Gaming System

The gaming system addresses gambling addiction by implementing temporary charge restrictions based on player behavior analysis, enabling players to make informed decisions and reducing excessive play.

JP7807855B1Active Publication Date: 2026-01-28NIPPON GAME CARD
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Patent Information

Application Number
JP2025161438
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-09-29
Publication Date
2026-01-28
Estimated Expiration
2045-01-16

AI Technical Summary

Technical Problem

Existing gaming systems fail to effectively prevent gambling addiction by simply imposing cashless payment limits, as players may become overly engaged and lose the ability to make calm decisions, leading to excessive play.

Method used

A gaming system that includes a management function unit to monitor player behavior and impose temporary charge restrictions based on charge history, allowing players to cool down and make informed decisions.

Benefits of technology

The system effectively prevents excessive gaming by allowing players to calm down and make rational choices after temporary charge restrictions are lifted, reducing the risk of addiction.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game system which can realize more effective measures to prevent players from becoming addicted to games by determining whether the player is addicted to the game from the player's behavior during the game and imposing temporary restrictions to the extent that the player can endure based on the determination result. [Solution] In the gaming system 1, when the charge limiting means 100a1 of the management function unit 100 determines that a charge limiting condition has been met based on the history of a player charging the valuable value storage means 12e1 of the gaming device 12, the charge of the player is limited in order to allow the player to cool down so that he or she can make calm decisions, and when the charge limit releasing means 100a2 of the management function unit 100 subsequently determines that a charge limit releasing condition has been met, it assumes that the cooled-down player has recovered to the point where he or she can make calm decisions, and releases the charge limit on the player.
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Description

[Technical Field]

[0001] The present invention relates to a gaming system including a gaming machine capable of converting monetary value into borrowed gaming value for gaming, a gaming device capable of handling a value storage means for storing valuables that can be used by players, and a management function unit capable of communicating with the gaming device. [Background technology]

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

[0003] Furthermore, if a gaming device (gaming medium lending device) equipped with a gaming medium lending function or a gaming device (ticket vending machine) equipped with a function to issue prepaid value storage media could execute a "charge" process in which value equivalent to a charge amount paid by a payment method available to the player (for example, cashless payment using cash or a mobile terminal) is added to the value storage means, it would be highly convenient for the player. If a player uses cashless payment to charge value to the value storage means as needed, it becomes possible to borrow more gaming media, allowing the player to enjoy playing on the gaming machine for a longer period of time.

[0004] On the other hand, with regard to gaming using gaming machines, there has been growing social concern about the problem of so-called gambling addiction, in which players become excessively absorbed in gaming, causing problems in their daily and social lives.As a result, in Japan, the "Basic Act on Measures against Gambling Addiction" was enacted as a measure against gambling addiction, and related businesses such as gaming parlors that offer games are taking various measures to prevent the onset and recurrence of addiction, such as supporting counseling organizations that deal with gambling addiction issues and raising awareness through the use of posters, stickers, and other notices.

[0005] In recent years, Japan has been promoting the use of so-called cashless payment methods, such as credit card and debit card payments, prepaid electronic money stored on IC cards like Suica (registered trademark), and two-dimensional barcode or QR code (registered trademark) payments using mobile devices like smartphones. It is expected that such policies will spread throughout the industry, and cashless payment methods will become widespread as a payment method for charging prepaid value storage devices. Furthermore, if cashless payment becomes widespread in gaming parlors as a simple payment method for charging value storage devices, there is a risk that players with a tendency toward gambling addiction will make excessive deposits and continue playing for long periods of time without leaving their seats during play, which could go against the trend toward preventing addiction to gaming.

[0006] Therefore, Patent Document 1 proposes a gaming medium lending device (gaming device) that allows payments to be made using a wireless communication device such as a mobile phone that has electronic money functions, and that makes payments based on the results of comparing usage amount information, which is information about the amount of gaming media used, with usage limit information, which is information about the usage limit of electronic money and is about the usage limit of gaming media.This gaming medium lending device obtains usage amount information and usage limit information from the wireless communication device or the store server, and is said to be able to appropriately restrict the lending of gaming media using the wireless communication device even if the player changes gaming machines used within the same store or plays at a different store. [Prior art documents] [Patent documents]

[0007] [Patent Document 1] Patent No. 5091510 Summary of the Invention [Problem to be solved by the invention]

[0008] However, as in the gaming media lending device (gaming device) described in Patent Document 1, it is common to set a maximum deposit amount as a usage limit, for example, a daily deposit limit of 30,000 yen, but this is not a sufficient measure to prevent players from becoming addicted to gaming. In particular, players may be calm before starting to play but become excited while playing, and once they start playing, they may lose their ability to make calm decisions and stop playing as a member with usage restrictions and continue playing with cash as a non-member with no usage restrictions. As such, simply imposing a limit on the amount of 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 provide more effective measures to prevent addiction by determining whether a player is in a state where they can be considered to be addicted to the game from their behavior while playing, and then imposing temporary restrictions based on the results of this determination to a degree that the player can tolerate. [Means for solving the problem]

[0010] In order to solve the above-mentioned problems, the gaming system according to the present invention is a gaming system including a gaming machine capable of playing games using gaming value borrowed by converting a monetary value into the gaming value, a gaming device capable of handling a value storage means for storing the 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 carried by the player comprises a charge request means for transmitting a charge request to the management function unit to request charging of the value to the value storage means based on an operation by the player, and the gaming device comprises a charge execution means for executing charging of the value to the value storage means based on a charge instruction from the management function unit, and the management function unit receives the charge request and executes the gaming system. a charge instruction means for transmitting the charge instruction to the gaming device handling the valuable storage means to charge the valuable equivalent to the charge amount paid by a payment means available to the player; a charge history management means for managing a charge history including the charge amount based on the charge instruction at least on a player-by-player basis; a charge restriction means for restricting charges from the player corresponding to the charge history in which the charge restriction condition is met, when it is determined from the charge history that a predetermined charge restriction condition has been met; and a charge restriction release means for releasing the charge restriction on the player in question, when it is determined from the charge history of the player whose charge is restricted by the charge restriction means that a predetermined charge restriction release condition has been met.

[0011] Furthermore, in the above configuration, the charge limiting means may determine that the total charge amount within a specified time period reaches a specified upper limit amount as the charge limiting condition, and based on determining that the charge limiting condition has been met, may restrict the charge by the player by not sending the charge instruction to the charge instruction means in response to the charge request from the player corresponding to the charge history in which the charge limiting condition has been met, and the charge limit releasing means may determine that the charge limit releasing condition has been met when a specified time limit has passed after the charge limiting means has restricted the charge by the player, and based on determining that the charge limit releasing condition has been met, may release the charge restriction on the player by allowing the charge instruction means to send the charge instruction in response to the charge request from the player corresponding to the charge history in which the charge limit releasing condition has been met.

[0012] In addition, in the above configuration, the management function unit further includes a gaming machine attribute specification means for specifying the gaming machine attribute to which the gaming machine installed in correspondence with the gaming device belongs, the charge history management means manages the charge history managed on a player-by-player basis for each gaming machine attribute specified by the gaming machine attribute specification means, and the charge limit means determines, from the charge history for each gaming machine attribute of the player, that the total charge amount for each gaming machine attribute within a predetermined time period reaches a predetermined upper limit amount, as the charge limit condition, and based on the determination that the charge limit condition is established, The charge by the player is restricted by not sending the charge instruction in response to the charge request from the player corresponding to the history to the charge instruction means, and the charge restriction release means may determine that the lapse of a predetermined time limit after the charge restriction means has restricted the charge by the player is the charge restriction release condition, and based on determining that the charge restriction release condition has been met, may release the charge restriction on the player by allowing the charge instruction means to send the 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.

[0013] In addition, in the above configuration, the management function unit further comprises a gaming fee specification means for specifying a gaming fee that is a fee for the gaming value that can be used in the gaming machine installed in correspondence with the gaming device, the charge history management means manages the charge history managed on a player-by-player basis for each gaming fee specified by the gaming fee specification means, and the charge limit means determines, from the charge history for each gaming fee of the player, that the total charge amount for each gaming fee within a predetermined time period reaches a predetermined upper limit amount, as the charge limit condition, and based on the determination that the charge limit condition is established, The charge by the player is restricted by not sending the charge instruction in response to the charge request from the player corresponding to the charge history to the charge instruction means, and the charge restriction release means may determine that the lapse of a predetermined time limit after the charge restriction means has restricted the charge by the player is the charge restriction release condition, and based on determining that the charge restriction release condition has been met, may release the charge restriction on the player by allowing the charge instruction means to send 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] In addition, in the above configuration, the device may be provided with a setting means that can arbitrarily set some or all of the predetermined time used by the charge limiting means to determine the charge limiting condition, the predetermined upper limit amount used by the charge limiting means to determine the charge limiting condition, and the predetermined limit time used by the charge limit release means to determine the charge limit release condition.

[0015] Furthermore, in the above configuration, the charge limiting means may determine, from the charge history of the player, that the number of charge executions since a predetermined limit judgment start timing reaches a predetermined upper limit number as the charge limiting condition, and based on determining that the charge limiting condition has been established, may restrict the charge by the player by not sending to the charge instruction means the charge instruction for the charge request from the player corresponding to the charge history for which the charge limiting condition has been established, and the charge limit releasing means may determine, as the charge limit releasing condition, that a predetermined limit time has passed after the charge limiting means has restricted the charge by the player, and based on determining that the charge limit releasing condition has been established, may enable the charge instruction means to send the charge instruction for the charge request from the player corresponding to the charge history for which the charge limit releasing condition has been established, and may release the charge limit for the player by updating the predetermined upper limit number by +1.

