Management system

The management system uses facial recognition to limit excessive spending in game systems by comparing player images with pre-set limits, preventing addiction by requiring additional actions for further deposits.

JP7709832B2Active Publication Date: 2025-07-17MARS ENGINEERING CORPORATION
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Patent Information

Application Number
JP2021014796
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-02-02
Publication Date
2025-07-17
Estimated Expiration
2041-02-02

AI Technical Summary

Technical Problem

Existing game systems fail to address player addiction by allowing excessive spending beyond planned amounts, leading to debts.

Method used

A management system that includes a ticket issuing machine with imaging capabilities to capture player faces and a management device that compares the imaged face with pre-registered data to determine if the planned usage amount has been exceeded, limiting further value association with the storage medium.

Benefits of technology

Prevents excessive spending and potential debt by notifying players when their planned usage amount is reached, allowing additional deposits only through specific operations.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To prevent a so-called indulgence such that continuation of a game is disabled after a player uses an initially planned amount.SOLUTION: A management system for managing a use amount of a player in a game hall includes: a ticket dispenser associating a valuable value with a memory medium based on an issue desire of the player; and a management device communicably connected to the ticket dispenser. The ticket dispenser includes imaging means for imaging a face image of the player. The management device includes: a storage section in which data associating the face image of the player with a planned use amount is previously registered; a collation and comparison section (collation and comparison step S103) for collating and comparing the face image imaged by the imaging means and received from the ticket dispenser and the face image registered in the storage part; a determination section (determination step S104) for referring to the planned use amount of the player to determine a difference with an already issued amount; and an output section (output step S105) for performing notification via the ticket dispenser when an issue amount reaches the planned use amount due to the issue desire of the player.SELECTED DRAWING: Figure 3
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Description

Technical Field

[0001] The present invention relates to a management system for managing a storage medium associated with a valuable value for lending out a game medium used in a game at a game arcade.

Background Art

[0002] For example, in a game arcade (game hall) equipped with gaming machines such as pachinko machines and slot machines, a storage medium associated with a valuable value is used to lend out game media used in the game to game players. Here, the game medium is, for example, a pachinko ball or a medal, and the storage medium is a non-contact type medium having an IC chip and an antenna, such as a membership card or a non-membership card. Alternatively, a mobile phone or an electronic money medium possessed by the game player may be used as the storage medium.

[0003] Patent Document 1 discloses a system used when lending out a game medium to a game player using a storage medium, and describes various operation methods related to associating a valuable value with the storage medium by a ticket issuing machine. According to Patent Document 1, it is possible to associate a valuable value with the storage medium by depositing a high-denomination bill into the ticket issuing machine.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] On the one hand, in the games of gaming machines such as pachinko machines and slot machines these days, there is a problem of so-called player addiction, where, despite the player using a predetermined amount of money, the game cannot be stopped and the player incurs a debt exceeding the originally planned amount. Although Patent Document 1 discloses an example of an operation technique of a storage medium associated with a valuable value, it does not mention any countermeasures against the so-called "addiction problem" at all.

[0006] The present invention has been made in view of such points, and an object thereof is to provide a management system capable of preventing so-called addiction in the games of gaming machines.

Means for Solving the Problems

[0007] To achieve the above object, the present invention is a management system for managing the amount of money used by a player in a game arcade, comprising a ticket issuing machine for associating a valuable value with a storage medium based on the issuing request of the player, and a management device communicably connected to the ticket issuing machine. The ticket issuing machine is provided with imaging means for imaging the face image of the player who wishes to issue a valuable value. The management device includes a storage unit in which data associating the face image of the player with the player's planned usage amount is registered in advance, a collation and comparison unit for collating and comparing the face image imaged by the imaging means and received from the ticket issuing machine with the face image registered in the storage unit, a determination unit for determining the difference between the amount already issued with reference to the player's planned usage amount, and an output unit for performing notification via the ticket issuing machine when the issued amount reaches the planned usage amount according to the player's issuing request. When the issued amount reaches the planned usage amount, it is configured to make it impossible to associate the valuable value with the storage medium, and it is possible to associate the valuable value with the storage medium again by an additional operation. The association of the valuable value with the storage medium by the additional operation is limited to only 1000 yen. It is characterized by this.

