge restriction release condition has been met, it considers that the player has recovered to the point where they can make a calm judgment and releases the charge restriction for that player.
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Description

Technical Field

[0001] The present invention relates to a gaming system including a gaming machine that can play a game using a borrowed gaming value obtained by converting a valuable value having a monetary value, a gaming device capable of handling a valuable value storage means for storing a valuable value that can be used by a player, and a management function unit capable of communicating with the gaming device.

Background Art

[0002] Conventionally, in games using "pachinko machines" (hereinafter, "pachinko machines" are referred to as "pachinko machines") that use pachinko balls as gaming media and "rotary gaming machines" (hereinafter, "rotary gaming machines" are referred to as "pachislot machines") that use gaming medals as gaming media, a gaming device is installed corresponding to each gaming machine. A gaming device (gaming media lending device) having a gaming media lending function lends gaming media to a player in exchange for withdrawing the valuable value directly or indirectly stored in the valuable value storage means being handled (for example, a prepaid valuable value storage medium or a valuable value storage area on a memory), and the player can play a game on the gaming machine using this gaming media.

[0003] In addition, if a "charge" process can be executed to add the valuable value corresponding to the charged amount settled by a settlement means (for example, cashless settlement using cash or a mobile terminal) that a player can use, by a gaming device (gaming media lending device) having a gaming media lending function and a gaming device (ticket vending machine) having a function of issuing a prepaid valuable value storage medium, to the valuable value storage means, it is highly convenient for the player. If the player charges the valuable value to the valuable value storage means as needed using cashless settlement, it becomes possible to borrow more gaming media and enjoy playing games on the gaming machine for a long time.

[0004] On the other hand, with regard to gaming using amusement machines, there is growing social concern about the problem of so-called gambling addiction, where players become excessively engrossed in gaming, causing disruption to their daily and social lives. For this reason, Japan has enacted the "Basic Law on Measures Against Gambling Addiction" as a measure against gambling addiction, and related businesses such as amusement parlors that provide games are undertaking various initiatives to prevent the onset and recurrence of addiction, such as supporting counseling agencies that deal with gambling addiction problems and conducting awareness campaigns using posters and stickers.

[0005] Incidentally, in recent years in Japan, the use of so-called cashless payments, which do not involve the use of cash, has been promoted. These include payments using credit and debit cards, prepaid electronic money recorded on IC cards such as Suica (registered trademark), and payments using barcodes or QR codes (registered trademark) on mobile devices such as smartphones. It is thought that such policies will spread throughout the entire industrial sector in the future, and that cashless payments will become widespread as a means of payment for charging prepaid value storage devices. However, if cashless payments become widespread in amusement parlors as a simple payment method that can be used to charge value storage devices, there is a risk that players with a tendency towards gambling addiction may continue to play for long periods of time by making excessive deposits without leaving their seats during play, which could go against the current trend of preventing gambling addiction.

[0006] Therefore, Patent Document 1 proposes a gaming media lending device (gaming device) that enables payment using a wireless communication device such as a mobile phone that functions as electronic money, and performs payment based on a comparison between usage amount information, which is information regarding the amount of money used for gaming media, and usage limit information, which is information regarding the usage limit of electronic money and relates to the usage limit of gaming media. This gaming media lending device obtains usage amount information and usage limit information from a wireless communication device or a store server, so it is said that even if a player changes the gaming machine they play in the same store or plays at a different store, the lending of gaming media via wireless communication device can be appropriately restricted. [Prior art documents] [Patent Documents]

[0007] [Patent Document 1] Patent No. 5091510 [Overview of the project] [Problems that the invention aims to solve]

[0008] However, as with the gaming media lending device (gaming device) described in Patent Document 1, it is common to set a limit on the amount that can be deposited as a usage limit, for example, a limit of 30,000 yen per day. This is not a sufficient measure from the perspective of preventing addiction to gambling. In particular, even if players are calm before starting to play, they become excited while playing, and once they start playing, they lose the ability to make rational judgments. It is conceivable that they may stop playing as a member with usage restrictions and continue playing as a non-member with no usage restrictions, using cash. Thus, simply imposing a monetary limit on cashless payments on players is not necessarily an effective measure to prevent addiction.

[0009] Therefore, the present invention aims to provide a gaming system that can implement more effective measures to prevent addiction by determining from a player's actions during gameplay whether the player is engrossed in the game, and by imposing temporary restrictions that the player can tolerate based on the determination result. [Means for solving the problem]

[0010] To solve the aforementioned problems, the present invention provides a gaming system comprising: a gaming machine capable of playing games using game value borrowed by converting valuable value having monetary value; a gaming device capable of handling a valuable value storage means that stores the valuable value usable by the player; and a management function unit capable of communicating with the gaming device, wherein the gaming device and / or a portable terminal held by the player are equipped with charge request means that transmit a charge request to the management function unit requesting the charging of the valuable value into the valuable value storage means based on the player's operation; the gaming device is equipped with charge execution means that executes the charging of the valuable value into the valuable value storage means based on a charge instruction from the management function unit; and the management function unit receives the charge request and the gaming The system is characterized by comprising: a charge instruction means for transmitting a charge instruction to the gaming device handling the valuable value storage means, which causes the user to charge the value amount equivalent to the charge amount settled by a payment method available to the user; a charge history management means for managing a charge history, including the charge amount based on the charge instruction, on a per-user basis; a charge restriction means for restricting charges from the user corresponding to the charge history in which a predetermined charge restriction condition has been met, when it is determined from the charge history that a predetermined charge restriction release condition has been met; and a charge restriction release means for releasing the charge restriction to the user when it is determined from the charge history of the user whose charges have been restricted by the charge restriction means that a predetermined charge restriction release condition has been met.

[0011] Furthermore, in the above configuration, the charge restriction means may determine that the total amount of charges within a predetermined time period reaches a predetermined upper limit as the charge restriction condition, and based on the determination that the charge restriction condition has been met, restrict the player's charging by preventing the charge instruction means from transmitting the charge instruction to the charge request from the player corresponding to the charge history in which the charge restriction condition has been met. The charge restriction release means may also determine that the predetermined time limit has elapsed after the charge restriction means has restricted the player's charging as the charge restriction release condition, and based on the determination that the charge restriction release condition has been met, release the charge restriction on the player's charging by enabling the charge instruction means to transmit the charge instruction to the charge request from the player corresponding to the charge history in which the charge restriction release condition has been met.

[0012] Furthermore, in the above configuration, the management function unit further includes a game machine attribute identification means for identifying the game machine attribute to which the game machine installed in association with the gaming device belongs, the charge history management means manages the charge history managed on a per-player basis for each game machine attribute identified by the game machine attribute identification means, the charge limit means determines from the charge history for each game machine attribute for the player that the total charge amount for each game machine attribute within a predetermined time period reaches a predetermined upper limit as the charge limit condition, and based on the determination that the charge limit condition has been met, the charge limit condition has been met The charge restriction means may restrict a player from charging by preventing the charge instruction means from transmitting the charge instruction in response to the charge request from the player corresponding to the history. The charge restriction release means may then determine that a predetermined time limit has elapsed after the charge restriction means has restricted the player from charging, and based on the determination that the charge restriction release condition has been met, it may release the restriction on the player from charging by enabling the charge instruction means to transmit the charge instruction in response to the charge request from the player corresponding to the charge history for which the charge restriction release condition has been met.

[0013] Furthermore, in the above configuration, the management function unit further includes a game fee identification means that identifies the game fee, which is the price of the game value that can be used in the game machine installed in association with the game device, the charge history management means manages the charge history managed on a per-player basis for each game fee identified by the game fee identification means, the charge restriction means determines from the charge history for each game fee for the player that the total charge amount for each game fee within a predetermined time period reaches a predetermined upper limit as the charge restriction condition, and based on the determination that the charge restriction condition has been met, the charge restriction means that the charge restriction condition has been met The charge restriction means may restrict a player from charging by preventing the charge instruction means from transmitting the charge instruction in response to the charge request from the player corresponding to the charge history. The charge restriction release means may then determine that a predetermined time limit has elapsed after the charge restriction means has restricted the player from charging, and based on the determination that the charge restriction release condition has been met, it may release the restriction on the player from charging by enabling the charge instruction means to transmit the charge instruction in response to the charge request from the player corresponding to the charge history for which the charge restriction release condition has been met.

[0014] Furthermore, in the above configuration, the charge limiting means may also include setting means that allows the charge limiting means to arbitrarily set some or all of the predetermined time used to determine the charge limiting condition, the predetermined upper limit amount used to determine the charge limiting condition, and the predetermined limiting time used to determine the charge limit release condition.

[0015] Furthermore, in the above configuration, the charge restriction means may determine from the player's charge history that the number of charge executions since a predetermined restriction determination start timing has reached a predetermined upper limit as the charge restriction condition, and based on the determination that the charge restriction condition has been met, restrict the player's charging by not allowing the charge instruction means to send the charge instruction to the charge request from the player corresponding to the charge history in which the charge restriction condition has been met. The charge restriction release means may determine that a predetermined time limit has elapsed after the charge restriction means has restricted the player's charging as the charge restriction release condition, and based on the determination that the charge restriction release condition has been met, allow the charge instruction means to send the charge instruction to the charge request from the player corresponding to the charge history in which the charge restriction release condition has been met, and also release the charge restriction for the player by updating the predetermined upper limit by +1.

[0016] Furthermore, in the above configuration, the management function unit further includes a payment type identification means that identifies the type of payment method used by the player to make a charge, the charge history management means manages the charge history managed on a player-by-player basis for each payment type identified by the payment type identification means, the charge restriction means determines from the charge history for each payment type for the player that the total amount of charges made within a predetermined period using the payment method of a predetermined payment type reaches a predetermined upper limit, and based on the determination that the charge restriction condition has been met, the predetermined payment type that is subject to determination of the charge restriction condition The charge restriction on the player may be lifted by preventing the charge instruction means from transmitting the charge instruction to the charge request that uses payment by a payment method, and the charge restriction release means may lift the restriction on the player's charges by determining that a predetermined restriction period has elapsed after the charge restriction means has restricted the player's charges, and based on the determination that the charge restriction release condition has been met, allowing the charge instruction means to transmit the charge instruction to the charge request that uses payment by a predetermined payment method of a predetermined payment type corresponding to the charge history for which the charge restriction release condition has been met. [Effects of the Invention]

[0017] According to the game system of the present invention, if the management function unit determines from the charge history of the player's charges to the valuable memory means that a charge restriction condition has been met, it will restrict charging, making it easier for the player to cool down and make a calm judgment. Moreover, if the management function unit determines that a charge restriction release condition has been met after restricting charging, it will release the charge restriction for that player. As a result, the player whose charging has been restricted will accept the charge restriction and cool down more easily due to the reassurance that the charge restriction will be released. Therefore, since the player can make a calm judgment after the charge restriction has been released, even when it becomes possible to charge the valuable memory means, the player can calmly decide whether or not to charge, thus effectively suppressing excessive engrossment in the game. [Brief explanation of the drawing]