[0016] In the above configuration, the management function unit further comprises a payment type specification means for specifying the payment type, which is the type of the payment means used by the player for charging, and the charge history management means manages the charge history managed on a player-by-player basis for each of the payment types specified by the payment type specification means, and the charge limiting means determines, from the charge history for each of the payment types for the player, that the total amount of charges made within a predetermined period by payments using the payment means of a predetermined payment type reaches a predetermined upper limit amount as the charge limiting condition, and based on the determination that the charge limiting condition is established, determines the amount of the predetermined payment type that is the subject of the determination of the charge limiting condition. The charge by the player is restricted by not sending the charge instruction for the charge request that uses payment by a payment means to the charge instruction means, and the charge restriction release means may determine that the elapse of a predetermined restriction period after the charge restriction means restricts the charge by the player is the charge restriction release condition, and based on determining that the charge restriction release condition has been met, may release the charge restriction on the player by allowing the charge instruction means to send the charge instruction for the charge request that uses payment by the payment means of the predetermined payment type corresponding to the charge history in which the charge restriction release condition was met. [Effects of the Invention]

[0017] According to the gaming system of the present invention, when the management function unit determines that a charge limit condition has been met based on the charge history of a player who has charged the valuable storage means, it limits the charge, making it easier for the player to cool down and make a calm decision. Moreover, if the management function unit determines that a charge limit release condition has been met after restricting the charge, it releases the charge limit on the player, making it easier for the player whose charge has been restricted to accept the charge limit and cool down, feeling reassured that the charge limit will be lifted. Therefore, after the charge limit has been released, the player can cool down and make a calm decision, and since the player can calmly decide whether or not to charge the valuable storage means even when it becomes possible to charge, excessive addiction to gaming can be effectively prevented. [Brief explanation of the drawings]

[0018] [Figure 1] 1 is a schematic diagram of a gaming system according to an embodiment of the present invention; [Figure 2] This is a functional block diagram showing the general functions of a gaming machine, a gaming device (gaming medium lending device), a management function unit, a cashless payment operator center, a management device, and a mobile terminal. [Figure 3] This is a functional block diagram showing the general functions of the gaming machine, gaming device (ticket vending machine), management function unit, cashless payment operator center, management device, and mobile terminal. [Figure 4] An image diagram showing an example of a player restriction management table managed by the management function unit. [Figure 5] FIG. 10 is a diagram illustrating restriction details, exemplifying restriction types with different charge restriction conditions and charge restriction release conditions. [Figure 6] FIG. 10 is an image diagram showing an example of a payment use information management table managed by the management function unit. [Figure 7] 10 is an image diagram showing an example of a gaming machine attribute information management table managed by the management function unit. FIG. [Figure 8]10 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 limit type A. FIG. [Figure 9] FIG. 10 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 limit type B1. [Figure 10] 10 is a communication sequence diagram between a gaming device (gaming media lending device), a mobile terminal, and a management function unit, showing an example of a process in which the gaming media lending device charges a value storage means being handled. FIG. [Figure 11] FIG. 10 is a communication sequence diagram between a gaming device (ticket vending machine), a mobile terminal, and a management function unit, showing an example of a process in which the ticket vending machine charges a value storage means currently being handled. [Figure 12] This is a communication sequence diagram between a gaming device (gaming media lending device), a mobile terminal, and a management function unit, showing an example of the process in which a charge limit is imposed by charging a valuable storage means being handled by the gaming device (gaming media lending device), and then the charge limit is released, in a gaming system including a management function unit that can control charge limits based on charge limit conditions of restriction type A (total charge amount of 30,000 yen within 1 hour of the reference charge) and charge limit release conditions (30 minutes have passed since the limit start time). [Figure 13] This is an explanatory diagram of the charge history update process, showing an example of the process by which a player's charge history is updated in a gaming system that includes a management function unit that can control charge restrictions based on charge restriction conditions of restriction type A (total charge amount of 30,000 yen within 1 hour of the reference charge) and charge restriction release conditions (30 minutes have passed since the restriction start time). [Figure 14] This is a communication sequence diagram between a gaming device (gaming media 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 (gaming media lending device) that is handling a valuable storage means that can be used by a player, and then the charging restriction is released, in a gaming system that includes a management function unit that can control charging restrictions based on charge restriction conditions (third or subsequent charge) according to restriction type D1 and charge restriction release conditions (30 minutes have passed since the restriction start time). [Figure 15] This is a communication sequence diagram between a gaming device (gaming media 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 (gaming media lending device) that handles a valuable storage means that can be used by a player, and then the charging restriction is released, in a gaming system that includes a management function unit that can control charging restrictions based on charge restriction conditions (each time a charge is made) according to restriction type D2 and charge restriction release conditions (30 minutes have passed since the start time of the first restriction, and 60 minutes have passed since the start time of the restriction for the second or subsequent times). [Figure 16] In a gaming system including a management function unit that can control charge restrictions based on charge restriction conditions of restriction type E1 (total charge amount by deferred payment for one month is 100,000 yen) and charge restriction release conditions (after the last day of the month in which the restriction begins) this is a communication sequence diagram between a gaming device (gaming media 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 (gaming media lending device) that is handling a valuable storage means that can be used by a player, and then the charge restriction is released. [Figure 17] In a gaming system including a management function unit that can control charge restrictions under charge restriction conditions based on restriction type E1 (a total of 100,000 yen per month in charge amounts charged by deferred payment) and charge restriction release conditions (the last day of the month in which the restriction begins has passed), and charge restriction conditions based on restriction type E2 (a total of 500,000 yen per month in charge amounts charged by immediate payment) and charge restriction release conditions (the last day of the month in which the restriction begins has passed), this is a communication sequence diagram between a gaming device (gaming media lending device), a mobile terminal, and a management function unit, showing an example of the process in which charging is restricted for each restriction type on a gaming device (gaming media lending device) that handles a valuable storage means that can be used by a player, and then the charge restriction is released. [Figure 18]In a gaming system including a management function unit that can control charge restrictions under charge restriction conditions of restriction type E1 (a total of 100,000 yen per month in charge amounts charged by deferred payment) and charge restriction release conditions (the last day of the month in which the restriction begins has passed) or charge restriction conditions of restriction type E2 (a total of 500,000 yen per month in charge amounts charged by immediate payment) and charge restriction release conditions (the last day of the month in which the restriction begins has passed), this is a communication sequence diagram between a gaming device (gaming media lending device), a mobile terminal, and a management function unit, showing an example of the process in which charging is restricted when a charge restriction condition of one of the restriction types is met in a gaming device (gaming media lending device) that handles a valuable storage means that can be used by a player, and then the charge restriction is released. [Figure 19] In a gaming system including a management function unit that can control charge restrictions under charge restriction conditions based on restriction type E4 (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 charge restriction release conditions (the end of the month in which the restriction begins has passed), this is a communication sequence diagram between a gaming device (gaming media 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 (gaming media lending device) that is handling a valuable storage means that can be used by a player, and then the charge restriction is released. DETAILED DESCRIPTION OF THE INVENTION

[0019] Next, an embodiment of a gaming system 1 according to the present invention will be described in detail with reference to the accompanying drawings. As shown in FIG. 1, the gaming system 1 becomes available when a plurality of gaming parlors 10 are connected to a charge management center 20. Each gaming parlor 10 is also connected to a prepaid settlement center 30 to implement a prepaid system in which gaming media are rented using prepaid value (electronic value information having monetary value). Players can charge a value storage unit (described in detail below) with the value equivalent to the amount paid by a payment method available to them. Payment methods include cash payments as well as various cashless payments. For example, a player can charge a value storage unit with the value by cashless payment by launching a gaming application program (hereinafter simply referred to as a "gaming app") on a mobile terminal 40 owned by the player and issuing a charge request according to a predetermined procedure. The gaming app is not limited to an application program installed on the mobile terminal 40, but may also be a web app (application software utilizing the web mechanism) that runs on a web browser on the mobile terminal 40. The mobile terminal 40 is not limited to one owned by a player under contract with a communications carrier, but may be one borrowed from the gaming facility 10, etc., as long as it is owned within the gaming facility 10 by a player who intends to use services within the gaming facility 10.

[0020] Each gaming facility 10 is equipped with a plurality of gaming machines 11, and a gaming medium lending device 13 serving as a gaming device 12 is installed in correspondence with each gaming machine 11. The gaming medium lending device 13 has a gaming value imparting function that imparts gaming media to the gaming machine 11 as gaming value in exchange for consuming valuable value stored in a valuable storage means (a prepaid medium 50 into which valuable value is directly written, or a valuable storage area in memory that stores valuable value obtained from a prepaid account (an electronic storage area that stores the valuable value for each prepaid medium 50) managed by a prepaid settlement center 30 or a management device described later) and allows games to be played on the gaming machine 11 using the imparted gaming media. Each gaming establishment 10 is also equipped with a ticket vending machine 14 as a gaming device 12, which can issue new prepaid media 50 as value storage means into which value is directly written and managed, or prepaid media 50 whose prepaid account is managed by the prepaid settlement center 30 or management device, or can load value onto prepaid media 50 owned by players. Note that a gaming media lending device 13 as a gaming device 12 can also load value onto prepaid media 50 or a value storage area.

[0021] Methods for managing the value of the prepaid medium 50 used as a value storage means include directly writing the value to the prepaid medium 50 and managing the value in a prepaid account linked to the card ID of the prepaid medium 50 by a management device in the prepaid settlement center 30 or the gaming parlor 10. In addition to differences in the value management method, prepaid media 50 also vary depending on the gaming machine 11 to be used, such as an IC card 51 that can be inserted into a gaming device 12 connected to a pachinko machine and used, or an IC coin 52 that can be inserted into a gaming device 12 connected to a pachislot machine and used. Furthermore, the prepaid medium 50 includes a member card (hereinafter simply referred to as a "member's prepaid medium 50") owned by a player who is assigned a player ID (unique information that identifies a player whose personal information is specified) that is common to a specific gaming facility 10 and its affiliated facilities, and a general card (hereinafter simply referred to as a "non-member's prepaid medium 50") that is issued to an unspecified player and is limited to use on the day at that gaming facility 10. Also, the IC card 51 and IC coin 52, which are prepaid medium 50, are each assigned a card ID (unique information that can uniquely identify the prepaid medium 50), and the prepaid medium 50 as a valuable storage means and the charging history of valuable in the valuable storage area can be managed by the management function unit 100, which will be described later.

[0022] If a player ends play on the gaming machine 11 without using up all the value charged to the prepaid medium 50 as a value storage means, the prepaid medium 50 with the remaining value (hereinafter simply referred to as "remaining value") written therein is ejected from the gaming device 12 and returned to the player. On the other hand, if a player ends play on the gaming machine 11 without using up all the value charged to the value storage area as a value storage means, the remaining value is synchronized with the prepaid account linked to the card ID of the prepaid medium 50, the remaining value in the value storage area is cleared, and then the prepaid medium 50 is 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, it is possible to charge valuables to the valuable storage means being handled by the gaming device 12 without cash. Note that, 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 payment processing operations between the charge management center 20 and the cashless payment operator center 60 are important.

[0024] Within the gaming establishment 10, a relay device 16 (described in detail later) and a management device 17 (a device that comprehensively manages the gaming machines 11 and gaming devices 12 within the gaming establishment 10) are connected via a HUB 15. The management device 17 is configured to have integrated functions such as a member management device and a sales management device so that it can comprehensively manage various information within the gaming establishment 10, but a member management device and a sales management device may also be provided separately from the management device 17. The member management device manages member information (e.g., member number) including personal information of registered players by linking it to the card ID of the prepaid medium 50 held by the player, the mobile ID of the mobile terminal 40 held by the player, etc. The sales management device manages the converted value as the store's sales when the gaming device 12 installed corresponding to the gaming machine 11 on which the player is playing converts the value stored in the value storage means currently being handled into gaming value usable for games (including physical gaming media such as gaming balls and gaming medals, as well as electronic data treated as the number of gaming balls or gaming medals). In addition, the charge amount of the value stored in 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 in this gaming store 10.

[0025] The gaming machines 11 installed in the gaming parlor 10 include pachinko machines and pachislot machines, differing in the gaming media used. Pachinko machines use gaming balls as gaming media, and the game is played by shooting the gaming balls into the gaming board. The gaming board is provided with multiple prize areas (prize slots). When a gaming ball passes through a prize area during the game, a predetermined number of gaming balls are awarded to the player as prize gaming media, which are counted as the number of acquired gaming media. On the other hand, pachislot machines use gaming medals as gaming media, and the game progresses by inserting gaming medals to spin the reels, which stop when a stop button is pressed or when a time period has passed. If the stopped state of the reel symbols corresponds to a prize, a predetermined number of gaming medals are awarded to the player as prize gaming media, which are counted as the number of acquired gaming media. A gaming device 12 capable of controlling the lending of gaming balls as gaming media is connected to a pachinko machine using gaming balls as gaming media, and a gaming device 12 capable of controlling the lending of gaming medals as gaming media is connected to a pachislot machine using gaming medals as gaming media.