Effects of the Invention

[0008] According to the present invention, it becomes possible to prevent so-called addiction in the games of gaming machines.

Brief Description of the Drawings

[0009]

Figure 1

Figure 2

Figure 3

Figure 4

Embodiments for Carrying Out the Invention

[0010] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In this specification and the drawings, components having substantially the same functional configuration are denoted by the same reference numerals, and redundant description is omitted.

[0011] <Game system 1> First, the entire game system according to this embodiment will be described. FIG. 1 is an explanatory diagram showing an outline of the configuration of the game system 1.

[0012] As shown in FIG. 1, in the game system 1, a plurality of pachinko machines 2 (gaming machines), a plurality of between-machine units 3, 4 (game devices), a plurality of slot machines 5 (gaming machines), and a plurality of between-machine units 6 (game devices) are connected to a network 8 via an island computer 7. The plurality of between-machine units 3, 4 are respectively connected to the plurality of pachinko machines 2. The plurality of between-machine units 6 are respectively provided between the slot machines 5. The network 8 is a network such as a LAN, for example. Note that the plurality of pachinko machines 2 and between-machine units 3, the plurality of pachinko machines 2 and between-machine units 4, and the plurality of slot machines 5 and between-machine units 6 respectively form "islands" arranged in a row.

[0013] Various devices are provided in the game system 1. Counting machines 10, change machines 11, prize management machines (POS) 12, replay acceptance machines 13, ticket issuing machines 14, wearable terminals 17, etc. are also connected to the network 8. A prize payout machine 18 can also be provided together with the prize management machine (POS) 12.

[0014] The information from the machine is output to the management device 20 via the network 8, and further transmitted to the card center 23 via the protocol converter 21 and the modem 22. Also, the management device 20 is connected to, for example, a personal computer 24. Since the personal computer 24 can access each piece of information managed by the management device 20, it can display and print each piece of information. Furthermore, on the personal computer 24, various settings of the management device 20 such as setting of replay fees and membership registration can be performed, for example. Note that the information from the management device 20 is output to each device via the network 8. Also, the communication of information from the modem 22 to the card center 23 is performed via a general communication line.

[0015] In the gaming system 1, a player can play games such as pachinko and slots using a membership card 30 (storage medium), a non - membership card 31 (storage medium), a player - owned mobile terminal (storage medium) such as a smartphone, etc. Specifically, in the gaming system 1, lending and borrowing of gaming media such as pachinko balls and medals (coins) are carried out between the gaming hall and the player (member player, non - member player) based on the number of times (valuable value) that can be specified by money, the membership card 30, and the non - membership card 31. The player plays games using the lent pachinko balls or medals. Here, the "number of times" is obtained by converting (quantifying) the amount of money deposited into a numerical value consumed by the game. For example, when 10,000 yen is quantified, it becomes 100 times.

[0016] Note that for each of the storage media and each device constituting the above - mentioned gaming system 1, a known configuration is used as disclosed in, for example, Japanese Patent Application Laid - Open No. 2017 - 148575 and Japanese Patent Application Laid - Open No. 2020 - 14892. In the following description, the ticket issuing machine 14 and the management device 20 according to the present invention will be described.

[0017] <Ticket issuing machine 14> The ticket issuing machine 14 records or updates the number of times corresponding to the amount selected by the purchase frequency button for the amount of banknotes inserted from the banknote insertion slot on a storage medium such as the membership card 30 or the non - membership card 31. Alternatively, it may transmit the number of times together with the identification number of the storage medium to the management device 20 described later and have the management device 20 store it without directly recording it on the storage medium. When the player does not own a storage medium, a non - membership card 31 with the number of times corresponding to the amount recorded may be issued. That is, the ticket issuing machine 14 has a function of associating a valuable value (number of times) with a storage medium such as the membership card 30 or the non - membership card 31 based on the player's wish (wish to issue a valuable value). Also, when using a mobile phone or an electronic money medium owned by the player as the storage medium, the ticket issuing machine 14 may record or update the valuable value. Note that the ticket issuing machine of the present invention is not limited to the form of the ticket issuing machine 14 in FIG. 1, and also includes gaming devices such as the pedestal machines 3, 4, and 6 having a banknote depositing function.

