Value Management System

The valuable management system addresses deviant acts in value management by detecting and preventing date laundering and excessive cashless use, ensuring secure and responsible player transactions with minimal legitimate restrictions.

JP7828527B1Active Publication Date: 2026-03-12NIPPON GAME CARD
View PDF 9 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-09-11
Publication Date
2026-03-12

AI Technical Summary

Technical Problem

Existing value management systems fail to prevent deviant acts such as date laundering and excessive use of cashless payments, which can lead to money laundering and gaming addiction, while current countermeasures inadvertently restrict legitimate player actions.

Method used

A valuable management system that includes a valuable management means, cashless adding and subtracting means, specific behavior detection, deviant act determination, and deterrent action determination to accurately identify and prevent deviant behaviors by managing player transactions and imposing appropriate deterrents.

Benefits of technology

The system effectively detects and prevents deviant behaviors, ensuring secure and responsible use of valuables, while minimizing restrictions on legitimate player activities.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007828527000001_ABST
    Figure 0007828527000001_ABST
Patent Text Reader

Abstract

To provide a valuables management system that manages the deposit and withdrawal of valuables usable by a player, accurately judges the presence or absence of a deviant act, and, when it is judged that a deviant act has occurred, can prevent further deviant acts from being performed. [Solution] In the valuable management system 1A, the management function unit 100A manages the deposit and withdrawal of valuables that can be used by players, specific behavior detection means 118 detects specific behavior related to cashless use by each player, and based on the specific behavior detected by the specific behavior detection means 118, deviant behavior determination means 119 accurately determines whether or not deviant behavior has occurred, and if the deviant behavior determination means 119 determines that deviant behavior has occurred, deterrent processing decision means 120A decides on deterrent processing related to restricting the authority granted to individual players for valuable-related behavior, thereby preventing further deviant behavior from occurring.
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a valuable management system for managing valuables that can be used by players. [Background technology]

[0002] In the current situation where prepaid value (value that can be converted into gaming media that can be used in gaming machines, and is the remaining amount of value associated with an IC card, which is a recording medium; hereinafter, "prepaid value" will also be referred to as "prepaid value") can only be purchased with cash payment, there is a demand to make it possible to purchase prepaid value using cashless payment. However, in realizing this demand, there is a concern that actions (deviant acts) that deviate from actions normally considered regarding cashless use will occur in a value management system, which is a system that allows the purchase of prepaid value using electronic money, which is electronic value that is deposited and managed on the system by cashless payment, i.e., through cashless use.

[0003] One type of deviant act is the act of purchasing prepaid value using cashless payment and converting it into gaming media for the purpose of cashing out (money laundering and terrorist financing) (hereinafter referred to as the first deviant act). One example is when a gaming parlor purchases prepaid value using cashless payment (particularly credit card payment), converts the prepaid value into gaming media using the prepaid value (lending gaming media, or so-called "ball lending"). After that, the gaming media are not used for gaming on the gaming machine, but all of the gaming media are counted as winning balls (or only a small amount is used for gaming, and the remaining gaming media are counted as winning balls), and all of the counted winning balls are exchanged for special prizes. These special prizes can be purchased for cash at a prize exchange center, which can convert almost the entire amount of the cashless payment into cash, so there is a risk that they could be misused for money laundering.

[0004] A method for preventing such first deviation from occurring is described in Patent Document 1. (1) A method of restricting payout to one time within a specified period, limiting the amount of acquired balls that can be paid out to a specified amount less than the total amount, and further restricting the amount of acquired balls that cannot be paid out unless the amount of balls stored on the gaming machine falls below a specified number. (2) A method for disabling continuous dispensing operations. (3) Prohibiting cashless payments after a specified time (for example, shortly before closing time), or lowering the upper limit on the payment amount for cashless payments after a specified time. (4) A method of controlling so that a lending instruction to lend more than a first predetermined number of gaming media and a counting instruction to increase more than a second predetermined number of gaming media are not issued on the same gaming device within a predetermined period of time. (5) A method of prohibiting the exchange of special prizes, etc., when the lending of gaming media and the counting of won balls occur within a specified time. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Japanese Patent Publication No. 2025-082723 Summary of the Invention [Problem to be solved by the invention]

[0006] However, because the countermeasures described in Patent Document 1 attempt to prevent the first deviant act from occurring, there is a risk that they will also restrict the actions of players who have no intention of committing the first deviant act, resulting in an inconvenient valuable value management system.

[0007] Furthermore, Patent Document 1 only considers the first deviant act of using cashless payment for the purpose of cashing in and cashing out acquired balls, and does not consider other deviant acts. For example, the following are assumed as other deviant acts.

[0008] Among other deviant acts, one is the act of transferring a player's valuable (electronic money) deposited via cashless payment from a wallet account that manages the player's valuable to a recording medium and then transferring it back from the recording medium to the wallet account for the purpose of extending the expiration date (date laundering) when the value is deposited via cashless payment. This second deviant act is committed with the purpose of extending the expiration date of each deposit, since a certain period (e.g., six months) must be set for each deposit (record) made to a wallet account via cashless payment in order to eliminate the need for an issuance security deposit as an exemption from the Payment Services Act. For example, if a player uses the remaining value in a wallet account to purchase prepaid value and then deposits (settles) that prepaid value into the wallet account, this becomes a new deposit (record) to the wallet account, setting a new expiration date based on the date of deposit from the recording medium to the wallet account, effectively extending the expiration date of the value deposited via cashless payment.

[0009] The second type of deviant behavior is the excessive use of cashless payments, which may lead to a player becoming addicted to gaming (hereinafter, such behavior will be referred to as the third deviant behavior). In the case of cashless payments, where it is difficult to grasp how much money has been spent, unlike with cash, particularly in the case of credit card payments, which are deferred payments, this third deviant behavior occurs when a player repeatedly purchases prepaid value without realizing that they have purchased more prepaid value than they initially expected when they started playing on the gaming machine, and becomes addicted to gaming beyond the scope of moderate enjoyment.

[0010] The second and third deviant acts cannot be dealt with by the deviant act countermeasure methods (1) to (5) described in Patent Document 1.

[0011] Therefore, the present invention aims to provide a valuable management system that manages the deposit and withdrawal of valuables that can be used by players, accurately determines whether or not deviant behavior has occurred, and, if it determines that deviant behavior has occurred, prevents further deviant behavior from occurring. [Means for solving the problem]

[0012] In order to solve the above-mentioned problems, the valuable management system of the present invention is a valuable management system for managing valuables that can be used by a player, and includes a valuable management means for managing the valuables, a cashless adding means for making a deposit request to a settlement center that executes cashless payment based on a deposit execution request from a player, and adding the valuable deposited from the settlement center by executing the cashless payment to the valuable management means, and a cashless adding means for making a charge execution request by the valuable management means to associate the valuable with a recording medium. a charge execution means for subtracting the managed valuable and associating the subtracted valuable with the recording medium by the gaming device; a settlement addition means for adding the valuable equivalent to the remaining amount to the valuable management means based on a settlement execution request for requesting settlement of the remaining amount of the valuable associated with the recording medium, thereby settling the remaining amount; information regarding the addition of the valuable to the valuable management means by the cashless addition means; information regarding the addition of the valuable to the valuable management means by the settlement addition means; a value addition / subtraction information management means for acquiring value addition / subtraction information including at least one type of information on deduction of the value from the value management means and managing the information for each player; a specific behavior detection means for detecting specific behavior related to cashless use for each player based on the value addition / subtraction information managed by the value addition / subtraction information management means; and a player behavior detection means for detecting specific behavior related to cashless use for each player based on the specific behavior detected by the specific behavior detection means, the player behavior detection means for detecting specific behavior related to all or part of the deposit execution request, the charge execution request, and the settlement execution request from the player. a deviant act determination means for determining whether a valuable-value-related act, which is an act related to the valuable value, corresponds to a deviant act, which is an act that is highly likely to deviate from the range that can be considered as proper conduct, and a deterrent action determination means for determining a predetermined deterrent action to be imposed on a player based on the specific action detected by the specific action detection means and the deviant act determined by the deviant act determination means, when the deviant act determination means determines that the valuable-value-related act corresponds to the deviant act, and the deviant act is determined to be a deviant actThe deterrent process determination means determines, as the predetermined deterrent process, a deterrent process relating to a restriction on the authority for the valuable-value-related act granted to an individual player, based on the type and / or number of times of detection of the specific act detected by the specific act detection means and the type of the applicable act determined by the deviant act determination means.

[0013] In addition, in the above configuration, the valuable addition / subtraction information management means may obtain the type of cashless payment executed by the payment center as information regarding the addition of the valuable to the valuable management means by the cashless addition means for each player, and may also manage information that the type of cashless payment is a specific type for addition to the valuable management means.

[0014] Furthermore, in the above configuration, when the number of times the deviant behavior is determined to be less than or equal to a predetermined number, the deterrent processing determination means may determine as the deterrent processing a quasi-deterrent processing defined as a processing relating to the restriction of authority related to the valuable-related behavior granted to an individual player that is less severe than the predetermined deterrent processing.

[0015] In addition, in the above configuration, the deviant behavior determination means may take into account whether a predetermined specific behavior has not been detected among multiple types of specific behavior that can be detected by the specific behavior detection means when determining whether the valuable-value-related behavior constitutes a deviant behavior.

[0016] In addition, in the above configuration, as the charge execution means associates the valuable with the recording medium, the device further includes a pair management means that links and manages the valuable management means, which is the object of subtraction of the valuable, and the recording medium, which is the object of addition of the valuable, and a recording medium usage information acquisition means that acquires information regarding the payout operation and / or information regarding the counting operation based on a payout operation that subtracts the valuable associated with the recording medium managed by the pair management means and pays out gaming media to be used for playing on the gaming machine and / or a counting operation that processes the counted gaming media to be managed as acquired gaming media, and the specific behavior detection means may take into account the information regarding the payout operation and / or information regarding the counting operation acquired by the recording medium usage information acquisition means when detecting the specific behavior. [Effects of the Invention]

[0017] According to the valuable management system of the present invention, the deposit and withdrawal of valuables usable by players are managed by valuable management means and valuable addition / deductibility information management means, specific behavior detection means detects specific behavior related to cashless use for each player based on the valuable addition / deductibility information managed by the valuable addition / deductibility information management means, and the deviant behavior determination means can accurately determine whether or not a deviant behavior has occurred based on the specific behavior detected by the specific behavior detection means. In addition, if the deviant behavior determination means determines that a deviant behavior has occurred, the deterrent behavior determination means determines a predetermined deterrent behavior to be imposed on the player, thereby making it possible to deter further deviant behavior. [Brief explanation of the drawings]

[0018] [Figure 1] 1 is an explanatory diagram showing an outline of a system configuration of a valuable management system according to an embodiment of the present invention; [Figure 2] 1 is a block diagram showing a schematic configuration of a valuable management system according to an embodiment of the present invention; [Figure 3]1 is an explanatory diagram for explaining an example of a method for managing a valuable in a valuable management system according to an embodiment of the present invention. FIG. [Figure 4] 1 is a flow chart showing the flow of a deposit process in which a valuable is deposited based on the execution of a cashless payment in a valuable management system according to an embodiment of the present invention. [Figure 5] FIG. 1 is a flowchart showing a basic flow of a charging process in a valuable management system according to an embodiment of the present invention. [Figure 6] 1 is a flowchart showing a basic flow of a settlement process in a valuable management system according to an embodiment of the present invention. [Figure 7] 10 is a flow chart showing the process of acquiring recording medium usage information related to the payout operation performed by a gaming device in the valuable value management system according to an embodiment of the present invention. [Figure 8] 10 is a flow chart showing the process of acquiring recording medium usage information related to the counting operation performed by a gaming device in a valuable value management system according to an embodiment of the present invention. [Figure 9] 10 is a flowchart showing a process for dealing with a deviation in the valuable management system according to the embodiment of the present invention. [Figure 10] 1 is an explanatory diagram of an account history showing an example of an account history when a first deviation, which is suspected to be the use of a wallet account for the purpose of cashing, is detected in a valuable management system according to an embodiment of the present invention. FIG. [Figure 11] 11 is a diagram illustrating prepaid value increase / decrease history (1) to (4) that reflects recording medium usage information acquired during the transition process of the account history in FIG. 10. FIG. [Figure 12] 11 is a diagram illustrating prepaid value increase / decrease history (5) and (6) that reflects recording medium usage information acquired during the transition process of the account history in FIG. 10. FIG. [Figure 13] FIG. 10 is an explanatory diagram showing an example of account history when detecting a second deviation in a valuable management system according to an embodiment of the present invention, which is suspected to be the use of a wallet account for the purpose of extending the expiration date set for valuables managed in the wallet account. [Figure 14] FIG. 10 is an account history explanatory diagram showing an example of account history when detecting a third deviation in a valuable management system according to an embodiment of the present invention, which is suspected to be the use of a wallet account due to excessive addiction to gaming. [Figure 15] 15 is a diagram illustrating prepaid value increase / decrease history (1) to (4) that reflects recording medium usage information acquired during the transition process of the account history in FIG. 14. FIG. [Figure 16] 15 is a diagram illustrating prepaid value increase / decrease history (5) and (6) that reflects recording medium usage information acquired during the transition process of the account history in FIG. 14. FIG. [Figure 17] 15 is a diagram illustrating a prepaid value increase / decrease history (7) that reflects recording medium usage information acquired during the transition process of the account history in FIG. 14. FIG. DETAILED DESCRIPTION OF THE INVENTION

[0019] Next, an embodiment of a value management system according to the present invention will be described in detail with reference to the accompanying drawings.

[0020] FIG. 1 is an explanatory diagram showing an outline of the system configuration of the valuable management systems 1A to 1D according to the first to fourth embodiments of the present invention. In each embodiment, the system determines whether or not there is any deviant behavior, which is a behavior performed by a player in relation to valuables owned by the player, that is, a behavior that is highly likely to deviate from the range that can be considered appropriate behavior, and prevents further deviant behavior from being performed.

[0021] First Embodiment First, we will explain the valuable management system 1A according to the first embodiment. In the valuable management system 1A, when it is determined that a player has committed a deviant act, it determines a deterrent process related to the restriction of the authority (so-called account) related to valuable-related acts granted to the individual player, and executes the determined deterrent process to prevent further deviant acts from being committed.

[0022] As shown in FIG. 1, a gaming parlor is equipped with a plurality of gaming machines 2 that can be played using gaming media. The gaming machines 2 are, for example, pachinko gaming machines that use gaming balls as gaming media (hereinafter, pachinko gaming machines will be referred to as pachinko machines) or slot machine gaming machines that use gaming medals as gaming media (hereinafter, slot machine gaming machines will be referred to as pachislot machines). In pachinko machines, players play by shooting gaming balls into the gaming board, and can win a predetermined number of gaming balls by passing the gaming balls through multiple winning areas (winning holes) on the gaming board. In pachislot machines, players play by inserting gaming medals to spin the reels, and can win a predetermined number of gaming medals based on the stopping status of the symbols on the reels.

[0023] Gaming machine 2 includes so-called "smart gaming machines" that use intangible electronic game points as gaming media, such as pachinko and pachislot machines. "Smart gaming machines" pachinko machines circulate game balls inside the machine, allowing players to play using game points (electronic data) without touching the game balls. "Smart gaming machines" pachislot machines allow players to play using game points (electronic data) without using any game medals. In "smart gaming machines," a predetermined number of game points can be earned based on the passage of game balls into the winning zone or the stopping status of symbols on the reels. As described above, the gaming media used in gaming machine 2 include intangible game points (electronic data) in addition to physical game balls and medals.

[0024] In addition to the gaming machines 2 described above, the gaming parlor is also equipped with card units (hereinafter, "card units" will also be simply referred to as "units") 3 that are installed in association with each gaming machine 2 and manage the lending of gaming media, a card issuing machine 5 that can accept valuables such as paper money and electronic money and issue IC cards 4, which are recording media associated with prepaid valuables (hereinafter, "prepaid valuables" will also be referred to as "prepaid value"), a settlement machine 6 that can accept IC cards 4 associated with prepaid value and settle the remaining balance of the prepaid value, a HUB 7 that is a concentrator for connecting various devices to each other, a relay device 8 that can communicate with each unit 3, the card issuing machine 5, and the settlement machine 6 via this HUB 7, and a management device 9 that comprehensively manages each gaming machine 2 and each unit 3 via the HUB 7.

[0025] Also, outside the gaming facility, there is provided a cashless center 20 that can communicate with relay device 8 and mobile terminals 10 such as smartphones carried by players and that manages all cashless payment processing, and a prepaid settlement center 30 that can communicate with management device 9 and that manages all prepaid value associated with IC card 4 by unit 3 and card issuing machine 5. Since both unit 3 and card issuing machine 5 are equivalent to "gaming devices," in the following explanation, either or both of unit 3 and card issuing machine 5 may be referred to simply as "gaming devices."

[0026] The unit 3 accepts IC cards 4 and bills inserted by the player and manages the lending of gaming media used in games on the gaming machine 2. Specifically, the unit 3 accepts, for example, IC cards 4 issued to players by gaming parlors and dispenses gaming balls and gaming medals in exchange for deducting prepaid value associated with the IC card 4. When a player inserts a bill, the unit 3 associates prepaid value equivalent to the inserted bill with the IC card 4 in the unit 3 and dispenses gaming balls and gaming medals in exchange for deducting the prepaid value associated with the IC card 4. When a game ends with a remaining amount in the prepaid value, the unit 3 associates the remaining amount of prepaid value with the IC card 4 that was accepted during the game and dispenses it. Furthermore, the payout of game balls or game medals means lending game balls or game medals, which are game media, to a player and making the game balls or game medals usable in the game machine 2. If the game machine 2 is a "smart game machine," this payout of game media also includes "granting game points," which is granting game points, which are intangible game media, to the game machine 2 and making the game points usable in the game machine 2.

[0027] The unit 3 can also use electronic money, which is electronic value, to pay out game balls or medals or award game points. In this case, for example, when a charge request operation is performed by operating the unit 3 to request that electronic money be withdrawn from a wallet account (described in detail later) for each player managed by the management function unit 100A (described later) and converted into prepaid value associated with the IC card 4, the management function unit 100A withdraws the electronic money based on this charge request operation, and the unit 3 associates the prepaid value equivalent to the withdrawn electronic money with the IC card 4. This allows the player to borrow gaming media from the unit 3 and progress in the game by using the prepaid value associated with the IC card 4 in exchange for the withdrawal of the electronic money. Note that converting value such as electronic money or cash into prepaid value associated with the IC card 4 is also simply referred to as "charging." In addition, electronic money equivalent to a fee for the service for which charging was performed (for example, a fee charged when associating prepaid value from a wallet account with the IC card 4) may be debited from the wallet account of the player.