[0026] In addition, in the gaming machine 11, the number of gaming media consumed in the game and the number of gaming media acquired as a result of the game are not limited to a method of actually counting and managing physical gaming balls or gaming medals, but may also be a method of treating the number of gaming media consumed and the number of gaming media acquired as electronic information and counting and managing them through calculations.

[0027] The gaming medium lending device 13, which serves as a gaming device 12 installed in correspondence with each gaming machine 11 in the gaming establishment 10, handles the value storage means so as to write the value directly to the prepaid medium 50 held by the player and manage the value, or handles the value storage means so as to obtain the value of the prepaid account linked to the card ID of the prepaid medium 50 from the prepaid settlement center 30 or management device 17 and manage the value in a value storage area on memory, depending on the prepaid system introduced by the gaming establishment 10. Furthermore, in a gaming establishment 10 that has installed therein a ticket vending machine 14 as a gaming device 12 specialized in issuing new prepaid media 50 or charging prepaid media 50 already owned by a player, if the prepaid system that manages value by directly writing value onto the prepaid media 50 is implemented, the ticket vending machine 14 handles the value storage means so as to directly write and charge the paid charge amount onto the newly issued prepaid media 50 or the prepaid media 50 already owned by the player. On the other hand, in a ticket vending machine 14 installed in a gaming establishment 10 that has introduced a prepaid system that manages value in 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 that manages value, but requests the charging of value into a prepaid account linked to the card ID of the prepaid media 50 managed by the prepaid settlement center 30 or the management device 17. It should be noted that the ticket vending machine 14 can issue a prepaid medium 50 for non-members that has been charged with a value equivalent to the amount of cash RM deposited by a player who is not a registered member. Also, if the player has a membership card issued by the gaming facility 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 medium lending device 13 and the ticket vending machine 14 serving as the gaming device 12 can handle valuable storage means (prepaid media 50 and valuable storage areas) that can be used by players, and can therefore charge the valuable storage means that they are handling. To do so, a payment is required as consideration for the charging service, and in this gaming system 1, not only cash payments but also cashless payments that do not require cash can be used as payment methods for charging the valuable storage means.

[0029] Cashless payments can be broadly divided into three types: deferred payment, immediate payment, and prepayment. Deferred payment, as typified by credit cards, is a payment method in which the card company pays in advance to receive the service, and the service user pays the card company after a certain period of time. Among code payments using two-dimensional or one-dimensional codes, those that are set up for credit card payment fall under the category of deferred payment. Immediate payment, as typified by bank debit cards, is a payment method in which payment is made from the balance of a bank account at the same time as the service is provided. Prepayment payment, as typified by prepaid cards and rechargeable electronic money, is a payment method in which the amount used is deducted from the amount already paid. Among code payments using two-dimensional or one-dimensional codes, those that require advance payment into a payment account fall under the category of prepayment.

[0030] Cashless payment using a payment method usable 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 provider center 60, and the paid charge amount of value can be charged to the value storage means currently being handled by the gaming device 12. Note that the payment methods usable by the mobile terminal 40 may be set in advance 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 automatically used, or the payment method to be used may be selectable from the gaming app launched on the mobile terminal 40.

[0031] Furthermore, the gaming device 12 that is handling the valuable storage means that is the target of a charge requested from the mobile terminal 40 may be managed by the management function unit 100 in association with the mobile terminal 40, but if the management function unit 100 continues to manage the correspondence information between the mobile terminals 40 and the gaming device 12 that is frequently sent from multiple gaming parlors 10, the processing burden will be large. 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 medium lending 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 in the parlor), and is notified to the management function unit 100.

[0032] First, when a player operates the gaming device 12 (gaming medium lending device 13 or ticket vending machine 14) that is the target of charging, the gaming device 12 generates an optically readable code (e.g., two-dimensional code 2DC) that includes unique gaming device identification information (e.g., machine number) set in the device itself and gaming facility identification information (e.g., store ID) of the gaming facility 10 where the device is installed, and displays the code on a display unit such as a display panel. Note that there are no particular limitations on the type of optically readable code, and an appropriate code may be used depending on the required data capacity, such as a barcode, which is a one-dimensional code, a stacked two-dimensional code in which these barcodes are stacked vertically, or a matrix two-dimensional code such as QR Code (registered trademark). The gaming device identification information may be an alphanumeric control number arbitrarily assigned by each gaming facility 10 or an individual identification number assigned at the time of shipment from the manufacturer, as long as it can uniquely identify all gaming devices 12 managed within each gaming facility 10 that uses the gaming system 1. However, if the gaming device identification information 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 facility 10, which is highly convenient. Note that if the gaming device identification information assigned to the gaming device 12 is unique information that is not duplicated in all gaming facilities 10, there is no need to transmit the gaming facility identification information. In this case, the charge management center 20 needs management information that can identify the relay device 16 of the gaming facility 10 in which the specific gaming device 12 is installed.

[0033] Next, based on the player's operation of the gaming app on the mobile terminal 40, gaming device identification information and gaming parlor identification information are obtained from an optically readable code (hereinafter referred to as a two-dimensional code 2DC) displayed on the display unit of the gaming device 12. A standard mobile terminal 40 is equipped with a function for reading and analyzing the two-dimensional code 2DC, which can be accessed from the gaming app. Furthermore, the mobile terminal 40 transmits charge request information to the charge management center 20 of the management function unit 100, including information identifying the mobile terminal 40 (e.g., a terminal ID), the charge amount, the payment method to be used, and the like, in addition to the gaming device identification information and the gaming parlor identification information. 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 in advance on the gaming device 12 and included in the two-dimensional code 2DC so that the mobile terminal 40 can acquire it.

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

[0035] The management function unit 100, which has received a charge request sent from the mobile terminal 40, exchanges payment information with the cashless payment operator center 60 corresponding to the payment means designated by the player as a payment means available for use by the player, and when payment is established, transmits a charge instruction to the gaming device 12 designated in the charge request (the gaming device 12 currently handling the value storage means to be charged) to charge value equivalent to the charge amount paid into the value storage means. In other words, the management function unit 100 has the function of "charge instruction means which receives a charge request and transmits a charge instruction to the gaming device 12 currently handling the value storage means to charge value equivalent to the charge amount paid by a payment means available to the player."

[0036] Upon receiving a charge instruction from the management function unit 100, the gaming device 12 charges the current value storage means (prepaid medium 50 or value storage area) with value based on the charge instruction. In other words, the gaming device 12 has the function of "charge execution means that charges the value storage means with value based on a charge instruction from the management function unit 100." Here, "charging" refers to the operation of rewriting the value written in 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 itself.

[0037] Furthermore, the gaming device 12 that has executed the charge transmits charge information for the value storage means currently being handled (for example, a card ID that can identify the value storage means, the charge amount, the charge execution date and time, etc.) to the management device 17 as information required by 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 play on the gaming machine 11 is completed, and is entrusted to the management of a prepaid account linked to the card ID of the prepaid medium 50, and the prepaid medium 50 is ejected and returned to the player. Furthermore, in a gaming device 12 that directly writes value to the prepaid medium 50, the prepaid medium 50 with the written value is ejected and returned to the player when play on the gaming machine 11 is completed.

[0038] As described above, in the gaming system 1, the valuable storage means can be charged using a variety of payment methods, including cashless payment, which is convenient for players, but also carries the risk of players becoming overly addicted to gaming. Therefore, the management function unit 100 of the gaming system 1 is provided with "charge history management means for managing charge histories, including charge amounts based on charge instructions, at least on a player-by-player basis," "charge restriction means for restricting charges from players whose charge history has met the charge restriction conditions, when it is determined from the charge history that a predetermined charge restriction condition has been met," and "charge restriction release means for lifting the charge restriction on a player whose charge is restricted by the charge restriction means, when it is determined from the charge history of the player that a predetermined charge restriction release condition has been met."

[0039] That is, in the management function unit 100, the charge history management means manages the charge history of each player, and when the charge limiting means determines that the charge limit condition is met based on the charge history of the player's charge to the valuable storage means, it limits the charge of that player, making it easier for the player to cool down and make a calm decision. Moreover, if the charge limit release means determines that the charge limit release condition is met after the charge limiting means has restricted the charge, it releases the charge limit for that player, making it easier for the player whose charge is restricted to cool down and accept the charge limit with the peace of mind that the charge limit will be released. Therefore, after the charge limit is released, the player can cool down and make a calm decision, and since the player can calmly decide whether or not to charge the valuable storage means even when it becomes possible to charge, excessive addiction to gaming can be effectively prevented.

[0040] Next, referring to Figure 2, the general configuration of the gaming machine 11, gaming device 12 (gaming medium lending device 13 installed corresponding to each gaming machine 11), management function unit 100 (relay device 16 and charge management center 20), cashless payment operator center 60, management device 17 in the gaming facility 10, and mobile terminal 40 carried by the player will be described.

[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. The gaming machine 11 outputs to the gaming device 12 various types of game information that occur or change as the game progresses, and the gaming device 12 outputs to the gaming machine 11 rental information for renting gaming media that can be used for the game.

[0042] The gaming device 12 that receives gaming information from the gaming machine 11 described above includes a control unit 12a that controls main functions such as lending 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 facility 10), and a management device communication unit 12d that controls communication with the management device 17, and handles a value storage means 12e (a prepaid medium 50 in which value is written, or a value storage area 12e1 in memory that stores value obtained from a prepaid account that is linked to the card ID of the prepaid medium 50 and managed by the prepaid settlement center 30 or the management device 17, etc.) used by a player playing on the gaming machine 11. For example, based on a player's request to lend gaming media, part or all of the value stored in the value storage means 12e is consumed and converted into gaming value, which is then given to the gaming machine 11. When the player selects charging by operating the menu on the display screen, a two-dimensional code 2DC is displayed, prompting the player to read the code using the mobile terminal 40 held by the player. When an appropriate charging request is made using the mobile terminal 40, a charging instruction and a charging amount are received as payment information from the management function unit 100, and the gaming machine 12 adds the value equivalent to the instructed charging amount to the value storage means 12e to execute charging. When charging is executed, the gaming machine 12 transmits to the management function unit 100 as payment information that charging has been completed, and also transmits prepaid information such as the charging amount to the management device 17 as payment information.

[0043] The management device 17 has the function of managing all gaming machines 11 and gaming devices 12 installed in the gaming establishment 10 and managing sales, and is equipped with a control unit 17a that controls the management function and a gaming device communication unit 17b that controls communication with the gaming devices 12 that are under management. The management device 17 also has the function of transmitting prepaid information transmitted from each gaming device 12 to the prepaid settlement center 30.