[0018] As shown in FIG. 1, the ticket issuing machine 14 is provided with a card insertion slot 40 for inserting a membership card 30 or the like, which is a storage medium, and a banknote insertion slot 41 for inserting banknotes to record (deposit) a valuable value on the storage medium. In addition, a reading unit 41a for depositing money on the storage medium by electronic money or the like is also provided. These banknote insertion slot 41 and reading unit 41a function as deposit means when recording a valuable value (number of times) on a storage medium such as the membership card 30 or the non - membership card 31. Note that a storage medium reception unit capable of communicating non - contactlessly with a mobile phone or an IC card may be provided in combination with the card insertion slot 40. In that case, instead of inserting the storage medium into the card insertion slot 40, the storage medium is brought close to the storage medium reception unit. Also, the ticket issuing machine 14 may be provided with purchase frequency buttons 42 (42a to 42c) that are pressed to specify the deposit amount to the storage medium and correspond to a plurality of deposit amounts (for example, 1000 yen, 5000 yen, 10000 yen). In addition, a banknote return slot (not shown) for returning banknotes or change once inserted from the banknote insertion slot 41 may also be provided.

[0019] In addition, a unit camera 45 as imaging means is provided at the upper front part of the ticket issuing machine 14. The unit camera 45 faces the direction of the player who records or updates the valuable value (frequency) on the storage medium in the ticket issuing machine 14 and captures the face image of the player. With the unit camera 45, the player is imaged each time the valuable value (frequency) is recorded or updated in the ticket issuing machine 14. Further, the imaging is performed at the timing when a bill or a storage medium is inserted. The image data captured by the unit camera 45 is transmitted to the management device 20 via the network 8.

[0020] In addition, a display unit 50 such as a liquid crystal panel is provided on the front surface of the ticket issuing machine 14. On the display unit 50, for example, the remaining amount of the valuable value recorded on the storage medium, the remaining amounts before and after the update of the valuable value, etc. can be displayed. Specifically, it is possible to confirm the valuable values such as the inserted deposit amount, the amount of change, the remaining frequency of the card inserted from the card insertion slot 40, the number of held balls, the number of stored balls, etc., and to plan the timing of the deposit. The information displayed on the display unit 50 is not particularly limited, and information such as a message other than the valuable value may be displayed.

[0021] <Management device 20> Next, the management device 20 will be described with reference to FIG. 2. FIG. 2 is a block diagram showing the functions of the management device 20 (functions as a usage planned amount management computer to be described later). The management device 20 has functions as a hall computer, a card management computer, a prize management computer, a member management computer, a usage planned amount management computer, etc.

[0022] The function as a hall computer is a function of managing various information related to the games of each gaming machine for each gaming machine. Specifically, it is a function of storing and managing game information for each gaming machine (individual machine history information, aggregated information such as average values), game information for some gaming machine groups (aggregated information such as average values), game information for the entire game hall, etc., and outputting in response to an instruction.

[0023] The function as a card management computer is a function of storing and managing various valuable values (frequency information, number of held tokens, etc.) based on ID information, which is different identification information for each storage medium (member card 30, non-member card 31). Specifically, it is a function of storing and managing the valuable values from depositing money to using it for games by the stage machines 3, 4, 6, cashing out the remaining frequency to cash by the cashing machine 11, and the prize exchange process using the obtained held tokens based on the ID information of the storage medium (member card 30, non-member card 31), and outputting according to instructions.

[0024] The function as a prize management computer is a function of performing the addition and subtraction and updating of the incoming and outgoing quantity, inventory quantity of various prizes, the number of valuable values for prize exchange required for prize exchange, and the valuable values for prize exchange by prize exchange.

[0025] The function as a member management computer is a function of managing the information of the above-mentioned member game players. Specifically, it is a function of storing and managing the game trend information, stored token quantity information, stored token quantity information for replay, point information, and data related to replay (including replay fees) of members based on the ID information of the member card 30.