[0028] Like the unit 3, the card issuing machine 5 can accept banknotes inserted by a player, or can eject an IC card 4 associated with prepaid value equivalent to the inserted banknotes or the withdrawn electronic money in exchange for the withdrawal of electronic money managed by the management function unit 100A. This allows the player to have the unit 3 accept the IC card 4 ejected from the card issuing machine 5, and use the prepaid value associated with the IC card 4 to borrow gaming media from the unit 3 and proceed with the game.

[0029] The settlement machine 6 can accept an IC card 4 associated with prepaid value and settle the remaining balance of the prepaid value. A player can settle the remaining balance of the prepaid value associated with the IC card 4 by having the settlement machine 6 accept the IC card 4 ejected from the unit 3. Settlement of the remaining balance of the prepaid value associated with the IC card 4 can be done in two ways: cash settlement, in which the remaining balance of the prepaid value is paid out in cash, and electronic money settlement, in which the remaining balance of the prepaid value is settled by adding electronic money to the balance of the prepaid value (hereinafter, "electronic money settlement" will also be referred to as "wallet return settlement"). This wallet return settlement is performed by adding electronic money to the balance of a wallet managed by valuable value management means 101 (FIG. 2), which will be described later, and the settlement machine 6 capable of this wallet return settlement functions as a "gaming device" similar to the unit 3 and card issuing machine 5.

[0030] The HUB7 is a line concentrator used to interconnect various devices. The HUB7 is connected to multiple LAN cables and relays and forwards communications from each device connected by these LAN cables. Various commonly used network hubs can be used for the HUB7.

[0031] The management device 9 comprehensively manages each gaming machine 2 and each unit 3. Specifically, for example, it manages information about prepaid value notified from the unit 3 and member information including personal information of players who have registered as members at the gaming facility. In addition, the information about prepaid value notified from the unit 3 is also transmitted to the prepaid settlement center 30 via the management device 9, and is managed as sales of prepaid value at the prepaid settlement center 30. The member information may also include linking information that links a card ID, which is identification information of the IC card 4 held by the player, with an app ID, which is identification information of an application installed on the mobile terminal 10 held by the player. In this case, by identifying either the card ID or the app ID of the IC card 4, the management device 9 can also identify the member information. In addition, when the prepaid value associated with the IC card 4 is consumed to borrow gaming media (gaming balls, gaming medals or gaming points) in the unit 3 corresponding to the gaming machine 2 on which the player is playing, information regarding the prepaid value is transmitted to the prepaid settlement center 30 and managed as sales.

[0032] In addition, in the valuable management system 1A, the relay device 8 and the cashless center 20 cooperate with each other to function as a management function unit 100A. The management function unit 100A manages information related to cashless payments performed using the player's mobile terminal 10 and manages information linking card IDs and app IDs, which is also managed by the management device 9. Specifically, for example, the relay device 8 relays communications between the unit 3 and card issuing machine 5 and the cashless center 20 within the gaming facility, and mainly links card IDs with app IDs and performs in-game processing related to cashless payments using the mobile terminal 10. Meanwhile, the cashless center 20 is a device such as a server operated outside the gaming facility, and communicates with a general-purpose payment center 40 that performs cashless payments using the mobile terminal 10, as well as with the relay device 8 and mobile terminal 10 of each gaming facility, and mainly manages information related to cashless payments.

[0033] The management function unit 100A is also capable of recording and managing electronic money deposited from a general-purpose payment center 40 (described later) through cashless payment using a mobile terminal 10 (described later). In the management function unit 100A, electronic money deposited from the general-purpose payment center 40 is recorded and managed in a valuable management means 101 (FIG. 2). The valuable management means 101 is a so-called database provided in the system as a management area (valuable management area) for recording and managing electronic money. Note that an external management database (not shown) may be used to manage more information (for example, recording medium usage information related to the use of an IC card 4 in an amusement device). In the management function unit 100A, as shown in FIG. 3, the valuable management means 101 records the electronic money deposited from the general-purpose payment center 40 through cashless payment, linked to various information related to the electronic money. The various information associated with the electronic money and recorded includes, for example, a "record number," which is a serial number of the record; an "app ID," which is identification information for each application installed on the mobile terminal 10 when the electronic money was deposited via cashless payment; an "addition type," which indicates attributes of the electronic money, including the type of cashless payment used when the electronic money was added via cashless payment; an "addition amount," which is the amount of the added electronic money; a "current balance," which indicates the current balance of the electronic money obtained by subtracting from the added amount the amount converted to prepaid value for use in games and associated with the IC card 4; an "addition date," which indicates the date when the electronic money was deposited; and an "expiration date," which indicates the end date of the validity period, which is a predetermined period calculated based on the addition date for each added electronic money. In the following description, the "management function unit" that manages the electronic money available to each player may be referred to as a "wallet." In the drawings, the recording area for each player's electronic money in the valuable value management means 101 may be referred to as a "wallet account."

[0034] FIG. 3 shows the state of electronic money (records) managed by the value management means 101 in chronological order, illustrating an example of a case where a single player adds (deposits) electronic money, converts the electronic money managed by the value management means 101 into prepaid value (associates it with the IC card 4), and uses the prepaid value associated with the IC card 4 for games. The value management means 101 adds a new record each time electronic money is deposited into the wallet 100A by performing a cashless payment and the electronic money is added to the value management means 101 by the cashless addition means 102A, which will be described later. Of the various pieces of information recorded in association with the electronic money described above, at least information regarding the "record number," "app ID," "addition type," "addition amount," "current balance," and "addition date" is recorded in the record.

[0035] For example, if a cashless payment method called "TokkyoPay" is available on mobile terminal 10 as an instant cashless payment using a debit card or the like, and 10,000 yen of electronic money is deposited into wallet 100A from general-purpose payment center 40 on December 18, 2024 as a result of the cashless payment, and the electronic money is added to value management means 101 by cashless addition means 102, a record with "Record No." "0001" is added, as shown in FIG. 3(1). In this record "0001", "1234", which is the identification information of the application installed on mobile terminal 10, is recorded as the "App ID", and "TokkyoPay", which indicates the type of cashless payment that was made, is recorded in "Addition Type" as an attribute of the electronic money. Furthermore, "10,000" is recorded in "Addition Amount," indicating that the amount of electronic money added is 10,000 yen, and "10,000" is recorded in "Current Balance," indicating that the balance of the electronic money managed as record "0001" at that time is 10,000 yen. Furthermore, "2024 / 12 / 18," indicating the date on which the electronic money was deposited (added), is recorded in "Addition Date." Subsequently, on December 20, 2024, the charge execution means 103, which has received the charge request, deducts 6,000 yen from the 10,000 yen worth of electronic money managed as record "0001," and when the 6,000 yen electronic money is converted into prepaid value by unit 3 and associated with IC card 4, the "Current Balance" of record "0001" is subtracted to 4,000 yen (see Figure 3(2)). However, even if 3,000 yen is used from the prepaid value of IC card 4 in unit 3, leaving a balance of 3,000 yen, the usage status of the valuable in unit 3 (gaming device) is not subject to management by the valuable management means 101, and therefore is not reflected in record "0001" (see FIG. 3(3)). Note that the usage status of the valuable in unit 3 (gaming device) can be managed separately as recording medium usage information regarding the use of IC card 4, as will be described later.

[0036] Furthermore, the valuable management means 101 also adds a new record each time the electronic money equivalent to the remaining amount of prepaid value associated with the IC card 4 is added to the valuable management means 101 by the settlement and addition means 104 (described later) as a result of settling the remaining amount. Similarly to when electronic money is added by the cashless addition means 102, the valuable management means 101 records in the record at least information related to the "record number," "app ID," "addition type," "addition amount," "current balance," and "addition date." For example, if 3,000 yen of the 6,000 yen prepaid value associated with the IC card 4, converted in exchange for the electronic money withdrawal of the record "0001," is used for gaming on December 20, 2024, and the remaining 3,000 yen is settled by the player on the same day, a new record "0002" separate from the record "0001" is added, as shown in FIG. 3(4). At this time, since this is a settlement from the same player, "1234", which is the identification information of the application installed on the player's mobile terminal 10, is recorded in the "app ID" of this record "0002". Meanwhile, "Settlement", which indicates that the deposited electronic money is the settlement of prepaid value, is recorded as the attribute of the electronic money in "Addition Type", and "3,000", which indicates that the amount of electronic money added by settlement is 3,000 yen, is recorded in "Addition Amount". Furthermore, "3,000", which indicates that the balance of the electronic money managed as record "0002" at that time is 3,000 yen, is recorded in "Current Balance", and "2024 / 12 / 20", which indicates the date on which the electronic money was added, is recorded in "Addition Date". As a result, as of December 20, 2024, after the remaining prepaid value has been settled, the valuable value management means 101 will be managing record "0001" with a "current balance" of 4,000 yen and record "0002" with a "current balance" of 3,000 yen.

[0037] Furthermore, in the wallet 100A, when electronic money is managed in multiple records in the value management means 101, any amount of electronic money designated by the player can be converted (charged) into prepaid value associated with the IC card 4, within the total amount of the "current balance" of those electronic money records. For example, as of December 20, 2024, after the settlement of the remaining balance described above, the value management means 101 will be managing record "0001" with a "current balance" of 4,000 yen and record "0002" with a "current balance" of 3,000 yen, and therefore any amount can be charged within the total amount of 7,000 yen, which is the total of the "current balance" of record "0001" and record "0002." Specifically, for example, if a player specifies 5,000 yen as the specified amount on December 22, 2024, and charges the electronic money to IC card 4, wallet 100A will charge 4,000 yen from record "0001" and 1,000 yen of the 3,000 yen from record "0002" out of the total 7,000 yen of electronic money obtained by combining the "current balance" of records "0001" and "0002." This will result in the "current balance" of record "0001" being reduced to "0," and the "current balance" of record "0002" being reduced to "2,000" (see Figure 3(5)). In this way, record "0001," whose "current balance" is now "0," will no longer be available for charging, and will be treated as an untargeted record that will not be referenced when charging is performed. Furthermore, even if 10,000 yen is used from the prepaid value of the IC card 4 in the unit 3, leaving a balance of 3,000 yen, this is not reflected in the record "0002" because it is not subject to management by the valuable management means 101 (see Figure 3 (6)). In the valuable management system 1A, electronic money is subtracted in order, starting with the record with the oldest "addition date." Therefore, for example, when electronic money managed in multiple records is used together, the electronic money recorded in the oldest record is subtracted from the electronic money recorded in the oldest "addition date," and then, to make up the shortfall until the specified amount specified by the player is reached, the electronic money recorded in the record with the next most recent "addition date" is subtracted, and the sum is used.This allows for appropriate management of electronic money with a validity period, as will be described later.

[0038] Next, for example, if the electronic money managed in the records "0001" and "0002" is converted in exchange for withdrawal and 1,000 yen of the 5,000 yen prepaid value associated with IC card 4 is used for gaming on December 22, 2024, and the remaining 4,000 yen is settled by the player on the same day, a new record "0003" separate from records "0001" and "0002" is added (see Figure 3 (7)). At this time, "1234" is recorded in the "application ID" of this record "0003", just like records "0001" and "0002", and "settlement" is recorded in the "addition type" as an attribute of the electronic money, indicating that the added electronic money is the settlement of the prepaid value. Furthermore, "4,000" is recorded in "addition amount" indicating that the amount of electronic money added by settlement is 4,000 yen, "4,000" is recorded in "current balance" indicating that the balance of the electronic money managed as record "0003" at that time is 4,000 yen, and "2024 / 12 / 22" is recorded in "addition date" indicating the date on which the electronic money was added.As a result, as of December 22, 2024 after the settlement of the remaining amount of prepaid value, the valuable value management means 101 will be managing record "0002" with a "current balance" of "2,000" and record "0003" with a "current balance" of "4,000".

[0039] Furthermore, if a cashless payment using a deferred payment method such as a credit card is subsequently available, and 10,000 yen of electronic money is deposited into the wallet 100A from the general-purpose payment center 40 on December 24, 2024 as a result of the cashless payment, and the electronic money is added to the valuable value management means 101 by the cashless addition means 102, a new record with a "Record No." of "0004" is added (see FIG. 3(8)). In this record "0004," since the deposit is from the same player, "1234," which is the identification information of the application installed on the player's mobile terminal 10, is recorded as the "App ID," and "Credit card," which indicates the type of cashless payment that was executed, is recorded as an attribute of the electronic money in the "Addition Type." Furthermore, "10,000" is recorded in "Addition Amount" to indicate that the amount of electronic money added is 10,000 yen, and "10,000" is recorded in "Current Balance" to indicate that the balance of the electronic money managed as record "0004" is 10,000 yen. Also, "2024 / 12 / 24", which indicates the date the electronic money was added, is recorded in "Addition Date".

[0040] Furthermore, if, on December 26, 2024, the player specifies 10,000 yen as the specified amount and charges IC card 4 from 16,000 yen, which is the sum of the "current balances" of the electronic money managed as records "0002," "0003," and "0004," the "current balance" of record "0002" will be subtracted to "0," and the "current balance" of record "0003" will also be subtracted to "0," and further, the "current balance" of record "0004" will be subtracted to "6,000" (see Figure 3(9)). In this way, records "0002" and "0003," whose "current balances" have been subtracted to "0," will be treated as non-target records. Subsequently, the electronic money managed in the records "0002," "0003," and "0004" is debited and converted, and even if 1,000 yen of the 10,000 yen prepaid value associated with IC card 4 is used for gaming on December 26, 2024, leaving a remaining balance of 9,000 yen in prepaid value, this is not reflected in record "0004" (see Figure 3 (10)). If the remaining balance of 9,000 yen is subsequently settled by the player on the same day, a new record "0005" is added (see Figure 3 (11)). At this time, "1234" is recorded in the "application ID" of this record "0005," as before, and "settlement," indicating that the added electronic money is the settlement of prepaid value, is recorded in the "addition type" as an attribute of the electronic money. Furthermore, "9,000" is recorded in "addition amount" indicating that the amount of electronic money added by settlement is 9,000 yen, "9,000" is recorded in "current balance" indicating that the balance of electronic money managed as record "0005" at that time is 9,000 yen, and "2024 / 12 / 26" is recorded in "addition date" indicating the date on which the electronic money was added.As a result, as of December 26, 2024 after the settlement of the remaining amount of prepaid value, the valuable value management means 101 will be managing record "0004" with a "current balance" of "6,000" and record "0005" with a "current balance" of "9,000".

[0041] Here, the expiration date of electronic money managed by the valuable management means 101 is managed based on the validity period of each record. For example, in the valuable management system 1A, the usability determination means 105, which will be described later, determines whether the electronic money can be used by setting a predetermined period from the "addition date" recorded in a record as the validity period of the electronic money in that record. For example, the predetermined period is 180 days, which is less than the six months for electronic money issued by gaming parlors that do not require an issuance security deposit under the Fund Settlement Act. This makes it possible to properly manage the expiration date of electronic money using the valuable management system 1A, and by setting the validity period to 180 days, which is less than six months, it becomes possible to treat electronic money as electronic money that does not require an issuance security deposit.

[0042] In the valuable management means 101, for each record, a date 180 days after the date recorded in the "addition date" is recorded in the "expiration date." The date recorded in this "expiration date" is calculated based on the date recorded in the "addition date," not including the date of the "addition date," by counting from the day after the date recorded in the "addition date." This date indicates the end (last day) of a predetermined period set as the validity period. Then, each time the date is updated, the usability determination means 105 determines whether the electronic money is usable based on the date recorded in the "expiration date." Specifically, for each record, electronic money whose date recorded in the "expiration date" is after the determination date is determined to be electronic money within the validity period and usable electronic money, and electronic money whose date recorded in the "expiration date" is before the determination date (past) is determined to be electronic money outside the validity period and unusable electronic money. In addition, usable electronic money corresponds to "usable value," and in the following explanation, "usable value" is also referred to as "usable electronic money," and electronic money that is outside its validity period is also referred to as "unusable electronic money."

[0043] For example, as shown in FIG. 3(12), let us consider an example in which 10,000 yen of electronic money is deposited into wallet 100A from general-purpose payment center 40 on December 24, 2024, and the electronic money is added to value management means 101 by cashless addition means 102. In record "0004," "2025 / 6 / 22," which indicates a date 180 days after December 24, 2024, the date recorded in the "addition date," is recorded in the "expiration date." Then, on June 23, 2025, 180 days after December 24, 2024, the date "2025 / 6 / 22" recorded in the "expiration date" of record "0004" is earlier (past) than June 23, 2025, which is the determination date, and therefore, the usability determination means 105 determines that the electronic money of record "0004" is unusable. On the other hand, the electronic money of record "0005" is determined to be usable by the usability determination means 105 because the date "2025 / 6 / 24" recorded in its "expiration date" is after the determination date of June 23, 2025. As a result, as of June 23, 2025, the valuable management means 101 treats the electronic money of record "0004" as unusable electronic money and the electronic money of record "0005" as usable electronic money. In this way, the valuable management system 1A determines whether electronic money can be used.

[0044] Also, on June 23, 2025, as shown in FIG. 3(12), 10,000 yen of electronic money is deposited into wallet 100A from general-purpose payment center 40 through the execution of "TokkyoPay," an instant cashless payment. The electronic money is then added to value management means 101 by cashless addition means 102, and a new record with "Record No." "0006" is added. In this "0006" record, "1234," which is the application identification information, is recorded as the "App ID," and "TokkyoPay," which indicates the type of cashless payment, is recorded in "Addition Type" as an attribute of the electronic money. Furthermore, "10,000" is recorded in "Addition Amount," "10,000" in "Current Balance," and "2024 / 12 / 26," which indicates the date the electronic money was added, is recorded in "Addition Date." In this case, on June 23, 2025, when 10,000 yen of electronic money is added by executing "TokkyoPay," the electronic money of record "0004" is excluded as it is unusable electronic money, and the total "current balance" of the usable electronic money of record "0005" and the electronic money of record "0006" becomes 19,000 yen, which is the sum of the "current balance" of the usable electronic money. The total amount of the "current balance" of this usable electronic money corresponds to the "usable amount."

[0045] Then, on the same day (June 23, 2025), if the player specifies 10,000 yen as the specified amount and charges the IC card 4 from 19,000 yen, which is the sum of the "current balance" of the electronic money managed as records "0005" and "0006," the "current balance" of record "0005" will be subtracted to "0," and the "current balance" of record "0006" will be subtracted to "9,000" (see Figure 3 (13)). In this way, electronic money is managed in the valuable value management means 101.

[0046] In the valuable management system 1A, the valuable management means 101 is configured as a database that records and manages electronic money, but the valuable management means 101 is not limited to a record-format database and may, for example, record electronic money as tabular data such as used in spreadsheet software, or may create a new file for each deposit of electronic money and manage the electronic money as a database by compiling multiple created files, or any format may be used as long as it can manage information about electronic money as a database. Furthermore, the electronic money managed by the valuable management means 101 of the valuable management system 1A can be charged to an IC card 4 for use in games, and can also be used to pay for other goods and services.