[0018] [Figure 1] This is a schematic diagram of the gaming system according to this embodiment. [Figure 2] This is a functional block diagram showing the general functions of the gaming machine, gaming equipment (gaming media dispensing device), management function unit, cashless payment service provider center, management device, and mobile terminal. [Figure 3] This is a functional block diagram showing the general functions of the gaming machine, gaming equipment (ticket vending machine), management function unit, cashless payment service provider center, management device, and mobile terminal. [Figure 4] This is an illustrative diagram showing an example of a player restriction management table managed by the management function unit. [Figure 5] This is an explanatory diagram illustrating the content of restrictions, illustrating different types of restrictions with varying charge restriction conditions and charge restriction release conditions. [Figure 6] This is an illustrative diagram showing an example of a payment usage information management table managed by the management function department. [Figure 7] This is an illustrative diagram showing an example of a gaming machine attribute information management table managed by the management function unit. [Figure 8]It is an image diagram showing an example of a charge history management table managed by a management function unit capable of performing charge limit control according to restriction type A. [Figure 9] It is an image diagram showing an example of a charge history management table managed by a management function unit capable of performing charge limit control according to restriction type B1. [Figure 10] It is a communication sequence diagram among a gaming device (game medium lending device), a mobile terminal, and a management function unit, showing an example of the process of charging a valuable value storage means being handled by the game medium lending device. [Figure 11] It is a communication sequence diagram among a gaming device (ticket vending machine), a mobile terminal, and a management function unit, showing an example of the process of charging a valuable value storage means being handled by the ticket vending machine. [Figure 12] In a gaming system including a management function unit capable of performing charge limit control under charge limit conditions according to restriction type A (total charge amount within 1 hour from the reference charge is 30,000 yen) and charge limit release conditions (30 minutes have elapsed since the start time of the restriction), it is a communication sequence diagram among a gaming device (game medium lending device), a mobile terminal, and a management function unit, showing an example of the process in which a charge limit is imposed on charging a valuable value storage means being handled by the game medium lending device, and then the charge limit is released. [Figure 13] It is an explanatory diagram of the charge history update process, showing an example of the process in which a player's charge history is updated in a gaming system including a management function unit capable of performing charge limit control under charge limit conditions according to restriction type A (total charge amount within 1 hour from the reference charge is 30,000 yen) and charge limit release conditions (30 minutes have elapsed since the start time of the restriction). [Figure 14] In a gaming system including a management function unit capable of performing charge limit control under charge limit conditions according to restriction type D1 (charges after the third time) and charge limit release conditions (30 minutes have elapsed since the start time of the restriction), it is a communication sequence diagram among a gaming device (game medium lending device), a mobile terminal, and a management function unit, showing an example of the process in which charging is restricted on a gaming device (game medium lending device) handling a valuable value storage means available for a player, and then the charge limit is released. [Figure 15] This is a communication sequence diagram between a gaming device (gaming media dispensing device), a mobile terminal, and a management function unit, illustrating an example of the process in which charging is restricted and then lifted on a gaming device (gaming media dispensing device) that handles a valuable storage means usable by a player, in a gaming system that includes a management function unit capable of controlling charge restrictions based on restriction type D2 (each charge) and charge restriction release conditions (30 minutes elapsed from the start time of the first restriction, 60 minutes elapsed from the start time of subsequent restrictions). [Figure 16] This is a communication sequence diagram between a gaming device (gaming media dispensing device), a mobile terminal, and a management function unit, illustrating an example of the process in which a charge is restricted by a gaming device (gaming media dispensing device) handling a valuable storage means usable by a player, and then subsequently lifted, in a gaming system that includes a management function unit capable of controlling charge restrictions based on a charge restriction condition of restriction type E1 (total monthly charge amount via deferred payment of 100,000 yen) and a charge restriction release condition (the end of the month in which the restriction started has passed). [Figure 17] This is a communication sequence diagram between a gaming device (gaming media lending device), a mobile terminal, and a management function unit in a gaming system that includes a management function unit capable of controlling charge restrictions based on the charge restriction conditions for restriction type E1 (total monthly charge amount via deferred payment is 100,000 yen) and the charge restriction release condition (the end of the month in which the restriction started has passed), and the charge restriction conditions for restriction type E2 (total monthly charge amount via immediate payment is 500,000 yen) and the charge restriction release condition (the end of the month in which the restriction started has passed). The diagram shows an example of the process in which charges are restricted for each restriction type at a gaming device (gaming media lending device) that handles a valuable storage means usable by a player, and then the charge restriction is released. [Figure 18]This is a communication sequence diagram between a gaming device (gaming media lending device), a mobile terminal, and a management function unit in a gaming system that includes a management function unit capable of controlling charge restrictions based on either a charge restriction condition of restriction type E1 (total monthly charge amount via deferred payment is 100,000 yen) and a charge restriction release condition (the end of the month in which the restriction started has passed), or a charge restriction condition of restriction type E2 (total monthly charge amount via immediate payment is 500,000 yen) and a charge restriction release condition (the end of the month in which the restriction started has passed). The diagram shows an example of the process in which a charge is restricted when either of the charge restriction conditions of restriction type is met, and then the charge restriction is subsequently released. [Figure 19] This is a communication sequence diagram between a gaming device (gaming media dispensing device), a mobile terminal, and a management function unit, illustrating an example of the process in which a charge is restricted by a gaming device (gaming media dispensing device) that handles a valuable storage means usable by a player, and then subsequently the charge restriction is lifted, in a gaming system that includes a management function unit capable of controlling charge restrictions based on restriction type E4 (the sum of the monthly total amount of charges by deferred payment and the monthly total amount of charges by immediate payment is 200,000 yen) and a charge restriction release condition (the end of the month in which the restriction started has passed). [Modes for carrying out the invention]

[0019] Next, an embodiment of the gaming system 1 according to the present invention will be described in detail based on the attached drawings. As shown in Figure 1, the gaming system 1 becomes available when multiple gaming parlors 10 and a charge management center 20 are connected. In addition, each gaming parlor 10 is also connected to a prepaid payment center 30 in order to introduce a prepaid system that lends out gaming media using pre-charged (prepaid) valuable value (electronic value information having monetary value), and can charge the valuable value equivalent to the amount paid by the player using the payment method available to the valuable value storage means (described in detail later). In addition to cash payments, various cashless payment methods are also included as payment methods. For example, it is possible to charge valuable value to the valuable value storage means via cashless payment based on the player launching a gaming application program (hereinafter simply referred to as "gaming app") on a mobile terminal 40 held by the player and making a charge request according to a predetermined procedure. Furthermore, the gaming application is not limited to an application program installed on the mobile terminal 40, but may also be a web application (application software that utilizes the mechanisms of the web) that runs on the web browser of the mobile terminal 40. Also, the mobile terminal 40 is not limited to one owned by the player under contract with a telecommunications carrier, etc., but may be one that a player who intends to use the services within the gaming establishment 10 possesses within the gaming establishment 10, even if it is borrowed from the gaming establishment 10.

[0020] Each amusement parlor 10 is equipped with multiple gaming machines 11, and a gaming media dispensing device 13, which functions as a gaming device 12, is installed in conjunction with each gaming machine 11. The gaming media dispensing device 13 has a gaming value granting function that grants gaming media to the gaming machine 11 as payment for consuming the value stored in the valuable value storage means (prepaid media 50 on which valuable value is directly written, or a valuable value storage area on memory that stores valuable value obtained from a prepaid account (an electronic storage area that stores the valuable value for each prepaid media 50) managed by a prepaid settlement center 30 or a management device described later), and players can play games on the gaming machine 11 using the granted gaming media. Furthermore, each amusement parlor 10 is equipped with a ticket vending machine 14 as a gaming device 12, which can issue new prepaid media 50 as a means of storing valuable value by directly writing and managing valuable value, or prepaid media 50 whose prepaid accounts are managed by a prepaid settlement center 30 or management device, or charge valuable value onto prepaid media 50 owned by players. In addition, the gaming media lending device 13, which is also a gaming device 12, can also charge valuable value onto the prepaid media 50 or the valuable value storage area.

[0021] There are two methods for managing the value of the prepaid medium 50 used as a means of storing value: one is to directly write the value to the prepaid medium 50 and manage it that way, and the other is to manage the prepaid account linked to the card ID of the prepaid medium 50 at a prepaid settlement center 30 or a management device in the amusement parlor 10. In addition to differences in the method of managing value, the prepaid medium 50 also differs depending on the target amusement machine 11, for example, there is an IC card 51 that can be inserted into a gaming device 12 connected to a pachinko machine and an IC coin 52 that can be inserted into a gaming device 12 connected to a pachislot machine. Furthermore, the prepaid media 50 includes membership cards (hereinafter simply referred to as "member prepaid media 50") owned by players who are assigned a player ID (unique information that identifies a player whose personal information has been identified) that is common to a specific amusement store 10 or its affiliated stores, and general cards (hereinafter simply referred to as "non-member prepaid media 50") issued to unspecified players at the amusement store 10 for use only on the same day. In addition, the IC card 51 and IC coin 52, which are prepaid media 50, are each assigned a card ID (unique information that can uniquely identify the prepaid media 50), and the charge history of the prepaid media 50 as a means of storing valuable value and the valuable value in the valuable value storage area can be managed by the management function unit 100, which will be described later.

[0022] Furthermore, if a player ends playing on the gaming machine 11 without using up all of the value charged to the prepaid medium 50, which serves as a means of storing valuable value, the prepaid medium 50 with the remaining value (hereinafter simply referred to as "remaining valuable value") written on it will be ejected from the gaming device 12 and returned to the player. On the other hand, if a player ends playing on the gaming machine 11 without using up all of the value charged to the value storage area, which serves as a means of storing valuable value, the prepaid account linked to the card ID of the prepaid medium 50 and the remaining valuable value will be synchronized, the remaining valuable value in the value storage area will be cleared, and then the prepaid medium 50 will be ejected from the gaming device 12 and returned to the player.

[0023] Furthermore, by using the cashless payment function available on the mobile terminal 40, valuable value can be charged to the valuable value storage means handled by the gaming device 12 in a cashless manner. In order to enable charging by cashless payment (hereinafter simply referred to as "cashless charging"), the processing operations of the management function unit 100 realized by the charge management center 20 and the relay device 16, and the settlement processing operations between the charge management center 20 and the cashless payment service provider center 60 are important.

[0024] Within the amusement parlor 10, relay devices 16 (described in detail later) and management devices 17 (devices that comprehensively manage the amusement machines 11 and gaming equipment 12 within the amusement parlor 10) are connected via HUB 15. The management device 17 is designed to comprehensively manage various information within the amusement parlor 10, and therefore integrates functions such as a membership management device and a sales management device. However, separate membership management devices and sales management devices may also be provided in addition to the management device 17. The membership management device manages membership information (e.g., membership number), including personal information of registered players, by linking it to the card ID of the prepaid media 50 held by the player or the mobile ID of the mobile terminal 40 held by the player. The sales management device manages the converted value as the store's sales when the value stored in the value storage means handled by the gaming device 12, which is installed in conjunction with the gaming machine 11 that the player is playing, is converted into game value usable for playing (including physical game media such as game balls and game tokens, as well as electronic data treated as the quantity of game balls and game tokens). In addition, the amount of value charged to the value storage means usable by the player is transmitted from the management device 17 to the prepaid settlement center 30 and managed as the charge amount at this gaming store 10.

[0025] The gaming machines 11 installed in the amusement parlor 10 include pachinko machines and pachislot machines, differing in the type of game medium used. In pachinko machines, game balls are used as the game medium, and the game is played by shooting the game balls onto the game board. The game board has multiple winning areas (winning slots), and as the game progresses, when the game balls pass through the winning areas, a predetermined number of game balls are awarded to the player as prize game medium and are counted as the number of game mediums acquired. On the other hand, in pachislot machines, game tokens are used as the game medium, and the game progresses by inserting game tokens to rotate the reels, and the reels stop when a stop button is pressed or after a certain amount of time has passed. If the reel symbols stop in a way that corresponds to a prize, a predetermined number of game tokens are awarded to the player as prize game medium and are counted as the number of game mediums acquired. Pachinko machines that use game balls as the game medium are connected to a game device 12 that can control the dispensing of game balls as the game medium, and pachislot machines that use game tokens as the game medium are connected to a game device 12 that can control the dispensing of game tokens as the game medium.

[0026] Furthermore, in the gaming machine 11, the number of gaming media consumed during gameplay and the number of gaming media acquired as a result of gameplay are not limited to a method of actually counting and managing physical gaming balls or tokens. It is also acceptable to treat the number of consumed gaming media and acquired gaming media as electronic information and manage them through calculations.

[0027] Whether the game media dispensing device 13, which is a game device 12 installed in the game parlor 10 in accordance with each game machine 11, handles the value storage means to directly write the value to the prepaid media 50 held by the player and manage the value, or whether it handles the value storage means to obtain the value of the prepaid account linked to the card ID of the prepaid media 50 from the prepaid settlement center 30 or management device 17 and manage the value in a value storage area in memory, depends on the prepaid system introduced by the game parlor 10. Furthermore, in a gaming establishment 10 equipped with a ticket vending machine 14, which functions as a gaming device 12 specializing in the issuance of new prepaid media 50 or charging prepaid media 50 already owned by players, and which has introduced a prepaid system that manages value by directly writing value to the prepaid media 50, the ticket vending machine 14 handles the value storage means to directly write the value equivalent to the settled charge amount to a newly issued prepaid media 50 or a prepaid media 50 already owned by the player and charge it. On the other hand, in a gaming establishment 10 equipped with a prepaid system that manages value through a prepaid account linked to the card ID of the prepaid media 50, the ticket vending machine 14 does not handle the value storage means in a way that manages value, but instead requests the charging of value to the prepaid account linked to the card ID of the prepaid media 50, which is managed by the prepaid settlement center 30 or the management device 17. Furthermore, at the ticket vending machine 14, if a player who has not registered as a member inserts cash RM, a prepaid medium 50 for non-members will be issued with a value equivalent to the amount inserted. In addition, if the player possesses a membership card issued by the amusement store 10, or if the player's membership number can be identified, a new prepaid medium 50 for members linked to the player ID may be issued.