[0026] The function as a planned usage amount management computer is a function according to the embodiment of the present invention. This is a function of referring to the prescribed planned usage amount according to the request of a game player or the like and giving a notice regarding the planned usage amount in the recording and updating of the valuable value (frequency) to the storage medium by the ticket issuing machine 14. By this function, it is possible to solve the so-called "sinking problem" in which a game player uses an amount exceeding the planned usage amount and incurs a debt exceeding the originally planned amount. Figure 2 is a block diagram showing the function as this planned usage amount management computer.

[0027] As shown in FIG. 2, the management device 20 includes an input unit 101, a storage unit 102, a collation and comparison unit 103, a determination unit 104, a camera control unit 105, and an output unit 110. These input unit 101, storage unit 102, collation and comparison unit 103, determination unit 104, camera control unit 105, and output unit 110 are realized by, for example, electronic elements such as IC chips, electric circuits, external type devices (external devices), and various programs for operating these elements.

[0028] The management device 20 may be configured by a single computer, or may be configured by connecting a plurality of computers with cables or a network so as to function as one management device 20 as a whole.

[0029] The management device 20 transmits and receives various information to and from each device shown in FIG. 1. The protocol used for this transmission and reception is not particularly limited, but whatever it is, the management device 20 is configured to be able to identify the device that is the source of the information received by the management device 20. For example, by adding an IP address, a MAC address, or a unique identifier to the information transmitted to the management device 20, the management device 20 can individually identify each device (the same applies to each device other than the management device 20).

[0030] The control unit 100 is mainly composed of an arithmetic device (CPU), a read-only memory (ROM), and a random access memory (RAM). In the CPU, various arithmetic processes are executed using programs and data stored in the ROM and RAM.

[0031] The control unit 100 controls the input unit 101, the storage unit 102, the collation and comparison unit 103, the determination unit 104, the camera control unit 105, and the output unit 110, and also performs information communication with each device constituting the gaming system 1 shown in FIG. 1, such as the island computer 7, the pachinko machine 2, the slot machine 5, the intermediate machines 3, 4, 6, and the prize vending machine (POS) 12, via the network 8.

[0032] The input unit 101 is an interface for receiving data (signals) from each device shown in FIG. 1 via the network 8. The input unit 101 receives data from each device. For example, the input unit 101 receives the image data captured by the unit camera 45 of the ticket issuing machine 14. Also, for example, the input unit 101 receives events input by the personal computer 24 or the wearable terminal 17. Also, for example, when a game player records and updates a valuable value (frequency) on the storage medium in the ticket issuing machine 14, the input unit 101 receives information of the game player such as the amount of money deposited into the storage medium, the number of deposits, and the deposit frequency. Also, for example, the input unit 101 receives information on the game by the game player (such as the occurrence of a big win, the win or loss of the game, deposit, card return, etc.) from the gaming machine and each device constituting the game system 1 shown in FIG. 1, the occurrence of an error, trouble, etc., and information indicating that each process has been performed. Also, information input to a mobile terminal such as a smartphone owned by a game player or the like may be received. The data input to the input unit 101 is transmitted to the storage unit 102.

[0033] The storage unit 102 is a database that stores data of each part of the management device 20. For example, the storage unit 102 stores the image data captured by the unit camera 45 and information of the game player such as the amount of money deposited into the storage medium, the number of deposits, and the deposit frequency when the game player records and updates a valuable value (frequency) on the storage medium in the ticket issuing machine 14.

[0034] Also, the storage unit 102 stores collation source data, collation source image data, etc. for collation in the collation comparison unit 103 described later. The collation source data is data that is registered in advance, for example, data associating the face image of a game player with the predetermined amount of money to be used by the game player. Also, in the storage unit 102, in addition to the face image of the game player and the predetermined amount of money to be used, the ID information of the member card 30 or non-member card 31 of the game player may be stored in association.

[0035] Registration of the face image and the amount of money to be used by the player is carried out in advance, for example, by the player himself / herself. Also, registration of the face image and the amount of money to be used may be carried out by an agency application by a person other than the player himself / herself, such as a family member of the player, through the use of a photo, a mobile phone, etc.