[0047] As described above, in the valuable management system 1A according to the first embodiment of the present invention, the valuable management means 101 functions to manage each player's usable valuable in a wallet account, and also monitors the status of deposits and withdrawals to the wallet account and the usage of the IC card 4, which serves as a recording medium, over time. When a specific behavior by a player (a behavior specifically defined as likely to occur when a player is engaging in deviant behavior) is detected, the presence or absence of deviant behavior is determined based on the type of specific behavior and the number of times it is detected. If deviant behavior is detected, some kind of restriction is imposed on the player's account to prevent the player from engaging in further deviant behavior. Details will be described later.

[0048] The mobile terminal 10 is a mobile information terminal such as a smartphone or tablet terminal carried by a player. The mobile terminal 10 is capable of communicating with the management function unit 100A (specifically, the cashless center 20) and the general-purpose payment center 40, and is capable of performing various types of cashless payments by, for example, reading code information from optically readable codes such as two-dimensional codes and barcodes using a camera provided in the mobile terminal 10, using various information such as credit card information registered in an IC chip, inputting authentication information from a touch panel display capable of displaying and inputting various information, or using an authentication device capable of authentication using biometric information registered in an IC chip.

[0049] Cashless payments performed using the mobile terminal 10 include all types of cashless payments that can be used with a mobile terminal 10, such as a standard smartphone. For example, different types of cashless payments include card payments, which allow payment using information about a credit card or debit card registered on the mobile terminal 10; code payments, which allow payment by reading a code using the mobile terminal 10 or a code displayed on the screen of the mobile terminal 10; and contactless payments, which allow payment by holding an IC chip built into the mobile terminal 10 over a payment terminal. Different types of cashless payments also include deferred payment, which allows payment by paying a lump sum over a certain period of time at a later date, as with a credit card; immediate payment, which allows payment by immediately debiting the payment amount from an account, as with a debit card; and prepayment, which allows payment using electronic money deposited in advance. The above-mentioned payment means and methods, as well as combinations thereof, all qualify as "types of cashless payments."

[0050] The prepaid settlement center 30 is a server or management device installed in a business that manages the prepaid value used in games as sales at the gaming facility from a third-party perspective, based on information about the prepaid value transmitted from the management device 9. The prepaid settlement center 30 receives information about the prepaid value from the management device 9 installed in each gaming facility, and manages the sales of each gaming facility in an integrated manner.

[0051] The general-purpose payment center 40 is a server or management device provided at a business such as a credit card company, bank, code payment company, or electronic money provider that executes cashless payment using the mobile terminal 10 and makes payments according to the payment details. Specifically, the general-purpose payment center 40 uses authentication such as a PIN number or biometric information registered on the mobile terminal 10 to make general payments according to the payment details, and can also transfer electronic money equivalent to a specified amount to a specified account, as in depositing money using cashless payment.

[0052] Next, a description will be given of the functional configuration of each of the components such as the gaming machine 2, the unit 3, the management function section 100A, etc. Fig. 2 is a configuration block diagram showing a schematic configuration of the valuable management system 1A.

[0053] As shown in Fig. 2, the gaming machine 2 includes a control unit 2a that controls the progress of the game and a unit communication unit 2b that communicates with the unit 3. Each gaming machine 2 is connected to a corresponding unit 3, and various types of game information that occur or change as the game progresses are output from the gaming machine 2 to the unit 3, and information regarding gaming media loaned from the gaming parlor to be used in games using the gaming machine 2 is output from the unit 3 to the gaming machine 2 as loan information. The control unit 2a is composed of a microcomputer that includes a CPU (Central Processing Unit) that performs various processes according to a program, a ROM (Read Only Memory) that is a storage device that records electronic data such as programs for operating the CPU and can read the recorded electronic data, and a RAM (Random Access Memory) that is a storage device that can both read and write electronic data.

[0054] The unit 3 includes a control unit 3a that accepts, for example, banknotes and electronic money, converts them into prepaid value, associates the prepaid value converted from banknotes or electronic money with the IC card 4, and controls processes related to the lending of gaming media, a gaming machine communication unit 3b that communicates with the gaming machines 2, a management function unit communication unit 3c that communicates with the management function unit 100A (specifically, the relay device 8), and a management device communication unit 3d that communicates with the management device 9. Furthermore, when the prepaid value associated with the IC card 4 by the unit 3 is converted into gaming media, it is notified to the management device 9 and the prepaid settlement center 30 as sales, and is managed by the management device 9 and the prepaid settlement center 30. The unit 3 also has a function of transmitting information about the payout operation and information about the counting operation (hereinafter, the information about the payout operation and the information about the counting operation may be collectively referred to as "recording medium usage information") to the management function unit 100A based on the use of the IC card 4 (a payout operation that subtracts the prepaid value associated with the IC card 4 and pays out gaming media to be used in games on the gaming machine, and a counting operation that performs processing to manage the counted gaming media as acquired gaming media). Note that the control unit 3a is configured by a microcomputer equipped with a CPU, ROM, RAM, etc., similar to the control unit 2a of the gaming machine 2. In addition, information about the electronic money converted into prepaid value and the prepaid value used in games is output as payment information between the unit 3 and the management function unit 100A, for example.

[0055] The card issuing machine 5 includes a control unit 5a that accepts, for example, banknotes and electronic money and controls processes related to converting them into prepaid value and associating the prepaid value with the IC card 4, a management function unit communication unit 5b that communicates with the management function unit 100A (specifically, the relay device 8), and a management device communication unit 5c that communicates with the management device 9. Similar to the control unit 2a of the gaming machine 2, the control unit 5a is configured by a microcomputer equipped with a CPU, ROM, RAM, etc. The card issuing machine 5 outputs payment information related to, for example, banknotes or electronic money inserted into the card issuing machine 5 to the management function unit 100A, and the card issuing machine 5 outputs payment information related to, for example, the prepaid value associated with the IC card 4 to the management device 9.

[0056] The gaming device (specifically, each of the unit 3 and the card issuing machine 5) is provided with a touch panel display 11, which is a display means and input means capable of displaying and inputting various information, and physical operation buttons, etc., which serve as input means. Therefore, the gaming device can display various information to the player, and can also input various information based on the player's operation of the touch panel display 11 and operation buttons. The gaming device is also provided with a recording medium processing device such as a card reader / writer capable of reading and writing various information to the IC card 4, and a currency validator that identifies the authenticity and type of inserted banknotes, but these are not shown or described here.

[0057] The settlement machine 6 is capable of accepting an IC card 4 and settling the remaining amount of prepaid value associated with the IC card 4. The settlement machine 6 is equipped with, for example, a control unit 6a that controls overall processing related to the acceptance of the IC card 4 and the settlement of the remaining amount of prepaid value associated with the IC card 4, and a management function unit communication unit 6b that communicates with the management function unit 100A (specifically, the relay device 8). The control unit 6a is configured by a microcomputer equipped with a CPU, ROM, RAM, etc., similar to the control unit 2a of the gaming machine 2. Furthermore, the settlement machine 6 outputs, for example, settlement information related to the settlement of the remaining amount of prepaid value to the management function unit 100A, and the management function unit 100A outputs, for example, information related to whether or not the settlement of the remaining amount of prepaid value can be executed to the settlement machine 6. The settlement machine 6 is also equipped with a recording medium processing device (not shown) such as a card reader / writer that can read and write various information to the IC card 4, and a touch panel display that is a display and input means that can display and input various information, but these are not shown or described here.

[0058] The management function unit 100A (relay device 8 and cashless center 20) includes, for example, a control unit 111 that controls the processing of each means provided in the management function unit 100A, such as the valuable management means 101, a center communication unit 112 that communicates with the general-purpose payment center 40, a unit communication unit 113 that communicates with the unit 3, a mobile terminal communication unit 114 that communicates with the mobile terminal 10, a card issuer communication unit 115 that communicates with the card issuer 5, a settlement machine communication unit 116 that communicates with the settlement machine 6, valuable addition / deletion information management means 117, specific behavior detection means 118, deviation behavior determination means 119, deterrent process determination means 120A, pair management means 121, and recording medium usage information acquisition means 122. The management function unit 100D, which will be described later, further includes a balance upper limit setting means 123. The control unit 111 is configured by a microcomputer equipped with a CPU, ROM, RAM, etc., provided in the relay device 8 and the cashless center 20. This management function unit 100A has the function of properly managing the balance of valuables that can be used by the player, as well as the function of accurately detecting deviations and the function of effectively preventing deviations. These will be described in detail later.

[0059] The management device 9 includes a control unit 9a that performs overall management of each gaming machine 2, each unit 3, and the card issuing machine 5, a unit communication unit 9b that communicates with the unit 3, and a card issuing machine communication unit 9c that communicates with the card issuing machine 5. The control unit 9a is configured with a microcomputer including a CPU, ROM, RAM, etc. The management device 9 outputs, for example, setting information for controlling the gaming machines 2 and the unit 3 to the unit 3, and the unit 3 outputs, for example, settlement information regarding the prepaid value consumed in games on the gaming machine 2 to the management device 9. Furthermore, the management device 9 outputs, for example, setting information for controlling the card issuing machine 5 to the card issuing machine 5, and the card issuing machine 5 outputs, for example, settlement information regarding the prepaid value of the issued IC card 4 to the management device 9.

[0060] The general-purpose payment center 40 comprises a control unit 40a that mainly performs processing related to the execution of cashless payment, an information management unit 40b that manages authentication information required for the execution of cashless payment and cashless payment history, and a management function unit communication unit 40c that communicates with the management function unit 100A. Payment information output between the general-purpose payment center 40 and the management function unit 100A includes, for example, a deposit request requesting the execution of cashless payment and deposit information for electronic money to be deposited in response to the deposit request. The prepaid payment center 30 also has a similar configuration to the general-purpose payment center 40 with regard to the purchase of prepaid value, but a description thereof will be omitted.

[0061] Next, various functions provided in the management function unit 100A of the valuable management system 1A according to the first embodiment for appropriately managing the valuable for each player will be described in detail.

[0062] The management function unit 100A includes a cashless addition means 102 that adds electronic money deposited from the general-purpose settlement center 40 to the value management means 101, a charge execution means 103 that associates the electronic money with the IC card 4 using the unit 3, a settlement addition means 104 that settles electronic money equivalent to the remaining amount of prepaid value associated with the IC card 4, a usability determination means 105 that determines whether the electronic money managed by the value management means 101 can be used, and a settlement execution instruction means 106 that instructs the settlement machine 6 to execute settlement.

[0063] The cashless adding means 102 makes a deposit request to the general-purpose payment center 40 that executes cashless payment based on operation of the touch panel display 11 or physical operation buttons provided on the unit 3, and adds the electronic money deposited from the general-purpose payment center 40 to the valuable management means 101. Specifically, as shown in FIG. 4, when a player launches an application installed on the mobile terminal 10 and performs a deposit operation, a deposit execution request including a requested deposit amount specified by the player is transmitted from the mobile terminal 10 to the cashless adding means 102 of the management function unit 100A. Upon receiving the deposit execution request, the cashless adding means 102 checks whether the specified requested deposit amount is equal to or less than a preset depositable amount, and if the requested deposit amount is equal to or less than the depositable amount, transmits a deposit request including the specified requested deposit amount to the general-purpose payment center 40. Here, if the requested deposit amount exceeds the depositable amount, the cashless adding means 102 transmits an error message to the mobile terminal 10.

[0064] The maximum deposit amount can be set arbitrarily by the balance limit setting means 123 (described later). Specifically, the balance limit setting means 123 accepts a deposit limit set by a player for his / her wallet account or a deposit limit set by the operator of the valuable management system 1A for all or individual wallet accounts of system users, and sets the maximum deposit amount as the maximum deposit amount. The maximum deposit amount may be set by the player for each type of cashless payment, or may be set by the operator of the valuable management system 1A for each type of cashless payment. For example, if the maximum deposit amount for cashless payments using "TokkyoPay" is set at 200,000 yen per month, that maximum deposit amount is set as the maximum deposit amount for that month. In this case, if 180,000 yen has already been deposited using "TokkyoPay" in that month, the remaining 20,000 yen will be the maximum deposit amount. For example, if the upper limit for deposits when a "credit card" is used for cashless payment is set at 100,000 yen per month, that upper limit is set as the depositable amount for that month. In this case, if 70,000 yen has already been deposited using a "credit card" in that month, the remaining 30,000 yen becomes the depositable amount. Furthermore, if a deposit upper limit is not set by the player or the operator, the valuable management system 1A may be configured to set a predetermined upper limit as the depositable amount. In this case, for example, if the upper limit for deposits per player is set at 990,000 yen per month, the upper limit for deposits per app ID for identifying the player is set at 990,000 yen per month, and this upper limit is set as the depositable amount. Note that, although the valuable management system 1A has been illustrated as being configured as a cashless adding means 102 that confirms the depositable amount, the cashless adding means 102 may be configured without the function of confirming the depositable amount.

[0065] Next, the general-purpose payment center 40, which has received the deposit request, executes cashless payment using the mobile terminal 10, and deposits electronic money equivalent to the deposit request amount as a deposit response from the general-purpose payment center 40 to the management function unit 100A. At this time, the electronic money deposited into the wallet 100A is added to the value management unit 101 by the cashless addition means 102. The value management unit 101 adds the electronic money added by the cashless addition means 102 as a new record, and links the added amount and the addition date of the electronic money to each other and records them together with other information as various information linked to the electronic money. The cashless addition means 102 also recalculates the depositable amount up to the cashless payment deposit limit (the deposit limit set for the type of cashless payment used for the deposit) to prepare for the next deposit execution request. The cashless addition means 102 also collects a predetermined deposit fee from the player when the cashless payment is executed. Methods for collecting the deposit fee include subtracting it from the balance in the value management means 101, collecting the difference resulting from setting the payment amount by the general-purpose payment center 40 to 1.0 and the conversion rate to electronic money managed by the value management means 101A to less than 1.0, and collecting the fee on top of the service usage fee that the general-purpose payment center 40 imposes on the user. Then, the cashless adding means 102 that added the electronic money notifies the mobile terminal 10 that the electronic money deposit has been completed as a deposit response, and the mobile terminal 10 that receives this notification displays the deposit result on its screen. As a result, the electronic money added to the value management means 101 is recorded and managed as record "0001" as shown in FIG. 3(1).

[0066] The charge execution means 103 can withdraw and subtract electronic money from the valuable value management means 101 based on a "charge execution request" requesting that electronic money managed by the valuable value management means 101 be converted (charged) into prepaid value associated with the IC card 4, and can cause the electronic money to be charged by the gaming device (unit 3 or card issuing machine 5). Specifically, as shown in FIG. 5, when a player operates the touch panel display 11 or operation buttons on the gaming device to perform a "charge request operation," a code information request is sent from the gaming device to the charge execution means 103 of the management function unit 100A to identify the gaming device operated by the player. This code information request includes, for example, a company ID, which is identification information for each business operator that identifies a business operator that manages the prepaid value associated with the IC card 4 as a third party, a gaming facility ID, which is identification information for each gaming facility that identifies the gaming facility where the gaming device operated by the player is installed, and a gaming device ID, which is identification information for each gaming device that identifies the gaming device.

[0067] Upon receiving the code information request, the charge execution means 103 of the management function unit 100A responds with code information to the gaming device. The code information is information for displaying a code (e.g., a two-dimensional code or a barcode) that can be optically read by a camera provided on the mobile terminal 10 on the touch panel display 11 of the gaming device. Specifically, the code information outputs a code string that includes identification information for each charge, such as a deposit ID generated by the charge execution means 103 each time a code information request is received, an action URL for causing the mobile terminal 10 that reads the code displayed on the gaming device to perform a predetermined action, and information received from the gaming device as the code information request (company ID, gaming parlor ID, and gaming device ID). The gaming device that receives this code information displays a code that includes at least the deposit ID, action URL, company ID, gaming parlor ID, and gaming device ID.

[0068] Next, when the mobile terminal 10 reads the code displayed on the gaming device, the mobile terminal 10 accesses the management function unit 100A based on the read operation URL and communicates with the charge execution means 103. At this time, information such as a deposit ID and the app ID of an application installed on the mobile terminal 10 is sent from the mobile terminal 10 to the charge execution means 103 as a pre-charge information request. Upon receiving the pre-charge information request, the charge execution means 103 identifies the company ID, gaming facility ID, code generation date and time, etc. based on the deposit ID included in the pre-charge information request, and confirms the validity of the code. Here, the validity of the code is confirmed by verifying the identified company ID and gaming facility ID and checking whether a predetermined period of time has passed since the code was generated. If the validity of the code cannot be confirmed, the charge execution means 103 sends an error message to the mobile terminal 10, although this is not shown in the figure. On the other hand, if the validity of the code is confirmed, the charge execution means 103 identifies the gaming facility from the gaming facility ID and also identifies a predetermined fee (for example, a fee set in multiple stages depending on the charge amount may be applied, a fee related to charge for each facility may be applied, or a flat fee may be applied regardless of the facility or charge amount). Note that the fee may be included as part of the chargeable amount, or may be collected from the player separately from the chargeable amount. Furthermore, the charge execution means 103 identifies a memory area of ​​the valuable management means 101 linked to the app ID from the app ID, in other words, a wallet account for each player.

[0069] In the identified valuable management means 101, the usability determination means 105 determines whether the electronic money can be used and identifies the available electronic money. The charge execution means 103 then calculates the total amount of electronic money available for charge, in other words, the total amount of the available electronic money's "current balance," based on the "current balance" of the identified available electronic money. The calculated total amount of the "current balance" is then specified as the available charge amount. The available charge amount, like the total amount of the "current balance" of the available electronic money, corresponds to the "available amount." The charge execution means 103 then transmits the specified available charge amount to the mobile terminal 10 as a pre-charge information response. Based on the received available charge amount, the mobile terminal 10 then displays a charge amount selection screen on which the player can specify a desired amount within the available charge amount (specified amount) as the charge amount. This charge amount selection screen allows the player to select a desired charge amount from multiple options, such as 1,000 yen, 3,000 yen, 5,000 yen, or 10,000 yen, but the player may also be configured to specify any amount as the charge amount. Then, when the player specifies the desired charge amount and performs a charge execution operation, a charge execution request is sent from the mobile terminal 10 to the charge execution means 103. This charge execution request includes at least the company ID, gaming facility ID, gaming device ID, the specified charge amount (specified amount), application ID, etc.

[0070] Upon receiving the charge execution request, the charge execution means 103 notifies the mobile terminal 10 of the completion of the charge execution by sending a charge execution response via a communication means such as email or a pop-up function in an application installed on the mobile terminal 10. The charge execution means 103 also identifies the gaming device operated by the player using the company ID, gaming facility ID, and gaming device ID, and deducts and subtracts electronic money equivalent to the specified charge amount from the valuable value management means 101. The gaming device then transmits a charge execution instruction to the identified gaming device to convert (charge) the deducted and subtracted electronic money into prepaid value associated with the IC card 4 by the gaming device. The gaming device that received the charge execution instruction associates prepaid value equivalent to the electronic money deducted by the charge execution means 103 with the IC card 4 based on the received charge amount. The gaming device then transmits the card ID of the IC card 4 associated with the prepaid value to the management function unit 100A as a charge result, thereby completing the charging of the prepaid value to the IC card 4. At this time, if the gaming device is unit 3, the prepaid value can be used to play on gaming machine 2, and if the gaming device is card issuing machine 5, an IC card 4 is issued (discharged), and the player can then have unit 3 accept the IC card 4, allowing the player to play on gaming machine 2.

