Game center management system

The amusement facility management system addresses compatibility issues by enabling secure, short-range wireless communication and authentication between gaming devices and portable terminals, facilitating easy and accurate connections for enhanced service provision.

JP7822615B2Active Publication Date: 2026-03-03NIPPON GAME CARD
View PDF 5 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-27
Publication Date
2026-03-03

AI Technical Summary

Technical Problem

Existing amusement facility management systems require players to have mobile terminal devices equipped with IC chips for contactless payment services, limiting compatibility and causing difficulties in connecting to the correct gaming media lending devices due to standard near-field wireless communication methods.

Method used

An amusement facility management system that enables secure, short-range wireless communication between gaming devices and portable terminal devices using a predetermined communication protocol, with authentication mechanisms to facilitate data communication and prevent erroneous connections.

Benefits of technology

Enables secure, easy connection of standard portable terminal devices to gaming devices within the facility, allowing data communication and improved service provision through mutual authentication.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007822615000001
    Figure 0007822615000001
  • Figure 0007822615000002
    Figure 0007822615000002
  • Figure 0007822615000003
    Figure 0007822615000003
Patent Text Reader

Abstract

To provide a game parlor management system capable of wirelessly connecting a standard portable terminal device that a game player owns and a game device in the game parlor easily and safely.SOLUTION: In a game parlor management system for managing game machines 1, game medium lending devices 2, etc. installed in the game parlor PP with a management device 3, an operation of mutual authentication is started by causing the game medium lending device 2 installed in the game parlor PP and the portable terminal device 7 that a game player owns to get close to each other, and both are brought into a communication executable state. When the game medium lending device 2 and the portable terminal device 7 are brought into a communication executable state, data communication by short-range wireless communication is carried out between both, and services contributing to game players can be provided.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to an amusement facility management system that includes a gaming machine that is installed in an amusement facility and capable of playing games using a specified gaming medium, a gaming device that is installed in association with the gaming machine, and a management device that is capable of managing various devices in the amusement facility, including the gaming machine and the gaming device. [Background technology]

[0002] Conventionally, gaming parlors offer games using gaming machines that use gaming media. To play a game, a player must borrow gaming media from the gaming parlor, which can be used to play the game on the gaming machine. Therefore, a gaming media lending device is provided for each gaming machine as a gaming device for lending gaming media. By inserting money or a charged recording medium (such as an IC card) into the gaming media lending device, a player can borrow gaming media up to the amount of money available. For example, in a pinball gaming machine, a player borrows gaming balls as gaming media and plays by shooting the gaming balls into the gaming board. The gaming board has multiple winning areas (winning slots), and a predetermined number of gaming balls are awarded to the player as prize gaming media based on the passing of the gaming ball through one of the winning areas. On the other hand, in a slot machine, game medals are borrowed as game media, and when the game medals are inserted, the reels are spun, and based on the stopping status of the reel patterns, a predetermined number of game medals are awarded to the player as prize game media.

[0003] In recent years, with the improvement in the functionality of mobile terminal devices such as smartphones and tablet terminals, a gaming media lending system has been proposed that enables the lending of gaming media using electronic money stored in a mobile terminal device equipped with an IC chip that supports contactless payment services (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 2] Japanese Patent Application Laid-Open No. 2013-116397 Summary of the Invention [Problem to be solved by the invention]

[0005] However, the invention described in Patent Document 1 requires a player to have a mobile terminal device equipped with an IC chip compatible with contactless payment services such as Osaifu-Keitai (registered trademark), in order to receive gaming media from a gaming media lending device. Not all mobile terminal devices on the market are equipped with IC chips compatible with contactless payment services, accounting for only about 40% of all mobile terminal devices. Furthermore, although most mobile terminal devices are equipped with near-field wireless communication capabilities as standard, Patent Document 1 does not describe a system that utilizes this near-field wireless communication capability to wirelessly connect gaming devices in an amusement facility to a mobile terminal device and provide various services through data communication between the two. Furthermore, the standard connection method for near-field wireless communication capabilities installed in mobile terminal devices such as smartphones and tablets limits the mobile terminal device to all nearby devices capable of near-field wireless communication, making it difficult for a player to clearly identify which gaming media lending device they wish to connect to. Furthermore, if a player selects from a plurality of devices and ends up connecting to a gaming media lending device other than the one originally intended, this can cause problems for the player.

[0006] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide an amusement facility management system that can easily and safely wirelessly connect a standard portable terminal device carried by a player to gaming devices within the amusement facility. [Means for solving the problem]

[0007] In order to solve the above problem, an amusement facility management system is provided, which includes gaming machines that are installed in an amusement facility and that can be played using a predetermined gaming medium, gaming devices that are installed in correspondence with the gaming machines, and a management device that can manage various devices in the amusement facility including the gaming machines and the gaming devices, wherein the gaming devices are equipped with: a short-range wireless communication means that performs short-range wireless communication, which is short-range wireless communication based on a predetermined communication protocol that can be used by portable terminal devices carried by players visiting the amusement facility; a short-range wireless authentication information providing means that provides short-range wireless authentication information that the device manages to the portable terminal device when the portable terminal device comes close; and a short-range wireless connection confirmation means that mutually authenticates with the portable terminal device that provided the short-range wireless authentication information, thereby enabling the gaming devices and the portable terminal devices to communicate data via the short-range wireless communication.

[0008] Alternatively, in order to solve the above problem, there is provided an amusement facility management system including gaming machines installed in an amusement facility and capable of playing games using a predetermined gaming medium, gaming devices installed in correspondence with the gaming machines, a management device capable of managing various devices in the amusement facility including the gaming machines and the gaming devices, and portable terminal devices carried by players visiting the amusement facility, wherein the gaming devices are equipped with short-range wireless communication means for performing short-range wireless communication, which is short-range wireless communication based on a predetermined communication protocol that the portable terminal devices can use, and the portable terminal devices are equipped with short-range wireless authentication information providing means for providing short-range wireless authentication information managed by the portable terminal devices to the gaming devices by coming close to the gaming devices, and short-range wireless connection confirmation means for mutually authenticating with the gaming devices that have provided the short-range wireless authentication information to bring the portable terminal devices into a communication-enabled state where the short-range wireless communication is possible in both directions, and wherein data communication is possible between the portable terminal devices and the gaming devices via the short-range wireless communication. [Effects of the Invention]

[0009] According to the present invention, by simply bringing a gaming device in an amusement facility and a portable terminal device carried by a player close to each other, a mutual authentication operation with guaranteed security can be initiated, and the two devices can be placed in a communicable state. Once the two devices are in a communicable state, data communication can be performed between the gaming device and the portable terminal device via short-range wireless communication. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a schematic configuration diagram of an amusement facility management system according to an embodiment of the present invention; [Figure 2] 1A and 1B are schematic front views of a game media lending device as a gaming device corresponding to a pinball game machine and a slot machine, respectively. [Figure 3] Shown are examples of the display of the display operation unit provided on the gaming media lending device, where (A) is a display image diagram before wireless connection is initiated, (B) is a display image diagram presenting a two-dimensional code for providing short-range wireless authentication information, and (C) is a display image diagram after wireless connection is completed. [Figure 4] 1 is a schematic diagram illustrating the configuration of a game medium lending device. [Figure 5] FIG. 1 is a schematic configuration diagram of a mobile terminal device. [Figure 6] FIG. 10 is a sequence diagram showing the procedure until the game medium lending device, acting as the master, becomes capable of communicating with the slave mobile terminal device. [Figure 7] FIG. 10 is a sequence diagram showing the procedure until a mobile terminal device, acting as a master, becomes capable of communicating with a slave game medium lending device. [Figure 8] FIG. 10 is a sequence diagram showing the procedure until a master game media lending device and a slave mobile terminal device are both able to communicate by providing short-range wireless authentication information using a two-dimensional code. [Figure 9] 10 is an explanatory diagram showing the communication state between a gaming medium lending device as a gaming device and a portable terminal device. FIG. [Figure 10] 10 is a flowchart showing a gaming machine operation state determination process performed by a response process execution means of a gaming medium lending device. [Figure 11] 10 is a flowchart showing an execution condition determination process performed by a response process execution means of the game medium lending device. [Figure 12] Shown are examples of the display of the display operation unit provided on the gaming media lending device, where (A) is a display image diagram of the notification operation performed when the notification operation execution conditions are met, and (B) is a display image diagram after the operation prohibition state is initiated when the game hold execution conditions are met. [Figure 13] This shows an overview of communication connection control through cooperation between a connection terminal management means and a game hold control means in a game media lending device, where (A) is a configuration diagram when communication with a mobile terminal device is possible, (B) is a configuration diagram when communication with a mobile terminal device is interrupted, and (C) is a configuration diagram when a mobile terminal device requests reconnection. [Figure 14] 10 is a sequence diagram showing the procedure until the connection terminal management means of the game media lending device detects the occurrence of a multiple connection abnormality in the portable terminal device. FIG. [Figure 15] 10 is a schematic diagram of an amusement center management system using a game medium lending device of a second configuration example and a management device of a second configuration example. DETAILED DESCRIPTION OF THE INVENTION

[0011] Next, an embodiment of the gaming parlor service providing system according to the present invention will be described in detail with reference to the accompanying drawings. As shown in FIG. 1 , a gaming parlor PP is equipped with multiple gaming machines 1 and gaming media lending devices 2 that can communicate with each gaming machine 1. Players can play games on the gaming machines 1 using gaming media loaned from the gaming media lending devices 2. The gaming parlor PP also includes a management device 3 that manages the gaming machines 1 and the gaming media lending devices 2, a member management device 4 that manages information on authorized members whose personal information has been identified and non-members whose personal information is unknown, and other service providing devices such as a prize exchange POS 5 and a cash register 6. The various devices within the gaming parlor PP are connected via an in-parlor network NT. The management device 3 manages the setting information of the gaming media lending devices 2 and the processing result information transmitted from the gaming media lending devices 2. While the management device 3 is shown as having an integrated function for counting and managing game results for each gaming machine 1 and for managing the various devices within the gaming parlor PP, each function may be implemented as a separate device. The number of gaming media acquired as a result of playing on the gaming machine 1 is converted into electronic data by the gaming media lending device 2, which the player can exchange for prizes at the prize exchange POS 5. If there is any remaining balance on the bills inserted into the gaming media lending device 2, the player can settle the balance at the settlement machine 6. Furthermore, the mobile terminal device 7 (e.g., a smartphone, tablet terminal, feature phone, etc.) carried by the player can be easily and safely made to be able to communicate with the gaming media lending device 2, as will be described later.