[0036] In addition, the storage unit 102 stores game information of the gaming machines and information of member players and non-member players, which are managed as functions of the aforementioned hall computer and member management computer. Specifically, the amount of money used for games and the amount of money deposited on the day or for a certain period for each player, information related to the games of each player and each gaming machine, member game trend information, non-member game trend information, data related to replay (including replay fees), member attributes, etc. are stored and managed in association with the ID information of the member card 30 and the non-member card 31, for example.

[0037] Furthermore, the storage unit 102 stores various programs for controlling the game system 1.

[0038] The collation and comparison unit 103 collates and compares the collation source data in which the face image of the player registered in the storage unit 102 and the amount of money to be used by the player are associated with each other, and the image data of the player captured by the unit camera 45. For example, the face image data (collation source data) of the player registered in the storage unit 102 and the face image data of the player captured by the unit camera 45 are collated and compared. If they match, the registered amount of money to be used is referred to. At that time, information such as the amount of money deposited into the storage medium of the player, the number of deposit times, and the deposit frequency may be referred to.

[0039] The determination unit 104 compares the registered advance usage amount for the player who has been compared and matched in the collation and comparison unit 103 with information such as the current usage amount of the player, the amount deposited into the storage medium, the number of deposit times, and the deposit frequency (i.e., the amount already issued), and determines the difference from the advance usage amount. Further, it determines whether additional purchase (recording / updating of the value (frequency) of the valuable item on the storage medium) is possible. For example, when there is a request for depositing money (a request for issuing a valuable item) at the ticket vending machine 14 by a predetermined player, the advance usage amount of the player is referred to, and it is determined whether it is within the advance usage amount, whether the advance usage amount has been reached, or how much more money needs to be deposited to reach the advance usage amount, and so on.

[0040] The camera control unit 105 controls the operation of the unit camera 45 provided in the ticket vending machine 14. Specifically, it controls the imaging timing of the unit camera 45. In the present embodiment, imaging is performed at the stage when the player inserts a bill into the bill insertion slot 41 in the ticket vending machine 14. Note that these cameras may perform imaging at all times or at predetermined time intervals.

[0041] The output unit 110 is an interface for transmitting data (signals) to each device shown in FIG. 1 via the network 8. The output unit 110 collates and compares the collation source data registered in the storage unit 102 with the image data of the player captured by the unit camera 45 in the collation and comparison unit 103, and outputs the result of the difference from the usage budget amount determined by the determination unit 104. Specifically, when a predetermined player wishes to make a deposit, when the usage budget amount is reached in the determination unit 104, it outputs to that effect to the ticket issuing machine 14, and notification to the player is made via the ticket issuing machine 14. Further, the notification regarding the usage budget amount may be made to the family member through a mobile phone or the like when the registration of the usage budget amount is a proxy application by the player's family member. Further, the notification regarding the usage budget amount may be made to the casino staff together with the player. Note that the notification regarding the usage amount includes a notification that the usage budget amount has already been reached, a notification of how much more deposit is required to reach the usage budget amount, and, as will be described later, when the usage budget amount is reached and recording / updating of valuable value (frequency) to the storage medium (i.e., deposit / additional purchase) is made impossible, a notification that deposit is not possible, and when the remaining deposit balance up to the usage budget amount is low, a notification of how much more deposit is possible.

[0042] Further, in the output unit 110, in addition to the notification regarding the usage budget amount to the corresponding player, a signal that makes it impossible to record / update the valuable value (frequency) to the storage medium (i.e., deposit / additional purchase) may be output to the ticket issuing machine 14. Alternatively, in addition to the notification that deposit is not possible to the corresponding player, a signal that permits deposit when a predetermined additional operation is performed in the ticket issuing machine 14 or the like may be output.

[0043] As an example of an additional operation, an operation of displaying an acceptance button in conjunction with a display indicating non-acceptance of payment at the ticket issuing machine 14 and pressing the acceptance button can be considered. Also, as an example of an additional operation, an operation on the ticket issuing machine 14 itself by an employee of the game arcade or an operation on a remote controller such as the wearable terminal 17 may be performed. Further, when the registration of the planned usage amount is a proxy application by the family member of the player, as an example of an additional operation, an operation such as the family member of the player giving approval via a mobile phone or the like may be performed.