[0028] As described above, the gaming device 12, including the gaming media dispensing device 13 and the ticket vending machine 14, can handle valuable storage means (prepaid media 50 and valuable storage area) that can be used by players, and can therefore perform charging on the valuable storage means being handled. To do this, payment is required as consideration for the service of performing the charging, and in this gaming system 1, not only cash payment but also cashless payment can be used as a means of payment for performing charging on the valuable storage means.

[0029] Cashless payment methods can be broadly categorized into three types: post-payment, immediate payment, and pre-payment. Post-payment, exemplified by credit cards, is a payment method where the card company pays for the service on behalf of the user, and the user pays the card company after a certain period. Code payments using two-dimensional or one-dimensional codes that are set up for credit card payments fall under post-payment. Immediate payment, exemplified by bank-issued debit cards, is a payment method where payment is made from the balance in the bank account at the time the service is provided. Pre-payment, exemplified by prepaid cards and rechargeable electronic money, is a payment method where the amount used is deducted from the amount already paid. Code payments using two-dimensional or one-dimensional codes that require prior deposit into the payment account fall under pre-payment.

[0030] Cashless payment using payment methods available on the mobile terminal 40 is established when the charge management center 20 of the management function unit 100 exchanges payment information with the cashless payment service provider center 60, and the gaming device 12 can charge the value equivalent to the charged amount to the value storage means currently being handled by the gaming device 12. The payment methods available on the mobile terminal 40 may be pre-configured in the member information managed by the management device 17 or the payment method management information managed by the charge management center 20 so that the payment method is used automatically, or the user may select the payment method to use from the gaming application launched on the mobile terminal 40.

[0031] Furthermore, while the gaming device 12 handling the valuable memory means that is the target of the charge requested from the mobile terminal 40 may be managed by the management function unit 100 in association with the mobile terminal 40, if the management function unit 100 were to continuously manage the correspondence information between mobile terminals 40 and gaming devices 12 that is frequently transmitted from multiple gaming parlors 10, the processing burden would be significant. Therefore, in this gaming system 1, the charge request from the mobile terminal 40 includes unique information that can uniquely identify the gaming device 12 (gaming media dispensing device 13) (for example, a store ID that can identify the gaming parlor 10 and a machine number that can identify each gaming machine 11 within the store), and this information is then communicated to the management function unit 100.

[0032] First, when a player operates the gaming device 12 (gaming media dispensing device 13 or ticket vending machine 14) that is the target of the charge, the gaming device 12 generates an optically readable code (e.g., a two-dimensional code 2DC) that includes unique gaming device identification information (e.g., machine number) set for the device and gaming store identification information (e.g., store ID) of the gaming store 10 where the device is installed, and displays it on a display panel or other display unit. The type of optically readable code is not particularly limited; for example, a one-dimensional code such as a barcode, a stacked two-dimensional code that looks like a barcode stacked vertically, a matrix two-dimensional code represented by a QR code (registered trademark), etc., can be used as appropriate depending on the required data capacity. The gaming device identification information can be any information that uniquely identifies all gaming devices 12 managed within each gaming establishment 10 using this gaming system 1. This could be an alphanumeric management number arbitrarily assigned by each gaming establishment 10, or an individual identification number attached by the manufacturer at the time of shipment. However, if it is associated with the machine number of the gaming machine 11 to which the gaming device 12 is connected, the gaming device identification information can be treated as the machine number of each gaming machine 11 in the gaming establishment 10, which is highly convenient. If the gaming device identification information attached to the gaming device 12 is unique and does not overlap across all gaming establishments 10, there is no need to transmit the gaming establishment identification information. In that case, the charge management center 20 needs management information that can identify the relay device 16 of the gaming establishment 10 where a specific gaming device 12 is installed.

[0033] Next, based on the player's operation of the game application on the mobile terminal 40, the system obtains game device identification information and game store identification information from an optically readable code (hereinafter referred to as a two-dimensional code 2DC) displayed on the display unit of the game device 12. The function to read and analyze the two-dimensional code 2DC is provided in a standard mobile terminal 40 and can be used from the game application. In addition to the game device identification information and game store identification information, the mobile terminal 40 also transmits charge request information, including information that identifies the mobile terminal 40 (e.g., terminal ID), the charge amount, and the payment method to be used, to the charge management center 20 of the management function unit 100. Note that information such as the charge amount and the payment method to be used does not necessarily need to be entered on the mobile terminal 40; it may be entered on the game device 12 and included in the two-dimensional code 2DC so that the mobile terminal 40 can obtain it.

[0034] In this way, the gaming device 12 and the mobile terminal 40 held by the player work together to realize the function of "a charge request means that transmits a charge request to the management function unit 100 to request the charging of valuable value to a valuable value storage means based on the player's operation." Furthermore, if a prepaid medium 50 is inserted into the gaming device 12, which is a ticket vending machine 14 capable of cash RM payment, and payment is made with cash RM without using cashless payment via the mobile terminal 40, the gaming device 12 functions as a charge request means independently. Also, if information that can identify the gaming device 12 (gaming medium dispensing device 13) handling the valuable value storage means to be charged is already stored in the mobile terminal 40, the mobile terminal 40 may function as a charge request means independently.

[0035] Upon receiving a charge request from the mobile terminal 40, the management function unit 100 exchanges payment information with the cashless payment service provider center 60 corresponding to the payment method indicated by the player as an available payment method. Once the payment is completed, it sends a charge instruction to the gaming device 12 (the gaming device 12 handling the value storage means to be charged) that was indicated in the charge request, instructing it to charge the value equivalent to the charged amount into the value storage means. In other words, the management function unit 100 functions as a "charge instruction means that receives a charge request and sends a charge instruction to the gaming device 12 handling the value storage means, instructing it to charge the value equivalent to the charged amount settled by the player using an available payment method."

[0036] Upon receiving a charge instruction from the management function unit 100, the gaming device 12 performs a charge of value to the value storage means (prepaid medium 50 or value storage area) being handled, based on the charge instruction. In other words, the gaming device 12 has the function of "a charge execution means that performs a charge of value to the value storage means based on a charge instruction from the management function unit 100." Here, the execution of a charge refers to the operation of rewriting the value written on the IC card 51 or IC coin 52, or the operation of updating the value in the value storage area managed by the gaming device 12 within itself.

[0037] Furthermore, the gaming device 12 that performs the charge transmits charge information for the value storage means being handled (for example, a card ID that can identify the value storage means, the charge amount, the date and time of the charge, etc.) to the management device 17 as necessary information for the prepaid settlement center 30. The value in the value storage area of ​​the gaming device 12 is transmitted to the management device 17 when the game ends on the gaming machine 11, entrusting its management to the prepaid account linked to the card ID of the prepaid medium 50, and the prepaid medium 50 is ejected and returned to the player. In addition, in the case of a gaming device 12 that directly writes the value to the prepaid medium 50, the prepaid medium 50 with the value written on it is ejected and returned to the player when the game ends on the gaming machine 11.

[0038] As described above, this gaming system 1 allows players to charge the value storage means using a variety of payment methods, including cashless payments, which offers high convenience to players, but also carries the risk of players becoming excessively engrossed in the game. Therefore, the management function unit 100 of this gaming system 1 is equipped with: "a charge history management means that manages charge history, including the charge amount based on charge instructions, at least on a per-player basis"; "a charge restriction means that, when it is determined from the charge history that a predetermined charge restriction condition has been met, restricts charges from players corresponding to the charge history in which the charge restriction condition has been met"; and "a charge restriction release means that, when it is determined from the charge history of a player whose charges are restricted by the charge restriction means that a predetermined charge restriction release condition has been met, releases the charge restriction for that player."

[0039] In other words, in the management function unit 100, the charge history management means manages the charge history of each player, and if the charge restriction means determines that the charge restriction condition has been met based on the charge history of the player's charges to the valuable value storage means, it restricts the player from charging, making it easier for the player to cool down and make a calm judgment. Moreover, if the charge restriction release means determines that the charge restriction release condition has been met after the charge restriction means has restricted the player from charging, it releases the charge restriction for that player. As a result, the player whose charge has been restricted is more likely to accept the charge restriction and cool down due to the reassurance that the charge restriction will be released. Therefore, since the player can make a calm judgment after the charge restriction has been released, even when it becomes possible to charge the valuable value storage means, the player can calmly decide whether or not to charge, thus effectively suppressing excessive gambling.

[0040] Next, referring to Figure 2, we will explain the general configuration of the gaming machine 11, gaming devices 12 (gaming media dispensing devices 13 installed in accordance with each gaming machine 11), management function unit 100 (relay device 16 and charge management center 20), cashless payment service provider center 60, management device 17 in the gaming store 10, and the mobile terminal 40 held by the player.

[0041] The gaming machine 11 includes a control unit 11a for controlling the game and a gaming device communication unit 11b for communicating with the gaming device 12. Various game information that is generated or changes as the game progresses is output from the gaming machine 11 to the gaming device 12, and loan information for lending game media that can be used for the game is output from the gaming device 12 to the gaming machine 11.

[0042] The gaming device 12, which receives game information from the aforementioned gaming machine 11, comprises a control unit 12a that controls major functions such as lending out gaming media, a gaming machine communication unit 12b that communicates with the gaming machine 11, a management function unit communication unit 12c that controls communication with the management function unit 100 (specifically, the relay device 16 in the gaming parlor 10), and a management device communication unit 12d that controls communication with the management device 17. The gaming device 12 handles a valuable value storage means 12e used by players playing games on the gaming machine 11 (a valuable value storage area 12e1 in memory that stores valuable value obtained from a prepaid account, which is managed by a prepaid settlement center 30 or a management device 17 linked to the card ID of the prepaid media 50, or a prepaid account on which valuable value is written, in order for the gaming device 12 to handle the valuable value of the prepaid account). For example, based on a player's request to borrow a game medium, part or all of the value stored in the value storage means 12e is consumed and converted into game value, which is then assigned to the game machine 11. Also, if a player selects "charge" via the menu on the display screen, a two-dimensional code 2DC is displayed, prompting the player to read the code with their mobile terminal 40. When a proper charge request is made on the mobile terminal 40, the management function unit 100 receives the charge instruction and charge amount as settlement information. The value equivalent to the instructed charge amount is then added to the value storage means 12e, and the charge is executed. When the game device 12 executes the charge, it transmits to the management function unit 100 that the charge has been completed as settlement information, and also transmits prepaid information such as the charge amount to the management device 17 as settlement information.

[0043] The management device 17 has the function of managing all gaming machines 11 and gaming devices 12 installed in the gaming parlor 10, as well as managing sales. It includes a control unit 17a that controls the management function and a gaming device communication unit 17b that controls communication with the gaming devices 12 under management. The management device 17 also has the function of transmitting prepaid information sent from each gaming device 12 to the prepaid payment center 30.

[0044] The mobile terminal 40 includes a control unit 40a that comprehensively controls communication functions and the operation functions of application programs, a communication unit 40b that controls communication such as wireless LAN and carrier communication, and a payment usage unit 40c that includes payment usage information and security functions for using any cashless payment method (at least one of the payment methods from post-payment, immediate payment, and pre-payment). The mobile terminal 40 also decodes the two-dimensional code 2DC displayed on the display unit of the gaming device 12 to obtain the machine number and store ID, and sends a charge request to the management function unit 100.

[0045] The management function unit 100 includes a control unit 100a that receives and processes payment information regarding the consumption and charging of valuables from gaming devices 12 and mobile terminals 40 held by players in the managed amusement parlor 10; an information management unit 100b that stores, updates, and appropriately manages various information necessary for control processing in the control unit 100a; a payment service provider center communication unit 100c that communicates with the cashless payment service provider center 60; a gaming device communication unit 100d that controls communication with the gaming device 12; and a mobile terminal communication unit 100e that controls communication with the mobile terminal 40. When the management function unit 100 receives a charge request from the gaming device 12 or mobile terminal 40, it determines whether the requested charge is possible, instructs the charge if possible, and imposes a charge restriction if not possible. Subsequently, if the conditions for lifting the charge restriction are met, it lifts the charge restriction. By managing the charges for each player in the management function unit 100, excessive gambling addiction is suppressed. Furthermore, the management function unit 100 exchanges payment information with the cashless payment service provider center 60 in order to perform payment using the payment method specified in the charge request. In addition, the control unit 100a implements the functions of the aforementioned charge restriction means 100a1 and charge restriction release means 100a2, and the information management unit 100b implements the functions of the charge history management means 100b1.