[0071] Meanwhile, in the management function unit 100A that has received the charge result, first, the valuable management means 101 updates the "current balance" of the record in which the withdrawn usable electronic money is recorded. Furthermore, based on the card ID of the IC card 4 received as the charge result, the pair management means 121 of the management function unit 100A links the card ID with an application ID, and records and manages the linking information. That is, as the charge execution means 103 associates valuable with the IC card 4, which is a recording medium, the pair management means 121 links and manages account information managed by the valuable management means 101, from which the valuable is subtracted (for example, an application ID that can uniquely identify the player's account), and the card ID of the IC card 4, to which the valuable is added. From then on, if the card ID of the IC card 4 used by the player in the unit 3 or ejected from the card issuing machine 5 and held by the player can be identified, the app ID linked to that card ID can be identified, and the player's personal information and membership information linked to that app ID can be identified. Therefore, the card ID can be used to identify the player who uses or holds the IC card 4, and the recording medium usage information (IC card 4 usage status) acquired by the recording medium usage information acquisition means 122 can be linked to the individual player (app ID) and continuously monitored. Furthermore, the app ID serves as key information for the account linked to the individual player. An account refers to the rights granted to a player who uses the cashless app installed on the mobile terminal 10 and the authority within which those rights can be exercised. By linking an account to a wallet account, app ID, and the player's personal information (e.g., name, date of birth, address, facial image, phone number, etc.), the player can be uniquely identified. In addition, the account authority includes the ability to deposit money into a wallet account using each player's cashless app, charge the IC card 4, and settle the remaining value on the IC card 4 back into the wallet account.Furthermore, if suspicious behavior is observed in the usage of a wallet account, specifically if it is determined that a deviation has occurred, it is possible to identify the account from the player's app ID and restrict the authority of that account (so-called account restriction).

[0072] The settlement adding means 104 adds electronic money equivalent to the remaining amount of prepaid value to the valuable value management means 101 to settle the remaining amount, based on a settlement execution request requesting settlement of the remaining amount of prepaid value associated with the IC card 4. Specifically, as shown in FIG. 6 , when settling the remaining amount of prepaid value associated with the IC card 4, the player first ejects the IC card 4 from the gaming device (unit 3 or card issuing machine 5) based on the player's operation of a card return button or the like. Then, the player inserts the IC card 4 ejected from the gaming device into a gaming device (adjustment machine 6) installed in the gaming parlor, and the adjustment machine 6 that accepted the IC card 4 sends a wallet return confirmation request to the settlement adding means 104 of the management function unit 100A. This wallet return confirmation request includes at least the card ID of the IC card 4 and the remaining amount of prepaid value associated with the IC card 4. Upon receiving the wallet return availability confirmation request, the settlement and addition means 104 checks the linking information between the card ID and the application ID managed by the management function unit 100A. Then, the player and the player's wallet account are identified from the application ID linked to the card ID. If it is confirmed that the application ID linked when adding electronic money to the valuable value management means 101 is valid by identifying the player and the player's wallet account, a message indicating that wallet return settlement is possible is sent to the settlement machine 6 as the wallet return availability confirmation result. On the other hand, if it is not confirmed that the application ID is valid, a message indicating an error is sent to the settlement machine 6 as the wallet return availability confirmation result, although this is not shown in the figure.

[0073] Next, when the settlement machine 6 receives the wallet return availability confirmation result indicating that wallet return settlement is possible, a message indicating that settlement is in progress is displayed on the screen of the settlement machine 6. The settlement machine 6 then transmits a settlement execution request to the settlement addition means 104, requesting settlement of the remaining amount of prepaid value associated with the IC card 4. This settlement execution request includes at least the settlement machine ID, gaming facility ID, card ID, and settlement amount, which are identification information for each settlement machine 6. Here, the settlement addition means 104 adds electronic money equivalent to the remaining amount of prepaid value to the wallet account corresponding to the card ID based on the received settlement execution request, and executes wallet return settlement of the remaining amount of prepaid value. Then, a new record is added in the valuable value management means 101, and electronic money equivalent to the remaining amount of prepaid value is recorded and managed in that record. Furthermore, the "addition type" of the record added at this time records "settlement" as an attribute of the electronic money, indicating that the electronic money being added is a settlement of the remaining prepaid value. In this way, when the settlement addition means 104 executes the wallet return settlement for the remaining prepaid value associated with the IC card 4, it sends a settlement execution response to the settlement machine 6 and notifies the mobile terminal 10 via a communication means such as email that the settlement has been completed. Upon receiving the settlement execution response, the settlement machine 6 displays on its screen that the settlement has been completed, and also displays on the screen of the mobile terminal 10 that the settlement has been completed, so that the player can be informed of the completion of the settlement. The settlement machine 6 then collects the IC card 4, after which the settlement of the remaining prepaid value has been completed. The above-described wallet return settlement may also be executed by the unit 3.

[0074] Each time the date is updated, the usability determination means 105 determines whether the electronic money managed by the valuable management means 101 is usable based on the date recorded in the "expiration date" of each record. Specifically, the usability determination means 105 determines that the electronic money is usable within the validity period, for example, a period of 180 days from the date recorded in the "addition date" of each record, and determines that the electronic money is usable outside the validity period. Therefore, as described above, taking June 23, 2025 shown in Figure 3 (13) as an example, the electronic money of record "0004" is determined to be unusable by the usability determination means 105 because June 22, 2025 recorded in the "expiration date" is before (in the past) June 23, 2025. On the other hand, the electronic money of record "0005" is determined to be usable by the usability determination means 105 because the "expiration date" of June 24, 2025 is after June 23, 2025. In this case, the valuable management means 101 treats the electronic money of record "0004" as unusable electronic money and the electronic money of record "0005" as usable electronic money.

[0075] Although the usability determination means 105 is configured to determine whether the electronic money can be used based on the date recorded in the "expiration date" each time the date is updated, it may also be configured to receive a notification from the mobile terminal 10 when the player launches an application installed on the mobile terminal 10, and determine whether the electronic money can be used each time the notification is received. The timing of the usability determination is arbitrary. Furthermore, the determination of whether the electronic money can be used by the usability determination means 105 is not limited to the determination based on the validity period as described above. For example, it may be determined based on whether the number of days elapsed since the date recorded in the "addition date" is within a predetermined number of days. Furthermore, the predetermined validity period is not limited to 180 days, and may be set in calendar months, such as three or five months, or may be set in yearly units, such as one or two years. Furthermore, the management of dates in the usability determining means 105 and the valuable managing means 101 may be realized by using a schedule management function provided in advance in the relay device 8, the cashless center 20, etc., or may be realized by providing an original schedule management function in the valuable managing system 1A. Furthermore, by using these schedule management functions, the date recorded in the "expiration date" may be automatically calculated and recorded based on the date recorded in the "addition date".

[0076] When a type of cashless payment is linked to the prepaid value associated with the IC card 4, the settlement execution instruction means 106 determines whether or not settlement can be executed by paying out the remaining amount of the prepaid value in cash, depending on the type of cashless payment linked to the prepaid value associated with the IC card 4, and then, depending on the result of the determination, instructs the settlement machine 6, which is capable of settling by paying out the remaining amount of the prepaid value in cash, to execute settlement by paying out the remaining amount of the prepaid value in cash. Specifically, as will be described later, when a type of cashless payment is linked to the prepaid value associated with the IC card 4, the settlement execution instruction means 106 determines whether or not settlement can be executed by paying out the remaining amount of the prepaid value in cash, depending on the type of cashless payment. For example, if the type of cashless payment linked to the prepaid value associated with IC card 4 is "TokkyoPay," which is an immediate cashless payment, it is determined that the remaining balance of the prepaid value can be settled by a cash payout, whereas if the type of cashless payment linked to the prepaid value associated with IC card 4 is "credit card," which is a deferred cashless payment, it is determined that the settlement by a cash payout of the prepaid value is not possible. As a result, for example, if electronic money that has been deposited into wallet 100A and managed by valuable value management means 101 is withdrawn by executing a deferred cashless payment, such as a payment using a credit card, and the electronic money is charged (converted into prepaid value associated with IC card 4), it is determined that the settlement by a cash payout of the remaining balance of the prepaid value cannot be made possible, thereby preventing the settlement amount of the credit card from being converted into cash.

[0077] As described above, the valuable management means 101 of the management function unit 100A can manage the wallet account balance for each player for each type of cashless payment based on the application ID. In addition, the management function unit 100A is equipped with valuable addition / subtraction information management means 117, which can manage the history of addition and subtraction of valuable by the gaming devices (unit 3, card issuing machine 5, and settlement machine 6). That is, the valuable addition / subtraction information management means 117 acquires valuable addition / subtraction information including at least one type of information among information regarding addition of valuable to the valuable management means 101 by the cashless addition means 102, information regarding addition of valuable to the valuable management means 101 by the settlement addition means 104, and information regarding subtraction of valuable from the valuable management means 101 by the charge execution means 103, and manages the information for each player (e.g., for each card ID of the IC card 4). The valuable addition / subtraction information management means 117 acquires the type of cashless payment executed by the general-purpose payment center 40 (the "addition type" in the record described above) as information regarding the addition of valuable to each player's wallet account in the valuable management means 101 by each player's cashless addition means 102, and may also manage information that the type of cashless payment is a specific type (for example, addition type "credit card") for the addition to each player's wallet account in the valuable management means 101. Credit cards are particularly problematic if misused, so it is important to be vigilant against cashless payments using credit cards.

[0078] Furthermore, the management function unit 100A in the valuable management system 1A of this embodiment includes the pair management means 121 and the recording medium usage information acquisition means 122, and thereby can manage a payout operation of using the IC card 4 to pay out game media usable in the gaming machine 2 and a counting operation of counting the game media in the gaming machine 2 and recording them on the IC card 4, in association with the application ID. As described above, the pair management means 121 manages the wallet account from which the valuable is subtracted and the IC card 4 to which the valuable is added, in association with each other, as the charge execution means 103 associates the valuable with the IC card 4. The recording medium usage information acquisition means 122 acquires information about the payout operation or information about the counting operation (recording medium usage information) based on the performance of a payout operation of subtracting the valuable associated with the IC card 4 managed by the pair management means 121 and paying out game media to be used in a game on the gaming machine 2, or a counting operation of managing the counted game media as acquired game media. The acquired recording medium usage information may be managed by the recording medium usage information acquisition means 122 itself (for example, by recording individual gaming medium usage information in a record) so that the specific behavior detection means 118 can refer to it, or it may be left to an external management database (not shown) so that the specific behavior detection means 118 can refer to the recording medium usage information.

[0079] Here, the process of acquiring recording medium usage information related to the payout operation performed by the gaming device (unit 3) will be explained based on the flow diagram shown in Figure 7. When a player performs a gaming medium lending request operation in unit 3, the unit 3 performs a payout operation of gaming media within the range of the value associated with the IC card 4 being handled by unit 3. The payout operation of gaming media is performed by a gaming medium addition instruction from unit 3 to the gaming machine 2, and the gaming machine 2 executes the payout operation of gaming media (payout of tangible gaming media or granting of gaming points, which are intangible gaming media). In addition, unit 3 notifies the management function unit 100A of the payout gaming medium information in conjunction with the payout operation of gaming media. If the notification source of this dispensed game media information is a unit 3 that is handling an IC card 4 with a card ID that is under the management of the pair management means 121, the recording medium usage information acquisition means 122 acquires it as recording medium usage information and adds, for example, a record linked to the card ID (including at least the time the game media were dispensed and the number of game media dispensed). This allows the management function unit 100A to manage information related to the dispensing operation performed using an IC card 4 that can identify the owning player.

[0080] Next, the process of acquiring recording medium usage information related to the counting operation performed by the gaming device (unit 3) will be explained based on the flow diagram shown in Figure 8. When a player performs a gaming media counting request operation in the gaming machine 2, the gaming machine 2 issues a gaming media increment instruction to the unit 3. For example, if the gaming machine 2 manages gaming media as electronic data, the number of gaming media available for the player to play is handled as electronic data, so the remaining number of gaming media can be sent to the unit 3 along with a gaming media increment instruction. If the gaming machine 2 handles physical gaming media, the number of gaming media to be added can be counted by inserting gaming media stored in a ball storage tray or the like of the gaming machine 2 into a counting section provided in the unit 3. Once the number of gaming media to be added is determined in this way, the unit 3 associates the number of gaming media with the IC card 4 being handled. If there are already game media associated with the IC card 4, i.e., if there is a remaining number of game media associated with the IC card 4, the newly counted number of game media is added to this remaining number of game media to update the remaining number of game media. In conjunction with performing the game media counting operation, the unit 3 notifies the management function unit 100A of the counted game media information. If the source of this counted game media information is a unit 3 handling an IC card 4 with a card ID that is subject to management by the pair management means 121, the recording medium usage information acquisition means 122 acquires it as recording medium usage information and adds, for example, a record linked to the card ID (including at least the game media counting time and the number of game media counted). This allows the management function unit 100A to manage information related to counting operations performed using an IC card 4 that can identify the player who owns it. In addition, when the gaming device (accounting machine 6) performs the gaming media counting operation, the number of gaming media counted can be similarly associated with the IC card 4 being handled by the accounting machine 6, and the counted gaming media information can be sent to the management function unit 100A, thereby making it possible to manage recording medium usage information.

[0081] Next, the deviant behavior response process performed by the management function unit 100A will be described with reference to the flowchart in Figure 9. This "deviant behavior response process" is a series of processes that determine whether or not a deviant behavior, which is a behavior performed by a player with respect to a valuable owned by the player, is a deviant behavior that is likely to deviate from the range of what can be considered appropriate behavior. If such a deviant behavior is determined to exist, a deterrent process is determined to deter such deviant behavior. The determined deterrent process is executed to prevent further deviant behavior. The "deviant behavior response process" also includes a process for detecting specific behaviors (described in detail below) necessary for determining whether or not a deviant behavior exists, such as acquiring information about deposits to or expenditures from each player's wallet (information used to update records or create new records) or information about the use of the IC card 4 (information about dispensing operations, information about counting operations), and a process for identifying the player associated with the acquired information.

[0082] The process for dealing with deviant behavior is triggered by the acquisition of information regarding deposits to or expenditures from each player's wallet, or information regarding the use of the IC card 4 (step S1). The information regarding deposits to or expenditures from each player's wallet is, for example, information acquired by the valuable addition / subtraction information management means 117 (information regarding the addition of valuable to the valuable management means 101 by the cashless addition means 102, information regarding the addition of valuable to the valuable management means 101 by the settlement / addition means 104, and information regarding the subtraction of valuable from the valuable management means 101 by the charge execution means 103). The information regarding the use of the IC card 4 is, for example, information acquired by the recording medium use information acquisition means 122 (information regarding the payout operation, information regarding the counting operation). Since these pieces of information indicate that the player has performed some kind of valuable-related behavior, the process for dealing with the deviant behavior is performed at the time the player performs the valuable-related behavior, thereby quickly addressing the deviant behavior. If information regarding the use of the IC card 4 is not required, the process for dealing with deviations may be started only when information regarding deposits into the wallet or expenditures from the wallet is acquired.

[0083] The information acquired in step S1 above is registered in a database (for example, the valuable management area of ​​the valuable management means 101) (step S2), and the player associated with the acquired information is identified based on the application ID or card ID (step S3). The player associated with the acquired information may be identified by the valuable management means 101, or by the valuable addition / deletion information management means 117 or the recording medium usage information acquisition means 122. However, if the pair management means 121 does not manage the association between the wallet account and the IC card 4, the prepaid value of the IC card 4 is considered to have been charged with cash, and is not subject to cashless management by the management function unit 100A, so the recording medium usage information of the cash-charged IC card 4 is excluded.

[0084] After identifying an individual player (application ID or card ID) in step S3, the specific behavior detection means 118 retrieves all valuable addition / deletion information and recording medium usage information (records with application IDs or card IDs) associated with the identified player (step S4) and detects a predetermined specific behavior (step S5). Note that the records retrieved by the specific behavior detection means 118 are used to analyze the player's history of using valuables and the history of using the IC card 4 to detect specific behaviors, and therefore also include non-target records that are not referenced when a charge is performed. Note that if a detection target period (e.g., within a few minutes, within a few hours, one day, several days, weeks, or several months) for detecting specific behaviors is predetermined, only records within the detection target period may be extracted to reduce the processing load on the management function unit 100A.

[0085] In step S5, the specific behavior detection means 118 detects specific behavior related to cashless use for each player based on the valuable addition / deletion information managed by the valuable addition / deletion information management means 117. A specific behavior is a player's behavior that can be identified as a single action related to cashless use for each player, or a combination of multiple actions, and is a general behavior that serves as an indicator for determining whether or not there is a deviant behavior (a behavior that is highly likely to deviate from the range of appropriate behavior regarding valuable-related actions, which are actions related to a player's valuables that originate from all or part of a player's deposit execution request, charge execution request, and settlement execution request). Furthermore, detecting a specific behavior means determining that a behavior matching a predetermined specific behavior exists in the player's behavior history. Examples of specific behaviors that can be set in advance include the following:

[0086] The first specific behavior is a behavior in which the number of times that value is added to a wallet account through cashless payment is greater than or equal to a predetermined number within a first predetermined period (a predetermined period from the time when value is added to a wallet account through a certain cashless payment).The first specific behavior is a behavior that uses the number of times that value is added to a wallet account through cashless payment within a certain period as an indicator, for example, a behavior that is useful in determining whether or not there is a first deviation behavior or a third deviation behavior.

[0087] The second specified behavior is a behavior in which the cumulative amount of valuable deposited into a wallet account by cashless payment within a second specified period (a specified period from the time when valuable is added to a wallet account by a certain cashless payment) is equal to or exceeds a specified amount. The second specified behavior is a behavior that uses the cumulative amount of valuable deposited into a wallet account by cashless payment within a certain period as an indicator, for example, a behavior that is useful in determining whether or not there is a first deviation behavior or a third deviation behavior. Note that the second specified period may be the same period as the first specified period for the first specified behavior.

[0088] The third specific behavior is a behavior in which the number of times valuable value is subtracted from a wallet account by purchasing prepaid value is equal to or greater than a predetermined number within a third predetermined period (a predetermined period from the time valuable value is subtracted from a wallet account by purchasing a certain prepaid value). The third specific behavior is a behavior based on an index, which is the number of times valuable value is subtracted from a wallet account within a certain period, i.e., the number of times IC card 4 is charged, and is useful in determining whether or not there is any of the first to third deviations.