[0012] The gaming machines 1 installed in the amusement center PP are divided into pinball gaming machines 1A and slot machine gaming machines 1B, differing in the gaming media used. The pinball gaming machine 1A uses gaming balls as gaming media, and players play by shooting the gaming balls into the gaming board. The gaming board is provided with multiple prize areas (prize slots), and when a gaming ball passes through a prize area during gameplay, a predetermined number of gaming balls are awarded to the player as prize gaming media. Meanwhile, the slot machine 1B uses gaming medals as gaming media, and the slot machine reels are spun by inserting gaming medals, and the reels stop when a stop button is pressed or a certain amount of time passes. If the reel symbols stop in a winning state, a predetermined number of gaming medals are awarded to the player as prize gaming media. A pinball game machine 1A that uses game balls as the game medium corresponds to a game medium lending device 2A that can control the lending of game balls as the game medium, and a slot machine game machine 1B that uses game medals as the game medium corresponds to a game medium lending device 2B that can control the lending of game medals as the game medium.

[0013] In the following description, when there is no need to distinguish between pinball gaming machine 1A and slot machine gaming machine 1B, the machine will be referred to simply as gaming machine 1, and the gaming media rental devices 2A and 2B connected to the gaming machine will also be referred to simply as gaming media rental device 2. Furthermore, gaming media acquired through play on gaming machine 1 are treated as owned balls that can be used for play on gaming machine 1, without distinction from gaming balls or gaming medals. For convenience, the term "owned balls" encompasses both "owned gaming balls" and "owned gaming medals." Balls owned by a player can be reused for play or exchanged for prizes within the same amusement parlor PP on the same business day. Furthermore, when a player registers information such as their name, address, and phone number to become a member, they will be issued a recording medium such as a membership card (described in detail below) and will be able to receive a service that converts their owned balls into saved balls. Saving balls is a service that allows you to deposit balls you have at the end of a game at the same gaming parlor PP so that you can use them again in games the next day or exchange them for prizes, but only within the same arcade PP. Also, depending on the conditions, a service may be provided that allows you to convert saved balls into free balls and use them. When converting saved balls into free balls, a fee may be deducted from the number of gaming media lent.

[0014] Next, referring to Figure 2, an overview of a gaming device, a gaming medium lending device 2, will be described. The gaming medium lending device 2A shown in Figure 2(A) is a device that uses gaming balls as gaming media and is installed on the left side of the pinball gaming machine 1A. The gaming medium lending device 2B shown in Figure 2(B) is a device that uses gaming medals as gaming media and is installed on the right side of the slot machine 1B. The gaming medium lending devices 2A and 2B are commonly provided with a banknote insertion unit 21, a display operation unit 22, a recording medium insertion / ejection port 23, and a wireless communication unit 24. The gaming medium lending device 2A is provided with a gaming ball supply unit 25 and a gaming ball counter 26, and the gaming medium lending device 2B is provided with a gaming medal lending unit 27 and a gaming medal counting unit 28.

[0015] A player who does not have a recording medium 8 such as a membership card first inserts a banknote into the banknote insertion section 21. The banknote taken into the device through the banknote insertion section 21 is subjected to an authenticity check to determine whether it is a genuine banknote or a suspected counterfeit. If the banknote is recognized as a genuine banknote, the gaming medium lending device 2 takes the banknote inside and simultaneously records an amount corresponding to the value of the banknote as a deposit (electronic data). The recorded deposit can be confirmed by automatic display on the display operation section 22 (or by selection by the player through a predetermined display operation). Note that whether the deposit is displayed as an amount or as the number of gaming media equivalent to the amount is determined by a setting operation performed by the management device 3. Furthermore, in order to manage the inserted amount as a deposit, the gaming medium lending device 2 issues a temporary card ID. As a result, the game medium lending device 2 manages the deposit by linking it to the specific information (card ID) of the recording medium 8 that has not been handed over to the player, and also records the balls held by linking it to this card ID. If the remaining balance or number of balls held exceeds the card value at the end of the game, the card issuance conditions are met, and a recording medium 8 is issued with the temporary card ID recorded as the official card ID. However, if there is almost no remaining balance or number of balls held at the end of the game and the card issuance conditions are not met, the recording medium 8 should not be issued, and appropriate remaining ball processing should be carried out.

[0016] An example of a panel display of the display operation unit 22 is shown in Fig. 3(A). The display operation unit 22 is broadly composed of a display unit 221 for displaying information and an operation unit 222 for touch operation. For example, the display unit 221 displays an information display area 221a, where the player can check information about the amount of money (deposit) that can be used for games and the gaming media (held balls and acquired balls). The operation unit 222 is provided with a prize selection button 222a, a wireless connection button 222b, a return button 222c, a lending button 222d, a counting button 222e, etc., and when the player selects and operates any of the buttons (touching the button display area on the operation unit 222), the gaming media lending device 2 performs an operation corresponding to the operation.

[0017] For example, when the balance (available deposit) can be confirmed on the display unit 221 of the display / operation unit 22, the game media are dispensed by pressing the dispense button 222d on the operation unit 222. In the case of the game media dispenser 2A in which the game media are game balls, the game balls are supplied from the game ball supply unit 25 to the ball tray of the pinball game machine 1A, and in the case of the game media dispenser 2B in which the game media are game medals, the game medals are supplied from the game medal dispenser 27 to the medal tray of the slot machine 1B. When a banknote inserted into the banknote insertion unit 21 is determined to be a genuine banknote and taken in, the game media dispenser 2 may be operated in an automatic dispense mode in which the number of game media corresponding to the minimum banknote unit price is dispensed and the deposit equivalent to the minimum banknote price is deducted without pressing the dispense button 222d, thereby improving convenience for the player. The automatic lending mode for the game medium lending device 2 can be set by control from the management device 3 or by manual operation by a staff member at the game parlor.

[0018] Gaming media acquired as a result of playing games on the gaming machine 1 using loaned gaming media can be counted by the gaming ball counter 26 or the gaming medal counting unit 28, and converted into electronic data as owned balls. The counting operation of acquired gaming media is basically automatic counting by detecting the gaming media, but there are also systems that have a counting button 222e and perform counting each time the counting button 222e is pressed, as shown in the display operation unit 22 of Figure 3. Furthermore, in gaming machines 1 with enclosed gaming media, which have been attracting attention in recent years, a button for counting acquired gaming media is provided on the gaming machine 1 itself, rather than on the gaming media loaning device 2.

[0019] If there is a deposit or balls in hand, pressing the return button 222c issues a recording medium 8 through the recording medium insertion / ejection port 23 and provides it to the player so that the value information of the deposit or balls can be used. As the recording medium 8, a thin IC card 8A containing an IC chip or a coin-shaped IC coin 8B is used. However, the type of medium is not particularly limited as long as it contains an electrically recognizable identifier (specific information). For example, a mobile terminal device 7 carried by the player may also be used as the recording medium 8. There are two types of recording media 8, depending on the player to whom the recording medium 8 is issued. A member player whose personal information has been identified is issued a recording medium 8 serving as a member card, while a non-member player is issued a recording medium 8 serving as a general card. Since the value of a general card lies in the card itself, which contains an IC chip, the gaming medium lending device 2 has a function to prohibit the issuance of a card if the value of the deposit or balls does not equal the value of the card itself, in order to prevent theft of the general card.

[0020] A player can use the recording medium 8 ejected from the gaming medium lending device 2 to exchange it for a prize or move it to another gaming machine 1 to play again. To exchange the recording medium 8 for a prize, the player uses the prize exchange POS 5, one of the service providing devices. If the gaming medium lending device 2 is equipped with a function that allows the player to use the prize exchange service without going to the prize exchange POS 5, the player can press the prize selection button 222a to display a prize selection screen, from which the player can select the prize they wish to exchange. To move to another gaming machine 1, the player inserts the recording medium 8 into the recording medium insertion / ejection slot 23 of the gaming medium lending device 2 attached to the target gaming machine 1. The information on the deposit and balls, which are linked to the specific information on the recording medium 8 and managed, will be displayed, allowing the player to play again.

[0021] Furthermore, if there is a balance in the deposit linked to the specific information on the recording medium 8, the deposit can be settled at the settlement machine 6, which is one of the service providing devices. The deposit is settled in cash, but a service may be provided that allows the player to add the amount to electronic money or the like, at their option. If the amount to be added to electronic money or the like can be settled at the game medium lending device 2 without having to go to the settlement machine 6, convenience for the player will be further improved.

[0022] Furthermore, the game media lending device 2 is provided with a function (short-range wireless communication means) for short-range wireless communication based on a predetermined communication protocol that can be used by the portable terminal device 7 possessed by the player visiting the game parlor PP, for example, short-range wireless communication using Bluetooth (registered trademark). In order for the game media lending device 2 and the portable terminal device 7, which are gaming devices, to be able to communicate data via short-range wireless communication, mutual authentication is required to identify the communication partner. Therefore, if the player owns the portable terminal device 7, the player operates the wireless connection button 222b on the display operation unit 22, which starts a processing procedure for mutual authentication between the game media lending device 2 and the portable terminal device 7.

[0023] First, the game media lending device 2, as the host, provides the mobile terminal device 7 with short-range wireless authentication information that it manages. This short-range wireless authentication information is presented as a two-dimensional code 221b, such as a QR code (registered trademark), as shown on the display operation unit 22 of FIG. 3(B). When the mobile terminal device 7 reads the two-dimensional code 221b, the short-range wireless authentication information of the game media lending device 2 (for example, the access ID and authentication code of the game media lending device 2) is provided to the mobile terminal device 7. When reading the two-dimensional code 221b to obtain the short-range wireless authentication information, the mobile terminal device 7 must be brought close to the display operation unit 22 of the game media lending device 2. This clarifies the pairing relationship with the game media lending device 2 that the player desires, and prevents erroneous connection to a nearby game media lending device 2.

[0024] The provision of short-range wireless authentication information by the game media lending device 2 and the acquisition of short-range wireless authentication information by the mobile terminal device 7 are not limited to methods via the two-dimensional code 221b. Any method may be used as long as the condition for providing the short-range wireless authentication information is that the game media lending device 2 and the mobile terminal device 7 are brought into close proximity. For example, the short-range wireless authentication information may be transmitted from the game media lending device 2 to the mobile terminal device 7 via infrared communication such as IrDA (registered trademark). Alternatively, the short-range wireless authentication information recorded on a contactless IC chip or IC tag provided in the game media lending device 2 may be read using the contactless IC reader function provided in the mobile terminal device 7. Alternatively, the short-range wireless authentication information may be provided to the mobile terminal device 7 by connecting the game media lending device 2 to the mobile terminal device 7 via a wired connection via a connection terminal provided on the mobile terminal device 7. In this case, the short-range wireless authentication information may also be provided from the mobile terminal device 7 to the game media lending device 2 via a connection line.