[0044] The mobile terminal 40 includes a control unit 40a that controls communication functions and application program operating functions, a communication unit 40b that controls communications such as wireless LAN and carrier communications, and a payment utilization unit 40c that includes payment utilization information and security functions for using any cashless payment method (at least one of deferred payment, immediate payment, and advance 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 transmits 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 related to the consumption and charging of valuables from gaming devices 12 at the gaming establishment 10 under management and mobile terminals 40 owned by players; an information management unit 100b that stores, updates, and appropriately manages various information necessary for the control processing in the control unit 100a; a payment service center communication unit 100c that communicates with the cashless payment service center 60; a gaming device communication unit 100d that controls communication with the gaming devices 12; and a mobile terminal communication unit 100e that controls communication with the mobile terminals 40. When the management function unit 100 receives a charge request from the gaming device 12 or the mobile terminal 40, it determines whether the requested charge is possible, instructs the charge if possible, imposes a charge limit if possible, and then lifts the charge limit if a charge limit lifting condition is met. By managing the charge for each player using the management function unit 100, excessive gaming addiction is prevented. Furthermore, the management function unit 100 exchanges payment information with the cashless payment business center 60 to make payment using the payment method specified in the charge request. Furthermore, the control unit 100a realizes the functions of the charge limiting means 100a1 and the charge limit releasing means 100a2 described above, and the information management unit 100b realizes the functions of the charge history management means 100b1.

[0046] The cashless payment operator center 60 is a management server or the like used by credit card companies, banks, code payment companies, electronic money providers, etc. to make cashless payments via a network, and is equipped with a control unit 60a that controls cashless payments using card numbers and PIN numbers, etc., an information management unit 60b that manages individual member information, etc., 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 FIG. 3, it only charges the value storage means 12e with value and does not lend out gaming media. Furthermore, if the ticket vending machine 14 accepts payment in cash RM, even non-members who are not registered with the gaming facility 10 can issue prepaid media 50 loaded with value. For example, when a non-member player selects new issuance and the amount to be issued by operating the menu on the display screen of the ticket vending machine 14, the player is prompted to insert cash. After confirming the deposit, the ticket vending machine 14 transmits the deposited amount and the card ID of the prepaid medium 50 to the management function unit 100 as payment information. Upon receiving a charge instruction from the management function unit 100, the ticket vending machine 14 dispenses the prepaid medium 50 loaded with value equivalent to the deposited amount, and the prepaid medium 50 becomes available for use by the player as the value storage means 12e. In this way, a card ID is also assigned to the non-member value storage means 12e issued for cash payment, and if the management function unit 100 manages the prepaid medium 50 with that card ID as a subject for managing charge restrictions, it is possible to prevent non-member players who do not use cashless charging from becoming excessively addicted to games.

[0048] Of course, a member can load prepaid medium 50 by inserting the prepaid medium 50 into the ticket vending machine 14. If a player who owns the prepaid medium 50 has registered the mobile ID of their mobile terminal 40 as their membership information, they can load the prepaid medium 50 using a cashless payment method linked to that mobile ID. For example, if a player selects cashless loading through a menu on the display screen of the ticket vending machine 14, a two-dimensional code 2DC is displayed, prompting the player to read the code using their mobile terminal 40. When an appropriate loading request is made on the mobile terminal 40, the management function unit 100 receives a loading instruction and a loading amount as payment information. The value storage unit 12e is loaded with a value equivalent to the requested loading amount, and the loaded prepaid medium 50 is returned to the player. When the ticket vending machine 14 executes loading, it transmits payment information indicating that loading has been completed to the management function unit 100, and also transmits prepaid information, such as the loading amount, to the management device 17 as payment information.

[0049] The gaming system 1 configured as described above allows players to charge valuables through cashless payment, improving convenience for players, and preventing players from becoming overly absorbed in gaming through charge management by the management function unit 100. To achieve this, the management function unit 100 needs to properly manage the charge history of each player. An example of a management table for managing various information will be described below.

[0050] FIG. 4 is an illustration of an example of a player restriction management table managed by the management function unit 100. This player restriction management table manages the membership number, biometric authentication information, card ID, mobile ID, and whether or not a charge restriction is applied, all linked to the player's player ID. In this gaming system 1, in order to implement charge restrictions to prevent players from becoming addicted, individual players are identified from various information linked to the player ID assigned to each player, and charge restrictions are managed. By linking this player ID to the membership number of a membership card registered at a gaming facility or the like, 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, various services related to charging valuables can be used, as described below. Furthermore, by setting for each player ID in the player restriction management table whether or not a player is subject to charge restrictions, players who are at risk of becoming addicted to gaming can be subject to charge restrictions, while players who are considered to be good players and do not require charge restrictions to prevent addiction can be set as exempt from charge restrictions, making it possible to exclude them from monitoring. Furthermore, even for non-member players who use prepaid media 50 that can only be used on the day as value storage means 12e and do not register the mobile ID of their mobile terminal 40, a player ID is assigned, so charge restrictions can be managed using this player restriction management table.

[0051] All players who play at a gaming establishment 10 that imposes charging restrictions in this gaming system 1 are assigned a player ID, and if the player ID can be identified from information corresponding to the charging method used by the player, it becomes possible to charge valuables using that charging method.

[0052] For example, when a player whose player ID is linked to the mobile ID of his / her mobile terminal 40 uses the mobile terminal 40 to cashlessly charge a member's prepaid medium 50 or the valuable storage area 12e1, the player ID can be identified from the mobile ID of the mobile terminal 40, and therefore the member's prepaid medium 50 or the valuable storage area 12e1 can be charged by cashless charging using the mobile terminal 40. Also, when a player with this player ID uses the mobile terminal 40 to cashlessly charge a non-member's prepaid medium 50 or the valuable storage area 12e1 without using a member's prepaid medium 50, the player ID can be identified from the mobile ID of the mobile terminal 40, and therefore the non-member's prepaid medium 50 or the valuable storage area 12e1 can be charged by cashless charging using the mobile terminal 40. Furthermore, when a player with this player ID charges a member's prepaid medium 50 or the valuable storage area 12e1 by paying with cash RM without using cashless charging using a mobile terminal 40, the player ID can be identified from the membership number recorded on the member's prepaid medium 50, and therefore the member's prepaid medium 50 or the valuable storage area 12e1 can be charged by paying with cash RM. Furthermore, when a player with this player ID charges a non-member's prepaid medium 50 or the valuable storage area 12e1 by paying with cash RM without using a member's prepaid medium 50 or cashless charging using a mobile terminal 40, if biometric authentication information is registered at the time of a charge request operation, etc., the player ID can be identified from the registered biometric authentication information, and therefore the non-member's prepaid medium 50 or the valuable storage area 12e1 can be charged by paying with cash RM.

[0053] Furthermore, when a non-member player whose player ID is linked to the mobile ID of the mobile terminal 40 but who is not a registered member uses the mobile terminal 40 to cashlessly charge a non-member prepaid medium 50 or valuable storage area 12e1, the player ID can be identified from the mobile ID of the mobile terminal 40, and therefore the non-member prepaid medium 50 or valuable storage area 12e1 can be charged by cashless charging using the mobile terminal 40. Furthermore, when a player with this player ID charges a non-member prepaid medium 50 or valuable storage area 12e1 by paying with cash RM without using cashless charging using the mobile terminal 40, if biometric authentication information is registered at the time of a charge request operation, etc., the player ID can be identified from the registered biometric authentication information, and therefore the non-member prepaid medium 50 or valuable storage area 12e1 can be charged by paying with cash RM.

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

[0055] FIG. 5 is an explanatory diagram illustrating examples of the restriction contents (charge restriction conditions and charge restriction release conditions) of the restriction types that the management function unit 100 can use for charge restrictions.

[0056] For example, in a gaming system 1 that can impose charge restrictions based on restriction type A, the management function unit 100 controls the 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 restriction start time).

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

[0058] In a gaming system 1 that can impose a charge restriction based on restriction type C1, the management function unit 100 controls the charge restriction based on the charge restriction condition (the total charge amount on a 1 yen / ball pachinko machine is 10,000 yen within one hour, or the total charge amount on a 4 yen / ball pachinko machine is 30,000 yen within one hour) and the charge restriction release condition (30 minutes have passed since the restriction start time). Also, in a gaming system 1 that can impose a charge restriction based on restriction type C2, the management function unit 100 controls the charge restriction based on the charge restriction condition (the total charge amount on a 5 yen / slot machine is 10,000 yen within one hour, or the total charge amount on a 20 yen / slot machine is 30,000 yen within one hour) and the charge restriction release condition (30 minutes have passed since the restriction start time).

[0059] In a gaming system 1 that can impose a charge restriction based on restriction type D1, the management function unit 100 controls the charge restriction based on the charge restriction condition (third or subsequent charge on the day) and the charge restriction release condition (30 minutes have passed since the restriction start time). Also, in a gaming system 1 that can impose a charge restriction based on restriction type D2, the management function unit 100 controls the charge restriction based on the charge restriction condition (number of charges) and the charge restriction release condition (30 minutes have passed since the restriction start time).

[0060] In a gaming system 1 that can impose a charge restriction based on restriction type E1, the management function unit 100 controls the charge restriction based on the charge restriction condition (a total of 100,000 yen per month for charge amounts using deferred payment) and the charge restriction release condition (the last day of the month in which the restriction begins has passed). Also, in a gaming system 1 that can impose a charge restriction based on restriction type E2, the management function unit 100 controls the charge restriction based on the charge restriction condition (a total of 500,000 yen per month for charge amounts using immediate payment) and the charge restriction release condition (the last day of the month in which the restriction begins has passed). Also, in a gaming system 1 that can impose a charge restriction based on restriction type E3, the management function unit 100 controls the charge restriction based on the charge restriction condition (a total of 100,000 yen per month for charge amounts using prepaid payment) and the charge restriction release condition (the last day of the month in which the restriction begins has passed). In addition, in a gaming system 1 that can impose charge restrictions based on restriction type E4, the management function unit 100 controls the charge restrictions based on the charge restriction conditions (the combined total of the monthly charge amounts via deferred payment and the monthly charge amounts via immediate payment is 200,000 yen) and the charge restriction release conditions (the end of the month in which the restriction began has passed).

[0061] The gaming system 1's charge limit control is not limited to being based on the restrictions of a single restriction type. The management function unit 100 may simultaneously determine the charge limit conditions and charge limit release conditions corresponding to multiple restriction types, allowing the gaming system 1 to implement charge limits based on multiple restriction types. However, combining restriction types with time restrictions is undesirable. For example, if restriction type A and restriction type B1 are combined, if a pachinko machine charges 10,000 yen and then charges another 10,000 yen 10 minutes later, the charge limit of restriction type B1 will be met, resulting in a charge limit. After a 30-minute cooldown period, which is the charge limit release condition, charging becomes possible. If another 10,000 yen charge is then attempted, the limit will rise to 30,000 yen within one hour, thus meeting the charge limit of restriction type A. However, because the cooldown period has already occurred after the 20,000 yen charge, there is no need to continue imposing a charge limit. The same applies to the combination of restriction type A and restriction type B2, and the combination of restriction type A and restriction type B3.