[0089] The fourth specific behavior is a behavior in which the cumulative amount of valuable value subtracted from a wallet account through the purchase of prepaid value within a fourth predetermined period (a predetermined period from the time when valuable value is subtracted from a wallet account through the purchase of a certain prepaid value) is equal to or exceeds a predetermined amount. The fourth specific behavior is a behavior that uses as its index the cumulative amount of valuable value subtracted from a wallet account during a certain period, i.e., the cumulative amount of prepaid value charged to IC card 4, and is useful in determining whether or not there is any of the first to third deviations. Note that the fourth predetermined period may be the same period as the third predetermined period for the third specific behavior.

[0090] The fifth specific behavior is a behavior in which the number of times the period required from adding value to a wallet account by cashless payment to subtracting value from the wallet account by purchasing prepaid value falls below a fifth predetermined period (e.g., 5 minutes) is a predetermined number of times or more within a sixth predetermined period (a predetermined period from adding value to a wallet account by a certain cashless payment, which is set longer than the fifth predetermined period). The fifth specific behavior is a behavior that uses as an indicator the frequency of a set of actions of depositing money into a wallet account and charging IC card 4 within a certain period, for example, a behavior that is useful in determining whether or not the first deviation behavior has occurred. Note that the sixth predetermined period is a period different from the first predetermined period for the first specific behavior and the second predetermined period for the second specific behavior, and is desirably set to a period longer than these periods.

[0091] The sixth specific behavior is behavior in which the number of times that valuable value is added to a wallet account by wallet refund settlement is equal to or greater than a predetermined number within a seventh specified period (a specified period from the time when valuable value is added to a wallet account by a certain wallet refund settlement). The sixth specific behavior is behavior that uses as its indicator the number of times that valuable value is added to a wallet account by wallet refund settlement within a certain period, that is, the number of times that valuable value equivalent to the remaining prepaid value on the IC card 4 is returned to the wallet account (hereinafter, returning electronic money equivalent to the remaining prepaid value from the IC card 4 to the wallet account will also be referred to as "returning the balance from the IC card 4"), for example, behavior that is useful in determining whether or not there is a second deviation behavior.

[0092] The seventh specific behavior is a behavior in which the cumulative amount of valuable deposited into a wallet account through wallet refund settlement within an eighth specified period (a specified period from the time when valuable is added to a wallet account through a certain wallet refund settlement) is equal to or exceeds a specified amount. The seventh specific behavior is a behavior that uses as an indicator the cumulative amount of valuable deposited into a wallet account through wallet refund settlement within a certain period, i.e., the cumulative amount of balance refunded from IC card 4, for example, a behavior that is useful in determining whether or not there is a second deviation behavior. Note that the eighth specified period may be the same period as the seventh specified period for the sixth specific behavior.

[0093] The eighth specific behavior is a behavior in which the number of times the period required from adding a value to a wallet account by cashless payment to adding a value to the wallet account by wallet refund settlement exceeds a ninth specified period (e.g., one hour) is less than a specified number within a tenth specified period (a specified period from adding a value to a wallet account by a certain cashless payment). The eighth specific behavior is a behavior that uses as an indicator the frequency of a set of actions of depositing money into a wallet account and refunding the remaining balance from IC card 4 within a certain period, for example, a behavior that is useful in determining whether or not there is a third deviation behavior. Note that the tenth specified period is a period different from the first specified period for the first specific behavior, the second specified period for the second specific behavior, and the sixth specified period for the fifth specific behavior, and is desirably set to a period longer than these.

[0094] The ninth specific behavior is a behavior in which the number of times the period required from the deduction of value from a wallet account due to the purchase of prepaid value to the addition of value to the wallet account due to wallet refund settlement falls below an eleventh predetermined period (e.g., 10 minutes) is a predetermined number of times or more within a twelfth predetermined period (a predetermined period from the deduction of value from a wallet account due to the purchase of prepaid value, which is set longer than the eleventh predetermined period). The ninth specific behavior is a behavior that uses as its indicator the frequency of a set of actions of charging IC card 4 and refunding the remaining balance from IC card 4 within a certain period, for example, a behavior that is useful in determining whether or not there is a second deviation behavior. Note that the twelfth predetermined period is a period different from the third predetermined period for the third specific behavior and the fourth predetermined period for the fourth specific behavior, and is desirably set to a period longer than these periods.

[0095] The tenth specific behavior is behavior in which the period required from the addition of valuable to a wallet account by a wallet refund settlement to the subtraction of valuable from the wallet account by a prepaid value purchase is equal to or longer than a thirteenth predetermined period (e.g., 150 days). The tenth specific behavior is behavior that uses as its indicator the period required from the last wallet refund settlement to the purchase of new prepaid value, i.e., the unused period of valuable in the wallet account, in other words, the period from when the player refunds the remaining balance from IC card 4 to when the IC card 4 is charged, and is useful for determining, for example, the presence or absence of the second deviation behavior. Note that it is desirable to set the thirteenth predetermined period to a period (e.g., 180 days) that is appropriately shorter than the period during which the deposit of an issuance security becomes unnecessary for electronic money issued by gaming establishments under the Fund Settlement Act.

[0096] These first to tenth specific actions are merely examples, and other actions by a player may also be considered specific actions. Furthermore, the first to thirteenth predetermined periods used to determine a specific action may be set to an appropriate period such as minutes, hours, days, weeks, or months, in accordance with the purpose of detecting the specific action.

[0097] In step S5 described above, if the specific behavior detection means 118 does not detect the specific behavior of the player in question, the processing is temporarily terminated. On the other hand, if the specific behavior detection means 118 detects the specific behavior of the player in question, the deviant behavior determination means 119 determines whether the detected specific behavior of the player in question is a specific behavior that corresponds to a deviant behavior. That is, based on the specific behavior detected by the specific behavior detection means 118, the deviant behavior determination means 119 determines whether or not the valuable-value-related behavior, which is an action related to the player's valuable value originating from all or part of the player's deposit execution request, charge execution request, and settlement execution request, corresponds to a deviant behavior, which is an action that is likely to deviate from the range that can be considered appropriate behavior. Note that the deviant behavior determination means 119 is not limited to determining individual specific behaviors as deviant behaviors, but may also determine that a specific behavior corresponds to a deviant behavior based on a combination of multiple specific behaviors or on the fact that a predetermined specific behavior is not detected (non-detection).

[0098] In step S6, if the deviant behavior determination means 119 does not determine that a deviant behavior has occurred, the processing is temporarily terminated. On the other hand, if the deviant behavior determination means 119 determines that the player in question has committed a deviant behavior, the deterrent behavior determination means 120A determines a predetermined deterrent behavior based on the determined deviant behavior and the matching specific behavior (step S7) and executes the determined predetermined deterrent behavior (step S8). When the deviant behavior determination means 119 determines that a valuable-value-related behavior corresponds to a deviant behavior, the deterrent behavior determination means 120A-120D determine a predetermined deterrent behavior to be imposed on the player based on the specific behavior detected by the specific behavior detection means 118 and the corresponding behavior determined by the deviant behavior determination means 119, with the valuable-value-related behavior being considered a corresponding behavior. By executing the determined predetermined deterrent behavior, further deviant behavior can be deterred.

[0099] Here, an example of the process from detecting a specific behavior to determining a deviant behavior (for example, a first deviant behavior) in the above-mentioned deviant behavior suppression process will be described with reference to Figures 10 to 12. This first deviant behavior is an act such as charging prepaid value to IC card 4 with valuables deposited using cashless payment, consuming the prepaid value, and exchanging the paid-out gaming media for a special prize to cash. Here, the first deviant behavior is determined as a relevant behavior when either the third specific behavior or the fourth specific behavior (or both) is detected in addition to the fifth specific behavior.

[0100] Figure 10 shows an example of an account history when detecting a first deviation suspected to be wallet account use for cash conversion. First, "10,000" is recorded in record "0001," indicating that a player with application ID "1234" deposited 10,000 yen into a wallet account through cashless payment using a credit card (see Figure 10(1)). Immediately thereafter, 10,000 yen is subtracted from the wallet account in record "0001," and an IC card 4 associated with a prepaid value of 10,000 yen is issued from unit 3 (or card issuing machine 5), causing the balance in the wallet account to become "0" (see Figure 10(2)). Five minutes later, record "0002" records that a player with application ID "1234" deposited 10,000 yen into a wallet account through cashless payment using a credit card (see Figure 10(3)). Immediately thereafter, 10,000 yen is subtracted from the wallet account of record "0002", and the unit 3 (or card issuing machine 5) adds the prepaid value of 10,000 yen to the IC card 4 (or issues a new IC card 4), and the balance of the wallet account becomes "0" (see Figure 10(4)). Five minutes later, it is recorded in record "0003" that the player with application ID "1234" has deposited 10,000 yen into the wallet account by cashless payment using a credit card (see Figure 10(5)). Immediately thereafter, 10,000 yen is subtracted from the wallet account of record "0003", and the unit 3 (or card issuing machine 5) adds the prepaid value of 10,000 yen to the IC card 4 (or issues a new IC card 4), and the balance of the wallet account becomes "0" (see Figure 10(6)).

[0101] In this way, the player with app ID "1234" frequently adds to his wallet account through cashless payments and subtracts from his wallet account by charging prepaid value to IC card 4, and since a large amount of valuable value is consumed in a short period of time that is unlikely to have been consumed through normal play on gaming machine 2, it is suspected that he is doing so for the purpose of cashing out.

[0102] In the account history shown in FIG. 10, during the 10 minutes from the time of deduction from the wallet account due to the purchase of prepaid value (13:01) to 13:11, the wallet account was deducted three times due to the purchase of prepaid value. Therefore, if the third predetermined period, which is a predetermined period from the time of deduction from the wallet account due to a certain purchase of prepaid value, is within "10 minutes" and the predetermined number, which is the number of deductions from the wallet account due to the purchase of prepaid value, is set to "three times" or more, this corresponds to the third specific behavior. Furthermore, in the account history shown in FIG. 10, during the 10 minutes from the time of deduction from the wallet account due to the purchase of prepaid value (13:00) to 13:11, the cumulative amount deducted from the wallet account due to the purchase of prepaid value is 30,000 yen. Therefore, if the fourth predetermined period is within "10 minutes" and the predetermined amount, which is the cumulative amount deducted from the wallet account due to the purchase of prepaid value, is set to "30,000 yen" or more, this corresponds to the fourth specific behavior. Furthermore, in the account history shown in Figure 10, the number of short-term charge attempts, in which the time required from adding money to the wallet account via cashless payment to subtracting money from the wallet account via prepaid value purchase is less than one minute, is three in ten minutes. Therefore, if the fifth predetermined period is set to "one minute" or less, the number of short-term charge attempts is "three or more," and the sixth predetermined period is set to "15 minutes" or less, this corresponds to the fifth specific behavior.

[0103] Therefore, if the third predetermined period for the third specific behavior is set to "10 minutes" or less and the predetermined number of times is set to "3 times" or more, or if the fourth predetermined period for the fourth specific behavior is set to "10 minutes" or less and the predetermined amount is set to "30,000 yen" or more, either the third specific behavior or the fourth specific behavior is detected. Furthermore, if the fifth predetermined period for the fifth specific behavior is set to "1 minute" or less, the number of short-term charges is set to "3 times" or more, and the sixth predetermined period is set to "15 minutes" or less, the fifth specific behavior is detected. Therefore, the deviant behavior determination means 119 determines the first deviant behavior as a relevant behavior that corresponds to a combination of the third and fifth specific behaviors or a combination of the fourth and fifth specific behaviors. Note that, as in the account history shown in FIG. 10 , the third and fourth specific behaviors may be detected simultaneously, and therefore the deviant behavior determination means 119 may determine the first deviant behavior as a relevant behavior when all of the third, fourth, and fifth specific behaviors are detected. The variably settable predetermined period and predetermined number of times for each specific behavior may be set as common values ​​for all gaming establishments, or may be set arbitrarily by each gaming establishment. Furthermore, if the detection of the first specific behavior or the second specific behavior is further added as a basis for determining that a first deviant behavior has been committed, the first deviant behavior can be more accurately determined.

[0104] As described above, the deviant behavior determination means 119 can determine whether or not a specific behavior detected by the specific behavior detection means 118 corresponds to a relevant behavior, but if it is known how the loaded IC card 4 is being used, it can be more clearly determined whether or not the player's behavior is for the purpose of realizing cash. However, the management of the wallet account by the valuable management means 101 (record management that records deposits and withdrawals to the wallet account) does not reveal the usage history of the valuable associated with the IC card 4. Therefore, the usage status of the valuable in the unit 3 may be understood from the information acquired by the recording medium usage information acquisition means 122, and the specific behavior detection means 118 may take into account the information on the payout operation and / or the information on the counting operation acquired by the recording medium usage information acquisition means 122 when detecting the specific behavior.

[0105] 11 and 12 show prepaid value increase / decrease histories (1) to (6) that reflect the recording medium usage information acquired during the transition process of the account history in Fig. 10. When the valuable value in the wallet account is consumed to issue an IC card 4 (or prepaid value is added), the pair management means 121 links the application ID and the card ID, so that the recording medium usage information for the corresponding card ID can be extracted from the recording medium usage information acquired by the recording medium usage information acquisition means 122.

[0106] First, in response to a charge request from a player with application ID "0001," 10,000 yen is subtracted from the wallet account with record "0001" and an IC card 4 associated with a prepaid value of 10,000 yen is issued, and the prepaid value of 10,000 yen is charged to the IC card 4 with card ID "abcd1234" (see Figure 11(1)). After that, the player borrows gaming media in 1,000 yen increments 10 times in a row (the process type for the payout operation, "prepaid value subtraction," is recorded), and the prepaid value of 10,000 yen is used up after about 5 minutes, and the current value becomes "0" (see Figure 11(2)). Immediately thereafter, the player with application ID "1234" deposits 10,000 yen into his wallet account through cashless payment using a credit card, and the 10,000 yen in the wallet account is used to add the prepaid value of 10,000 yen to the IC card 4 with card ID "abcd1234" (see Figure 11(3)). The player then borrows gaming media in 1000 yen increments ten times in a row, and uses up the prepaid value of 10,000 yen in about five minutes, and the current value becomes "0" (see Figure 11 (4)). Immediately after that, the player performs a counting operation, and the number of borrowed gaming media (20 yen per piece) is counted as 1,000, and the number of gaming media "1,000" and the processing type "addition to number of gaming media" are recorded (see Figure 11 (5)). Immediately after that, the player with application ID "1234" deposits 10,000 yen into his wallet account through cashless payment using a credit card, and adds 10,000 yen worth of prepaid value to IC card 4 with card ID "abcd1234" using the 10,000 yen in his wallet account (see Figure 11 (6)).

[0107] By referring to this history of recording medium usage information, it becomes clear that this player temporarily converts the prepaid value charged from the wallet account to the IC card 4 into gaming media through a payout operation, and then adds the gaming media to the number of gaming media on the IC card 4 through a counting operation without using the gaming media for playing on the gaming machine 2, thereby saving the number of gaming media for settlement. In other words, the specific behavior detection means 118 can more accurately determine that the player's behavior is the first deviation behavior aimed at cashing out by taking into account the information related to the payout operation and / or the information related to the counting operation acquired by the recording medium usage information acquisition means 122 when detecting the specific behavior.

[0108] Next, an example of the process for determining the second deviation act will be described with reference to Fig. 13. The second deviation act is charging IC card 4 and then returning the money to the wallet account through settlement for the purpose of extending the expiration date of the remaining valuable in the wallet account. Here, an example of the process for determining the second deviation act as a relevant act corresponding to the detection of the third specific behavior or the fourth specific behavior, the sixth specific behavior or the seventh specific behavior, the ninth specific behavior, and the tenth specific behavior will be described.

[0109] Figure 13 shows an example of an account history when detecting a second deviation, which extends the expiration date of valuables remaining in a wallet account. First, a player with application ID "1234" deposits 50,000 yen into a wallet account via cashless payment using a credit card, which is recorded in record "0001" (see Figure 13(1)). On a date (May 27, 2025) that is more than five months after the date (December 18, 2024) when the wallet account was deposited, 10,000 yen is subtracted from the wallet account in record "0001," and an IC card 4 associated with a prepaid value of 10,000 yen is issued by unit 3 (or card issuing machine 5), and the current balance of the wallet account becomes "40,000" (see Figure 13(2)). On the same day, the remaining balance on IC card 4 is settled by the player with application ID "1234," and 10,000 yen is deposited into the wallet account, which is recorded in record "0002" (see Figure 13(3)). The expiration date of record "0002," with the addition type "settlement," is extended to 180 days from the current day. Immediately thereafter, 10,000 yen is subtracted from the wallet account of record "0001," and the prepaid value of 10,000 yen is added to IC card 4 from unit 3 (or card issuing machine 5) (or a new IC card 4 is issued), and the current balance of the wallet account becomes "30,000" (see Figure 13(4)). Immediately thereafter, the remaining balance on IC card 4 is settled by the player with application ID "1234," and 10,000 yen is deposited into the wallet account, which is recorded in record "0003" (see Figure 13(5)). The expiration date of record "0003" with the addition type "Settlement" is extended to 180 days from the current day. Immediately after that, 10,000 yen is subtracted from the wallet account of record "0001" and the prepaid value of 10,000 yen is added to IC card 4 from unit 3 (or card issuing machine 5) (or a new IC card 4 is issued), and the current balance of the wallet account becomes "20000" (see Figure 13 (6)). Immediately after that, the player with application ID "1234" settles the remaining balance on IC card 4, and the fact that 10,000 yen has been deposited into the wallet account is recorded in record "0004" (see Figure 13 (7)). The expiration date of record "0004" with the addition type "Settlement" is extended to 180 days from the current day.

[0110] In this way, the player with app ID "1234" repeatedly subtracts valuables deposited into his wallet account through cashless payment by purchasing prepaid value, and then settles the same amount and returns it to his wallet account. This is suspected to be an attempt to extend the expiration date of valuables that are nearing their expiration date.