[0025] Upon receiving the short-range wireless authentication information from the game media lending device 2, the mobile terminal device 7 searches for nearby Bluetooth® devices and searches for the access ID acquired as the short-range wireless authentication information among the access IDs of the detected devices. If the access ID in the authentication information is found, it is the game media lending device 2 to be connected, and the mobile terminal device 7 transmits the short-range wireless authentication information (e.g., the access ID and authentication code of the mobile terminal device 7) that it manages to the game media lending device 2 to be connected. In addition to displaying the two-dimensional code 221b, the game media lending device 2 also has a connection start button 222f1 that can be operated. When the player operates the connection start button 222f1, the game media lending device 2 enters connection mode and can accept short-range wireless authentication information from the mobile terminal device 7. If the player wishes to cancel the connection of the mobile terminal device 7 for some reason, the player can operate the connection stop button 222f2 to return to normal mode. Of course, to eliminate the need for the player to operate the connection start button 222f1 or the connection stop button 222f2, the system may be controlled to automatically switch to connection mode at the same time as displaying the two-dimensional code 221b, and to automatically return to normal mode if short-range wireless authentication information is not provided from the mobile terminal device 7 within a certain period of time.

[0026] As described above, when the game media lending device 2 and the mobile terminal device 7 to be connected acquire each other's short-range wireless authentication information, they mutually authenticate each other based on the short-range wireless authentication information, thereby establishing a communication-enabled state in which two-way short-range wireless communication is possible. The short-range wireless authentication information of the mobile terminal device 7 to be connected is managed by the game media lending device 2 as connection target information. As described below, this allows for easy restoration of the communication connection even if a sudden communication interruption occurs. Furthermore, when the game media lending device 2 and the mobile terminal device 7 are able to communicate with each other, as shown in FIG. 3(C) on the display / operation unit 22, a connection status display field 221c is displayed on the display unit 221 to inform the player that the mobile terminal device 7 is connected. Meanwhile, the operation unit 222 of the display / operation unit 22 enables a connection termination button 222g, which the player can operate to terminate the connection between the game media lending device 2 and the mobile terminal device 7. In addition, if the connection termination button 222g is operated to terminate the connection between the game media lending device 2 and the portable terminal device 7, the short-range wireless authentication information of the portable terminal device 7 whose connection has been terminated will be cleared, so in order to reconnect the portable terminal device 7, it is necessary to start over from the display of the two-dimensional code 221b.

[0027] When the mobile terminal device 7 and the gaming medium lending device 2 are enabled to communicate with each other, the player can receive services within the gaming parlor PP via the mobile terminal device 7 connected to the gaming medium lending device 2. The services provided to the player are not particularly limited, but examples include a game continuation service that prevents other players from using the gaming machine 1 even if the player leaves the gaming machine 1 during play, and a gaming medium lending service that uses electronic money stored in the mobile terminal device 7. It is also possible to receive services such as ball saving services and visit point award services that are available when the recording medium 8 serving as a membership card is inserted into the gaming medium lending device 2 via the mobile terminal device 7. Furthermore, if the prize exchange POS 5 or the settlement machine 6 are equipped with the short-range wireless communication function of the gaming medium lending device 2 and are able to connect to the mobile terminal device 7 via a wireless communication line (shown by the dashed line in FIG. 1 ), the player can receive services provided by the prize exchange POS 5 or the settlement machine 6 via the mobile terminal device 7, thereby improving convenience.

[0028] Next, as an example of the internal functions of the game medium lending device 2, a game medium lending device 2A corresponding to the pinball game machine 1A will be described with reference to the functional block diagram shown in Fig. 4. The game medium lending device 2A has a control unit 201, a memory unit 202, a bill recognition unit 203, a display operation unit 22, a card processing unit 204, a game ball payout unit 205, a game ball counting unit 206, an external communication unit 207, a wireless communication unit 24, a game machine communication unit 208, etc.

[0029] The banknote recognition unit 203 determines the authenticity of banknotes inserted through the banknote insertion unit 21. If the banknote recognition unit 203 determines that the banknote is genuine, it recognizes and determines the denomination of the banknote and then stores it internally. On the other hand, if the authenticity determination fails (if the banknote recognition unit 203 does not determine that the banknote is genuine), it returns the banknote to the player. Note that if the banknote recognition unit 203 determines that the banknote is genuine and stores it internally, the amount of the banknote is written to the deposit data memory area 202a of the memory unit 202 by the deposit management unit 201a of the control unit 201, and the banknote is thereafter managed as a deposit.

[0030] As described above, the display operation unit 22 is an input / output device that displays the deposit (available balance), number of balls held, number of balls acquired, etc. in the information display area 221a of the display unit 221, and also accepts operations such as requests to lend or return gaming media. Display control for the display operation unit 22 is performed by the display control unit 201c of the control unit 201, and operation control such as lending or returning gaming media is performed by the operation control unit 201d. The display unit 221 in the display operation unit 22 can be realized using a thin display panel using an LCD, an organic EL panel, or the like, and the operation unit 222 in the display operation unit 22 can be realized using a touch panel using a resistive film method, a capacitive method, or the like.

[0031] The card processing unit 204 is a device that, under the control of the card control unit 201e, takes in a card (a thin card-shaped recording medium 8) inserted into the recording medium insertion / ejection slot 23 and reads the card identifier (specific information recorded on the recording medium 8 owned by the player). The read card identifier is written to the card data storage area 202d of the storage unit 202, and ball information and other information (described in detail later) linked to this card identifier is received from the management device 3. The card processing unit 204 is also provided with a lock function to prevent malfunction, and activates the card lock function after taking the card in. When the player presses the return button 222c on the display / operation unit 22, the card lock is released and the card is returned if the card return conditions are met. The card processing unit 204 is also primarily responsible for controlling the issuance of new cards. Furthermore, when used as a recording medium 8 equipped with a short-range wireless communication function such as a portable terminal device 7 owned by a player, convenience for the player can be increased by holding the recording medium 8 over the card processing unit 204 to read specific information such as a card identifier.

[0032] When the card identifier is identified by the card processing unit 204, the card identifier is queried from the management device 3, and if there is information on owned balls, saved balls, or deposits managed by the management device 3, the information is sent to the game medium lending device 2B. This allows the player to use the owned balls, saved balls, and deposits in the game medium lending device 2A. In response to a request to lend game balls, the deposit management unit 201a of the control unit 201 determines whether game media can be loaned based on the remaining balance data stored in the deposit data storage area 202a of the memory unit 202. If the deposit management unit 201a determines that lending is possible, it issues an instruction to the ball control unit 201f to pay out game balls, subtracts the amount equivalent to the number of loaned game balls from the remaining balance data, and writes the new remaining balance to the deposit data storage area 202a. In addition, if there are stored balls in the stored ball data memory area 202c, which stores stored ball information linked to the card identifier, in the amount of stored balls requested for lending, the stored balls may be converted into owned balls, for example, by control of the owned ball management unit 201b.

[0033] When the player presses the lend button 222d of the display operation unit 22 to lend out the number of game balls requested by the player, the game ball payout unit 205 pays out the game balls, for example, to a ball supply tray of the pinball game machine 1A under the control of the ball control unit 201f of the control unit 201. Note that when a game machine 1 with enclosed game media is connected, the game ball payout unit 205 does not perform the game ball payout operation, and the game balls lent out by the ball control unit 201f can be managed by the held ball management unit 201b as lending game media in electronic data.

[0034] The game ball counting unit 206 counts the game balls inserted into the game ball counter 26 under the control of the ball control unit 201f. The counted number of game balls is written as owned ball information to the owned ball data storage area 202b of the storage unit 202 under the control of the owned ball management unit 201b. At this time, if owned ball data has already been stored, the sum of the number of owned balls that has already been written and the newly counted number of owned balls is written as the number of owned balls to the owned ball data storage area 202b. Note that when a gaming machine 1 with enclosed gaming media is connected, the game ball counting operation by the game ball counter 26 cannot be performed, so the owned ball data is managed by arithmetic processing on electronic data. For example, the number of acquired game media equal to the number paid out based on the game results transmitted from the gaming machine 1 is managed by the owned ball management unit 201b as acquired ball data, and when a counting request is received based on the operation of the count button 222e, etc., an update process is performed in which the number of acquired balls in the data is added to the number of owned balls and rewritten as the new number of owned balls. Note that an acquired ball data storage area may be provided within the owned ball data storage area 202b, but to facilitate the storage and management of acquired ball data, a separate acquired ball data storage area may be provided in the storage unit 202, and the data may be stored and managed separately from the owned balls.

[0035] The external communication unit 207 enables communication with the management device 3 and the like connected via the in-game network NT. For example, under the control of the external communication control unit 201g, the external communication unit 207 downloads setting data, image data, and the like necessary for the operation of the gaming medium lending device 2A, and receives various information linked to the card identifier of the card inserted into the recording medium insertion / ejection slot 23 from the management device 3. The information linked to the card identifier includes, for example, remaining deposit data, held ball data, and saved ball data, and is written and managed in the deposit data memory area 202a, held ball data memory area 202b, and saved ball data memory area 202c. The external communication unit 207 also performs processes such as outputting the various information written and managed in the memory unit 202 to the management device 3 and outputting data of the gaming machine 1 to a gaming machine data display device (not shown) provided above the gaming machine 1.

[0036] Signals output to an external device via the external communication unit 207 include, for example, a deposit signal, a loan signal, a saved ball payout signal, a held ball payout signal, and a counting signal. The deposit signal is a signal output corresponding to the denomination when the authenticity and denomination of a banknote inserted into the banknote insertion unit 21 have been properly determined by the banknote recognition unit 203. The loan signal is a signal output corresponding to the number of loaned balls when part or all of the deposit stored in the deposit data storage area 202a is converted into gaming media under the control of the ball control unit 201f of the control unit 201 and loaned out as gaming balls. The saved ball payout signal is a signal output corresponding to the number of converted balls when part or all of the saved ball data stored in the saved ball data storage area 202c is converted into gaming media that can be used in games under the control of the ball control unit 201f. The ball payout signal is a signal output corresponding to the number of balls converted when part or all of the ball data stored in the ball data storage area 202b is converted into game media that can be used for gaming under the control of the ball control unit 201f. The counting signal is a signal output corresponding to the number of balls counted under the control of the ball control unit 201f when the game balls are counted and added to the number of balls stored in the ball data storage area 202b of the storage unit 202.

[0037] Furthermore, by pressing the return button 222c, which means the end of play on the gaming machine 1, the external communication unit 207 sends the data at the end of play stored in the deposit data storage area 202a, the owned ball data storage area 202b, the saved ball data storage area 202c, and the card data storage area 202d of the storage unit 202 to the management device 3. Upon receiving this data, the management device 3 updates the owned ball management information and the deposit management information linked to the card identifier (for example, a unique card ID attached to the recording medium 8). After the various information has been properly transmitted to the management device 3, the stored contents of the deposit data storage area 202a, the owned ball data storage area 202b, the saved ball data storage area 202c, and the card data storage area 202d of the storage unit 202 are erased, and the card processing unit 204 performs the card return process.