[0046] The cashless payment service provider center 60 is a management server used by credit card companies, banks, code payment companies, electronic money providers, etc., to perform cashless payments via a network. It comprises a control unit 60a that controls the cashless payment process using card numbers and PINs, an information management unit 60b that manages individual member information, and a management function unit communication unit 60c that controls communication with the management function unit 100.

[0047] On the other hand, if the gaming device 12 is a ticket vending machine 14 that is not connected to the gaming machine 11, as shown in Figure 3, it only charges the valuable value storage means 12e and does not lend out gaming media. Also, if the ticket vending machine 14 allows payment by cash RM as a payment method, even non-members who are not registered with the gaming store 10 can be issued a prepaid media 50 with valuable value charged to it. For example, if a non-member player selects new issuance and issuance amount using the menu operation on the display screen of the ticket vending machine 14, they will be prompted to insert cash. After confirming the deposit, the ticket vending machine 14 sends the deposit amount and the card ID of the prepaid media 50 as payment information to the management function unit 100. Upon receiving a charge instruction from the management function unit 100, it dispenses a prepaid media 50 with valuable value equivalent to the deposit amount charged to it, and this prepaid media 50 becomes available for use by the player as a valuable value storage means 12e. Thus, even the valuable storage means 12e issued to non-members through cash payment is assigned a card ID, and if the management function unit 100 makes the prepaid medium 50 with that card ID under the management of charge restrictions, it is possible to suppress excessive gambling even for non-member players who do not use cashless charging.

[0048] Of course, if a member inserts their prepaid media 50 into the ticket vending machine 14, they can charge the prepaid media 50. Furthermore, if the player possessing the prepaid media 50 has registered their mobile ID on their mobile terminal 40 as member information, they can charge using the cashless payment method linked to that mobile ID. For example, if a player selects cashless charge via the menu operation on the display screen of the ticket vending machine 14, a two-dimensional code 2DC will be displayed, prompting the player to read the code with their mobile terminal 40. Once a proper charge request is made on the mobile terminal 40, the management function unit 100 receives the charge instruction and charge amount as payment information. The ticket vending machine 14 then charges the value equivalent to the instructed charge amount into the value storage means 12e and returns the charged prepaid media 50 to the player. When the ticket vending machine 14 executes a charge, it transmits to the management function unit 100 that the charge has been completed as payment information, and also transmits prepaid information such as the charge amount to the management device 17 as payment information.

[0049] As described above, the gaming system 1 enables the charging of valuable assets through cashless payment, thereby enhancing convenience for players. Furthermore, the management function unit 100 manages the charges, preventing players from becoming excessively engrossed in gaming. To this end, the management function unit 100 needs to appropriately manage each player's charge history. Below, an example of a management table for managing various types of information is described.

[0050] Figure 4 is an illustrative diagram showing an example of a player restriction management table managed by the management function unit 100. This player restriction management table manages the player's member number, biometric authentication information, card ID, mobile ID, and whether or not there are charge restrictions, all linked to the player's player ID. In this gaming system 1, in order to implement charge restrictions to curb player addiction, the system identifies individual players from the various information linked to the player ID assigned to all players and manages charge restrictions. By registering the member number of the membership card registered at the gaming store, biometric authentication information that can identify the individual player, the card ID of the prepaid medium 50, and the mobile ID that can identify the mobile terminal 40 to this player ID, various services related to charging valuable assets become available, as will be described later. Furthermore, by setting whether or not a player is subject to charge restrictions for each player ID in the player restriction management table, it is possible to exclude players who are suspected of becoming addicted to gambling from monitoring by setting them as subject to charge restrictions and players who are considered to be good players and do not require charge restrictions to curb addiction from being subject to charge restrictions. In addition, even non-member players who use a prepaid medium 50 that can only be used on the day as a valuable value storage means 12e and do not register a mobile ID for their mobile terminal 40 are assigned a player ID, so charge restrictions can be managed using this player restriction management table.

[0051] In this gaming system 1, all players who play at the gaming parlor 10 that imposes charge restrictions are assigned a player ID. If the player ID can be identified from the information corresponding to the charge method used by the player, it becomes possible to charge valuable assets using that charge method.

[0052] For example, if a player whose player ID is linked to the mobile ID of their mobile terminal 40 makes a cashless charge to a member-only prepaid medium 50 or a valuable value storage area 12e1 using the mobile terminal 40, the player ID can be identified from the mobile ID of the mobile terminal 40, and the cashless charge using the mobile terminal 40 will allow the charge to be made to the member-only prepaid medium 50 or the valuable value storage area 12e1. Also, if a player with this player ID makes a cashless charge to a non-member prepaid medium 50 or a valuable value storage area 12e1 using the mobile terminal 40, without using the member-only prepaid medium 50, the player ID can be identified from the mobile ID of the mobile terminal 40, and the cashless charge using the mobile terminal 40 will allow the charge to be made to the non-member prepaid medium 50 or the valuable value storage area 12e1. Furthermore, if a player with this player ID charges a member-only prepaid medium 50 or a valuable value storage area 12e1 using cash RM payment, without using cashless charging with a mobile terminal 40, the player ID can be identified from the member number recorded on the member-only prepaid medium 50, allowing the player to charge the member-only prepaid medium 50 or the valuable value storage area 12e1 using cash RM payment. In addition, if a player with this player ID charges a non-member prepaid medium 50 or a valuable value storage area 12e1 using cash RM payment, without using cashless charging with a member-only prepaid medium 50 or a mobile terminal 40, if biometric authentication information is registered during the charge request operation, the player ID can be identified from the registered biometric authentication information, allowing the player to charge the non-member prepaid medium 50 or the valuable value storage area 12e1 using cash RM payment.

[0053] Furthermore, if a non-member player whose player ID is linked to the mobile ID of their mobile terminal 40 but who has not registered as a member uses the mobile terminal 40 to make a cashless charge to a non-member prepaid medium 50 or a valuable value storage area 12e1, the player ID can be identified from the mobile ID of the mobile terminal 40, allowing the player to charge the non-member prepaid medium 50 or valuable value storage area 12e1 using cashless charging with the mobile terminal 40. Also, if a player with this player ID charges the non-member prepaid medium 50 or valuable value storage area 12e1 using cash RM payment instead of cashless charging with the mobile terminal 40, if biometric authentication information is registered during the charge request operation, the player ID can be identified from the registered biometric authentication information, allowing the player to charge the non-member prepaid medium 50 or valuable value storage area 12e1 using cash RM payment.

[0054] Furthermore, players whose player ID is not linked to a mobile ID on the mobile terminal 40 cannot use cashless payment with the mobile terminal 40, but they can charge using cash RM. When a player whose player ID and membership number are linked charges a member's prepaid medium 50 or valuable value storage area 12e1 using cash RM, the player ID can be identified from the membership number recorded on the member's prepaid medium 50, allowing the player to charge the member's prepaid medium 50 or valuable value storage area 12e1 using cash RM. Also, when a player with this player ID charges a non-member's prepaid medium 50 or valuable value storage area 12e1 using cash RM without using the member's prepaid medium 50, if biometric authentication information is registered during the charge request operation, the player ID can be identified from the registered biometric authentication information, allowing the player to charge the non-member's prepaid medium 50 or valuable value storage area 12e1 using cash RM. Similarly, when a non-member player who has not registered as a member attempts to charge a non-member prepaid medium 50 or a valuable value storage area 12e1 using cash RM, if biometric authentication information is registered during the charge request operation, the player ID can be identified from the registered biometric authentication information, allowing the non-member prepaid medium 50 or valuable value storage area 12e1 to be charged using cash RM.

[0055] Figure 5 is an explanatory diagram illustrating the types of restrictions (charge restriction conditions and charge restriction release conditions) that the management function unit 100 can use to limit charges.

[0056] For example, in a gaming system 1 that can implement charge restrictions according to restriction type A, the management function unit 100 controls charge restrictions based on the charge restriction condition (total charge amount of 30,000 yen within one hour of the reference charge) and the charge restriction release condition (30 minutes have passed since the start time of the restriction).

[0057] In the gaming system 1 that can implement charge restrictions according to restriction type B1, the management function unit 100 controls charge restrictions based on the charge restriction conditions (total charge amount in pachinko machines is 20,000 yen within one hour, or total charge amount in pachislot machines is 30,000 yen within one hour) and the charge restriction release conditions (30 minutes have passed since the start of the restriction). In addition, in the gaming system 1 that can implement charge restrictions according to restriction type B2, the management function unit 100 controls charge restrictions based on the charge restriction conditions (total charge amount in pachinko machines is 30,000 yen within 40 minutes, or total charge amount in pachislot machines is 30,000 yen within one hour) and the charge restriction release conditions (30 minutes have passed since the start of the restriction). Furthermore, in the gaming system 1 which can implement charge restrictions according to restriction type B3, the management function unit 100 controls the charge restriction based on the charge restriction conditions (total charge amount of 10,000 yen within one hour for casual pachinko (approximately 1 / 99), or total charge amount of 30,000 yen within one hour for light middle type (approximately 1 / 200), or total charge amount of 50,000 yen within one hour for middle type (approximately 1 / 349)) and the charge restriction release condition (30 minutes have passed since the start of the restriction).

[0058] In the gaming system 1 that can implement charge restrictions according to restriction type C1, the management function unit 100 controls charge restrictions based on the charge restriction conditions (total charge amount of 10,000 yen within one hour for 1 yen / ball pachinko machines, or total charge amount of 30,000 yen within one hour for 4 yen / ball pachinko machines) and the charge restriction release condition (30 minutes have passed since the start of the restriction). In addition, in the gaming system 1 that can implement charge restrictions according to restriction type C2, the management function unit 100 controls charge restrictions based on the charge restriction conditions (total charge amount of 10,000 yen within one hour for 5 yen / coin pachislo machines, or total charge amount of 30,000 yen within one hour for 20 yen / coin pachislo machines) and the charge restriction release condition (30 minutes have passed since the start of the restriction).

[0059] In the gaming system 1 that can implement charge restrictions according to restriction type D1, the management function unit 100 controls charge restrictions based on the charge restriction condition (the third charge or later on the day) and the charge restriction release condition (30 minutes have passed since the start of the restriction). In addition, in the gaming system 1 that can implement charge restrictions according to restriction type D2, the management function unit 100 controls charge restrictions based on the charge restriction condition (the number of charges) and the charge restriction release condition (30 minutes have passed since the start of the restriction).

[0060] In a gaming system 1 that can implement charge restrictions according to restriction type E1, the management function unit 100 controls charge restrictions based on the charge restriction condition (total monthly charge amount via deferred payment is 100,000 yen) and the charge restriction release condition (the end of the month in which the restriction started has passed). In a gaming system 1 that can implement charge restrictions according to restriction type E2, the management function unit 100 controls charge restrictions based on the charge restriction condition (total monthly charge amount via immediate payment is 500,000 yen) and the charge restriction release condition (the end of the month in which the restriction started has passed). In a gaming system 1 that can implement charge restrictions according to restriction type E3, the management function unit 100 controls charge restrictions based on the charge restriction condition (total monthly charge amount via prepaid payment is 100,000 yen) and the charge restriction release condition (the end of the month in which the restriction started has passed). Furthermore, in the gaming system 1 which can implement charge restrictions according to restriction type E4, the management function unit 100 controls the charge restriction based on the charge restriction condition (the sum of the monthly total of charge amounts by deferred payment and the monthly total of charge amounts by immediate payment is 200,000 yen) and the charge restriction release condition (the end of the month in which the restriction started has passed).

[0061] Furthermore, the charge restriction control by the game system 1 is not limited to being based on the restriction content of a single restriction type. The management function unit 100 may be configured to simultaneously determine charge restriction conditions and charge restriction release conditions corresponding to multiple restriction types, so that the game system 1 can perform charge restrictions based on multiple restriction types. However, combinations of restriction types that have time restrictions are undesirable. For example, if restriction type A and restriction type B1 are combined, if 10,000 yen is charged on the pachinko machine and then another 10,000 yen is charged 10 minutes later, the charge restriction condition of restriction type B1 will be triggered and a charge restriction will be imposed. After a 30-minute cooldown, which is the charge restriction release condition, charging becomes possible again. If another 10,000 yen is charged at that point, the total will reach 30,000 yen within an hour, triggering the charge restriction condition of restriction type A. However, since a cooldown has occurred once at the point of charging 20,000 yen, there is no need to continue imposing a charge restriction. The same applies when restriction type A and restriction type B2 are combined, and when restriction type A and restriction type B3 are combined.