[0062] On the other hand, a combination of time-based and count-based restrictions is effective. For example, if restriction type A is combined with restriction type D1, three charges (a ¥10,000 charge, a ¥10,000 charge one hour later, a ¥10,000 charge one hour later) will not violate the charge restriction conditions of judgment type A, but will violate the charge restriction conditions of judgment type D1, resulting in a charge restriction. From the fourth charge onward, the charge will violate the charge restriction conditions of restriction type D1. Furthermore, if restriction type A is combined with restriction type D1, three charges (a ¥10,000 charge, a ¥10,000 charge 20 minutes later, a ¥10,000 charge 30 minutes later) will violate the charge restriction conditions of both judgment type A and judgment type D1, resulting in a charge restriction. From the fourth charge onward, the charge will violate the charge restriction conditions of restriction type D1. The same applies to the combination of restriction type A with restriction type D2, the combination of restriction types B1 to B3 with restriction types D1 and D2, and the combination of restriction types C1 and C2 with restriction types D1 and D2.

[0063] Furthermore, restriction types E1 to E4 are restrictions on the amount of charge by a payment method, and unlike restriction types A to D, which impose a short-term cooldown period based on time or number of times, restriction types E1 to E4 restrict payments by that payment method within the current month, and therefore can be combined with restriction types A to D. For example, the following combinations are valid: restriction type A with restriction types E1 to E4; restriction types B1 to B3 with restriction types E1 to E4; restriction types C1 and C2 with restriction types E1 to E4; restriction types D1 and D2 with restriction types E1 to E4; restriction type A with restriction types D1 and D2 and restriction types E1 to E4; restriction types B1 to B3 with restriction types D1 and D2 and restriction types E1 to E4; and restriction types C1 and C2 with restriction types D1 and D2 and restriction types E1 to E4.

[0064] 6 is an image diagram showing an example of a payment use information management table managed by the management function unit 100 that controls charge limitations for limitation types E1, E2, E3, and E4. This payment use information management table chronologically records and manages charges made by a player identified by a player ID, and records, for example, the store ID of the gaming facility 10 that used the charge, the machine number of the gaming device 12 at that gaming facility 10, the payment type used for the charge, the charge amount, and the date and time when the charge was used (for example, the timestamp when a charge completion report was received from the gaming device 12).

[0065] 7 is an image diagram showing an example of a gaming machine attribute information management table managed by the management function unit 100 that controls charge limits for limit types B1, B2, and B3. Gaming machine attributes are a collective term for various elements that categorize gaming machines 11, such as gaming machine type (e.g., pachinko machine or pachislot machine), specification classification based on the probability of winning (e.g., yu-pachi: approximately 1 / 99, light-middle type: approximately 1 / 200, middle type: approximately 1 / 349), and gaming fees, which are fees for renting gaming media. These are managed in association with the gaming machines 11 at each gaming parlor 10. Note that gaming machine types are not limited to these. 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] FIG. 8 is a diagram illustrating an example of a charge history management table managed by the management function unit 100 that performs charge limit control for restriction type A. The charge history management table can also manage information such as gaming machine attribute information for the gaming machine 11 currently being used by the player, so as to accommodate charge limit control that combines the multiple restriction types described above. However, this example illustrates a management table created by limiting the management items to those necessary and sufficient for determining the charge limit conditions for restriction type A (e.g., a total charge amount of 30,000 yen within one hour from a reference charge that serves as the basis for initiating the determination). This charge history management table (restriction type A) updates and manages the history for each player ID that can identify the player, including the reference charge date and time, the limit condition determination deadline, the target charge total amount, the charge limit status, the limit determination date and time, and the limit release date and time. Here, the reference charge date and time is the date and time of the charge that serves as the basis for starting the one-hour counting of the limit condition determination period, and the date and time after the reference charge date and time when the limit condition determination period has elapsed is the limit condition determination deadline. The total target charge amount is the total charge amount made with the payment method that is the target of the restriction conditions. For restriction type A, there are no particular restrictions on payment type, so both cash and cashless charge are eligible, but if a payment type is set as an additional condition, only charge using that payment type should be eligible. The charge restriction status indicates the current status, whether "charge possible" where the charge restriction condition is not met, or "charge not possible" where the charge restriction condition has already been met. If charge is not possible, the date and time when it is determined that the charge restriction condition is met is recorded as the restriction determination date and time, and the date and time when the charge restriction release condition is met (for example, 30 minutes have passed since the restriction start time) is recorded as the restriction release date and time.

[0067] Fig. 9 is an image diagram showing an example of a charge history management table managed by the management function unit 100 that controls charge limitations for limitation type B1. Limitation type B1 shown in Fig. 5 is "a total charge amount for pachinko machines of 20,000 yen within one hour, or a total charge amount for pachislot machines of 30,000 yen within one hour," so charges are managed for each type of gaming machine. Note that limitation type B2 shown in Fig. 5 is "a total charge amount for pachinko machines of 30,000 yen within 40 minutes, or a total charge amount for pachislot machines of 30,000 yen within one hour," and differs from limitation type B1, which changes the determination amount depending on the type of gaming machine, in that the determination time changes depending on the type of gaming machine.

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

[0069] Next, an overview of the charging process in the gaming system 1 will be described with reference to Figure 10. Figure 10 is a communication sequence diagram between the gaming device 12 (gaming medium lending device 13), the mobile terminal 40, and the management function unit 100, illustrating an example of a process of charging the value storage means 12e currently handled by the gaming device 12 (gaming medium lending device 13) using cashless payment. The gaming device 12 currently handles the value storage means 12e, which is a prepaid medium 50 in which value has been written or a value storage area 12e1 in memory, and can play games on the gaming machine 11 by consuming the value and providing gaming media to the gaming machine 11. When a player wishes to increase the value of the value storage means 12e, the player performs a charge request operation on the display panel of the gaming device 12, and a two-dimensional code including information such as the store ID and machine number is generated and displayed on the display panel.

[0070] A player uses the two-dimensional code reading function of the mobile terminal 40 to read the two-dimensional code displayed on the display panel of the gaming device 12, specifies the payment method and the amount to be charged, and performs a charge execution operation. This sends a charge request to the management function unit 100. If a gaming app is not running on the mobile terminal 40, the player can easily perform the charge execution operation by launching the gaming app (shown by the dashed line in FIG. 10 ) to read the two-dimensional code of the gaming device 12 and using the two-dimensional code reading function of the gaming app. Of course, a charge request may be made without using a gaming app that must be pre-installed on the mobile terminal 40. For example, the player may read the two-dimensional code of the gaming device 12, access the presented URL (the address of a 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] When the management function unit 100 receives a charge request from the mobile terminal 40 and confirms from the charge history management table that the player is eligible for charge, it executes cashless payment based on the charge request. Here, the management function unit 100 exchanges payment information with the cashless payment business center 60 corresponding to the payment method specified by the player, and once the payment information is authenticated, it sends a charge instruction to the gaming device 12 of the gaming facility 10 specified in the charge request from the mobile terminal 40 to charge the charge amount corresponding to the payment amount.

[0072] The gaming device 12 that has received a charge instruction from the management function unit 100 executes a charge by adding the charge amount of value to the value storage means 12e currently being handled. After executing the charge, the gaming device 12 transmits a report of the completion of the charge to the management function unit 100. The gaming device 12 also transmits prepaid information resulting from the charge to the management device 17.

[0073] The management function unit 100, upon receiving the completion of charging from the gaming device 12, updates the charging history in the charging history management table. The management function unit 100 may notify the mobile terminal 40, which is the sender of the charging request, that charging to the valuable storage means 12e has been completed by sending a report of the completion of charging.

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

[0075] Next, an overview of the charging process by cash payment in the gaming system 1 will be described with reference to Figure 11. 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 of charging the value storage means 12e (prepaid medium 50) currently handled by the gaming device 12 (ticket vending machine 14) by cash payment. Note that when payment by cash RM is used as the settlement means, the mobile terminal 40 is not required.

[0076] When a player wishes to increase the value of the prepaid medium 50, he or she first inserts the prepaid medium 50 into the gaming device 12 (ticket vending machine 14), then inserts cash into the gaming device 12 (ticket vending machine 14), and performs a charge request operation by specifying a charge amount within the inserted amount range on the display panel of the gaming device 12, which then sends a charge request to the management function unit 100. This charge request includes player identification information that can identify the player (for example, a card ID or membership number stored in the prepaid medium 50, a mobile ID of the mobile terminal 40, or biometric authentication information such as a fingerprint, iris, retina, vein pattern, voiceprint, or face image registered at the time of charge, etc.), 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 a 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 able to charge, it sends a charge instruction to the gaming device 12 of the gaming facility 10 specified in the charge request to charge the charge amount corresponding to the payment amount.

[0077] Upon receiving a charge instruction from the management function unit 100, the gaming device 12 executes a charge, adding the charge amount of valuable to the current value storage means 12e. After executing the charge, the gaming device 12 sends a report of charge completion 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 notification 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 complete, the charge restriction conditions are determined from the charge history management table of the player who requested the charge, and if the charge restriction conditions are met by the previous charge, the charge restriction status is changed to "charge not permitted" and the restriction determination date and time and the restriction release date and time are entered. If the charge restriction conditions are not met by the previous charge, the charge restriction status remains "charge permitted" and the next charge request is accepted.

[0078] As described above, this gaming system 1 allows charging via either cashless payment or cash payment, and by managing the charging history of each player and imposing or removing charging restrictions, it is possible to prevent players from becoming overly absorbed in gaming.

[0079] Next, a specific example of charge restriction and charge restriction release according to the charge restriction content in the gaming system 1 including the management function unit 100 that performs charge restriction and charge restriction release according to the corresponding restriction type will be described.

[0080] Charge restrictions and charge restriction releases based on Restriction Type A

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

[0082] 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 a gaming system 1 that determines the charge restriction condition based on restriction type A (total charge amount of 30,000 yen within 1 hour of the reference charge) and the charge restriction release condition (30 minutes have passed since the restriction start time). In addition, restriction type A can be realized by the charge restriction means 100a1 of the management function unit 100 ``determining that the total charge amount within a specified time period (1 hour) reaches a specified upper limit amount (30,000 yen) as a charge restriction condition, and based on determining that the charge restriction condition has been met, restricting the charge by the player by not allowing the charge instruction means to send a charge instruction for a 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 ``determining that the charge restriction release condition is that a specified time limit (30 minutes) has passed after the charge restriction means 100a1 has restricted the charge by the player, and based on determining that the charge restriction release condition has been met, allowing the charge instruction means to send a charge instruction for a 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 on the player.'' Furthermore, if the management function unit 100 is equipped with a setting means that can arbitrarily set some or all of the specified time used by the charge limiting means 100a1 to determine charge limit conditions, the specified upper limit amount used by the charge limiting means 100a1 to determine charge limit conditions, and the specified limit time used by the charge limit removing means 100a2 to determine charge limit removal conditions, more flexible charge restrictions and charge limit removal can be performed.

[0083] In FIG. 12, a player playing a game on a gaming machine 11 corresponding to the gaming device 12 first requests a charge to the value storage means 12e currently being handled by the gaming device 12, thereby carrying out the first charge process (see the first charge in FIG. 13). This first charge serves as the reference charge, and a reference charge date and time are set, along with a limit condition determination deadline one hour after the reference date and time. In other words, for limit type A, if the total charge amount of target charges (e.g., charges by cash and all cashless payments) reaches 30,000 yen before the limit condition determination deadline, the charge limit condition is determined to be met. The charge limiting means 100a1 of the management function unit 100 determines whether the charge limit condition exists after the charge process is completed. Since the total amount of target charges for the first charge is 10,000 yen, it determines that the charge limit condition is not met, and the charge limit status remains "chargeable."