[0038] The gaming machine communication unit 208 is connected to the pinball gaming machine 1A via a dedicated cable, and the gaming machine communication control unit 201h communicates security confirmation and change information about the pinball gaming machine 1A. In addition, game-related signals such as a safe signal indicating that a gaming ball has passed through one of the winning areas and won a prize, an out signal indicating that a non-winning gaming ball has been collected from an outlet, a start signal indicating that a gaming ball has won a specific winning area, and a special prize state signal indicating that a special gaming state advantageous to the player has occurred are also input from the gaming machine 1 to the gaming medium lending device 2. When gaming media are loaned by pressing the loan button 222d, gaming medium lending information may also be communicated from the gaming medium lending device 2 to the gaming medium-enclosed gaming machine 1. Furthermore, the gaming machine 1, which is connected to the gaming medium lending device 2 as a gaming device and enables game control, is designed so that if it is not properly connected to the gaming medium lending device 2, an error occurs and it will not operate normally. Therefore, if the gaming medium lending device 2 stops sending and receiving signals with the gaming machine 1 and cuts off the connection, the gaming machine 1 will not be able to operate normally. Therefore, the gaming medium lending device 2 can put the gaming machine 1 in a state where the player cannot operate it by cutting off communication with the gaming machine 1 via the gaming machine communication unit 208. Naturally, the gaming medium lending device 2 can also put it in a state where the player cannot operate it by not accepting operations of the device itself. Therefore, the gaming medium lending device 2 has the function of a game hold control means that puts the device itself and the corresponding gaming machine 1 in an operation-prohibited state where they cannot be operated. The operation prohibited state may be a state in which only the game media lending device 2 itself is inoperable while the corresponding game machine 1 is operable, or a state in which only the corresponding game machine 1 is inoperable while the game media lending device 2 itself is operable. This is because if both the game media lending device 2 and the corresponding game machine 1 are not operating normally, the progress of the game on the game machine 1 can be substantially restricted.

[0039] Under the control of the short-range wireless control unit 201i of the control unit 201, the wireless communication unit 24 transmits and receives short-range wireless communication (e.g., Bluetooth® communication) based on a predetermined communication protocol with the portable terminal device 7 held by the player. That is, the wireless communication unit 24 and the control unit 201 cooperate to function as a short-range wireless communication means for performing short-range wireless communication with the portable terminal device 7, and data communication via short-range wireless communication is possible between the game media lending device 2 and the portable terminal device 7. Note that, in a communication-enabled state, the game media lending device 2 and the portable terminal device 7 periodically exchange beacons to confirm whether the communication-enabled state is maintained. For example, when a communication-enabled state termination condition is met, such as the periodic beacon transmission from the portable terminal device 7 ceasing and the beacon not being confirmed within a predetermined grace period, the game media lending device 2 determines that the communication-enabled state with the portable terminal device 7 has ended (a communication interruption has occurred).

[0040] Furthermore, under the control of the wireless connection control unit 201j of the control unit 201, the wireless communication unit 24 transmits and receives wireless signals for mutual authentication to establish a state in which communication is possible with the mobile terminal device 7 to be connected. Note that the wireless connection control unit 201j instructs the display control unit 201c to display a two-dimensional code on the display unit 221 of the display operation unit 22 in order to provide the mobile terminal device 7 with short-range wireless authentication information managed by the game medium lending device 2 itself when the mobile terminal device 7 approaches. That is, the display operation unit 22 and the control unit 201 cooperate to function as short-range wireless authentication information providing means that provides the mobile terminal device 7 with short-range wireless authentication information managed by the game medium lending device 2 itself when the mobile terminal device 7 approaches. Furthermore, the display operation unit 22 and the control unit 201 cooperate to function as short-range wireless connection confirmation means that mutually authenticates the mobile terminal device 7 that provided the short-range wireless authentication information, thereby establishing a state in which communication is possible in which two-way short-range wireless communication is possible. The short-range wireless authentication information of the mobile terminal device 7 that is the connection target is written and stored in the connection terminal data storage area 202e of the storage unit 202, and when the communication connection is terminated, the contents of the connection terminal data storage area 202e are cleared.

[0041] In the game medium rental device 2 of this configuration example, the wireless communication unit 24 for short-range wireless communication is used for mutual authentication of short-range wireless connection confirmation. However, this is not limited to this, and a separate communication function for mutual authentication of short-range wireless connection confirmation may be provided. For example, if a short-range wireless communication unit 29a (shown by the dashed line in FIG. 4) capable of communication only within a short range of about 10 cm is provided, and the mobile terminal device 7 is equipped with an NFC chip capable of short-range wireless communication, mutual authentication of short-range wireless connection confirmation, including the provision of short-range wireless authentication information, may be performed by short-range communication via the short-range wireless communication unit 29a. Furthermore, in cases where the mobile terminal device 7 acts as a host and displays short-range wireless authentication information as a two-dimensional code, a code reading unit 29b (shown by the dashed line in FIG. 4) capable of recognizing an image of the two-dimensional code and decrypting it into short-range wireless authentication information may be provided.

[0042] Fig. 5 shows a schematic configuration of a portable terminal device 7 that can be connected to the above-mentioned game medium lending device 2. Note that the portable terminal device 7 in Fig. 5 shows only the main functions for communication connection with the game medium lending device 2 as a gaming device.

[0043] The mobile terminal device 7 performs main control and information storage using a main control unit 701 and a main memory unit 702. For example, the operation of a mobile communication control unit 703 and a mobile communication unit 704 enables mobile communication (mobile communication using a high-speed, large-capacity communication standard) via a mobile antenna 705. The touch panel display 706 is an integrated unit consisting of a thin display 706a that functions as a display device and an operation input panel 706b that functions as an input device, with the display content controlled by a video display control unit 707 and the input information analyzed by an input analysis control unit 708.

[0044] When connecting the mobile terminal device 7 to the game media lending device 2, it is first necessary to obtain near-field wireless communication authentication information from the two-dimensional code displayed on the display operation unit 22 of the game media lending device 2, so the two-dimensional code is photographed by the camera 711. The video image photographed by the camera 711 is analyzed by the video analysis control unit 712, and once the two-dimensional code is identified, the image of the two-dimensional code is cut out as a still image and passed to the code analysis unit 713. The code analysis unit 713 uses the information in the two-dimensional code to extract near-field wireless authentication information (the access ID and authentication code of the game media lending device 2) of the game media lending device 2 to which wireless connection is to be made, and passes it to the wireless communication connection control unit 714. The wireless communication connection control unit 714, which has received the short-range wireless authentication information, switches the wireless communication unit 715 to wireless connection mode, performs close proximity wireless communication with the game medium lending device 2 via the short-range wireless communication antenna 716, and performs pairing (connection confirmation through mutual authentication) with the game medium lending device 2 using the short-range wireless authentication information of the game medium lending device 2. After pairing is complete, the wireless communication connection control unit 714 switches the wireless communication unit 715 from wireless connection mode to wireless communication mode, and the wireless communication unit 715 in wireless communication mode becomes capable of data communication with the game medium lending device 2 via short-range wireless communication under the control of the short-range wireless communication control unit 717.

[0045] In the portable terminal device 7 of this configuration example, the camera 711, the image analysis control unit 712, and the code analysis unit 713 are used to acquire short-range wireless authentication information of the game medium lending device 2, but this is not limiting and any appropriate acquisition method may be adopted depending on the short-range wireless authentication information providing means of the game medium lending device 2. Also, in the portable terminal device 7 of this configuration example, the wireless communication connection control unit 714, the wireless communication unit 715, and the short-range wireless communication antenna 716 are provided with the function of short-range wireless connection confirmation means that enables communication with the game medium lending device 2 for two-way short-range wireless communication, but this is not limiting. For example, if the portable terminal device 7 is equipped with an NFC chip 720 as standard, the wireless communication connection control unit 714 and the NFC chip 720 can constitute short-range wireless connection confirmation means. In this case, the wireless communication connection control unit 714, which receives short-range wireless authentication information from the game medium lending device 2, passes the access ID and authentication code of the game medium lending device 2 to the NFC chip 720, and the NFC chip 720, which receives the information, performs pairing with the game medium lending device 2 using its near-field wireless communication function. Specifically, the near-field wireless communication unit 722, which receives the short-range wireless authentication information stored in the IC card storage unit 721 of the NFC chip 720, controls near-field wireless communication with the game medium lending device 2 via the near-field wireless antenna 723 to confirm connection by mutual authentication. Note that when pairing is performed using the NFC chip 720 of the mobile terminal device 7, the game medium lending device 2 needs to be provided in advance with a function that enables near-field wireless communication with the mobile terminal device 7, such as by providing an NFC reader / writer or the like as the near-field wireless communication unit 29a.

[0046] The procedure for completing pairing for short-range wireless communication (e.g., Bluetooth (registered trademark) communication) with the above-mentioned game media lending device 2 as the master (or central) and the portable terminal device 7 as the slave (or peripheral) until communication is possible will be explained based on the sequence diagram of Figure 6.

[0047] When the game media lending device 2 detects that the wireless connection button 222b on the display operation unit 22 has been operated by a player, it assumes that a wireless connection request has been received and displays a two-dimensional code 221b, which is an encoded version of short-range wireless authentication information M (information including at least an access ID and an authentication code) managed by the device itself, on the display operation unit 22. The mobile terminal device 7 can obtain the short-range wireless authentication information M of the game media lending device 2 by reading and decrypting this two-dimensional code 221b. The access ID of the game media lending device 2 with which it is communicating is determined from this short-range wireless authentication information M, so the mobile terminal device 7 transmits the short-range wireless authentication information S (information including at least an access ID and an authentication code) managed by the device itself to the game media lending device 2 with the access ID. After displaying the two-dimensional code 221b, the game medium lending device 2 may wait in a mode in which it can receive short-range wireless authentication information S from the mobile terminal device 7, or it may wait until the connection start button 222f1 on the display operation unit 22 is operated by the player before transitioning to the receiving mode.

[0048] The game medium lending device 2 that receives the short-range wireless authentication information S transmitted from the mobile terminal device 7 sends a connection confirmation request to the mobile terminal device 7 that has the access ID of the short-range wireless authentication information S, along with the authentication code of the short-range wireless authentication information S. If the authentication code transmitted from the game medium lending device 2 matches the authentication code that the mobile terminal device 7 manages, the mobile terminal device 7 that received the connection confirmation request can confirm that the game medium lending device 2 with this access ID is the correct one to connect to, and therefore sends a signal to the game medium lending device 2 with this access ID to authenticate the connection. Next, the mobile terminal device 7 sends a connection confirmation request to the game medium lending device 2 with the access ID that authenticated the connection, along with the authentication code of the short-range wireless authentication information M. When the game media lending device 2 receives the connection confirmation request, if the authentication code transmitted from the portable terminal device 7 matches the authentication code managed by the device itself, the game media lending device 2 can confirm that the portable terminal device 7 with this access ID is the correct one to be connected, and transmits a signal to the portable terminal device 7 with this access ID to authenticate the connection.