[0044] <Management method according to an embodiment of the present invention> Next, a management method according to an embodiment of the present invention will be described. FIG. 3 is a flowchart showing the main steps of the management method according to an embodiment of the present invention.

[0045] [S101: Registration step] First, based on the wishes of the player or their family, a face image of the player and the planned usage amount for a predetermined period (e.g., one day, one week, or one month) are registered in the storage unit 102. The face image of the player to be registered can be an image captured by the unit camera 45 provided in the ticket issuing machine 14, a mobile terminal possessed by an employee, a mobile phone of the player himself or his family, or the like. The registration of the face image of the player is preferably performed as pre-registration before the player plays the game, and the registered data is managed and stored in the management device 20.

[0046] [S102: Imaging step] Then, when the player wishes to make a payment at the ticket issuing machine 14, for example, at the timing when a bill is inserted into the bill insertion slot 41, each player is imaged by the unit camera 45. The image data captured by this camera is output to the management device 20. In the management device 20, the input unit 101 receives the image data, and further, the image data is transmitted to the storage unit 102.

[0047] At this time, the camera control unit 105 controls the operation of the unit camera 45. Specifically, when a player inserts a bill into the bill insertion slot 41 in the ticket issuing machine 14, the camera control unit 105 controls the imaging of the player's face image. At that time, a plurality of face images of the player may be captured, a plurality of image data may be referred to, and the image data obtained by imaging the player from the front may be selected and adopted for control.

[0048] [S103: Collation and Comparison Step] In the collation and comparison unit 103, the image data captured when a deposit is desired is collated and compared with the already registered image data (collation source data). When the captured image data matches the collation source data, the amount of money reserved for use that has already been registered in the storage unit 102 is referred to for the corresponding player (hereinafter referred to as the target player). Here, information such as the amount of money used by the target player, the amount of money deposited into the storage medium, the number of deposits, and the deposit frequency may also be referred to. When the player is a member and the membership card 30 is inserted into the card insertion slot 40, in addition to the already registered image data used as the collation source data in the collation and comparison unit 103, the membership number may also be used.

[0049] [S104: Judgment Step] In the judgment unit 104, the amount of money reserved for use by the target player is compared with the amount of money that has already been deposited, and the difference between the amount of money reserved for use and the amount of money that has already been deposited is judged. For example, the case where there is a difference between the amount of money reserved for use and the amount of money that has already been deposited may be defined as "judgment of having a difference", and the case where there is no difference between the amount of money reserved for use and the amount of money that has already been deposited may be defined as "judgment of having no difference". Regarding the difference from this amount of money reserved for use, various judgment criteria may be provided. For example, judgment may be made based on judgment criteria such as the amount of money reserved for use per day, the amount of money reserved for use per week, the amount of money reserved for use per month, and the amount of money that has already been deposited in each period. Note that the judgment may be made with respect to the amount of money used in the game already instead of the amount of money that has already been deposited as the comparison target.

[0050] In the case of a so-called "difference detected determination" as the determination result, within the range of the difference between the amount already deposited and the planned usage amount, the recording / updating of the valuable value (frequency) to the storage medium in the ticket issuing machine 14 is performed in accordance with the player's wishes. At this time, the ticket issuing machine 14 may display how much more can be deposited up to the player's planned usage amount, or only the purchase frequency buttons 42 for the depositable amount may be made pressable. For example, the purchase frequency buttons 42 for the depositable amount may be lit, and the purchase frequency buttons 42 for the non-depositabale amount may be turned off and distinguished as non-depositabale, etc., so that the player can identify them. Specifically, when a 10,000 yen bill is inserted into the bill insertion slot 41 in a situation where the difference up to the planned usage amount is 6,000 yen, the purchase frequency buttons 42 for 1,000 yen and 5,000 yen are lit and pressable, while the purchase frequency button 42 for 10,000 yen is turned off and does not respond even if pressed. On the other hand, when the amount already deposited has reached the planned usage amount as the determination result (so-called no-difference determination), the following output is made to the ticket issuing machine 14 in the output step S105 described later.