[0084] 12, next, the same player requests a charge to the valuable storage means 12e on the same gaming device 12 or another gaming device 12 in the same gaming facility 10 before the limit condition determination deadline, thereby performing a second charge process (see the second charge in FIG. 13). Since the total amount of the target charge for this second charge is 20,000 yen, the charge limiting means 100a1 of the management function unit 100 determines that the charge limit condition is not met, and leaves the charge limit status as "chargeable."

[0085] 12, the same player subsequently requests a charge to the value storage means 12e on the same gaming device 12 or another gaming device 12 in the same gaming facility 10 before the limit condition determination deadline, thereby performing a third charge process (see the third charge in FIG. 13). Since the total amount of the target charges for this third charge reaches 30,000 yen, the charge limiting means 100a1 of the management function unit 100 determines that the charge limit condition is met and sets the charge limit status to "charge not permitted." The charge limit release means 100a2 of the management function unit 100 then sets the third charge date and time as the limit determination date and time, and sets the limit release date and time to 30 minutes after this limit determination date and time. After the charge restriction has begun in this way, even if a player operates the gaming device 12 to send a charge request from the mobile terminal 40 to the management function unit 100, the management function unit 100 can confirm that the charge restriction is in effect by referring to the charge history management table for that player, so it does not send a charge instruction to the gaming device 12 and notifies the mobile terminal 40 that made the charge request that the charge cannot be executed. Note that, to prevent a player who is under charge restriction from making an unnecessary charge request, the mobile terminal 40 of the player may be notified that charge control is in effect when the charge restriction begins, and the reason for the content of the charge restriction (indicated by the dashed arrow in FIG. 12).

[0086] When the charge restriction is initiated as described above, the player subject to the restriction is unable to make any charges or borrow any new gaming media, which means that the player is unable to continue playing on the gaming machine 11 and loses interest in the game. In addition, since the duration of the charge restriction imposed on the player is a relatively short time of 30 minutes, the player is more likely to accept the charge restriction and lose interest.

[0087] After the limit release date and time set in the charge history management table is reached and the charge limit is released, a charge request becomes possible again, allowing the player to resume playing on the gaming machine 11. At this time, the player's mobile terminal 40 may be notified that the charge limit has been released (as indicated by the dashed arrow in FIG. 12). When the charge limit is released, the player's charge history management table may be cleared, and the first charge made after the charge limit is released may be set as the reference charge, and a new charge condition determination deadline may be set. Alternatively, the charge made before the charge limit is released may be set as the new reference charge. For example, in FIG. 13, when the limit period (30 minutes) has elapsed (the limit release date and time), one hour has not yet passed since the second charge was made, so the second charge is set as the new reference charge and the limit condition determination deadline is set. If the second charge is set as the reference charge, the second and third charge become charge targets for limit condition determination. Therefore, the total target charge amount is 20,000 yen. If an additional 10,000 yen is added before the new limit condition determination deadline, the charge limit condition is met, and the charge limit is initiated again. Of course, it is up to the user to decide which method of determining the limiting condition to use after the charge limit is released.

[0088] Charge restrictions and charge restriction releases according to restriction types B1 to B3

[0089] Restriction type B1 shown in Figure 5 is "the total charge amount on pachinko machines is 20,000 yen within one hour, or the total charge amount on pachislot machines is 30,000 yen within one hour", restriction type B2 is "the total charge amount on pachinko machines is 30,000 yen within 40 minutes, or the total charge amount on pachislot machines is 30,000 yen within one hour", and restriction type B3 is "the total charge amount on Yu-Pachi (approximately 1 / 99) is 10,000 yen within one hour, or the total charge amount on light middle type (approximately 1 / 200) is 30,000 yen within one hour, or the total charge amount on middle type (approximately 1 / 349) is 50,000 yen within one hour", and in all cases the charge restriction begins when it is determined that the earliest of the multiple charge restriction conditions has been met. In a gaming system 1 including a management function unit 100 that performs charge restrictions and charge restriction releases for these restriction types B1 to B3, it is necessary to determine the charge history based on gaming machine attribute information, so the management function unit 100 needs to have the function of "gaming machine attribute identification means that identifies the gaming machine attribute to which the gaming machine 11 installed in correspondence with the gaming device 12 belongs," and can identify the gaming machine attribute of the gaming machine 11 on which the target player is playing from the gaming machine attribute information management table described above. Also, the charge history management means 100b1 of the management function unit 100 "manages the charge history managed on a player-by-player basis for each gaming machine attribute identified by the gaming machine attribute identification means."

[0090] The charge restriction means 100a1 of the management function unit 100 "determines, from the charge history for each gaming machine attribute of the player, that the total charge amount for each gaming machine attribute within a specified time period reaches a specified upper limit amount as a charge restriction condition, and based on determining that the charge restriction condition has been met, restricts charging by the player by not allowing the charge instruction means to send a charge instruction for a charge request from the player corresponding to the charge history for which the charge restriction condition has been met," and the charge restriction release means 100a2 of the management function unit 100 "determines, as a charge restriction release condition, that a specified time limit has passed after the charge restriction means 100a1 has restricted charging by the player, and based on determining that the charge restriction release condition has been met, allows the charge instruction means to send a charge instruction for a charge request from the player corresponding to the charge history for which the charge restriction release condition has been met, thereby releasing the charge restriction on the player," thereby realizing the charge restrictions of restriction types B1 to B3. Furthermore, if the management function unit 100 is equipped with setting means that can arbitrarily set some or all of the gaming machine attributes that are managed by the charge history management means 100b1, the predetermined time used by the charge limiting means 100a1 to determine whether a charge limit condition exists, the predetermined upper limit amount used by the charge limiting means 100a1 to determine whether a charge limit condition exists, and the predetermined limit time used by the charge limit canceling means 100a2 to determine whether a charge limit condition exists, more flexible charge restrictions and charge limit cancellation can be performed. Furthermore, when determining the charge limit conditions of restriction types B1 to B3, if a player uses multiple gaming machines 11, the charge limit conditions may be determined individually based on the charge amount for each gaming machine attribute (gaming machine type or specification classification) of those gaming machines 11, or the charge limit conditions may be determined based on the charge amount obtained by adding up all of the charge amounts for each gaming machine 11.

[0091] In the case of a gaming system 1 including a management function unit 100 that performs a charge restriction of restriction type B1, in the case of a pachinko gaming machine, the predetermined time used by the charge restriction means 100a1 to determine whether the charge restriction condition exists is set to one hour, and the predetermined upper limit used by the charge restriction means 100a1 to determine whether the charge restriction condition exists is set to 20,000 yen, and in the case of a pachislot gaming machine, the predetermined time used by the charge restriction means 100a1 to determine whether the charge restriction condition exists is set to one hour, and the predetermined upper limit used by the charge restriction means 100a1 to determine whether the charge restriction condition exists is set to 30,000 yen, and the predetermined limit used by the charge restriction release means 100a2 to determine whether the charge restriction release condition exists is set to 30 minutes for both the pachinko machine and the pachislot machine. In other words, by setting the restriction condition determination period the same for the pachinko machine and the pachislot machine, and changing the upper limit charge amount for the pachinko machine and the pachislot machine, the ease with which the charge restriction condition exists can be adjusted as desired.

[0092] Furthermore, in the case of a gaming system 1 including a management function unit 100 that performs a charge restriction of restriction type B2, in the case of a pachinko gaming machine, the predetermined time used by the charge restriction means 100a1 to determine whether the charge restriction condition exists is set to 40 minutes, and the predetermined upper limit used by the charge restriction means 100a1 to determine whether the charge restriction condition exists is set to 30,000 yen, and in the case of a pachislot gaming machine, the predetermined time used by the charge restriction means 100a1 to determine whether the charge restriction condition exists is set to 1 hour, and the predetermined upper limit used by the charge restriction means 100a1 to determine whether the charge restriction condition exists is set to 30,000 yen, and the predetermined limit used by the charge restriction release means 100a2 to determine whether the charge restriction release condition exists is set to 30 minutes for both the pachinko machine and the pachislot machine. In other words, by setting the upper limit charge amount the same for the pachinko machine and the pachislot machine, and changing the restriction condition determination period between the pachinko machine and the pachislot machine, the ease with which the charge restriction condition exists can be adjusted as desired.

[0093] Moreover, the restriction type B3 can be applied only when the player plays a pachinko machine, and determines the charge restriction condition according to the specification classification of the gaming machine 11 (classification of the probability of winning a big prize). In the case of a gaming system 1 including a management function unit 100 that performs a charge restriction of restriction type B3, for gaming machine types such as Yu-Pachi, which have a high probability of winning a jackpot, the predetermined time used by the charge restriction means 100a1 to determine whether the charge restriction conditions exist is set to 1 hour, and the predetermined upper limit amount used by the charge restriction means 100a1 to determine whether the charge restriction conditions exist is set to 10,000 yen; for gaming machine types such as light-middle types, which have a medium probability of winning a jackpot, the predetermined time used by the charge restriction means 100a1 to determine whether the charge restriction conditions exist is set to 1 hour, and the predetermined upper limit amount used by the charge restriction means 100a1 to determine whether the charge restriction conditions exist is set to 30,000 yen; for gaming machine types such as middle types, which have a low probability of winning a jackpot, the predetermined time used by the charge restriction means 100a1 to determine whether the charge restriction conditions exist is set to 1 hour, and the predetermined upper limit amount used by the charge restriction means 100a1 to determine whether the charge restriction conditions exist is set to 50,000 yen; and the predetermined limit time used by the charge restriction release means 100a2 to determine whether the charge restriction release conditions exist can be set to 30 minutes for all of Yu-Pachi, light-middle types, and middle types. In other words, by keeping the restriction condition determination period the same for Yu-Pachi, light middle type, and middle type, and changing the upper charge limit amount for Yu-Pachi, light middle type, and middle type, the ease with which the charge restriction condition is met can be adjusted as desired.

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

[0095] 5, the limit type C1 is "a total charge amount on pachinko machines with a 1 yen / ball rate of 10,000 yen within one hour, or a total charge amount on pachinko machines with a 4 yen / ball rate of 30,000 yen within one hour," and the limit type C2 is "a total charge amount on pachislot machines with a 5 yen / coin rate of 10,000 yen within one hour, or a total charge amount on pachislot machines with a 20 yen / coin rate of 30,000 yen within one hour." The ...1 and C2 are set when the earliest of the multiple charge limit conditions is determined to be met. Since the limit types C1 and C2 require that the charge history be determined based on the gaming fee (rental rate) for each gaming machine, the management function unit 100 must have the function of "a gaming fee specification means for specifying the gaming fee, which is the fee for the gaming value that can be used on the gaming machine 11 installed in association with the gaming device 12." The gaming fee can be specified as the gaming machine attribute of the gaming machine 11 on which the target player is playing from the gaming machine attribute information management table described above. Furthermore, the charge history management means 100b1 of the management function unit 100 "manages the charge history managed on a player-by-player basis for each game fee identified by the game fee identification means."