[0049] As described above, once mutual authentication between the game media lending device 2 and the mobile terminal device 7 is completed, they may be able to communicate with each other via short-range wireless communication. However, to enhance the confidentiality of data communication, they mutually exchange encrypted information. For example, the mobile terminal device 7 generates an encryption key S as encryption information and stores it therein, and transmits the encryption key S to the game media lending device 2 to which it is connected. The game media lending device 2 that has received the encryption key S associates the encryption key S with the short-range wireless authentication information S and stores it, and uses it to encrypt data in data communication with the mobile terminal device 7. Next, the game media lending device 2 generates an encryption key M as encryption information and stores it therein, and transmits the encryption key M to the mobile terminal device 7 to which it is connected. The mobile terminal device 7 that has received the encryption key M associates the encryption key M with the short-range wireless authentication information M and stores it, and uses it to encrypt data in data communication with the game media lending device 2. Once the exchange of the encryption key S and the encryption key M is completed in this way, the game medium lending device 2 and the mobile terminal device 7 are able to communicate with each other.

[0050] 6 shows the procedure for completing pairing for short-distance wireless communication with the game medium lending device 2 as the master and the mobile terminal device 7 as the slave until they are ready to communicate, but the procedure is not limited to this. For example, the procedure for completing pairing for short-distance wireless communication with the mobile terminal device 7 as the master (or central) and the game medium lending device 2 as the slave (or peripheral) until they are ready to communicate will be described based on the sequence diagram of FIG. 7. When the mobile terminal device 7 is ready to communicate as the master, the mobile terminal device 7 is an essential component for configuring the gaming center management system in addition to the gaming machine 1, the game medium lending device 2, etc.

[0051] The mobile terminal device 7 is pre-installed with a program (for example, an application program for the mobile terminal device 7 provided by an amusement parlor PP, etc.) that enables wireless connection with the game medium lending device 2, and a player can start a connection by launching the application. When the mobile terminal device 7 detects the connection start operation performed by the player, it assumes that it has received a wireless connection request and displays a two-dimensional code that encodes short-range wireless authentication information S (information including at least an access ID and an authentication code) managed by the mobile terminal device 7 on the thin display 706a of the touch panel display 706. In other words, the mobile terminal device 7 functions as a short-range wireless authentication information providing means that provides the game medium lending device 2 with short-range wireless authentication information managed by the mobile terminal device 7 by coming close to the game medium lending device 2, which is a gaming device, and can be used as a master during pairing operations.

[0052] On the other hand, in order to have the game media lending device 2 read the two-dimensional code of the portable terminal device 7, for example, the player operates the wireless connection button 222b on the display operation unit 22 of the game media lending device 2 to be connected, thereby putting the game media lending device 2 into wireless connection mode. Once in wireless connection mode, the game media lending device 2 can read and decode the two-dimensional code via the code reading unit 29b, and can obtain short-range wireless authentication information M from the portable terminal device 7. Since the access ID of the portable terminal device 7 with which it is communicating can be determined from this short-range wireless authentication information M, the game media lending device 2 transmits short-range wireless authentication information S (information including at least the access ID and authentication code) that it manages to the portable terminal device 7 with the access ID.

[0053] The portable terminal device 7 that has received the short-range wireless authentication information S transmitted from the game media lending device 2 sends a connection confirmation request to the game media lending device 2, which is the access ID of the short-range wireless authentication information S, along with the authentication code of the short-range wireless authentication information S. If the authentication code transmitted from the portable terminal device 7 matches the authentication code managed by the game media lending device 2 that has received the connection confirmation request, the game media lending device 2 can confirm that the portable terminal device 7 with this access ID is the correct one to connect to, and therefore sends a signal to the portable terminal device 7 with this access ID to authenticate the connection. Next, the game media lending device 2 sends a connection confirmation request to the portable terminal device 7 with the access ID that has authenticated the connection, along with the authentication code of the short-range wireless authentication information M. If the authentication code sent from the game medium lending device 2 matches the authentication code managed by the mobile terminal device 7 that has received the connection confirmation request, the mobile terminal device 7 can confirm that the game medium lending device 2 with this access ID is indeed the connection target, and therefore transmits a signal to authenticate the connection to the game medium lending device 2 with this access ID. In other words, the mobile terminal device 7 can be used as a master during pairing operations by performing mutual authentication with the game medium lending device 2 as the gaming device that provided the short-range wireless authentication information M, thereby functioning as short-range wireless connection confirmation means that sets the mobile terminal device 7 in a communication-enabled state where two-way short-range wireless communication is possible.

[0054] As described above, once mutual authentication between the mobile terminal device 7 and the game media lending device 2 is completed, they may be able to communicate with each other via short-range wireless communication. However, to enhance the confidentiality of data communication, they mutually exchange encrypted information. For example, the game media lending device 2 generates an encryption key S as encryption information and stores it internally, and transmits the encryption key S to the mobile terminal device 7 to be connected. The mobile terminal device 7 that receives the encryption key S associates the encryption key S with the short-range wireless authentication information S and stores it, and uses it to encrypt data in data communication with the game media lending device 2. Next, the mobile terminal device 7 generates an encryption key M as encryption information and stores it internally, and transmits the encryption key M to the game media lending device 2 to be connected. The game media lending device 2 that receives the encryption key M associates the encryption key M with the short-range wireless authentication information M and stores it, and uses it to encrypt data in data communication with the mobile terminal device 7. In this way, once the exchange of encryption key S and encryption key M is completed, communication becomes possible between the portable terminal device 7 and the game media lending device 2. In order to perform data communication using short-range wireless communication based on a predetermined communication protocol that can be used by the portable terminal device 7 possessed by a player visiting the game center PP, the game media lending device 2, which is a gaming device, needs to be equipped with short-range wireless communication means that performs short-range wireless communication that can be used by the portable terminal device 7.

[0055] 6 and 7, near-field wireless communication is used to provide the near-field wireless authentication information S from the slave side to the master side, but the present invention is not limited to this. For example, a method using a two-dimensional code may also be adopted to provide the near-field wireless authentication information S from the slave side to the master side. As an example, the procedure from when the game medium lending device 2, which is the master, and the mobile terminal device 7, which is the slave, mutually provide the near-field wireless authentication information M and the near-field wireless authentication information S using two-dimensional codes to complete pairing for near-field wireless communication and reach a state where communication is possible will be described with reference to the sequence diagram shown in FIG.

[0056] When the master game medium lending device 2 detects that the wireless connection button 222b on the display operation unit 22 has been operated by a player, it assumes that it has received a wireless connection request and displays a two-dimensional code 221b, which is an encoded version of short-range wireless authentication information M (information including at least an access ID and an authentication code) managed by the master game medium lending device 2, on the display operation unit 22. The slave mobile terminal device 7 reads and decodes this two-dimensional code 221b to obtain the short-range wireless authentication information M of the game medium lending device 2. The mobile terminal device 7 that has obtained the short-range wireless authentication information M displays the two-dimensional code, which is an encoded version of short-range wireless authentication information S (information including at least an access ID and an authentication code) managed by the slave mobile terminal device 7, on the thin display 706a of the touch panel display 706. To have the game media lending device 2 read the two-dimensional code of the portable terminal device 7, for example, the player operates the connection start button 222f1 on the display operation unit 22 of the game media lending device 2 to be connected, thereby putting the game media lending device 2 into wireless connection start mode. Once in wireless connection start mode, the game media lending device 2 can read and decode the two-dimensional code via the code reading unit 29b, and can obtain short-range wireless authentication information S from the portable terminal device 7.

[0057] The game medium lending device 2 that has acquired the short-range wireless authentication information S from the mobile terminal device 7 sends a connection confirmation request to the mobile terminal device 7 that has the access ID of the short-range wireless authentication information S, along with the authentication code of the short-range wireless authentication information S. If the authentication code sent from the game medium lending device 2 matches the authentication code managed by the mobile terminal device 7 that has received the connection confirmation request, the mobile terminal device 7 can confirm that the game medium lending device 2 with this access ID is the correct connection target, and sends a signal to authenticate the connection to the game medium lending device 2 with this access ID. Next, the mobile terminal device 7 sends a connection confirmation request to the game medium lending device 2 with the access ID that has authenticated the connection, along with the authentication code of the short-range wireless authentication information M. If the authentication code sent from the mobile terminal device 7 matches the authentication code managed by the mobile terminal device 7 that has received the connection confirmation request, the game medium lending device 2 can confirm that the mobile terminal device 7 with this access ID is the correct connection target, and sends a signal to authenticate the connection to the mobile terminal device 7 with this access ID.

[0058] As described above, once mutual authentication between the game media lending device 2 and the mobile terminal device 7 is completed, they may be able to communicate with each other via short-range wireless communication. However, to enhance the confidentiality of data communication, they mutually exchange encrypted information. For example, the mobile terminal device 7 generates an encryption key S as encryption information and stores it therein, and transmits the encryption key S to the game media lending device 2 to which it is connected. The game media lending device 2 that has received the encryption key S associates the encryption key S with the short-range wireless authentication information S and stores it, and uses it to encrypt data in data communication with the mobile terminal device 7. Next, the game media lending device 2 generates an encryption key M as encryption information and stores it therein, and transmits the encryption key M to the mobile terminal device 7 to which it is connected. The mobile terminal device 7 that has received the encryption key M associates the encryption key M with the short-range wireless authentication information M and stores it, and uses it to encrypt data in data communication with the game media lending device 2. Once the exchange of the encryption key S and the encryption key M is completed in this way, the game medium lending device 2 and the mobile terminal device 7 are able to communicate with each other.

[0059] As described above, the gaming medium lending device 2, which is an example of a gaming device, is equipped with short-distance wireless communication means for performing short-distance wireless communication, which is short-distance wireless communication based on a predetermined communication protocol that can be used by the portable terminal device 7 possessed by the player visiting the gaming parlor PP, and when in a communicable state where short-distance wireless communication with the portable terminal device 7 is possible using this short-distance wireless communication means, various services can be provided to the player possessing the portable terminal device 7. The content of the services is not particularly limited, and in addition to a service that allows the player to view the jackpot history data, probability variable data, jackpot probability data, etc. of the gaming machine 1 on the portable terminal device 7, a service that automatically takes measures that benefit the player depending on the operating state of the gaming machine 1, etc. may be provided.