[0111] In the account history shown in FIG. 13, during the 10 minutes from the time of deduction from the wallet account due to the purchase of prepaid value (13:00) to 13:10, the wallet account was deducted three times due to the purchase of prepaid value. Therefore, if the third predetermined period, which is a predetermined period from the time of deduction from the wallet account due to a certain purchase of prepaid value, is within "10 minutes" and the predetermined number, which is the number of deductions from the wallet account due to the purchase of prepaid value, is set to "three times" or more, this corresponds to the third specific behavior. Furthermore, in the account history shown in FIG. 13, during the 10 minutes from the time of deduction from the wallet account due to the purchase of prepaid value (13:00) to 13:10, the cumulative amount deducted from the wallet account due to the purchase of prepaid value is 30,000 yen. Therefore, if the fourth predetermined period is within "10 minutes" and the predetermined amount, which is the cumulative amount deducted from the wallet account due to the purchase of prepaid value, is set to "30,000 yen" or more, this corresponds to the fourth specific behavior. Furthermore, in the account history shown in FIG. 13, during the eight minutes from the time of wallet refund settlement additions to the wallet account (13:02) to 13:10, the number of times that wallet refund settlements were added to the wallet account is three. Therefore, if the seventh specified period, which is a specified period from the time of wallet refund settlements due to prepaid value purchases, is within "8 minutes" and the number of times that wallet refund settlements were added to the wallet account is set to "three" or more, this corresponds to the sixth specific behavior. Furthermore, in the account history shown in FIG. 13, during the eight minutes from the time of wallet refund settlements additions to the wallet account (13:02) to 13:10, the cumulative amount of amounts added to the wallet account due to wallet refund settlements is 30,000 yen. Therefore, if the eighth specified period, which is a specified period from the time of wallet refund settlements due to prepaid value purchases, is within "8 minutes" and the cumulative amount of amounts added to the wallet account due to wallet refund settlements is set to "30,000 yen" or more, this corresponds to the seventh specific behavior. Furthermore, in the account history shown in Figure 13, the number of times that the period required from subtraction from the wallet account due to the purchase of prepaid value to addition to the wallet account due to wallet refund settlement was three times in the eight minutes from the time of addition to the wallet account due to wallet refund settlement (13:02) to 13:10.Therefore, if the 11th specified period, which is the time required from the deduction from the wallet account due to the purchase of prepaid value to the addition to the wallet account due to the wallet refund settlement, is set to "3 minutes" or less, the 12th specified period is set to "10 minutes" or less, and the specified number of times is set to "3 times" or more, it will fall under the 9th specified action. Also, the time required from the addition to the wallet account due to cashless payment (2024 / 12 / 18) to the deduction from the wallet account due to the purchase of prepaid value (2025 / 5 / 27) is 161 days. Therefore, if the 13th specified period is set to "150 days" or more, it will fall under the 10th specified action.

[0112] Therefore, if the third predetermined period for the third specific behavior is set to "10 minutes" or less and the predetermined number of times is set to "3 times" or more, or if the fourth predetermined period for the fourth specific behavior is set to "10 minutes" or less and the predetermined amount is set to "30,000 yen" or more, then either the third specific behavior or the fourth specific behavior (or both) will be detected, and further, if the seventh predetermined period for the sixth specific behavior is set to "8 minutes" or less and the cumulative number of times is set to "3 times" or more, or if the eighth predetermined period for the seventh specific behavior is set to "8 minutes" or less and the cumulative amount is set to "30,000 yen" or more, then either the sixth specific behavior or If either one (or both) of the seventh specific behaviors is detected, and further, the eleventh specified period for the ninth specific behavior is set to "3 minutes" or less, the twelfth specified period is set to "10 minutes" or less, and the specified number of times is set to "3 times" or more, the ninth specific behavior will be detected, and further, if the thirteenth specified period for the tenth specific behavior is set to "150 days" or more, the tenth specific behavior will be detected, and therefore the second deviant behavior can be determined as a relevant behavior that corresponds to the detection of the third specific behavior or fourth specific behavior, the sixth specific behavior or seventh specific behavior, the ninth specific behavior, and the tenth specific behavior. As shown in the account history in Figure 13, the third specific behavior and the fourth specific behavior may be detected simultaneously, and the sixth specific behavior and the seventh specific behavior may also be detected simultaneously. Therefore, the second deviation behavior may be determined to be the relevant behavior in any of the following cases: "the third specific behavior and the fourth specific behavior, and the sixth specific behavior or the seventh specific behavior, and the ninth specific behavior, and the tenth specific behavior are detected," "the third specific behavior or the fourth specific behavior, and the sixth specific behavior and the seventh specific behavior, and the ninth specific behavior, and the tenth specific behavior are detected," or "the third specific behavior and the fourth specific behavior, and the sixth specific behavior and the seventh specific behavior, and the ninth specific behavior, and the tenth specific behavior are detected."

[0113] Next, an example of the process for determining the third deviation behavior will be described with reference to Figures 14 to 17. The third deviation behavior is the act of frequently repeating depositing money into a wallet account by cashless payment and charging the IC card 4 from the wallet account, which is likely to indicate excessive addiction to gaming. Here, an example of the process for determining the third deviation behavior as a relevant behavior that corresponds to the detection of the first specific behavior or the second specific behavior, the third specific behavior or the fourth specific behavior, and the eighth specific behavior will be described.

[0114] Figure 14 shows an example of an account history when detecting a third deviational behavior suspected of addiction. First, a record "0001" records that a player with application ID "1234" deposited 10,000 yen into a wallet account through cashless payment using a credit card (see Figure 14(1)). Immediately after that, 10,000 yen is subtracted from the wallet account of record "0001," and an IC card 4 associated with a prepaid value of 10,000 yen is issued from unit 3 (or card issuing machine 5), causing the balance of the wallet account to become "0" (see Figure 14(2)). 28 minutes later, a record "0002" records that a player with application ID "1234" deposited 10,000 yen into a wallet account through cashless payment using a credit card (see Figure 14(3)). Immediately thereafter, 10,000 yen is subtracted from the wallet account of record "0002", and the unit 3 (or card issuing machine 5) adds the prepaid value of 10,000 yen to the IC card 4 (or issues a new IC card 4), and the balance of the wallet account becomes "0" (see Figure 14(4)). 28 minutes later, it is recorded in record "0003" that the player with application ID "1234" has deposited 10,000 yen into the wallet account by cashless payment using a credit card (see Figure 14(5)). Immediately thereafter, 10,000 yen is subtracted from the wallet account of record "0003", and the unit 3 (or card issuing machine 5) adds the prepaid value of 10,000 yen to the IC card 4 (or issues a new IC card 4), and the balance of the wallet account becomes "0" (see Figure 14(6)). Thirty-one minutes later, the player with application ID "1234" issues a wallet refund settlement instruction, 1,000 yen is added to the wallet account, and the balance of the wallet account becomes "1,000" (see Figure 14(7)).

[0115] In this way, the player with app ID "1234" frequently adds money to his wallet account through cashless payments and subtracts money from his wallet account through prepaid value purchases at approximately 30-minute intervals, and it is assumed that he continues to charge his IC card every time he consumes prepaid value during normal play on gaming machine 2, which raises the suspicion that he is highly addicted to gaming.

[0116] In the account history shown in FIG. 14, there are three cashless payments added to the wallet account in the 58 minutes from the time the cashless payment was added to the wallet account (13:00) to 13:58. Therefore, if the first predetermined period, which is a predetermined period from the time the cashless payment was added to the wallet account, is set to within 60 minutes and the number of additions is set to three or more, this corresponds to the first specific behavior. In the account history shown in FIG. 14, there are three cashless payments added to the wallet account in the 58 minutes from the time the cashless payment was added to the wallet account (13:00) to 13:58, and the cumulative amount is 30,000 yen. Therefore, there are two cashless payments added to the wallet account in the 58 minutes from the time the cashless payment was added to the wallet account, if the second predetermined period, which is a predetermined period from the time the cashless payment was added to the wallet account, is set to within 60 minutes and the cumulative amount is set to 30,000 yen or more. In the account history shown in FIG. 14, within 58 minutes from the time of deduction from the wallet account due to the purchase of prepaid value (13:01) to 13:59, the wallet account was deducted three times due to the purchase of prepaid value. Therefore, if the third predetermined period, which is a predetermined period from the time of deduction from the wallet account due to a certain purchase of prepaid value, is within "60 minutes" and the predetermined number, which is the number of deductions from the wallet account due to the purchase of prepaid value, is set to "three times" or more, this corresponds to the third specific behavior. Furthermore, in the account history shown in FIG. 14, within 58 minutes from the time of deduction from the wallet account due to the purchase of prepaid value (13:01) to 13:59, the cumulative amount deducted from the wallet account due to the purchase of prepaid value is 30,000 yen. Therefore, if the fourth predetermined period is within "60 minutes" and the predetermined amount, which is the cumulative amount deducted from the wallet account due to the purchase of prepaid value, is set to "30,000 yen" or more, this corresponds to the fourth specific behavior. 14, the number of times that the period from adding money to the wallet account by cashless payment (13:00) to adding money to the wallet account by wallet refund settlement (14:30) is 60 minutes or more is once within 90 minutes. Therefore, if the ninth predetermined period is set to "60 minutes" or more, the tenth predetermined period is set to "90 minutes" or less, and the predetermined number of times is set to "1 time" or less, this corresponds to the eighth specific behavior.

[0117] Therefore, if the first predetermined period for the first specific behavior is within "60 minutes" and the number of times added is set to "3 times" or more, or if the second predetermined period for the second specific behavior is within "60 minutes" and the cumulative amount is set to "30,000 yen" or more, either the first specific behavior or the second specific behavior (or both) is detected. Furthermore, if the third predetermined period for the third specific behavior is within "60 minutes" and the predetermined number of times is set to "3 times" or more, or if the fourth predetermined period for the fourth specific behavior is within "60 minutes" and the predetermined amount is " If the threshold is set to "30,000 yen" or more, either the third specific behavior or the fourth specific behavior (or both) will be detected, and further, if the ninth specified period for the eighth specific behavior is set to "60 minutes" or more, the tenth specified period is set to "90 minutes" or less, and the specified number of times is set to "1 time" or less, the eighth specific behavior will be detected, and the deviant behavior determination means 119 will determine the third deviant behavior as a relevant behavior that corresponds to the combination of the first specific behavior or the second specific behavior, and the combination of the third specific behavior or the fourth specific behavior, and the eighth specific behavior. As shown in the account history in Figure 14, the first and second specific behaviors may be detected simultaneously, and the third and fourth specific behaviors may also be detected simultaneously. Therefore, the third deviation behavior may be determined to be the relevant behavior regardless of whether the following applies: "the first specific behavior and the second specific behavior, and the third specific behavior or the fourth specific behavior, and the eighth specific behavior are detected," "the first specific behavior or the second specific behavior, and the third specific behavior and the fourth specific behavior, and the eighth specific behavior are detected," or "the first specific behavior and the second specific behavior, and the third specific behavior and the fourth specific behavior, and the eighth specific behavior are detected."

[0118] As described above, the deviant behavior determination means 119 can determine whether a specific behavior detected by the specific behavior detection means 118 corresponds to a relevant behavior, but if it is known how the loaded IC card 4 is being used, it is possible to more clearly determine the player's deviant behavior. However, the management of the wallet account by the valuable management means 101 (record management that records deposits and withdrawals to the wallet account) does not reveal the usage history of the valuable associated with the IC card 4. Therefore, the usage status of the valuable in the unit 3 may be grasped from the information acquired by the recording medium usage information acquisition means 122, and the specific behavior detection means 118 may take into account the information on the payout operation and / or the information on the counting operation acquired by the recording medium usage information acquisition means 122 when detecting the specific behavior.

[0119] 15 to 17 show prepaid value increase / decrease histories (1) to (7) that reflect the recording medium usage information acquired during the transition process of the account history in Fig. 14. When the valuable value in the wallet account is consumed to issue an IC card 4 (or prepaid value is added), the pair management means 121 links the application ID and the card ID, so that the recording medium usage information for the corresponding card ID can be extracted from the recording medium usage information acquired by the recording medium usage information acquisition means 122.

[0120] First, in response to a charge request from a player with application ID "0001," 10,000 yen is subtracted from the wallet account with record "0001" and an IC card 4 associated with a prepaid value of 10,000 yen is issued, and the prepaid value of 10,000 yen is charged to the IC card 4 with card ID "abcd1234" (see Figure 15(1)). After that, the player borrows gaming media in 1,000 yen increments 10 times in a row (the process type for the payout operation, "prepaid value subtraction," is recorded), and the prepaid value of 10,000 yen is used up over approximately 27 minutes, and the current value becomes "0" (see Figure 15(2)). Immediately thereafter, the player with application ID "1234" deposits 10,000 yen into his wallet account through cashless payment using a credit card, and the 10,000 yen in the wallet account is used to add the prepaid value of 10,000 yen to the IC card 4 with card ID "abcd1234" (see Figure 15(3)). After that, the player borrows gaming media in 1000 yen increments 10 times in a row, and spends the prepaid value of 10,000 yen over approximately 27 minutes, and the current value becomes "0" (see Figure 15(4)). Immediately after that, the player with application ID "1234" deposits 10,000 yen into his wallet account through cashless payment using a credit card, and adds the 10,000 yen prepaid value to the IC card 4 with card ID "abcd1234" using the 10,000 yen in his wallet account (see Figure 16(5)). After that, the player borrows gaming media in 1000 yen increments 10 times in a row, and spends the prepaid value of 9,000 yen over approximately 24 minutes, and the current value becomes "1,000" (see Figure 16(6)). Then, the player performs a counting operation, and the number of remaining gaming media, "100," is written to the IC card 4 as the processing type "add gaming media number" (see Figure 17(7)).

[0121] By referring to this history of recording medium usage information, it can be seen that this player almost regularly converted the prepaid value that he had charged to his IC card 4 from his wallet account into gaming media, used it up, and then repeatedly charged the IC card 4 from his wallet account again. Moreover, because the number of gaming media added to the number of gaming media on the IC card 4 in the counting operation was 100, it can also be seen that the majority of the 1,450 media exchanged for 29,000 yen worth of prepaid value was used in games, which makes it possible to more accurately determine that the player's actions constituted Type 3 Deviation.

[0122] As can be seen from the above example, the specific behavior detection means 118 can more accurately determine whether a player's behavior is a deviant behavior by detecting the specific behavior by taking into account the information on the payout operation and / or the information on the counting operation acquired by the recording medium usage information acquisition means 122. The following are examples of specific behaviors that can be determined by referring to the history of recording medium usage information.

[0123] The 11th specific behavior is a behavior in which the number of withdrawals is equal to or greater than a predetermined number within a 14th predetermined period, which is a predetermined period from the time of withdrawal from a certain IC card 4. The 11th specific behavior is a behavior that uses the number of withdrawals within a certain period as an indicator, for example, a behavior that is useful in determining whether or not there is a third deviation behavior.

[0124] The 12th specific behavior is a behavior in which the number of gaming media dispensed from an IC card 4 exceeds a predetermined number within a 15th predetermined period, which is a predetermined period from the time of dispensing from a certain IC card 4. The 12th specific behavior is a behavior that uses the number of gaming media dispensed within a certain period as an indicator, for example, a behavior that is useful in determining whether or not the third deviation behavior has occurred. Note that the 15th predetermined period may be the same period as the 14th predetermined period for the 11th specific behavior.

[0125] The 13th specific behavior is a behavior that is counted a predetermined number of times or more within a 16th predetermined period, which is a predetermined period from the time of counting on a certain IC card 4. The 13th specific behavior is a behavior that uses the number of counts within a certain period as an indicator, for example, a behavior that is useful in determining whether or not a first deviation behavior has occurred.

[0126] The fourteenth specific behavior is a behavior in which the number of gaming media associated with an IC card 4 becomes equal to or exceeds a predetermined number as a result of a counting operation within a seventeenth predetermined period, which is a predetermined period from the time of counting on a certain IC card 4. The fourteenth specific behavior is a behavior that uses the number of gaming media associated with an IC card 4 as a basis for an index, for example, a behavior that is useful in determining whether or not the first deviation behavior has occurred. Note that the seventeenth predetermined period may be the same period as the sixteenth predetermined period for the thirteenth specific behavior.

[0127] The 15th specific behavior is a behavior in which the number of times the period from dispensing gaming media from the IC card 4 to adding the number of gaming media to the IC card 4 by counting falls below the 18th specified period is a specified number of times within a 19th specified period (a specified period from the time of dispensing gaming media from a certain IC card 4 that is set longer than the 18th specified period).The 15th specific behavior is a behavior that uses the frequency of a set of dispensing and counting actions as an indicator, for example, a behavior that is useful in determining whether or not a first deviation behavior has occurred.Note that the 19th specified period is a different period from the 14th specified period for the 11th specific behavior and the 15th specified period for the 12th specific behavior, and it is desirable to set it to a period longer than these periods.

[0128] The sixteenth specific behavior is a behavior in which the number of times the time required from adding a value to a wallet account via cashless payment to paying it out via IC card 4 falls below a twentieth predetermined period (e.g., five minutes) is equal to or greater than a predetermined number within a twenty-first predetermined period (a predetermined period from adding a value to a wallet account via a cashless payment, which is set longer than the twenty-first predetermined period). The sixteenth specific behavior is a behavior based on an indicator of the frequency of a set of actions consisting of depositing money into a wallet account and paying it out from IC card 4 within a certain period, such as a behavior that is useful for determining whether or not a first deviation or a third deviation exists. Furthermore, by detecting this sixteenth specific behavior, the actual behavior of a player who is spending prepaid value charged to IC card 4 to pay out gaming media can be grasped, thereby enabling a prompt determination of whether or not a first deviation or a third deviation exists. Note that the twenty-first predetermined period is a period different from the first predetermined period for the first specific behavior and the second predetermined period for the second specific behavior, and is preferably set to a period longer than these periods.

[0129] These 11th to 16th specific actions are merely examples, and other actions by a player may also be considered specific actions. Furthermore, the 14th to 21st predetermined periods used to determine specific actions may be set to any appropriate period, such as minutes, hours, days, weeks, or months, in accordance with the purpose of detecting the specific actions.

[0130] Furthermore, by combining the specific behavior that can be determined by referring to the history of recording medium usage information with the specific behavior that can be determined by referring to the history of the aforementioned valuable addition / deletion information, it is possible to determine a player (healthy player) who is performing an act related to cashless use that is normally considered in the valuable management system 1A. For example, by combining the detection of the eighth specific behavior with the non-detection of the first or second specific behavior, the third or fourth specific behavior, and the ninth specific behavior, a player can be determined to be healthy. By determining healthy players in this way, players who are performing behavior that does not correspond to that of healthy players may be monitored as persons of interest.

[0131] Furthermore, while the first to third deviant acts, which are combinations of specific behaviors, have been described as examples of deviant acts, the present invention is not limited to this. For example, specific behavior related to cashless use by each player may be detected based on information regarding additions through cashless payment and subtractions through prepaid value purchases, at least within a predetermined period, and the relationship between such information, and a specific deviant act (first deviant act) may be distinguished from other behaviors based on the specific behavior. Also, specific behavior related to cashless use by each player may be detected based on information regarding subtractions through prepaid value purchases and additions through settlement, at least within a predetermined period, and the relationship between such information, and a specific deviant act (second deviant act) may be distinguished from other behaviors based on the specific behavior. Also, specific behavior related to cashless use by each player may be detected based on information regarding additions through cashless payment and subtractions through prepaid value purchases, at least within a predetermined period, and the relationship between information regarding additions through cashless payment and information regarding additions through settlement, and a specific deviant act (third deviant act) may be distinguished from other behaviors based on the specific behavior.