[0051] Note that the determination by the determination unit 104 may be performed multiple times for the same player within a predetermined period (for example, one day). In that case, the determination in the determination unit 104 may be made by accumulating the amount the player has deposited as a valuable value in the storage medium and making the determination based on the accumulated amount. Alternatively, the amount the player has deposited as a valuable value may be subtracted from the pre-registered planned usage amount, and the determination may be made based on the amount after subtraction.

[0052] [S105: Output step] The output unit 110 outputs to the ticket issuing machine 14 based on the difference determined by the determination unit 104. That is, when a player inserts a bill into the bill insertion slot 41 and the deposited amount that has already been deposited has reached the planned usage amount (i.e., no difference is determined), this fact is output to the ticket issuing machine 14, and the ticket issuing machine 14 notifies the player (notifies that the planned usage amount has been deposited). When the difference determination for the day is performed based on the planned usage amount per day, the notification that the planned usage amount has been deposited may be given not only on the day but also, for example, at the first deposit when the player next visits the store, notifying that the planned usage amount was used during the previous visit. Also, if an additional operation as described above is performed and an additional deposit is made even though the player's planned usage amount has already been reached, the ticket issuing machine 14 may notify, for example, the amount of the excess additional deposit and the number of additional deposits.

[0053] When the deposited amount that a player has already deposited has reached the player's planned usage amount, various contents and forms of notification to the player can be considered. For example, as shown in FIG. 3, a notification (deposit not allowed) indicating that deposits at the ticket issuing machine 14 are prohibited may be given. Also, at the ticket issuing machine 14, in addition to the notification indicating that deposits are prohibited, a means (e.g., a display button) for the player to confirm that they have understood the notification may be displayed. Also, in addition to notifying the player, the same notification may be given to the staff. Also, when the registration of the planned usage amount is a proxy application by the player's family member, in addition to notifying the player himself / herself, the player's family member may be notified, and the notification to the family member may be made via a mobile phone or the like.

[0054] By giving such a notification, a player can avoid an event such as falling into debt beyond the originally planned usage amount, and so-called "addiction problems" can be resolved.

[0055] The preferred embodiments of the present invention have been described above with reference to the accompanying drawings, but the present invention is not limited to such examples. It is obvious that those skilled in the art can come up with various modification examples or correction examples within the scope of the idea described in the claims, and it is naturally understood that those also belong to the technical scope of the present invention.

[0056] <Modification Example of the Present Invention> Next, a management method according to a modification example of the present invention will be described. FIG. 4 is a flowchart showing the main steps of the management method according to the modification example of the present invention. Note that this modification example is a modification example related to the steps after the output step S105 of the above-described embodiment of the present invention. Since the other steps have the same configuration as the above-described embodiment, the description thereof will be omitted here.

[0057] [S105: Output Step] In the above-described embodiment, in the output step S105, with respect to the player who was determined to be in excess in the determination step S104, a flowchart (see FIG. 3) was shown and described as performing a notification to the effect that deposit is prohibited at the ticket issuing machine 14. However, the present invention is not limited to such a form. That is, when a player wishes to make a deposit, even if it is determined to be in excess, it may be configured such that a deposit can be made by performing a predetermined additional operation (additional operation S106).

[0058] [S106: Additional Operation] For example, when it is determined that there is no difference in the output step S105 and a notification to the effect that deposit is prohibited is given, a means (for example, a display button) for confirming that the player has understood the notification may be displayed, and a signal may be output to the ticket issuing machine 14 by the output unit 110 so that an additional deposit can be made by performing an additional operation (for example, pressing the display button) indicating the player's intention to understand.

[0059] Also, when it is determined that there is no difference in the output process S105 and a notification indicating that deposit is prohibited is given, in some cases, a similar notification may also be given to the employees of the game parlor. In that case, the output unit 110 may output a signal to the ticket issuing machine 14 that allows additional deposit by the employee performing a predetermined additional operation.

[0060] Further, when the registration of the planned usage amount is a proxy application by the family member of the player, when it is determined that there is no difference in the output process S105 and a notification indicating that deposit is prohibited is given to the player, in some cases, a similar notification may also be given to the family member of the player. In that case, the output unit 110 may output a signal to the ticket issuing machine 14 that allows additional deposit by the family member performing an additional operation. In this case, the additional operation by the family member is performed, for example, on the mobile phone held by the family member.