[0062] On the other hand, a combination of time-based and frequency-based restrictions is effective. For example, when combining restriction type A and restriction type D1, three charges (10,000 yen charge → 10,000 yen charge after 1 hour → 10,000 yen charge after 1 hour) do not trigger the charge restriction condition of judgment type A, but they do trigger the charge restriction condition of judgment type D1, resulting in a charge restriction being imposed. From the fourth charge onward, each charge will trigger the charge restriction condition of restriction type D1. Similarly, when combining restriction type A and restriction type D1, three charges (10,000 yen charge → 10,000 yen charge after 20 minutes → 10,000 yen charge after 30 minutes) trigger the charge restriction conditions of both judgment type A and judgment type D1, resulting in a charge restriction being imposed. From the fourth charge onward, each charge will trigger the charge restriction condition of restriction type D1. The same applies when combining restriction type A and restriction type D2, when combining restriction types B1-B3 and restriction types D1 and D2, and when combining restriction types C1 and C2 and restriction types D1 and D2.

[0063] Furthermore, restriction types E1 to E4 are restrictions on the amount charged by the payment method, and unlike restriction types A to D which are time-based or frequency-based restrictions that result in a short cool-down period, they restrict payment by that payment method to not be possible for the remainder of the month, so they can be combined with restriction types A to D. For example, the following combinations are valid: restriction type A and restriction types E1 to E4, restriction types B1 to B3 and restriction types E1 to E4, restriction types C1 and C2 and restriction types E1 to E4, restriction types D1 and D2 and restriction types E1 to E4, restriction type A and restriction types D1 and D2 and restriction types E1 to E4, restriction types B1 to B3 and restriction types D1 and D2 and restriction types E1 to E4, and restriction types C1 and C2 and restriction types D1 and D2 and restriction types E1 to E4.

[0064] Figure 6 is an illustrative diagram showing an example of a payment usage information management table managed by the management function unit 100, which controls charge restrictions for restriction types E1, E2, E3, and E4. This payment usage information management table records and manages charges made by players identified by their player ID in chronological order. For example, it records the store ID of the gaming store 10 where the charge was made, the machine number of the gaming device 12 at that gaming store 10, the type of payment used for the charge, the charge amount, and the date and time the charge was made (for example, the timestamp when the gaming device 12 reported that the charge was completed) for each transaction.

[0065] Figure 7 is an illustrative diagram showing an example of a gaming machine attribute information management table managed by the management function unit 100, which controls charge restrictions for restriction types B1, B2, and B3. Gaming machine attributes are a general term for various elements that categorize gaming machines 11, such as the type of gaming machine, such as a pachinko machine or a pachislot machine, the specification classification based on the probability of a jackpot occurring (casual pachinko: approximately 1 / 99, light middle type: approximately 1 / 200, middle type: approximately 1 / 349), and the gaming fee, which is the rental fee for the gaming medium. These are managed by associating them with each gaming machine 11 in each gaming parlor 10. Note that the types of gaming machines are not limited to these, and for example, different gaming machine attributes may be set for existing CR gaming machines that use physical gaming media and smart gaming machines that perform electronic processing without using physical gaming media.

[0066] Figure 8 is an illustrative diagram showing an example of a charge history management table managed by the management function unit 100, which controls charge restrictions for restriction type A. The charge history management table can also manage information such as the game machine attribute information of the game machine 11 being played by the player, in order to support charge restriction control that combines multiple types of restrictions as described above. However, here we show a case where the management table is generated by narrowing it down to the management items necessary and sufficient to determine the charge restriction conditions for restriction type A (for example, the total charge amount being 30,000 yen within one hour from the reference charge that serves as the basis for starting the judgment). In this charge history management table (restriction type A), the history is managed by updating the following items for each player ID that can identify the player: reference charge date and time, restriction condition judgment deadline, target total charge amount, charge restriction status, restriction judgment date and time, and restriction release date and time. Here, the reference charge date and time is the date and time when the charge that serves as the basis for starting the one-hour limit condition judgment period was made, and the limit condition judgment deadline is the date and time when the limit condition judgment period has elapsed from this reference charge date and time. The target total charge amount is the sum of the charge amounts made using the payment methods subject to the restriction conditions. In restriction type A, there are no specific restrictions on the payment type, so both cash payments and cashless payments are included. However, if a payment type is set as an additional condition, only charges made using that payment type should be considered target charges. The charge restriction status indicates the current status, whether it is "chargeable" (charge restriction conditions not met) or "charge not possible" (charge restriction conditions already met). In the case of charge not possible, the date and time when the fulfillment of the charge restriction conditions was determined is recorded as the restriction determination date and time, and the date and time when the charge restriction release condition (for example, 30 minutes after the start time of the restriction) is met is recorded as the restriction release date and time.

[0067] Figure 9 is an illustrative diagram showing an example of a charge history management table managed by the management function unit 100 that controls the charge limit for restriction type B1. Restriction type B1, as exemplified in Figure 5, is defined as "total charge amount of 20,000 yen within one hour on pachinko machines, or total charge amount of 30,000 yen within one hour on pachislot machines," so charges are managed separately for each type of game machine. Note that restriction type B2, as exemplified in Figure 5, is defined as "total charge amount of 30,000 yen within 40 minutes on pachinko machines, or total charge amount of 30,000 yen within one hour on pachislot machines," and differs from restriction type B1, which changes the judgment amount by game machine, in that the judgment time is changed by game machine.

[0068] The above is an example of a charge history management table managed by a management function unit 100 that performs charge restriction control under restriction type A or restriction type B1. For management function units 100 that perform charge restriction control under other restriction types, it is sufficient to generate an appropriate charge history management table that includes appropriate management items according to the charge restriction conditions and charge restriction release conditions.

[0069] Next, with reference to Figure 10, an overview of the charge process in this gaming system 1 will be explained. Figure 10 is a communication sequence diagram between the gaming device 12 (gaming medium dispensing device 13), the mobile terminal 40, and the management function unit 100, showing an example of the process of charging the valuable value storage means 12e being handled by the gaming device 12 (gaming medium dispensing device 13) using cashless payment. The gaming device 12 is handling the valuable value storage means 12e, which is a prepaid medium 50 on which valuable value is written or a valuable value storage area 12e1 on memory, and by consuming valuable value and providing gaming medium to the gaming machine 11, it is possible to play games on the gaming machine 11. If a player wants to increase the valuable value of the valuable value storage means 12e, the player can perform a charge request operation from the display panel of the gaming device 12, and a two-dimensional code containing store ID and machine number information will be generated and displayed on the display panel.

[0070] The player uses the QR code reading function of the mobile terminal 40 to read the QR code displayed on the display panel of the gaming device 12, and when they specify the type of payment method and the charge amount and perform the charge execution operation, a charge request is sent to the management function unit 100. If the gaming application is not running on the mobile terminal 40, the player can easily perform the charge execution operation by launching the gaming application to read the QR code of the gaming device 12 (shown by a dashed line in Figure 10) and using the QR code reading function of the gaming application. Of course, it is also possible to make a charge request without using the gaming application that needs to be pre-installed on the mobile terminal 40. For example, the player can read the QR code of the gaming device 12, access the URL presented (address of the web application server managed by the management function unit 100), and make a charge request from a web application running on the web browser of the mobile terminal 40.

[0071] Upon receiving a charge request from the mobile terminal 40, the management function unit 100, if it confirms from the charge history management table that the player is eligible to charge, executes a cashless payment based on the charge request. Here, the management function unit 100 and the cashless payment service provider center 60 corresponding to the payment method specified by the player exchange payment information. Once the payment information is authenticated, a charge instruction is sent to the gaming device 12 of the gaming parlor 10 specified in the charge request from the mobile terminal 40, instructing it to charge the amount corresponding to the payment amount.

[0072] Upon receiving a charge instruction from the management unit 100, the gaming device 12 performs a charge by adding the charge amount to the currently used value storage means 12e. After performing the charge, the gaming device 12 sends a charge completion report to the management unit 100. The gaming device 12 also sends prepaid information resulting from the charge to the management device 17.

[0073] Upon receiving notification of charge completion from the gaming device 12, the management function unit 100 updates the charge history in the charge history management table. Alternatively, the management function unit 100 may also notify the mobile terminal 40, the source of the charge request, that the charge has been completed by sending a report of charge completion.

[0074] After the series of charge processes described above are completed, the management function unit 100 checks the charge restriction conditions from the charge history management table of the player who requested the charge. If the charge restriction conditions were met by the previous charge, the charge restriction status is changed to "Charge not allowed" and the restriction determination date and time and restriction release date and time are entered. If the charge restriction conditions were not met even with the previous charge, the charge restriction status is left as "Charge allowed" and the next charge request is accepted.

[0075] Next, with reference to Figure 11, an overview of the cash payment charging process in this gaming system 1 will be explained. Figure 11 is a communication sequence diagram between the gaming device 12 (ticket vending machine 14) and the management function unit 100, showing an example of the process in which the gaming device 12 (ticket vending machine 14) charges the valuable value storage means 12e (prepaid medium 50) being handled by the gaming device 12 with cash payment. Note that when cash RM payment is used as the payment method, the mobile terminal 40 is not required.

[0076] If a player wants to increase the value of the prepaid medium 50, they first insert the prepaid medium 50 into the gaming device 12 (ticket vending machine 14), then insert cash into the gaming device 12 (ticket vending machine 14), and then perform a charge request operation by specifying the charge amount within the range of the inserted amount on the display panel of the gaming device 12, which sends a charge request to the management function unit 100. This charge request includes player identification information that can identify the player (for example, the card ID or membership number stored in the prepaid medium 50, the mobile ID of the mobile terminal 40, or biometric authentication information such as fingerprints, iris, retina, vein patterns, voiceprints, and facial images registered at the time of charging), and the management function unit 100 can identify the player ID of the player who made the charge request from the player identification information. When the management function unit 100 receives a charge request from the gaming device 12, if it confirms from the charge history management table of the player who owns the prepaid medium 50 (the player with the player ID identified from the player identification information) that the player in question is eligible to charge, it sends a charge instruction to the gaming device 12 of the gaming store 10 specified in the charge request, instructing it to charge an amount corresponding to the payment amount.

[0077] Upon receiving a charge instruction from the management function unit 100, the gaming device 12 performs a charge by adding the value amount to the value storage means 12e currently being handled. After performing the charge, the gaming device 12 sends a charge completion report to the management function unit 100. The gaming device 12 also sends prepaid information resulting from the charge to the management device 17. Upon receiving the charge completion report from the gaming device 12, the management function unit 100 updates the charge history in the charge history management table. After the charge process is completed, the management function unit 100 checks the charge restriction conditions from the charge history management table of the player who requested the charge. If the charge restriction conditions were met by the previous charge, the charge restriction status is changed to "Charge Not Allowed," and the restriction determination date and time and restriction release date and time are entered. If the charge restriction conditions were not met by the previous charge, the charge restriction status remains "Charge Allowed," and the next charge request is accepted.

[0078] As described above, this gaming system 1 allows players to charge their accounts using both cashless payment and cash payment methods. Furthermore, it manages each player's charge history and can impose or remove charge restrictions to prevent players from becoming excessively engrossed in gaming.

[0079] Next, we will explain specific examples of charge restrictions and charge restriction releases in a gaming system 1 that includes a management function unit 100 that performs charge restrictions and charge restriction releases according to the corresponding restriction type.

[0080] <Charge restrictions and removal of charge restrictions due to restriction type A>

[0081] Figure 12 shows a communication sequence diagram between the gaming device 12 (gaming media dispensing device 13), the mobile terminal 40, and the management function unit 100 in a gaming system 1 that includes a management function unit 100 that performs charge restrictions and release of charge restrictions under restriction type A. This diagram illustrates an example of the process in which a charge is restricted by a charge to the valuable value storage means 12e being handled by the gaming device 12 (gaming media dispensing device 13), and then the charge restriction is released.

[0082] Furthermore, Figure 13 is an explanatory diagram of the charge history update process, showing an example of the process by which the charge history of a player (for example, player ID: 1234) is updated in the game system 1 that determines the charge restriction conditions (total charge amount of 30,000 yen within one hour of the reference charge) and the charge restriction release conditions (30 minutes have passed since the start time of the restriction) according to restriction type A. Restriction type A can be achieved by the charge restriction means 100a1 of the management function unit 100 "determining that the total amount of charges within a predetermined time (1 hour) reaches a predetermined upper limit (30,000 yen) as a charge restriction condition, and based on the determination that the charge restriction condition has been met, preventing the charge instruction means from sending a charge instruction to the charge request from the player corresponding to the charge history in which the charge restriction condition has been met, thereby restricting the player's charging", and the charge restriction release means 100a2 "determining that a predetermined time limit (30 minutes) has elapsed after the charge restriction means 100a1 has restricted the player's charging as a charge restriction release condition, and based on the determination that the charge restriction release condition has been met, enabling the charge instruction means to send a charge instruction to the charge request from the player corresponding to the charge history in which the charge restriction release condition has been met, thereby releasing the charge restriction for the player". Furthermore, if the management function unit 100 is equipped with setting means that allows the user to arbitrarily set some or all of the predetermined time used by the charge limiting means 100a1 to determine the charge limiting conditions, the predetermined upper limit used by the charge limiting means 100a1 to determine the charge limiting conditions, and the predetermined limiting time used by the charge limit release means 100a2 to determine the charge limit release conditions, then even more flexible charge limiting and charge limit release can be performed.