[0060] For example, in a state where short-distance wireless communication with the portable terminal device 7 is possible, the gaming medium lending device 2 is provided with a corresponding processing execution means that monitors the communication state with the portable terminal device 7, the state of the valuables managed by the gaming medium lending device 2 (or gaming machine 1) as a gaming device, and the operating state of the gaming machine 1, and executes a predetermined process corresponding to the processing execution condition when the combination of these states satisfies the predetermined processing execution condition. In other words, by setting in advance the processing execution condition according to some occurring situation and the appropriate processing to be executed in accordance with the processing execution condition, a service can be provided in which the corresponding processing execution means executes an appropriate processing operation corresponding to the occurring situation.

[0061] In order for the corresponding processing execution means in the gaming media lending device 2 to operate properly, it is necessary to monitor the communication status with the mobile terminal device 7, the status of the valuables managed by the gaming media lending device 2 (or gaming machine 1) as a gaming device, and the operating status of the gaming machine 1, and determine the combination of these states in order to determine whether the processing execution conditions are met.

[0062] First, the communication state with the mobile terminal device 7 monitored by the corresponding processing execution means of the game medium lending device 2 will be described with reference to Fig. 9. Fig. 9 shows the communication state between the game medium lending devices 2A1-2A4, which are gaming devices provided corresponding to the pinball game machines 1A1-1A4, and the mobile terminal devices 7-1-7-4. Note that the communication area of ​​each wireless communication unit 24 (for example, the solid angle α of the main beam) is set so that communication with the game medium lending devices 2A1-2A4 is possible even if the player has the mobile terminal device 7 in his / her pocket, as long as the player is sitting in a chair 9 directly facing the pinball game machine 1A1-1A4.

[0063] A player playing the pinball game machine 1A1 places the portable terminal device 7-1 close to the wireless communication unit 24 of the game media lending device 2A1. Therefore, the communication level between the game media lending device 2A1 and the portable terminal device 7-1 is high, and the beacons periodically transmitted and received between the game media lending device 2A1 and the portable terminal device 7-1 can be mutually confirmed. Therefore, the game media lending device 2A1 determines that the communication status with the portable terminal device 7-1 is "communication continuing."

[0064] A player playing pinball game machine 1A2 places portable terminal device 7-2 far from wireless communication unit 24 of game medium lending device 2A2, but it is within the communication area of ​​wireless communication unit 24. Therefore, although the communication level between game medium lending device 2A1 and portable terminal device 7-1, which are in a communication-enabled state, is low, they can mutually confirm the beacons that game medium lending device 2A1 periodically sends and receives with portable terminal device 7-1. Therefore, game medium lending device 2A1 determines that the communication state with portable terminal device 7-1 is "communication continuing."

[0065] A player playing on the pinball game machine 1A3 leaves his seat without terminating the communication connection between the game media lending device 2A3 and the portable terminal device 7-3, while communication is still possible, and the portable terminal device 7-3 has just left the communication area of ​​the wireless communication unit 24. The game media lending device 2A3 and the portable terminal device 7-3 are in a communication-possible state, storing short-range wireless authentication information for each other, but because the portable terminal device 7-3 has moved out of the communication area of ​​the game media lending device 2A3, the game media lending device 2A3 can no longer detect the beacon from the portable terminal device 7-3. Therefore, the game media lending device 2A3 determines that the communication status with the portable terminal device 7-3 is "communication interrupted."

[0066] In addition, when a player is playing the pinball game machine 1A4, the game medium lending device 2A4 and the portable terminal device 7-4 are not connected to each other, or the connection has been terminated after the connection termination operation has been performed, so the game medium lending device 2A4 and the portable terminal device 7-4 are not in a communication-enabled state in which they store short-range wireless authentication information with each other. If they are not in a communication-enabled state, the corresponding process execution means of the game medium lending device 2A4 does not need to monitor the communication state to determine the specified process execution conditions.

[0067] Next, we will explain the state of the valuable monitored by the response processing execution means of the game media lending device 2. The state of the valuable refers to whether or not there is any valuable remaining that can be used to borrow game media that can be used for gaming. The remaining state of the valuable is managed by the game media lending device 2 whether the game media lending device 2 controls the lending of game media or whether the gaming machine 1 controls the lending of game media. Therefore, the game media lending device 2 is equipped with a function for monitoring the state of the valuable as standard. Note that when the control is performed to convert the amount inserted by the player into valuable through the player's operation, the remaining amount is also treated as valuable, and if there is a balance, it is determined that valuable remains.

[0068] Next, the determination of the operating state of the gaming machine 1 monitored by the response processing execution means of the gaming medium lending device 2 will be described with reference to Fig. 10. Fig. 10 is a flowchart showing the gaming machine operating state determination process performed by the response processing execution means.

[0069] First, it is determined whether the gaming machine 1 is in a jackpot or not based on various signals received from the gaming machine 1 via the gaming machine communication unit 208 (step S01). If the gaming machine 1 is in a jackpot, which allows the game to progress and allow many prize game media to be acquired in a short period of time, it is determined that the state is "advantageous to the player" (step S02). If it is determined in step S01 that the gaming machine 1 is not in a jackpot, it is determined whether the game is in a probability variable state or not (step S03). If the game machine 1 is in a probability variable state where the probability of a jackpot occurring is high (probability variable state), it is determined that the state is "advantageous to the player" (step S02), and the gaming machine operation state determination process is terminated.

[0070] If it is determined in step S03 that the game is not in a probability variation mode, it is determined whether the number of winnings is zero (step S04). If the number of winnings, which is the number of game media won as a result of the game, is not zero, it is determined that "game is in progress" (step S05), and the game machine operation status determination process is terminated. If it is determined in step S04 that the number of winnings is zero, it is determined whether the number of collected media has changed within a certain period of time (step S06). If the game media inserted to play the game are collected and the number of collected media has changed within the certain period of time, it is determined that "game is in progress" (step S05), and the game machine operation status determination process is terminated. If it is determined in step S06 that the number of collected media has not changed within the certain period of time, it is determined whether the start has changed within the certain period of time (step S07). If there is a change in the start (start memory) due to the start or end of a symbol variation game, it is determined that "game is in progress" (step S05), and the game machine operation status determination process is terminated. If it is determined in step S07 that there has been no change in the start state within a certain period of time, it is determined whether or not a membership card is being accepted (step S08). If the membership card inserted into the gaming medium lending device 2 or gaming machine 1 is being accepted and has not been returned to the player, it is determined that "game is in progress" (step S05), and the gaming machine operation status determination process is terminated.

[0071] If it is determined in step S08 that the membership card is not being accepted, the state is determined to be "game end state" (step S09), and the gaming machine operation state determination process is terminated. In other words, if the number of prize gaming media acquired is zero, there is no change in the number of collected games within a certain period of time, there is no change in the start state within a certain period of time, and the membership card has been returned to the player, it is unlikely that the player wants to continue playing on the gaming machine 1, so it is determined that the player has finished playing on this gaming machine 1.

[0072] The corresponding process execution means of the game media lending device 2 monitors each of the above-mentioned states (communication state with the mobile terminal device 7, state of the valuables, and operating state of the game machine 1).The corresponding process execution means then determines whether a predetermined process execution condition is met according to the combination of each state, and executes a predetermined process corresponding to the process execution condition. Figure 11 is a flowchart showing the execution condition determination process performed by the corresponding process execution means of the game media lending device 2.

[0073] In the execution condition determination process, first, it is determined whether or not an interruption in short-range wireless communication has been detected (step S11). If it is determined in step S11 that an interruption in short-range wireless communication has not been detected, the preset processing execution condition is not met, and the execution condition determination process is terminated. On the other hand, if it is determined in step S11 that an interruption in short-range wireless communication has been detected, it is determined whether or not the operation state of the gaming machine 1 being monitored is in progress of a game (step S12). If it is determined in step S12 that the operation state of the gaming machine 1 is in progress of a game, a predetermined notification operation is executed (step S13).

[0074] That is, when the communication state with the portable terminal device 7 is interrupted by short-range wireless communication and the gaming machine 1 is in the process of playing a game, the response process execution means determines that the notification operation execution condition is met and performs a predetermined notification operation. This notification operation execution condition is a condition for determining whether the portable terminal device 7 has been stolen or its battery has run out, based on the fact that communication with the portable terminal device 7 has been interrupted even though the player is continuing to play on the gaming machine 1. Therefore, when the notification operation execution condition is met, a notification operation is performed to notify the player of the possibility that the portable terminal device 7 has been stolen or its battery has run out, as a service to the player. For example, as shown in FIG. 12(A), a warning display 221d may be displayed on the display unit 221 of the display / operation unit 22, a warning buzzer may be sounded, or a warning sound may be output. Alternatively, a notification operation may be performed to notify staff patrolling the gaming facility PP.

[0075] If it is determined in step S12 that the operation state of the gaming machine 1 is not in progress, it is determined whether or not the operation state of the gaming machine 1 being monitored is advantageous to the player (step S14).If it is determined in step S14 that the operation state of the gaming machine 1 is advantageous to the player, an operation prohibition state is initiated (step S15).

[0076] That is, when the communication state with the mobile terminal device 7 is interrupted by short-range wireless communication and the operation state of the gaming machine 1 is advantageous to the player, the response processing execution means determines that the game hold execution condition is met and causes the game hold control means to initiate an operation prohibition state. This game hold execution condition is a condition for determining the possibility that the player has left their seat while holding the mobile terminal device 7, even during a jackpot or a special probability period, because communication with the mobile terminal device 7 has been interrupted due to the player moving away from the gaming machine 1. Therefore, when the game hold execution condition is met, the game hold control means initiates an operation prohibition state so that the gaming machine 1 and / or the corresponding gaming medium lending device 2, which the player has left their seat for, for example, a break, cannot be used by other players, and serves as a service to the player during the break. As described above, the game hold control means controls the game medium lending device 2 itself and / or the corresponding gaming machine 1 to be in an operation prohibition state, preventing operation of the game medium lending device 2 itself and / or the corresponding gaming machine 1. In addition, in order to inform players, staff, etc. that the gaming medium lending device 2 and / or gaming machine 1 is in a prohibited state, a break display 221e may be displayed on the display unit 221 of the display operation unit 22, as shown in Figure 12 (B), for example.

[0077] If it is determined in step S14 that the operating state of the gaming machine 1 is not advantageous to the player, it is determined whether or not there is any value remaining in the gaming machine 1 or gaming medium lending device 2 being monitored (step S16). If it is determined in step S16 that there is any value remaining, an operation prohibition state is initiated (step S15).

[0078] That is, when the communication state with the portable terminal device 7 is interrupted by short-range wireless communication and valuable value remains in the gaming machine 1 or the gaming medium lending device 2 (or both the gaming machine 1 and the gaming medium lending device 2), the response processing execution means determines that the game hold execution condition is met and causes the game hold control means to initiate an operation prohibition state. This game hold execution condition is a condition for determining the possibility that the player has left their seat while holding the portable terminal device 7, for example, for a break, because communication with the portable terminal device 7 has been interrupted when the player has left the gaming machine 1, even though valuable value that can be used to borrow gaming media remains. Therefore, when the game hold execution condition is met, the game hold control means initiates an operation prohibition state so that the gaming machine 1 and the corresponding gaming medium lending device 2 that the player has left their seat for a break or the like cannot be used by other players, and these are provided as a service to the player during the break.