[0096] The charge restriction means 100a1 of the management function unit 100 "determines, from the charge history for each gaming fee of the player, that the total charge amount for each gaming fee within a specified time period reaches a specified upper limit amount, as a charge restriction condition, and based on determining that the charge restriction condition has been met, restricts charging by the player by not allowing the charge instruction means to send a charge instruction for a charge request from the player corresponding to the charge history for which the charge restriction condition has been met," and the charge restriction release means 100a2 of the management function unit 100 "determines, as a charge restriction release condition, that a specified time limit has passed after the charge restriction means 100a1 has restricted charging by the player, and based on determining that the charge restriction release condition has been met, allows the charge instruction means to send a charge instruction for a charge request from the player corresponding to the charge history for which the charge restriction release condition has been met, thereby releasing the charge restriction on the player," thereby realizing the charge restrictions of restriction types C1 and C2. Furthermore, if the management function unit 100 is provided with setting means that can arbitrarily set some or all of the gaming fees managed by the charge history management means 100b1, the predetermined time used by the charge limiting means 100a1 to determine whether a charge limit condition exists, the predetermined upper limit amount used by the charge limiting means 100a1 to determine whether a charge limit condition exists, and the predetermined time limit used by the charge limit canceling means 100a2 to determine whether a charge limit condition exists, more flexible charge restrictions and charge limit cancellation can be performed. Furthermore, in determining the charge limit conditions of restriction types C1 and C2, if a player uses multiple gaming machines 11, the charge limit conditions may be determined individually based on the charge amount for each gaming fee on those gaming machines 11, or the charge limit conditions may be determined based on the charge amount obtained by adding up all of the charge amounts for each gaming machine 11.

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

[0098] In the case of a gaming system 1 including a management function unit 100 that performs charge restrictions of restriction type C2, in a pachislot machine with a gaming fee of 5 yen per coin, the predetermined time used by the charge restriction means 100a1 to determine whether the charge restriction conditions exist is set to 1 hour, and the predetermined upper limit amount used by the charge restriction means 100a1 to determine whether the charge restriction conditions exist is set to 10,000 yen, and in a pachislot machine with a gaming fee of 20 yen per coin, the predetermined time used by the charge restriction means 100a1 to determine whether the charge restriction conditions exist is set to 1 hour, and the predetermined upper limit amount used by the charge restriction means 100a1 to determine whether the charge restriction conditions exist is set to 30,000 yen, and the predetermined limit time used by the charge restriction release means 100a2 to determine whether the charge restriction release conditions exist can be set to 30 minutes for any gaming fee. In other words, by keeping the restriction condition judgment period the same for pachislot machines that cost 5 yen / coin and pachislot machines that cost 20 yen / coin, and changing the upper charge limit amount for pachislot machines that cost 5 yen / coin and pachislot machines that cost 20 yen / coin, it is possible to arbitrarily adjust the ease with which the charge restriction condition is met.

[0099] <Charge restrictions and charge restriction releases according to restriction types D1 and D2>

[0100] The limit type D1 shown in Figure 5 is "recharge after the third time on the same day," and the limit type D2 is "recharge every time." These limit types D1 and D2 determine the recharge limit conditions based only on the history of recharges using cash payments and cashless payments. 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 after a predetermined restriction judgment start timing reaches a predetermined upper limit number as a charge restriction condition, and based on determining that the charge restriction condition is met, restricts charging by the player by not allowing the charge instruction means to send a charge instruction in response to a charge request from the player corresponding to the charge history in which the charge restriction condition is met," and the charge restriction release means 100a2 of the management function unit 100 "determines, as a charge restriction release condition, that a predetermined time limit has passed after the charge restriction means 100a1 has restricted charging by the player, and based on determining that the charge restriction release condition is met, allows the charge instruction means to send a charge instruction in response to a charge request from the player corresponding to the charge history in which the charge restriction release condition is met, and updates the predetermined upper limit number by +1 to release the restriction on charging for the player," thereby realizing charge restrictions of restriction types D1 and D2.

[0101] In the case of a gaming system 1 including a management function unit 100 that imposes a charge restriction of restriction type D1, the predetermined restriction determination start timing used by the charge restriction means 100a1 to determine whether the charge restriction condition exists can be set to the first charge time of the day, the predetermined upper limit number of times used by the charge restriction means 100a1 to determine whether the charge restriction condition exists can be set to three, and the predetermined limit time used by the charge restriction release means 100a2 to determine whether the charge restriction release condition exists can be set to 30 minutes. Figure 14 is a communication sequence diagram between the gaming device 12 (gaming medium lending device 13), the mobile terminal 40, and the management function unit 100, illustrating an example of a process in which charging is restricted on the gaming device 12 (gaming medium lending device 13) that is handling a valuable value storage means 12e that can be used by a player, and then the charge restriction is released, in the gaming system 1 including the management function unit 100 that determines whether the charge restriction condition exists (third or subsequent charge) and the charge restriction release condition (30 minutes have passed since the restriction start time) according to restriction type D1. In Figure 14, it is determined that the charge limit condition is not met for the first and second charges. However, when a third charge is made, the charge limit condition is met, and a 30-minute charge limit is imposed thereafter. At this point, the charge limit number is incremented by +1, changing the upper limit number of charges to four. When the charge limit is released and a 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 number is incremented by +1, changing the upper limit number of charges to five. Similarly, with each subsequent charge, it is determined that the upper limit number of charges has been reached, and so all charges from the third charge onwards are limited to 30 minutes.

[0102] In the case of a gaming system 1 including a management function unit 100 that performs charge restriction of restriction type D2, the predetermined restriction judgment start timing used by the charge restriction means 100a1 to determine the charge restriction conditions can be set to the first charge time of the day, the predetermined upper limit number of times used by the charge restriction means 100a1 to determine the charge restriction conditions can be set to 1, and the predetermined time limit used by the charge restriction release means 100a2 to determine the charge restriction release conditions can be set to 60 minutes, with the exception that the predetermined time limit can be set to 30 minutes only at the time of the first restriction. FIG. 15 is a communication sequence diagram between the gaming device 12 (gaming media lending device 13), the mobile terminal 40, and the management function unit 100, illustrating an example of a process in which charging is restricted on the gaming device 12 (gaming media lending device 13) that is handling a player-usable value storage means 12e and then the charge restriction is lifted, in a gaming system 1 including a management function unit 100 that can determine the charge restriction condition (each charge) and the charge restriction release condition (30 minutes have passed since the first charge start time, and 60 minutes have passed since the second or subsequent charge start time) based on the restriction type D2. In FIG. 15, the charge restriction condition is met when the first charge is performed, so a 30-minute charge restriction is initiated as an initial restriction. Here, the charge limit number is updated by +1, changing the upper limit number of charges to two. If the charge restriction is released and a second charge is performed, the charge restriction condition is met, so a 60-minute charge restriction is initiated. Similarly, each time you charge, it will be determined that the maximum number of charges has been reached, and you will be limited to 60 minutes of charging each time.

[0103] When implementing charge restrictions of restriction types D1 and D2, if the management function unit 100 is equipped with setting means that can arbitrarily set some or all of the predetermined restriction determination start timing used by the charge restriction means 100a1 to determine whether the charge restriction condition exists, the predetermined upper limit number of times used by the charge restriction means 100a1 to determine whether the charge restriction condition exists, and the predetermined limit time used by the charge restriction release means 100a2 to determine whether the charge restriction release condition exists, more flexible charge restrictions and charge restriction release can be performed. Furthermore, the upper limit number of times charges and the charge limit time may be changed depending on the gaming machine attributes of the gaming machine 11. Furthermore, the charge limit time may be set to gradually increase as the number of charges increases.

[0104] Charge restrictions and charge restriction releases according to restriction types E1 to E4

[0105] 5, the limit type E1 is "a monthly total of 100,000 yen for postpaid payments," the limit type E2 is "a monthly total of 500,000 yen for immediate payment payments," the limit type E3 is "a monthly total of 100,000 yen for prepaid payments," and the limit type E4 is "a monthly total of 200,000 yen for the combined total of a monthly total of postpaid payments and immediate payment payments." These limit types E1 to E4 require that the charge limit conditions be determined over a long span of one month based on the charge amount according to the payment type, so the management function unit 100 needs to have the function of "a payment type identification means for identifying the payment type, which is the type of payment method used by the player for charging," and the charge history management means 100b1 of the management function unit 100 "manages the charge history managed on a player-by-player basis for each payment type identified by the payment type identification means."

[0106] The charge restriction means 100a1 of the management function unit 100 "determines, from the charge history for each payment type of the player, that the total charge amount charged within a specified period using payments by a payment method of a specified payment type reaches a specified upper limit as a charge restriction condition, and based on determining that the charge restriction condition is met, restricts the charge by the player by not allowing the charge instruction means to send a charge instruction for a charge request using payment by a payment method of the specified payment type that is the subject of the charge restriction condition determination," and the charge restriction release means 100a2 of the management function unit 100 "determines, as a charge restriction release condition, that a specified restriction period has passed after the charge restriction means 100a1 has restricted the charge by the player, and based on determining that the charge restriction release condition is met, allows the charge instruction means to send a charge instruction for a charge request using payment by a payment method of the specified payment type that corresponds to the charge history for which the charge restriction release condition is met, thereby lifting the charge restriction on the player," thereby realizing the charge restrictions of restriction types E1 to E4. If the management function unit 100 is provided with a setting means that can arbitrarily set some or all of the payment types managed by the charge history management means 100b1, the predetermined period used by the charge limiting means 100a1 to determine whether a charge limit condition exists, the predetermined upper limit amount used by the charge limiting means 100a1 to determine whether a charge limit condition exists, and the predetermined limiting period used by the charge limit canceling means 100a2 to determine whether a charge limit condition exists, more flexible charge restrictions and charge limit cancellation can be performed. Furthermore, since restriction types E1 to E4 manage the charge history of players over a long span of one month, it is desirable to not limit the restrictions to gaming devices 12 (gaming medium lending devices 13 or ticket vending machines 14) in a specific gaming facility 10, but to determine whether a charge limit condition exists for all gaming devices 12 (gaming medium lending devices 13 or ticket vending machines 14) installed in all gaming facilities 10 connected to the management function unit 100.

[0107] In the case of a gaming system 1 including a management function unit 100 that performs charge restrictions of restriction type E1, the payment type to be managed by the charge history management means 100b1 can be set to deferred payment, the specified period used by the charge restriction means 100a1 to determine charge restriction conditions can be set to one calendar month, the specified upper limit amount used by the charge restriction means 100a1 to determine charge restriction conditions can be set to 100,000 yen, and the specified restriction period used by the charge restriction release means 100a2 to determine charge restriction release conditions can be set to the last day of the restriction start month. Figure 16 is a communication sequence diagram between a gaming device 12 (gaming medium lending device 13 or ticket vending machine 14), a mobile terminal 40, and the management function unit 100, showing an example of the process in which charging is restricted on a gaming device 12 (gaming medium lending device 13 or ticket vending machine 14) that is handling a valuable storage means 12e that can be used by a player, and then the charging restriction is lifted, in a gaming system 1 that includes a management function unit 100 that can determine the charge restriction condition based on restriction type E1 (a total of 100,000 yen per month for deferred payment) and the charge restriction release condition (the end of the month in which the restriction begins has passed).