[0083] In Figure 12, first, a player playing on a gaming machine 11 corresponding to the gaming device 12 requests a charge to the valuable storage means 12e being handled by the gaming device 12, and the first charge process is performed (see the first charge in Figure 13). This first charge becomes the reference charge, and the reference charge date and time are set, as well as the restriction condition determination deadline, which is set one hour after this reference date and time. In other words, in restriction type A, if the total amount of target charges (for example, charges by cash and all cashless payments) reaches 30,000 yen before the restriction condition determination deadline, it is determined that the charge restriction condition has been met. The charge restriction means 100a1 of the management function unit 100 determines the charge restriction condition after the charge process is completed, and since the total amount of target charges for the first charge is 10,000 yen, it determines that the charge restriction condition has not been met, and the charge restriction status remains "chargeable".

[0084] In Figure 12, the same player then requests a charge to the valuable value storage means 12e at the same gaming device 12 or another gaming device 12 within the same gaming store 10 before the limit condition determination deadline, thereby performing a second charge (see the second charge in Figure 13). Since the total amount of the target charge in this second charge is 20,000 yen, the charge restriction means 100a1 of the management function unit 100 determines that the charge restriction condition has not been met and leaves the charge restriction status as "chargeable".

[0085] In Figure 12, the same player then requests a charge to the valuable value storage means 12e at the same gaming device 12 or another gaming device 12 within the same gaming store 10 before the restriction condition determination deadline, thereby performing a third charge (see the third charge in Figure 13). Since the total amount of the target charge in this third charge has reached 30,000 yen, the charge restriction means 100a1 of the management function unit 100 determines that the charge restriction condition has been met and sets the charge restriction status to "charge not possible". The charge restriction release means 100a2 of the management function unit 100 then sets the date and time of the third charge as the restriction determination date and time, and sets 30 minutes after this restriction determination date and time as the restriction release date and time. After the charge restriction is initiated in this manner, even if a player operates the gaming device 12 and sends a charge request from their mobile terminal 40 to the management function unit 100, the management function unit 100 can confirm that the player is under charge restriction by referring to the player's charge history management table. Therefore, it does not send a charge instruction to the gaming device 12 and instead informs the mobile terminal 40 that the charge cannot be executed. In addition, to prevent players under charge restriction from making unnecessary charge requests, it is also possible to inform the player's mobile terminal 40 that charge control is in effect and the reason for the charge restriction when the charge restriction is initiated (indicated by a dashed arrow in Figure 12).

[0086] As described above, once the charge restriction is implemented, the restricted player will be unable to make any charges and will not be able to borrow any new game media, thus preventing them from continuing to play on the game machine 11. This will cause the player to cool down and lose their enthusiasm for the game. Furthermore, since the duration of the charge restriction imposed on the player is a relatively short 30 minutes, it will be easier for the player to accept the restriction and cool down.

[0087] The restriction removal date and time set in the charge history management table will be reached, and after the charge restriction is lifted, charge requests will be possible again, allowing the player to resume playing on the gaming machine 11. At this time, it is also possible to notify the player's mobile terminal 40 that the charge restriction has been lifted (indicated by the dashed arrow in Figure 12). When lifting the charge restriction, the player's charge history management table may be cleared, and the first charge made after the charge restriction is lifted may be set as the base charge, and a new charge condition judgment deadline may be set, or a charge made before the charge restriction was lifted may be set as the new base charge. For example, in Figure 13, at the time when the restriction period (30 minutes) has elapsed (restriction removal date and time), less than one hour has passed since the execution date and time of the second charge, so the second charge is set as the new base charge and the restriction condition judgment deadline is set. If the second charge is set as the base charge, the second and third charges will be the charges subject to the restriction condition judgment, and the total amount of the target charges will be 20,000 yen. If an additional 10,000 yen is charged before the new restriction condition judgment deadline, the charge restriction condition will be met, and the charge restriction will be started again. Of course, the choice of which restriction condition determination method to adopt after the charge restriction is lifted is at the player's discretion.

[0088] <Charge restrictions and removal of charge restrictions based on restriction types B1 to B3>

[0089] As illustrated in Figure 5, Restriction Type B1 is defined as "Total charge amount from pachinko machines is 20,000 yen within one hour, or total charge amount from pachislot machines is 30,000 yen within one hour," Restriction Type B2 is defined as "Total charge amount from pachinko machines is 30,000 yen within 40 minutes, or total charge amount from pachislot machines is 30,000 yen within one hour," and Restriction Type B3 is defined as "Total charge amount from casual pachinko (approx. 1 / 99) is 10,000 yen within one hour, or total charge amount from light-middle type (approx. 1 / 200) is 30,000 yen within one hour, or total charge amount from middle type (approx. 1 / 349) is 50,000 yen within one hour." In all cases, the charge restriction begins when it is determined that the earliest charge restriction condition among multiple charge restriction conditions has been met. In the gaming system 1, which includes a management function unit 100 that performs charge restrictions and releases charge restrictions for these restriction types B1 to B3, it is necessary to determine the charge history based on the gaming machine attribute information. Therefore, the management function unit 100 needs the function of "a means for identifying the gaming machine attribute to which the gaming machine 11 installed in association with the gaming device 12 belongs," and can identify the gaming machine attribute of the gaming machine 11 being played by the target player from the aforementioned gaming machine attribute information management table. In addition, the charge history management means 100b1 of the management function unit 100 "manages the charge history, which is managed on a per-player basis, for each gaming machine attribute identified by the gaming machine attribute identification means."

[0090] Furthermore, the charge restriction means 100a1 of the management function unit 100 "determines, based on the charge history for each game machine attribute of the player, that the total amount of charges for each game machine attribute within a predetermined time period reaches a predetermined upper limit as a charge restriction condition, and based on the determination that the charge restriction condition has been met, restricts the player's charging by preventing the charge instruction means from sending a charge instruction to the charge request from the player corresponding to the charge history in which the charge restriction condition has been met," and the charge restriction release means 100a2 of the management function unit 100 "determines, based on the determination that, after the charge restriction means 100a1 has restricted the player's charging, that a predetermined time limit has elapsed as a charge restriction release condition, and based on the determination that the charge restriction release condition has been met, releases the charge restriction for the player by enabling the charge instruction means to send a charge instruction to the charge request from the player corresponding to the charge history in which the charge restriction release condition has been met," thereby realizing charge restrictions of restriction types B1 to B3. Furthermore, if the management function unit 100 is equipped with setting means that allows the user to arbitrarily set some or all of the following: the gaming machine attributes managed by the charge history management means 100b1, the predetermined time used by the charge restriction means 100a1 to determine the charge restriction conditions, the predetermined upper limit used by the charge restriction means 100a1 to determine the charge restriction conditions, and the predetermined time limit used by the charge restriction release means 100a2 to determine the charge restriction release conditions, then more flexible charge restrictions and charge restriction releases can be performed. In addition, when determining the charge restriction conditions for restriction types B1 to B3, if a player is using multiple gaming machines 11, the charge restriction conditions may be determined individually based on the charge amount for each gaming machine attribute (gaming machine type or specification category) of those gaming machines 11, or the charge restriction conditions may be determined based on the total charge amount obtained by summing up the charge amounts for each gaming machine 11.

[0091] In the case of a gaming system 1 that includes a management function unit 100 that performs charge restrictions of restriction type B1, when the gaming machine type is a pachinko machine, the predetermined time used by the charge restriction means 100a1 to determine the charge restriction condition is set to 1 hour, and the predetermined upper limit used by the charge restriction means 100a1 to determine the charge restriction condition is set to 20,000 yen. When the gaming machine type is a pachislot machine, the predetermined time used by the charge restriction means 100a1 to determine the charge restriction condition is set to 1 hour, and the predetermined upper limit used by the charge restriction means 100a1 to determine the charge restriction condition is set to 30,000 yen. The predetermined time used by the charge restriction release means 100a2 to determine the charge restriction release condition is set to 30 minutes for both pachinko and pachislot machines. In other words, by keeping the restriction condition determination period the same for pachinko and pachislot machines and changing the charge upper limit for pachinko and pachislot machines, the likelihood of the charge restriction condition being met can be arbitrarily adjusted.

[0092] Furthermore, in the case of a gaming system 1 that includes a management function unit 100 that performs charge restrictions of restriction type B2, if the gaming machine type is a pachinko machine, the predetermined time used by the charge restriction means 100a1 to determine the charge restriction condition is set to 40 minutes, and the predetermined upper limit amount used by the charge restriction means 100a1 to determine the charge restriction condition is set to 30,000 yen. If the gaming machine type is a pachislot machine, the predetermined time used by the charge restriction means 100a1 to determine the charge restriction condition is set to 1 hour, and the predetermined upper limit amount used by the charge restriction means 100a1 to determine the charge restriction condition is set to 30,000 yen. The predetermined time used by the charge restriction release means 100a2 to determine the charge restriction release condition is set to 30 minutes for both pachinko and pachislot machines. In other words, by keeping the upper limit amount the same for pachinko and pachislot machines and changing the restriction condition determination period for pachinko and pachislot machines, the likelihood of the charge restriction condition being met can be arbitrarily adjusted.

[0093] Furthermore, restriction type B3 can only be applied when a player is playing a pachinko machine, and the charge restriction conditions are determined according to the specifications (jackpot probability classification) of the gaming machine 11. In the case of a gaming system 1 that includes a management function unit 100 that performs charge restrictions of restriction type B3, for a pachinko machine with a high probability of hitting the jackpot, the predetermined time used by the charge restriction means 100a1 to determine the charge restriction condition is set to 1 hour, and the predetermined upper limit used by the charge restriction means 100a1 to determine the charge restriction condition is set to 10,000 yen. For a light-middle type pachinko machine with a moderate probability of hitting the jackpot, the predetermined time used by the charge restriction means 100a1 to determine the charge restriction condition is set to 1 hour, and the predetermined upper limit used by the charge restriction means 100a1 to determine the charge restriction condition is set to 30,000 yen. For a middle type pachinko machine with a low probability of hitting the jackpot, the predetermined time used by the charge restriction means 100a1 to determine the charge restriction condition is set to 1 hour, and the predetermined upper limit used by the charge restriction means 100a1 to determine the charge restriction condition is set to 50,000 yen. The predetermined time used by the charge restriction release means 100a2 to determine the charge restriction release condition is set to 30 minutes for all pachinko, light-middle type, and middle type machines. In other words, by keeping the restriction condition determination period the same for low-stakes pachinko, light-middle type, and middle type machines, and changing the charge limit for each type, it is possible to arbitrarily adjust how easily the charge restriction conditions are met.

[0094] <Charge restrictions and removal of charge restrictions based on restriction types C1 and C2>

[0095] As illustrated in Figure 5, restriction type C1 is defined as "the total amount charged on a 1 yen / ball pachinko machine is 10,000 yen within one hour, or the total amount charged on a 4 yen / ball pachinko machine is 30,000 yen within one hour," and restriction type C2 is defined as "the total amount charged on a 5 yen / coin pachislot machine is 10,000 yen within one hour, or the total amount charged on a 20 yen / coin pachislot machine is 30,000 yen within one hour." The charge restriction begins when it is determined that the earliest of the multiple charge restriction conditions has been met. For these restriction types C1 and C2, it is necessary to determine the charge history based on the game fee (rental rate) for each game machine, so the management function unit 100 needs a function for "a means to identify the game fee, which is the price of the game value that can be used on the game machine 11 installed in association with the game device 12." The game fee can be identified as a game machine attribute of the game machine 11 that the target player is playing on from the aforementioned game machine attribute information management table. Furthermore, the charge history management means 100b1 of the management function unit 100 "manages the charge history, which is managed on a per-player basis, for each game fee identified by the game fee identification means."