[0079] On the other hand, if it is determined in step S16 that there is no value remaining, the preset processing execution conditions are not met, and the execution condition determination process is terminated. Note that if short-range wireless communication is interrupted while communication is possible, but the gaming machine is not in a state advantageous to the player even while a game is in progress, and no value remains, it is considered that the player who finished playing has left without terminating communication between the gaming medium lending device 2 and the mobile terminal device 7 in the normal manner, and therefore the game hold execution conditions are not met.

[0080] As described above, if the response processing execution means of the game media lending device 2 determines that the game hold execution conditions are met and the game hold control means starts an operation prohibition state, the game machine hold service will not function unless the operation prohibition state can be canceled when the player who left his seat returns from his break. Therefore, based on Figure 13, an overview of communication connection control by cooperation between the connection terminal management means 2001 and the game hold control means 2002 in the game media lending device 2 will be described.

[0081] When the connection terminal management means 2001 becomes capable of communicating with the portable terminal device 7, it stores portable terminal device identification information that can uniquely identify this portable terminal device 7 as connection target information of the game medium lending device 2, for example, in the connection target information storage area 2001a. Also, when the communication state with the portable terminal device 7 becomes an interruption of short-range wireless communication, the connection terminal management means 2001 stores the portable terminal device identification information that was stored as connection target information as reconnection target information, for example, in the reconnection target information storage area 2001b. In other words, the connection terminal management means 2001 manages the portable terminal device 7 that is the connection target and the portable terminal device 7 that is the reconnection target.

[0082] There are no particular limitations on what can be used as the mobile terminal device identification information, and the access ID of the short-range wireless authentication information or the telephone number of the mobile terminal device 7 may be used as the mobile terminal device identification information. Furthermore, in order to store the mobile terminal device identification information as connection target information or reconnection target information, it is not necessary to separate the physical storage area into connection target information storage area 2001a and reconnection target information storage area 2001b. For example, if a communication interruption flag indicating that communication has been interrupted is not set, the mobile terminal device identification information may be treated as connection target information, and if the communication interruption flag is set, the mobile terminal device identification information may be treated as reconnection target information.

[0083] Meanwhile, the game hold control means 2002 initiates an operation prohibition state based on the game hold control means' determination that the game hold execution conditions are met. Upon initiating this operation prohibition state, the game hold control means 2002 transitions to a reconnection preparation state in which it accepts the mobile terminal device identification information in the reconnection target information. If the game hold control means 2002 accepts the mobile terminal device identification information in the reconnection preparation state, the game hold control means 2002 permits connection and cancels the operation prohibition state when the accepted mobile terminal device identification information matches the mobile terminal device identification information in the reconnection target information. When the game media lending device 2 receives a communication request from a mobile terminal device 7 that has completed connection confirmation through mutual authentication and is ready for communication, the short-range wireless communication means of the game media lending device 2 can determine that the mobile terminal device 7 is the connection target mobile terminal device 7 based on the short-range wireless authentication information. Therefore, if the access ID of the short-range wireless authentication information is set in the mobile terminal device identification information, the short-range wireless communication means that receives the communication request from the mobile terminal device 7 determines that the mobile terminal device 7 is the connection target mobile terminal device 7, thereby accepting the mobile terminal device identification information. If data other than the access ID of the short-range wireless authentication information is set as the mobile terminal device identification information, a request is made to the mobile terminal device 7 to send data that will become the mobile terminal device identification information, and if the corresponding data is received, the mobile terminal device identification information is considered to have been accepted.

[0084] 13(A), the game medium lending device 2 is in a state where communication with the portable terminal device 7 is possible, and communication is not interrupted, so the connection terminal management means 2001 stores the portable terminal device identification information of the portable terminal device 7 in a state where communication is possible in the connection target information storage area 2001a, and the portable terminal device identification information is not stored in the reconnection target information storage area 2001b. In addition, the game hold control means 2002 has not started an operation prohibition state.

[0085] 13(B) shows a state in which short-range wireless communication between the game medium lending device 2 and the mobile terminal device 7 is interrupted, and the connection terminal management means 2001 stores the mobile terminal device identification information of the mobile terminal device 7 whose communication has been interrupted in the reconnection target information storage area 2001b, and no mobile terminal device identification information is stored in the connection target information storage area 200a. The game hold control means 2002 also initiates an operation prohibition state, which prevents the game medium lending device 2 from accepting any operation of itself and cuts off communication with the corresponding gaming machine 1, preventing the gaming machine 1 from accepting any operation. The operation prohibition state initiated by the game hold control means 2002 may also prevent the game medium lending device 2 from accepting any operation of itself or the corresponding gaming machine 1.

[0086] If the game hold control means were to wait indefinitely for the player to return after initiating the operation prohibition state as described above, the utilization rate would drop significantly, to the detriment of the amusement parlor PP. Therefore, the game hold control means 2002 is provided with a timer 2002a that measures a predetermined hold grace period (approximately 10 to 15 minutes). When the hold grace period elapses without the mobile terminal device 7 being reconnected after transitioning to the reconnection preparation state, a predetermined notification operation is performed. This notification operation may include displaying a message on the display / operation unit 22 of the game media lending device 2 indicating that the hold grace period has elapsed, or informing a staff member or the like patrolling the amusement parlor PP. Alternatively, after the notification operation is performed for a predetermined period (e.g., approximately one minute), the operation prohibition state may be lifted, allowing other players to use the facility freely.

[0087] 13(C) shows a state in which, after the game hold control means 2002 has transitioned to a reconnection preparation state, the mobile terminal device 7 requests reconnection before the timer 2002a counts the hold grace period, and reconnection is permitted. The game hold control means 2002 refers to the reconnection target information stored in the reconnection target information storage area 2001b by the connected terminal management means 2001, and when the accepted mobile terminal device specifying information matches the mobile terminal device specifying information in the reconnection target information, the game hold control means 2002 permits reconnection and cancels the operation prohibition state. This allows the returning player to resume playing on the gaming machine 1.

[0088] As described above, when the game hold control means initiates an operation prohibition state to provide a game machine hold service, if one game machine 1 is put on hold while other game machines 1 are enabled for play, a single player could monopolize multiple game machines 1, which is undesirable. Therefore, in order to detect the occurrence of multiple connections in which one mobile terminal device 7 is connected to multiple game media lending devices 2, each game media lending device 2 installed in the game arcade PP is made capable of communicating with each other via the in-game arcade network NT. Figure 14 shows the procedure until the connection terminal management means 2001 of the game media lending device 2 detects the occurrence of a multiple connection abnormality in the mobile terminal device 7.

[0089] Figure 14 shows the process in which three game media lending devices 2-1, 2-2, and 2-3 communicate with each other to detect the occurrence of a multiple connection abnormality in the portable terminal device 7. The game media lending device 2-1 has not yet been connected to the portable terminal device 7, but is about to start connecting to the portable terminal device 7A. The game media lending device 2-2 has already been connected to the portable terminal device 7B, and has stored the portable terminal device identification information B of the portable terminal device 7B as connection target information. The game media lending device 2-3 has not yet been connected to the portable terminal device 7.

[0090] Here, when the connection terminal management means 2001 of the game media lending device 2 acquires the mobile terminal device identification information of the mobile terminal device 7, it checks whether there is a multiple connection abnormality in which the mobile terminal device identification information is managed by the connection terminal management means 2001 of another game media lending device 2, and if it detects the occurrence of a multiple connection abnormality, it performs a specified notification operation.

[0091] Therefore, when starting a connection with the portable terminal device 7A, the game medium lending device 2-1 acquires the portable terminal device identification information A of the portable terminal device 7A and inquires of the other game medium lending devices 2-2 and 2-3 whether or not the portable terminal device identification information A is connected. The game medium lending devices 2-2 and 2-3 that receive the inquiry respond that there is no connection because they are not connected to the portable terminal device 7A of the portable terminal device identification information A. Since no multiple connection abnormality has occurred with the portable terminal device 7A, the game medium lending device 2-1 confirms the connection with the portable terminal device 7A through mutual authentication, becomes capable of communication, and stores the portable terminal device identification information A as connection target information.

[0092] After that, the game medium lending device 2-1 detects that the communication connection with the mobile terminal device 7A has been interrupted and stores the mobile terminal device specification information A that was stored as the connection target information as reconnection target information. In other words, the player who owns the mobile terminal device 7A is not playing on the gaming machine 1 corresponding to the game medium lending device 2-1, but is occupying it so that other players cannot use it.

[0093] Thereafter, the game media lending device 2-3, which had not been connected to the portable terminal device 7, starts connecting with the portable terminal device 7A. When starting connection with the portable terminal device 7A, the game media lending device 2-3 acquires the portable terminal device identification information A of the portable terminal device 7A and inquires of the other game media lending devices 2-1 and 2-2 whether or not the portable terminal device identification information A is connected. The game media lending device 2-2 that receives the inquiry replies that there is no connection because it is not connected to the portable terminal device 7A of the portable terminal device identification information A. However, the game media lending device 2-1, which has stored the portable terminal device identification information A as reconnection target information, replies that there is a connection to the portable terminal device 7A of the portable terminal device identification information A. Upon receiving the reply that there is a connection from the game media lending device 2-1, the game media lending device 2-3 determines that a multiple connection abnormality has occurred in the portable terminal device 7A and performs a notification operation.

[0094] The notification operation by the connection terminal management means 2001 in the game medium lending device 2-3 that has detected the occurrence of a multiple connection abnormality is not particularly limited. For example, if a message is displayed on the display unit 221 of the display operation unit 22 urging the player to return to the gaming machine 1 on hold, the player will likely be able to cancel the connection to the game medium lending device 2-3 himself and smoothly resolve the occurrence of multiple connections. Also, if an attendant patrolling the game center PP is notified and sent to the game medium lending device 2-3 where the multiple connection abnormality has occurred, the attendant will likely be able to explain the situation to the player and smoothly resolve the occurrence of multiple connections.

[0095] As described above, it is cumbersome for each game media lending device 2 to manage connection target information and reconnection target information by itself, perform game hold control to prohibit operation of the game machine 1 and / or the game media lending device 2 itself, and communicate with each other to detect the occurrence of multiple connection abnormalities in the mobile terminal device 7. It would be more efficient if the information for game hold control and checking multiple connection abnormalities could be centrally managed. Figure 15 shows an outline of an amusement facility management system using a game media lending device 2' of the second configuration example and a management device 3' of the second configuration example.