[0132] As described above, when the deviant behavior determination means 119 determines that a valuable-related behavior corresponds to a deviant behavior as a relevant behavior, in the valuable management system 1A according to the first embodiment, the deterrent behavior determination means 120A determines a predetermined deterrent behavior to be imposed on the player based on the specific behavior detected by the specific behavior detection means 118 and the relevant behavior determined by the deviant behavior determination means 119. The deterrent behavior determination means 120A determines a deterrent behavior related to a restriction on the authority (so-called account) related to the valuable-related behavior to be granted to the individual player as the predetermined deterrent behavior based on the type and / or number of detections of the specific behavior detected by the specific behavior detection means 118 and the type of relevant behavior determined by the deviant behavior determination means 119. The deterrent behavior is determined depending on the content of the relevant behavior determined to be a deviant behavior and the type and number of detections of the specific behavior detected, and is determined to be, for example, one of account suspension, permanent account suspension, and non-suspension. If a decision is made to suspend an account, the length of the suspension will be determined based on the content of the relevant conduct that is determined to be a deviation, the type of specific behavior detected, and the number of times it is detected.

[0133] Account suspensions can last anywhere from a few hours to a month. Account suspensions lasting a few hours are temporary, intended to warn against overuse and allow the user to cool down. Account suspensions lasting a month are temporary, intended to prevent excessive spending (overuse) and to prevent valuable-value-related actions, such as cashless payment deposits or charging the IC card 4 from a wallet account, for the current month. Permanent account suspensions, on the other hand, are set for periods exceeding the maximum account suspension period. For example, the maximum account suspension period is within the current month including the suspension date or approximately one month from the suspension date, whereas permanent account suspensions suspend an account for periods ranging from several months to years, or even permanently. When the account suspension prevention process is executed, a message indicating that the account has been suspended is displayed on the cashless app, and the management function unit 100A will no longer accept valuable-value-related actions, such as deposit requests or charging requests, from the mobile terminal 10 on which the cashless app is installed. Similarly, in the case of a permanent account suspension, a message indicating that the account has been permanently suspended is displayed on the cashless app at the time of suspension, and valuable-related actions using the mobile terminal 10 on which the cashless app is installed become impossible. Note that when an account suspension is set, a message indicating that the suspension period has ended may be displayed on the mobile terminal 10 as the suspension period elapses, informing the player that the account can now be used.

[0134] The management function unit 100A stores information about players who hold accounts (e.g., name, date of birth, address, facial image, phone number, etc., entered when registering a cashless app account or updated by the time the app was last used). As a deterrent, information about players who hold accounts whose accounts have been temporarily suspended for a certain period (e.g., two months) or permanently suspended is generally added to a blacklist without exception. This blacklist is kept only by the cashless app's operating company. However, by providing information about blacklisted players to related companies (gaming parlors and IC card companies), the related companies can recognize blacklisted players as suspicious individuals. The blacklisting period is essentially semi-permanent, and the scope of the effect (prohibition) is limited to the registration and use of a cashless app account. Note that the deterrent process may also include adding a player to a blacklist and providing information about blacklisted players to related companies.

[0135] Furthermore, when the number of times that the deviant behavior determination means 119 has determined that a deviant behavior has occurred is less than or equal to a predetermined number, the deterrent behavior determination means 120A may determine, as the deterrent behavior, a quasi-deterrent behavior, which is less severe than the predetermined deterrent behavior and is defined as a process for restricting the authority for valuable-value-related behavior granted to an individual player. That is, the deterrent behavior determination means 120A may separately record the number of times that the deviant behavior determination means 119 has determined that a deviant behavior has occurred, and apply the quasi-deterrent behavior if the number of times is less than the predetermined number, and apply the normal deterrent behavior if the number of times is greater than the predetermined number. Furthermore, the deterrent behavior determination means 120A may separately record the number of times that the deviant behavior determination means 119 has determined that a deviant behavior has occurred, and apply the quasi-deterrent behavior if the number of times is less than the predetermined number, and apply the normal deterrent behavior if the number of times is greater than or equal to the predetermined number. For example, even in the case of deviant behavior that should result in account suspension, the deterrent processing decision means 120A applies quasi-deterrent processing such as partial account restriction the first time, but if the deviant behavior is determined to be a second time, it applies normal deterrent processing (such as permanent account suspension or temporary account suspension). In this way, by first applying quasi-deterrent processing depending on the number of times a deviant behavior is determined, and then applying normal deterrent processing when a predetermined number of determinations has been exceeded or reached, it becomes possible to apply quasi-deterrent processing, which has the meaning of warning a player who accidentally commits a deviant behavior, and to apply normal deterrent processing to a player who repeatedly commits deviant behavior without reflecting on his or her actions, or to carry out a gradual operation.

[0136] Furthermore, the account non-suspension determined by the deterrent process determination means 120A as the predetermined deterrent process to be imposed on a player does not suspend the player's account, but imposes a less severe restriction on the player than account suspension. For example, if the player becomes addicted to gaming and exceeds the upper limit on the amount or number of charges to the IC card 4, and the valuable-value-related act of charging is determined to be a deviant act that corresponds to the relevant act, the deterrent process may be set to not suspend the account and to limit only charging to the IC card 4 for several tens of minutes to an hour. Even such deterrent process of not suspending the account can deter further deviant acts (further charging to the IC card 4).

[0137] Furthermore, in the above-described determination of deviant acts by the deviant act determination means 119, the determination is made by the specific behavior detection means 118 detecting various specific behaviors. However, among the deviant acts, the absence of certain behaviors may be effective in determining whether or not a deviant act is being performed. For example, a predetermined determination period (e.g., one day) may be separately set, and the absence of detection of specific behaviors during that determination period may be used as a basis for determining whether or not a deviant act is being performed. As an example, to determine whether or not a first deviant act is being performed with the purpose of cashing out, the absence of detection of the sixth to ninth specific behaviors, including the return of funds to a wallet account through settlement, may be used as a basis for determining whether or not a first deviant act is being performed. Furthermore, to determine whether or not a second deviant act is being performed with the purpose of extending the expiration date of valuables, the absence of detection of the first and second specific behaviors, including the addition of funds to a wallet account through cashless payment, may be used as a basis for determining whether or not a second deviant act is being performed.

[0138] As described above, in the valuable management system 1A of the first embodiment, in response to the determination of a deviant act by the deviant act determination means 119, the deterrent process determination means 120A determines a predetermined deterrent process, which is a deterrent process related to restricting the authority related to valuable-related acts granted to individual players, thereby restricting the valuable-related act itself that is the relevant act, and preventing further deviant acts from being committed.

[0139] Second Embodiment Next, we will explain the valuable asset management system 1B according to the second embodiment. As shown in Figure 2, the valuable asset management system 1B has a deterrent process determination means 120B in a management function unit 100B, and other configurations and functions are the same as those of the valuable asset management system 1A according to the first embodiment described above, as indicated by the same reference numerals, so detailed explanations will be omitted.

[0140] The valuable management system 1B according to the second embodiment is a "valuable management system for managing valuables that can be used by a player," and includes a "valuable management means 101 for managing valuables," a "cashless addition means 102 for making a deposit request to a settlement center 40 that executes cashless payment based on a deposit execution request from a player, and adding to the valuable management means 101 the valuable corresponding to the deposit amount deposited from the settlement center 40 by executing the cashless payment, and collecting a predetermined deposit fee from the player," and a "value management means 101 for managing the valuables associated with a recording medium 4." The charge execution means 103 subtracts the value managed by the value management means 101 based on a charge execution request requesting that the value be added, and associates the subtracted value with the recording medium 4 by the gaming device 3 or 5; the settlement addition means 104 adds the value equivalent to the remaining amount to the value management means 101 based on a settlement execution request requesting that the remaining amount of the value associated with the recording medium 4 be settled; and the cashless addition means 102 adds the value equivalent to the remaining amount to the value management means 101 based on the settlement execution request requesting that the remaining amount of the value associated with the recording medium 4 be settled. "a value addition / subtraction information management means 117 that acquires value addition / subtraction information including at least one of information regarding the addition of a value to the value management means 101 and information regarding the subtraction of a value from the value management means 101 by the charge execution means 103, and manages the information for each player; "a specific behavior detection means 118 that detects specific behavior regarding cashless use for each player based on the value addition / subtraction information managed by the value addition / subtraction information management means 117; and "a specific behavior detection means 118 that detects input from a player based on the specific behavior detected by the specific behavior detection means 118. "Deviant behavior determination means 119 for determining whether or not a valuable-value-related behavior, which is an action related to a player's valuable value originating from all or part of a money execution request, a charge execution request, and a settlement execution request, falls under a deviant behavior, which is an action that is highly likely to deviate from the range that can be considered as proper behavior," and "when the deviant behavior determination means 119 determines that a valuable-value-related behavior falls under a deviant behavior, the valuable-value-related behavior is considered to be a relevant behavior, and based on the specific behavior detected by the specific behavior detection means 118 and the relevant behavior determined by the deviant behavior determination means 119,and a deterrent process determination means 120B for determining a predetermined deterrent process to be imposed on the player.

[0141] The deterrent process determination means 120B of the management function unit 100B determines a deterrent process related to a predetermined deposit fee in the cashless adding means 102 as a predetermined deterrent process based on the type and / or number of detections of the specific behavior detected by the specific behavior detection means 118 and the type of applicable behavior determined by the deviant behavior determination means 119. As a deterrent process, by raising the fee higher than the normal fee, it becomes more difficult to deposit money into a wallet account using cashless payment, thereby deterring further deviant behavior. Furthermore, the deterrent process related to the fee is not limited to raising the fee, and any process that is effective in deterring deviant behavior may be used.

[0142] In addition, when the deterrent process determination means 120B increases the deposit fee as a deterrent process related to the deposit fee, the fee may be increased by adding a specified amount to the pre-set normal fee, or the fee to be applied may be determined by referring to a fee table for deviants that differs from the normal fee.

[0143] In addition, when the number of times that the deviant behavior determination means 119 has determined that a deviant behavior has occurred is less than or equal to a predetermined number, the deterrent behavior determination means 120B may determine, as the deterrent behavior, a quasi-deterrent behavior that is less severe than the predetermined deterrent behavior and is defined as a processing related to a predetermined deposit fee in the cashless adding means 102. That is, the deterrent behavior determination means 120B may separately record the number of times that the deviant behavior determination means 119 has determined that a deviant behavior has occurred, and apply the quasi-deterrent behavior if the number of times is less than the predetermined number, and apply the normal deterrent behavior if the number of times is greater than the predetermined number. In addition, the deterrent behavior determination means 120B may separately record the number of times that the deviant behavior determination means 119 has determined that a deviant behavior has occurred, and apply the quasi-deterrent behavior if the number of times is less than the predetermined number, and apply the normal deterrent behavior if the number of times is greater than or equal to the predetermined number. For example, even if the deviant behavior corresponds to a behavior that requires an increase in the deposit fee to the maximum, the deterrent behavior decision means 120B applies a semi-deterrent behavior process that imposes a medium-level deposit fee, which is about half the maximum deposit fee, the first time, but if the deviant behavior is determined to be a second time, it applies a normal deterrent behavior process (increasing the deposit fee to the maximum.) In this way, by first applying a semi-deterrent behavior process depending on the number of times a deviant behavior is determined, and then applying a normal deterrent behavior process when a predetermined number of determinations has been exceeded or reached, it becomes possible to apply a semi-deterrent behavior process that serves as a warning to a player who accidentally commits a deviant behavior, and to apply a normal deterrent behavior process to a player who repeatedly commits deviant behavior without reflecting on his or her actions, or to use a gradual operation. In addition, in the case of the normal deposit fee in the cashless adding means 102, where the fee increases progressively from low to normal to high depending on the deposit amount, the quasi-deterrent processing makes the deposit fee for low deposit amounts the same as the normal fee, makes the deposit fee for normal range deposit amounts the same as the deposit fee for high deposit amounts, and makes the deposit fee for high deposit amounts an ultra-high fee that is even higher than the deposit fee for high deposit amounts, thereby discouraging large cashless deposits and being effective in deterring deviant behavior.

[0144] As described above, in the valuable management system 1B of the second embodiment, in response to the determination of a deviant act by the deviant act determination means 119, the deterrent process determination means 120B determines a deterrent process related to a specified deposit fee in the cashless addition means 102 as a specified deterrent process, thereby restricting the valuable-related act itself that is the applicable act, and preventing further deviant acts from being performed.

[0145] Third Embodiment Next, a description will be given of a valuable asset management system 1C according to the third embodiment. As shown in Fig. 2, the valuable asset management system 1C comprises a deterrent process determination means 120C of a management function unit 100C, and other configurations and functions are the same as those of the valuable asset management system 1A according to the first embodiment described above, as indicated by the same reference numerals, and therefore detailed description will be omitted.

[0146] The valuable management system 1C according to the third embodiment is a "valuable management system for managing valuables that can be used by a player," and includes "valuable management means 101 for managing valuables," "cashless adding means 102 for making a deposit request to a settlement center 40 that executes cashless payment based on a deposit execution request from a player, and adding the valuable deposited from the settlement center 40 by executing the cashless payment to the valuable management means 101," and "a charge execution request that requests association of the valuable with a recording medium 4, and adding the valuable to the valuable management means 101 based on a charge execution request that requests association of the valuable with a recording medium 4." "Charge execution means 103 that subtracts the requested charge value and a predetermined charge fee from the managed value and associates the subtracted value with the recording medium 4 by the gaming device 3 or 5," "settlement addition means 104 that adds a value equivalent to the remaining amount to the value management means 101 based on a settlement execution request that requests settlement of the remaining amount of the value associated with the recording medium 4, and settles the remaining amount," "information regarding the addition of the value to the value management means 101 by the cashless addition means 102, settlement addition means 104 that adds a value equivalent to the remaining amount to the value management means 101 based on a settlement execution request that requests settlement of the remaining amount of the value associated with the recording medium 4, and settles the remaining amount," "information regarding the addition of the value to the value management means 101 by the cashless addition means 102, and information on the addition of a valuable to the valuable management means 101 by the charge execution means 103, and information on the subtraction of a valuable from the valuable management means 101 by the charge execution means 103, and manages the information for each player; "specific behavior detection means 118 that detects specific behavior related to cashless use for each player based on the valuable addition / subtraction information managed by the valuable addition / subtraction information management means 117"; and "specific behavior detection means 118 that detects specific behavior from the player based on the specific behavior detected by the specific behavior detection means 118." a deviant act determination means 119 for determining whether or not a valuable-value-related act, which is an act related to a player's valuable value originating from all or part of the deposit execution request, charge execution request, and settlement execution request, falls under a deviant act, which is an act that is highly likely to deviate from the range that can be considered as proper conduct; and a deviant act determination means 119 for determining whether or not a valuable-value-related act, which is an act related to a player's valuable value originating from all or part of the deposit execution request, charge execution request, and settlement execution request, falls under a deviant act, which is an act that is highly likely to deviate from the range that can be considered as proper conduct, based on the specific act detected by the specific act detection means 118 and the deviant act determined by the deviant act determination means 119.and a deterrent process determination means 120C for determining a predetermined deterrent process to be imposed on the player.

[0147] The deterrent process determination means 120C in the management function unit 100C determines a predetermined deterrent process related to a charging fee in the charging execution means 103 as a predetermined deterrent process based on the type and / or number of detections of the specific behavior detected by the specific behavior detection means 118 and the type of applicable behavior determined by the deviant behavior determination means 119. As a deterrent process, by raising the fee to a higher fee than normal, it becomes difficult to charge the IC card 4 from the wallet account, thereby deterring further deviant behavior. Furthermore, the deterrent process related to the fee is not limited to raising the fee, and is not particularly limited as long as it is a process that is effective in deterring deviant behavior.

[0148] In addition, when the deterrent process determination means 120C increases the charge fee as a deterrent process related to the charge fee, the fee may be increased by adding a specified amount to the pre-set normal fee, or the fee to be applied may be determined by referring to a fee table for deviants that is different from the normal fee.

[0149] In addition, when the number of times that the deviation determination means 119 has determined that a deviant act has occurred is less than or equal to a predetermined number, the deterrent process determination means 120C may determine, as the deterrent process, a quasi-deterrent process that is less severe than the predetermined deterrent process and is defined as a process related to a predetermined charge fee in the charge execution means 103. That is, the deterrent process determination means 120C may separately record the number of times that the deviation determination means 119 has determined that a deviant act has occurred, and apply the quasi-deterrent process if the number of times is equal to or less than the predetermined number, and apply the normal deterrent process if the number of times is greater than the predetermined number. In addition, the deterrent process determination means 120C may separately record the number of times that the deviation determination means 119 has determined that a deviant act has occurred, and apply the quasi-deterrent process if the number of times is less than the predetermined number, and apply the normal deterrent process if the number of times is equal to or greater than the predetermined number. For example, even if a deviant act corresponds to an act that requires an increase in the charge fee to the maximum, the first time a semi-deterrent process is applied, which imposes an intermediate charge fee that is about half the maximum charge fee, but if the deviant act is judged to have occurred a second time, the normal deterrent process (increasing the charge fee to the maximum) is applied. In this way, by first applying the semi-deterrent process according to the number of times a deviant act is judged, and then applying the normal deterrent process when the predetermined number of judgments has been exceeded or reached, it becomes possible to apply the semi-deterrent process, which has the meaning of warning a player who accidentally commits a deviant act, and to apply the normal deterrent process to a player who repeatedly commits deviant act without remorse, or to carry out a gradual operation. In addition, in the case of the normal charge fee in the charge execution means 103, where the fee increases progressively from low to normal to high depending on the charge amount, the quasi-deterrent processing makes the charge fee for low charge amounts the same as the normal fee, the charge fee for normal range charge amounts the same as the charge fee for high charge amounts, and the charge fee for high charge amounts an ultra-high fee that is even higher than the charge fee for high charge amounts, thereby suppressing high charges and being effective in deterring deviant behavior.

[0150] As described above, in the valuable management system 1C of the third embodiment, in response to the determination of a deviant act by the deviant act determination means 119, the deterrent process determination means 120C determines a deterrent process related to a specified charge fee in the charge execution means 103 as a specified deterrent process, thereby restricting the valuable-related act itself that is the applicable act, and preventing further deviant acts from being performed.

[0151] Fourth Embodiment Next, a description will be given of a valuable asset management system 1D according to the fourth embodiment. As shown in Fig. 2, the valuable asset management system 1D comprises a deterrent process determination means 120D and a balance upper limit setting means 123 in a management function unit 100D, and other configurations and functions are the same as those of the valuable asset management system 1A according to the first embodiment described above, as indicated by the same reference numerals, and therefore detailed description will be omitted.