[0061] Note that various restrictions may be imposed on the additional deposit associated with the additional operation described in this modification example. For example, the number of additional deposits may be restricted to a predetermined number such as only once, or the additional deposit amount may be restricted to a predetermined amount or less such as only 1000 yen, or both the number of additional deposits and the additional deposit amount may be restricted.

[0062] According to the configuration according to this modification example, when a player wishes to make an additional deposit after using up the planned usage amount initially planned, a predetermined additional operation is required. Therefore, the additional deposit amount will be minimized, and it is possible to suppress the problem that the player incurs a large debt due to so-called addiction.

Industrial Applicability

[0063] The present invention can be applied to a management system for managing a storage medium associated with a valuable value for lending out a game medium used in a game at a game parlor.

Explanation of Signs

[0064] 1 Gaming system 14 Ticket issuing machine 20 Management device 45 Unit camera 102 Memory unit 103 Matching and comparison unit 104 Judgment unit 110 Output unit

Claims

1. A management system for managing the amount of money used by game players in a game arcade, comprising: A ticket issuing machine that associates a valuable value with a storage medium based on the issuing request of the game player; A management device communicably connected to the ticket issuing machine; Having, The ticket issuing machine is provided with imaging means for imaging the face image of the game player who wishes to issue a valuable value; The management device includes: A storage unit in which data associating the face image of the game player with the amount of money reserved for use by the game player is registered in advance; A collation and comparison unit that collates and compares the face image captured by the imaging means and received from the ticket issuing machine with the face image registered in the storage unit; A determination unit that determines the difference between the amount of money already issued with reference to the amount of money reserved for use by the game player; An output unit that gives a notification via the ticket issuing machine when the amount of money to be issued reaches the amount of money reserved for use by the game player; When the amount of money to be issued reaches the amount of money reserved for use, it is configured so that it is impossible to associate a valuable value with the storage medium, and it is possible to associate a valuable value with the storage medium again by an additional operation. The association of the valuable value with the storage medium by the additional operation is limited to only 1,000 yen. A management system characterized by this.

2. A management system for managing the amount of money used by game players in a game arcade, comprising: A ticket issuing machine that associates a valuable value with a storage medium based on the issuing request of the game player; A management device communicably connected to the ticket issuing machine; Having, The ticket issuing machine is provided with imaging means for imaging the face image of the game player who wishes to issue a valuable value; The management device includes: A storage unit in which data associating the face image of the game player with the amount of money reserved for use by the game player is registered in advance; A collation and comparison unit that collates and compares the face image captured by the imaging means and received from the ticket issuing machine with the face image registered in the storage unit; A determination unit that determines the difference between the amount of money already issued with reference to the amount of money reserved for use by the game player; An output unit that gives a notification via the ticket issuing machine when the amount of money to be issued reaches the amount of money reserved for use by the game player; When the amount of money to be issued reaches the amount of money reserved for use, it is configured so that it is impossible to associate a valuable value with the storage medium, and it is possible to associate a valuable value with the storage medium again by an additional operation. The association of the valuable value with the storage medium by the additional operation is limited to only once. A management system characterized by this.

3. A management system for managing the amount of money used by game players in a game arcade, comprising: A ticket issuing machine that associates a valuable value with a storage medium based on the issuance request of the game player; A management device communicably connected to the ticket issuing machine; having; The ticket issuing machine includes imaging means for imaging a face image of the game player who wishes to issue a valuable value; The management device, a storage unit in which data associating a face image of a game player with the amount of money reserved for use by the game player is registered in advance; a collation and comparison unit that collates and compares the face image imaged by the imaging means and received from the ticket issuing machine with the face image registered in the storage unit; a determination unit that determines the difference from the amount already issued with reference to the amount of money reserved for use by the game player; an output unit that performs notification via the ticket issuing machine when the amount to be issued reaches the amount of money reserved for use by the game player, and is provided with; When the amount to be issued reaches the amount of money reserved for use, it is configured such that it is impossible to associate a valuable value with the storage medium, and it is possible to associate a valuable value with the storage medium again by an additional operation, and the additional operation is performed on a mobile phone possessed by a family member of the game player. A management system characterized by that.

Citation Information

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