[0096] First, the configuration common to the game medium lending device 2 of the first configuration example and the game medium lending device 2' of the second configuration example will be described. The game medium lending means 2003 performs a process of consuming at least the valuables possessed by the player to lend out game media that can be used for playing on the game machine 1. The owned ball processing means 2004 stores game media acquired by the player as a game progresses on the game machine 1 as owned balls that can be used for playing, and performs a process of providing game media for playing on the game machine 1 by deducting the owned balls. The recording medium processing means 2005 has at least a function of reading out specific information (e.g., card ID of a membership card) recorded on the recording medium 8 possessed by the player. The short-range wireless communication means 2006 performs short-range wireless communication that is short-range wireless communication based on a predetermined communication protocol that can be used by the mobile terminal device 7. When the corresponding processing execution means 2007 is in a communication enabled state where short-range wireless communication with the portable terminal device 7 is possible via the short-range wireless communication means 2006, it monitors the communication status with the portable terminal device 7, the status of the valuables managed by the gaming medium lending device 2 or the gaming machine 1 (or both the gaming medium lending device 2 and the gaming machine 1), and the operating status of the gaming machine 1, and executes a predetermined processing corresponding to the processing execution condition based on whether the combination of these states satisfies the predetermined processing execution condition.

[0097] Furthermore, the game medium lending device 2' of the second configuration example includes pair information transmitting means 2008 and game hold control means 2002'. When the game medium lending device 2' becomes capable of communicating with the portable terminal device 7, the pair information transmitting means 2008 transmits to the management device 3' connection pair information including portable terminal device identification information that can uniquely identify the portable terminal device 7 and game device identification information that can uniquely identify the game medium lending device 2 itself, which is a game device, to the management device 3', and when the state in which the game medium lending device 2 can communicate with the portable terminal device 7 is terminated, the pair information transmitting means 2008 transmits to the management device 3' cancellation pair information including the portable terminal device identification information of the portable terminal device 7 and the game device identification information of the game medium lending device 2 itself to the management device 3'. The game hold control means 2002' initiates an operation prohibition state based on the determination of the response process executing means 2007, and releases the operation prohibition state in cooperation with the management device 3', as described below.

[0098] The management device 3' of the second configuration example shown in Figure 15 is provided with an owned ball management means 31, a deposit management means 32, an operation management means 33, a saved ball management means 34, a connection pair management means 35, etc. The management device 3' may be configured to have various functions mounted on a single piece of hardware, or may be configured with different hardware components. The owned ball management means 31 performs information management by linking the owned balls stored in the owned ball processing means 2004 of the game medium lending device 2, 2' with specific information (e.g., the card ID of a membership card) of the recording medium 8 held by the player. The deposit management means 32 performs information management by linking the deposit that the game medium lending means 2003 of the game medium lending device 2, 2' has not used to lend game media with specific information (e.g., the card ID of a membership card) of the recording medium 8 held by the player. The operation management means 33 generates setting information for setting the operation of various devices installed in the game center PP (gaming machines 1, game medium lending devices 2, management devices 3, member management devices 4, prize exchange POS 5, settlement machines 6, etc.), and manages the operation of the devices by sending the setting information to the corresponding devices. The saved ball management means 34 can provide a service (so-called saved ball service) in which game media linked to specific information recorded on a recording medium 8 held by a player are stored and can be withdrawn and used from the next day onwards.

[0099] Furthermore, the management device 3' includes a connection pair management means 35. This connection pair management means 35 manages in real time connection pairs, which are combinations of gaming device identification information and mobile terminal device identification information that are in a communicable state, based on the connection pair information and cancellation pair information transmitted from each game medium lending device 2 in the game facility PP. The information on connection pairs centrally managed by the connection pair management means 35 can be referenced by the game medium lending device 2, which is a gaming device, as needed.

[0100] When the game hold control means 2002' of the game medium lending device 2 starts the operation prohibition state, it transitions to a reconnection preparation state in which it accepts mobile terminal device identification information from the mobile terminal device 7 that is the connection pair. This mobile terminal device identification information from the mobile terminal device 7 that is the connection pair can be obtained from the connection pair management means 35 of the management device 3', and is stored as the mobile terminal device identification information to be reconnected. Then, when the game hold control means 2002' accepts the mobile terminal device identification information of the mobile terminal device 7 in the reconnection preparation state, if the accepted mobile terminal device identification information matches the mobile terminal device identification information acquired from the connection pair management means 35 of the management device 3' and stored, it permits connection and releases the operation prohibition state.

[0101] 15, the game medium lending device 2'-1 is connected to the portable terminal device 7-1, and so when communication becomes possible, the pair information sending means 2008 sends connection pair information to the management device 3'. Therefore, the connection pair management means 35 of the management device 3' manages connection pair information including the game device identification information of the game medium lending device 2'-1 and the portable terminal device identification information of the portable terminal device 7-1.

[0102] 15 has terminated the communication enabled state with the portable terminal device 7-2, the pair information sending means 2008 sends terminated pair information to the management device 3'. Therefore, the connection pair management means 35 of the management device 3' clears the connection pair information, which is a combination of the game device specifying information of the game medium lending device 2'-2 and the portable terminal device specifying information of the portable terminal device 7-2, and manages the connection pair information to reflect that the game medium lending device 2'-2 and the portable terminal device 7-2 are no longer a connection pair.

[0103] 15, there is no mobile terminal device 7 that is in a communicable state with the game medium lending device 2'-3, so the pair information sending means 2008 does not send connection pair information to the management device 3'. Therefore, among the connection pairs managed by the connection pair management means 35 of the management device 3', there is no connection pair that includes the game device specifying information of the game medium lending device 2'-3.

[0104] In Figure 15, the game media lending device 2'-4 is in a state where it can communicate with the portable terminal device 7-4, but a communication interruption has occurred. When the game media lending device 2'-4 became in a state where it could communicate with the portable terminal device 7-4, the pair information sending means 2008 sent connected pair information to the management device 3', so the connected pair management means 35 of the management device 3' manages connected pair information including the game device identification information of the game media lending device 2'-4 and the portable terminal device identification information of the portable terminal device 7-4. Furthermore, because the state where communication is possible between the game media lending device 2'-4 and the portable terminal device 7-4 has not been resolved, even though a communication interruption has occurred, the pair information sending means 2008 of the game media lending device 2'-4 has not sent dissolution pair information to the management device 3'. Therefore, the connected pair management means 35 of the management device 3' manages the game media lending device 2'-4 and the portable terminal device 7-4 as a connected pair.

[0105] Here, it is assumed that due to a communication interruption between the game medium lending device 2'-4 and the portable terminal device 7-4, the response processing execution means 2007 determines that the game hold execution condition is met, and the game hold control means 2002' starts an operation prohibition state.

[0106] After the operation prohibition state is initiated by the game hold control means 2002' of the game media lending device 2'-4, if the timer 2002a counts the lapse of the hold grace time, the predetermined notification operation as described above is performed to notify the player that the game hold service has been terminated. On the other hand, if the player carrying the mobile terminal device 7-4 returns to the communication area of ​​the game media lending device 2'-4 before the hold grace time has elapsed and reconnection is accepted, the game hold control means 2002' will cancel the operation prohibition state and the player will be able to continue playing on the gaming machine 1-4.

[0107] However, when a player possessing a portable terminal device 7-4 attempts to connect the portable terminal device 7-4 to a game medium lending device 2'-3 to play on a gaming machine 1-3, the portable terminal device 7-4 is inquired of the management device 3' for the portable terminal device identification information of the portable terminal device 7-4. The connection pair management means 35 of the management device 3' manages connection pair information including the gaming device identification information of the game medium lending device 2'-4 and the portable terminal device identification information of the portable terminal device 7-4, and therefore can detect the occurrence of a multiple connection abnormality in which the portable terminal device identification information of the portable terminal device 7-4 inquired about by the game medium lending device 2'-3 is already included in the connection pair. The connection pair management means 35 is equipped with an alarm function that notifies the game medium lending device 2'-3 or an attendant patrolling the game parlor PP of the occurrence of a multiple connection abnormality, urging them to take prompt action.

[0108] In this way, by using the connection pair management means 35 of the management device 3' to centrally manage the connection pairs between each game medium lending device 2 and mobile terminal device 7, the management device 3' can efficiently detect the occurrence of multiple connection abnormalities and can also take prompt action.

[0109] The above describes the amusement facility management system of the present invention based on an embodiment, but the present invention is not limited to this embodiment and encompasses within its scope of rights all amusement facility management systems that can be realized as long as the configuration described in the claims is not changed. [Explanation of symbols]

[0110] 1. Gaming machines 2 Gaming media lending device 22 Display operation section 24 Radio Communication Department 201 Control Unit 202 Storage section 7. Mobile terminal devices PP Amusement Park

Claims

1. A gaming facility management system including gaming machines installed in a gaming facility and capable of playing games using predetermined gaming media, gaming devices installed in association with the gaming machines, and a management device capable of managing various devices in the gaming facility including the gaming machines and the gaming devices, The gaming device comprises: a short-distance wireless communication means for performing short-distance wireless communication based on a predetermined communication protocol that can be used by a portable terminal device carried by a player visiting the gaming facility; a short-distance wireless authentication information providing means for displaying an encoded code that can be read by the mobile terminal device in response to a predetermined operation by a player, and providing the short-distance wireless authentication information managed by the device to the mobile terminal device in the form of the code; a short-distance wireless connection confirmation means for establishing a communication-enabled state in which the short-distance wireless communication is possible in both directions by performing mutual authentication with the portable terminal device that has provided the short-distance wireless authentication information; Equipped with The gaming center management system is characterized in that data communication is enabled between the gaming device and the portable terminal device by the short-range wireless communication.

2. A gaming facility management system including gaming machines installed in a gaming facility and capable of playing games using predetermined gaming media, gaming devices installed in association with the gaming machines, a management device capable of managing various devices in the gaming facility including the gaming machines and the gaming devices, and a mobile terminal device carried by a player visiting the gaming facility, The gaming device comprises: a short-distance wireless communication means for performing short-distance wireless communication based on a predetermined communication protocol that can be used by the mobile terminal device; The mobile terminal device a short-distance wireless authentication information providing means for displaying an encoded code that can be read by the gaming device in response to a predetermined operation by a player, and providing the gaming device with short-distance wireless authentication information managed by the gaming device in the form of the code; a short-distance wireless connection confirmation means for mutually authenticating with the gaming device that provided the short-distance wireless authentication information, thereby bringing the gaming device into a communicable state in which the short-distance wireless communication is possible in both directions; Equipped with The gaming center management system is characterized in that data communication can be performed between the portable terminal device and the gaming device by the short-range wireless communication.

Citation Information

Patent Citations

  • External device for game machine

    JP2009279423A

  • Game medium lending system

    JP2013116397A

  • Game system and game data distribution method

    JP2014073319A

  • Each-machine unit and each-machine unit control method

    JP2017209439A

  • Public apparatus non-contact operation system, public apparatus non-contact operation method, and program

    JP2022024471A