[0152] The valuable management system 1D according to the fourth embodiment is a "valuable management system for managing valuables that can be used by a player," and includes "valuable management means 101 for managing valuables," "cashless adding means 102 for making a deposit request to a settlement center 40 that executes cashless payment based on a deposit execution request from a player, and adding the valuable deposited from the settlement center 40 by executing the cashless payment to the valuable management means 101," and "a charge execution request for associating the valuable with a recording medium 4, and adding the valuable to the valuable management means 101 based on a charge execution request for associating the valuable with a recording medium 4." 1 and associates the subtracted value with the recording medium 4 by the gaming device 3 or 5," "settling and adding means 104 which, based on a settlement execution request requesting settlement of the remaining amount of the value associated with the recording medium 4, adds the value equivalent to the remaining amount to the value management means 101 to settle the remaining amount," "balance upper limit setting means 123 which sets the upper limit of the balance of the value managed by the value management means 101 for each player," and "value management means by cashless adding means 102." "A valuable addition / subtraction information management means 117 that acquires valuable addition / subtraction information including at least one of information regarding the addition of valuable to the value management means 101 by the settlement addition means 104, and information regarding the subtraction of valuable from the value management means 101 by the charge execution means 103, and manages the information for each player," "a specific behavior detection means 118 that detects specific behavior regarding cashless use for each player based on the valuable addition / subtraction information managed by the valuable addition / subtraction information management means 117," and "a specific behavior detection means 118 that detects specific behavior regarding cashless use for each player based on the valuable addition / subtraction information managed by the valuable addition / subtraction information management means 117." "A deviant behavior determination means 119 that determines whether or not a valuable-value-related behavior, which is an action related to a player's valuable value that originates from all or part of a player's deposit execution request, charge execution request, and settlement execution request, falls under a deviant behavior, which is an action that is highly likely to deviate from the range that can be considered as proper behavior, based on the specific behavior detected by the behavior detection means 118." "When the deviant behavior determination means 119 determines that a valuable-value-related behavior falls under a deviant behavior, the valuable-value-related behavior is treated as a relevant behavior, and the specific behavior detected by the specific behavior detection means 118 andand deterrent action determination means 120D for determining a predetermined deterrent action to be imposed on the player based on the relevant behavior determined by the deviant behavior determination means 119.

[0153] The balance upper limit setting means 123 in the management function unit 100D sets a balance upper limit for the valuable managed in the wallet account of the valuable management means 101 for each player's wallet account. The deterrent process determination means 120D in the management function unit 100D determines a predetermined deterrent process, a deterrent process for the valuable balance upper limit set by the balance upper limit setting means 123, based on the type and / or number of detections of specific behavior detected by the specific behavior detection means 118 and the type of relevant behavior determined by the deviant behavior determination means 119. The deterrent process for the valuable balance upper limit is to lower the amount that can be deposited into the wallet account by lowering the normal balance upper limit, thereby reducing the amount that can be deposited cashlessly and the amount that can be charged to the IC card 4, thereby deterring further deviant behavior. Furthermore, the deterrent process for the balance upper limit is not limited to lowering the balance upper limit, and may be any process that is effective in deterring deviant behavior.

[0154] Furthermore, when the deterrent process determination means 120D lowers the upper limit of a wallet account as a deterrent process related to the balance upper limit, it may lower the balance upper limit by subtracting a predetermined amount from the normal balance upper limit that is set in advance, or it may determine the applicable balance upper limit by referring to a balance upper limit table for deviants that is different from the normal balance upper limit.

[0155] When the number of times that the deviant behavior determination means 119 has determined that a deviant behavior has occurred is less than or equal to a predetermined number, the deterrent behavior determination means 120D may determine, as the deterrent behavior, a quasi-deterrent behavior defined as a process related to the upper limit of the balance of valuables set by the upper limit balance setting means 123, which is less severe than the predetermined deterrent behavior. That is, the deterrent behavior determination means 120D may separately record the number of times that the deviant behavior determination means 119 has determined that a deviant behavior has occurred, and apply the quasi-deterrent behavior if the number of times is less than the predetermined number, and apply the normal deterrent behavior if the number of times is greater than the predetermined number. The deterrent behavior determination means 120D may also separately record the number of times that the deviant behavior determination means 119 has determined that a deviant behavior has occurred, and apply the quasi-deterrent behavior if the number of times is less than the predetermined number, and apply the normal deterrent behavior if the number of times is greater than or equal to the predetermined number. For example, a semi-deterrent process may be set in which the upper limit of the balance of the wallet account for the addition type "credit card" that the player frequently uses is lowered from the normal limit, but the upper limit of the balance of the wallet account for the addition type that the player does not often use (such as "TokkyoPay") is left at the normal limit, and the first time the deviant behavior determination means 119 determines that a deviant behavior has occurred, the semi-deterrent process is applied in which the upper limit of the balance of the wallet account for the addition type "credit card" is lowered from the normal limit, and the second time the deviant behavior is determined, the normal deterrent process is applied in which the upper limit of the balance of the wallet account for all addition types is lowered from the normal limit. In this way, by first applying the semi-deterrent process depending on the number of determinations of a deviant behavior, and then applying the normal deterrent process when the predetermined number of determinations has been exceeded or reached, it becomes possible to apply the semi-deterrent process, which has the meaning of warning a player who accidentally commits a deviant behavior, and to apply the normal deterrent process to a player who repeatedly commits deviant behavior without reflecting on his or her actions, or to carry out a gradual operation. Furthermore, as a semi-deterrent process, simply lowering the upper balance limit of a wallet account with the accrual type "credit card" below normal will reduce the amount deposited into a wallet account with the accrual type "credit card," which is effective in deterring deviations.

[0156] Furthermore, the balance upper limit setting means 123 can accept a balance upper limit designation action by the player to designate the balance upper limit of the valuable managed in the wallet account of the valuable management means 101 that is the setting target, and accepting the balance upper limit designation action may enable addition and subtraction of valuable to and from the valuable management means 101 that manages the wallet account of the player. If the wallet account cannot be used unless the player sets the balance upper limit himself, the player is made strongly aware of the balance upper limit of the wallet account, which is effective in deterring deviations.

[0157] Furthermore, the balance upper limit setting means 123 can recognize any predetermined period (e.g., one month) in which the last day and first day of the period are consecutive. During the predetermined period, including the day on which a balance upper limit setting operation was performed for the player's wallet account in the valuable management means 101, the balance upper limit setting means 123 will not accept a balance upper limit setting operation that would raise the upper limit on the valuable balance set for the relevant valuable management means 101, but may accept a balance upper limit setting operation that would lower the upper limit on the valuable balance. For example, if the first day of the period is the 15th of the current month and the last day of the period is the 14th of the following month, whether the balance upper limit setting operation is performed on the 15th of the current month, which is the first day of the predetermined period, or on the 14th of the following month, which is the last day of the predetermined period, the balance upper limit cannot be raised until the 14th of the following month, but the balance upper limit can be lowered. Then, when the 14th of the following month arrives and the next predetermined period begins, the restriction on raising the balance upper limit is lifted, and a balance upper limit setting operation that raises the balance upper limit becomes possible. Note that the restriction on raising the balance upper limit is not limited to this, and a balance upper limit designation action to raise the upper limit on the valuable balance may not be accepted until a predetermined limit period (for example, one month) has passed from the day the balance upper limit designation action was made, but a balance upper limit designation action to lower the upper limit on the valuable balance may be accepted. In this way, the upper limit on the valuable balance set by a balance upper limit designation action based on the player's initiative cannot be raised until the next predetermined period begins, which is effective in deterring deviant behavior, and in particular, in deterring addiction. Moreover, since the upper limit on the valuable balance can be lowered even within the predetermined period, a player who wishes to further reduce their use of valuables can perform a balance upper limit designation action to lower the upper limit on the valuable balance.

[0158] Furthermore, the balance upper limit setting means 123 may be capable of accepting a type-specific balance upper limit designation action, in which the player designates a separate balance upper limit for each type of cashless payment executed by the general-purpose payment center 40 (the "addition type" in the record), and a combined balance upper limit designation action, in which the player designates a balance upper limit for each type of valuable when all the deposit amounts deposited from the general-purpose payment center 40 by executing all types of cashless payments are added together. In this way, if the balance upper limit setting means 123 is capable of accepting a type-specific balance upper limit designation action and a combined balance upper limit designation action, it is possible to set an upper limit according to the type of cashless payment that the player can use and the maximum amount that can be used, which can deter deviations and increase convenience for the player.

[0159] As described above, in the valuable management system 1D of the fourth embodiment, in response to the determination of a deviant act by the deviant act determination means 119, the deterrent process determination means 120D determines a deterrent process related to the upper balance limit of the valuable set by the balance upper limit setting means 123 as a predetermined deterrent process, thereby restricting the valuable-related act itself that is the applicable act, and preventing further deviant acts from being performed.

[0160] Other modification examples The above has explained the deterrent process determination function by the deterrent process determination means 120A to 120D in the valuable value management systems 1A to 1D according to the first to fourth embodiments, but it is also possible to have all of the deterrent process determination functions by the deterrent process determination means 120A to 120D and combine multiple deterrent processes depending on the type of specific behavior and / or the number of times it is detected, as well as the content of the deviant behavior, etc., to deter deviant behavior by players.

[0161] For example, in the case of the first deviant behavior, which is intended to convert money into cash, the interval between the addition to the wallet account via cashless payment and the subtraction from the wallet via the purchase of prepaid value is short. Therefore, a deterrent process such as lowering the wallet balance upper limit may be implemented to make the use of the wallet account more inconvenient and deter the first deviant behavior. Alternatively, a deterrent process such as increasing the fee for depositing money into a wallet account via cashless payment may be implemented to increase the loss due to the deposit fee and deter the first deviant behavior, which is intended to convert money into cash. In the case of the second deviant behavior, which is intended to extend the expiration date of valuable value set by depositing money via cashless payment, a deterrent process such as increasing the charge fee may be implemented to increase the loss due to the charge fee and deter the second deviant behavior, which is intended to extend the expiration date of valuable value. In the case of the third deviant behavior, which is intended to consume valuable value due to excessive addiction to gaming, a deterrent process such as lowering the wallet account balance upper limit may be implemented to reduce the amount of money deposited into the wallet account and the amount of money charged from the wallet account to the IC card 4, thereby reducing the amount of valuable that can actually be consumed and deter the third deviant behavior.

[0162] Furthermore, the above-described valuable management systems 1A-1D can reliably manage wallet accounts for each player that can receive deposits via cashless payment. Therefore, it is conceivable to enable the use of prepaid electronic money payment services (e.g., Keisan Prepaid) provided by companies other than the cashless app operator on the cashless app. Keisan Prepaid is expected to be used for valuable-related activities other than the above-described valuable-related activities related to games, specifically, for commercial transactions at stores other than gaming parlors. The valuable in Keisan Prepaid is expected to be managed in an area for managing the valuable in Keisan Prepaid, which is provided in the wallet account for each player managed by the valuable management means 101 of the management function units 100A-100D. For example, when Keisan Prepaid is used at a store other than a gaming facility, the value management systems 1A-1D, upon receiving payment amount information from the management function units 100A-100D via the cashless app, transfer the balance of the wallet account equal to the payment amount to an area for managing the value in Keisan Prepaid, and consume the transferred balance as value in Keisan Prepaid to pay for the commercial transaction. The value management systems 1A-1D may manage the value originally managed in the wallet account and the value in Keisan Prepaid as a single type of value without providing an area for managing the value in Keisan Prepaid in the wallet account for each player managed by the value management means 101 of the management function units 100A-100D. In this case, when consuming one of the values, it is sufficient to assign a classification as the corresponding value. In addition, the value in Keisan Prepaid may be transferred in predetermined amounts (for example, 1,000 yen) from the balance of a wallet account even outside of the time of the above-mentioned commercial transaction, and the transferred balance may be managed as the value in Keisan Prepaid in an area that manages the value in Keisan Prepaid.In this way, if Keisan Prepaid can be used with a cashless app, the balance of each player's wallet account can be used as a value in Keisan Prepaid, which can further improve the convenience of the value management systems 1A to 1D.

[0163] However, it is desirable for gaming establishments to restrict the transfer of valuables from each player's wallet account to IC card 4, i.e., the wallet balance (the balance with the record of the addition type "settlement") that is returned to the wallet account by subtracting the wallet balance to purchase prepaid value for IC card 4 and then settling the prepaid value on IC card 4. This restriction should be imposed so that it cannot be transferred to the area within the wallet account that manages valuables in Keisan prepaid. It is also desirable to be able to determine such valuable-related activities as relevant activities. This is because transferring valuables that have been converted into prepaid value and then returned to the wallet account in a gaming establishment to the area that manages valuables in Keisan prepaid is a form of money laundering. Therefore, if a player engages in the above-mentioned activities to an extent that deviates from the scope of what can be considered appropriate behavior, it is desirable to deter them as deviant behavior.

[0164] Therefore, the date and time and amount of value transferred from the wallet account to the area managing value in Keisan Prepaid are also acquired and managed as value addition / deletion information, and can be used by the specific behavior detection means 118 to determine specific behavior. For example, a series of actions in which value deposited into a wallet account by cashless payment is quickly charged to the IC card 4, immediately returned to the wallet account by a wallet refund settlement, and the value returned by the settlement is transferred to the area managing value in Keisan Prepaid is detected as specific behavior. When this specific behavior is detected, the deviation behavior determination means 119 determines it to be a first deviation behavior. Note that when value is transferred directly from each player's wallet account managed by the value management means 101 to the area managing value in Keisan Prepaid without going through the IC card 4, that is, when the most recent record does not include the charging to the IC card 4 and the refund of the remaining balance from the IC card 4 by the wallet refund settlement, it does not need to be detected as specific behavior.

[0165] The above describes the value management system according to the present invention based on several embodiments, but the present invention is not limited to these embodiments and encompasses within its scope all value systems that can be realized as long as the configuration described in the claims is not changed. [Explanation of symbols]

[0166] 1A, 1B, 1C, 1D Value Management System 2. Gaming machines 2a Control section 2b Unit communication section 3 units (amusement devices) 3a Control section 3b Gaming machine communication section 3c Management Function Department Communication Department 3d management device communication department 4. IC card (recording medium) 5. Card issuing machine (gaming device) 5a Control section 5b Management Function Department Communication Department 5c Management device communication department 6. Payment machines (gaming devices) 6a Control section 6b Management Functions Communication Section 7 HUB 8. Relay Device 9 Management device 9a Control section 9b Unit communication section 9c Card issuing machine communication section 10 Mobile devices 11 Touch panel display 20 Cashless Center 30 Prepaid Payment Center 40 General-purpose settlement center 40a Control section 40b Information Management Department 40c Management Function Department Communication Department 100A, 100B, 100C, 100D Management function unit (wallet) 101 Value Management Instruments 102 Cashless Addition Method 103 Charge execution means 104 Settlement and addition means 105 Usability determination means 106 Settlement execution instruction means 111 Control Unit 112 Center Communications Department 113 Unit communication section 114 Mobile terminal communication unit 115 Card issuing machine communication unit 116 Payment Machine Communication Unit 117 Valuable Value Addition and Deductibility Information Management Means 118 Specific behavior detection means 119 Means for Determining Deviant Behavior 120A, 120B, 120C, 120D Deterrence processing determination means 121 Pair Management Method 122 Recording medium usage information acquisition means 123 Balance limit setting means

Claims

1. A valuable management system for managing valuables that can be used by a player, a valuable management means for managing the valuable; a cashless adding means for making a deposit request to a settlement center that executes cashless settlement based on a deposit execution request from a player, and adding the value deposited from the settlement center upon execution of the cashless settlement to the value managing means; a charge execution means for subtracting the value managed by the value management means based on a charge execution request requesting that the value be associated with a recording medium, and associating the subtracted value with the recording medium by the gaming device; a settlement adding means for adding the value corresponding to the remaining amount to the value managing means to settle the remaining amount based on a settlement execution request for settling the remaining amount of the value associated with the recording medium; a valuable addition / subtraction information management means for acquiring valuable addition / subtraction information including at least one of information regarding the addition of the valuable to the valuable management means by the cashless addition means, information regarding the addition of the valuable to the valuable management means by the settlement addition means, and information regarding the subtraction of the valuable from the valuable management means by the charge execution means, and for managing the acquired valuable addition / subtraction information for each player; specific behavior detection means for detecting specific behavior regarding cashless use for each player based on the value addition / reduction information managed by the value addition / reduction information management means; a deviant behavior determination means for determining whether or not a valuable-value-related behavior, which is a behavior related to the valuable value of a player originating from all or part of the deposit execution request, the charge execution request, and the settlement execution request from the player, is a deviant behavior, which is a behavior that is highly likely to deviate from the range that can be considered as proper behavior, based on the specific behavior detected by the specific behavior detection means; a deterrent action determination means for determining a predetermined deterrent action to be imposed on a player based on the specific action detected by the specific action detection means and the applicable action determined by the deviant action determination means, when the deviant action determination means determines that the valuable-value-related action corresponds to the deviant action, and the valuable-value-related action is a applicable action; and the deterrent process determining means determines, as the predetermined deterrent process, a deterrent process relating to a restriction on authority relating to the valuable-value-related act to be granted to an individual player, based on the type and / or number of times of detection of the specific act detected by the specific act detecting means and the type of the applicable act determined by the deviant act determining means; A valuable value management system characterized by:

2. The valuable addition / subtraction information management means acquires the type of cashless payment executed by the settlement center as information regarding the addition of the valuable to the valuable management means by the cashless addition means for each player, and sets information indicating that the type of cashless payment is a specific type as a management subject for addition to the valuable management means.

2. The value management system according to claim 1.

3. When the number of times the deviant behavior has been determined is less than or equal to a predetermined number, the deterrent processing decision means decides, as the deterrent processing, a quasi-deterrent processing defined as a processing relating to a restriction on authority relating to the valuable-value-related behavior that is granted to an individual player less severe than the predetermined deterrent processing.

2. The value management system according to claim 1.

4. the deviant behavior determination means, when determining whether the valuable-value-related behavior corresponds to the deviant behavior, takes into consideration whether a predetermined specific behavior has not been detected among a plurality of types of specific behavior detectable by the specific behavior detection means.

2. The value management system according to claim 1.

5. a pair management means for linking and managing the value management means, which is the object of subtraction of the value, and the recording medium, which is the object of addition of the value, in association with the association of the value with the recording medium by the charge execution means; a recording medium usage information acquisition means for acquiring information about the payout operation and / or the counting operation, based on the payout operation of subtracting the value associated with the recording medium under management of the pair management means and paying out game media to be used in games on the gaming machine and / or the counting operation of managing the counted game media as acquired game media; and the specific behavior detection means detects the specific behavior by taking into account the information regarding the dispensing behavior and / or the information regarding the counting behavior acquired by the recording medium usage information acquisition means.

2. The value management system according to claim 1.

Citation Information

Patent Citations

  • Electronic money system for game, portable terminal, and electronic money application program

    JP2007037907A

  • Game system, management device, and game method

    JP2025078531A

  • Gaming facility

    JP2025113942A

  • Information processing system and program

    JP2025150736A

  • Compound, organic electroluminescent device, and electronic apparatus

    JP2025150737A