[0096] Furthermore, the charge restriction means 100a1 of the management function unit 100 "determines, based on the charge history for each game fee by the player, that the total amount of charge for each game fee within a predetermined time period reaches a predetermined upper limit as a charge restriction condition, and based on the determination that the charge restriction condition has been met, restricts the player's charging by preventing the charge instruction means from sending a charge instruction to the charge request from the player corresponding to the charge history in which the charge restriction condition has been met," and the charge restriction release means 100a2 of the management function unit 100 "determines, based on the determination that, after the charge restriction means 100a1 has restricted the player's charging, that a predetermined time limit has elapsed as a charge restriction release condition, and based on the determination that the charge restriction release condition has been met, releases the charge restriction for the player by enabling the charge instruction means to send a charge instruction to the player corresponding to the charge request from the player corresponding to the charge history in which the charge restriction release condition has been met," thereby realizing charge restrictions of restriction types C1 and C2. Furthermore, if the management function unit 100 is equipped with a setting means that allows the user to arbitrarily set some or all of the following: the game fees managed by the charge history management means 100b1, the predetermined time used by the charge restriction means 100a1 to determine the charge restriction conditions, the predetermined upper limit used by the charge restriction means 100a1 to determine the charge restriction conditions, and the predetermined time limit used by the charge restriction release means 100a2 to determine the charge restriction release conditions, then more flexible charge restrictions and charge restriction releases can be performed. In addition, when determining the charge restriction conditions for restriction types C1 and C2, if a player is using multiple gaming machines 11, the charge restriction conditions may be determined individually based on the charge amount for each game fee at those gaming machines 11, or the charge restriction conditions may be determined based on the total charge amount obtained by summing up the charge amounts for all gaming machines 11.

[0097] In the case of a gaming system 1 that includes a management function unit 100 that performs charge restrictions of restriction type C1, for a pachinko machine with a game fee of 1 yen / ball, the predetermined time used by the charge restriction means 100a1 to determine the charge restriction condition is set to 1 hour, and the predetermined upper limit used by the charge restriction means 100a1 to determine the charge restriction condition is set to 10,000 yen. For a pachinko machine with a game fee of 4 yen / ball, the predetermined time used by the charge restriction means 100a1 to determine the charge restriction condition is set to 1 hour, and the predetermined upper limit used by the charge restriction means 100a1 to determine the charge restriction condition is set to 30,000 yen. The predetermined time used by the charge restriction release means 100a2 to determine the charge restriction release condition is set to 30 minutes for any game fee. In other words, by keeping the restriction condition determination period the same for 1 yen / ball pachinko machines and 4 yen / ball pachinko machines, and changing the charge limit for 1 yen / ball pachinko machines and 4 yen / ball pachinko machines, the ease with which the charge restriction conditions are met can be arbitrarily adjusted.

[0098] In the case of a gaming system 1 that includes a management function unit 100 that performs charge restrictions of restriction type C2, for a pachislo machine with a game fee of 5 yen / coin, the predetermined time used by the charge restriction means 100a1 to determine the charge restriction condition is set to 1 hour, and the predetermined upper limit used by the charge restriction means 100a1 to determine the charge restriction condition is set to 10,000 yen. For a pachislo machine with a game fee of 20 yen / coin, the predetermined time used by the charge restriction means 100a1 to determine the charge restriction condition is set to 1 hour, and the predetermined upper limit used by the charge restriction means 100a1 to determine the charge restriction condition is set to 30,000 yen. The predetermined time used by the charge restriction release means 100a2 to determine the charge restriction release condition is set to 30 minutes for any game fee. In other words, by keeping the restriction condition determination period the same for both 5-yen / coin pachislo machines and 20-yen / coin pachislo machines, and changing the charge limit for each, it is possible to arbitrarily adjust how easily the charge restriction condition is met.

[0099] <Charge restrictions and removal of charge restrictions based on restriction types D1 and D2>

[0100] In Figure 5, restriction type D1 is "the third and subsequent charges on the same day," and restriction type D2 is "each charge." For restriction types D1 and D2, the charge restriction condition is determined solely by the history of charges made via cash payment and cashless payment. For example, the charge restriction means 100a1 of the management function unit 100 "determines from the player's charge history that the number of charge executions since a predetermined restriction determination start timing has reached a predetermined upper limit as a charge restriction condition, and based on the determination that the charge restriction condition has been met, restricts the player's charging by not allowing the charge instruction means to send a charge instruction for a charge request from a player corresponding to the charge history in which the charge restriction condition has been met," and the charge restriction release means 100a2 of the management function unit 100 "determines that after the charge restriction means 100a1 has restricted the player's charging, a predetermined limit time has elapsed as a charge restriction release condition, and based on the determination that the charge restriction release condition has been met, allows the charge instruction means to send a charge instruction for a charge request from a player corresponding to the charge history in which the charge restriction release condition has been met, and releases the charge restriction for the player by updating the predetermined upper limit by +1," thereby realizing charge restrictions of restriction types D1 and D2.

[0101] In the case of a gaming system 1 that includes a management function unit 100 that performs charge restrictions of restriction type D1, the charge restriction means 100a1 should set the predetermined restriction determination start timing used to determine the charge restriction condition to the first charge time of the day, the predetermined upper limit number used to determine the charge restriction condition to be 3, and the charge restriction release means 100a2 should set the predetermined limit time used to determine the charge restriction release condition to 30 minutes. Figure 14 is a communication sequence diagram between a gaming device 12 (gaming medium dispensing device 13), a mobile terminal 40, and a management function unit 100, showing an example of the process in which a charge is restricted in a gaming device 12 (gaming medium dispensing device 13) that is handling a valuable storage means 12e usable by a player, and then the charge restriction is released, in a gaming system 1 that includes a management function unit 100 that performs charge restriction conditions (charges from the third time onward) and charge restriction release conditions (30 minutes have passed since the restriction start time) according to restriction type D1, and then the charge restriction is released. In Figure 14, the charge limit condition is not met for the first and second charges. However, the charge limit condition is met when the third charge is made, and a 30-minute charge limit is imposed thereafter. At this point, the charge limit count is updated by +1, changing the maximum number of charges to 4. When the charge limit is lifted and the fourth charge is made, the charge limit condition is met, and a 30-minute charge limit is imposed thereafter. At this point, the charge limit count is updated by +1, changing the maximum number of charges to 5. Similarly, each subsequent charge is determined to have reached the maximum number of charges, so all charges from the third onwards are limited to 30 minutes.

[0102] In the case of a gaming system 1 that includes a management function unit 100 that performs charge restrictions of restriction type D2, the charge restriction means 100a1 should set the predetermined restriction determination start timing used to determine the charge restriction condition to the first charge time of the day, the predetermined upper limit number used to determine the charge restriction condition to be 1, and the charge restriction release means 100a2 should set the predetermined limit time used to determine the charge restriction release condition to 60 minutes, with the exception of 30 minutes only for the first restriction. Figure 15 is a communication sequence diagram between a gaming device 12 (gaming medium dispensing device 13), a mobile terminal 40, and a management function unit 100 in a gaming system 1 that includes a management function unit 100 capable of determining charge restriction conditions (each charge) and charge restriction release conditions (30 minutes elapsed from the start time of the first restriction, 60 minutes elapsed from the start time of the second and subsequent restrictions) according to restriction type D2. It shows an example of the process in which a charge is restricted in a gaming device 12 (gaming medium dispensing device 13) that is handling a valuable storage means 12e usable by a player, and then the charge restriction is subsequently released. In Figure 15, when the first charge is made, the charge restriction condition is met, so a 30-minute charge restriction is started as the first restriction. At this point, the number of charge restrictions is updated by +1, so the maximum number of charge restrictions is changed to 2. When the charge restriction is released and the second charge is made, the charge restriction condition is met, so a 60-minute charge restriction is started. Similarly, each subsequent charge will be considered as reaching the maximum number of charges, and each subsequent charge will be limited to 60 minutes.

[0103] Furthermore, when implementing charge restrictions of restriction types D1 and D2, if the management function unit 100 is equipped with a setting means that allows the management function unit 100 to arbitrarily set some or all of the predetermined restriction determination start timing used by the charge restriction means 100a1 to determine the charge restriction conditions, a predetermined upper limit number of charges used by the charge restriction means 100a1 to determine the charge restriction conditions, and a predetermined limit time used by the charge restriction release means 100a2 to determine the charge restriction release conditions, then more flexible charge restrictions and charge restriction releases can be implemented. In addition, the upper limit number of charges and the charge restriction time may be changed according to the game machine attributes of the game machine 11. Furthermore, settings may be made to gradually increase the charge restriction time as the number of charges increases.

[0104] <Charge restrictions and removal of charge restrictions based on restriction types E1-E4>

[0105] As illustrated in Figure 5, restriction type E1 is "a total monthly charge amount of 100,000 yen using deferred payment," restriction type E2 is "a total monthly charge amount of 500,000 yen using immediate payment," restriction type E3 is "a total monthly charge amount of 100,000 yen using prepaid payment," and restriction type E4 is "a combined total monthly charge amount of 200,000 yen using both deferred payment and immediate payment." For these restriction types E1 to E4, it is necessary to determine the charge restriction conditions based on the charge amount according to the payment type over a long period of one month. Therefore, the management function unit 100 needs a function of "a payment type identification means that identifies the type of payment method used by the player to make a charge," and the charge history management means 100b1 of the management function unit 100 "manages the charge history, which is managed on a per-player basis, for each payment type identified by the payment type identification means."

[0106] Furthermore, the charge restriction means 100a1 of the management function unit 100 "determines from the player's charge history for each payment type that the total amount of charges made within a predetermined period using a predetermined payment method of a predetermined payment type reaches a predetermined upper limit as a charge restriction condition, and based on the determination that the charge restriction condition has been met, restricts the player's charging by preventing the charge instruction means from sending a charge instruction for a charge request using a predetermined payment method of a predetermined payment type that is subject to the determination of the charge restriction condition" and the charge restriction release means 100a2 of the management function unit 100 "determines that after the charge restriction means 100a1 has restricted the player's charging, a predetermined restriction period has elapsed as a charge restriction release condition, and based on the determination that the charge restriction release condition has been met, releases the charge restriction for the player by enabling the charge instruction means to send a charge instruction for a charge request using a predetermined payment method of a predetermined payment type corresponding to the charge history in which the charge restriction release condition has been met" thereby realizing charge restrictions of restriction types E1 to E4. Furthermore, if the management function unit 100 is equipped with a setting means that allows the user to arbitrarily set some or all of the following: the payment type managed by the charge history management means 100b1, the predetermined period used by the charge restriction means 100a1 to determine the charge restriction conditions, the predetermined upper limit used by the charge restriction means 100a1 to determine the charge restriction conditions, and the predetermined restriction period used by the charge restriction release means 100a2 to determine the charge restriction release conditions, then more flexible charge restrictions and charge restriction releases can be performed. In addition, since restriction types E1 to E4 manage the player's charge history over a long span of one month, it is desirable to not limit the charge restriction conditions to gaming devices 12 (gaming media dispensing devices 13 or ticket vending machines 14) in a specific gaming store 10, but rather to include charges at all gaming devices 12 (gaming media dispensing devices 13 or ticket vending machines 14) installed in all gaming stores 10 connected to the management function unit 100.

[0107] In the case of a gaming system 1 that includes a management function unit 100 that performs charge restrictions of restriction type E1, the charge history management means 100b1 should be set to deferred payment as the type of payment to be managed, the charge restriction means 100a1 should be set to one calendar month as the predetermined period used to determine the charge restriction conditions, the charge restriction means 100a1 should be set to 100,000 yen as the predetermined upper limit used to determine the charge restriction conditions, and the charge restriction release means 100a2 should be set to the last day of the month in which the restriction started as the predetermined restriction period used to determine the charge restriction release conditions. Figure 16 is a communication sequence diagram between a gaming device 12 (gaming media dispensing device 13 or ticket vending machine 14), a mobile terminal 40, and the management function unit 100 in a gaming system 1 that includes a management function unit 100 capable of determining the charge restriction conditions (total monthly charge amount of 100,000 yen by deferred payment) and the charge restriction release conditions (the end of the month in which the restriction started has passed). This diagram shows an example of the process in which a charge is restricted at a gaming device 12 (gaming media dispensing device 13 or ticket vending machine 14) that is handling a valuable storage means 12e usable by a player, and then the charge restriction is subsequently released.

[0108] As shown in Figure 16, when the calendar month changes, the total charge amount for the previous month via deferred payment, which is the subject of the determination, is cleared, and the determination of the charge limit condition for the current month is made from a total charge amount of zero. If the total charge amount via deferred payment reaches 100,000 yen before the end of the current month, it is determined that the charge limit condition has been met, and charging via deferred payment will be restricted from the end of the current month (the month in which the restriction started) until the next month. Note that there are no charge restrictions imposed on other payment methods other than deferred payment, so even when charging via deferred payment is restricted, charging via cash payment, instant payment, or prepayment may be allowed, or charging via other payment methods may also be uniformly restricted from the perspective of preventing addiction.