[0108] As shown in Figure 16, when the calendar month changes, the total charge amount for the previous month using deferred payment, which is the subject of the judgment, is cleared, and the charge limit condition is judged from zero for the current month. If the total charge amount using deferred payment reaches 100,000 yen before the end of the current month, it is judged that the charge limit condition has been met, and charge using deferred payment is restricted from the end of the current month, which is the month in which the restriction begins, until the following month. Note that there are no charge restrictions on payments other than deferred payment, so even when a charge restriction is in place for deferred payment, charge using cash payment, immediate payment, or prepayment may be allowed, or charge using other payment methods may be uniformly restricted to prevent addiction.

[0109] Furthermore, in the case of a gaming system 1 including a management function unit 100 that performs a charge restriction of restriction type E2, the payment type managed by the charge history management means 100b1 can be set to immediate payment, the predetermined period used by the charge restriction means 100a1 to determine whether a charge restriction condition exists can be set to one calendar month, the predetermined upper limit used by the charge restriction means 100a1 to determine whether a charge restriction condition exists can be set to 500,000 yen, and the predetermined limit period used by the charge restriction release means 100a2 to determine whether a charge restriction condition exists can be set to the last day of the restriction start month. Furthermore, in the case of a gaming system 1 including a management function unit 100 that performs a charge restriction of restriction type E3, the payment type managed by the charge history management means 100b1 can be set to advance payment, the predetermined period used by the charge restriction means 100a1 to determine whether a charge restriction condition exists can be set to one calendar month, the predetermined upper limit used by the charge restriction means 100a1 to determine whether a charge restriction condition exists can be set to 100,000 yen, and the predetermined limit period used by the charge restriction release means 100a2 to determine whether a charge restriction condition exists can be set to the last day of the restriction start month.

[0110] These restriction types E1 to E3 are not exclusive in the determination of the restriction conditions, so that the gaming system 1 including the management function unit 100 can perform charge restriction control by combining a plurality of them. Figure 17 is a communication sequence diagram between a gaming device 12 (gaming medium lending device 13 or ticket vending machine 14), a mobile terminal 40, and the management function unit 100, showing an example of the process in which a charging limit (individual application limits of E1 and E2) is imposed for each restriction type on a gaming device 12 (gaming medium lending device 13 or ticket vending machine 14) that is handling a valuable storage means 12e that can be used by a player, and then the charging limit is released, in a gaming system 1 that includes a management function unit 100 that can determine the charging limit condition for restriction type E1 (a total of 100,000 yen for one month by deferred payment) and the charging limit release condition (the last day of the month in which the limit starts has passed), and the charging limit condition for restriction type E2 (a total of 500,000 yen for one month by immediate payment) and the charging limit release condition (the last day of the month in which the limit starts has passed).

[0111] As shown in Figure 17, when the calendar month changes, the previous month's total charge amount by deferred payment, which is the subject of judgment for restriction type E1, and the previous month's total charge amount by immediate payment, which is the subject of judgment for restriction type E2, are cleared, and the charge restriction conditions for the current month are determined to be zero for both deferred payment and immediate payment. If the total charge amount by 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 charge by deferred payment is restricted from the end of the current month, which is the restriction start month, until the following month. However, since the total charge amount by immediate payment has not yet reached the limit, charge by immediate payment can continue. Thereafter, if the total charge amount by 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 charge by immediate payment is also restricted from the end of the current month, which is the restriction start month, until the following month. Since no restrictions are imposed on payments other than deferred payment and immediate payment, charging by cash payment and advance payment may be allowed even during the charging restriction period for deferred payment and immediate payment. From the perspective of preventing addiction, once the charging restriction conditions for both restriction types E1 and E2 are met (in Figure 17, after the restriction condition for immediate payment has been determined), charging by all payments may be uniformly restricted.

[0112] In addition, instead of individually determining whether the restriction conditions of restriction types E1 and E2 are met, all cashless charges may be restricted as soon as the earliest charge restriction condition of either restriction type E1 or restriction type E2 is met. Figure 18 is a communication sequence diagram between a gaming device 12 (gaming medium lending device 13 or ticket vending machine 14), a mobile terminal 40, and the management function unit 100, showing an example of the process in which a charge limit (E1 or E2) is imposed when a charge limit condition of either of the restriction types is met on a gaming device 12 (gaming medium lending device 13 or ticket vending machine 14) that is handling a valuable storage means 12e that can be used by a player, and the charge limit is then lifted, in a gaming system 1 that includes a management function unit 100 that can determine whether a charge limit condition of restriction type E1 (a total of 100,000 yen per month charged by deferred payment) and a charge limit release condition (the last day of the month in which the limit begins) exists, or whether a charge limit condition of restriction type E2 (a total of 500,000 yen per month charged by immediate payment) and a charge limit release condition (the last day of the month in which the limit begins) exists.

[0113] As shown in Figure 18, when the calendar month changes, the previous month's total charge amount by deferred payment, which is the subject of judgment for restriction type E1, and the previous month's total charge amount by immediate payment, which is the subject of judgment for restriction type E2, are cleared, and the charge restriction conditions for the current month are determined to be zero for both deferred payment and immediate payment. If the total charge amount by 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 cashless payment charge will be restricted from the end of the current month (the restriction start month) until the following month. Of course, even if the total charge amount by deferred payment reaches 100,000 yen before the total charge amount by immediate payment reaches 500,000 yen, once the charge restriction condition for restriction type E1 is determined to be met, all cashless payment charge will be restricted from the end of the current month (the restriction start month) until the following month. Furthermore, since there are no charging restrictions on cash payments that are not cashless payments, charging via cash payments is possible even when there is a charge restriction on all cashless payments, but in order to prevent addiction, it may be possible to restrict charging via cash payments.

[0114] In addition, Figure 19 is a communication sequence diagram between a gaming device 12 (gaming medium lending device 13 or ticket vending machine 14), a mobile terminal 40, and the management function unit 100, showing an example of the process in which charging is restricted on a gaming device 12 (gaming medium lending device 13 or ticket vending machine 14) that is handling a valuable storage means 12e that can be used by a player, and then the charging restriction is lifted, in a gaming system 1 that includes a management function unit 100 that can determine the charge restriction condition based on restriction type E4 (the combined total of the monthly total of the charge amounts by deferred payment and the monthly total of the charge amounts by immediate payment is 200,000 yen) and the charge restriction release condition (the end of the month in which the restriction begins has passed).

[0115] As shown in Figure 19, when the calendar month changes, the previous month's total charge amount by deferred payment, which is the judgment target for restriction type E1, and the previous month's total charge amount by immediate payment, which is the judgment target for restriction type E4, are cleared, and the charge restriction conditions are judged from a total charge amount of zero for both deferred payment and immediate payment for the current month. If the combined total of the charge amounts by deferred payment and immediate payment reaches 200,000 yen before the end of the current month, the charge restriction condition of restriction type E4 is judged to be met, and charge by deferred payment and immediate payment is restricted from the end of the current month, which is the restriction start month, until the following month. Note that with restriction type E4, even if the charge amount by deferred payment exceeds 100,000 yen, the charge restriction condition is not judged to be met unless the combined total with the total charge amount by immediate payment is less than 200,000 yen. Therefore, for example, if the gaming system 1 includes a management function unit 100 that can determine which of the restriction types E1 and E4 is established first, when the charge amount via deferred payment reaches 100,000 yen, it is determined that the charge restriction condition for restriction type E1 has been established, and subsequent charges via deferred payment and immediate payment are restricted, thereby preventing the amount of use of deferred payment, which is relatively easy for players to use, from exceeding 100,000 yen. Also, with this restriction type E4, once the charge restriction condition has been established, charges via all payments may be uniformly restricted.

[0116] In addition, the types of restrictions that can be controlled by the management function unit 100 of the gaming system 1 are not limited to those described above (A, B1, B2, B3, C1, C2, D1, D2, E1, E2, E3, E4...), and can be set to any type as long as the conditions are such that a charging situation in which a player is suspected of being excessively absorbed in the game can be appropriately determined and suppressed.

[0117] The gaming system according to the present invention has been described above based on an embodiment, but the present invention is not limited to this embodiment, and the scope of rights encompasses all gaming systems that can be realized as long as the configuration described in the claims is not changed. [Explanation of symbols]

[0118] 1 Gaming System 10. Amusement parlors 11 Gaming machines 12 Gaming devices 13 Gaming media lending device 14 Ticket machine 16 Relay equipment 20 Charge Management Center 40 Mobile Devices 50 Prepaid Media 60 Cashless Payment Business Center 100 Management Function Department

Claims

[Claim 1] A gaming system including a gaming machine capable of playing games using gaming value borrowed by converting a monetary value into the gaming value, a gaming device capable of handling a value storage means for storing the gaming value usable by a player, and a management function unit capable of communicating with the gaming device, the gaming device and / or the portable terminal carried by the player includes a charge request means for transmitting a charge request for requesting charging of the valuable to the valuable storage means to the management function unit based on an operation by the player; the gaming device includes a charge execution means for charging the valuable to the valuable storage means based on a charge instruction from the management function unit, The management function unit charge instruction means for receiving the charge request and transmitting the charge instruction for charging the gaming device currently handling the value storage means with the value equivalent to the charge amount settled by a settlement means available to the player; a charge history management means for managing a charge history including a charge amount based on the charge instruction at least for each player; a charge limiting means for limiting the charge from the player corresponding to the charge history in the case where it is determined that a predetermined charge limiting condition is met from the charge history; a charge restriction release means for releasing the charge restriction on the player when it is determined that a predetermined charge restriction release condition is met from the charge history of the player whose charge is restricted by the charge restriction means; Equipped with The management function unit further a payment type specifying means for specifying the payment type, which is the type of the payment means used by the player for charging; Equipped with The charge history management means manages the charge history managed for each player for each payment type identified by the payment type identification means, The charge limiting means determines, from the charge history of the player for each payment type, that the total charge amount charged within a predetermined period spanning multiple days using payments by the payment means of a predetermined payment type reaches a predetermined upper limit amount as the charge limiting condition, and based on the determination that the charge limiting condition is met, restricts the charge by the player by not transmitting to the charge instruction means the charge instruction for the charge request using payment by the payment means of the predetermined payment type that is the subject of the determination of the charge limiting condition, The charge limit release means The charge limiting means determines that the predetermined period of time has elapsed after restricting the charge by the player as the charge limit cancellation condition, and based on the determination that the charge limit cancellation condition has been established, the charge instruction means is enabled to transmit the charge instruction for the charge request using payment by the payment means of the predetermined payment type corresponding to the charge history in which the charge limit cancellation condition has been established, thereby canceling the charge restriction on the player; The payment types include deferred payment, advance payment, and immediate payment, and the predetermined upper limit amount corresponding to at least the deferred payment is set lower than the predetermined upper limit amount corresponding to the immediate payment. A gaming system characterized by:

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