[0109] Furthermore, in the case of a gaming system 1 that includes a management function unit 100 that performs charge restrictions of restriction type E2, the charge history management means 100b1 should be set to instant payment as the type of payment to be managed, the charge restriction means 100a1 should be set to one calendar month as the predetermined period used to determine the charge restriction conditions, the charge restriction means 100a1 should be set to 500,000 yen as the predetermined upper limit used to determine the charge restriction conditions, and the charge restriction release means 100a2 should be set to the last day of the month in which the restriction started. Furthermore, in the case of a gaming system 1 that includes a management function unit 100 that performs charge restrictions of restriction type E3, the charge history management means 100b1 should be set to prepaid payment as the type of payment to be managed, the charge restriction means 100a1 should be set to one calendar month as the predetermined period used to determine the charge restriction conditions, the charge restriction means 100a1 should be set to 100,000 yen as the predetermined upper limit used to determine the charge restriction conditions, and the charge restriction release means 100a2 should be set to the last day of the month in which the restriction started.

[0110] Since the criteria for determining the restriction conditions of these restriction types E1 to E3 are not mutually exclusive, the game system 1, including the management function unit 100, can combine multiple types to perform charge restriction control. Figure 17 is a communication sequence diagram between a gaming device 12 (gaming media dispensing device 13 or ticket vending machine 14) handling a valuable storage means 12e usable by a player, a mobile terminal 40, and the management function unit 100. This diagram shows an example of the process in which a charge limit (individual application limits for E1 and E2) is imposed for each restriction type at a gaming device 12 (gaming media dispensing device 13 or ticket vending machine 14) handling a valuable storage means 12e usable by a player, and then the charge limit is subsequently lifted. The diagram shows a communication sequence between a gaming device 12 (gaming media dispensing device 13 or ticket vending machine 14), a mobile terminal 40, and the management function unit 100 in a gaming system 1 that includes a management function unit 100 capable of determining the charge limit conditions for restriction type E1 (total monthly charge amount of 100,000 yen via deferred payment) and the charge limit release conditions (the end of the month in which the restriction started), and the charge limit conditions for restriction type E2 (total monthly charge amount of 500,000 yen via immediate payment) and the charge limit release conditions.

[0111] As shown in Figure 17, when the calendar month changes, the total charge amount for the previous month via deferred payment (which is subject to restriction type E1) and the total charge amount for the previous month via immediate payment (which is subject to restriction type E2) are cleared, and for the current month, the charge restriction conditions are determined from a total charge amount of zero for both deferred payment and immediate payment. If the total charge amount via deferred payment reaches 100,000 yen before the end of the current month, the charge restriction condition for restriction type E1 is determined to be met, and charging via deferred payment is restricted from the end of the current month (the month in which the restriction started) until the next month. However, since the total charge amount via immediate payment has not yet reached the limit, charging via immediate payment can continue. Subsequently, if the total charge amount via immediate payment reaches 500,000 yen before the end of the current month, the charge restriction condition for restriction type E2 is determined to be met, and charging via immediate payment is also restricted from the end of the current month (the month in which the restriction started) until the next month. Furthermore, since no restrictions are imposed on payment methods other than deferred payment and immediate payment, it is permissible to allow charging via cash and prepaid payments even when charging is restricted for deferred payment and immediate payment. Alternatively, from the perspective of preventing excessive spending, it is permissible to uniformly restrict charging for all payment methods after the conditions for both E1 and E2 charge restrictions have been met (in Figure 17, after the conditions for immediate payment restrictions have been determined).

[0112] Alternatively, instead of individually checking whether the restriction conditions for restriction types E1 and E2 are met, all cashless charges may be restricted when the earliest charge restriction condition for either restriction type E1 or restriction type E2 is met. Figure 18 is a communication sequence diagram between a gaming device 12 (gaming media dispensing device 13 or ticket vending machine 14) handling a valuable storage means 12e usable by a player, a mobile terminal 40, and the management function unit 100. This diagram shows an example of the process in which a charge restriction (E1 or E2) is imposed when either the charge restriction condition of restriction type E1 (total monthly charge amount via deferred payment is 100,000 yen) and the charge restriction release condition (the end of the month in which the restriction started has passed) is met at a gaming device 12 (gaming media dispensing device 13 or ticket vending machine 14) handling a valuable storage means 12e usable by a player, and the charge restriction is subsequently released.

[0113] As shown in Figure 18, when the calendar month changes, the total charge amount for the previous month via deferred payment (which is subject to restriction type E1) and the total charge amount for the previous month via immediate payment (which is subject to restriction type E2) are cleared, and for the current month, the charge restriction conditions are determined from zero for both deferred payment and immediate payment. If the total charge amount via immediate payment reaches 500,000 yen before the end of the current month, the charge restriction condition for restriction type E2 is determined to be met, and all charges via cashless payment are restricted from the end of the current month (the month in which the restriction starts) until the next month. Of course, even if the total charge amount via deferred payment reaches 100,000 yen before the total charge amount via immediate payment reaches 500,000 yen, if the charge restriction condition for restriction type E1 is determined to be met, all charges via cashless payment are restricted from the end of the current month (the month in which the restriction starts) until the next month. Furthermore, since there are no charge restrictions on cash payments, which are not cashless payments, charging via cash is possible even when charge restrictions are in place for all cashless payments. However, from the perspective of preventing excessive spending, it is acceptable to restrict the use of cash payments for charging as well.

[0114] Figure 19 is a communication sequence diagram between a gaming device 12 (gaming media dispensing device 13 or ticket vending machine 14), a mobile terminal 40, and a management function unit 100 in a gaming system 1 that includes a management function unit 100 capable of determining the charge restriction conditions according to restriction type E4 (the sum of the monthly total charge amounts by deferred payment and the monthly total charge amounts by immediate payment is 200,000 yen) and the charge restriction release conditions (the end of the month in which the restriction started has passed). It shows an example of the process in which a charge is restricted in a gaming device 12 (gaming media dispensing device 13 or ticket vending machine 14) that is handling a valuable storage means 12e usable by a player, and then the charge restriction is subsequently released.

[0115] As shown in Figure 19, when the calendar month changes, the total charge amount for the previous month via deferred payment (which is subject to the determination of restriction type E1) and the total charge amount for the previous month via immediate payment (which is subject to the determination of restriction type E4) are cleared. For the current month, the charge restriction conditions are determined from a total charge amount of zero for both deferred payment and immediate payment. If the sum of the total charge amounts via deferred payment and immediate payment reaches 200,000 yen before the end of the current month, the charge restriction conditions for restriction type E4 are determined to be met, and charges via deferred payment and immediate payment are restricted from the end of the current month (the month in which the restriction begins) until the next month. Note that for restriction type E4, even if the charge amount via deferred payment exceeds 100,000 yen, if the sum of the total charge amount via deferred payment and immediate payment does not reach 200,000 yen, the charge restriction conditions are not determined to be met. Therefore, if the gaming system 1 includes a management function unit 100 that can determine which of restriction type E1 or restriction type E4 is met first, then when the amount charged by deferred payment reaches 100,000 yen, it will be determined that the charge restriction condition for restriction type E1 has been met, and subsequent charges by deferred payment and immediate payment will be restricted, thus preventing the amount used by deferred payment, which is relatively easy for players to use, from exceeding 100,000 yen. In addition, even with restriction type E4, once the charge restriction condition is met, charges for all payment methods may be uniformly restricted.

[0116] Furthermore, the types of restrictions that the management function unit 100 of the gaming system 1 can control are not limited to those mentioned above (A, B1, B2, B3, C1, C2, D1, D2, E1, E2, E3, E4…), and any restrictions can be set as long as they allow for the appropriate determination and suppression of charge situations that suggest excessive engrossment by the player in the game.

[0117] Although the gaming system according to the present invention has been described above based on embodiments, the present invention is not limited to these embodiments, and encompasses all gaming systems that can be realized without changing the configuration described in the claims. [Explanation of Symbols]

[0118] 1. Gaming System 10 Amusement parlors 11 Gaming machines 12 Gaming devices 13. Gaming media dispensing device 14 Ticket vending machines 16. Relay device 20 Charge Management Center 40 Mobile devices 50 prepaid media 60 Cashless Payment Service Provider Center 100 Management Function Department

Claims

1. A gaming system comprising: a gaming machine capable of playing games using game value borrowed by converting valuable value having monetary value; a gaming device capable of handling a valuable value storage means that stores the valuable value usable by the player; and a management function unit capable of communicating with the gaming device, The gaming device and / or the portable terminal held by the player includes a charge request means that, based on the player's operation, transmits a charge request to the management function unit requesting the charging of the valuable value into the valuable value storage means. The gaming device includes a charge execution means that, based on a charge instruction from the management function unit, performs a charge of the value to the value storage means. The aforementioned management function unit is: A charge instruction means that receives the charge request and transmits a charge instruction to the gaming device handling the valuable value storage means, which instructs the gaming device to charge the valuable value amount equivalent to the charge amount paid by the payment means available to the gaming device, A charge history management means that manages the charge history, including the charge amount based on the charge instruction, at least on a per-player basis, If it is determined from the charge history that a predetermined charge restriction condition has been met, the charge restriction means restricts the charge from the player corresponding to the charge history in which the charge restriction condition was met, If, based on the charge history of the player whose charging is restricted by the charge restriction means, it is determined that a predetermined charge restriction release condition has been met, the charge restriction release means releases the charge restriction for the player. Equipped with, The charge restriction means determines that the total amount of charges within a predetermined time period from the reference charge that serves as the basis for the determination has reached a predetermined upper limit, and based on the determination that the charge restriction condition has been met, it restricts the player's charging by not transmitting the charge instruction means to the charge instruction means in response to the charge request from the player corresponding to the charge history in which the charge restriction condition has been met. The charge restriction release means determines that a predetermined time limit has elapsed after the charge restriction means has restricted the player from charging, and based on the determination that the charge restriction release condition has been met, it releases the charge restriction on the player by enabling the charge instruction means to transmit a charge instruction in response to the charge request from the player corresponding to the charge history in which the charge restriction release condition has been met. A gaming system characterized by the following features.

2. The charge restriction means, if a charge has been made by the player within a predetermined time period preceding the time when the charge restriction by the charge restriction release means was released, uses the oldest charge as the reference charge to determine whether the charge restriction condition is met. The gaming system according to feature 1.

3. A gaming system comprising: a gaming machine capable of playing games using game value borrowed by converting valuable value having monetary value; a gaming device capable of handling a valuable value storage means that stores the valuable value usable by the player; and a management function unit capable of communicating with the gaming device, The gaming device and / or the portable terminal held by the player includes a charge request means that, based on the player's operation, transmits a charge request to the management function unit requesting the charging of the valuable value into the valuable value storage means. The gaming device includes a charge execution means that, based on a charge instruction from the management function unit, performs a charge of the value to the value storage means. The aforementioned management function unit is: A charge instruction means that receives the charge request and transmits a charge instruction to the gaming device handling the valuable value storage means, which instructs the gaming device to charge the valuable value amount equivalent to the charge amount paid by the payment means available to the gaming device, A charge history management means that manages the charge history, including the charge amount based on the charge instruction, at least on a per-player basis, If it is determined from the charge history that a predetermined charge restriction condition has been met, the charge restriction means restricts the charge from the player corresponding to the charge history in which the charge restriction condition was met, If, based on the charge history of the player whose charging is restricted by the charge restriction means, it is determined that a predetermined charge restriction release condition has been met, the charge restriction release means releases the charge restriction for the player. Equipped with, The aforementioned management function unit further, A payment type identifying means that identifies the type of payment method used by the aforementioned player for charging, Equipped with, The charge history management means manages the charge history, which is managed on a per-player basis, for each payment type identified by the payment type identification means. The charge restriction means determines, from the charge history of the player for each payment type, that the total amount of charges made using the payment method of a predetermined payment type within a predetermined period spanning multiple days reaches a predetermined upper limit, and based on the determination that the charge restriction condition has been met, it restricts the player's charges by not allowing the charge instruction means to send a charge instruction for the charge request using the payment method of the predetermined payment type that is subject to the determination of the charge restriction condition. The charge restriction release means determines that the predetermined period has elapsed after the charge restriction means has restricted the player from charging, and based on the determination that the charge restriction release condition has been met, it releases the charge restriction on the player by enabling the charge instruction means to transmit a charge instruction for the charge request using the predetermined payment method of the predetermined payment type corresponding to the charge history for which the charge restriction release condition has been met. A gaming system characterized by the following features.